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using System.Collections;
using UnityEngine;
using UnityEngine.Audio;
public class AudioDayNightFader : MonoBehaviour, DayNightCycle.IDaytimeSensitive
{
public float fadeTime = 0.5f;
public AudioMixer mixer;
public AudioClip nightMusic;
public AudioClip finalNightMusic;
public float nightMusicFadeInTime = 3f;
public float nightMusicFadeOutTime = 4f;
private float transitionClock;
private float dayTargetVol;
private float nightTargetVol;
private void Start()
{
DayNightCycle.Instance.RegisterDaytimeSensitiveObject(this);
mixer.GetFloat("DayEnvVolume", out dayTargetVol);
mixer.GetFloat("NightEnvVolume", out nightTargetVol);
dayTargetVol = Mathf.Pow(10f, dayTargetVol / 20f);
nightTargetVol = Mathf.Pow(10f, nightTargetVol / 20f);
mixer.SetFloat("NightEnvVolume", Mathf.Log10(0.0001f) * 20f);
}
public void OnDawn_AfterSunrise()
{
}
public void OnDawn_BeforeSunrise()
{
StopAllCoroutines();
StartCoroutine(FadeToDay());
}
public void OnDusk()
{
StopAllCoroutines();
StartCoroutine(FadeToNight());
}
private IEnumerator FadeToNight()
{
if (EnemySpawner.instance.Wavenumber >= EnemySpawner.instance.waves.Count - 1)
{
MusicManager.instance.PlayMusic(finalNightMusic, nightMusicFadeInTime);
}
else
{
MusicManager.instance.PlayMusic(nightMusic, nightMusicFadeInTime);
}
while (transitionClock < 1f)
{
transitionClock += Time.deltaTime / fadeTime;
mixer.SetFloat("DayEnvVolume", Mathf.Log10(Mathf.Lerp(dayTargetVol, 0.0001f, transitionClock)) * 20f);
mixer.SetFloat("NightEnvVolume", Mathf.Log10(Mathf.Lerp(0.0001f, nightTargetVol, transitionClock)) * 20f);
yield return null;
}
transitionClock = 1f;
mixer.SetFloat("DayEnvVolume", Mathf.Log10(0.0001f) * 20f);
mixer.SetFloat("NightEnvVolume", Mathf.Log10(nightTargetVol) * 20f);
}
private IEnumerator FadeToDay()
{
MusicManager.instance.PlayMusic(null, nightMusicFadeOutTime);
while (transitionClock > 0f)
{
transitionClock -= Time.deltaTime / fadeTime;
mixer.SetFloat("DayEnvVolume", Mathf.Log10(Mathf.Lerp(dayTargetVol, 0.0001f, transitionClock)) * 20f);
mixer.SetFloat("NightEnvVolume", Mathf.Log10(Mathf.Lerp(0.0001f, nightTargetVol, transitionClock)) * 20f);
yield return null;
}
transitionClock = 0f;
mixer.SetFloat("DayEnvVolume", Mathf.Log10(dayTargetVol) * 20f);
mixer.SetFloat("NightEnvVolume", Mathf.Log10(0.0001f) * 20f);
}
}
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