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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MusicManager : MonoBehaviour
{
[Serializable]
public class OverrideVolume
{
public AudioClip audioClip;
[Range(0f, 1f)]
public float volume;
public OverrideVolume(AudioClip clip, float volume)
{
audioClip = clip;
this.volume = volume;
}
}
public static MusicManager instance;
[SerializeField]
private AudioSource audioSource;
private AudioClip currentMusic;
private Coroutine fadeCoroutine;
private float currentVolume;
[SerializeField]
private AudioClip[] resumeableMusicClips;
private Dictionary<AudioClip, float> resumeableMusicPlaybackPositions = new Dictionary<AudioClip, float>();
[SerializeField]
private List<OverrideVolume> overrideVolumes = new List<OverrideVolume>();
private float CurrentVolume
{
get
{
return currentVolume;
}
set
{
float num = value;
currentVolume = value;
OverrideVolume overrideVolume = overrideVolumes.Find((OverrideVolume o) => o.audioClip == currentMusic);
if (overrideVolume != null)
{
num *= overrideVolume.volume;
}
audioSource.volume = Mathf.Pow(num, 2f);
}
}
private void Awake()
{
if (instance != null)
{
UnityEngine.Object.Destroy(base.gameObject);
return;
}
instance = this;
CurrentVolume = 0f;
AudioClip[] array = resumeableMusicClips;
foreach (AudioClip key in array)
{
resumeableMusicPlaybackPositions.Add(key, 0f);
}
}
public void PlayMusic(AudioClip music, float fadeDuration = 4f)
{
if (currentMusic == music)
{
return;
}
if (music == null && currentMusic != null)
{
StartCoroutine(FadeOutAndStop(fadeDuration));
return;
}
if (fadeCoroutine != null)
{
StopCoroutine(fadeCoroutine);
}
fadeCoroutine = StartCoroutine(FadeOutChangeMusicFadeIn(music, fadeDuration));
}
private IEnumerator FadeOutChangeMusicFadeIn(AudioClip newMusic, float fadeDuration)
{
if (currentMusic != null)
{
if (resumeableMusicPlaybackPositions.ContainsKey(currentMusic))
{
resumeableMusicPlaybackPositions[currentMusic] = audioSource.time;
}
yield return StartCoroutine(FadeOut(fadeDuration));
}
CurrentVolume = 0f;
audioSource.clip = newMusic;
currentMusic = newMusic;
if (resumeableMusicPlaybackPositions.ContainsKey(newMusic))
{
audioSource.time = resumeableMusicPlaybackPositions[newMusic];
}
else
{
audioSource.time = 0f;
}
audioSource.Play();
yield return null;
yield return StartCoroutine(FadeIn(fadeDuration));
}
private IEnumerator FadeOutAndStop(float fadeDuration)
{
yield return StartCoroutine(FadeOut(fadeDuration));
if (currentMusic != null && resumeableMusicPlaybackPositions.ContainsKey(currentMusic))
{
resumeableMusicPlaybackPositions[currentMusic] = audioSource.time;
}
audioSource.Stop();
currentMusic = null;
}
private IEnumerator FadeOut(float fadeDuration)
{
if (fadeDuration <= 0f)
{
CurrentVolume = 0f;
yield break;
}
float fadeSpeed = 1f / fadeDuration;
while (CurrentVolume > 0f)
{
CurrentVolume -= fadeSpeed * Time.unscaledDeltaTime;
yield return null;
}
CurrentVolume = 0f;
}
private IEnumerator FadeIn(float fadeDuration)
{
if (fadeDuration <= 0f)
{
CurrentVolume = 1f;
yield break;
}
float fadeSpeed = 1f / fadeDuration;
while (CurrentVolume < 1f)
{
CurrentVolume += fadeSpeed * Time.unscaledDeltaTime;
yield return null;
}
CurrentVolume = 1f;
}
}
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