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using UnityEngine;
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using UnityEngine.Serialization;
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using System.Collections;
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namespace Fungus
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{
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[CommandInfo("Audio",
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"Control Audio",
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"Plays, loops, or stops an audiosource. Any AudioSources with the same tag as the target Audio Source will automatically be stoped.")]
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public class ControlAudio : Command, ISerializationCallbackReceiver
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{
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#region Obsolete Properties
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[HideInInspector] [FormerlySerializedAs("audioSource")] public AudioSource audioSourceOLD;
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#endregion
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public enum controlType
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{
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PlayOnce,
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PlayLoop,
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PauseLoop,
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StopLoop,
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ChangeVolume
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}
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[Tooltip("What to do to audio")]
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public controlType control;
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[Tooltip("Audio clip to play")]
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public AudioSourceData _audioSource;
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[Range(0,1)]
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[Tooltip("Start audio at this volume")]
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public float startVolume = 1;
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[Range(0,1)]
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[Tooltip("End audio at this volume")]
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public float endVolume = 1;
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[Tooltip("Time to fade between current volume level and target volume level.")]
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public float fadeDuration;
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[Tooltip("Wait until this command has finished before executing the next command.")]
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public bool waitUntilFinished = false;
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public override void OnEnter()
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{
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if (_audioSource.Value == null)
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{
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Continue();
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return;
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}
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_audioSource.Value.volume = endVolume;
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switch(control)
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{
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case controlType.PlayOnce:
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StopAudioWithSameTag();
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PlayOnce();
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break;
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case controlType.PlayLoop:
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StopAudioWithSameTag();
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PlayLoop();
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break;
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case controlType.PauseLoop:
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PauseLoop();
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break;
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case controlType.StopLoop:
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StopLoop(_audioSource.Value);
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break;
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case controlType.ChangeVolume:
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ChangeVolume();
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break;
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}
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if (!waitUntilFinished)
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{
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Continue();
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}
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}
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/**
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* If there's other music playing in the scene, assign it the same tag as the new music you want to play and
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* the old music will be automatically stopped.
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*/
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protected void StopAudioWithSameTag()
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{
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// Don't stop audio if there's no tag assigned
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if (_audioSource.Value == null ||
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_audioSource.Value.tag == "Untagged")
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{
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return;
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}
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AudioSource[] audioSources = GameObject.FindObjectsOfType<AudioSource>();
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foreach (AudioSource a in audioSources)
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{
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if ((a.GetComponent<AudioSource>() != _audioSource.Value) && (a.tag == _audioSource.Value.tag))
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{
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StopLoop(a.GetComponent<AudioSource>());
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}
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}
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}
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protected void PlayOnce()
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{
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if (fadeDuration > 0)
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{
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// Fade volume in
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LeanTween.value(_audioSource.Value.gameObject,
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_audioSource.Value.volume,
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endVolume,
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fadeDuration
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).setOnUpdate(
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(float updateVolume)=>{
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_audioSource.Value.volume = updateVolume;
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});
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}
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_audioSource.Value.PlayOneShot(_audioSource.Value.clip);
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if (waitUntilFinished)
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{
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StartCoroutine(WaitAndContinue());
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}
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}
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protected virtual IEnumerator WaitAndContinue()
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{
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// Poll the audiosource until playing has finished
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// This allows for things like effects added to the audiosource.
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while (_audioSource.Value.isPlaying)
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{
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yield return null;
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}
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Continue();
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}
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protected void PlayLoop()
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{
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if (fadeDuration > 0)
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{
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_audioSource.Value.volume = 0;
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_audioSource.Value.loop = true;
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_audioSource.Value.GetComponent<AudioSource>().Play();
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LeanTween.value(_audioSource.Value.gameObject,0,endVolume,fadeDuration
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).setOnUpdate(
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(float updateVolume)=>{
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_audioSource.Value.volume = updateVolume;
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}
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).setOnComplete(
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()=>{
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if (waitUntilFinished)
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{
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Continue();
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}
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}
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);
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}
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else
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{
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_audioSource.Value.volume = 1;
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_audioSource.Value.loop = true;
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_audioSource.Value.GetComponent<AudioSource>().Play();
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}
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}
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protected void PauseLoop()
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{
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if (fadeDuration > 0)
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{
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LeanTween.value(_audioSource.Value.gameObject,_audioSource.Value.volume,0,fadeDuration
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).setOnUpdate(
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(float updateVolume)=>{
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_audioSource.Value.volume = updateVolume;
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}
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).setOnComplete(
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()=>{
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_audioSource.Value.GetComponent<AudioSource>().Pause();
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if (waitUntilFinished)
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{
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Continue();
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}
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}
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);
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}
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else
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{
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_audioSource.Value.GetComponent<AudioSource>().Pause();
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}
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}
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protected void StopLoop(AudioSource source)
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{
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if (fadeDuration > 0)
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{
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LeanTween.value(source.gameObject,_audioSource.Value.volume,0,fadeDuration
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).setOnUpdate(
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(float updateVolume)=>{
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source.volume = updateVolume;
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}
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).setOnComplete(
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()=>{
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source.GetComponent<AudioSource>().Stop();
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if (waitUntilFinished)
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{
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Continue();
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}
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}
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);
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}
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else
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{
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source.GetComponent<AudioSource>().Stop();
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}
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}
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protected void ChangeVolume()
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{
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LeanTween.value(_audioSource.Value.gameObject,_audioSource.Value.volume,endVolume,fadeDuration
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).setOnUpdate(
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(float updateVolume)=>{
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_audioSource.Value.volume = updateVolume;
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}
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);
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}
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void AudioFinished()
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{
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if (waitUntilFinished)
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{
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Continue();
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}
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}
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public override string GetSummary()
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{
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if (_audioSource.Value == null)
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{
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return "Error: No sound clip selected";
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}
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string fadeType = "";
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if (fadeDuration > 0)
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{
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fadeType = " Fade out";
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if (control != controlType.StopLoop)
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{
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fadeType = " Fade in volume to " + endVolume;
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}
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if (control == controlType.ChangeVolume)
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{
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fadeType = " to " + endVolume;
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}
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fadeType += " over " + fadeDuration + " seconds.";
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}
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return control.ToString() + " \"" + _audioSource.Value.name + "\"" + fadeType;
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}
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public override Color GetButtonColor()
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{
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return new Color32(242, 209, 176, 255);
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}
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//
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// ISerializationCallbackReceiver implementation
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//
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public virtual void OnBeforeSerialize()
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{}
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public virtual void OnAfterDeserialize()
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{
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if (audioSourceOLD != null)
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{
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_audioSource.Value = audioSourceOLD;
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audioSourceOLD = null;
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}
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}
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}
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}
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