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Changed DialogAudio to be a component

master
chrisgregan 10 years ago
parent
commit
640c6a58fd
  1. 4
      Assets/Fungus/Narrative/Scripts/DialogAudio.cs
  2. 20
      Assets/Fungus/Narrative/Scripts/SayDialog.cs

4
Assets/Fungus/Narrative/Scripts/DialogAudio.cs

@ -5,9 +5,9 @@ namespace Fungus
{
/*
* Helper class to manage play, pause & stop operations on voiceover and writing sound effects
* Manages audio effects for Dialogs
*/
public class DialogAudio
public class DialogAudio : MonoBehaviour
{
public AudioSource audioSource;
public AudioClip audioClip;

20
Assets/Fungus/Narrative/Scripts/SayDialog.cs

@ -23,10 +23,10 @@ namespace Fungus
public Text storyText;
public Image characterImage;
public DialogAudio audioController = new DialogAudio();
protected DialogAudio dialogAudio;
protected Writer writer;
protected CanvasGroup canvasGroup;
protected bool fadeWhenDone = true;
protected float targetAlpha = 0f;
protected float fadeCoolDownTimer = 0f;
@ -91,6 +91,22 @@ namespace Fungus
return canvasGroup;
}
protected DialogAudio GetDialogAudio()
{
if (dialogAudio != null)
{
return dialogAudio;
}
dialogAudio = GetComponent<DialogAudio>();
if (dialogAudio == null)
{
dialogAudio = gameObject.AddComponent<DialogAudio>();
}
return dialogAudio;
}
protected void Start()
{
// Dialog always starts invisible, will be faded in when writing starts

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