53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Sirenix.OdinInspector;
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using UnityEngine;
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#if UNITY_EDITOR
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using System.IO;
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using UnityEditor;
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#endif
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namespace GadGame.SO
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{
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[CreateAssetMenu]
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public class AudioConfig : Config
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{
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public AudioObject AudioObjectPrefab;
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[SerializeField]
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[FolderPath(RequireExistingPath = true, ParentFolder = "Assets")]
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private string _soundDefineFileSavePath;
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public Dictionary<string, AudioClip> Musics = new();
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public Dictionary<string, AudioClip> Sounds = new();
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#if UNITY_EDITOR
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[Button(ButtonSizes.Gigantic), GUIColor(0, 1, 0)]
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private void GenerateAudioDefine()
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{
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var backgroundMusicBody = "";
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backgroundMusicBody = Musics.Aggregate(backgroundMusicBody, (current, music) => current + $"\t\t{music.Key},\n");
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var soundEffectsBody = "";
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soundEffectsBody = Sounds.Aggregate(soundEffectsBody, (current, music) => current + $"\t\t{music.Key},\n");
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var ns = _soundDefineFileSavePath.Replace('/', '.').Replace(".Scripts", "");
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var template = Utils.GetTemplate("AudioDefine", new Dictionary<string, string>
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{
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{"backgroundMusicBody", backgroundMusicBody},
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{"soundEffectsBody", soundEffectsBody},
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{"namespace", ns}
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});
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using (var sw = new StreamWriter(Path.Combine(Application.dataPath, _soundDefineFileSavePath,$"AudioDefine.cs")))
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{
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sw.Write (template);
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}
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AssetDatabase.Refresh (ImportAssetOptions.ForceUpdate);
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}
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#endif
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}
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} |