82 lines
2.8 KiB
C#
82 lines
2.8 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 : SerializedScriptableObject
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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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[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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#if UNITY_EDITOR
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public static AudioConfig FindSettings()
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{
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var guids = AssetDatabase.FindAssets($"t:{nameof(AudioConfig)}");
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if (guids.Length > 1) Debug.LogWarning("Found multiple settings files, using the first.");
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switch (guids.Length)
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{
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case 0:
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return null;
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default:
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var path = AssetDatabase.GUIDToAssetPath(guids[0]);
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return AssetDatabase.LoadAssetAtPath<AudioConfig>(path);
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}
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}
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public static AudioConfig GetOrCreateSettings()
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{
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var settings = FindSettings();
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if (settings == null)
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{
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settings = CreateInstance<AudioConfig>();
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string path = "Assets/GadGame/SO/SoundConfig";
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if (!Directory.Exists(path)) Directory.CreateDirectory(path);
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AssetDatabase.CreateAsset(settings, $"{path}/Sound Config.asset");
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AssetDatabase.SaveAssets();
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}
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return settings;
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}
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#endif
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}
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} |