using System.Collections.Generic; using UnityEngine; namespace DarkTonic.MasterAudio { public class SoundGroupOrganizer : MonoBehaviour { public class CustomEventSelection { public CustomEvent Event; public bool IsSelected; public CustomEventSelection(CustomEvent cEvent, bool isSelected) { Event = cEvent; IsSelected = isSelected; } } public class SoundGroupSelection { public GameObject Go; public bool IsSelected; public SoundGroupSelection(GameObject go, bool isSelected) { Go = go; IsSelected = isSelected; } } public enum MAItemType { SoundGroups = 0, CustomEvents = 1 } public enum TransferMode { None = 0, Import = 1, Export = 2 } public GameObject dynGroupTemplate; public GameObject dynVariationTemplate; public GameObject maGroupTemplate; public GameObject maVariationTemplate; public MasterAudio.DragGroupMode curDragGroupMode; public MasterAudio.AudioLocation bulkVariationMode; public SystemLanguage previewLanguage = SystemLanguage.English; public bool useTextGroupFilter; public string textGroupFilter = string.Empty; public TransferMode transMode; public GameObject sourceObject; public List selectedSourceSoundGroups = new List(); public GameObject destObject; public List selectedDestSoundGroups = new List(); public MAItemType itemType; public List selectedSourceCustomEvents = new List(); public List selectedDestCustomEvents = new List(); public List customEvents = new List(); public List customEventCategories = new List { new CustomEventCategory() }; public string newEventName = "my event"; public string newCustomEventCategoryName = "New Category"; public string addToCustomEventCategoryName = "New Category"; private void Awake() { Debug.LogError("You have a Sound Group Organizer prefab in this Scene. You should never play a Scene with that type of prefab as it could take up tremendous amounts of audio memory. Please use a Sandbox Scene for that, which is only used to make changes to that prefab and apply them. This Sandbox Scene should never be a Scene that is played in the game."); } } }