100 lines
2.4 KiB
C#
100 lines
2.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace DarkTonic.MasterAudio
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{
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public class SoundGroupOrganizer : MonoBehaviour
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{
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public class CustomEventSelection
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{
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public CustomEvent Event;
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public bool IsSelected;
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public CustomEventSelection(CustomEvent cEvent, bool isSelected)
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{
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Event = cEvent;
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IsSelected = isSelected;
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}
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}
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public class SoundGroupSelection
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{
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public GameObject Go;
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public bool IsSelected;
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public SoundGroupSelection(GameObject go, bool isSelected)
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{
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Go = go;
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IsSelected = isSelected;
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}
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}
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public enum MAItemType
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{
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SoundGroups = 0,
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CustomEvents = 1
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}
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public enum TransferMode
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{
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None = 0,
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Import = 1,
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Export = 2
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}
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public GameObject dynGroupTemplate;
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public GameObject dynVariationTemplate;
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public GameObject maGroupTemplate;
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public GameObject maVariationTemplate;
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public MasterAudio.DragGroupMode curDragGroupMode;
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public MasterAudio.AudioLocation bulkVariationMode;
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public SystemLanguage previewLanguage = SystemLanguage.English;
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public bool useTextGroupFilter;
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public string textGroupFilter = string.Empty;
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public TransferMode transMode;
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public GameObject sourceObject;
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public List<SoundGroupSelection> selectedSourceSoundGroups = new List<SoundGroupSelection>();
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public GameObject destObject;
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public List<SoundGroupSelection> selectedDestSoundGroups = new List<SoundGroupSelection>();
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public MAItemType itemType;
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public List<CustomEventSelection> selectedSourceCustomEvents = new List<CustomEventSelection>();
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public List<CustomEventSelection> selectedDestCustomEvents = new List<CustomEventSelection>();
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public List<CustomEvent> customEvents = new List<CustomEvent>();
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public List<CustomEventCategory> customEventCategories = new List<CustomEventCategory>
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{
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new CustomEventCategory()
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};
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public string newEventName = "my event";
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public string newCustomEventCategoryName = "New Category";
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public string addToCustomEventCategoryName = "New Category";
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private void Awake()
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{
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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.");
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}
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}
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}
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