Files
2026-03-04 10:03:45 +08:00

100 lines
2.4 KiB
C#

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<SoundGroupSelection> selectedSourceSoundGroups = new List<SoundGroupSelection>();
public GameObject destObject;
public List<SoundGroupSelection> selectedDestSoundGroups = new List<SoundGroupSelection>();
public MAItemType itemType;
public List<CustomEventSelection> selectedSourceCustomEvents = new List<CustomEventSelection>();
public List<CustomEventSelection> selectedDestCustomEvents = new List<CustomEventSelection>();
public List<CustomEvent> customEvents = new List<CustomEvent>();
public List<CustomEventCategory> customEventCategories = new List<CustomEventCategory>
{
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.");
}
}
}