Created wwise project Integrated inventory UI sounds Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
61 lines
2.2 KiB
C#
61 lines
2.2 KiB
C#
#if UNITY_EDITOR
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//////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2014 Audiokinetic Inc. / All Rights Reserved
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//
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//////////////////////////////////////////////////////////////////////
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(AkBank))]
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public class AkBankInspector : AkBaseInspector
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{
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private readonly AkUnityEventHandlerInspector m_LoadBankEventHandlerInspector = new AkUnityEventHandlerInspector();
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private readonly AkUnityEventHandlerInspector m_UnloadBankEventHandlerInspector = new AkUnityEventHandlerInspector();
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private UnityEditor.SerializedProperty decode;
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private UnityEditor.SerializedProperty loadAsync;
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private UnityEditor.SerializedProperty saveDecoded;
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private void OnEnable()
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{
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m_LoadBankEventHandlerInspector.Init(serializedObject, "triggerList", "Load On: ", false);
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m_UnloadBankEventHandlerInspector.Init(serializedObject, "unloadTriggerList", "Unload On: ", false);
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loadAsync = serializedObject.FindProperty("loadAsynchronous");
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decode = serializedObject.FindProperty("decodeBank");
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saveDecoded = serializedObject.FindProperty("saveDecodedBank");
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}
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public override void OnChildInspectorGUI()
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{
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m_LoadBankEventHandlerInspector.OnGUI();
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m_UnloadBankEventHandlerInspector.OnGUI();
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using (new UnityEditor.EditorGUILayout.VerticalScope("box"))
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{
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UnityEditor.EditorGUILayout.PropertyField(loadAsync, new UnityEngine.GUIContent("Asynchronous:"));
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UnityEditor.EditorGUILayout.PropertyField(decode, new UnityEngine.GUIContent("Decode compressed data:"));
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if (!decode.boolValue)
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return;
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var oldSaveDecodedValue = saveDecoded.boolValue;
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UnityEditor.EditorGUILayout.PropertyField(saveDecoded, new UnityEngine.GUIContent("Save decoded bank:"));
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if (!oldSaveDecodedValue || saveDecoded.boolValue)
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return;
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var bank = target as AkBank;
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AkBasePathGetter.EvaluateGamePaths();
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var decodedBankPath = System.IO.Path.Combine(AkBasePathGetter.DecodedBankFullPath, bank.data.Name + ".bnk");
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try
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{
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System.IO.File.Delete(decodedBankPath);
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}
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catch (System.Exception e)
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{
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UnityEngine.Debug.Log("WwiseUnity: Could not delete existing decoded SoundBank. Please delete it manually. " + e);
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}
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}
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}
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}
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#endif
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