4using System.Collections.Generic;
25 Debug.Log(
"PlayVoiceOver : IStep VO:" +
function.value);
28 if (voiceOverData ==
null)
36 if (!guideModeState.IsModeActive)
38 if (voiceOverData.isGuided)
42 onStepSkipped.Invoke();
55 VoiceOverName = function.value
60 if (guideModeState.IsSoundEnabled)
Main logic for playing fxs and voice overs.
void UpdateLastRepeatable(string voiceOverName)
Update last repeatable Used to restore the last played audio.
void MuteRepeatableSound()
Mute repeatable sound volume.
void PlayRepeatable(string voiceOverName)
Play voice repeating it at a certain time intervals.
VoiceOverInfo GetOverOverData(string voiceOverName)
Get voice over data Info by name If VO data is missing from the data, it will return an error.
void SetRepeatableSoundVolume(float volume)
Set repeatable sound volume.
Intentionally made partial, in case you want to extend it easily.
Unity components communication service.
Voice over play function.
Action OnFunctionFinished
void FunctionFinished()
Called to end current step and start a next one.
void StartStep(StepItem stepItem, StepFunction function, List< InteractableClass > interactables, Action onStepSkipped=null)
readonly AudioService _audioService
Logic for saving and unloading states during project execution.
Basic interface of functions. (Please note that iStep is a wrong name)