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using System.Diagnostics;
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using System.Linq;
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using UnityEngine;
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using System.Collections;
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using Debug = UnityEngine.Debug;
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public class AiSound : MonoBehaviour {
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public AudioSource audio;
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private bool _isPlaying;
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private float _startTime;
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public float rangeScale = 1.0f;
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public float StartTime {
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get { return _startTime; }
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}
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public bool IsPlaying {
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get { return _isPlaying; }
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}
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void Start () {
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}
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private void BroadcastBeginPlaying() {
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_startTime = Time.time;
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var overlapped = Physics2D.OverlapCircleAll(transform.position, audio.maxDistance * rangeScale);
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var listeners = overlapped.Select(v => v.gameObject.GetComponent<AiSoundListener>()).Where(v => v != null).Distinct().ToList();
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if (listeners.Count() != 0) {
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foreach (var listener in listeners) {
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listener.OnSoundStart(this);
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Debug.Log("Broadcast begin playing to object: " + listener.name);
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}
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}
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else {
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Debug.Log("AiSound started but no listeners found");
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}
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}
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private void BroadcastEndPlaying() {
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Debug.Log("EndPlaying");
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}
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void Update () {
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if (audio != null) {
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if (_isPlaying != audio.isPlaying) {
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if (!_isPlaying) {
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BroadcastBeginPlaying();
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}
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else {
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BroadcastEndPlaying();
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}
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}
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_isPlaying = audio.isPlaying;
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}
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else {
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Debug.LogWarning("AiSound AudioSource is null!!!", this);
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}
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}
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void OnDrawGizmos() {
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if (audio != null) {
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AdvancedGizmo.DrawCircle(transform.position, Vector3.forward, audio.maxDistance * rangeScale, Color.green);
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}
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}
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}
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