SteamAudio/Scripts/Runtime/SteamAudioStaticMesh.cs
2024-05-14 04:06:02 +02:00

81 lines
2.3 KiB
C#
Executable File

//
// Copyright 2017-2023 Valve Corporation.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
using UnityEngine;
namespace SteamAudio
{
public class SteamAudioStaticMesh : MonoBehaviour
{
[Header("Export Settings")]
public SerializedData asset = null;
public string sceneNameWhenExported = "";
#if STEAMAUDIO_ENABLED
StaticMesh mStaticMesh = null;
void Start()
{
if (asset == null)
{
Debug.LogWarningFormat("No asset set for Steam Audio Static Mesh in scene {0}. Export the scene before clicking Play.",
gameObject.scene.name);
}
}
void OnDestroy()
{
if (mStaticMesh != null)
{
mStaticMesh.Release();
}
}
void OnEnable()
{
if (mStaticMesh != null)
{
mStaticMesh.AddToScene(SteamAudioManager.CurrentScene);
SteamAudioManager.ScheduleCommitScene();
}
}
void OnDisable()
{
if (mStaticMesh != null && SteamAudioManager.CurrentScene != null)
{
mStaticMesh.RemoveFromScene(SteamAudioManager.CurrentScene);
SteamAudioManager.ScheduleCommitScene();
}
}
void Update()
{
if (mStaticMesh == null && asset != null)
{
mStaticMesh = new StaticMesh(SteamAudioManager.Context, SteamAudioManager.CurrentScene, asset);
if (enabled)
{
mStaticMesh.AddToScene(SteamAudioManager.CurrentScene);
SteamAudioManager.ScheduleCommitScene();
}
}
}
#endif
}
}