Added audio to the decorations minigame and switched the rock for the fez
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Assets/Art/Levels/MinigameStatueDressup/Sprites/fez.png
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Assets/Art/Levels/MinigameStatueDressup/Sprites/fez.png
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Assets/Art/Levels/MinigameStatueDressup/Sprites/fez.png.meta
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Assets/Art/Levels/MinigameStatueDressup/Sprites/fez.png.meta
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@@ -1,6 +1,12 @@
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using Core;
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using Core.Lifecycle;
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using Minigames.StatueDressup.Data;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.Audio;
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using UnityEngine.InputSystem;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace Minigames.StatueDressup.Events
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{
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@@ -11,7 +17,12 @@ namespace Minigames.StatueDressup.Events
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public class DecorationEventsManager : ManagedBehaviour
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{
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public static DecorationEventsManager Instance { get; private set; }
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private AppleAudioSource _targetAudioPlayer;
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// Dictionary to track addressable handles by AudioManager
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private Dictionary<AppleAudioSource, AsyncOperationHandle<AudioResource>> _addressableHandles
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= new Dictionary<AppleAudioSource, AsyncOperationHandle<AudioResource>>();
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// Static events for decoration state changes
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public static event System.Action<DecorationEventData> OnDecorationTappedInGrid;
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public static event System.Action<DecorationEventData> OnDecorationTappedOnStatue;
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@@ -34,6 +45,10 @@ namespace Minigames.StatueDressup.Events
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}
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Instance = this;
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// Get ref to AudioComponent
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_targetAudioPlayer = GetComponent<AppleAudioSource>();
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// Subscribe to all events
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OnDecorationTappedInGrid += HandleDecorationTappedInGrid;
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@@ -57,13 +72,32 @@ namespace Minigames.StatueDressup.Events
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OnDecorationDroppedOnStatue -= HandleDecorationDroppedOnStatue;
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OnDecorationDroppedOut -= HandleDecorationDroppedOut;
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OnDecorationFinishedDroppingOut -= HandleDecorationFinishedDroppingOut;
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ReleaseAllHandles();
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Instance = null;
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}
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}
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private void OnApplicationQuit()
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{
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ReleaseAllHandles();
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}
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private void ReleaseAllHandles()
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{
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foreach (var handle in _addressableHandles.Values)
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{
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if (handle.IsValid())
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{
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Addressables.Release(handle);
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}
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}
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_addressableHandles.Clear();
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}
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#region Static Broadcasting Methods
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/// <summary>
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/// Broadcast that a decoration was tapped in the grid menu
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/// </summary>
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@@ -127,19 +161,20 @@ namespace Minigames.StatueDressup.Events
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private void HandleDecorationTappedInGrid(DecorationEventData eventData)
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{
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Logging.Debug($"[DecorationEventsManager] Decoration tapped in grid: {eventData.DecorationData?.DecorationId}");
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// TODO: Play tap SFX/VFX
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}
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private void HandleDecorationTappedOnStatue(DecorationEventData eventData)
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{
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Logging.Debug($"[DecorationEventsManager] Decoration tapped on statue: {eventData.DecorationData?.DecorationId}");
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// TODO: Play tap SFX/VFX (different from grid tap?)
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}
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private void HandleDecorationStartedDragging(DecorationEventData eventData)
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{
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Logging.Debug($"[DecorationEventsManager] Decoration started dragging: {eventData.DecorationData?.DecorationId} (FromStatue: {eventData.FromStatue})");
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// TODO: Play drag start SFX, maybe show drag VFX
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//Play tap SFX/VFX
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PlayAdressableAudio("card_albumdrop");
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}
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private void HandleDecorationFinishedDragging(DecorationEventData eventData)
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@@ -151,13 +186,15 @@ namespace Minigames.StatueDressup.Events
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private void HandleDecorationDroppedOnStatue(DecorationEventData eventData)
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{
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Logging.Debug($"[DecorationEventsManager] Decoration dropped on statue: {eventData.DecorationData?.DecorationId}");
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// TODO: Play success SFX, maybe show placement VFX
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// Play success SFX
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PlayAdressableAudio("card_albumdrop_deep");
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}
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private void HandleDecorationDroppedOut(DecorationEventData eventData)
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{
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Logging.Debug($"[DecorationEventsManager] Decoration dropped out (animation starting): {eventData.DecorationData?.DecorationId}");
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// TODO: Play drop-out SFX (whoosh/disappear sound?)
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// Play disappear SFX SFX
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PlayAdressableAudio("random_swoosh");
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}
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private void HandleDecorationFinishedDroppingOut(DecorationEventData eventData)
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@@ -165,8 +202,23 @@ namespace Minigames.StatueDressup.Events
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Logging.Debug($"[DecorationEventsManager] Decoration finished dropping out: {eventData.DecorationData?.DecorationId}");
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// TODO: Play finish SFX (poof sound?), maybe show VFX
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}
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#endregion
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public void PlayAdressableAudio(string key)
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{
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// Load the asset via addressables
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var handle = Addressables.LoadAssetAsync<AudioResource>(key);
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var result = handle.WaitForCompletion();
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// Store the handle for later release
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_addressableHandles[_targetAudioPlayer] = handle;
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Logging.Debug($"[DecorationEventsManager] Loaded addressable audio clip: {key}");
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_targetAudioPlayer.audioSource.resource = result;
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_targetAudioPlayer.Play(0);
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}
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}
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}
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@@ -310,7 +310,7 @@ public class AudioManager : ManagedBehaviour, IPausable
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// Store the handle for later release
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_addressableHandles[uiAudioSource] = handle;
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Logging.Debug($"[CinematicsManager] Loaded addressable UI audio clip: {key}");
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Logging.Debug($"[AudioManager] Loaded addressable UI audio clip: {key}");
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_targetAudioPlayer.audioSource.resource = result;
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_targetAudioPlayer.Play(0);
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