arthurdiniz0_outer-math/OuterMath Unity Project/Assets/PlayMaker/Actions/Audio/PlayRandomSound.cs
// (c) Copyright HutongGames. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory(ActionCategory.Audio)]
	[Tooltip("Plays a Random Audio Clip at a position defined by a Game Object or a Vector3. If a position is defined, it takes priority over the game object. You can set the relative weight of the clips to control how often they are selected.")]
	public class PlayRandomSound : FsmStateAction
	{
        [Tooltip("The GameObject to play the sound.")]
		public FsmOwnerDefault gameObject;

        [Tooltip("Use world position instead of GameObject.")]
		public FsmVector3 position;

		[CompoundArray("Audio Clips", "Audio Clip", "Weight")]
		[ObjectType(typeof(AudioClip))]
        [Tooltip("A possible Audio Clip choice.")]
        public FsmObject[] audioClips;
		[HasFloatSlider(0, 1)]
        [Tooltip("The relative probability of this sound being picked. " +
                 "E.g. a weight of 0.5 is half as likely to be picked as a weight of 1.")]
        public FsmFloat[] weights;

		[HasFloatSlider(0, 1)]
        [Tooltip("Volume to play the sound at.")]
        public FsmFloat volume = 1f;

        [Tooltip("Don't play the same sound twice in a row")]
        public FsmBool noRepeat;

	    private int randomIndex;
        private int lastIndex = -1;

        public override void Reset()
		{
			gameObject = null;
			position = new FsmVector3 { UseVariable = true };
			audioClips = new FsmObject[3];
			weights = new FsmFloat[] {1,1,1};
			volume = 1;
            noRepeat = false;
        }

		public override void OnEnter()
		{
			DoPlayRandomClip();
			
			Finish();
		}

		void DoPlayRandomClip()
		{
			if (audioClips.Length == 0) return;

            if (!noRepeat.Value || weights.Length == 1)
            {
                randomIndex = ActionHelpers.GetRandomWeightedIndex(weights);
            }
            else
            {
                do
                {
                    randomIndex = ActionHelpers.GetRandomWeightedIndex(weights);
                } while (randomIndex == lastIndex && randomIndex != -1);

                lastIndex = randomIndex;
            }

            if (randomIndex != -1)
			{
				var clip = audioClips[randomIndex].Value as AudioClip;
				if (clip != null)
				{
					if (!position.IsNone)
					{
						AudioSource.PlayClipAtPoint(clip, position.Value, volume.Value);
					}
					else
					{
						GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
						if (go == null) return;
						
						AudioSource.PlayClipAtPoint(clip, go.transform.position, volume.Value);
					}				
				}
			}
		}
	}
}