| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485 | using System;using UnityEngine;using Random = UnityEngine.Random;namespace HQFPSWeapons{	[Serializable]	public class SoundPlayer : ICloneable	{		public int ClipCount { get { return m_Clips.Count; } }		[SerializeField]		[Reorderable]		private AudioClipList m_Clips = null;		[SerializeField]		[MinMax(0f,1f)]		private Vector2 m_VolumeRange = new Vector2(0.5f, 0.75f);		[SerializeField]		[MinMax(0.5f, 1.5f)]		private Vector2 m_PitchRange = new Vector2(0.9f, 1.1f);		[SerializeField]		[Range(0f, 1f)]		private float m_VolumeMultiplier = 1f;		private int m_LastClipPlayed = -1;		public object Clone()		{			return MemberwiseClone();		}		public void Play(AudioSource audioSource, float volume = 1f)		{			Play(ItemSelection.Method.RandomExcludeLast, audioSource, volume);		}		public void Play(ItemSelection.Method selectionMethod, AudioSource audioSource, float volume = 1f)		{			if(!audioSource || m_Clips.Count == 0)				return;			if(m_LastClipPlayed >= m_Clips.Count || m_LastClipPlayed <= -1)				m_LastClipPlayed = m_Clips.Count - 1;			AudioClip clipToPlay = m_Clips.List.Select(ref m_LastClipPlayed, selectionMethod);			var finalVolume = GetVolume() * volume;			audioSource.pitch = Random.Range(m_PitchRange.x, m_PitchRange.y);			audioSource.PlayOneShot(clipToPlay, finalVolume);		}		/// <summary>		/// Will use the AudioSource.PlayClipAtPoint() method, which doesn't include pitch variation.		/// </summary>		public void PlayAtPosition(ItemSelection.Method selectionMethod, Vector3 position, float volume = 1f)		{			if(m_Clips.Count == 0)				return;			AudioClip clipToPlay = m_Clips.List.Select(ref m_LastClipPlayed, selectionMethod);			AudioSource.PlayClipAtPoint(clipToPlay, position, GetVolume() * volume);		}		public void Play2D(ItemSelection.Method selectionMethod = ItemSelection.Method.RandomExcludeLast, float volume = 1f)		{			if(m_Clips.Count == 0)				return;			AudioClip clipToPlay = m_Clips.List.Select(ref m_LastClipPlayed, selectionMethod);			AudioUtils.Instance.Play2D(clipToPlay, GetVolume() * volume);		}		private float GetVolume()		{			return Random.Range(m_VolumeRange.x, m_VolumeRange.y) * m_VolumeMultiplier;		}	}}
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