Ryle Radio 1.0.1
An open-source "radio" system for Unity, allowing tracks, tuning, broadcasters, and more!
Loading...
Searching...
No Matches
RyleRadio.Components.RadioInteractor Class Reference

A component that performs actions on a radio, such as playing tracks, stopping them, etc

Very useful when writing custom code for a radio, or when using a RadioObserver. More...

Inheritance diagram for RyleRadio.Components.RadioInteractor:

Public Member Functions

void PlayLoop ()
 Plays affectedTracks with looping players.
void PlayOneShot ()
 Plays affectedTracks with one-shot players.
void Stop ()
 Stops a player on each affectedTracks.
void FlipPause ()
 Pauses/unpauses a player on each affectedTracks.
void Pause ()
 Pauses a player on each affectedTracks.
void Unpause ()
 Unpauses a player on each affectedTracks.
void ResetProgress ()
 Resets the progress of a player on each affectedTracks.

Private Attributes

int affectedTracks
 The tracks that this interactor applies to.
RadioOutput.MultiplePlayersSelector playerSelector
 The method by which this interactor selects a RadioTrackPlayer when one is needed. For example, if Stop() is called and an affected track has multiple active players, the interactor needs to pick which player to stop- it chooses according to this variable.
bool debugAll = false
 Whether or not extra debug information should be printed from this component.

Additional Inherited Members

Protected Member Functions inherited from RyleRadio.Components.Base.RadioOutputTrackAccessor
void DoTrackAction (int _trackMask, Action< string > _action)
 Performs an action on any selected tracks using a MultiselectAttribute.
Protected Attributes inherited from RyleRadio.Components.Base.RadioOutputTrackAccessor
RadioOutput output
 The RadioOutput to get tracks from.
Properties inherited from RyleRadio.Components.Base.RadioOutputTrackAccessor
List< string > TrackNames [get]
 The names of tracks available in the Output.

Detailed Description

A component that performs actions on a radio, such as playing tracks, stopping them, etc

Very useful when writing custom code for a radio, or when using a RadioObserver.

Definition at line 13 of file RadioInteractor.cs.

Member Function Documentation

◆ FlipPause()

void RyleRadio.Components.RadioInteractor.FlipPause ( )

Pauses/unpauses a player on each affectedTracks.

Definition at line 75 of file RadioInteractor.cs.

◆ Pause()

void RyleRadio.Components.RadioInteractor.Pause ( )

Pauses a player on each affectedTracks.

Definition at line 94 of file RadioInteractor.cs.

◆ PlayLoop()

void RyleRadio.Components.RadioInteractor.PlayLoop ( )

Plays affectedTracks with looping players.

Definition at line 38 of file RadioInteractor.cs.

◆ PlayOneShot()

void RyleRadio.Components.RadioInteractor.PlayOneShot ( )

Plays affectedTracks with one-shot players.

Definition at line 47 of file RadioInteractor.cs.

◆ ResetProgress()

void RyleRadio.Components.RadioInteractor.ResetProgress ( )

Resets the progress of a player on each affectedTracks.

Definition at line 132 of file RadioInteractor.cs.

◆ Stop()

void RyleRadio.Components.RadioInteractor.Stop ( )

Stops a player on each affectedTracks.

Definition at line 56 of file RadioInteractor.cs.

◆ Unpause()

void RyleRadio.Components.RadioInteractor.Unpause ( )

Unpauses a player on each affectedTracks.

Definition at line 113 of file RadioInteractor.cs.

Member Data Documentation

◆ affectedTracks

int RyleRadio.Components.RadioInteractor.affectedTracks
private

The tracks that this interactor applies to.

Much like in RadioObserver , you need multiple RadioInteractors to perform actions on different track groups

Definition at line 20 of file RadioInteractor.cs.

Referenced by FlipPause(), Pause(), PlayLoop(), PlayOneShot(), ResetProgress(), Stop(), and Unpause().

◆ debugAll

bool RyleRadio.Components.RadioInteractor.debugAll = false
private

Whether or not extra debug information should be printed from this component.

Definition at line 32 of file RadioInteractor.cs.

Referenced by FlipPause(), Pause(), ResetProgress(), Stop(), and Unpause().

◆ playerSelector

RadioOutput.MultiplePlayersSelector RyleRadio.Components.RadioInteractor.playerSelector
private

The method by which this interactor selects a RadioTrackPlayer when one is needed. For example, if Stop() is called and an affected track has multiple active players, the interactor needs to pick which player to stop- it chooses according to this variable.

Definition at line 26 of file RadioInteractor.cs.

Referenced by FlipPause(), Pause(), ResetProgress(), Stop(), and Unpause().


The documentation for this class was generated from the following file: