using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class SoundsManager : MonoBehaviour
{
[SerializeField] private List<SoundClips> soundIdeas;
private Dictionary<string, AudioClip> audioDictionary = new Dictionary<string, AudioClip>();
private AudioSource audioSource;
void Start()
{
audioSource = GetComponent<AudioSource>();
foreach(SoundClips s in soundIdeas)
{
audioDictionary.Add(s.soundEffectName, s.audioClip);
}
}
public void PlaySoundEffect(string soundEffectName, AudioSource aS)
{
if (audioDictionary.ContainsKey(soundEffectName))
{
aS.clip =audioDictionary[soundEffectName];
aS.Play();
}
}
public bool IsPlaying(AudioSource aS)
{
return aS.isPlaying;
}
public void StopCurrentSound(AudioSource aS)
{
aS.Pause();
}
}
[Serializable]
public struct SoundClips
{
public string soundEffectName;
public AudioClip audioClip;
}