#if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms. /******************************************************************************* The content of this file includes portions of the proprietary AUDIOKINETIC Wwise Technology released in source code form as part of the game integration package. The content of this file may not be used without valid licenses to the AUDIOKINETIC Wwise Technology. Note that the use of the game engine is subject to the Unity(R) Terms of Service at https://unity3d.com/legal/terms-of-service License Usage Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use this file in accordance with the end user license agreement provided with the software or, alternatively, in accordance with the terms contained in a written agreement between you and Audiokinetic Inc. Copyright (c) 2025 Audiokinetic Inc. *******************************************************************************/ public abstract class AkObstructionOcclusion : UnityEngine.MonoBehaviour { private readonly System.Collections.Generic.List listenersToRemove = new System.Collections.Generic.List(); protected readonly System.Collections.Generic.List currentListenerList = new System.Collections.Generic.List(); private readonly System.Collections.Generic.Dictionary ObstructionOcclusionValues = new System.Collections.Generic.Dictionary(); protected float fadeRate; [UnityEngine.Tooltip("Fade time in seconds")] /// The number of seconds for fade ins and fade outs. public float fadeTime = 0.5f; [UnityEngine.Tooltip("Layers of obstructers/occluders")] /// Indicates which layers act as obstructers/occluders. public UnityEngine.LayerMask LayerMask = -1; [UnityEngine.Tooltip("Maximum distance to perform the obstruction/occlusion. Negative values mean infinite")] /// The maximum distance at which to perform obstruction/occlusion. A negative value will be interpreted as inifinite distance. public float maxDistance = -1.0f; [UnityEngine.Tooltip("The number of seconds between raycasts")] /// The number of seconds between obstruction/occlusion checks. public float refreshInterval = 1; private float refreshTime; protected void InitIntervalsAndFadeRates() { refreshTime = refreshInterval + UnityEngine.Random.Range(0.0f, refreshInterval); fadeRate = 1 / fadeTime; } protected abstract void UpdateCurrentListenerList(); private void UpdateObstructionOcclusionValues() { // add new listeners for (var i = 0; i < currentListenerList.Count; ++i) { if (!ObstructionOcclusionValues.ContainsKey(currentListenerList[i])) { ObstructionOcclusionValues.Add(currentListenerList[i], new ObstructionOcclusionValue()); } } // remove listeners foreach (var ObsOccPair in ObstructionOcclusionValues) { if (!currentListenerList.Contains(ObsOccPair.Key)) { listenersToRemove.Add(ObsOccPair.Key); } } for (var i = 0; i < listenersToRemove.Count; ++i) { ObstructionOcclusionValues.Remove(listenersToRemove[i]); } listenersToRemove.Clear(); } private void CastRays() { if (refreshTime >= refreshInterval) { refreshTime -= refreshInterval; foreach (var ObsOccPair in ObstructionOcclusionValues) { var listener = ObsOccPair.Key; var ObsOccValue = ObsOccPair.Value; var difference = listener.transform.position - transform.position; var magnitude = difference.magnitude; if (maxDistance > 0 && magnitude > maxDistance) { ObsOccValue.targetValue = ObsOccValue.currentValue; } else { ObsOccValue.targetValue = UnityEngine.Physics.Raycast(transform.position, difference / magnitude, magnitude, LayerMask.value) ? 1.0f : 0.0f; } } } refreshTime += UnityEngine.Time.deltaTime; } protected abstract void SetObstructionOcclusion( System.Collections.Generic.KeyValuePair ObsOccPair); private void Update() { currentListenerList.Clear(); UpdateCurrentListenerList(); UpdateObstructionOcclusionValues(); CastRays(); foreach (var ObsOccPair in ObstructionOcclusionValues) { if (ObsOccPair.Value.Update(fadeRate)) { SetObstructionOcclusion(ObsOccPair); } } } protected class ObstructionOcclusionValue { public float currentValue; public float targetValue; public bool Update(float fadeRate) { if (UnityEngine.Mathf.Approximately(targetValue, currentValue)) { return false; } currentValue += fadeRate * UnityEngine.Mathf.Sign(targetValue - currentValue) * UnityEngine.Time.deltaTime; currentValue = UnityEngine.Mathf.Clamp(currentValue, 0.0f, 1.0f); return true; } } } #endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.