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using UnityEngine;
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[RequireComponent(typeof(AudioSource))]
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public class GameMusicHandler : MonoBehaviour
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{
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[SerializeField] private AudioClip[] audioClips;
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private AudioSource audioSource;
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private int lastIndex = -1;
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private bool isPaused = false;
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void Start()
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{
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audioSource = GetComponent<AudioSource>();
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PlayNextClip();
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}
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void Update()
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{
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if (!audioSource.isPlaying && !isPaused) PlayNextClip();
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}
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void PlayNextClip()
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{
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if (audioClips.Length == 0) return;
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int index;
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do index = Random.Range(0, audioClips.Length);
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while (audioClips.Length > 1 && index == lastIndex);
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lastIndex = index;
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audioSource.clip = audioClips[index];
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audioSource.Play();
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}
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public void PauseMusic()
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{
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if (audioSource.isPlaying)
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{
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audioSource.Pause();
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isPaused = true;
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}
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}
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public void ResumeMusic()
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{
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if (isPaused)
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{
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audioSource.Play();
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isPaused = false;
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}
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}
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public void RestartMusic()
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{
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audioSource.Stop();
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audioSource.Play();
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}
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}
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