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plugin-library/Assets/04.AudioCore/RunTime/Base/AudioSourcePool.cs

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using UnityEngine;
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using System.Collections.Generic;
using UnityEngine.SceneManagement;
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namespace Stary.Evo.AudioCore
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{
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public class AudioSourcePool
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{
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private Dictionary<string, Queue<GameObject>> poolDict = new Dictionary<string, Queue<GameObject>>();
private GameObject poolObject;
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/// <summary>
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/// 对象池初始化
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/// </summary>
private void PoolAwake()
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{
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// 检查是否已经存在一个名为"AudioSourcePool"的对象
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SceneManager.sceneUnloaded += OnSceneUnloaded;
poolObject = GameObject.Find("AudioSourcePool");
if (poolObject == null)
{
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// 如果不存在,创建一个新对象
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poolObject = new GameObject("AudioSourcePool");
}
CoroutineHelper.SetRunner();
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// 初始化 Voice 池(最多 1 个,可动态扩展)
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poolDict["Voice"] = new Queue<GameObject>();
CreateAudioSource("Voice");
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// 初始化 Music 池(最多 2 个)
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poolDict["Music"] = new Queue<GameObject>();
for (int i = 0; i < 2; i++)
{
CreateAudioSource("Music");
}
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// 初始化 SFX 池(初始 4 个,可动态扩展)
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poolDict["SFX"] = new Queue<GameObject>();
for (int i = 0; i < 4; i++)
{
CreateAudioSource("SFX");
}
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}
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/// <summary>
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/// 创建对象
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/// </summary>
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/// <param name="type">定义对象类型</param>
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private void CreateAudioSource(string type)
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{
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GameObject newObject = new GameObject($"AudioSource_{type}");
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newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
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if (type == "Music")
{
newObject.GetComponent<AudioSource>().loop = true;
}
poolDict[type].Enqueue(newObject);
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}
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/// <summary>
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/// 获取对象
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/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public AudioSource GetAudioSource(string type)
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{
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if (poolObject == null)
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{
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PoolAwake();
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}
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if (!poolDict.ContainsKey(type))
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{
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Debug.LogError($"对象池中不存在类型: {type}");
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return null;
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}
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if (poolDict[type].Count == 0)
{
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// 如果池为空,动态创建新的 GameObject仅限 SFX 与 Voice
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if (type == "SFX" && type == "Voice")
{
CreateAudioSource(type);
}
else
{
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Debug.LogWarning($"对象池 {type} 已用完,无法分配新的 AudioSource");
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return null;
}
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CreateAudioSource(type);
}
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GameObject audioObject = poolDict[type].Dequeue();
AudioSource audioSource = audioObject.GetComponent<AudioSource>();
return audioSource;
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}
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/// <summary>
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/// 回收对象
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/// </summary>
/// <param name="type"></param>
/// <param name="audioObject"></param>
public void ReturnAudioSource(string type, GameObject audioObject)
{
if (!poolDict.ContainsKey(type))
{
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Debug.LogError($"对象池中不存在类型: {type}");
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return;
}
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AudioSource audioSource = audioObject.GetComponent<AudioSource>();
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audioSource.Stop(); // 停止播放
audioSource.clip = null; // 清空音频剪辑
audioSource.volume = 1f; // 音量大小恢复
poolDict[type].Enqueue(audioObject); // 回收到对象池
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}
/// <summary>
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/// 场景销毁时清空对象池
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/// </summary>
/// <param name="scene"></param>
void OnSceneUnloaded(Scene scene)
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{
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foreach (var pair in poolDict)
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{
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Queue<GameObject> queue = pair.Value;
while (queue.Count > 0)
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{
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GameObject obj = queue.Dequeue();
if (obj != null)
{
UnityEngine.Object.Destroy(obj);
}
}
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}
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poolDict.Clear();
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}
}
}