2025-03-06 17:24:31 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SFXPlayer
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{
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private AudioSourcePool audioSourcePool;
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private List<AudioSource> activeSources = new List<AudioSource>(); // <20><><EFBFBD>ڲ<EFBFBD><DAB2>ŵ<EFBFBD> AudioSource <20>б<EFBFBD>
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public SFXPlayer(AudioSourcePool audioSourcePool)
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{
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this.audioSourcePool = audioSourcePool;
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}
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2025-03-07 15:21:24 +08:00
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч
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/// </summary>
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/// <param name="clip"><3E><>Ƶ</param>
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/// <param name="volume"><3E><><EFBFBD><EFBFBD></param>
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/// <param name="onComplete"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ</param>
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/// <param name="delay"><3E>ӳٽ<D3B3><D9BD><EFBFBD><EFBFBD><EFBFBD>Ϊʱ<CEAA><CAB1></param>
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2025-03-06 17:24:31 +08:00
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public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delay = 0f)
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{
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AudioSource source = audioSourcePool.GetAudioSource("SFX");
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if (source == null) return;
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source.clip = clip;
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source.volume = volume;
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source.Play();
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// <20><> AudioSource <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>
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activeSources.Add(source);
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// ʹ<><CAB9>Э<EFBFBD>̴<EFBFBD><CCB4><EFBFBD><EFBFBD>ӳٺͻص<CDBB>
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2025-03-07 15:21:24 +08:00
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CoroutineHelper.StartCoroutine(PlaySFXCoroutine(source, delay, onComplete));
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2025-03-06 17:24:31 +08:00
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}
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2025-03-07 15:21:24 +08:00
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/// <summary>
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/// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч
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/// </summary>
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2025-03-06 17:24:31 +08:00
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public void Stop()
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{
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foreach (var source in activeSources)
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{
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if (source.isPlaying)
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{
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source.Stop();
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audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
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}
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}
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activeSources.Clear();
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}
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2025-03-07 15:21:24 +08:00
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7>Э<EFBFBD><D0AD>
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/// </summary>
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/// <param name="source"></param>
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/// <param name="delay"></param>
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/// <param name="onComplete"></param>
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/// <returns></returns>
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private IEnumerator PlaySFXCoroutine(AudioSource source, float delay, System.Action onComplete)
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2025-03-06 17:24:31 +08:00
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{
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yield return new WaitForSeconds(source.clip.length + delay);
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onComplete?.Invoke();
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audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
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activeSources.Remove(source);
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}
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}
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