2025-03-31 11:49:53 +08:00
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using System.Collections;
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2025-03-06 17:24:31 +08:00
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using System.Collections.Generic;
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using UnityEngine;
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2025-03-31 11:49:53 +08:00
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namespace Stary.Evo.AudioCore
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{
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public class SFXPlayer : AbstractAudio
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{
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private AudioSourcePool audioSourcePool;
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private List<AudioSource> activeSources = new List<AudioSource>(); // 正在播放的 AudioSource 列表
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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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/// <summary>
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/// 播放音效
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/// </summary>
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/// <param name="audioData">{[clip:音频], [volume:音量],
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/// [onComplete:回调行为], [delayOnCompleteTime:延迟回调执行的时间]}</param>
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public override void Play(AudioData audioData)
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{
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audioData = AudioDataInitialize(audioData);
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if (audioData.clip == null)
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{
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Debug.LogError("播放的音效音频片段为空");
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return;
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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 = audioData.clip;
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source.volume = audioData.volume;
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source.Play();
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// 将 AudioSource 加入活动列表
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activeSources.Add(source);
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// 使用协程处理延迟和回调
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CoroutineHelper.StartCoroutine(PlaySFXCoroutine(source, audioData.delayOnCompleteTime, audioData.onComplete));
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}
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/// <summary>
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/// 停止所有音效
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/// </summary>
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/// <param name="audioData">{[无可使用变量]}</param>
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public override void Stop()
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{
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if (activeSources == null) return;
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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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/// <summary>
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/// 播放音效的协程
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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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{
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yield return new WaitForSeconds(source.clip.length + delay);
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audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
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onComplete?.Invoke();
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activeSources.Remove(source);
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}
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}
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}
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