音频播放工具1.0.1

This commit is contained in:
Han
2025-03-31 11:49:53 +08:00
parent bb9bb69c3a
commit 0029323f68
23 changed files with 127 additions and 168 deletions

View File

@@ -0,0 +1,142 @@
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Stary.Evo.AudioCore
{
public class AudioSourcePool
{
private Dictionary<string, Queue<GameObject>> poolDict = new Dictionary<string, Queue<GameObject>>();
private GameObject poolObject;
/// <summary>
/// 对象池初始化
/// </summary>
private void PoolAwake()
{
// 检查是否已经存在一个名为"AudioSourcePool"的对象
SceneManager.sceneUnloaded += OnSceneUnloaded;
poolObject = GameObject.Find("AudioSourcePool");
if (poolObject == null)
{
// 如果不存在,创建一个新对象
poolObject = new GameObject("AudioSourcePool");
}
CoroutineHelper.SetRunner();
// 初始化 Voice 池(最多 1 个,可动态扩展)
poolDict["Voice"] = new Queue<GameObject>();
CreateAudioSource("Voice");
// 初始化 Music 池(最多 2 个)
poolDict["Music"] = new Queue<GameObject>();
for (int i = 0; i < 2; i++)
{
CreateAudioSource("Music");
}
// 初始化 SFX 池(初始 4 个,可动态扩展)
poolDict["SFX"] = new Queue<GameObject>();
for (int i = 0; i < 4; i++)
{
CreateAudioSource("SFX");
}
}
/// <summary>
/// 创建对象
/// </summary>
/// <param name="type">定义对象类型</param>
private void CreateAudioSource(string type)
{
GameObject newObject = new GameObject($"AudioSource_{type}");
newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
if (type == "Music")
{
newObject.GetComponent<AudioSource>().loop = true;
}
poolDict[type].Enqueue(newObject);
}
/// <summary>
/// 获取对象
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public AudioSource GetAudioSource(string type)
{
if (poolObject == null)
{
PoolAwake();
}
if (!poolDict.ContainsKey(type))
{
Debug.LogError($"对象池中不存在类型: {type}");
return null;
}
if (poolDict[type].Count == 0)
{
// 如果池为空,动态创建新的 GameObject仅限 SFX 与 Voice
if (type == "SFX" && type == "Voice")
{
CreateAudioSource(type);
}
else
{
Debug.LogWarning($"对象池 {type} 已用完,无法分配新的 AudioSource");
return null;
}
CreateAudioSource(type);
}
GameObject audioObject = poolDict[type].Dequeue();
AudioSource audioSource = audioObject.GetComponent<AudioSource>();
return audioSource;
}
/// <summary>
/// 回收对象
/// </summary>
/// <param name="type"></param>
/// <param name="audioObject"></param>
public void ReturnAudioSource(string type, GameObject audioObject)
{
if (!poolDict.ContainsKey(type))
{
Debug.LogError($"对象池中不存在类型: {type}");
return;
}
AudioSource audioSource = audioObject.GetComponent<AudioSource>();
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
}
/// <summary>
/// 场景销毁时清空对象池
/// </summary>
/// <param name="scene"></param>
void OnSceneUnloaded(Scene scene)
{
foreach (var pair in poolDict)
{
Queue<GameObject> queue = pair.Value;
while (queue.Count > 0)
{
GameObject obj = queue.Dequeue();
if (obj != null)
{
UnityEngine.Object.Destroy(obj);
}
}
}
poolDict.Clear();
}
}
}