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@@ -1,17 +1,15 @@
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using System.Collections;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace Stary.Evo.AudioCore
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{
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public class SFXPlayer : AbstractAudio
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public class SFXPlayer : AbstractAudio, IDisposable
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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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public SFXPlayer(IResources resources) : base(resources)
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{
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this.audioSourcePool = audioSourcePool;
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}
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/// <summary>
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@@ -20,21 +18,60 @@ namespace Stary.Evo.AudioCore
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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],
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/// [is3DAudio:是否3D音频], [audio3DPosition:3D音频位置], [audio3DMaxDistance:3D音频最大距离]}</param>
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public override void Play(AudioData audioData)
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public override async void Play(AudioData audioData)
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{
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audioData = AudioDataInitialize(audioData);
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AudioSourceToken audioSourceToken = await PlayAudio(audioData);
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// 使用协程处理延迟和回调
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PlayAudioAWait(audioSourceToken, audioData.delayOnCompleteTime,
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audioData.onComplete);
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}
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public override async UniTask PlayAsync(AudioData audioData)
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{
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AudioSourceToken audioSourceToken = await PlayAudio(audioData);
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await PlayAudioAWait(audioSourceToken, audioData.delayOnCompleteTime);
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}
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private async UniTask<AudioSourceToken> PlayAudio(AudioData audioData)
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{
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if (Resources == null)
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{
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Debug.LogError("AudioCoreManager: Resources is null, please initialize it first.");
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return null;
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}
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audioData = Initialize(audioData);
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if (!string.IsNullOrEmpty(audioData.packageName) && !string.IsNullOrEmpty(audioData.packageName))
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{
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var clip = await Resources.LoadAssetAsync<AudioClip>(audioData.packageName, audioData.assetName);
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if (clip == null)
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{
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Debug.LogErrorFormat($"从资源包【{audioData.packageName}】加载音频片段【{audioData.assetName}】失败");
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}
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else
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{
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audioData.clip = clip;
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}
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}
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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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return null;
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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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AudioSourceToken audioSourceToken = AudioSourcePool.Spawn();
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if (audioSourceToken == null)
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{
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Debug.LogError("音效池为空,无法播放音效");
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return null;
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}
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AudioSource source = audioSourceToken.source;
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source.clip = audioData.clip;
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source.volume = audioData.volume;
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// 设置2D与3D音频
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if (audioData.is3DAudio)
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{
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@@ -58,46 +95,27 @@ namespace Stary.Evo.AudioCore
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source.minDistance = 1f;
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source.maxDistance = 500f;
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}
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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.Instance.StartCoroutine(PlaySFXCoroutine(source, audioData.delayOnCompleteTime, audioData.onComplete));
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return audioSourceToken;
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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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AudioSourcePool.RecycleAll();
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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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public override void StopAll()
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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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AudioSourcePool.RecycleAll();
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}
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public void Dispose()
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{
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AudioSourcePool.RecycleAll();
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}
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}
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}
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