添加struct管理AudioData

This commit is contained in:
Han
2025-03-07 17:52:50 +08:00
parent 186a9da66c
commit 63b6601fbe
6 changed files with 131 additions and 101 deletions
+9 -10
View File
@@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SFXPlayer
public class SFXPlayer : AbstractAudio
{
private AudioSourcePool audioSourcePool;
private List<AudioSource> activeSources = new List<AudioSource>(); // 正在播放的 AudioSource 列表
@@ -15,30 +15,29 @@ public class SFXPlayer
/// <summary>
/// 播放音效
/// </summary>
/// <param name="clip">音频</param>
/// <param name="volume">音量</param>
/// <param name="onComplete">结束行为</param>
/// <param name="delay">延迟结束行为时间</param>
public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delay = 0f)
/// <param name="audioData">{[clip:音频], [volume:音量],
/// [onComplete:回调行为], [delayOnCompleteTime:延迟回调执行的时间]}</param>
public override void Play(AudioData audioData)
{
AudioSource source = audioSourcePool.GetAudioSource("SFX");
if (source == null) return;
source.clip = clip;
source.volume = volume;
source.clip = audioData.clip;
source.volume = audioData.volume;
source.Play();
// 将 AudioSource 加入活动列表
activeSources.Add(source);
// 使用协程处理延迟和回调
CoroutineHelper.StartCoroutine(PlaySFXCoroutine(source, delay, onComplete));
CoroutineHelper.StartCoroutine(PlaySFXCoroutine(source, audioData.delayOnCompleteTime, audioData.onComplete));
}
/// <summary>
/// 停止所有音效
/// </summary>
public void Stop()
/// <param name="audioData">{[无可使用变量]}</param>
public override void Stop(AudioData audioData)
{
foreach (var source in activeSources)
{