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

View File

@@ -1,7 +1,7 @@
using System.Collections;
using UnityEngine;
public class VoicePlayer
public class VoicePlayer : AbstractAudio
{
private AudioSourcePool audioSourcePool;
private AudioSource currentSource;
@@ -15,15 +15,16 @@ public class VoicePlayer
/// <summary>
/// 播放语音
/// </summary>
/// <param name="clip">音频</param>
/// <param name="volume">音量</param>
/// <param name="onComplete">结束行为</param>
/// <param name="delayOnComplete">延迟结束行为时间</param>
public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delayOnComplete = 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)
{
// 停止当前正在播放的语音与旧协程
Stop();
if(myCoroutine!= null)
Stop(new AudioData { });
audioData = AudioDataInitialize(audioData);
if (myCoroutine!= null)
{
CoroutineHelper.StopCoroutine(myCoroutine);
myCoroutine = null;
@@ -31,18 +32,19 @@ public class VoicePlayer
currentSource = audioSourcePool.GetAudioSource("Voice");
if (currentSource == null) return;
currentSource.clip = clip;
currentSource.volume = volume;
currentSource.clip = audioData.clip;
currentSource.volume = audioData.volume;
currentSource.Play();
// 使用协程处理延迟和回调
myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, delayOnComplete, onComplete));
myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, audioData.delayOnCompleteTime, audioData.onComplete));
}
/// <summary>
/// 停止语音
/// </summary>
public void Stop()
/// /// <param name="audioData">{[无可使用变量]}</param>
public override void Stop(AudioData audioData)
{
if (currentSource != null && currentSource.isPlaying)
{