添加struct管理AudioData
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@@ -1,7 +1,7 @@
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using System.Collections;
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using UnityEngine;
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public class VoicePlayer
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public class VoicePlayer : AbstractAudio
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{
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private AudioSourcePool audioSourcePool;
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private AudioSource currentSource;
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@@ -15,15 +15,16 @@ public class VoicePlayer
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/// <summary>
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/// 播放语音
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/// </summary>
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/// <param name="clip">音频</param>
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/// <param name="volume">音量</param>
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/// <param name="onComplete">结束行为</param>
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/// <param name="delayOnComplete">延迟结束行为时间</param>
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public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delayOnComplete = 0f)
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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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// 停止当前正在播放的语音与旧协程
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Stop();
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if(myCoroutine!= null)
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Stop(new AudioData { });
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audioData = AudioDataInitialize(audioData);
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if (myCoroutine!= null)
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{
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CoroutineHelper.StopCoroutine(myCoroutine);
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myCoroutine = null;
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@@ -31,18 +32,19 @@ public class VoicePlayer
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currentSource = audioSourcePool.GetAudioSource("Voice");
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if (currentSource == null) return;
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currentSource.clip = clip;
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currentSource.volume = volume;
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currentSource.clip = audioData.clip;
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currentSource.volume = audioData.volume;
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currentSource.Play();
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// 使用协程处理延迟和回调
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myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, delayOnComplete, onComplete));
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myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, audioData.delayOnCompleteTime, audioData.onComplete));
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}
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/// <summary>
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/// 停止语音
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/// </summary>
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public void Stop()
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/// /// <param name="audioData">{[无可使用变量]}</param>
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public override void Stop(AudioData audioData)
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{
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if (currentSource != null && currentSource.isPlaying)
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{
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