AudioCore0.1
This commit is contained in:
56
Assets/04.AudioCore/RunTime/AudioCoreManager.cs
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56
Assets/04.AudioCore/RunTime/AudioCoreManager.cs
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using UnityEngine;
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using System.Collections.Generic;
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public static class AudioCoreManager
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{
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private static AudioSourcePool audioSourcePool;
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private static VoicePlayer Voice;
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private static SFXPlayer SFX;
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private static MusicPlayer Music;
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// 初始化 AudioCoreManager
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static AudioCoreManager()
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{
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audioSourcePool = new AudioSourcePool();
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// 初始化播放器
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Voice = new VoicePlayer(audioSourcePool);
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SFX = new SFXPlayer(audioSourcePool);
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Music = new MusicPlayer(audioSourcePool);
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}
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// 播放语音
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public static void PlayVoice(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delay = 0f)
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{
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Voice.Play(clip, volume, onComplete, delay);
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}
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// 停止语音
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public static void StopVoice()
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{
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Voice.Stop();
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}
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// 播放音效
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public static void PlaySFX(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delay = 0f)
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{
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SFX.Play(clip, volume, onComplete, delay);
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}
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// 停止所有音效
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public static void StopAllSFX()
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{
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SFX.Stop();
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}
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// 播放背景音乐
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public static void PlayMusic(AudioClip clip, float fadeDuration = 0f)
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{
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Music.Play(clip, fadeDuration);
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}
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// 停止背景音乐
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public static void StopMusic(float fadeDuration = 1f)
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{
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Music.Stop(fadeDuration);
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}
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}
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11
Assets/04.AudioCore/RunTime/AudioCoreManager.cs.meta
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11
Assets/04.AudioCore/RunTime/AudioCoreManager.cs.meta
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136
Assets/04.AudioCore/RunTime/AudioSourcePool.cs
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136
Assets/04.AudioCore/RunTime/AudioSourcePool.cs
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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public class AudioSourcePool
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{
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// 对象池字典,存储类型和对应的 GameObject 队列
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private Dictionary<string, Queue<GameObject>> poolDict = new Dictionary<string, Queue<GameObject>>();
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private GameObject poolObject;
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/// <summary>
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/// 对象池初始化
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/// </summary>
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private void PoolAwake()
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{
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// 检查是否已经存在一个名为"AudioSourcePool"的对象
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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poolObject = GameObject.Find("AudioSourcePool");
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if (poolObject == null)
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{
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// 如果不存在,创建一个新对象
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poolObject = new GameObject("AudioSourcePool");
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}
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CoroutineHelper.SetRunner();
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// 初始化 Voice 池(最多 1 个)
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poolDict["Voice"] = new Queue<GameObject>();
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CreateAudioSource("Voice");
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// 初始化 Music 池(最多 2 个)
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poolDict["Music"] = new Queue<GameObject>();
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for (int i = 0; i < 2; i++)
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{
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CreateAudioSource("Music");
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}
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// 初始化 SFX 池(初始 4 个,可动态扩展)
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poolDict["SFX"] = new Queue<GameObject>();
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for (int i = 0; i < 4; i++)
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{
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CreateAudioSource("SFX");
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}
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}
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/// <summary>
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/// 创建对象
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/// </summary>
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/// <param name="type">定义对象类型</param>
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private void CreateAudioSource(string type)
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{
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GameObject newObject = new GameObject($"AudioSource_{type}");
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newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
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newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
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poolDict[type].Enqueue(newObject);
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}
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/// <summary>
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/// 获取对象
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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public AudioSource GetAudioSource(string type)
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{
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if(poolObject == null)
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{
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PoolAwake();
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}
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if (!poolDict.ContainsKey(type))
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{
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Debug.LogError($"对象池中不存在类型: {type}");
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return null;
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}
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if (poolDict[type].Count == 0)
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{
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/*// 如果池为空,动态创建新的 GameObject(仅限 SFX)
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if (type == "SFX")
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{
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CreateAudioSource(type);
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}
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else
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{
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Debug.LogWarning($"对象池 {type} 已用完,无法分配新的 AudioSource");
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return null;
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}*/
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CreateAudioSource(type);
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}
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GameObject audioObject = poolDict[type].Dequeue();
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AudioSource audioSource = audioObject.GetComponent<AudioSource>();
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return audioSource;
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}
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/// <summary>
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/// 回收对象
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/// </summary>
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/// <param name="type"></param>
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/// <param name="audioObject"></param>
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public void ReturnAudioSource(string type, GameObject audioObject)
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{
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if (!poolDict.ContainsKey(type))
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{
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Debug.LogError($"对象池中不存在类型: {type}");
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return;
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}
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AudioSource audioSource = audioObject.GetComponent<AudioSource>();
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audioSource.Stop(); // 停止播放
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audioSource.clip = null; // 清空音频剪辑
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audioSource.volume = 1f; // 音量大小恢复
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poolDict[type].Enqueue(audioObject); // 回收到对象池
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}
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/// <summary>
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/// 场景销毁时清空对象池
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/// </summary>
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/// <param name="scene"></param>
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void OnSceneUnloaded(Scene scene)
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{
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foreach (var pair in poolDict)
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{
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Queue<GameObject> queue = pair.Value;
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while (queue.Count > 0)
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{
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GameObject obj = queue.Dequeue();
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if(obj != null)
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{
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UnityEngine.Object.Destroy(obj);
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}
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}
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}
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poolDict.Clear();
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}
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}
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11
Assets/04.AudioCore/RunTime/AudioSourcePool.cs.meta
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11
Assets/04.AudioCore/RunTime/AudioSourcePool.cs.meta
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24
Assets/04.AudioCore/RunTime/CoroutineHelper.cs
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24
Assets/04.AudioCore/RunTime/CoroutineHelper.cs
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Internal;
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public static class CoroutineHelper
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{
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private static CoroutineRunner coroutineRunner;
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public static void SetRunner()
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{
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GameObject runnerObject = new GameObject("CoroutineRunner");
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coroutineRunner = runnerObject.AddComponent<CoroutineRunner>();
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}
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public static Coroutine StartCoroutine(IEnumerator coroutine)
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{
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Coroutine myCoroutine = coroutineRunner.StartCoroutine(coroutine);
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return myCoroutine;
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}
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public static void StopCoroutine(Coroutine myCoroutine)
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{
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coroutineRunner.StopCoroutine(myCoroutine);
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}
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private class CoroutineRunner : MonoBehaviour { }
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}
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11
Assets/04.AudioCore/RunTime/CoroutineHelper.cs.meta
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11
Assets/04.AudioCore/RunTime/CoroutineHelper.cs.meta
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45
Assets/04.AudioCore/RunTime/GenericPool.cs
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45
Assets/04.AudioCore/RunTime/GenericPool.cs
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using System.Collections.Generic;
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public class GenericPool<T> where T : new()
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{
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private Queue<T> _pool = new Queue<T>();
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private int _maxSize;
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public GenericPool(int initialSize, int maxSize)
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{
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_maxSize = maxSize;
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for (int i = 0; i < initialSize; i++)
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{
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_pool.Enqueue(new T());
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}
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}
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// 从对象池中获取一个对象
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public T Get()
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{
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if (_pool.Count > 0)
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{
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return _pool.Dequeue();
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}
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// 如果池为空且未达到最大大小,则创建新对象
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if (_pool.Count < _maxSize)
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{
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return new T();
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}
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// 如果池已满,返回默认值(或抛出异常)
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return default(T);
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}
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// 将对象回收到对象池中
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public void Return(T item)
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{
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if (item == null) return;
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if (_pool.Count < _maxSize)
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{
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_pool.Enqueue(item);
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}
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}
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}
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11
Assets/04.AudioCore/RunTime/GenericPool.cs.meta
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Assets/04.AudioCore/RunTime/GenericPool.cs.meta
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29
Assets/04.AudioCore/RunTime/IAudio.cs
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Assets/04.AudioCore/RunTime/IAudio.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public interface IAudio
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{
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void Play(AudioClip audioClip,float volume);
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void Stop();
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void Stop(float delay);
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void EndOperation(System.Action onComplete, float delay);
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void Set3DPosition(Vector3 vector3);
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}
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public abstract class AbstractAudio : IAudio
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{
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public abstract void Play(AudioClip audioClip, float volume);
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public abstract void Stop();
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public abstract void Stop(float delay);
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public abstract void EndOperation(System.Action onComplete, float delay);
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public abstract void Set3DPosition(Vector3 vector3);
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}
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11
Assets/04.AudioCore/RunTime/IAudio.cs.meta
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11
Assets/04.AudioCore/RunTime/IAudio.cs.meta
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64
Assets/04.AudioCore/RunTime/MusicPlayer.cs
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64
Assets/04.AudioCore/RunTime/MusicPlayer.cs
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using System.Collections;
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using UnityEngine;
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public class MusicPlayer
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{
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private AudioSourcePool audioSourcePool;
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public MusicPlayer(AudioSourcePool audioSourcePool)
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{
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this.audioSourcePool = audioSourcePool;
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}
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public void Play(AudioClip clip, float fadeDuration)
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{
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AudioSource source = audioSourcePool.GetAudioSource("Music");
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if (source == null) return;
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CoroutineHelper.StartCoroutine(FadeMusic(source, clip, fadeDuration));
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}
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public void Stop(float fadeDuration)
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{
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AudioSource source = audioSourcePool.GetAudioSource("Music");
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if (source == null) return;
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CoroutineHelper.StartCoroutine(FadeOutMusic(source, fadeDuration));
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}
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private IEnumerator FadeMusic(AudioSource source, AudioClip clip, float fadeDuration)
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{
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yield return FadeOutMusic(source, fadeDuration);
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source.clip = clip;
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source.Play();
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yield return FadeInMusic(source, fadeDuration);
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}
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private IEnumerator FadeOutMusic(AudioSource source, float fadeDuration)
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{
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float startVolume = source.volume;
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while (source.volume > 0)
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{
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source.volume -= startVolume * Time.deltaTime / fadeDuration;
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yield return null;
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}
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source.Stop();
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source.volume = startVolume;
|
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}
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private IEnumerator FadeInMusic(AudioSource source, float fadeDuration)
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{
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float targetVolume = source.volume;
|
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source.volume = 0;
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while (source.volume < targetVolume)
|
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{
|
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source.volume += targetVolume * Time.deltaTime / fadeDuration;
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yield return null;
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}
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||||
}
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}
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11
Assets/04.AudioCore/RunTime/MusicPlayer.cs.meta
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Assets/04.AudioCore/RunTime/MusicPlayer.cs.meta
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69
Assets/04.AudioCore/RunTime/SFXPlayer.cs
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Assets/04.AudioCore/RunTime/SFXPlayer.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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||||
public class SFXPlayer
|
||||
{
|
||||
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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||||
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||||
public SFXPlayer(AudioSourcePool audioSourcePool)
|
||||
{
|
||||
this.audioSourcePool = audioSourcePool;
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}
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||||
/*public override void Play(AudioClip clip, float volume = 1f)
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||||
{
|
||||
AudioSource source = audioSourcePool.GetAudioSource("SFX");
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||||
if (source == null) return;
|
||||
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||||
source.clip = clip;
|
||||
source.volume = volume;
|
||||
source.Play();
|
||||
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||||
// 将 AudioSource 加入活动列表
|
||||
activeSources.Add(source);
|
||||
}
|
||||
*/
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||||
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||||
// 播放音效
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||||
public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delay = 0f)
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||||
{
|
||||
AudioSource source = audioSourcePool.GetAudioSource("SFX");
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||||
if (source == null) return;
|
||||
|
||||
source.clip = clip;
|
||||
source.volume = 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(PlayCoroutine(source, delay, onComplete));
|
||||
}
|
||||
|
||||
// 停止所有音效
|
||||
public void Stop()
|
||||
{
|
||||
foreach (var source in activeSources)
|
||||
{
|
||||
if (source.isPlaying)
|
||||
{
|
||||
source.Stop();
|
||||
audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
|
||||
}
|
||||
}
|
||||
activeSources.Clear();
|
||||
}
|
||||
|
||||
// 播放音效的协程
|
||||
private IEnumerator PlayCoroutine(AudioSource source, float delay, System.Action onComplete)
|
||||
{
|
||||
yield return new WaitForSeconds(source.clip.length + delay);
|
||||
|
||||
onComplete?.Invoke();
|
||||
audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
|
||||
activeSources.Remove(source);
|
||||
}
|
||||
}
|
||||
11
Assets/04.AudioCore/RunTime/SFXPlayer.cs.meta
Normal file
11
Assets/04.AudioCore/RunTime/SFXPlayer.cs.meta
Normal file
@@ -0,0 +1,11 @@
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assetBundleVariant:
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65
Assets/04.AudioCore/RunTime/Test.cs
Normal file
65
Assets/04.AudioCore/RunTime/Test.cs
Normal file
@@ -0,0 +1,65 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class Test : MonoBehaviour
|
||||
{
|
||||
public AudioClip clip1;
|
||||
public AudioClip clip2;
|
||||
public AudioClip clip21;
|
||||
public AudioClip clip22;
|
||||
public AudioClip clip31;
|
||||
public AudioClip clip32;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
//AudioCore.PlayerPrefs();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.A))
|
||||
{
|
||||
AudioCoreManager.PlayVoice(clip1);
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.S))
|
||||
{
|
||||
AudioCoreManager.PlayVoice(clip2);
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.D))
|
||||
{
|
||||
AudioCoreManager.PlaySFX(clip21);
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.F))
|
||||
{
|
||||
AudioCoreManager.PlaySFX(clip22);
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.G))
|
||||
{
|
||||
AudioCoreManager.PlayMusic(clip31);
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.H))
|
||||
{
|
||||
AudioCoreManager.PlayMusic(clip32);
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.Z))
|
||||
{
|
||||
AudioCoreManager.StopVoice();
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.X))
|
||||
{
|
||||
AudioCoreManager.StopAllSFX();
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.C))
|
||||
{
|
||||
AudioCoreManager.StopMusic();
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
SceneManager.LoadScene(1);
|
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}
|
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}
|
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}
|
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11
Assets/04.AudioCore/RunTime/Test.cs.meta
Normal file
11
Assets/04.AudioCore/RunTime/Test.cs.meta
Normal file
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71
Assets/04.AudioCore/RunTime/VoicePlayer.cs
Normal file
71
Assets/04.AudioCore/RunTime/VoicePlayer.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class VoicePlayer
|
||||
{
|
||||
private AudioSourcePool audioSourcePool;
|
||||
private AudioSource currentSource; // 当前正在播放的 AudioSource
|
||||
Coroutine myCoroutine;
|
||||
|
||||
public VoicePlayer(AudioSourcePool audioSourcePool)
|
||||
{
|
||||
this.audioSourcePool = audioSourcePool;
|
||||
}
|
||||
|
||||
/*public override void Play(AudioClip clip, float volume = 1)
|
||||
{
|
||||
// 停止当前正在播放的语音
|
||||
Stop();
|
||||
|
||||
currentSource = audioSourcePool.GetAudioSource("Voice");
|
||||
if (currentSource == null) return;
|
||||
|
||||
currentSource.clip = clip;
|
||||
currentSource.volume = volume;
|
||||
currentSource.Play();
|
||||
}
|
||||
*/
|
||||
|
||||
// 播放语音
|
||||
public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delayOnComplete = 0f)
|
||||
{
|
||||
// 停止当前正在播放的语音与旧协程
|
||||
Stop();
|
||||
if(myCoroutine!= null)
|
||||
{
|
||||
CoroutineHelper.StopCoroutine(myCoroutine);
|
||||
myCoroutine = null;
|
||||
}
|
||||
currentSource = audioSourcePool.GetAudioSource("Voice");
|
||||
if (currentSource == null) return;
|
||||
|
||||
currentSource.clip = clip;
|
||||
currentSource.volume = volume;
|
||||
currentSource.Play();
|
||||
|
||||
// 使用协程处理延迟和回调
|
||||
myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, delayOnComplete, onComplete));
|
||||
}
|
||||
|
||||
// 停止语音
|
||||
public void Stop()
|
||||
{
|
||||
if (currentSource != null && currentSource.isPlaying)
|
||||
{
|
||||
currentSource.Stop();
|
||||
audioSourcePool.ReturnAudioSource("Voice", currentSource.gameObject);
|
||||
currentSource = null;
|
||||
}
|
||||
}
|
||||
|
||||
// 播放语音的协程
|
||||
private IEnumerator PlayVoiceCoroutine(AudioSource source, float delayOnComplete, System.Action onComplete)
|
||||
{
|
||||
yield return new WaitForSeconds(source.clip.length+delayOnComplete);
|
||||
|
||||
onComplete?.Invoke();
|
||||
audioSourcePool.ReturnAudioSource("Voice", source.gameObject);
|
||||
currentSource = null;
|
||||
myCoroutine = null;
|
||||
}
|
||||
}
|
||||
11
Assets/04.AudioCore/RunTime/VoicePlayer.cs.meta
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"displayName": "01.CodeChecker",
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8
Assets/Audio.meta
Normal file
8
Assets/Audio.meta
Normal file
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Normal file
8
Assets/Audio/Music.meta
Normal file
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Assets/Audio/SFX.meta
Normal file
8
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Normal file
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Assets/Audio/Voice.meta
Normal file
8
Assets/Audio/Voice.meta
Normal file
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Binary file not shown.
22
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Normal file
22
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Normal file
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Normal file
BIN
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Normal file
Binary file not shown.
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Normal file
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Assets/Audio/Voice/Au_象鸟_结尾升华2.wav.meta
Normal file
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Assets/Scenes/SampleScene 1.unity
Normal file
352
Assets/Scenes/SampleScene 1.unity
Normal file
@@ -0,0 +1,352 @@
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Reference in New Issue
Block a user