删除无用文件
This commit is contained in:
@@ -1,93 +0,0 @@
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using UnityEngine;
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using System.Collections.Generic;
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namespace AudioCore
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{
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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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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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#region 语音
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/// <summary>
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/// 播放语音
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/// </summary>
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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 static void PlayVoice(AudioData audioData)
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{
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Voice.Play(audioData);
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}
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/// <summary>
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/// 停止当前的语音
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/// </summary>
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public static void StopVoice()
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{
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AudioData audioData = new AudioData();
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Voice.Stop(audioData);
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}
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#endregion
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#region 音效
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/// <summary>
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/// 播放音效
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/// </summary>
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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 static void PlaySFX(AudioData audioData)
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{
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SFX.Play(audioData);
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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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public static void StopAllSFX()
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{
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AudioData audioData = new AudioData();
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SFX.Stop(audioData);
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}
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#endregion
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#region 背景音乐
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/// <summary>
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/// 播放背景音乐
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/// </summary>
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/// <param name="audioData">{[clip:音频], [volume:音量], [fadeDuration:自然过渡时间]}</param>
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public static void PlayMusic(AudioData audioData)
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{
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Music.Play(audioData);
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}
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/// <summary>
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/// 停止播放背景音乐
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/// </summary>
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/// <param name="fadeDuration">自然过渡时间</param>
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public static void StopMusic(float fadeDuration = 1f)
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{
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AudioData audioData = new AudioData();
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audioData.fadeDuration = fadeDuration;
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Music.Stop(audioData);
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}
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#endregion
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 2d2dc9112fdb158489cae641ffcec61e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,142 +0,0 @@
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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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namespace AudioCore
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{
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public class AudioSourcePool
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{
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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,可动态扩展)
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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($"AudioSource_{type}");
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newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
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newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
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if (type == "Music")
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{
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newObject.GetComponent<AudioSource>().loop = true;
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}
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poolDict[type].Enqueue(newObject);
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}
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/// <summary>
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/// 获取对象
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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public AudioSource GetAudioSource(string type)
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{
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if (poolObject == null)
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{
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PoolAwake();
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}
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if (!poolDict.ContainsKey(type))
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{
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Debug.LogError($"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 与 Voice)
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if (type == "SFX" && type == "Voice")
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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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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: b0879cbfda12f434f97c3e393664b7ec
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,28 +0,0 @@
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Internal;
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namespace AudioCore
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{
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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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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 6f7491906db8d634a8aa1655c3b5621a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,85 +0,0 @@
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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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namespace AudioCore
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{
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/// <summary>
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/// Audio数据
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/// </summary>
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public struct AudioData
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{
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/// <summary>
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/// 延迟播放时间
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/// </summary>
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public float delayTime;
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/// <summary>
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/// 音频
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/// </summary>
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public AudioClip clip;
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/// <summary>
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/// 音量
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/// </summary>
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public float volume;
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/// <summary>
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/// 回调行为
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/// </summary>
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public System.Action onComplete;
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/// <summary>
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/// 延迟回调执行的时间
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/// </summary>
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public float delayOnCompleteTime;
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/// <summary>
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/// 自然过渡时间
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/// </summary>
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public float fadeDuration;
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/// <summary>
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/// 是否不打断上一段对话
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/// </summary>
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public bool isNotOverVoice;
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/// <summary>
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/// 是否是3D声音
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/// </summary>
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public bool is3D;
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/// <summary>
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/// 3D声音载体
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/// </summary>
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public GameObject soundObject;
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}
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public interface IAudio
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{
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void Play(AudioData audioData);
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void Stop(AudioData audioData);
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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(AudioData audioData);
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public abstract void Stop(AudioData audioData);
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/// <summary>
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/// 音频数据初始化
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/// </summary>
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/// <param name="audioData"></param>
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/// <returns></returns>
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public virtual AudioData AudioDataInitialize(AudioData audioData)
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{
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if (audioData.volume == 0)
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{
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audioData.volume = 1f;
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}
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return audioData;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: a45ad70b96df7ae428058f547876d158
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,128 +0,0 @@
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using System.Collections;
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using UnityEngine;
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namespace AudioCore
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{
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public class MusicPlayer : AbstractAudio
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{
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private AudioSourcePool audioSourcePool;
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private AudioSource audioSource1;
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private AudioSource audioSource2;
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private AudioSource currentAudioSource;
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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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/// <summary>
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/// 播放背景音乐
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/// </summary>
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/// <param name="audioData">{[clip:音频], [volume:音量], [fadeDuration:自然过渡时间]}</param>
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public override void Play(AudioData audioData)
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{
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audioData = AudioDataInitialize(audioData);
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if (audioSource1 == null)
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{
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audioSource1 = audioSourcePool.GetAudioSource("Music");
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audioSource1.clip = audioData.clip;
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audioSource1.volume = audioData.volume;
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currentAudioSource = audioSource1;
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currentAudioSource.Play();
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CoroutineHelper.StartCoroutine(FadeMusic(audioSource1, audioData.fadeDuration, audioSource2));
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}
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else
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{
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if (audioSource2 == null)
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{
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audioSource2 = audioSourcePool.GetAudioSource("Music");
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audioSource2.clip = audioData.clip;
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audioSource2.volume = audioData.volume;
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currentAudioSource = audioSource2;
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currentAudioSource.Play();
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CoroutineHelper.StartCoroutine(FadeMusic(audioSource2, audioData.fadeDuration, audioSource1));
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}
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else
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{
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Debug.LogWarning("已同时存在两个背景乐在切换");
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}
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||||
}
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||||
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||||
}
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||||
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||||
/// <summary>
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/// 关闭背景音乐
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/// </summary>
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/// <param name="audioData">{[fadeDuration:自然过渡时间]}</param>
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public override void Stop(AudioData audioData)
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||||
{
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audioData = AudioDataInitialize(audioData);
|
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CoroutineHelper.StartCoroutine(FadeOutMusic(currentAudioSource, audioData.fadeDuration));
|
||||
}
|
||||
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||||
/// <summary>
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/// 切换音频
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/// </summary>
|
||||
/// <param name="source1">播放的音频</param>
|
||||
/// <param name="fadeDuration">变化时间</param>
|
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/// <param name="source2">停止的音频</param>
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||||
/// <returns></returns>
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||||
private IEnumerator FadeMusic(AudioSource source1, float fadeDuration, AudioSource source2 = null)
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||||
{
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yield return FadeInMusic(source1, fadeDuration);
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||||
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||||
if (source2 != null)
|
||||
{
|
||||
yield return FadeOutMusic(source2, fadeDuration);
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||||
}
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||||
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||||
}
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||||
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||||
/// <summary>
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||||
/// 关闭音频的协程
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||||
/// </summary>
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||||
/// <param name="source"></param>
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||||
/// <param name="fadeDuration"></param>
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/// <returns></returns>
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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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||||
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||||
while (source.volume > 0)
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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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audioSourcePool.ReturnAudioSource("Music", source.gameObject);
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||||
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||||
if (currentAudioSource == audioSource1)
|
||||
{
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||||
audioSource2 = null;
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}
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||||
else if (currentAudioSource == audioSource2)
|
||||
{
|
||||
audioSource1 = null;
|
||||
}
|
||||
}
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||||
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||||
/// <summary>
|
||||
/// 开启音频的协程
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||||
/// </summary>
|
||||
/// <param name="source"></param>
|
||||
/// <param name="fadeDuration"></param>
|
||||
/// <returns></returns>
|
||||
private IEnumerator FadeInMusic(AudioSource source, float fadeDuration)
|
||||
{
|
||||
float targetVolume = source.volume;
|
||||
source.volume = 0;
|
||||
|
||||
while (source.volume < targetVolume)
|
||||
{
|
||||
source.volume += targetVolume * Time.deltaTime / fadeDuration;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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|
||||
assetBundleVariant:
|
||||
@@ -1,71 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AudioCore
|
||||
{
|
||||
public class SFXPlayer : AbstractAudio
|
||||
{
|
||||
private AudioSourcePool audioSourcePool;
|
||||
private List<AudioSource> activeSources = new List<AudioSource>(); // 正在播放的 AudioSource 列表
|
||||
|
||||
public SFXPlayer(AudioSourcePool audioSourcePool)
|
||||
{
|
||||
this.audioSourcePool = audioSourcePool;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放音效
|
||||
/// </summary>
|
||||
/// <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 = 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, audioData.delayOnCompleteTime, audioData.onComplete));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 停止所有音效
|
||||
/// </summary>
|
||||
/// <param name="audioData">{[无可使用变量]}</param>
|
||||
public override void Stop(AudioData audioData)
|
||||
{
|
||||
foreach (var source in activeSources)
|
||||
{
|
||||
if (source.isPlaying)
|
||||
{
|
||||
source.Stop();
|
||||
audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
|
||||
}
|
||||
}
|
||||
activeSources.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放音效的协程
|
||||
/// </summary>
|
||||
/// <param name="source"></param>
|
||||
/// <param name="delay"></param>
|
||||
/// <param name="onComplete"></param>
|
||||
/// <returns></returns>
|
||||
private IEnumerator PlaySFXCoroutine(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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 19ed6bde81273554f89ece0a1147f33d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,64 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using AudioCore;
|
||||
|
||||
public class Test : MonoBehaviour
|
||||
{
|
||||
public AudioClip clip1;
|
||||
public AudioClip clip2;
|
||||
public AudioClip clip21;
|
||||
public AudioClip clip22;
|
||||
public AudioClip clip31;
|
||||
public AudioClip clip32;
|
||||
|
||||
void Start()
|
||||
{
|
||||
//AudioCore.PlayerPrefs();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.A))
|
||||
{
|
||||
AudioCoreManager.PlayVoice(new AudioData { clip = clip1 });
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.S))
|
||||
{
|
||||
AudioCoreManager.PlayVoice(new AudioData { clip = clip2 });
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.D))
|
||||
{
|
||||
AudioCoreManager.PlaySFX(new AudioData { clip = clip21 });
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.F))
|
||||
{
|
||||
AudioCoreManager.PlaySFX(new AudioData { clip = clip22 });
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.G))
|
||||
{
|
||||
AudioCoreManager.PlayMusic(new AudioData { clip = clip31 });
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.H))
|
||||
{
|
||||
AudioCoreManager.PlayMusic(new AudioData { clip = 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2cca50490fb28574697c5fd3d2d37b52
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,76 +0,0 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace AudioCore
|
||||
{
|
||||
public class VoicePlayer : AbstractAudio
|
||||
{
|
||||
private AudioSourcePool audioSourcePool;
|
||||
private AudioSource currentSource;
|
||||
private Coroutine myCoroutine;
|
||||
|
||||
public VoicePlayer(AudioSourcePool audioSourcePool)
|
||||
{
|
||||
this.audioSourcePool = audioSourcePool;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放语音
|
||||
/// </summary>
|
||||
/// <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(new AudioData { });
|
||||
|
||||
audioData = AudioDataInitialize(audioData);
|
||||
|
||||
if (myCoroutine != null)
|
||||
{
|
||||
CoroutineHelper.StopCoroutine(myCoroutine);
|
||||
myCoroutine = null;
|
||||
}
|
||||
currentSource = audioSourcePool.GetAudioSource("Voice");
|
||||
if (currentSource == null) return;
|
||||
|
||||
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, audioData.delayOnCompleteTime, audioData.onComplete));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 停止语音
|
||||
/// </summary>
|
||||
/// /// <param name="audioData">{[无可使用变量]}</param>
|
||||
public override void Stop(AudioData audioData)
|
||||
{
|
||||
if (currentSource != null && currentSource.isPlaying)
|
||||
{
|
||||
currentSource.Stop();
|
||||
audioSourcePool.ReturnAudioSource("Voice", currentSource.gameObject);
|
||||
currentSource = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放语音的协程
|
||||
/// </summary>
|
||||
/// <param name="source"></param>
|
||||
/// <param name="delayOnComplete"></param>
|
||||
/// <param name="onComplete"></param>
|
||||
/// <returns></returns>
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff93caf4019714a4797e6986c6e5c234
|
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MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user