Files
plugin-library/Assets/04.AudioCore/RunTime/Base/MusicPlayer.cs
2025-03-31 11:49:53 +08:00

128 lines
4.2 KiB
C#

using System.Collections;
using UnityEngine;
namespace Stary.Evo.AudioCore
{
public class MusicPlayer : AbstractAudio
{
private AudioSourcePool audioSourcePool;
private AudioSource audioSource1;
private AudioSource audioSource2;
private AudioSource currentAudioSource;
public MusicPlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
/// <summary>
/// 播放背景音乐
/// </summary>
/// <param name="audioData">{[clip:音频], [volume:音量], [fadeDuration:自然过渡时间]}</param>
public override void Play(AudioData audioData)
{
audioData = AudioDataInitialize(audioData);
if (audioSource1 == null)
{
audioSource1 = audioSourcePool.GetAudioSource("Music");
audioSource1.clip = audioData.clip;
audioSource1.volume = audioData.volume;
currentAudioSource = audioSource1;
currentAudioSource.Play();
CoroutineHelper.StartCoroutine(FadeMusic(audioSource1, audioData.fadeDuration, audioSource2));
}
else
{
if (audioSource2 == null)
{
audioSource2 = audioSourcePool.GetAudioSource("Music");
audioSource2.clip = audioData.clip;
audioSource2.volume = audioData.volume;
currentAudioSource = audioSource2;
currentAudioSource.Play();
CoroutineHelper.StartCoroutine(FadeMusic(audioSource2, audioData.fadeDuration, audioSource1));
}
else
{
Debug.LogWarning("已同时存在两个背景乐在切换");
}
}
}
/// <summary>
/// 关闭背景音乐
/// </summary>
/// <param name="audioData">{[fadeDuration:自然过渡时间]}</param>
public override void Stop(AudioData audioData)
{
audioData = AudioDataInitialize(audioData);
CoroutineHelper.StartCoroutine(FadeOutMusic(currentAudioSource, audioData.fadeDuration));
}
/// <summary>
/// 切换音频
/// </summary>
/// <param name="source1">播放的音频</param>
/// <param name="fadeDuration">变化时间</param>
/// <param name="source2">停止的音频</param>
/// <returns></returns>
private IEnumerator FadeMusic(AudioSource source1, float fadeDuration, AudioSource source2 = null)
{
yield return FadeInMusic(source1, fadeDuration);
if (source2 != null)
{
yield return FadeOutMusic(source2, fadeDuration);
}
}
/// <summary>
/// 关闭音频的协程
/// </summary>
/// <param name="source"></param>
/// <param name="fadeDuration"></param>
/// <returns></returns>
private IEnumerator FadeOutMusic(AudioSource source, float fadeDuration)
{
float startVolume = source.volume;
while (source.volume > 0)
{
source.volume -= startVolume * Time.deltaTime / fadeDuration;
yield return null;
}
source.Stop();
audioSourcePool.ReturnAudioSource("Music", source.gameObject);
if (currentAudioSource == audioSource1)
{
audioSource2 = null;
}
else if (currentAudioSource == audioSource2)
{
audioSource1 = null;
}
}
/// <summary>
/// 开启音频的协程
/// </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;
}
}
}
}