Files
plugin-library/Assets/04.AudioCore/RunTime/VoicePlayer.cs
2025-03-07 15:21:24 +08:00

71 lines
2.1 KiB
C#

using System.Collections;
using UnityEngine;
public class VoicePlayer
{
private AudioSourcePool audioSourcePool;
private AudioSource currentSource;
private Coroutine myCoroutine;
public VoicePlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
/// <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)
{
// 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));
}
/// <summary>
/// 停止语音
/// </summary>
public void Stop()
{
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;
}
}