Files
plugin-library/Assets/04.AudioCore/RunTime/SFXPlayer.cs
2025-03-26 09:34:52 +08:00

71 lines
2.3 KiB
C#

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);
}
}
}