Files
plugin-library/Assets/04.AudioCore/RunTime/VoicePlayer.cs
2025-03-07 17:52:50 +08:00

73 lines
2.2 KiB
C#

using System.Collections;
using UnityEngine;
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;
}
}