136 lines
3.9 KiB
C#
136 lines
3.9 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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public class AudioSourcePool
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{
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// 对象池字典,存储类型和对应的 GameObject 队列
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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)
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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($"AudioSource_{type}");
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newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
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newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
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poolDict[type].Enqueue(newObject);
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}
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/// <summary>
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/// 获取对象
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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public AudioSource GetAudioSource(string type)
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{
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if(poolObject == null)
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{
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PoolAwake();
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}
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if (!poolDict.ContainsKey(type))
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{
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Debug.LogError($"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)
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if (type == "SFX")
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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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} |