Files
plugin-library/Assets/04.AudioCore/RunTime/VoicePlayer.cs
2025-03-06 17:24:31 +08:00

71 lines
2.0 KiB
C#

using System.Collections;
using UnityEngine;
public class VoicePlayer
{
private AudioSourcePool audioSourcePool;
private AudioSource currentSource; // 当前正在播放的 AudioSource
Coroutine myCoroutine;
public VoicePlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
/*public override void Play(AudioClip clip, float volume = 1)
{
// 停止当前正在播放的语音
Stop();
currentSource = audioSourcePool.GetAudioSource("Voice");
if (currentSource == null) return;
currentSource.clip = clip;
currentSource.volume = volume;
currentSource.Play();
}
*/
// 播放语音
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));
}
// 停止语音
public void Stop()
{
if (currentSource != null && currentSource.isPlaying)
{
currentSource.Stop();
audioSourcePool.ReturnAudioSource("Voice", currentSource.gameObject);
currentSource = null;
}
}
// 播放语音的协程
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;
}
}