Unity 框架

AudioManager.cs 6.8KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Threading.Tasks;
  4. using UnityEngine;
  5. namespace TFramework
  6. {
  7. /// <summary>
  8. /// 音频管理器
  9. /// </summary>
  10. public class AudioManager : BaseManager
  11. {
  12. [SerializeField]
  13. private AudioSource _backgroundSource;
  14. [SerializeField]
  15. private AudioSource _otherSource;
  16. private IEnumerator _playOver;
  17. /// <summary>
  18. /// 是否静音
  19. /// </summary>
  20. public bool Mute
  21. {
  22. get { return _backgroundSource.mute && _otherSource.mute; }
  23. set
  24. {
  25. _backgroundSource.mute = value;
  26. _otherSource.mute = value;
  27. }
  28. }
  29. /// <summary>
  30. /// 背景音乐音量
  31. /// </summary>
  32. public float BackgroundVolme
  33. {
  34. get => _backgroundSource.volume;
  35. set => _backgroundSource.volume = value;
  36. }
  37. /// <summary>
  38. /// 其它音效音量
  39. /// </summary>
  40. public float OtherVolme
  41. {
  42. get => _otherSource.volume;
  43. set => _otherSource.volume = value;
  44. }
  45. /// <summary>
  46. /// 播放背景音乐
  47. /// </summary>
  48. /// <param name="clip">音频资源</param>
  49. /// <param name="isLoop">是否循环</param>
  50. /// <param name="speed">播放速度</param>
  51. /// /// <param name="action">播放完事件</param>
  52. public void PlayBackgroundMusic(AudioClip clip,bool isLoop=true,float speed=1,TAction action=null)
  53. {
  54. _backgroundSource.volume = BackgroundVolme;
  55. PlayMusic(AudioSourceType.BackgroundSource, clip, isLoop, speed, action);
  56. }
  57. /// <summary>
  58. /// 暂停播放背景音乐
  59. /// </summary>
  60. public void PauseBackgroundMusic() => PauseMusic(AudioSourceType.BackgroundSource);
  61. /// <summary>
  62. /// 恢复播放背景音乐
  63. /// </summary>
  64. public void ResumeBackgroundMusic() => ResumeMusic(AudioSourceType.BackgroundSource);
  65. /// <summary>
  66. /// 停止播放背景音乐
  67. /// </summary>
  68. public void StopBackgroundMusic() => StopMusic(AudioSourceType.BackgroundSource);
  69. /// <summary>
  70. /// 播放其它音乐
  71. /// </summary>
  72. /// <param name="clip">音频资源</param>
  73. /// <param name="isLoop">是否循环</param>
  74. /// <param name="speed">播放速度</param>
  75. /// /// <param name="action">播放完事件</param>
  76. public void PlayOtherMusic(AudioClip clip, bool isLoop = false, float speed = 1,TAction action=null)
  77. {
  78. _otherSource.volume = OtherVolme;
  79. PlayMusic(AudioSourceType.OtherSource, clip, isLoop, speed, action);
  80. }
  81. public async Task PlayOtherMusicAsync(AudioClip clip, bool isLoop = false, float speed = 1)
  82. {
  83. _otherSource.volume = OtherVolme;
  84. await PlayMusic(AudioSourceType.OtherSource, clip, isLoop, speed);
  85. }
  86. /// <summary>
  87. /// 暂停播放其它音乐
  88. /// </summary>
  89. public void PauseOtherMusic() => PauseMusic(AudioSourceType.OtherSource);
  90. /// <summary>
  91. /// 恢复播放其它音乐
  92. /// </summary>
  93. public void ResumeOtherMusic() => ResumeMusic(AudioSourceType.OtherSource);
  94. /// <summary>
  95. /// 停止播放其它音乐
  96. /// </summary>
  97. public void StopOtherMusic() => StopMusic(AudioSourceType.OtherSource);
  98. /// <summary>
  99. /// 播放音乐
  100. /// </summary>
  101. /// <param name="type">音源类型</param>
  102. /// <param name="clip">音源</param>
  103. /// <param name="isLoop">是否循环</param>
  104. /// <param name="speed">播放速度</param>
  105. /// <param name="action">播放完事件</param>
  106. public void PlayMusic(AudioSourceType type, AudioClip clip, bool isLoop = true, float speed = 1,TAction action=null)
  107. {
  108. AudioSource source = GetAudioSource(type);
  109. if (clip == null||source==null) return;
  110. if (source.isPlaying)
  111. source.Stop();
  112. source.clip = clip;
  113. source.loop = isLoop;
  114. source.pitch = speed;
  115. source.Play();
  116. if(action!=null)
  117. {
  118. float time = clip.length / speed;
  119. if(_playOver!=null)
  120. {
  121. StopCoroutine(_playOver);
  122. _playOver = null;
  123. }
  124. _playOver = PlayOver(time,action);
  125. StartCoroutine(_playOver);
  126. }
  127. }
  128. public async Task PlayMusic(AudioSourceType type, AudioClip clip, bool isLoop = true, float speed = 1)
  129. {
  130. AudioSource source = GetAudioSource(type);
  131. if (clip == null || source == null) return;
  132. if (source.isPlaying)
  133. source.Stop();
  134. source.clip = clip;
  135. source.loop = isLoop;
  136. source.pitch = speed;
  137. source.Play();
  138. float time = clip.length / speed;
  139. await Task.Delay((int)time*1000);
  140. }
  141. private IEnumerator PlayOver(float time,TAction action)
  142. {
  143. yield return YieldWaitTool.YieldWaitForSeconds(time);
  144. action?.Invoke();
  145. }
  146. /// <summary>
  147. /// 停止播放音乐
  148. /// </summary>
  149. /// <param name="type">音源类型</param>
  150. public void StopMusic(AudioSourceType type)
  151. {
  152. AudioSource source = GetAudioSource(type);
  153. if (source&&source.isPlaying)
  154. source.Stop();
  155. if (_playOver != null)
  156. {
  157. StopCoroutine(_playOver);
  158. _playOver = null;
  159. }
  160. }
  161. /// <summary>
  162. /// 暂停播放音乐
  163. /// </summary>
  164. /// <param name="type">音源类型</param>
  165. public void PauseMusic(AudioSourceType type)
  166. {
  167. AudioSource source = GetAudioSource(type);
  168. source?.Pause();
  169. }
  170. /// <summary>
  171. /// 恢复播放音乐
  172. /// </summary>
  173. /// <param name="type">音源类型</param>
  174. public void ResumeMusic(AudioSourceType type)
  175. {
  176. AudioSource source = GetAudioSource(type);
  177. source?.UnPause();
  178. }
  179. private AudioSource GetAudioSource(AudioSourceType type)
  180. {
  181. switch(type)
  182. {
  183. case AudioSourceType.BackgroundSource:
  184. return _backgroundSource;
  185. case AudioSourceType.OtherSource:
  186. return _otherSource;
  187. default:
  188. return null;
  189. }
  190. }
  191. public enum AudioSourceType
  192. {
  193. BackgroundSource,
  194. OtherSource
  195. }
  196. }
  197. }