- 引入 UnityGameFramework

- 使用 Luban 替代原来的 UGF 的数据表
This commit is contained in:
huangjun
2026-08-30 18:08:55 +08:00
parent 42ad134759
commit 92bf3e9097
1925 changed files with 362268 additions and 4859 deletions
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Sound;
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Audio;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 默认声音代理辅助器。
/// </summary>
public class DefaultSoundAgentHelper : SoundAgentHelperBase
{
private Transform m_CachedTransform = null;
private AudioSource m_AudioSource = null;
private EntityLogic m_BindingEntityLogic = null;
private float m_VolumeWhenPause = 0f;
private bool m_ApplicationPauseFlag = false;
private EventHandler<ResetSoundAgentEventArgs> m_ResetSoundAgentEventHandler = null;
/// <summary>
/// 获取当前是否正在播放。
/// </summary>
public override bool IsPlaying
{
get
{
return m_AudioSource.isPlaying;
}
}
/// <summary>
/// 获取声音长度。
/// </summary>
public override float Length
{
get
{
return m_AudioSource.clip != null ? m_AudioSource.clip.length : 0f;
}
}
/// <summary>
/// 获取或设置播放位置。
/// </summary>
public override float Time
{
get
{
return m_AudioSource.time;
}
set
{
m_AudioSource.time = value;
}
}
/// <summary>
/// 获取或设置是否静音。
/// </summary>
public override bool Mute
{
get
{
return m_AudioSource.mute;
}
set
{
m_AudioSource.mute = value;
}
}
/// <summary>
/// 获取或设置是否循环播放。
/// </summary>
public override bool Loop
{
get
{
return m_AudioSource.loop;
}
set
{
m_AudioSource.loop = value;
}
}
/// <summary>
/// 获取或设置声音优先级。
/// </summary>
public override int Priority
{
get
{
return 128 - m_AudioSource.priority;
}
set
{
m_AudioSource.priority = 128 - value;
}
}
/// <summary>
/// 获取或设置音量大小。
/// </summary>
public override float Volume
{
get
{
return m_AudioSource.volume;
}
set
{
m_AudioSource.volume = value;
}
}
/// <summary>
/// 获取或设置声音音调。
/// </summary>
public override float Pitch
{
get
{
return m_AudioSource.pitch;
}
set
{
m_AudioSource.pitch = value;
}
}
/// <summary>
/// 获取或设置声音立体声声相。
/// </summary>
public override float PanStereo
{
get
{
return m_AudioSource.panStereo;
}
set
{
m_AudioSource.panStereo = value;
}
}
/// <summary>
/// 获取或设置声音空间混合量。
/// </summary>
public override float SpatialBlend
{
get
{
return m_AudioSource.spatialBlend;
}
set
{
m_AudioSource.spatialBlend = value;
}
}
/// <summary>
/// 获取或设置声音最大距离。
/// </summary>
public override float MaxDistance
{
get
{
return m_AudioSource.maxDistance;
}
set
{
m_AudioSource.maxDistance = value;
}
}
/// <summary>
/// 获取或设置声音多普勒等级。
/// </summary>
public override float DopplerLevel
{
get
{
return m_AudioSource.dopplerLevel;
}
set
{
m_AudioSource.dopplerLevel = value;
}
}
/// <summary>
/// 获取或设置声音代理辅助器所在的混音组。
/// </summary>
public override AudioMixerGroup AudioMixerGroup
{
get
{
return m_AudioSource.outputAudioMixerGroup;
}
set
{
m_AudioSource.outputAudioMixerGroup = value;
}
}
/// <summary>
/// 重置声音代理事件。
/// </summary>
public override event EventHandler<ResetSoundAgentEventArgs> ResetSoundAgent
{
add
{
m_ResetSoundAgentEventHandler += value;
}
remove
{
m_ResetSoundAgentEventHandler -= value;
}
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="fadeInSeconds">声音淡入时间,以秒为单位。</param>
public override void Play(float fadeInSeconds)
{
StopAllCoroutines();
m_AudioSource.Play();
if (fadeInSeconds > 0f)
{
float volume = m_AudioSource.volume;
m_AudioSource.volume = 0f;
StartCoroutine(FadeToVolume(m_AudioSource, volume, fadeInSeconds));
}
}
/// <summary>
/// 停止播放声音。
/// </summary>
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
public override void Stop(float fadeOutSeconds)
{
StopAllCoroutines();
if (fadeOutSeconds > 0f && gameObject.activeInHierarchy)
{
StartCoroutine(StopCo(fadeOutSeconds));
}
else
{
m_AudioSource.Stop();
}
}
/// <summary>
/// 暂停播放声音。
/// </summary>
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
public override void Pause(float fadeOutSeconds)
{
StopAllCoroutines();
m_VolumeWhenPause = m_AudioSource.volume;
if (fadeOutSeconds > 0f && gameObject.activeInHierarchy)
{
StartCoroutine(PauseCo(fadeOutSeconds));
}
else
{
m_AudioSource.Pause();
}
}
/// <summary>
/// 恢复播放声音。
/// </summary>
/// <param name="fadeInSeconds">声音淡入时间,以秒为单位。</param>
public override void Resume(float fadeInSeconds)
{
StopAllCoroutines();
m_AudioSource.UnPause();
if (fadeInSeconds > 0f)
{
StartCoroutine(FadeToVolume(m_AudioSource, m_VolumeWhenPause, fadeInSeconds));
}
else
{
m_AudioSource.volume = m_VolumeWhenPause;
}
}
/// <summary>
/// 重置声音代理辅助器。
/// </summary>
public override void Reset()
{
m_CachedTransform.localPosition = Vector3.zero;
m_AudioSource.clip = null;
m_BindingEntityLogic = null;
m_VolumeWhenPause = 0f;
}
/// <summary>
/// 设置声音资源。
/// </summary>
/// <param name="soundAsset">声音资源。</param>
/// <returns>是否设置声音资源成功。</returns>
public override bool SetSoundAsset(object soundAsset)
{
AudioClip audioClip = soundAsset as AudioClip;
if (audioClip == null)
{
return false;
}
m_AudioSource.clip = audioClip;
return true;
}
/// <summary>
/// 设置声音绑定的实体。
/// </summary>
/// <param name="bindingEntity">声音绑定的实体。</param>
public override void SetBindingEntity(Entity bindingEntity)
{
m_BindingEntityLogic = bindingEntity.Logic;
if (m_BindingEntityLogic != null)
{
UpdateAgentPosition();
return;
}
if (m_ResetSoundAgentEventHandler != null)
{
ResetSoundAgentEventArgs resetSoundAgentEventArgs = ResetSoundAgentEventArgs.Create();
m_ResetSoundAgentEventHandler(this, resetSoundAgentEventArgs);
ReferencePool.Release(resetSoundAgentEventArgs);
}
}
/// <summary>
/// 设置声音所在的世界坐标。
/// </summary>
/// <param name="worldPosition">声音所在的世界坐标。</param>
public override void SetWorldPosition(Vector3 worldPosition)
{
m_CachedTransform.position = worldPosition;
}
private void Awake()
{
m_CachedTransform = transform;
m_AudioSource = gameObject.GetOrAddComponent<AudioSource>();
m_AudioSource.playOnAwake = false;
m_AudioSource.rolloffMode = AudioRolloffMode.Custom;
}
private void Update()
{
if (!m_ApplicationPauseFlag && !IsPlaying && m_AudioSource.clip != null && m_ResetSoundAgentEventHandler != null)
{
ResetSoundAgentEventArgs resetSoundAgentEventArgs = ResetSoundAgentEventArgs.Create();
m_ResetSoundAgentEventHandler(this, resetSoundAgentEventArgs);
ReferencePool.Release(resetSoundAgentEventArgs);
return;
}
if (m_BindingEntityLogic != null)
{
UpdateAgentPosition();
}
}
private void OnApplicationPause(bool pause)
{
m_ApplicationPauseFlag = pause;
}
private void UpdateAgentPosition()
{
if (m_BindingEntityLogic.Available)
{
m_CachedTransform.position = m_BindingEntityLogic.CachedTransform.position;
return;
}
if (m_ResetSoundAgentEventHandler != null)
{
ResetSoundAgentEventArgs resetSoundAgentEventArgs = ResetSoundAgentEventArgs.Create();
m_ResetSoundAgentEventHandler(this, resetSoundAgentEventArgs);
ReferencePool.Release(resetSoundAgentEventArgs);
}
}
private IEnumerator StopCo(float fadeOutSeconds)
{
yield return FadeToVolume(m_AudioSource, 0f, fadeOutSeconds);
m_AudioSource.Stop();
}
private IEnumerator PauseCo(float fadeOutSeconds)
{
yield return FadeToVolume(m_AudioSource, 0f, fadeOutSeconds);
m_AudioSource.Pause();
}
private IEnumerator FadeToVolume(AudioSource audioSource, float volume, float duration)
{
float time = 0f;
float originalVolume = audioSource.volume;
while (time < duration)
{
time += UnityEngine.Time.deltaTime;
audioSource.volume = Mathf.Lerp(originalVolume, volume, time / duration);
yield return new WaitForEndOfFrame();
}
audioSource.volume = volume;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 默认声音组辅助器。
/// </summary>
public class DefaultSoundGroupHelper : SoundGroupHelperBase
{
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 默认声音辅助器。
/// </summary>
public class DefaultSoundHelper : SoundHelperBase
{
private ResourceComponent m_ResourceComponent = null;
/// <summary>
/// 释放声音资源。
/// </summary>
/// <param name="soundAsset">要释放的声音资源。</param>
public override void ReleaseSoundAsset(object soundAsset)
{
m_ResourceComponent.UnloadAsset(soundAsset);
}
private void Start()
{
m_ResourceComponent = GameEntry.GetComponent<ResourceComponent>();
if (m_ResourceComponent == null)
{
Log.Fatal("Resource component is invalid.");
return;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
using GameFramework.Sound;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 播放声音时加载依赖资源事件。
/// </summary>
public sealed class PlaySoundDependencyAssetEventArgs : GameEventArgs
{
/// <summary>
/// 播放声音时加载依赖资源事件编号。
/// </summary>
public static readonly int EventId = typeof(PlaySoundDependencyAssetEventArgs).GetHashCode();
/// <summary>
/// 初始化播放声音时加载依赖资源事件的新实例。
/// </summary>
public PlaySoundDependencyAssetEventArgs()
{
SerialId = 0;
SoundAssetName = null;
SoundGroupName = null;
PlaySoundParams = null;
DependencyAssetName = null;
LoadedCount = 0;
TotalCount = 0;
BindingEntity = null;
UserData = null;
}
/// <summary>
/// 获取播放声音时加载依赖资源事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取声音的序列编号。
/// </summary>
public int SerialId
{
get;
private set;
}
/// <summary>
/// 获取声音资源名称。
/// </summary>
public string SoundAssetName
{
get;
private set;
}
/// <summary>
/// 获取声音组名称。
/// </summary>
public string SoundGroupName
{
get;
private set;
}
/// <summary>
/// 获取播放声音参数。
/// </summary>
public PlaySoundParams PlaySoundParams
{
get;
private set;
}
/// <summary>
/// 获取被加载的依赖资源名称。
/// </summary>
public string DependencyAssetName
{
get;
private set;
}
/// <summary>
/// 获取当前已加载依赖资源数量。
/// </summary>
public int LoadedCount
{
get;
private set;
}
/// <summary>
/// 获取总共加载依赖资源数量。
/// </summary>
public int TotalCount
{
get;
private set;
}
/// <summary>
/// 获取声音绑定的实体。
/// </summary>
public Entity BindingEntity
{
get;
private set;
}
/// <summary>
/// 获取用户自定义数据。
/// </summary>
public object UserData
{
get;
private set;
}
/// <summary>
/// 创建播放声音时加载依赖资源事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的播放声音时加载依赖资源事件。</returns>
public static PlaySoundDependencyAssetEventArgs Create(GameFramework.Sound.PlaySoundDependencyAssetEventArgs e)
{
PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData;
PlaySoundDependencyAssetEventArgs playSoundDependencyAssetEventArgs = ReferencePool.Acquire<PlaySoundDependencyAssetEventArgs>();
playSoundDependencyAssetEventArgs.SerialId = e.SerialId;
playSoundDependencyAssetEventArgs.SoundAssetName = e.SoundAssetName;
playSoundDependencyAssetEventArgs.SoundGroupName = e.SoundGroupName;
playSoundDependencyAssetEventArgs.PlaySoundParams = e.PlaySoundParams;
playSoundDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName;
playSoundDependencyAssetEventArgs.LoadedCount = e.LoadedCount;
playSoundDependencyAssetEventArgs.TotalCount = e.TotalCount;
playSoundDependencyAssetEventArgs.BindingEntity = playSoundInfo.BindingEntity;
playSoundDependencyAssetEventArgs.UserData = playSoundInfo.UserData;
return playSoundDependencyAssetEventArgs;
}
/// <summary>
/// 清理播放声音时加载依赖资源事件。
/// </summary>
public override void Clear()
{
SerialId = 0;
SoundAssetName = null;
SoundGroupName = null;
PlaySoundParams = null;
DependencyAssetName = null;
LoadedCount = 0;
TotalCount = 0;
BindingEntity = null;
UserData = null;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
using GameFramework.Sound;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 播放声音失败事件。
/// </summary>
public sealed class PlaySoundFailureEventArgs : GameEventArgs
{
/// <summary>
/// 播放声音失败事件编号。
/// </summary>
public static readonly int EventId = typeof(PlaySoundFailureEventArgs).GetHashCode();
/// <summary>
/// 初始化播放声音失败事件的新实例。
/// </summary>
public PlaySoundFailureEventArgs()
{
SerialId = 0;
SoundAssetName = null;
SoundGroupName = null;
PlaySoundParams = null;
BindingEntity = null;
ErrorCode = 0;
ErrorMessage = null;
UserData = null;
}
/// <summary>
/// 获取播放声音失败事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取声音的序列编号。
/// </summary>
public int SerialId
{
get;
private set;
}
/// <summary>
/// 获取声音资源名称。
/// </summary>
public string SoundAssetName
{
get;
private set;
}
/// <summary>
/// 获取声音组名称。
/// </summary>
public string SoundGroupName
{
get;
private set;
}
/// <summary>
/// 获取播放声音参数。
/// </summary>
public PlaySoundParams PlaySoundParams
{
get;
private set;
}
/// <summary>
/// 获取声音绑定的实体。
/// </summary>
public Entity BindingEntity
{
get;
private set;
}
/// <summary>
/// 获取错误码。
/// </summary>
public PlaySoundErrorCode ErrorCode
{
get;
private set;
}
/// <summary>
/// 获取错误信息。
/// </summary>
public string ErrorMessage
{
get;
private set;
}
/// <summary>
/// 获取用户自定义数据。
/// </summary>
public object UserData
{
get;
private set;
}
/// <summary>
/// 创建播放声音失败事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的播放声音失败事件。</returns>
public static PlaySoundFailureEventArgs Create(GameFramework.Sound.PlaySoundFailureEventArgs e)
{
PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData;
PlaySoundFailureEventArgs playSoundFailureEventArgs = ReferencePool.Acquire<PlaySoundFailureEventArgs>();
playSoundFailureEventArgs.SerialId = e.SerialId;
playSoundFailureEventArgs.SoundAssetName = e.SoundAssetName;
playSoundFailureEventArgs.SoundGroupName = e.SoundGroupName;
playSoundFailureEventArgs.PlaySoundParams = e.PlaySoundParams;
playSoundFailureEventArgs.BindingEntity = playSoundInfo.BindingEntity;
playSoundFailureEventArgs.ErrorCode = e.ErrorCode;
playSoundFailureEventArgs.ErrorMessage = e.ErrorMessage;
playSoundFailureEventArgs.UserData = playSoundInfo.UserData;
ReferencePool.Release(playSoundInfo);
return playSoundFailureEventArgs;
}
/// <summary>
/// 清理播放声音失败事件。
/// </summary>
public override void Clear()
{
SerialId = 0;
SoundAssetName = null;
SoundGroupName = null;
PlaySoundParams = null;
BindingEntity = null;
ErrorCode = 0;
ErrorMessage = null;
UserData = null;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
internal sealed class PlaySoundInfo : IReference
{
private Entity m_BindingEntity;
private Vector3 m_WorldPosition;
private object m_UserData;
public PlaySoundInfo()
{
m_BindingEntity = null;
m_WorldPosition = Vector3.zero;
m_UserData = null;
}
public Entity BindingEntity
{
get
{
return m_BindingEntity;
}
}
public Vector3 WorldPosition
{
get
{
return m_WorldPosition;
}
}
public object UserData
{
get
{
return m_UserData;
}
}
public static PlaySoundInfo Create(Entity bindingEntity, Vector3 worldPosition, object userData)
{
PlaySoundInfo playSoundInfo = ReferencePool.Acquire<PlaySoundInfo>();
playSoundInfo.m_BindingEntity = bindingEntity;
playSoundInfo.m_WorldPosition = worldPosition;
playSoundInfo.m_UserData = userData;
return playSoundInfo;
}
public void Clear()
{
m_BindingEntity = null;
m_WorldPosition = Vector3.zero;
m_UserData = null;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
using GameFramework.Sound;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 播放声音成功事件。
/// </summary>
public sealed class PlaySoundSuccessEventArgs : GameEventArgs
{
/// <summary>
/// 播放声音成功事件编号。
/// </summary>
public static readonly int EventId = typeof(PlaySoundSuccessEventArgs).GetHashCode();
/// <summary>
/// 初始化播放声音成功事件的新实例。
/// </summary>
public PlaySoundSuccessEventArgs()
{
SerialId = 0;
SoundAssetName = null;
SoundAgent = null;
Duration = 0f;
BindingEntity = null;
UserData = null;
}
/// <summary>
/// 获取播放声音成功事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取声音的序列编号。
/// </summary>
public int SerialId
{
get;
private set;
}
/// <summary>
/// 获取声音资源名称。
/// </summary>
public string SoundAssetName
{
get;
private set;
}
/// <summary>
/// 获取用于播放的声音代理。
/// </summary>
public ISoundAgent SoundAgent
{
get;
private set;
}
/// <summary>
/// 获取加载持续时间。
/// </summary>
public float Duration
{
get;
private set;
}
/// <summary>
/// 获取声音绑定的实体。
/// </summary>
public Entity BindingEntity
{
get;
private set;
}
/// <summary>
/// 获取用户自定义数据。
/// </summary>
public object UserData
{
get;
private set;
}
/// <summary>
/// 创建播放声音成功事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的播放声音成功事件。</returns>
public static PlaySoundSuccessEventArgs Create(GameFramework.Sound.PlaySoundSuccessEventArgs e)
{
PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData;
PlaySoundSuccessEventArgs playSoundSuccessEventArgs = ReferencePool.Acquire<PlaySoundSuccessEventArgs>();
playSoundSuccessEventArgs.SerialId = e.SerialId;
playSoundSuccessEventArgs.SoundAssetName = e.SoundAssetName;
playSoundSuccessEventArgs.SoundAgent = e.SoundAgent;
playSoundSuccessEventArgs.Duration = e.Duration;
playSoundSuccessEventArgs.BindingEntity = playSoundInfo.BindingEntity;
playSoundSuccessEventArgs.UserData = playSoundInfo.UserData;
ReferencePool.Release(playSoundInfo);
return playSoundSuccessEventArgs;
}
/// <summary>
/// 清理播放声音成功事件。
/// </summary>
public override void Clear()
{
SerialId = 0;
SoundAssetName = null;
SoundAgent = null;
Duration = 0f;
BindingEntity = null;
UserData = null;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,145 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
using GameFramework.Sound;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 播放声音更新事件。
/// </summary>
public sealed class PlaySoundUpdateEventArgs : GameEventArgs
{
/// <summary>
/// 播放声音更新事件编号。
/// </summary>
public static readonly int EventId = typeof(PlaySoundUpdateEventArgs).GetHashCode();
/// <summary>
/// 初始化播放声音更新事件的新实例。
/// </summary>
public PlaySoundUpdateEventArgs()
{
SerialId = 0;
SoundAssetName = null;
SoundGroupName = null;
PlaySoundParams = null;
Progress = 0f;
BindingEntity = null;
UserData = null;
}
/// <summary>
/// 获取播放声音更新事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取声音的序列编号。
/// </summary>
public int SerialId
{
get;
private set;
}
/// <summary>
/// 获取声音资源名称。
/// </summary>
public string SoundAssetName
{
get;
private set;
}
/// <summary>
/// 获取声音组名称。
/// </summary>
public string SoundGroupName
{
get;
private set;
}
/// <summary>
/// 获取播放声音参数。
/// </summary>
public PlaySoundParams PlaySoundParams
{
get;
private set;
}
/// <summary>
/// 获取加载声音进度。
/// </summary>
public float Progress
{
get;
private set;
}
/// <summary>
/// 获取声音绑定的实体。
/// </summary>
public Entity BindingEntity
{
get;
private set;
}
/// <summary>
/// 获取用户自定义数据。
/// </summary>
public object UserData
{
get;
private set;
}
/// <summary>
/// 创建播放声音更新事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的播放声音更新事件。</returns>
public static PlaySoundUpdateEventArgs Create(GameFramework.Sound.PlaySoundUpdateEventArgs e)
{
PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData;
PlaySoundUpdateEventArgs playSoundUpdateEventArgs = ReferencePool.Acquire<PlaySoundUpdateEventArgs>();
playSoundUpdateEventArgs.SerialId = e.SerialId;
playSoundUpdateEventArgs.SoundAssetName = e.SoundAssetName;
playSoundUpdateEventArgs.SoundGroupName = e.SoundGroupName;
playSoundUpdateEventArgs.PlaySoundParams = e.PlaySoundParams;
playSoundUpdateEventArgs.Progress = e.Progress;
playSoundUpdateEventArgs.BindingEntity = playSoundInfo.BindingEntity;
playSoundUpdateEventArgs.UserData = playSoundInfo.UserData;
return playSoundUpdateEventArgs;
}
/// <summary>
/// 清理播放声音更新事件。
/// </summary>
public override void Clear()
{
SerialId = 0;
SoundAssetName = null;
SoundGroupName = null;
PlaySoundParams = null;
Progress = 0f;
BindingEntity = null;
UserData = null;
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,188 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Sound;
using System;
using UnityEngine;
using UnityEngine.Audio;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 声音代理辅助器基类。
/// </summary>
public abstract class SoundAgentHelperBase : MonoBehaviour, ISoundAgentHelper
{
/// <summary>
/// 获取当前是否正在播放。
/// </summary>
public abstract bool IsPlaying
{
get;
}
/// <summary>
/// 获取声音长度。
/// </summary>
public abstract float Length
{
get;
}
/// <summary>
/// 获取或设置播放位置。
/// </summary>
public abstract float Time
{
get;
set;
}
/// <summary>
/// 获取或设置是否静音。
/// </summary>
public abstract bool Mute
{
get;
set;
}
/// <summary>
/// 获取或设置是否循环播放。
/// </summary>
public abstract bool Loop
{
get;
set;
}
/// <summary>
/// 获取或设置声音优先级。
/// </summary>
public abstract int Priority
{
get;
set;
}
/// <summary>
/// 获取或设置音量大小。
/// </summary>
public abstract float Volume
{
get;
set;
}
/// <summary>
/// 获取或设置声音音调。
/// </summary>
public abstract float Pitch
{
get;
set;
}
/// <summary>
/// 获取或设置声音立体声声相。
/// </summary>
public abstract float PanStereo
{
get;
set;
}
/// <summary>
/// 获取或设置声音空间混合量。
/// </summary>
public abstract float SpatialBlend
{
get;
set;
}
/// <summary>
/// 获取或设置声音最大距离。
/// </summary>
public abstract float MaxDistance
{
get;
set;
}
/// <summary>
/// 获取或设置声音多普勒等级。
/// </summary>
public abstract float DopplerLevel
{
get;
set;
}
/// <summary>
/// 获取或设置声音代理辅助器所在的混音组。
/// </summary>
public abstract AudioMixerGroup AudioMixerGroup
{
get;
set;
}
/// <summary>
/// 重置声音代理事件。
/// </summary>
public abstract event EventHandler<ResetSoundAgentEventArgs> ResetSoundAgent;
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="fadeInSeconds">声音淡入时间,以秒为单位。</param>
public abstract void Play(float fadeInSeconds);
/// <summary>
/// 停止播放声音。
/// </summary>
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
public abstract void Stop(float fadeOutSeconds);
/// <summary>
/// 暂停播放声音。
/// </summary>
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
public abstract void Pause(float fadeOutSeconds);
/// <summary>
/// 恢复播放声音。
/// </summary>
/// <param name="fadeInSeconds">声音淡入时间,以秒为单位。</param>
public abstract void Resume(float fadeInSeconds);
/// <summary>
/// 重置声音代理辅助器。
/// </summary>
public abstract void Reset();
/// <summary>
/// 设置声音资源。
/// </summary>
/// <param name="soundAsset">声音资源。</param>
/// <returns>是否设置声音资源成功。</returns>
public abstract bool SetSoundAsset(object soundAsset);
/// <summary>
/// 设置声音绑定的实体。
/// </summary>
/// <param name="bindingEntity">声音绑定的实体。</param>
public abstract void SetBindingEntity(Entity bindingEntity);
/// <summary>
/// 设置声音所在的世界坐标。
/// </summary>
/// <param name="worldPosition">声音所在的世界坐标。</param>
public abstract void SetWorldPosition(Vector3 worldPosition);
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,74 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
public sealed partial class SoundComponent : GameFrameworkComponent
{
[Serializable]
private sealed class SoundGroup
{
[SerializeField]
private string m_Name = null;
[SerializeField]
private bool m_AvoidBeingReplacedBySamePriority = false;
[SerializeField]
private bool m_Mute = false;
[SerializeField, Range(0f, 1f)]
private float m_Volume = 1f;
[SerializeField]
private int m_AgentHelperCount = 1;
public string Name
{
get
{
return m_Name;
}
}
public bool AvoidBeingReplacedBySamePriority
{
get
{
return m_AvoidBeingReplacedBySamePriority;
}
}
public bool Mute
{
get
{
return m_Mute;
}
}
public float Volume
{
get
{
return m_Volume;
}
}
public int AgentHelperCount
{
get
{
return m_AgentHelperCount;
}
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,692 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Resource;
#if UNITY_5_3
using GameFramework.Scene;
#endif
using GameFramework.Sound;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 声音组件。
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/Sound")]
public sealed partial class SoundComponent : GameFrameworkComponent
{
private const int DefaultPriority = 0;
private ISoundManager m_SoundManager = null;
private EventComponent m_EventComponent = null;
private AudioListener m_AudioListener = null;
[SerializeField]
private bool m_EnablePlaySoundUpdateEvent = false;
[SerializeField]
private bool m_EnablePlaySoundDependencyAssetEvent = false;
[SerializeField]
private Transform m_InstanceRoot = null;
[SerializeField]
private AudioMixer m_AudioMixer = null;
[SerializeField]
private string m_SoundHelperTypeName = "UnityGameFramework.Runtime.DefaultSoundHelper";
[SerializeField]
private SoundHelperBase m_CustomSoundHelper = null;
[SerializeField]
private string m_SoundGroupHelperTypeName = "UnityGameFramework.Runtime.DefaultSoundGroupHelper";
[SerializeField]
private SoundGroupHelperBase m_CustomSoundGroupHelper = null;
[SerializeField]
private string m_SoundAgentHelperTypeName = "UnityGameFramework.Runtime.DefaultSoundAgentHelper";
[SerializeField]
private SoundAgentHelperBase m_CustomSoundAgentHelper = null;
[SerializeField]
private SoundGroup[] m_SoundGroups = null;
/// <summary>
/// 获取声音组数量。
/// </summary>
public int SoundGroupCount
{
get
{
return m_SoundManager.SoundGroupCount;
}
}
/// <summary>
/// 获取声音混响器。
/// </summary>
public AudioMixer AudioMixer
{
get
{
return m_AudioMixer;
}
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
m_SoundManager = GameFrameworkEntry.GetModule<ISoundManager>();
if (m_SoundManager == null)
{
Log.Fatal("Sound manager is invalid.");
return;
}
m_SoundManager.PlaySoundSuccess += OnPlaySoundSuccess;
m_SoundManager.PlaySoundFailure += OnPlaySoundFailure;
if (m_EnablePlaySoundUpdateEvent)
{
m_SoundManager.PlaySoundUpdate += OnPlaySoundUpdate;
}
if (m_EnablePlaySoundDependencyAssetEvent)
{
m_SoundManager.PlaySoundDependencyAsset += OnPlaySoundDependencyAsset;
}
m_AudioListener = gameObject.GetOrAddComponent<AudioListener>();
#if UNITY_5_4_OR_NEWER
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
#else
ISceneManager sceneManager = GameFrameworkEntry.GetModule<ISceneManager>();
if (sceneManager == null)
{
Log.Fatal("Scene manager is invalid.");
return;
}
sceneManager.LoadSceneSuccess += OnLoadSceneSuccess;
sceneManager.LoadSceneFailure += OnLoadSceneFailure;
sceneManager.UnloadSceneSuccess += OnUnloadSceneSuccess;
sceneManager.UnloadSceneFailure += OnUnloadSceneFailure;
#endif
}
private void Start()
{
BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
if (baseComponent == null)
{
Log.Fatal("Base component is invalid.");
return;
}
m_EventComponent = GameEntry.GetComponent<EventComponent>();
if (m_EventComponent == null)
{
Log.Fatal("Event component is invalid.");
return;
}
if (baseComponent.EditorResourceMode)
{
m_SoundManager.SetResourceManager(baseComponent.EditorResourceHelper);
}
else
{
m_SoundManager.SetResourceManager(GameFrameworkEntry.GetModule<IResourceManager>());
}
SoundHelperBase soundHelper = Helper.CreateHelper(m_SoundHelperTypeName, m_CustomSoundHelper);
if (soundHelper == null)
{
Log.Error("Can not create sound helper.");
return;
}
soundHelper.name = "Sound Helper";
Transform transform = soundHelper.transform;
transform.SetParent(this.transform);
transform.localScale = Vector3.one;
m_SoundManager.SetSoundHelper(soundHelper);
if (m_InstanceRoot == null)
{
m_InstanceRoot = new GameObject("Sound Instances").transform;
m_InstanceRoot.SetParent(gameObject.transform);
m_InstanceRoot.localScale = Vector3.one;
}
for (int i = 0; i < m_SoundGroups.Length; i++)
{
if (!AddSoundGroup(m_SoundGroups[i].Name, m_SoundGroups[i].AvoidBeingReplacedBySamePriority, m_SoundGroups[i].Mute, m_SoundGroups[i].Volume, m_SoundGroups[i].AgentHelperCount))
{
Log.Warning("Add sound group '{0}' failure.", m_SoundGroups[i].Name);
continue;
}
}
}
private void OnDestroy()
{
#if UNITY_5_4_OR_NEWER
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
#endif
}
/// <summary>
/// 是否存在指定声音组。
/// </summary>
/// <param name="soundGroupName">声音组名称。</param>
/// <returns>指定声音组是否存在。</returns>
public bool HasSoundGroup(string soundGroupName)
{
return m_SoundManager.HasSoundGroup(soundGroupName);
}
/// <summary>
/// 获取指定声音组。
/// </summary>
/// <param name="soundGroupName">声音组名称。</param>
/// <returns>要获取的声音组。</returns>
public ISoundGroup GetSoundGroup(string soundGroupName)
{
return m_SoundManager.GetSoundGroup(soundGroupName);
}
/// <summary>
/// 获取所有声音组。
/// </summary>
/// <returns>所有声音组。</returns>
public ISoundGroup[] GetAllSoundGroups()
{
return m_SoundManager.GetAllSoundGroups();
}
/// <summary>
/// 获取所有声音组。
/// </summary>
/// <param name="results">所有声音组。</param>
public void GetAllSoundGroups(List<ISoundGroup> results)
{
m_SoundManager.GetAllSoundGroups(results);
}
/// <summary>
/// 增加声音组。
/// </summary>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="soundAgentHelperCount">声音代理辅助器数量。</param>
/// <returns>是否增加声音组成功。</returns>
public bool AddSoundGroup(string soundGroupName, int soundAgentHelperCount)
{
return AddSoundGroup(soundGroupName, false, false, 1f, soundAgentHelperCount);
}
/// <summary>
/// 增加声音组。
/// </summary>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="soundGroupAvoidBeingReplacedBySamePriority">声音组中的声音是否避免被同优先级声音替换。</param>
/// <param name="soundGroupMute">声音组是否静音。</param>
/// <param name="soundGroupVolume">声音组音量。</param>
/// <param name="soundAgentHelperCount">声音代理辅助器数量。</param>
/// <returns>是否增加声音组成功。</returns>
public bool AddSoundGroup(string soundGroupName, bool soundGroupAvoidBeingReplacedBySamePriority, bool soundGroupMute, float soundGroupVolume, int soundAgentHelperCount)
{
if (m_SoundManager.HasSoundGroup(soundGroupName))
{
return false;
}
SoundGroupHelperBase soundGroupHelper = Helper.CreateHelper(m_SoundGroupHelperTypeName, m_CustomSoundGroupHelper, SoundGroupCount);
if (soundGroupHelper == null)
{
Log.Error("Can not create sound group helper.");
return false;
}
soundGroupHelper.name = Utility.Text.Format("Sound Group - {0}", soundGroupName);
Transform transform = soundGroupHelper.transform;
transform.SetParent(m_InstanceRoot);
transform.localScale = Vector3.one;
if (m_AudioMixer != null)
{
AudioMixerGroup[] audioMixerGroups = m_AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}", soundGroupName));
if (audioMixerGroups.Length > 0)
{
soundGroupHelper.AudioMixerGroup = audioMixerGroups[0];
}
else
{
soundGroupHelper.AudioMixerGroup = m_AudioMixer.FindMatchingGroups("Master")[0];
}
}
if (!m_SoundManager.AddSoundGroup(soundGroupName, soundGroupAvoidBeingReplacedBySamePriority, soundGroupMute, soundGroupVolume, soundGroupHelper))
{
return false;
}
for (int i = 0; i < soundAgentHelperCount; i++)
{
if (!AddSoundAgentHelper(soundGroupName, soundGroupHelper, i))
{
return false;
}
}
return true;
}
/// <summary>
/// 获取所有正在加载声音的序列编号。
/// </summary>
/// <returns>所有正在加载声音的序列编号。</returns>
public int[] GetAllLoadingSoundSerialIds()
{
return m_SoundManager.GetAllLoadingSoundSerialIds();
}
/// <summary>
/// 获取所有正在加载声音的序列编号。
/// </summary>
/// <param name="results">所有正在加载声音的序列编号。</param>
public void GetAllLoadingSoundSerialIds(List<int> results)
{
m_SoundManager.GetAllLoadingSoundSerialIds(results);
}
/// <summary>
/// 是否正在加载声音。
/// </summary>
/// <param name="serialId">声音序列编号。</param>
/// <returns>是否正在加载声音。</returns>
public bool IsLoadingSound(int serialId)
{
return m_SoundManager.IsLoadingSound(serialId);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, null, null);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="priority">加载声音资源的优先级。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, int priority)
{
return PlaySound(soundAssetName, soundGroupName, priority, null, null, null);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="playSoundParams">播放声音参数。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, PlaySoundParams playSoundParams)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, playSoundParams, null, null);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="bindingEntity">声音绑定的实体。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, Entity bindingEntity)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, bindingEntity, null);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="worldPosition">声音所在的世界坐标。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, Vector3 worldPosition)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, worldPosition, null);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, object userData)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, null, userData);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="priority">加载声音资源的优先级。</param>
/// <param name="playSoundParams">播放声音参数。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams)
{
return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, null, null);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="priority">加载声音资源的优先级。</param>
/// <param name="playSoundParams">播放声音参数。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, object userData)
{
return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, null, userData);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="priority">加载声音资源的优先级。</param>
/// <param name="playSoundParams">播放声音参数。</param>
/// <param name="bindingEntity">声音绑定的实体。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity)
{
return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, bindingEntity, null);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="priority">加载声音资源的优先级。</param>
/// <param name="playSoundParams">播放声音参数。</param>
/// <param name="bindingEntity">声音绑定的实体。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity, object userData)
{
return m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(bindingEntity, Vector3.zero, userData));
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="priority">加载声音资源的优先级。</param>
/// <param name="playSoundParams">播放声音参数。</param>
/// <param name="worldPosition">声音所在的世界坐标。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition)
{
return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, worldPosition, null);
}
/// <summary>
/// 播放声音。
/// </summary>
/// <param name="soundAssetName">声音资源名称。</param>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="priority">加载声音资源的优先级。</param>
/// <param name="playSoundParams">播放声音参数。</param>
/// <param name="worldPosition">声音所在的世界坐标。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>声音的序列编号。</returns>
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition, object userData)
{
return m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(null, worldPosition, userData));
}
/// <summary>
/// 停止播放声音。
/// </summary>
/// <param name="serialId">要停止播放声音的序列编号。</param>
/// <returns>是否停止播放声音成功。</returns>
public bool StopSound(int serialId)
{
return m_SoundManager.StopSound(serialId);
}
/// <summary>
/// 停止播放声音。
/// </summary>
/// <param name="serialId">要停止播放声音的序列编号。</param>
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
/// <returns>是否停止播放声音成功。</returns>
public bool StopSound(int serialId, float fadeOutSeconds)
{
return m_SoundManager.StopSound(serialId, fadeOutSeconds);
}
/// <summary>
/// 停止所有已加载的声音。
/// </summary>
public void StopAllLoadedSounds()
{
m_SoundManager.StopAllLoadedSounds();
}
/// <summary>
/// 停止所有已加载的声音。
/// </summary>
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
public void StopAllLoadedSounds(float fadeOutSeconds)
{
m_SoundManager.StopAllLoadedSounds(fadeOutSeconds);
}
/// <summary>
/// 停止所有正在加载的声音。
/// </summary>
public void StopAllLoadingSounds()
{
m_SoundManager.StopAllLoadingSounds();
}
/// <summary>
/// 暂停播放声音。
/// </summary>
/// <param name="serialId">要暂停播放声音的序列编号。</param>
public void PauseSound(int serialId)
{
m_SoundManager.PauseSound(serialId);
}
/// <summary>
/// 暂停播放声音。
/// </summary>
/// <param name="serialId">要暂停播放声音的序列编号。</param>
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
public void PauseSound(int serialId, float fadeOutSeconds)
{
m_SoundManager.PauseSound(serialId, fadeOutSeconds);
}
/// <summary>
/// 恢复播放声音。
/// </summary>
/// <param name="serialId">要恢复播放声音的序列编号。</param>
public void ResumeSound(int serialId)
{
m_SoundManager.ResumeSound(serialId);
}
/// <summary>
/// 恢复播放声音。
/// </summary>
/// <param name="serialId">要恢复播放声音的序列编号。</param>
/// <param name="fadeInSeconds">声音淡入时间,以秒为单位。</param>
public void ResumeSound(int serialId, float fadeInSeconds)
{
m_SoundManager.ResumeSound(serialId, fadeInSeconds);
}
/// <summary>
/// 增加声音代理辅助器。
/// </summary>
/// <param name="soundGroupName">声音组名称。</param>
/// <param name="soundGroupHelper">声音组辅助器。</param>
/// <param name="index">声音代理辅助器索引。</param>
/// <returns>是否增加声音代理辅助器成功。</returns>
private bool AddSoundAgentHelper(string soundGroupName, SoundGroupHelperBase soundGroupHelper, int index)
{
SoundAgentHelperBase soundAgentHelper = Helper.CreateHelper(m_SoundAgentHelperTypeName, m_CustomSoundAgentHelper, index);
if (soundAgentHelper == null)
{
Log.Error("Can not create sound agent helper.");
return false;
}
soundAgentHelper.name = Utility.Text.Format("Sound Agent Helper - {0} - {1}", soundGroupName, index);
Transform transform = soundAgentHelper.transform;
transform.SetParent(soundGroupHelper.transform);
transform.localScale = Vector3.one;
if (m_AudioMixer != null)
{
AudioMixerGroup[] audioMixerGroups = m_AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}/{1}", soundGroupName, index));
if (audioMixerGroups.Length > 0)
{
soundAgentHelper.AudioMixerGroup = audioMixerGroups[0];
}
else
{
soundAgentHelper.AudioMixerGroup = soundGroupHelper.AudioMixerGroup;
}
}
m_SoundManager.AddSoundAgentHelper(soundGroupName, soundAgentHelper);
return true;
}
private void OnPlaySoundSuccess(object sender, GameFramework.Sound.PlaySoundSuccessEventArgs e)
{
PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData;
if (playSoundInfo != null)
{
SoundAgentHelperBase soundAgentHelper = (SoundAgentHelperBase)e.SoundAgent.Helper;
if (playSoundInfo.BindingEntity != null)
{
soundAgentHelper.SetBindingEntity(playSoundInfo.BindingEntity);
}
else
{
soundAgentHelper.SetWorldPosition(playSoundInfo.WorldPosition);
}
}
m_EventComponent.Fire(this, PlaySoundSuccessEventArgs.Create(e));
}
private void OnPlaySoundFailure(object sender, GameFramework.Sound.PlaySoundFailureEventArgs e)
{
string logMessage = Utility.Text.Format("Play sound failure, asset name '{0}', sound group name '{1}', error code '{2}', error message '{3}'.", e.SoundAssetName, e.SoundGroupName, e.ErrorCode, e.ErrorMessage);
if (e.ErrorCode == PlaySoundErrorCode.IgnoredDueToLowPriority)
{
Log.Info(logMessage);
}
else
{
Log.Warning(logMessage);
}
m_EventComponent.Fire(this, PlaySoundFailureEventArgs.Create(e));
}
private void OnPlaySoundUpdate(object sender, GameFramework.Sound.PlaySoundUpdateEventArgs e)
{
m_EventComponent.Fire(this, PlaySoundUpdateEventArgs.Create(e));
}
private void OnPlaySoundDependencyAsset(object sender, GameFramework.Sound.PlaySoundDependencyAssetEventArgs e)
{
m_EventComponent.Fire(this, PlaySoundDependencyAssetEventArgs.Create(e));
}
private void OnLoadSceneSuccess(object sender, GameFramework.Scene.LoadSceneSuccessEventArgs e)
{
RefreshAudioListener();
}
private void OnLoadSceneFailure(object sender, GameFramework.Scene.LoadSceneFailureEventArgs e)
{
RefreshAudioListener();
}
private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e)
{
RefreshAudioListener();
}
private void OnUnloadSceneFailure(object sender, GameFramework.Scene.UnloadSceneFailureEventArgs e)
{
RefreshAudioListener();
}
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
RefreshAudioListener();
}
private void OnSceneUnloaded(Scene scene)
{
RefreshAudioListener();
}
private void RefreshAudioListener()
{
m_AudioListener.enabled = FindObjectsOfType<AudioListener>().Length <= 1;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Sound;
using UnityEngine;
using UnityEngine.Audio;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 声音组辅助器基类。
/// </summary>
public abstract class SoundGroupHelperBase : MonoBehaviour, ISoundGroupHelper
{
[SerializeField]
private AudioMixerGroup m_AudioMixerGroup = null;
/// <summary>
/// 获取或设置声音组辅助器所在的混音组。
/// </summary>
public AudioMixerGroup AudioMixerGroup
{
get
{
return m_AudioMixerGroup;
}
set
{
m_AudioMixerGroup = value;
}
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Sound;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 声音辅助器基类。
/// </summary>
public abstract class SoundHelperBase : MonoBehaviour, ISoundHelper
{
/// <summary>
/// 释放声音资源。
/// </summary>
/// <param name="soundAsset">要释放的声音资源。</param>
public abstract void ReleaseSoundAsset(object soundAsset);
}
}
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