- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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using Cysharp.Threading.Tasks;
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using GameFramework.Sound;
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using UnityGameFramework.Runtime;
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using PlaySoundFailureEventArgs = UnityGameFramework.Runtime.PlaySoundFailureEventArgs;
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using PlaySoundSuccessEventArgs = UnityGameFramework.Runtime.PlaySoundSuccessEventArgs;
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Sound 异步扩展方法
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/// </summary>
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public static class SoundAsyncExtension
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{
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/// <summary>
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/// 异步播放声音
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/// </summary>
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/// <param name="soundComponent">声音组件</param>
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/// <param name="soundAssetName">声音资源名称</param>
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/// <param name="soundGroupName">声音组名称</param>
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/// <param name="playSoundParams">播放声音参数</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>播放成功事件</returns>
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public static UniTask<PlaySoundSuccessEventArgs> PlaySoundAsync(this SoundComponent soundComponent,
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string soundAssetName,
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string soundGroupName,
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PlaySoundParams playSoundParams = null,
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object userData = null,
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float timeout = 30f)
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{
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int serialId = 0;
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UniTask<PlaySoundSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<PlaySoundSuccessEventArgs, PlaySoundFailureEventArgs>(
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PlaySoundSuccessEventArgs.EventId,
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PlaySoundFailureEventArgs.EventId,
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successArgs => successArgs.SerialId == serialId,
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failureArgs => failureArgs.SerialId == serialId,
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timeout
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);
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serialId = soundComponent.PlaySound(soundAssetName, soundGroupName, 0, playSoundParams, userData);
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return waitTask;
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}
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}
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}
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