引入 BGM 切换+文档初版草稿
This commit is contained in:
@@ -1,7 +1,11 @@
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# 音乐配置表
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# 音乐配置表 列1 列2
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# Id AssetName
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# int string
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# 音乐编号 策划备注 资源名称
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1 菜单音乐 music_menu
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2 战斗音乐 music_background
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3 关于音乐 music_about
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4 Chapter1 music_chapter1
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5 Combine music_combine
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6 Chapter3 music_chapter3
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7 Chapter4 music_chapter4
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@@ -1,7 +1,6 @@
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# 场景配置表
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# Id AssetName BackgroundMusicId
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# int string int
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# 场景编号 备注 资源名称 背景音乐编号
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1 菜单场景 Menu 1
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2 战斗场景 Main 2
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3 GameplayA 0
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# 场景配置表 列1 列2
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# Id AssetName
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# int string
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# 场景编号 备注 资源名称
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1 菜单场景 Menu
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2 Main
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using Event;
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using Sound;
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using UI;
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using UnityEngine;
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using UnityEngine.Events;
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@@ -53,6 +54,15 @@ namespace CustomComponent
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/// </summary>
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[SerializeField] private UnityEvent _onPuzzleCompleted = new UnityEvent();
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[SerializeField] [Tooltip("开始拼装时是否自动切换 BGM。")]
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private bool _autoSwitchBgmOnStart = true;
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[SerializeField] [Tooltip("拼装阶段 BGM Id。")]
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private int _combineBgmId = 5;
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[SerializeField] [Tooltip("拼装结束后是否自动恢复被打断的 BGM(带进度)。")]
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private bool _autoRestoreInterruptedBgm = true;
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#endregion
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#region Runtime State
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@@ -105,6 +115,10 @@ namespace CustomComponent
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/// </summary>
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private int _nextLevelStructureIndex = 0;
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private bool _hasInterruptedBgm = false;
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private int _interruptedBgmId = 0;
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private float _interruptedBgmTimeSeconds = 0f;
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#endregion
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#region Public Query
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@@ -139,6 +153,16 @@ namespace CustomComponent
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}
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}
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private void Start()
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{
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GameEntry.Event.Subscribe(CombineCompletedEventArgs.EventId, OnCombineCompleted);
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}
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private void OnDestroy()
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{
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GameEntry.Event.Unsubscribe(CombineCompletedEventArgs.EventId, OnCombineCompleted);
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}
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#endregion
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#region Level Lifecycle
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@@ -167,6 +191,7 @@ namespace CustomComponent
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return null;
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}
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SwitchToCombineBgm();
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_nextLevelStructureIndex++;
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return serialId;
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}
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@@ -178,6 +203,7 @@ namespace CustomComponent
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{
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_formController?.CloseUI();
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ClearRuntimeContext();
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RestoreInterruptedBgmIfNeeded();
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}
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#endregion
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@@ -435,6 +461,53 @@ namespace CustomComponent
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_isPaused = false;
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}
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private void OnCombineCompleted(object sender, GameFramework.Event.GameEventArgs e)
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{
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if (!(e is CombineCompletedEventArgs))
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{
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return;
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}
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RestoreInterruptedBgmIfNeeded();
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}
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private void SwitchToCombineBgm()
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{
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if (!_autoSwitchBgmOnStart || _combineBgmId <= 0 || GameEntry.Sound == null)
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{
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return;
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}
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if (!_hasInterruptedBgm && GameEntry.Sound.TryGetCurrentBgmSnapshot(out int bgmId, out float timeSeconds))
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{
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if (bgmId != _combineBgmId)
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{
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_hasInterruptedBgm = true;
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_interruptedBgmId = bgmId;
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_interruptedBgmTimeSeconds = Mathf.Max(0f, timeSeconds);
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}
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}
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GameEntry.Sound.PlayBGM(_combineBgmId);
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}
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private void RestoreInterruptedBgmIfNeeded()
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{
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if (!_autoRestoreInterruptedBgm || !_hasInterruptedBgm || GameEntry.Sound == null)
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{
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return;
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}
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if (_interruptedBgmId > 0)
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{
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GameEntry.Sound.PlayBGM(_interruptedBgmId, _interruptedBgmTimeSeconds);
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}
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_hasInterruptedBgm = false;
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_interruptedBgmId = 0;
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_interruptedBgmTimeSeconds = 0f;
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}
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/// <summary>
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/// 获取当前拖拽根节点。
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/// </summary>
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+23
@@ -0,0 +1,23 @@
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using UnityEngine;
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namespace CustomComponent
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{
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[CreateAssetMenu(menuName = "Story/Directive/Change BGM", fileName = "Directive_ChangeBGM")]
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public sealed class StoryChangeBgmDirectiveAsset : StoryDirectiveAsset
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{
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[SerializeField] [Tooltip("BGM 配置表 Id;<=0 表示停止当前 BGM。")]
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private int _bgmId = 0;
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public override string ActionName => "ChangeBGM";
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public override void Execute(StoryDirectorComponent director)
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{
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if (director == null)
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{
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return;
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}
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director.ExecuteChangeBgm(_bgmId);
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}
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}
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}
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+11
@@ -0,0 +1,11 @@
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using Event;
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using Sound;
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using UI;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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@@ -273,6 +274,27 @@ namespace CustomComponent
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}
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}
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public void ExecuteChangeBgm(int bgmId)
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{
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if (GameEntry.Sound == null)
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{
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Log.Warning("StoryDirector change BGM failed. Sound component is missing.");
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return;
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}
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if (bgmId <= 0)
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{
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GameEntry.Sound.StopMusic();
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return;
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}
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int? serialId = GameEntry.Sound.PlayBGM(bgmId);
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if (!serialId.HasValue)
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{
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Log.Warning("StoryDirector change BGM failed. bgmId={0}", bgmId.ToString());
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}
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}
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public void ExecuteEndChapter(int chapterId)
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{
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int finalChapterId = chapterId > 0
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@@ -31,15 +31,6 @@ namespace DataTable
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private set;
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}
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/// <summary>
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/// 获取背景音乐编号。
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/// </summary>
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public int BackgroundMusicId
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{
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get;
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private set;
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}
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public override bool ParseDataRow(string dataRowString, object userData)
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{
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string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
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@@ -53,7 +44,6 @@ namespace DataTable
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m_Id = int.Parse(columnStrings[index++]);
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index++;
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AssetName = columnStrings[index++];
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BackgroundMusicId = int.Parse(columnStrings[index++]);
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GeneratePropertyArray();
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return true;
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@@ -67,7 +57,6 @@ namespace DataTable
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{
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m_Id = binaryReader.Read7BitEncodedInt32();
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AssetName = binaryReader.ReadString();
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BackgroundMusicId = binaryReader.Read7BitEncodedInt32();
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}
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}
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@@ -14,7 +14,6 @@ namespace Procedure
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{
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private int _nextSceneId = 0;
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private bool _isChangeSceneComplete = false;
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private int _backgroundMusicId = 0;
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public override bool UseNativeDialog => false;
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@@ -59,7 +58,6 @@ namespace Procedure
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GameEntry.Scene.LoadScene(AssetUtility.GetSceneAsset(drScene.AssetName), Constant.AssetPriority.SceneAsset,
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this);
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_backgroundMusicId = drScene.BackgroundMusicId;
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}
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protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
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@@ -110,11 +108,6 @@ namespace Procedure
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Log.Info("Load scene '{0}' OK.", ne.SceneAssetName);
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if (_backgroundMusicId > 0)
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{
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GameEntry.Sound.PlayBGM(_backgroundMusicId);
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}
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_isChangeSceneComplete = true;
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}
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@@ -73,6 +73,8 @@ namespace Procedure
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_menuFormController = new MenuFormController();
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_menuFormController.OpenUI(new MenuFormContext());
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GameEntry.Sound.PlayBGM(1);
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}
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protected override void OnLeave(IFsm<IProcedureManager> procedureOwner, bool isShutdown)
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@@ -3,6 +3,7 @@ using DataTable;
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using Definition;
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using GameFramework.DataTable;
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using GameFramework.Sound;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace Sound
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@@ -11,8 +12,17 @@ namespace Sound
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{
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private const float FadeVolumeDuration = 1f;
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private static int? s_MusicSerialId = null;
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private static int? s_CurrentBgmId = null;
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private static float s_CurrentBgmStartOffsetSeconds = 0f;
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private static float s_CurrentBgmStartRealtime = 0f;
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public static int? PlayBGM(this SoundComponent soundComponent, int musicId, object userData = null)
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{
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return PlayBGM(soundComponent, musicId, 0f, userData);
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}
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public static int? PlayBGM(this SoundComponent soundComponent, int musicId, float startTimeSeconds,
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object userData = null)
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{
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soundComponent.StopMusic();
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@@ -30,8 +40,12 @@ namespace Sound
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playSoundParams.VolumeInSoundGroup = 1f;
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playSoundParams.FadeInSeconds = FadeVolumeDuration;
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playSoundParams.SpatialBlend = 0f;
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playSoundParams.Time = Mathf.Max(0f, startTimeSeconds);
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s_MusicSerialId = soundComponent.PlaySound(AssetUtility.GetMusicAsset(drBgm.AssetName), "BGM",
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Constant.AssetPriority.MusicAsset, playSoundParams, null, userData);
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s_CurrentBgmId = musicId;
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s_CurrentBgmStartOffsetSeconds = playSoundParams.Time;
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s_CurrentBgmStartRealtime = Time.realtimeSinceStartup;
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return s_MusicSerialId;
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}
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@@ -44,6 +58,26 @@ namespace Sound
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soundComponent.StopSound(s_MusicSerialId.Value, FadeVolumeDuration);
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s_MusicSerialId = null;
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s_CurrentBgmId = null;
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s_CurrentBgmStartOffsetSeconds = 0f;
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s_CurrentBgmStartRealtime = 0f;
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}
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public static bool TryGetCurrentBgmSnapshot(this SoundComponent soundComponent, out int bgmId,
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out float timeSeconds)
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{
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bgmId = 0;
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timeSeconds = 0f;
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if (!s_MusicSerialId.HasValue || !s_CurrentBgmId.HasValue)
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{
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return false;
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}
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bgmId = s_CurrentBgmId.Value;
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timeSeconds = s_CurrentBgmStartOffsetSeconds +
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Mathf.Max(0f, Time.realtimeSinceStartup - s_CurrentBgmStartRealtime);
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return true;
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}
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public static int? PlaySE(this SoundComponent soundComponent, int uiSoundId, object userData = null)
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@@ -104,4 +138,4 @@ namespace Sound
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GameEntry.Setting.Save();
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}
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||||
}
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||||
}
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||||
}
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@@ -0,0 +1,18 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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Reference in New Issue
Block a user