Files
vampire-like/Assets/GameMain/Scripts/Runtime/BuiltinComponent/AsyncTask/SoundAsyncExtension.cs
T
SepComet edd7088804 规范命名空间
具体来说就是 SepCore 开头,然后接所属的模块名,比如 SepCore.Entity,SepCore.Simulation,SepCore.Procedure
2026-06-03 16:57:40 +08:00

46 lines
1.9 KiB
C#

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