435 lines
12 KiB
C#
435 lines
12 KiB
C#
//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Sound;
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Audio;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 默认声音代理辅助器。
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/// </summary>
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public class DefaultSoundAgentHelper : SoundAgentHelperBase
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{
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private Transform m_CachedTransform = null;
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private AudioSource m_AudioSource = null;
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private EntityLogic m_BindingEntityLogic = null;
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private float m_VolumeWhenPause = 0f;
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private bool m_ApplicationPauseFlag = false;
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private EventHandler<ResetSoundAgentEventArgs> m_ResetSoundAgentEventHandler = null;
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/// <summary>
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/// 获取当前是否正在播放。
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/// </summary>
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public override bool IsPlaying
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{
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get
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{
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return m_AudioSource.isPlaying;
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}
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}
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/// <summary>
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/// 获取声音长度。
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/// </summary>
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public override float Length
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{
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get
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{
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return m_AudioSource.clip != null ? m_AudioSource.clip.length : 0f;
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}
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}
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/// <summary>
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/// 获取或设置播放位置。
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/// </summary>
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public override float Time
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{
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get
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{
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return m_AudioSource.time;
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}
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set
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{
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m_AudioSource.time = value;
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}
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}
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/// <summary>
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/// 获取或设置是否静音。
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/// </summary>
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public override bool Mute
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{
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get
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{
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return m_AudioSource.mute;
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}
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set
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{
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m_AudioSource.mute = value;
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}
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}
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/// <summary>
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/// 获取或设置是否循环播放。
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/// </summary>
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public override bool Loop
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{
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get
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{
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return m_AudioSource.loop;
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}
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set
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{
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m_AudioSource.loop = value;
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}
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}
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/// <summary>
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/// 获取或设置声音优先级。
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/// </summary>
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public override int Priority
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{
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get
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{
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return 128 - m_AudioSource.priority;
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}
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set
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{
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m_AudioSource.priority = 128 - value;
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}
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}
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/// <summary>
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/// 获取或设置音量大小。
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/// </summary>
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public override float Volume
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{
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get
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{
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return m_AudioSource.volume;
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}
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set
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{
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m_AudioSource.volume = value;
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}
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}
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/// <summary>
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/// 获取或设置声音音调。
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/// </summary>
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public override float Pitch
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{
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get
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{
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return m_AudioSource.pitch;
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}
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set
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{
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m_AudioSource.pitch = value;
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}
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}
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/// <summary>
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/// 获取或设置声音立体声声相。
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/// </summary>
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public override float PanStereo
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{
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get
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{
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return m_AudioSource.panStereo;
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}
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set
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{
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m_AudioSource.panStereo = value;
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}
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}
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/// <summary>
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/// 获取或设置声音空间混合量。
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/// </summary>
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public override float SpatialBlend
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{
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get
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{
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return m_AudioSource.spatialBlend;
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}
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set
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{
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m_AudioSource.spatialBlend = value;
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}
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}
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/// <summary>
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/// 获取或设置声音最大距离。
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/// </summary>
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public override float MaxDistance
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{
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get
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{
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return m_AudioSource.maxDistance;
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}
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set
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{
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m_AudioSource.maxDistance = value;
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}
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}
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/// <summary>
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/// 获取或设置声音多普勒等级。
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/// </summary>
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public override float DopplerLevel
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{
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get
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{
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return m_AudioSource.dopplerLevel;
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}
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set
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{
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m_AudioSource.dopplerLevel = value;
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}
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}
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/// <summary>
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/// 获取或设置声音代理辅助器所在的混音组。
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/// </summary>
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public override AudioMixerGroup AudioMixerGroup
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{
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get
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{
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return m_AudioSource.outputAudioMixerGroup;
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}
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set
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{
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m_AudioSource.outputAudioMixerGroup = value;
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}
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}
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/// <summary>
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/// 重置声音代理事件。
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/// </summary>
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public override event EventHandler<ResetSoundAgentEventArgs> ResetSoundAgent
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{
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add
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{
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m_ResetSoundAgentEventHandler += value;
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}
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remove
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{
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m_ResetSoundAgentEventHandler -= value;
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}
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="fadeInSeconds">声音淡入时间,以秒为单位。</param>
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public override void Play(float fadeInSeconds)
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{
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StopAllCoroutines();
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m_AudioSource.Play();
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if (fadeInSeconds > 0f)
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{
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float volume = m_AudioSource.volume;
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m_AudioSource.volume = 0f;
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StartCoroutine(FadeToVolume(m_AudioSource, volume, fadeInSeconds));
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}
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}
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/// <summary>
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/// 停止播放声音。
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/// </summary>
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/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
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public override void Stop(float fadeOutSeconds)
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{
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StopAllCoroutines();
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if (fadeOutSeconds > 0f && gameObject.activeInHierarchy)
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{
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StartCoroutine(StopCo(fadeOutSeconds));
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}
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else
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{
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m_AudioSource.Stop();
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}
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}
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/// <summary>
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/// 暂停播放声音。
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/// </summary>
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/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
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public override void Pause(float fadeOutSeconds)
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{
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StopAllCoroutines();
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m_VolumeWhenPause = m_AudioSource.volume;
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if (fadeOutSeconds > 0f && gameObject.activeInHierarchy)
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{
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StartCoroutine(PauseCo(fadeOutSeconds));
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}
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else
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{
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m_AudioSource.Pause();
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}
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}
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/// <summary>
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/// 恢复播放声音。
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/// </summary>
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/// <param name="fadeInSeconds">声音淡入时间,以秒为单位。</param>
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public override void Resume(float fadeInSeconds)
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{
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StopAllCoroutines();
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m_AudioSource.UnPause();
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if (fadeInSeconds > 0f)
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{
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StartCoroutine(FadeToVolume(m_AudioSource, m_VolumeWhenPause, fadeInSeconds));
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}
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else
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{
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m_AudioSource.volume = m_VolumeWhenPause;
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}
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}
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/// <summary>
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/// 重置声音代理辅助器。
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/// </summary>
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public override void Reset()
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{
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m_CachedTransform.localPosition = Vector3.zero;
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m_AudioSource.clip = null;
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m_BindingEntityLogic = null;
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m_VolumeWhenPause = 0f;
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}
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/// <summary>
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/// 设置声音资源。
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/// </summary>
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/// <param name="soundAsset">声音资源。</param>
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/// <returns>是否设置声音资源成功。</returns>
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public override bool SetSoundAsset(object soundAsset)
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{
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AudioClip audioClip = soundAsset as AudioClip;
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if (audioClip == null)
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{
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return false;
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}
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m_AudioSource.clip = audioClip;
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return true;
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}
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/// <summary>
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/// 设置声音绑定的实体。
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/// </summary>
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/// <param name="bindingEntity">声音绑定的实体。</param>
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public override void SetBindingEntity(Entity bindingEntity)
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{
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m_BindingEntityLogic = bindingEntity.Logic;
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if (m_BindingEntityLogic != null)
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{
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UpdateAgentPosition();
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return;
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}
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if (m_ResetSoundAgentEventHandler != null)
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{
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ResetSoundAgentEventArgs resetSoundAgentEventArgs = ResetSoundAgentEventArgs.Create();
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m_ResetSoundAgentEventHandler(this, resetSoundAgentEventArgs);
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ReferencePool.Release(resetSoundAgentEventArgs);
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}
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}
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/// <summary>
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/// 设置声音所在的世界坐标。
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/// </summary>
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/// <param name="worldPosition">声音所在的世界坐标。</param>
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public override void SetWorldPosition(Vector3 worldPosition)
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{
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m_CachedTransform.position = worldPosition;
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}
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private void Awake()
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{
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m_CachedTransform = transform;
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m_AudioSource = gameObject.GetOrAddComponent<AudioSource>();
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m_AudioSource.playOnAwake = false;
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m_AudioSource.rolloffMode = AudioRolloffMode.Custom;
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}
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private void Update()
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{
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if (!m_ApplicationPauseFlag && !IsPlaying && m_AudioSource.clip != null && m_ResetSoundAgentEventHandler != null)
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{
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ResetSoundAgentEventArgs resetSoundAgentEventArgs = ResetSoundAgentEventArgs.Create();
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m_ResetSoundAgentEventHandler(this, resetSoundAgentEventArgs);
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ReferencePool.Release(resetSoundAgentEventArgs);
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return;
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}
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if (m_BindingEntityLogic != null)
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{
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UpdateAgentPosition();
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}
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}
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private void OnApplicationPause(bool pause)
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{
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m_ApplicationPauseFlag = pause;
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}
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private void UpdateAgentPosition()
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{
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if (m_BindingEntityLogic.Available)
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{
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m_CachedTransform.position = m_BindingEntityLogic.CachedTransform.position;
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return;
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}
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if (m_ResetSoundAgentEventHandler != null)
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{
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ResetSoundAgentEventArgs resetSoundAgentEventArgs = ResetSoundAgentEventArgs.Create();
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m_ResetSoundAgentEventHandler(this, resetSoundAgentEventArgs);
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ReferencePool.Release(resetSoundAgentEventArgs);
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}
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}
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private IEnumerator StopCo(float fadeOutSeconds)
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{
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yield return FadeToVolume(m_AudioSource, 0f, fadeOutSeconds);
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m_AudioSource.Stop();
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}
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private IEnumerator PauseCo(float fadeOutSeconds)
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{
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yield return FadeToVolume(m_AudioSource, 0f, fadeOutSeconds);
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m_AudioSource.Pause();
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}
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private IEnumerator FadeToVolume(AudioSource audioSource, float volume, float duration)
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{
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float time = 0f;
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float originalVolume = audioSource.volume;
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while (time < duration)
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{
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time += UnityEngine.Time.deltaTime;
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audioSource.volume = Mathf.Lerp(originalVolume, volume, time / duration);
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yield return new WaitForEndOfFrame();
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}
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audioSource.volume = volume;
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}
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}
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}
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