145 lines
5.4 KiB
C#
145 lines
5.4 KiB
C#
using GameFramework;
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using SepCore.Definition;
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using SepCore.Entity;
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using GameFramework.Sound;
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using UnityGameFramework.Runtime;
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using SepCore.CustomUtility;
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namespace SepCore.Sound
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{
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public static class SoundExtension
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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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public static int? PlayMusic(this SoundComponent soundComponent, int musicId, object userData = null)
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{
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soundComponent.StopMusic();
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MusicConfig musicConfig = GameEntry.Luban.Get<MusicConfig>(musicId);
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PlaySoundParams playSoundParams = PlaySoundParams.Create();
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playSoundParams.Priority = 64;
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playSoundParams.Loop = true;
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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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s_MusicSerialId = soundComponent.PlaySound(AssetUtility.GetMusicAsset(musicConfig.AssetName), "Music", Constant.AssetPriority.MusicAsset, playSoundParams, null, userData);
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return s_MusicSerialId;
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}
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public static void StopMusic(this SoundComponent soundComponent)
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{
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if (!s_MusicSerialId.HasValue)
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{
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return;
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}
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soundComponent.StopSound(s_MusicSerialId.Value, FadeVolumeDuration);
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s_MusicSerialId = null;
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}
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public static int? PlaySound(this SoundComponent soundComponent, int soundId, EntityBase bindingEntity = null, object userData = null)
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{
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SoundConfig soundConfig = GameEntry.Luban.Get<SoundConfig>(soundId);
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PlaySoundParams playSoundParams = PlaySoundParams.Create();
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playSoundParams.Priority = soundConfig.Priority;
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playSoundParams.Loop = soundConfig.Loop;
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playSoundParams.VolumeInSoundGroup = soundConfig.Volume;
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playSoundParams.SpatialBlend = soundConfig.SpatialBlend;
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return soundComponent.PlaySound(AssetUtility.GetSoundAsset(soundConfig.AssetName), "Sound", Constant.AssetPriority.SoundAsset, playSoundParams, bindingEntity != null ? bindingEntity.Entity : null, userData);
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}
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public static int? PlayUISound(this SoundComponent soundComponent, int uiSoundId, object userData = null)
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{
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UISoundConfig uiSoundConfig = GameEntry.Luban.Get<UISoundConfig>(uiSoundId);
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PlaySoundParams playSoundParams = PlaySoundParams.Create();
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playSoundParams.Priority = uiSoundConfig.Priority;
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playSoundParams.Loop = false;
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playSoundParams.VolumeInSoundGroup = uiSoundConfig.Volume;
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playSoundParams.SpatialBlend = 0f;
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return soundComponent.PlaySound(AssetUtility.GetUISoundAsset(uiSoundConfig.AssetName), "UISound", Constant.AssetPriority.UISoundAsset, playSoundParams, userData);
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}
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public static bool IsMuted(this SoundComponent soundComponent, string soundGroupName)
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{
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if (string.IsNullOrEmpty(soundGroupName))
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{
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Log.Warning("Sound group is invalid.");
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return true;
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}
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ISoundGroup soundGroup = soundComponent.GetSoundGroup(soundGroupName);
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if (soundGroup == null)
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{
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Log.Warning("Sound group '{0}' is invalid.", soundGroupName);
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return true;
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}
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return soundGroup.Mute;
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}
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public static void Mute(this SoundComponent soundComponent, string soundGroupName, bool mute)
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{
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if (string.IsNullOrEmpty(soundGroupName))
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{
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Log.Warning("Sound group is invalid.");
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return;
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}
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ISoundGroup soundGroup = soundComponent.GetSoundGroup(soundGroupName);
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if (soundGroup == null)
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{
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Log.Warning("Sound group '{0}' is invalid.", soundGroupName);
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return;
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}
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soundGroup.Mute = mute;
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GameEntry.Setting.SetBool(Utility.Text.Format(Constant.Setting.SoundGroupMuted, soundGroupName), mute);
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GameEntry.Setting.Save();
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}
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public static float GetVolume(this SoundComponent soundComponent, string soundGroupName)
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{
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if (string.IsNullOrEmpty(soundGroupName))
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{
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Log.Warning("Sound group is invalid.");
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return 0f;
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}
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ISoundGroup soundGroup = soundComponent.GetSoundGroup(soundGroupName);
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if (soundGroup == null)
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{
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Log.Warning("Sound group '{0}' is invalid.", soundGroupName);
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return 0f;
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}
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return soundGroup.Volume;
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}
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public static void SetVolume(this SoundComponent soundComponent, string soundGroupName, float volume)
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{
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if (string.IsNullOrEmpty(soundGroupName))
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{
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Log.Warning("Sound group is invalid.");
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return;
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}
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ISoundGroup soundGroup = soundComponent.GetSoundGroup(soundGroupName);
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if (soundGroup == null)
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{
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Log.Warning("Sound group '{0}' is invalid.", soundGroupName);
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return;
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}
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soundGroup.Volume = volume;
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GameEntry.Setting.SetFloat(Utility.Text.Format(Constant.Setting.SoundGroupVolume, soundGroupName), volume);
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GameEntry.Setting.Save();
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}
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}
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}
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