声音播放管理器:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text;
public enum AudioType
{
Audio_BackGround,
Audio_UI,
Audio_Skill,
Audio_Dialog
}
public class SoundsManager : MonoBehaviour
{
private static SoundsManager instance;
public static SoundsManager Instance
{
get
{
if (instance == null)
{
instance = new GameObject("SoundsManager").AddComponent<SoundsManager>();
}
return instance;
}
}
public AudioSource BackGroundPlayer;//背景
public AudioSource UIPlayer;//UI
public AudioSource SkillPlayer;//技能
public AudioSource DialogPlayer;//对话
private int SkillAudioSourcesCount = 30;
private AudioSource[] SkillAudioSources;//技能
private int SkillLoopAudioSourcesCount = 10;
private AudioSource[] SkillLoopAudioSources;//持续播放的技能
public Dictionary<string, UnityEngine.Object> AudioClipDict;
private StringBuilder AudioPath;
void Awake()
{
instance = this;
AudioClipDict = new Dictionary<string, Object>();
AudioPath = new StringBuilder();
BackGroundPlayer = AddAudioComponent(true, 1);
UIPlayer = AddAudioComponent(false, 1);
DialogPlayer = AddAudioComponent(false, 1);
SkillAudioSources = AddSkillAudioComponents(SkillAudioSourcesCount, "SkillAudioScources", false, 1);
SkillLoopAudioSources = AddSkillAudioComponents(SkillLoopAudioSourcesCount, "SkillLoopAudioSources", true, 1);
}
/// <summary>
/// 初始化AudioSource
/// </summary>
/// <param name="isLoop"></param>
/// <param name="volume"></param>
/// <returns></returns>
private AudioSource AddAudioComponent(bool isLoop, float volume)
{
AudioSource tempAudioSource = this.gameObject.AddComponent<AudioSource>();
tempAudioSource.loop = isLoop;
tempAudioSource.volume = volume;
return tempAudioSource;
}
/// <summary>
/// 初始化AudioSources
/// </summary>
/// <param name="audioCount"></param>
/// <param name="ObjName"></param>
/// <param name="isLoop"></param>
/// <param name="volume"></param>
/// <returns></returns>
private AudioSource[] AddSkillAudioComponents(int audioCount, string ObjName, bool isLoop, float volume)
{
AudioSource[] tempAudioSources = new AudioSource[audioCount];
GameObject SkillAudioScources = new GameObject(ObjName);
SkillAudioScources.transform.parent = this.transform;
for (int i = 0; i < audioCount; i++)
{
tempAudioSources[i] = SkillAudioScources.AddComponent<AudioSource>();
tempAudioSources[i].loop = isLoop;
tempAudioSources[i].volume = volume;
}
return tempAudioSources;
}
/// <summary>
/// 对外提供方法,播放声音
/// </summary>
/// <param name="audioName"></param>
/// <param name="audioType"></param>
/// <param name="volume"></param>
public void PlayAudio(string audioName, AudioType audioType, float volume = 1f)
{
bool IsMusic = false;
bool IsSkill = false;
AudioSource tempAudioScource = null;
AudioPath.Remove(0, AudioPath.Length);
switch (audioType)
{
case AudioType.Audio_BackGround:
AudioPath.Append("Audio_BackGround/" + audioName);
tempAudioScource = BackGroundPlayer;
IsMusic = true;
break;
case AudioType.Audio_Dialog:
AudioPath.Append("Audio_Dialog/" + audioName);
tempAudioScource = DialogPlayer;
break;
case AudioType.Audio_Skill:
AudioPath.Append("Audio_Skill/" + audioName);
tempAudioScource = SkillPlayer;
IsSkill = true;
break;
case AudioType.Audio_UI:
AudioPath.Append("Audio_UI/" + audioName);
tempAudioScource = UIPlayer;
break;
}
AudioClip tempClip = GetAuidoClip(AudioPath.ToString());
if (tempAudioScource != null && tempClip != null)
{
if (IsMusic)
{
PlayMusic(tempAudioScource, tempClip);
}
else
{
if (!IsSkill)
PlaySoundEffect(tempAudioScource, tempClip, volume);
else
PlaySkillSoundEffect(tempClip, volume);
}
}
}
/// <summary>
/// 获取AudioClip
/// </summary>
/// <param name="Path"></param>
/// <returns></returns>
private AudioClip GetAuidoClip(string Path)
{
if (AudioClipDict.ContainsKey(Path))
{
return AudioClipDict[Path] as AudioClip;
}
else
{
Object tempAudioClip = Resources.Load(Path);
AudioClipDict.Add(Path, tempAudioClip);
return tempAudioClip as AudioClip;
}
}
/// <summary>
/// 播放背景音效
/// </summary>
/// <param name="audioSource"></param>
/// <param name="clip"></param>
public void PlayMusic(AudioSource audioSource, AudioClip clip)
{
if (audioSource != null && clip != null)
{
if (audioSource.clip != clip || !audioSource.isPlaying)
{
audioSource.clip = clip;
audioSource.Play();
}
}
}
/// <summary>
/// 播放普通音效
/// </summary>
/// <param name="audioSource"></param>
/// <param name="clip"></param>
/// <param name="volume"></param>
public void PlaySoundEffect(AudioSource audioSource, AudioClip clip, float volume)
{
if (audioSource != null && clip != null)
{
audioSource.clip = clip;
audioSource.volume = volume;
audioSource.Play();
}
}
/// <summary>
/// 播放技能音效
/// </summary>
/// <param name="clip"></param>
/// <param name="volume"></param>
public void PlaySkillSoundEffect(AudioClip clip, float volume)
{
for (int i = 0; i < SkillAudioSourcesCount; i++)
{
if (!SkillAudioSources[i].isPlaying)
{
SkillAudioSources[i].Stop();
SkillAudioSources[i].playOnAwake = false;
SkillAudioSources[i].rolloffMode = AudioRolloffMode.Linear;
SkillAudioSources[i].clip = clip;
SkillAudioSources[i].volume = volume;
SkillAudioSources[i].Play();
}
}
}
/// <summary>
/// 播放持续技能音效
/// </summary>
/// <param name="audioName"></param>
/// <param name="volume"></param>
/// <returns></returns>
public AudioClip PlaySkillLoopAudio(string audioName, float volume = 1f)
{
string path = string.Empty;
AudioClip temAudioClip = null;
path = "Audio_Skill/Loop/" + audioName;
AudioClip clip = Resources.Load(path) as AudioClip;
if (clip != null)
{
temAudioClip = PlaySkillLoopSoundEffect(clip, volume);
}
return temAudioClip;
}
public AudioClip PlaySkillLoopSoundEffect(AudioClip clip, float volume)
{
for (int i = 0; i < SkillLoopAudioSourcesCount; i++)
{
if (!SkillLoopAudioSources[i].isPlaying)
{
SkillLoopAudioSources[i].Stop();
SkillLoopAudioSources[i].playOnAwake = false;
SkillLoopAudioSources[i].rolloffMode = AudioRolloffMode.Linear;
SkillLoopAudioSources[i].clip = clip;
SkillLoopAudioSources[i].volume = volume;
SkillLoopAudioSources[i].Play();
return clip;
}
}
return null;
}
/// <summary>
/// 停止持续技能音效
/// </summary>
/// <param name="clip"></param>
public void StopSkillLoopSoundEffect(AudioClip clip)
{
for (int i = 0; i < SkillLoopAudioSourcesCount; i++)
{
if (SkillLoopAudioSources[i].isPlaying && SkillLoopAudioSources[i].clip == clip)
{
SkillLoopAudioSources[i].Stop();
}
}
}
/// <summary>
/// 清空
/// </summary>
public void ClearAudioClipOnAudioSource()
{
BackGroundPlayer.clip = null;
UIPlayer.clip = null;
SkillPlayer.clip = null;
DialogPlayer.clip = null;
for (int i = 0; i < SkillAudioSourcesCount; i++)
{
SkillAudioSources[i].clip = null;
}
for (int i = 0; i < SkillLoopAudioSourcesCount; i++)
{
SkillLoopAudioSources[i].clip = null;
}
}
}