using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class soundManager : MonoBehaviour {
public static soundManager instance;
public AudioSource ass;
public List<AudioClip> listt = new List<AudioClip>();
public Dictionary<string, AudioClip> dicc = new Dictionary<string, AudioClip>();
void Start () {
foreach(AudioClip ac in listt)
{
if (!dicc.ContainsKey(ac.name))
{
dicc.Add(ac.name, ac);
}
}
}
private void Awake()
{
instance = this; }
public void boFangShengYing(string clipName)
{
AudioClip kk = getClip(clipName);
if (kk == null)
{
//没有找到指定域
print("没有找到指定域; ");
}
else
{
GetComponent<AudioSource>().clip = kk;
GetComponent<AudioSource>().Play();
}
}
public void boFangShengYing(string clipName, Action mm)
{
AudioClip kk = getClip(clipName);
if (kk == null)
{
//没有找到指定域
print("没有找到指定域; ");
}
else
{
GetComponent<AudioSource>().clip = kk;
GetComponent<AudioSource>().Play();item kl = new item(kk, mm);
item jj = new item(kk, mm);
StartCoroutine("startJiShi", jj);
}
}
IEnumerator startJiShi(item ff)
{
yield return new WaitForSeconds(ff.clip.length);
ff.actionn();
}
public AudioClip getClip(string clipName)
{
AudioClip pp = null;
foreach(AudioClip ac in listt)
{
if (ac.name.Contains(clipName))
{
pp = ac;
}
}
return pp;
}
class item
{
public AudioClip clip;
public Action actionn;
public item(AudioClip kk,Action nn)
{
clip = kk;
actionn = nn;
}
}
// Update is called once per frame
void Update () {
}
}
FR:海涛高软(hunk Xu)