- Sound
现在想要给游戏添加声音,在starforce工程里我们能找到各种音源文件,在config目录下能找到一个audio mixer 文件这个是对音源输出做些混响处理的,具体可以看看网上相关文档。
再看下starforce上UGF预制体上的Sound节点是怎么设置的。在我的工程中也参照starforce设置了
上面的 1 处 audio mixer 就是我根据音源文件在我的项目中手动创建的结构如下
上面 2 处的是什么意思呢? 其实就是播放音源的代理 比如 我们的背景音乐是放在music group下的的代理个数是2,就是会创建两个游戏对象可负责播放游戏的背景音乐,在gamesounds group 下的是游戏内物体交互时的音效。个数是4 比如我连续攻击游戏内的4个单位时 每个单位都会发出声音 每个声音有一定的持续时间 有可能 播放这个音源的同时也播放别的音源所以不妨多设置几个。
在切换关卡的时候会读取场景的bgm
载入成功的时候会播放音乐
设置各种音效的路径(根据个人项目不同),音效文件名改成和数据配置表里面相对应就行了。
以上就是背景音乐的使用。
- 设置窗口同理参考StarForce里的窗口逻辑
这里有几个地方要注意就是
- 在buildSetting中要让Launcher场景在编号0的位置因为提交的时候会重启框架。
- 在Launcher场景里面实现这个两个函数。
- 初始化语言设置就是 如果是编辑器资源模式并且选择了语言就用那个语言,如果不是就是用在设置界面使用的语言。
- 初始化默认字典就是 在设置界面上的语言文字,这些key ,value不是在对应语言的本地化目录(localization)下的
- 过渡场景就是在因为UGF里的场景都是异步加载的所以可以在载入下个场景前进入一个Loading场景,
逻辑我放在procedureChangeScene 里下面是我的逻辑代码。
using GameFramework.DataTable;
using GameFramework.Event;
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace GameMain
{
public class ProcedureChangeScene : ProcedureBase
{
private const int MenuSceneId = 1;
private bool m_ChangeToMenu = false;
private bool m_IsChangeSceneComplete = false;
private int m_BackgroundMusicId = 0;
private bool m_InLoadingScene = false;
private string[] loadedSceneAssetNames = null;
private int m_NextScene = 0;
private string m_NextSceneName = null;
private Slider m_LoadingSlider = null;
public override bool UseNativeDialog
{
get
{
return false;
}
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_IsChangeSceneComplete = false;
GameEntry.Event.Subscribe(LoadSceneSuccessEventArgs.EventId, OnLoadSceneSuccess);
GameEntry.Event.Subscribe(LoadSceneFailureEventArgs.EventId, OnLoadSceneFailure);
GameEntry.Event.Subscribe(LoadSceneUpdateEventArgs.EventId, OnLoadSceneUpdate);
GameEntry.Event.Subscribe(LoadSceneDependencyAssetEventArgs.EventId, OnLoadSceneDependencyAsset);
// 停止所有声音
GameEntry.Sound.StopAllLoadingSounds();
GameEntry.Sound.StopAllLoadedSounds();
// 隐藏所有实体
GameEntry.Entity.HideAllLoadingEntities();
GameEntry.Entity.HideAllLoadedEntities();
GameEntry.Scene.LoadScene(AssetUtility.GetSceneAsset("Loading"), Constant.AssetPriority.SceneAsset, this);
m_InLoadingScene = true;
卸载所有场景
//string[] loadedSceneAssetNames = GameEntry.Scene.GetLoadedSceneAssetNames();
//for (int i = 0; i < loadedSceneAssetNames.Length; i++)
//{
// GameEntry.Scene.UnloadScene(loadedSceneAssetNames[i]);
//}
// 还原游戏速度
GameEntry.Base.ResetNormalGameSpeed();
m_NextScene = procedureOwner.GetData<VarInt>("NextSceneId");
//int sceneId = procedureOwner.GetData<VarInt>("NextSceneId");
//m_ChangeToMenu = sceneId == MenuSceneId;
//IDataTable<DRScene> dtScene = GameEntry.DataTable.GetDataTable<DRScene>();
//DRScene drScene = dtScene.GetDataRow(sceneId);
//if (drScene == null)
//{
// Log.Warning("Can not load scene '{0}' from data table.", sceneId.ToString());
// return;
//}
//GameEntry.Scene.LoadScene(AssetUtility.GetSceneAsset(drScene.AssetName), Constant.AssetPriority.SceneAsset, this);
//m_BackgroundMusicId = drScene.BackgroundMusicId;
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
GameEntry.Event.Unsubscribe(LoadSceneSuccessEventArgs.EventId, OnLoadSceneSuccess);
GameEntry.Event.Unsubscribe(LoadSceneFailureEventArgs.EventId, OnLoadSceneFailure);
GameEntry.Event.Unsubscribe(LoadSceneUpdateEventArgs.EventId, OnLoadSceneUpdate);
GameEntry.Event.Unsubscribe(LoadSceneDependencyAssetEventArgs.EventId, OnLoadSceneDependencyAsset);
base.OnLeave(procedureOwner, isShutdown);
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (!m_IsChangeSceneComplete)
{
return;
}
if (m_ChangeToMenu)
{
ChangeState<ProcedureMenu>(procedureOwner);
}
else
{
ChangeState<ProcedureMain>(procedureOwner);
}
}
private void OnLoadSceneSuccess(object sender, GameEventArgs e)
{
LoadSceneSuccessEventArgs ne = (LoadSceneSuccessEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Info("Load scene '{0}' OK.", ne.SceneAssetName);
if (ne.SceneAssetName == AssetUtility.GetSceneAsset("Loading"))
{
//m_InLoadingScene = false;
loadedSceneAssetNames = GameEntry.Scene.GetLoadedSceneAssetNames();
//载入下个场景
m_ChangeToMenu = m_NextScene == MenuSceneId;
IDataTable<DRScene> dtScene = GameEntry.DataTable.GetDataTable<DRScene>();
DRScene drScene = dtScene.GetDataRow(m_NextScene);
if (drScene == null)
{
Log.Warning("Can not load scene '{0}' from data table.", m_NextScene.ToString());
return;
}
m_NextSceneName = drScene.AssetName;
GameEntry.Scene.LoadScene(AssetUtility.GetSceneAsset(drScene.AssetName), Constant.AssetPriority.SceneAsset, this);
m_BackgroundMusicId = drScene.BackgroundMusicId;
return;
}
else//卸载掉进载入场景时的获取的场景
{
for (int i = 0; i < loadedSceneAssetNames.Length; i++)
{
GameEntry.Scene.UnloadScene(loadedSceneAssetNames[i]);
}
}
if (m_BackgroundMusicId > 0)
{
GameEntry.Sound.PlayMusic(m_BackgroundMusicId);
}
m_IsChangeSceneComplete = true;
}
private void OnLoadSceneFailure(object sender, GameEventArgs e)
{
LoadSceneFailureEventArgs ne = (LoadSceneFailureEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Error("Load scene '{0}' failure, error message '{1}'.", ne.SceneAssetName, ne.ErrorMessage);
}
private void OnLoadSceneUpdate(object sender, GameEventArgs e)
{
LoadSceneUpdateEventArgs ne = (LoadSceneUpdateEventArgs)e;
if (ne.UserData != this)
{
return;
}
if (m_InLoadingScene && m_NextSceneName != null && ne.SceneAssetName == AssetUtility.GetSceneAsset(m_NextSceneName))
{
if (m_LoadingSlider == null)
m_LoadingSlider = GameObject.FindObjectOfType<Slider>();
m_LoadingSlider.value = ne.Progress;
}
Log.Info("Load scene '{0}' update, progress '{1}'.", ne.SceneAssetName, ne.Progress.ToString("P2"));
}
private void OnLoadSceneDependencyAsset(object sender, GameEventArgs e)
{
LoadSceneDependencyAssetEventArgs ne = (LoadSceneDependencyAssetEventArgs)e;
if (ne.UserData != this)
{
return;
}
Log.Info("Load scene '{0}' dependency asset '{1}', count '{2}/{3}'.", ne.SceneAssetName, ne.DependencyAssetName, ne.LoadedCount.ToString(), ne.TotalCount.ToString());
}
}
}