unity ARPG音效模块封装总结

参考文档

AudioManager
SourceManager
ClipsManager
播放
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AudioManager : MonoBehaviour {

    // Use this for initialization
    //单例模式 负责管理SoundManager ClipManager
    public static AudioManager Instance;
    public SourceManager sourceManager;
    public ClipManager clipManager;
	void Start () {
        Instance = this;
        sourceManager = new SourceManager(gameObject);
	}
	
    public void Play(string audioName)
    {
        //第一步找到空闲的AudioSource;
        AudioSource audiosource = sourceManager.GetFreeAudio();
        //第二步找到相应的片段
        SingleClip audioclip = clipManager.FindAudioClip(audioName);
        //播放
        audioclip.Play(audiosource);

    }
	// Update is called once per frame
	void Update () {
		
	}
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SourceManager {
    //负责管理AudioSource

   public SourceManager(GameObject outower)
    {
        ower = outower;
        lnitial();
    }

    List<AudioSource> allSource;
    GameObject ower;


    //初始化list
    public void lnitial()
    {
        allSource = new List<AudioSource>();
        //添加三个 AudioSource
        for (int i = 0; i < 3; i++)
        {
            AudioSource temSource= ower.AddComponent<AudioSource>();
            allSource.Add(temSource);
        }
    }
	public AudioSource GetFreeAudio()
    {
        for (int i = 0; i < allSource.Count; i++)
        {
            if (!allSource[i].isPlaying)
            {
                return allSource[i];
            }    
        }
        //如果三个AudioSource都在占用,就创建一个
        AudioSource temSource = ower.AddComponent<AudioSource>();
        allSource.Add(temSource);
        return temSource;
    }
    //释放多余的AudioManager
    
    public void ReleaseFreeAudio()
    {
        int count = 0;
        List<AudioSource> temSources = new List<AudioSource>();
        for (int i = 0; i < allSource.Count; i++)
        {
           
            if (!allSource[i].isPlaying)
            {
                count++;
            }
            if (count>3)
            {
                temSources.Add(allSource[i]);
            }
        }
        for (int i = 0; i < temSources.Count; i++)
        {
            AudioSource audio = temSources[i];
            allSource.Remove(audio);
        }
        temSources.Clear();
        temSources = null;
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ClipManager  {

    public ClipManager()
    {
        LoadAuido();
    }
    //用来存音效名字的
    public  string[] clips = {"one","twe","three" };
    SingleClip[] singClip ;
    public  void LoadAuido()
    {
        singClip = new SingleClip[clips.Length];
        for (int i = 0; i < clips.Length; i++)
        {
           AudioClip audioclips=  Resources.Load<AudioClip>(clips[i]);
            SingleClip sings = new SingleClip(audioclips);
            singClip[i] = sings;
        }
    }
    public SingleClip  FindAudioClip(string clipsname)
    {
        int index = -1;
        for (int i = 0; i < clips.Length; i++)
        {
            if (clipsname.Equals(clips[i]))
            {
                 index = i;
            }
        }
        if (index!=-1)
        {
            return singClip[index];
        }
        return null;
    }

}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SingleClip  {

    public AudioClip audioclip;
    public SingleClip(AudioClip outauido)
    {
        audioclip = outauido;
    }
    public void Play(AudioSource sourceName)
    {
        sourceName.clip = audioclip;
        sourceName.Play();
    }
}

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