基于ET框架的Unity游戏音效管理组件(转)

介绍

本组件是基于强大的ET框架之上的,此处附上et框架链接:https://github.com/egametang/ET

当然如果不使用et的话,也可自行修改为单例模式进行使用,非常简单易用

 

本音效组件主要分三个文件:

SoundComponent.cs——游戏音效管理组件

SoundData.cs——每个音效单元类

EditorCreateAudio.cs——创建音效预设(Editor类)

 

特点:支持控制全局音量变化,音乐静音及音效静音

 

流程:.mp3等资源–> . prefab预制体并附上SoundData单元类–> SoundComponent中通过ab加载. prefab并实例化–> SoundComponent调用SoundData去控制每一个音效

 

组件部分思路源于海马哥,谢谢!

SoundData(音效资源类)

请看代码,一目了然,简单明了



using System.Collections;
using System.Collections.Generic; using UnityEngine; namespace Model { [RequireComponent(typeof(AudioSource))] public class SoundData : MonoBehaviour { //音频源控件 public new AudioSource audio; /// <summary> /// 是否强制重新播放 /// </summary> //[HideInInspector] public bool isForceReplay = false; /// <summary> /// 是否循环播放 /// </summary> //[HideInInspector] public bool isLoop = false; /// <summary> /// 音量 /// </summary> //[HideInInspector] public float volume = 1; /// <summary> /// 延迟 /// </summary> //[HideInInspector] public ulong delay = 0; public AudioSource GetAudio() { return audio; } public bool IsPlaying { get { return audio != null && audio.isPlaying; } } public bool IsPause { get; set; } public void Dispose() { Destroy(gameObject); } /// <summary> /// 音效类型 /// </summary> public SoundType Sound { get; set; } public bool Mute { get { return audio.mute; } set { audio.mute = value; } } public float Volume { get { return audio.volume; } set { audio.volume = value; } } } } 

 

EditorCreateAudio(工具类)

自动将目录下的音效资源文件创建成Prefab预制体,方便加载和管理

PS:务必给Prefab加上ab标识,打进需要的ab包,也可以自行在类中拓展标上ab标识的代码



using System.Collections;
using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.IO; namespace Model { public class EditorCreateAudio : MonoBehaviour { //音效资源路径 private static string audiosDir = “assets/art/audios”; //导出预制体路径 private static string prefabDir = “assets/ETAB/sounds”; [MenuItem(“ZjjManager/创建音效预设”, priority = 1004)] static void CreateAudioPrefab() { string[] _patterns = new string[] { “*.mp3”,“*.wav”, “*.ogg” };//识别不同的后缀名 List<string> _allFilePaths = new List<string>(); foreach (var item in _patterns) { string[] _temp = Directory.GetFiles(audiosDir, item,SearchOption.AllDirectories); _allFilePaths.AddRange(_temp); } foreach (var item in _allFilePaths) { System.IO.FileInfo _fi = new System.IO.FileInfo(item); var _tempName = _fi.Name.Replace(_fi.Extension, “”).ToLower(); AudioClip _clip = AssetDatabase.LoadAssetAtPath<AudioClip>(item); if(null != _clip) { GameObject _go = new GameObject(); _go.name = _tempName; AudioSource _as = _go.AddComponent<AudioSource>(); _as.playOnAwake = false; SoundData _data = _go.AddComponent<SoundData>(); _data.audio = _as; _data.audio.clip = _clip; var temp = PrefabUtility.CreatePrefab(prefabDir + _tempName + “.prefab”, _go); GameObject.DestroyImmediate(_go); EditorUtility.SetDirty(temp); Resources.UnloadAsset(_clip); } } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } } } 

 

 

SoundComponent(音效管理组件)

各部分我都有注释,各位可以自行理解,简易上手

PS:我用的是et2.0,各位用新版et的请自行修改事件系统的调用等



using System;
using System.Collections.Generic;
using System.Linq; using System.Text; using System.Threading.Tasks; using GGLib; using UnityEngine; namespace Model { /// <summary> /// 音效类型 /// </summary> public enum SoundType { Music,//长音乐 Sound,//短音乐 } [ObjectEvent] public class SoundComponentEvent : ObjectEvent<SoundComponent>, IAwake { public void Awake() { this.Get().Awake(); } } /// <summary> /// 游戏音效管理组件 /// </summary> public class SoundComponent:Component { public static SoundComponent Instance; /// <summary> /// 控制游戏全局音量 /// </summary> public float SoundVolume { get { return _soundVolume; } set { _soundVolume = Mathf.Clamp(value, 0, 1); foreach (SoundData clip in m_clips.Values) { clip.Volume = _soundVolume * clip.volume; } } } private float _soundVolume = 0.8f; //所有音效 private Dictionary<string, SoundData> m_clips = new Dictionary<string, SoundData>(); //根据类型分类所有音效 private Dictionary<SoundType, Dictionary<string, SoundData>> _allClips = new Dictionary<SoundType, Dictionary<string, SoundData>>() { { SoundType.Music, new Dictionary<string, SoundData>() }, { SoundType.Sound, new Dictionary<string, SoundData>() } }; //catch ab资源 private static Dictionary<string, SoundData> abSounds = new Dictionary<string, SoundData>(); //根物体 private Transform root; /// <summary> /// 音乐静音 /// </summary> public bool MusicMute { get { return _musicMute; } set { _musicMute = value; foreach (var soundData in _allClips[SoundType.Music].Values) { soundData.Mute = _musicMute; } PlayerPrefs.SetInt(“MusicMute”, value ? 1 : 0); } } private bool _musicMute = false; /// <summary> /// 音效静音 /// </summary> public bool SoundMute { get { return _soundMute; } set { _soundMute = value; foreach (var soundData in _allClips[SoundType.Sound].Values) { soundData.Mute = _soundMute; } PlayerPrefs.SetInt(“SoundMute”, value ? 1 : 0); } } private bool _soundMute = false; public void Awake() { Instance = this; _musicMute = PlayerPrefs.
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