using UnityEngine;
using System.Collections;
public class AudioPlay : MonoBehaviour {
public static AudioPlay Instance;
public AudioClip[] FuChuAudio;
public AudioSource FCAudio;
// public AudioSource BabyAudio;
// Use this for initialization
void Awake()
{
Instance = this;
}
void Start () {
}
// Update is called once per frame
void Update () {
}
/// <summary>
/// 播放某个音频
/// </summary>
/// <param name="i"></param>
public void playAudio(int i)
{
FCAudio.clip = FuChuAudio[i];
FCAudio.Play();
}
/// <summary>
/// 停止播放所有的音频
/// </summary>
public void StopplayAll()
{
for (int i= 0; i< FuChuAudio.Length; i++)
{
FCAudio.clip = FuChuAudio[i];
FCAudio.Stop();
}
}
/// <summary>
/// 停止播放某个音频
/// </summary>
/// <param name="i"></param>
public void StopplayOne(int i)
{
FCAudio.clip = FuChuAudio[i];
FCAudio.Stop();
}
/// <summary>
/// 循环播放某个音频
/// </summary>
/// <param name="i"></param>
public void playLoop(int i)
{
FCAudio.clip = FuChuAudio[i];
FCAudio.loop = true;//设置声音为循环播放 ;
FCAudio.Play();
}
}
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/**
*将这个脚本挂载到一个空物体上,并且给它添加 AudioSource 组件
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 控制所有音乐的管理类
/// </summary>
public class AudioManager : MonoBehaviour
{
//将要轮流播放的音乐组
public AudioClip[] audioGroup;
//当前播放的是谁
private int playingIndex;
//是否允许播放音乐
private bool canPlayAudio;
//AudioSource组件
private AudioSource audioSource;
//-----------------------------------------------------
void Start()
{
audioSource = this.GetComponent<AudioSource>();
canPlayAudio = true;
playingIndex = 0;
}
//-----------------------------------------------------
void Update()
{
if (canPlayAudio)
{
PlayAudio();
canPlayAudio = false;
}
if (!audioSource.isPlaying)
{
playingIndex++;
if (playingIndex >= audioGroup.Length)
{
playingIndex = 0;
}
canPlayAudio = true;
}
}
//-----------------------------------------------------
private void PlayAudio()
{
audioSource.clip = audioGroup[playingIndex];
audioSource.Play();
}
//-----------------------------------------------------
}
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作者:꧁执笔小白꧂