需求描述
? ? ? ? 在游戲開發(fā)中,音頻資源是不可或缺的,通常情況下音頻資源隨機(jī)分布,各個(gè)音頻的操作和管理都是各自負(fù)責(zé),同時(shí)對(duì)于音頻的很多操作邏輯都是大同小異的,這就造成了許多冗余代碼的堆疊,除此之外在獲取各類音頻資源的時(shí)候也會(huì)造成不必要的開銷。所以解決資源分散的問題最直接的方式就是集中管理和分配,通過統(tǒng)一的渠道和特有標(biāo)識(shí)即可獲取或操作對(duì)應(yīng)的音頻資源。所以本篇文章將圍繞這個(gè)方案進(jìn)行嘗試。
功能描述
? ? ? ? 在Unity中我們導(dǎo)入的音頻資源都會(huì)轉(zhuǎn)換為AudioClip,音頻的設(shè)置和管理則由AudioSource負(fù)責(zé),AudioListener負(fù)責(zé)監(jiān)聽音頻。我們可以在此基礎(chǔ)上去封裝,從而打造一個(gè)音頻管理器。
????????音頻管理器負(fù)責(zé)管理音頻信息以及操作音頻,比如音頻信息的增加和刪除,音頻的播放和暫停等;
????????音頻信息可以使用一個(gè)單獨(dú)的實(shí)體類來記錄,用于記錄AudioSource組件中的信息,之所以單獨(dú)用一個(gè)實(shí)體類來記錄音頻信息而不直接采用AudioSource,主要是可以通過業(yè)務(wù)需求去動(dòng)態(tài)調(diào)整所要記錄的音頻信息,我們的實(shí)際開發(fā)中并非需要AudioSource中所有的信息,有時(shí)候僅僅需要其中的一部分,同時(shí)音頻信息可能涉及存儲(chǔ),直接采用AudioSource可能無法與已經(jīng)開發(fā)好的存儲(chǔ)系統(tǒng)相互兼容,而實(shí)體類可以為其添加接口或繼承來兼容存儲(chǔ)系統(tǒng);
????????AudioSource組件的管理可以通過一個(gè)組件池進(jìn)行管理,我們知道AudioSource也是等同于一個(gè)音頻實(shí)體類,但是其同時(shí)也是一種組件,組件同樣作為一種資源,通常情況下相比簡(jiǎn)單的實(shí)體類而言會(huì)帶來更大的開銷,例如一個(gè)場(chǎng)景中有十個(gè)游戲?qū)ο笥胁シ乓纛l的需求,那么按照傳統(tǒng)情況就需要每個(gè)游戲?qū)ο髵燧d一個(gè)AudioSource組件,但是實(shí)際運(yùn)行中十個(gè)游戲?qū)ο蟛⒉灰欢ㄐ枰瑫r(shí)播放音頻,它們或許都存在各自觸發(fā)音頻播放的條件,我們只需要在游戲?qū)ο笮枰シ乓纛l時(shí)為其分配一個(gè)AudioSource組件即可,組件池則負(fù)責(zé)維護(hù)AudioSource組件的生產(chǎn)、獲取和歸還,進(jìn)而減少資源開銷。
? ? ? ? 本質(zhì)上,AudioSource組件承擔(dān)的工作就是記錄音頻信息和操作音頻,我們現(xiàn)在將記錄工作分擔(dān)給音頻信息實(shí)體類,而操作音頻的工作則分擔(dān)給音頻管理器,例如音頻管理器的播放依舊是調(diào)用AudioSource的播放方法,在播放之前由音頻管理器去獲取AudioSource組件并且為之配置音頻信息,其它的音頻操作邏輯同理。
代碼展示(C#)
AudioManager.cs
using System.Linq;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Tools.AudioManagerAPI
{
/// <summary>
/// 音頻管理器
/// </summary>
[DisallowMultipleComponent]
public class AudioManager : MonoBehaviour
{
[Header("必要屬性")]
[Tooltip("音頻總音量,默認(rèn)為1(值屬于[0,1]),該值將影響所有音頻的音量,例如該值為0則所有音頻音量變?yōu)樵幸袅康?%,若為1則所有音頻音量保持不變,即該值將基于所有音頻的當(dāng)前音量進(jìn)行影響,而不是直接統(tǒng)一所有音頻的音量為該值")]
[Range(0, 1), SerializeField] private float TotalVolume = 1;
/// <summary>
/// 音頻總音量,默認(rèn)為1(值屬于[0,1])
/// <para>聲明:該值將影響所有音頻的音量,例如該值為0則所有音頻音量變?yōu)樵幸袅康?%,若為1則所有音頻音量保持不變,即該值將基于所有音頻的當(dāng)前音量進(jìn)行影響,而不是直接統(tǒng)一所有音頻的音量為該值</para>
/// </summary>
public float mTotalVolume
{
get { return TotalVolume; }
set
{
if (value >= 0 && value <= 1 && TotalVolume != value)
{
TotalVolume = value;
mTotalVolumeChangedEvents?.Invoke(value);
}
}
}
/// <summary>
/// 是否啟用音頻信息覆蓋,默認(rèn)為true
/// </summary>
public bool mIsOverWrite { get => isOverWrite; set => isOverWrite = value; }
/// <summary>
/// 音頻管理器中所存儲(chǔ)的音頻數(shù)量
/// </summary>
public int mCount { get => audioInfos.Count; }
/// <summary>
/// 總音量更改事件回調(diào)
/// </summary>
public event Action<float> mTotalVolumeChangedEvents;
/// <summary>
/// 音頻信息名稱合集
/// </summary>
public string[] mAudioInfoNames { get => audioInfos.Keys.ToArray(); }
private Dictionary<string, AudioInfo> audioInfos;//音頻信息集合
private bool isInit;//是否完成了初始化
private bool isOverWrite;//是否啟用音頻信息覆蓋
private static AudioSourcePool audioSourcePool = AudioSourcePool.GetInstance();//AudioSource組件池
/// <summary>
/// 播放指定名稱的音頻
/// <para>p_audioName:音頻名稱</para>
/// </summary>
public void Play(string p_audioName)
{
if (isInit)
{
if (audioInfos.ContainsKey(p_audioName))
{
AudioInfo ai = audioInfos[p_audioName];
AudioSource v_audioSource = audioSourcePool.Get(ai);
ai.mAudioSource = v_audioSource;
ai.Play();
}
}
}
/// <summary>
/// 播放指定名稱的音頻并開啟立體聲過渡
/// <para>p_audioName:音頻名稱</para>
/// <para>聲明:該方法要求已啟用立體聲過渡且已設(shè)置好立體聲過渡的相關(guān)屬性</para>
/// </summary>
public void PlayWithStereoTransition(string p_audioName)
{
if (isInit)
{
if (audioInfos.ContainsKey(p_audioName))
{
AudioInfo ai = audioInfos[p_audioName];
AudioSource v_audioSource = audioSourcePool.Get(ai);
ai.mAudioSource = v_audioSource;
StartCoroutine(ai.mStereoPanTransitionCoroutine);
ai.Play();
}
}
}
/// <summary>
/// 播放指定名稱的音頻并開啟立體聲過渡
/// <para>p_audioName:音頻名稱</para>
/// <para>p_stereoTransitionValues:立體聲過渡值集合</para>
/// <para>p_stereoTimeSpan:立體聲過渡每幀時(shí)間間隔</para>
/// </summary>
public void PlayWithStereoTransition(string p_audioName, float[] p_stereoTransitionValues, float p_stereoTimeSpan)
{
if (isInit)
{
if (audioInfos.ContainsKey(p_audioName))
{
AudioInfo ai = audioInfos[p_audioName];
AudioSource v_audioSource = audioSourcePool.Get(ai);
ai.mAudioSource = v_audioSource;
ai.mStereoTransition = true;
ai.mStereoTransitionValues = p_stereoTransitionValues;
ai.mStereoTransitionTimeSpan = p_stereoTimeSpan;
StartCoroutine(ai.mStereoPanTransitionCoroutine);
ai.Play();
}
}
}
/// <summary>
/// 暫停播放指定名稱的音頻
/// <para>p_audioName:音頻名稱</para>
/// </summary>
public void Pause(string p_audioName)
{
if (isInit)
{
if (audioInfos.ContainsKey(p_audioName))
{
AudioInfo ai = audioInfos[p_audioName];
StopCoroutine(ai.mStereoPanTransitionCoroutine);
ai.Pause();
audioSourcePool.Return(ai.mAudioSource);
}
}
}
/// <summary>
/// 添加音頻信息
/// <para>p_audioInfo:音頻信息</para>
/// <para>聲明1:若啟用了音頻信息覆蓋,當(dāng)存在相同名稱的音頻時(shí),新的音頻信息將覆蓋舊的音頻信息</para>
/// <para>聲明2:默認(rèn)啟用了音頻信息覆蓋,可通過mIsOverWrite屬性設(shè)置禁用</para>
/// </summary>
public void AddAudioInfo(AudioInfo p_audioInfo)
{
if (isInit) DoAddAudioInfo(p_audioInfo);
}
/// <summary>
/// 刪除音頻信息
/// <para>p_audioName:音頻名稱</para>
/// <para>返回值:若刪除成功則返回true,否則返回false</para>
/// </summary>
public bool DeleteAudioInfo(string p_audioName)
{
if (isInit) return DoDeleteAudioInfo(p_audioName);
return false;
}
private void Awake()
{
isInit = false;
if (InitParameters()) isInit = true;
}
//添加音頻信息的執(zhí)行邏輯
private void DoAddAudioInfo(AudioInfo p_audioInfo)
{
if (p_audioInfo != null && !String.IsNullOrEmpty(p_audioInfo.mAudioName))
{
string v_audioName = p_audioInfo.mAudioName;
p_audioInfo.BindAudioManager(this);
if (isOverWrite) audioInfos[v_audioName] = p_audioInfo;
else if (!audioInfos.ContainsKey(v_audioName)) audioInfos.Add(v_audioName, p_audioInfo);
}
}
//刪除音頻信息的執(zhí)行邏輯
private bool DoDeleteAudioInfo(string p_audioName)
{
if (!String.IsNullOrEmpty(p_audioName) && audioInfos.ContainsKey(p_audioName))
{
audioInfos[p_audioName].BindAudioManager(null);
return audioInfos.Remove(p_audioName);
}
return false;
}
//對(duì)音頻管理器相關(guān)參數(shù)進(jìn)行初始化
private bool InitParameters()
{
audioInfos = new Dictionary<string, AudioInfo>();
isOverWrite = true;
audioSourcePool.BindAudioManager(this);
#if UNITY_EDITOR
foreach (AudioInfo ai in AudioInfos)
DoAddAudioInfo(ai);
#endif
return true;
}
#if UNITY_EDITOR
/// <summary>
/// 在當(dāng)前Inspector面板中的AudioInfos中的元素?cái)?shù)量
/// </summary>
public int mAudioInfoCount { get => AudioInfos?.Length > 0 ? AudioInfos.Length : 0; }
[SerializeField] private AudioInfo[] AudioInfos;//存儲(chǔ)Inspector面板中
/// <summary>
/// 在當(dāng)前Inspector面板中的AudioInfos中添加一個(gè)元素
/// </summary>
public void Add()
{
AudioInfo v_audioInfo = new AudioInfo();
if (AudioInfos?.Length > 0)
{
AudioInfo[] v_audioInfos = new AudioInfo[AudioInfos.Length + 1];
AudioInfos.CopyTo(v_audioInfos, 0);
v_audioInfos[v_audioInfos.Length - 1] = v_audioInfo;
AudioInfos = new AudioInfo[v_audioInfos.Length];
v_audioInfos.CopyTo(AudioInfos, 0);
}
else AudioInfos = new AudioInfo[] { v_audioInfo };
v_audioInfo.ValidateCheck();
}
/// <summary>
/// 在當(dāng)前Inspector面板中的AudioInfos中刪除一個(gè)元素
/// </summary>
public void Delete(int p_index)
{
if (AudioInfos?.Length == 1) AudioInfos = Array.Empty<AudioInfo>();
else if (AudioInfos?.Length > 1)
{
AudioInfo[] v_audioInfos = new AudioInfo[AudioInfos.Length - 1];
int v_index = 0;
for (int i = 0; i < AudioInfos.Length; i++)
{
if (i != p_index) v_audioInfos[v_index++] = AudioInfos[i];
}
AudioInfos = new AudioInfo[v_audioInfos.Length];
v_audioInfos.CopyTo(AudioInfos, 0);
}
}
private void OnValidate()
{
foreach (AudioInfo audioInfo in AudioInfos)
{
audioInfo?.ValidateCheck();
}
}
#endif
}
}
AudioInfo.cs
using UnityEngine;
using System.Collections;
using System.Linq;
using System;
namespace Tools.AudioManagerAPI
{
/// <summary>
/// 音頻信息
/// </summary>
[System.Serializable]
public class AudioInfo
{
[Header("必要組件")]
[Tooltip("AudioClip組件"), SerializeField] private AudioClip TheAudioClip;
[Header("必要屬性")]
[Tooltip("音頻名稱"), SerializeField] private string AudioName;
[Tooltip("音頻音量,默認(rèn)為1(值屬于[0,1])"), Range(0, 1), SerializeField] private float Volume = 1;
[Tooltip("音頻播放速度,默認(rèn)為1(值屬于[-3,3])"), Range(-3, 3), SerializeField] private float Pitch = 1;
[Tooltip("立體聲位置,默認(rèn)為0(值屬于[-1,1]),若為-1則完全為左聲道,若為1則完全為右聲道"), Range(-1, 1), SerializeField] private float StereoPan = 0;
[Tooltip("音頻優(yōu)先級(jí),默認(rèn)為128(值屬于[0,256])"), Range(0, 256), SerializeField] private int Priority = 128;
[Tooltip("是否在場(chǎng)景啟動(dòng)時(shí)進(jìn)行播放,默認(rèn)為true"), SerializeField] private bool PlayOnAwake = true;
[Tooltip("是否循環(huán)播放,默認(rèn)為false"), SerializeField] private bool Loop;
[Tooltip("是否忽略總音量影響,默認(rèn)為false"), SerializeField] private bool IgnoreTotalVolume;
[Header("立體聲過渡屬性")]
[Tooltip("是否啟用立體聲過渡,默認(rèn)為false"), SerializeField] private bool StereoTransition;
[Tooltip("立體聲過渡的每幀時(shí)間間隔,默認(rèn)為0.5(值屬于[0.1,5])"), Range(.1f, 5), SerializeField] private float StereoTransitionTimeSpan = 0.5f;
[Tooltip("立體聲過渡值集合"), SerializeField] private float[] StereoTransitionValues;
/// <summary>
/// 音頻名稱
/// </summary>
public string mAudioName { get => AudioName; set => AudioName = value; }
/// <summary>
/// 音頻音量,默認(rèn)為1(值屬于[0,1])
/// </summary>
public float mVolume
{
get { return Volume; }
set { if (value >= 0 && value <= 1) Volume = value; }
}
/// <summary>
/// 音頻播放速度,默認(rèn)為1(值屬于[-3,3])
/// </summary>
public float mPitch
{
get { return Pitch; }
set { if (value >= -3 && value <= 3) Pitch = value; }
}
/// <summary>
/// 立體聲位置,默認(rèn)為0(值屬于[-1,1]),若為-1則完全為左聲道,若為1則完全為右聲道
/// </summary>
public float mStereoPan
{
get { return StereoPan; }
set { if (value >= -1 && value <= 1) StereoPan = value; }
}
/// <summary>
/// 音頻優(yōu)先級(jí),默認(rèn)為128(值屬于[0,256])
/// </summary>
public int mPriority
{
get { return Priority; }
set { if (value >= 0 && value <= 256) Priority = value; }
}
/// <summary>
/// 是否在場(chǎng)景啟動(dòng)時(shí)進(jìn)行播放,默認(rèn)為true
/// </summary>
public bool mPlayOnAwake { get => PlayOnAwake; set => PlayOnAwake = value; }
/// <summary>
/// 是否循環(huán)播放,默認(rèn)為false
/// </summary>
public bool mLoop { get => Loop; set => Loop = value; }
/// <summary>
/// 是否啟用立體聲過渡,默認(rèn)為false
/// </summary>
public bool mStereoTransition { get => StereoTransition; set => StereoTransition = value; }
/// <summary>
/// 立體聲過渡的每幀時(shí)間間隔,默認(rèn)為0.5(值屬于[0.1,5])
/// </summary>
public float mStereoTransitionTimeSpan
{
get { return StereoTransitionTimeSpan; }
set { if (value >= 0.1f && value <= 5) StereoTransitionTimeSpan = value; }
}
/// <summary>
/// 立體聲過渡值集合
/// </summary>
public float[] mStereoTransitionValues
{
get => StereoTransitionValues;
set => StereoTransitionValues = value;
}
/// <summary>
/// AudioSource組件
/// </summary>
public AudioSource mAudioSource { get => audioSource; set => audioSource = value; }
/// <summary>
/// 立體聲過渡協(xié)程
/// </summary>
public IEnumerator mStereoPanTransitionCoroutine { get => stereoPanTransitionCoroutine; }
/// <summary>
/// 是否忽略總音量影響,默認(rèn)為false
/// </summary>
public bool mIgnoreTotalVolume { get => IgnoreTotalVolume; set => IgnoreTotalVolume = value; }
private AudioSource audioSource;//AudioSource組件
private AudioManager audioManager;//音頻管理器
private bool isInit;//是否完成初始化
private IEnumerator stereoPanTransitionCoroutine;//立體聲過渡協(xié)程
private float actualVolume;//實(shí)際音量
private Action<float> totalVolumeChangedEvent;//總音量更改事件對(duì)象
/// <summary>
/// 將指定的AudioSource組件信息記錄在新的AudioInfo實(shí)例中并返回它
/// <para>p_audioSource:指定的AudioSource組件</para>
/// <para>返回值:新的AudioInfo實(shí)例</para>
/// </summary>
public static AudioInfo Record(AudioSource p_audioSource)
{
AudioInfo v_audioInfo = new AudioInfo();
if (p_audioSource != null)
{
v_audioInfo.TheAudioClip = p_audioSource.clip;
v_audioInfo.Volume = p_audioSource.volume;
v_audioInfo.Pitch = p_audioSource.pitch;
v_audioInfo.StereoPan = p_audioSource.panStereo;
v_audioInfo.Priority = p_audioSource.priority;
v_audioInfo.PlayOnAwake = p_audioSource.playOnAwake;
v_audioInfo.Loop = p_audioSource.loop;
v_audioInfo.audioSource = p_audioSource;
}
return v_audioInfo;
}
public AudioInfo()
{
isInit = false;
InitToDefault();
}
/// <summary>
/// 播放音頻
/// </summary>
public void Play()
{
if (audioSource != null && !audioSource.isPlaying)
{
if (!IgnoreTotalVolume)
{
if (actualVolume < 0 || actualVolume > 1) actualVolume = Volume;
audioSource.volume = actualVolume;
}
else actualVolume = -1;
audioSource.Play();
}
}
/// <summary>
/// 暫停音頻播放
/// </summary>
public void Pause()
{
if (audioSource != null && audioSource.isPlaying)
{
audioSource.Pause();
audioSource.volume = Volume;
}
}
/// <summary>
/// 綁定音頻管理器
/// <para>p_audioManager:音頻管理器</para>
/// <para>聲明1:若有需要可通過該方法將當(dāng)前的AudioInfo與指定的音頻管理器進(jìn)行綁定</para>
/// <para>聲明2:綁定后將自動(dòng)向指定的音頻管理器添加當(dāng)前的AudioInfo</para>
/// </summary>
public void BindAudioManager(AudioManager p_audioManager)
{
audioManager = p_audioManager;
if (audioManager != null)
{
audioManager.mTotalVolumeChangedEvents -= totalVolumeChangedEvent;
audioManager.mTotalVolumeChangedEvents += totalVolumeChangedEvent;
}
}
/// <summary>
/// 初始化為默認(rèn)值
/// </summary>
public void InitToDefault()
{
if (!isInit)
{
TheAudioClip = null;
AudioName = "Audio";
Volume = 1;
Pitch = 1;
StereoPan = 0;
StereoTransitionValues = null;
StereoTransitionTimeSpan = 0.5f;
Priority = 128;
StereoTransition = false;
PlayOnAwake = true;
Loop = false;
audioSource = null;
stereoPanTransitionCoroutine = StereoPanTransition();
totalVolumeChangedEvent = (val) => TotalVolumeChangedEvent(val);
actualVolume = -1;
}
}
/// <summary>
/// 將當(dāng)前AudioInfo實(shí)例中的信息配置給指定的AudioSource組件
/// <para>p_audioSource:指定的AudioSource組件</para>
/// </summary>
public void ShareTo(AudioSource p_audioSource)
{
if (p_audioSource != null)
{
p_audioSource.clip = TheAudioClip;
p_audioSource.volume = Volume;
p_audioSource.pitch = Pitch;
p_audioSource.panStereo = StereoPan;
p_audioSource.priority = Priority;
p_audioSource.playOnAwake = PlayOnAwake;
p_audioSource.loop = Loop;
}
}
/// <summary>
/// 將指定的AudioSource組件信息存儲(chǔ)在當(dāng)前AudioInfo實(shí)例中
/// <para>p_audioSource:指定的AudioSource組件</para>
/// </summary>
public void SelfRecord(AudioSource p_audioSource)
{
if (p_audioSource != null)
{
TheAudioClip = p_audioSource.clip;
Volume = p_audioSource.volume;
Pitch = p_audioSource.pitch;
StereoPan = p_audioSource.panStereo;
Priority = p_audioSource.priority;
PlayOnAwake = p_audioSource.playOnAwake;
Loop = p_audioSource.loop;
audioSource = p_audioSource;
}
}
// 總音量更改事件
// p_totalVolume:總音量
// 若不忽略總音量影響,通過調(diào)用該事件將基于總音量和當(dāng)前音量換算實(shí)際音量數(shù)值
// 當(dāng)TotleVolume為0時(shí),實(shí)際音量為0;
// 當(dāng)TotleVolume為1或不屬于[0,1)時(shí),實(shí)際音量為Volume;
// 當(dāng)TotleVolume屬于(0,1)時(shí),實(shí)際音量為Volume * TotalVolume
private void TotalVolumeChangedEvent(float p_totalVolume)
{
if (!IgnoreTotalVolume)
{
if (p_totalVolume == 0) actualVolume = 0;
else if (p_totalVolume > 0 && p_totalVolume < 1) actualVolume = Volume * p_totalVolume;
else actualVolume = Volume;
//運(yùn)行時(shí)修改AudioSource音量
if (audioSource != null) audioSource.volume = actualVolume;
}
else actualVolume = -1;
}
//立體聲過渡協(xié)程
private IEnumerator StereoPanTransition()
{
int currentIndex = 0;
while (true)
{
if (audioSource == null || !StereoTransition || StereoTransitionValues == null || StereoTransitionValues.Length == 0)
yield break;
audioSource.panStereo = StereoTransitionValues[currentIndex];
yield return new WaitForSeconds(StereoTransitionTimeSpan);
currentIndex = (currentIndex + 1) % StereoTransitionValues.Length;
if (currentIndex == 0) StereoTransitionValues = StereoTransitionValues.Reverse().ToArray<float>();
}
}
#if UNITY_EDITOR
[NonSerialized] private bool isAudioClipLog;
private bool isAudioNameLog;
/// <summary>
/// Inspector面板的數(shù)據(jù)更改檢測(cè)
/// </summary>
public void ValidateCheck()
{
AudioClipCheck();
AudioNameCheck();
}
//AudioClip檢測(cè)
private void AudioClipCheck()
{
if (TheAudioClip == null)
{
if (!isAudioClipLog)
{
Debug.LogWarning("Component: <b><color=orange>TheAudioClip</color></b> is null.");
isAudioClipLog = true;
}
}
else isAudioClipLog = false;
}
//AudioName檢測(cè)
private void AudioNameCheck()
{
if (String.IsNullOrEmpty(AudioName))
{
if (!isAudioNameLog)
{
Debug.LogWarning("Property: <b><color=orange>AudioName</color></b> is empty.");
isAudioNameLog = true;
}
}
else isAudioNameLog = false;
}
#endif
}
}
AudioSourcePool.cs?
using System.Collections.Generic;
using UnityEngine;
namespace Tools.AudioManagerAPI
{
/// <summary>
/// AudioSource組件池
/// </summary>
public class AudioSourcePool
{
/// <summary>
/// 空閑的AudioSource數(shù)量
/// </summary>
public int mFreeCount { get => audioSources.Count; }
private Stack<AudioSource> audioSources;//AudioSource組件集合
private AudioManager audioManager;//AudioManager組件
private AudioInfo defaultAudioInfo;//默認(rèn)的AudioInfo
/// <summary>
/// 獲取實(shí)例(單例模式)
/// </summary>
public static AudioSourcePool GetInstance()
{
return Handler.instance;
}
/// <summary>
/// 綁定音頻管理器
/// <para>p_audioManager:音頻管理器</para>
/// </summary>
public void BindAudioManager(AudioManager p_audioManager)
{
if (p_audioManager != null) audioManager = p_audioManager;
}
/// <summary>
/// 獲取AudioSource組件
/// <para>返回值:AudioSource組件</para>
/// </summary>
public AudioSource Get()
{
return DoGet();
}
/// <summary>
/// 獲取AudioSource組件并按照指定的AudioInfo為之配置屬性
/// <para>p_audioInfo:指定的AudioInfo</para>
/// <para>返回值:AudioSource組件</para>
/// </summary>
public AudioSource Get(AudioInfo p_audioInfo)
{
AudioSource v_audioSource = DoGet();
p_audioInfo?.ShareTo(v_audioSource);
return v_audioSource;
}
/// <summary>
/// 歸還指定的AudioSource組件
/// <para>p_audioSource:指定的AudioSource組件</para>
/// </summary>
public void Return(AudioSource p_audioSource)
{
if (p_audioSource != null)
{
CleanAudioSource(p_audioSource);
audioSources.Push(p_audioSource);
}
}
class Handler
{
public static AudioSourcePool instance = new AudioSourcePool();
}
private AudioSourcePool()
{
audioSources = new Stack<AudioSource>();
defaultAudioInfo = new AudioInfo();
}
//獲取AudioSource組件的執(zhí)行邏輯
private AudioSource DoGet()
{
if (audioManager == null) return null;
AudioSource v_audioSource = null;
while (v_audioSource == null)
{
if (audioSources.Count == 0) GenerateAudioSource();
v_audioSource = audioSources.Pop();
}
return v_audioSource;
}
//生成AudioSource組件
private void GenerateAudioSource()
{
if (audioManager?.gameObject != null)
{
AudioSource v_audioSource = audioManager.gameObject.AddComponent<AudioSource>();
audioSources.Push(v_audioSource);
}
}
//清洗AudioSource組件
private void CleanAudioSource(AudioSource p_audioSource)
{
defaultAudioInfo.ShareTo(p_audioSource);
}
}
}
NumberRange.cs
using System.Collections.Generic;
using System.Linq;
namespace Tools.AudioManagerAPI
{
/// <summary>
/// 數(shù)值范圍數(shù)組工具類
/// </summary>
public static class NumberRange
{
/// <summary>
/// 獲取指定范圍內(nèi)指定步長(zhǎng)的Float數(shù)值數(shù)組
/// <para>p_start:起始值</para>
/// <para>p_end:終點(diǎn)值</para>
/// <para>p_step:步長(zhǎng)值</para>
/// <para>[ContainsEnd]:是否包括終點(diǎn)值,默認(rèn)為false</para>
/// <para>返回值:Float[]</para>
/// </summary>
public static float[] FloatRange(float p_start, float p_end, float p_step, bool ContainsEnd = false)
{
if (!ContainsEnd) return DoFloatRange(p_start, p_end, p_step).ToArray();
else
{
List<float> result = DoFloatRange(p_start, p_end, p_step).ToList();
result.Add(p_end);
return result.ToArray();
}
}
//獲取指定范圍內(nèi)指定步長(zhǎng)的Float數(shù)值數(shù)組的執(zhí)行邏輯
static IEnumerable<float> DoFloatRange(float p_start, float p_end, float p_step)
{
for (float i = p_start; i <= p_end; i += p_step)
{
yield return i;
}
}
}
}
界面展示
演示效果
自定義Unity組件AudioManager
資源下載
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