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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Framework {
/// <summary>
/// 音效系统
/// </summary>
public class SoundSystem : MonoSingleton<SoundSystem> {
private const string LOG_ASSET = "Can't find out sound asset:{0}";
private const string LOG_GET = "Can't find out sound by id:{0}";
/// <summary>
/// 音效对象池
/// </summary>
private ObjectPool m_SoundPool = new ObjectPool (OnSoundConstruct, OnSoundDestroy, OnSoundEnabled, OnSoundDisabled);
/// <summary>
/// 销毁回调
/// </summary>
private void OnDestroy () {
Clear ();
}
/// <summary>
/// 播放音效
/// </summary>
/// <param name="soundName">音效名</param>
/// <param name="loop">是否循环</param>
/// <returns>返回音效对象</returns>
public static SoundObject Play (string soundName, bool loop = false) {
AudioClip resource = GetAsset (soundName);
SoundObject soundObject = Instance.m_SoundPool.Get () as SoundObject;
soundObject.Play (resource, loop);
return soundObject;
}
/// <summary>
/// 清理音效
/// </summary>
public static void Clear () {
Instance.m_SoundPool.Clear ();
}
/// <summary>
/// 获取音效资源
/// </summary>
/// <param name="soundName">音效名</param>
/// <returns>返回资源对象</returns>
private static AudioClip GetAsset (string soundName) {
string name = soundName.Substring (soundName.LastIndexOf ('/') + 1);
name = name.Remove (name.LastIndexOf ('.'));
AudioClip asset = AssetSystem.Load (soundName, name, typeof (AudioClip)) as AudioClip;
if (asset == null) {
Debug.LogError (string.Format (LOG_ASSET, soundName));
}
return asset;
}
/// <summary>
/// 音效构造
/// </summary>
/// <returns>返回音效对象</returns>
private static object OnSoundConstruct () {
GameObject gameObject = new GameObject ();
gameObject.transform.SetParent (Instance.transform, false);
SoundObject soundObject = gameObject.AddComponent<SoundObject> ();
return soundObject;
}
/// <summary>
/// 音效销毁回调
/// </summary>
/// <param name="obj">销毁的对象</param>
private static void OnSoundDestroy (object obj) {
SoundObject soundObject = obj as SoundObject;
soundObject.Stop (true);
}
/// <summary>
/// 音效开启回调
/// </summary>
/// <param name="obj">对象</param>
private static void OnSoundEnabled (object obj) {
SoundObject soundObject = obj as SoundObject;
soundObject.OnStopEvent += OnSoundStop;
}
/// <summary>
/// 音效关闭回调
/// </summary>
/// <param name="obj"></param>
private static void OnSoundDisabled (object obj) {
}
/// <summary>
/// 音效停止回调
/// </summary>
/// <param name="soundObject">音效对象</param>
private static void OnSoundStop (SoundObject soundObject) {
Instance.m_SoundPool.Remove (soundObject);
}
}
}