feat: Add switch container functionality
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@@ -0,0 +1,71 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace OCES.Audio
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{
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public partial class AudioObjectConfig
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{
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Dictionary<uint, Dictionary<int, uint>> m_switchMapping;
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internal void PreParseSwitchMappings()
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{
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this.m_switchMapping = new Dictionary<uint, Dictionary<int, uint>>();
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foreach (AudioObject audioObject in AudioObjectList())
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{
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if (audioObject.ContainerType != ContainerType.Switch) continue;
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this.m_switchMapping[audioObject.Id] = ParseSwitchMapping(audioObject);
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}
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}
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public AudioObject GetMappingResult(uint switchContainerId, Enum enumState)
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{
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if (!this.m_switchMapping.TryGetValue(switchContainerId, out Dictionary<int, uint> switchMapping))
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return null;
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return switchMapping.TryGetValue(enumState.GetHashCode(), out uint audioObjectId) ? QueryById(audioObjectId) : null;
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}
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Dictionary<int, uint> ParseSwitchMapping(AudioObject switchContainer)
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{
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Dictionary<int, uint> switchMapping = new();
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foreach (string name in switchContainer.Name)
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{
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string[] parts = name.Split(',');
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if(parts.Length != 2)
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{
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Debug.LogWarning($"[AudioSystem] 无法解析 Switch Container {switchContainer.Id} 的映射关系!请检查表");
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continue;
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}
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if (!int.TryParse(parts[0].Trim(), out int stateValue))
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{
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Debug.LogWarning($"[AudioSystem] 无法解析 映射关系!请查表");
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continue;
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}
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if (!uint.TryParse(parts[1].Trim(), out uint childId))
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{
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Debug.LogWarning("");
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continue;
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}
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switchMapping.Add(stateValue, childId);
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}
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return switchMapping;
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}
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internal AudioObject GetDefaultSwitchOrFallback(AudioObject switchContainer)
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{
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if (switchContainer.DefaultSwitchId == 0)
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return null;
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AudioObject defaultChildAudioObject = QueryById(switchContainer.DefaultSwitchId);
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if (defaultChildAudioObject != null)
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return defaultChildAudioObject;
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Debug.LogWarning($"[AudioSystem] DefaultSwitch AudioObject {switchContainer.DefaultSwitchId} 不存在。");
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return null;
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}
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}
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}
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