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using System;
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using UnityEngine;
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namespace OCES.Audio
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{
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/// <summary>
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/// 音乐与环境音系统。由 AudioSystem 持有并初始化。
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/// 对外只暴露 OnStateChanged,由 AudioSystem.SetState 转发调用。
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/// </summary>
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public class MusicSystem : MonoBehaviour
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{
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MusicStateRouter m_stateRouter;
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MusicChannelPlayer m_musicChannel;
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AmbienceChannelPlayer m_ambienceChannel;
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// 记录上一次两个通道各自匹配到的 PathId,用于查 Transition 表
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uint m_lastMusicPathId;
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uint m_lastAmbiencePathId;
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public void Initialize(
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MusicSegmentConfig segments,
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MusicContainerConfig containers,
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MusicPathConfig musicPaths,
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AmbiencePathConfig ambiencePaths,
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MusicTransitionConfig musicTransitions,
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AmbienceTransitionConfig ambienceTransitions,
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AudioSourcePool musicPool,
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AudioSourcePool ambiencePool)
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{
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MusicContainerPlayer musicContainerPlayer = new(containers, segments, musicPool, this);
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MusicContainerPlayer ambientContainerPlayer = new(containers, segments, ambiencePool, this);
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this.m_stateRouter = new MusicStateRouter(musicPaths, ambiencePaths);
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this.m_musicChannel = new MusicChannelPlayer(containers, musicTransitions, musicContainerPlayer, this);
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this.m_ambienceChannel = new AmbienceChannelPlayer(ambienceTransitions, ambientContainerPlayer, this);
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}
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/// <summary>
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/// 由 AudioSystem.SetState 调用,更新状态并驱动两个通道切换。
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/// </summary>
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public void OnStateChanged<TEnum>(TEnum state) where TEnum : Enum
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{
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this.m_stateRouter.SetState(
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state,
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out uint musicContainerId,
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out uint ambienceContainerId);
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uint newMusicPathId = this.m_stateRouter.LastMusicPathId;
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uint newAmbiencePathId = this.m_stateRouter.LastAmbiencePathId;
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this.m_musicChannel.SwitchTo(musicContainerId, this.m_lastMusicPathId, newMusicPathId);
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this.m_ambienceChannel.SwitchTo(ambienceContainerId, this.m_lastAmbiencePathId, newAmbiencePathId);
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this.m_lastMusicPathId = newMusicPathId;
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this.m_lastAmbiencePathId = newAmbiencePathId;
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}
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}
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}
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