feat: Add switch container functionality

This commit is contained in:
2026-04-15 21:05:17 +08:00
parent c62cb4f37b
commit ca6fff2717
57 changed files with 719 additions and 75 deletions
@@ -0,0 +1,71 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace OCES.Audio
{
public partial class AudioObjectConfig
{
Dictionary<uint, Dictionary<int, uint>> m_switchMapping;
internal void PreParseSwitchMappings()
{
this.m_switchMapping = new Dictionary<uint, Dictionary<int, uint>>();
foreach (AudioObject audioObject in AudioObjectList())
{
if (audioObject.ContainerType != ContainerType.Switch) continue;
this.m_switchMapping[audioObject.Id] = ParseSwitchMapping(audioObject);
}
}
public AudioObject GetMappingResult(uint switchContainerId, Enum enumState)
{
if (!this.m_switchMapping.TryGetValue(switchContainerId, out Dictionary<int, uint> switchMapping))
return null;
return switchMapping.TryGetValue(enumState.GetHashCode(), out uint audioObjectId) ? QueryById(audioObjectId) : null;
}
Dictionary<int, uint> ParseSwitchMapping(AudioObject switchContainer)
{
Dictionary<int, uint> switchMapping = new();
foreach (string name in switchContainer.Name)
{
string[] parts = name.Split(',');
if(parts.Length != 2)
{
Debug.LogWarning($"[AudioSystem] 无法解析 Switch Container {switchContainer.Id} 的映射关系!请检查表");
continue;
}
if (!int.TryParse(parts[0].Trim(), out int stateValue))
{
Debug.LogWarning($"[AudioSystem] 无法解析 映射关系!请查表");
continue;
}
if (!uint.TryParse(parts[1].Trim(), out uint childId))
{
Debug.LogWarning("");
continue;
}
switchMapping.Add(stateValue, childId);
}
return switchMapping;
}
internal AudioObject GetDefaultSwitchOrFallback(AudioObject switchContainer)
{
if (switchContainer.DefaultSwitchId == 0)
return null;
AudioObject defaultChildAudioObject = QueryById(switchContainer.DefaultSwitchId);
if (defaultChildAudioObject != null)
return defaultChildAudioObject;
Debug.LogWarning($"[AudioSystem] DefaultSwitch AudioObject {switchContainer.DefaultSwitchId} 不存在。");
return null;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 68c35969f92d4bb0ba3239d852115c53
timeCreated: 1776244015
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Audio;
@@ -9,7 +10,9 @@ namespace OCES.Audio
public class AudioSystem : MonoBehaviour
{
public static AudioSystem Instance { get; private set; }
// ReSharper disable once MemberCanBePrivate.Global
public IReadOnlyDictionary<Type, Enum> ActiveStates { get; private set; }
const string k_audioConfigPath = "AudioData";
const string k_audioResourcePath = "Audios";
@@ -20,7 +23,7 @@ namespace OCES.Audio
AudioGroupConfig m_groups;
AudioMixer m_mixer;
Tween m_lowpassTween;
// ─────────────────────────────────────────────
// 公开接口
// ─────────────────────────────────────────────
@@ -36,6 +39,16 @@ namespace OCES.Audio
public void Play(AudioObject audioObject, Action onPlay = null)
{
if (audioObject.ContainerType == ContainerType.Switch)
{
audioObject = ResolveSwitchContainer(audioObject);
if (audioObject == null)
{
Debug.Log("[AudioSystem] 无法解析Switch Container,检查配置表!");
return;
}
}
this.m_sfxSystem.TryPlay(audioObject, onPlay);
}
@@ -43,8 +56,7 @@ namespace OCES.Audio
{
Play((uint)audioId);
}
[Obsolete("Use Play(uint) instead")]
public void Play(string audioName)
{
@@ -108,6 +120,7 @@ namespace OCES.Audio
public void SetState<TEnum>(TEnum state) where TEnum : Enum
{
this.m_musicSystem.OnStateChanged(state);
ActiveStates = this.m_musicSystem.ActiveStates;
}
// ─────────────────────────────────────────────
@@ -133,6 +146,7 @@ namespace OCES.Audio
AudioSourcePool sfxPool = new(sfxPoolRoot.transform); // 不传 mixer group,让 SfxSystem 自己设置
this.m_sfxSystem = gameObject.AddComponent<SfxSystem>();
this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{k_audioConfigPath}/AudioObject");
this.m_audioObjects.PreParseSwitchMappings();
this.m_groups = AudioConfigLoader.Load<AudioGroupConfig>($"{k_audioConfigPath}/AudioGroup");
this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool); // 传入 pool
@@ -172,10 +186,38 @@ namespace OCES.Audio
// ── 注册 StateGroup ──
EnumIds.RegisterAllGameState();
ActiveStates = new Dictionary<Type, Enum>();
// ── 启动默认音乐与环境音 ──
// 触发一次初始状态,让音乐系统从默认状态开始匹配
//SetState(GameState.Home);
}
AudioObject ResolveSwitchContainer(AudioObject switchContainer)
{
// 遍历 ActiveStates 找到 TypeId 匹配的枚举类型
Enum currentStateValue = null;
bool foundGroup = false;
foreach (KeyValuePair<Type, Enum> keyValuePair in ActiveStates)
{
if (StateGroupRegistry.GetTypeId(keyValuePair.Key) != switchContainer.SwitchGroupId) continue;
currentStateValue = keyValuePair.Value;
foundGroup = true;
break;
}
if (!foundGroup)
{
Debug.LogWarning($"[AudioSystem] Switch Container {switchContainer.Id} 找不到 TypeId={switchContainer.SwitchGroupId} 对应的状态组。");
return this.m_audioObjects.GetDefaultSwitchOrFallback(switchContainer);
}
// 解析AudioObject对象
AudioObject childContainer = this.m_audioObjects.GetMappingResult(switchContainer.Id, currentStateValue);
return childContainer ?? this.m_audioObjects.GetDefaultSwitchOrFallback(switchContainer);
}
}
public static class AudioConfigLoader
@@ -194,9 +236,9 @@ namespace OCES.Audio
try
{
var config = new T();
using var ms = new MemoryStream(File.ReadAllBytes(path));
using var reader = new BinaryReader(ms);
T config = new T();
using MemoryStream ms = new(File.ReadAllBytes(path));
using BinaryReader reader = new(ms);
config.DeSerialize(reader);
return config;
}
@@ -14,7 +14,7 @@ namespace OCES.Audio.Editor
public Dictionary<uint, int> ClipConcurrentCount = new();
public List<ActiveSound> ActiveSounds = new();
public Dictionary<Type, int> ActiveStates = new();
public Dictionary<Type, Enum> ActiveStates = new();
readonly StringBuilder m_stringBuilder = new();
Text m_textComponent;
@@ -35,10 +35,9 @@ namespace OCES.Audio.Editor
this.m_stringBuilder.Clear();
this.m_stringBuilder.AppendLine("Current States:");
foreach (KeyValuePair<Type, int> activeState in this.ActiveStates)
foreach (KeyValuePair<Type, Enum> activeState in this.ActiveStates)
{
string enumName = Enum.GetName(activeState.Key, activeState.Value) ?? activeState.Value.ToString();
this.m_stringBuilder.AppendLine($"{activeState.Key.Name} is {enumName}");
this.m_stringBuilder.AppendLine($"{activeState.Key.Name} is {activeState.Value}");
}
this.m_stringBuilder.AppendLine();
@@ -29,6 +29,7 @@ namespace OCES.Audio
Random = 0,
Sequence,
Blend,
Switch,
}
public enum BlendCrossFadeType
@@ -84,4 +85,10 @@ namespace OCES.Audio
public partial class MusicPath : IPathEntry { }
public partial class AmbiencePath : IPathEntry { }
public class SwitchEntry
{
public uint SwitchValue;
public uint AudioObjectId;
}
}
@@ -9,8 +9,10 @@ namespace OCES.Audio
/// </summary>
public class MusicStateRouter
{
// key: StateGroup enum Typevalue: 当前激活的 enum 整数值
readonly Dictionary<Type, int> m_activeStates = new();
// key: StateGroup enum Typevalue: 当前激活的 enum 值
readonly Dictionary<Type, Enum> m_activeStates = new();
readonly MusicPathConfig m_musicPaths;
readonly AmbiencePathConfig m_ambiencePaths;
@@ -18,6 +20,7 @@ namespace OCES.Audio
// 上一次匹配到的 PathId,用于 Transition 表的 FromPathId 查询
public uint LastMusicPathId { get; private set; }
public uint LastAmbiencePathId { get; private set; }
internal IReadOnlyDictionary<Type, Enum> ActiveStates { get { return this.m_activeStates; }}
public MusicStateRouter(MusicPathConfig musicPaths, AmbiencePathConfig ambiencePaths)
{
@@ -31,8 +34,8 @@ namespace OCES.Audio
public void SetState<TEnum>(TEnum state, out uint musicContainerId, out uint ambienceContainerId)
where TEnum : Enum
{
// Dictionary<Type, int> 天然保证同一 StateGroup 只保留最新值,直接覆盖即可
this.m_activeStates[typeof(TEnum)] = Convert.ToInt32(state);
// Dictionary<Type, Enum> 天然保证同一 StateGroup 只保留最新值,直接覆盖即可
this.m_activeStates[typeof(TEnum)] = state;
musicContainerId = MatchBestPath(this.m_musicPaths.MusicPathList(), out uint musicPathId);
ambienceContainerId = MatchBestPath(this.m_ambiencePaths.AmbiencePathList(), out uint ambiencePathId);
@@ -99,9 +102,9 @@ namespace OCES.Audio
}
bool conditionMet = false;
foreach (KeyValuePair<Type, int> kv in this.m_activeStates)
foreach (KeyValuePair<Type, Enum> kv in this.m_activeStates)
{
if (StateGroupRegistry.GetTypeId(kv.Key) != typeId || kv.Value != stateValue)
if (StateGroupRegistry.GetTypeId(kv.Key) != typeId || Convert.ToInt32(kv.Value) != stateValue)
continue;
conditionMet = true;
break;
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace OCES.Audio
@@ -16,6 +17,11 @@ namespace OCES.Audio
// 记录上一次两个通道各自匹配到的 PathId,用于查 Transition 表
uint m_lastMusicPathId;
uint m_lastAmbiencePathId;
internal IReadOnlyDictionary<Type, Enum> ActiveStates
{
get { return this.m_stateRouter.ActiveStates; }
}
public void Initialize(
MusicSegmentConfig segments,
@@ -488,8 +488,6 @@ namespace OCES.Audio
DecrementClipCount(active.AudioObject.Id);
this.m_activeSounds.Remove(active);
// TryStopHaptic(active.AudioObject.Haptic);
this.m_pool.ReturnToPool(active.Source.gameObject);
}
@@ -511,8 +509,6 @@ namespace OCES.Audio
DecrementClipCount(active.AudioObject.Id);
this.m_activeSounds.Remove(active);
this.m_pool.ReturnToPool(active.Source.gameObject);
// TryStopHaptic(active.AudioObject.Haptic);
}
static void TryStartHaptic(ActiveSound active)
@@ -526,7 +522,6 @@ namespace OCES.Audio
{
HapticSystem.Instance.Stop(hapticId);
}
}
/// <summary>