feat: Add switch container functionality
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.Audio;
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@@ -9,7 +10,9 @@ namespace OCES.Audio
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public class AudioSystem : MonoBehaviour
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{
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public static AudioSystem Instance { get; private set; }
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// ReSharper disable once MemberCanBePrivate.Global
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public IReadOnlyDictionary<Type, Enum> ActiveStates { get; private set; }
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const string k_audioConfigPath = "AudioData";
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const string k_audioResourcePath = "Audios";
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@@ -20,7 +23,7 @@ namespace OCES.Audio
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AudioGroupConfig m_groups;
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AudioMixer m_mixer;
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Tween m_lowpassTween;
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// ─────────────────────────────────────────────
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// 公开接口
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// ─────────────────────────────────────────────
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@@ -36,6 +39,16 @@ namespace OCES.Audio
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public void Play(AudioObject audioObject, Action onPlay = null)
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{
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if (audioObject.ContainerType == ContainerType.Switch)
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{
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audioObject = ResolveSwitchContainer(audioObject);
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if (audioObject == null)
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{
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Debug.Log("[AudioSystem] 无法解析Switch Container,检查配置表!");
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return;
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}
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}
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this.m_sfxSystem.TryPlay(audioObject, onPlay);
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}
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@@ -43,8 +56,7 @@ namespace OCES.Audio
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{
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Play((uint)audioId);
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}
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[Obsolete("Use Play(uint) instead")]
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public void Play(string audioName)
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{
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@@ -108,6 +120,7 @@ namespace OCES.Audio
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public void SetState<TEnum>(TEnum state) where TEnum : Enum
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{
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this.m_musicSystem.OnStateChanged(state);
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ActiveStates = this.m_musicSystem.ActiveStates;
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}
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// ─────────────────────────────────────────────
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@@ -133,6 +146,7 @@ namespace OCES.Audio
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AudioSourcePool sfxPool = new(sfxPoolRoot.transform); // 不传 mixer group,让 SfxSystem 自己设置
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this.m_sfxSystem = gameObject.AddComponent<SfxSystem>();
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this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{k_audioConfigPath}/AudioObject");
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this.m_audioObjects.PreParseSwitchMappings();
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this.m_groups = AudioConfigLoader.Load<AudioGroupConfig>($"{k_audioConfigPath}/AudioGroup");
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this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool); // 传入 pool
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@@ -172,10 +186,38 @@ namespace OCES.Audio
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// ── 注册 StateGroup ──
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EnumIds.RegisterAllGameState();
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ActiveStates = new Dictionary<Type, Enum>();
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// ── 启动默认音乐与环境音 ──
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// 触发一次初始状态,让音乐系统从默认状态开始匹配
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//SetState(GameState.Home);
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}
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AudioObject ResolveSwitchContainer(AudioObject switchContainer)
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{
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// 遍历 ActiveStates 找到 TypeId 匹配的枚举类型
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Enum currentStateValue = null;
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bool foundGroup = false;
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foreach (KeyValuePair<Type, Enum> keyValuePair in ActiveStates)
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{
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if (StateGroupRegistry.GetTypeId(keyValuePair.Key) != switchContainer.SwitchGroupId) continue;
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currentStateValue = keyValuePair.Value;
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foundGroup = true;
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break;
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}
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if (!foundGroup)
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{
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Debug.LogWarning($"[AudioSystem] Switch Container {switchContainer.Id} 找不到 TypeId={switchContainer.SwitchGroupId} 对应的状态组。");
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return this.m_audioObjects.GetDefaultSwitchOrFallback(switchContainer);
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}
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// 解析AudioObject对象
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AudioObject childContainer = this.m_audioObjects.GetMappingResult(switchContainer.Id, currentStateValue);
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return childContainer ?? this.m_audioObjects.GetDefaultSwitchOrFallback(switchContainer);
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}
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}
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public static class AudioConfigLoader
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@@ -194,9 +236,9 @@ namespace OCES.Audio
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try
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{
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var config = new T();
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using var ms = new MemoryStream(File.ReadAllBytes(path));
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using var reader = new BinaryReader(ms);
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T config = new T();
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using MemoryStream ms = new(File.ReadAllBytes(path));
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using BinaryReader reader = new(ms);
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config.DeSerialize(reader);
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return config;
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}
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