Unity中一个简单的声音管理类

流过昼夜 提交于 2019-11-27 13:04:36

简单的声音管理类,代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[DisallowMultipleComponent]
public class AudioManger : MonoBehaviour {
    private static AudioManger instance;
    private AudioSource bgSource;
    private AudioSource soundSource;
    public AudioClip bgMusicClip;//背景音乐的clip
    public List<AudioClip> soundAudioClips=new List<AudioClip>();//存放音效clip的列表,可面板赋值
    public static AudioManger Instance
    {
        get
        {
            if (instance == null)
            {
                GameObject audioManger = new GameObject("AudioManger");
                instance= audioManger.AddComponent<AudioManger>();
                audioManger.AddComponent<AudioSource>();
                audioManger.AddComponent<AudioSource>();
            }
            return instance;
        }
    }
    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
            AudioSource[] sources = this.GetComponents<AudioSource>();
            bgSource = sources[0];
            soundSource = sources[1];
        }
        else
        {
            Destroy(gameObject);
        }
        DontDestroyOnLoad(this);
    }
    private void Start()
    {
        // PlayBGMusic();
    }
    /// <summary>
    /// 播放背景音乐
    /// </summary>
    public void PlayBGMusic()
    {
        bgSource.clip = bgMusicClip;
        bgSource.loop = true;
        bgSource.Play();
    }
    /// <summary>
    ///停止背景音乐 
    /// </summary>
    public void StopBgMusic()
    {
        bgSource.Stop();
        bgSource.loop =false;
        bgSource.clip = null;
    }
    /// <summary>
    /// 播放指定名称的clip音效
    /// </summary>
    /// <param name="clipName">clip的名字</param>
    public void PlaySoundClip(string clipName)
    {
        if (string.IsNullOrEmpty(clipName)) return;
        for (int i = 0; i < soundAudioClips.Count; i++)
        {
            if (soundAudioClips[i].name == clipName)
            {
                soundSource.clip = soundAudioClips[i];
                soundSource.loop = false;
                soundSource.Play();
            }
        }
    }

}

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