范川铭

1.增加资源管理类

2.增加音频管理类
3.修复一个UI打开时的动画播放错误的BUG
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
public class Main : MonoBehaviour
{
public Button btnTest;
public Button btnPlay;
public Button btnStop;
public Button btnMute;
public GameObject ui3;
// Start is called before the first frame update
void Start()
{
btnTest.onClick.AddListener(TestFuntion);
btnPlay.onClick.AddListener(AudioPlay);
btnStop.onClick.AddListener(AudioStop);
btnMute.onClick.AddListener(AudioMute);
}
// Update is called once per frame
void Update()
private void AudioMute()
{
if (Input.GetKeyDown(KeyCode.D))
{
UIManager.Instance.ShowUI<Test1>();
}
AudioManager.Instance.Mute();
}
if (Input.GetKeyDown(KeyCode.S))
{
UIManager.Instance.HideUI<Test1>();
}
private void AudioPlay()
{
AudioManager.Instance.PlayBGM(ResourcesManager.Instance.Load<AudioClip>("Video/video1"));
if (Input.GetKeyDown(KeyCode.Space))
if (!AudioManager.Instance.IsPlayComplete())
{
Instantiate(ui3);
AudioManager.Instance.ResumeEffect();
}
if (Input.GetKeyDown(KeyCode.A))
else
{
UIManager.Instance.ShowUI<Test3>();
AudioManager.Instance.PlayEffect(ResourcesManager.Instance.Load<AudioClip>("Video/video0"),
CompleteCallBack);
}
}
if (Input.GetKeyDown(KeyCode.Q))
{
UIManager.Instance.HideUI<Test3>();
}
private void CompleteCallBack()
{
Debug.Log("声音播放完成");
}
public void TestFuntion()
private void AudioStop()
{
UIManager.Instance.GetUi<Test1>().ShowLog();
AudioManager.Instance.PauseEffect();
}
}
\ No newline at end of file
... ...
using System;
using UnityEngine;
using System.Collections;
using Unity.VisualScripting;
using UnityEngine.Events;
public class AudioManager : Singleton<AudioManager>
{
/// <summary>
/// BGM音效组件
/// </summary>
private AudioSource _bgmAudioSource;
/// <summary>
/// 音效播放组件
/// </summary>
private AudioSource _effectAudioSource;
/// <summary>
/// 完成回调
/// </summary>
private Action _onComplete;
/// <summary>
/// 音频的时长
/// </summary>
private float _clipLength = 0f;
/// <summary>
/// 当前播放音频的时长
/// </summary>
private float _curClipLength = 0f;
/// <summary>
/// 是否正在播放
/// </summary>
/// <returns></returns>
public bool IsPlaying()
{
return _effectAudioSource.isPlaying;
}
private bool _isPlayComplete = true;
public bool IsPlayComplete()
{
return _isPlayComplete;
}
protected override void Awake()
{
//初始化时 挂载AudioSource组件
if (_bgmAudioSource == null)
{
_bgmAudioSource = gameObject.AddComponent<AudioSource>();
}
if (_effectAudioSource == null)
{
_effectAudioSource = gameObject.AddComponent<AudioSource>();
}
}
protected void Update()
{
if (_effectAudioSource != null && _effectAudioSource.isPlaying)
{
// 手动计时
_curClipLength += Time.deltaTime;
if (_curClipLength >= _clipLength)
{
_curClipLength = 0;
StopEffect();
_isPlayComplete = true;
_onComplete?.Invoke();
}
}
}
/// <summary>
/// 播放Bgm
/// </summary>
/// <param name="clip"></param>
public void PlayBGM(AudioClip clip)
{
_bgmAudioSource.clip = clip;
_bgmAudioSource.loop = true;
_bgmAudioSource.Play();
}
/// <summary>
/// 暂停Bgm
/// </summary>
public void PauseBgm()
{
_bgmAudioSource.Pause();
}
/// <summary>
/// 恢复Bgm
/// </summary>
public void ResumeBgm()
{
_bgmAudioSource.UnPause();
}
/// <summary>
/// 播放声音
/// </summary>
/// <param name="clip">音频文件</param>
/// <param name="callBack">回调参数</param>
/// <param name="isLoop">是否循环播放</param>
public void PlayEffect(AudioClip clip, Action callBack = null, bool isLoop = false)
{
if (clip == null)
{
Debug.LogError("音频报错: ");
return;
}
_curClipLength = 0;
_effectAudioSource.Stop();
_isPlayComplete = false;
_onComplete = callBack;
_effectAudioSource.clip = clip;
_effectAudioSource.loop = isLoop;
_clipLength = clip.length;
_effectAudioSource.Play();
}
/// <summary>
/// 停止播放
/// </summary>
public void StopEffect()
{
_effectAudioSource.Stop();
}
/// <summary>
/// 暂停播放
/// </summary>
public void PauseEffect()
{
_effectAudioSource.Pause();
}
/// <summary>
/// 恢复播放
/// </summary>
public void ResumeEffect()
{
_effectAudioSource.UnPause();
}
/// <summary>
/// 静音
/// </summary>
public void Mute()
{
_effectAudioSource.mute = !_effectAudioSource.mute;
_bgmAudioSource.mute = !_bgmAudioSource.mute;
}
}
\ No newline at end of file
... ...
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... ...
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.Events;
public class ResourcesManager : Singleton<ResourcesManager>
{
// 资源缓存字典
private Dictionary<string, UnityEngine.Object> resourceCache = new Dictionary<string, UnityEngine.Object>();
/// <summary>
/// 同步加载资源
/// </summary>
/// <typeparam name="T">资源类型</typeparam>
/// <param name="path">资源路径</param>
/// <param name="cache">是否缓存</param>
/// <returns>加载的资源</returns>
public T Load<T>(string path, bool cache = false) where T : UnityEngine.Object
{
if (string.IsNullOrEmpty(path))
{
Debug.LogError("资源路径不能为空");
return null;
}
// 检查缓存
if (resourceCache.TryGetValue(path, out UnityEngine.Object cachedResource))
{
return cachedResource as T;
}
// 从Resources加载
T resource = Resources.Load<T>(path);
if (resource == null)
{
Debug.LogError($"无法加载资源: {path}");
return null;
}
// 缓存资源
if (cache)
{
resourceCache[path] = resource;
}
return resource;
}
/// <summary>
/// 加载一个二级UI
/// </summary>
/// <typeparam name="T"></typeparam>
public void ShowSecondUI<T>(string path) where T : UIBase
{
var uiname = typeof(T).Name;
if (UIManager.Instance.GetUi<T>() == null)
{
var obj = Load<GameObject>(path);
Instantiate(obj);
UIManager.Instance.ShowUI<T>();
}
else
{
Debug.LogError("场景中已经存在相同的UI: " + uiname);
}
}
}
\ No newline at end of file
... ...
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... ... @@ -112,7 +112,6 @@ public class UIBase : MonoBehaviour, IUIBase
}
isAnimation = true;
gameObject.transform.localScale = Vector3.one;
switch (animationType)
{
case EUiAnimationType.None:
... ... @@ -123,6 +122,7 @@ public class UIBase : MonoBehaviour, IUIBase
UIAnimation.ZoomIn(gameObject, OpenComplete);
break;
case EUiAnimationType.Fade:
gameObject.transform.localScale = Vector3.one;
UIAnimation.FadeIn(gameObject, OpenComplete);
break;
}
... ...
... ... @@ -15,7 +15,7 @@ public class UIManager : Singleton<UIManager>
/// </summary>
public Transform uiRoot
{
get { return GameObject.Find("UIRoot").transform; }
get { return GameObject.Find("Top").transform; }
}
#region 管理UI
... ...
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serializedVersion: 7
defaultSettings:
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userData:
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... ... @@ -284,7 +284,99 @@ PlayerSettings:
AndroidValidateAppBundleSize: 1
AndroidAppBundleSizeToValidate: 150
m_BuildTargetIcons: []
m_BuildTargetPlatformIcons: []
m_BuildTargetPlatformIcons:
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m_Icons:
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m_Width: 432
m_Height: 432
m_Kind: 2
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