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
@@ -12,7 +12,7 @@ @@ -12,7 +12,7 @@
12 <ProductVersion>10.0.20506</ProductVersion> 12 <ProductVersion>10.0.20506</ProductVersion>
13 <SchemaVersion>2.0</SchemaVersion> 13 <SchemaVersion>2.0</SchemaVersion>
14 <RootNamespace></RootNamespace> 14 <RootNamespace></RootNamespace>
15 - <ProjectGuid>{fe102f6a-9808-1c9c-9897-d62f3a6958cf}</ProjectGuid> 15 + <ProjectGuid>{0fb0da77-85a4-96d4-1dc2-8ddaab877745}</ProjectGuid>
16 <ProjectTypeGuids>{E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids> 16 <ProjectTypeGuids>{E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
17 <OutputType>Library</OutputType> 17 <OutputType>Library</OutputType>
18 <AppDesignerFolder>Properties</AppDesignerFolder> 18 <AppDesignerFolder>Properties</AppDesignerFolder>
@@ -304,13 +304,22 @@ @@ -304,13 +304,22 @@
304 <HintPath>D:\UnityEditor\2022.3.53f1c1\Editor\Data\Managed\UnityEngine\UnityEditor.UnityConnectModule.dll</HintPath> 304 <HintPath>D:\UnityEditor\2022.3.53f1c1\Editor\Data\Managed\UnityEngine\UnityEditor.UnityConnectModule.dll</HintPath>
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306 <Reference Include="ReportGeneratorMerged"> 306 <Reference Include="ReportGeneratorMerged">
307 - <HintPath>D:\UnityFrameWork\My project\Library\PackageCache\com.unity.testtools.codecoverage@1.2.6\lib\ReportGenerator\ReportGeneratorMerged.dll</HintPath> 307 + <HintPath>D:\U3DFrameWork\Library\PackageCache\com.unity.testtools.codecoverage@1.2.6\lib\ReportGenerator\ReportGeneratorMerged.dll</HintPath>
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309 <Reference Include="DOTween"> 309 <Reference Include="DOTween">
310 - <HintPath>D:\UnityFrameWork\My project\Assets\Plugins\Demigiant\DOTween\DOTween.dll</HintPath> 310 + <HintPath>D:\U3DFrameWork\Assets\Plugins\Demigiant\DOTween\DOTween.dll</HintPath>
311 </Reference> 311 </Reference>
312 <Reference Include="Unity.VisualScripting.Antlr3.Runtime"> 312 <Reference Include="Unity.VisualScripting.Antlr3.Runtime">
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@@ -679,73 +688,73 @@ @@ -679,73 +688,73 @@
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681 <Reference Include="Unity.Timeline"> 690 <Reference Include="Unity.Timeline">
682 - <HintPath>D:\UnityFrameWork\My project\Library\ScriptAssemblies\Unity.Timeline.dll</HintPath> 691 + <HintPath>D:\U3DFrameWork\Library\ScriptAssemblies\Unity.Timeline.dll</HintPath>
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687 <Reference Include="UnityEngine.UI"> 696 <Reference Include="UnityEngine.UI">
688 - <HintPath>D:\UnityFrameWork\My project\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath> 697 + <HintPath>D:\U3DFrameWork\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
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711 <Reference Include="Unity.Timeline.Editor"> 720 <Reference Include="Unity.Timeline.Editor">
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720 <Reference Include="Unity.TextMeshPro"> 729 <Reference Include="Unity.TextMeshPro">
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741 <Reference Include="Unity.VSCode.Editor"> 750 <Reference Include="Unity.VSCode.Editor">
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751 <ItemGroup> 760 <ItemGroup>
@@ -12,7 +12,7 @@ @@ -12,7 +12,7 @@
12 <ProductVersion>10.0.20506</ProductVersion> 12 <ProductVersion>10.0.20506</ProductVersion>
13 <SchemaVersion>2.0</SchemaVersion> 13 <SchemaVersion>2.0</SchemaVersion>
14 <RootNamespace></RootNamespace> 14 <RootNamespace></RootNamespace>
15 - <ProjectGuid>{e6bdc332-25e1-2831-82c1-25d0441455a3}</ProjectGuid> 15 + <ProjectGuid>{9864750c-93e8-aa72-e152-534ad74cab45}</ProjectGuid>
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17 <OutputType>Library</OutputType> 17 <OutputType>Library</OutputType>
18 <AppDesignerFolder>Properties</AppDesignerFolder> 18 <AppDesignerFolder>Properties</AppDesignerFolder>
@@ -51,6 +51,8 @@ @@ -51,6 +51,8 @@
51 <Compile Include="Assets\Scripts\Main.cs" /> 51 <Compile Include="Assets\Scripts\Main.cs" />
52 <Compile Include="Assets\Scripts\UI\Test1.cs" /> 52 <Compile Include="Assets\Scripts\UI\Test1.cs" />
53 <Compile Include="Assets\Scripts\Manager\UIBase.cs" /> 53 <Compile Include="Assets\Scripts\Manager\UIBase.cs" />
  54 + <Compile Include="Assets\Scripts\Manager\ResourcesManager.cs" />
  55 + <Compile Include="Assets\Scripts\Manager\AudioManager.cs" />
54 <Compile Include="Assets\Scripts\Manager\UIAnimation.cs" /> 56 <Compile Include="Assets\Scripts\Manager\UIAnimation.cs" />
55 <Compile Include="Assets\Scripts\Manager\Singleton.cs" /> 57 <Compile Include="Assets\Scripts\Manager\Singleton.cs" />
56 <Reference Include="UnityEngine"> 58 <Reference Include="UnityEngine">
@@ -303,13 +305,22 @@ @@ -303,13 +305,22 @@
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1 using System.Collections; 1 using System.Collections;
2 using System.Collections.Generic; 2 using System.Collections.Generic;
3 using UnityEngine; 3 using UnityEngine;
  4 +using UnityEngine.Serialization;
4 using UnityEngine.UI; 5 using UnityEngine.UI;
5 6
6 public class Main : MonoBehaviour 7 public class Main : MonoBehaviour
7 { 8 {
8 - public Button btnTest; 9 + public Button btnPlay;
  10 + public Button btnStop;
  11 + public Button btnMute;
9 12
10 - public GameObject ui3;  
11 -  
12 - // Start is called before the first frame update  
13 void Start() 13 void Start()
14 { 14 {
15 - btnTest.onClick.AddListener(TestFuntion); 15 + btnPlay.onClick.AddListener(AudioPlay);
  16 + btnStop.onClick.AddListener(AudioStop);
  17 + btnMute.onClick.AddListener(AudioMute);
16 } 18 }
17 19
18 - // Update is called once per frame  
19 - void Update()  
20 - {  
21 - if (Input.GetKeyDown(KeyCode.D)) 20 + private void AudioMute()
22 { 21 {
23 - UIManager.Instance.ShowUI<Test1>(); 22 + AudioManager.Instance.Mute();
24 } 23 }
25 24
26 - if (Input.GetKeyDown(KeyCode.S)) 25 + private void AudioPlay()
27 { 26 {
28 - UIManager.Instance.HideUI<Test1>();  
29 - } 27 + AudioManager.Instance.PlayBGM(ResourcesManager.Instance.Load<AudioClip>("Video/video1"));
30 28
31 - if (Input.GetKeyDown(KeyCode.Space)) 29 + if (!AudioManager.Instance.IsPlayComplete())
32 { 30 {
33 - Instantiate(ui3); 31 + AudioManager.Instance.ResumeEffect();
34 } 32 }
35 -  
36 - if (Input.GetKeyDown(KeyCode.A)) 33 + else
37 { 34 {
38 - UIManager.Instance.ShowUI<Test3>(); 35 + AudioManager.Instance.PlayEffect(ResourcesManager.Instance.Load<AudioClip>("Video/video0"),
  36 + CompleteCallBack);
  37 + }
39 } 38 }
40 39
41 - if (Input.GetKeyDown(KeyCode.Q)) 40 + private void CompleteCallBack()
42 { 41 {
43 - UIManager.Instance.HideUI<Test3>();  
44 - } 42 + Debug.Log("声音播放完成");
45 } 43 }
46 44
47 - public void TestFuntion() 45 + private void AudioStop()
48 { 46 {
49 - UIManager.Instance.GetUi<Test1>().ShowLog(); 47 + AudioManager.Instance.PauseEffect();
50 } 48 }
51 } 49 }
  1 +using System;
  2 +using UnityEngine;
  3 +using System.Collections;
  4 +using Unity.VisualScripting;
  5 +using UnityEngine.Events;
  6 +
  7 +public class AudioManager : Singleton<AudioManager>
  8 +{
  9 + /// <summary>
  10 + /// BGM音效组件
  11 + /// </summary>
  12 + private AudioSource _bgmAudioSource;
  13 +
  14 + /// <summary>
  15 + /// 音效播放组件
  16 + /// </summary>
  17 + private AudioSource _effectAudioSource;
  18 +
  19 + /// <summary>
  20 + /// 完成回调
  21 + /// </summary>
  22 + private Action _onComplete;
  23 +
  24 + /// <summary>
  25 + /// 音频的时长
  26 + /// </summary>
  27 + private float _clipLength = 0f;
  28 +
  29 + /// <summary>
  30 + /// 当前播放音频的时长
  31 + /// </summary>
  32 + private float _curClipLength = 0f;
  33 +
  34 + /// <summary>
  35 + /// 是否正在播放
  36 + /// </summary>
  37 + /// <returns></returns>
  38 + public bool IsPlaying()
  39 + {
  40 + return _effectAudioSource.isPlaying;
  41 + }
  42 +
  43 + private bool _isPlayComplete = true;
  44 +
  45 + public bool IsPlayComplete()
  46 + {
  47 + return _isPlayComplete;
  48 + }
  49 +
  50 + protected override void Awake()
  51 + {
  52 + //初始化时 挂载AudioSource组件
  53 + if (_bgmAudioSource == null)
  54 + {
  55 + _bgmAudioSource = gameObject.AddComponent<AudioSource>();
  56 + }
  57 +
  58 +
  59 + if (_effectAudioSource == null)
  60 + {
  61 + _effectAudioSource = gameObject.AddComponent<AudioSource>();
  62 + }
  63 + }
  64 +
  65 + protected void Update()
  66 + {
  67 + if (_effectAudioSource != null && _effectAudioSource.isPlaying)
  68 + {
  69 + // 手动计时
  70 + _curClipLength += Time.deltaTime;
  71 + if (_curClipLength >= _clipLength)
  72 + {
  73 + _curClipLength = 0;
  74 + StopEffect();
  75 + _isPlayComplete = true;
  76 + _onComplete?.Invoke();
  77 + }
  78 + }
  79 + }
  80 +
  81 + /// <summary>
  82 + /// 播放Bgm
  83 + /// </summary>
  84 + /// <param name="clip"></param>
  85 + public void PlayBGM(AudioClip clip)
  86 + {
  87 + _bgmAudioSource.clip = clip;
  88 + _bgmAudioSource.loop = true;
  89 + _bgmAudioSource.Play();
  90 + }
  91 +
  92 + /// <summary>
  93 + /// 暂停Bgm
  94 + /// </summary>
  95 + public void PauseBgm()
  96 + {
  97 + _bgmAudioSource.Pause();
  98 + }
  99 +
  100 + /// <summary>
  101 + /// 恢复Bgm
  102 + /// </summary>
  103 + public void ResumeBgm()
  104 + {
  105 + _bgmAudioSource.UnPause();
  106 + }
  107 +
  108 + /// <summary>
  109 + /// 播放声音
  110 + /// </summary>
  111 + /// <param name="clip">音频文件</param>
  112 + /// <param name="callBack">回调参数</param>
  113 + /// <param name="isLoop">是否循环播放</param>
  114 + public void PlayEffect(AudioClip clip, Action callBack = null, bool isLoop = false)
  115 + {
  116 + if (clip == null)
  117 + {
  118 + Debug.LogError("音频报错: ");
  119 + return;
  120 + }
  121 +
  122 + _curClipLength = 0;
  123 + _effectAudioSource.Stop();
  124 + _isPlayComplete = false;
  125 + _onComplete = callBack;
  126 +
  127 + _effectAudioSource.clip = clip;
  128 + _effectAudioSource.loop = isLoop;
  129 + _clipLength = clip.length;
  130 + _effectAudioSource.Play();
  131 + }
  132 +
  133 + /// <summary>
  134 + /// 停止播放
  135 + /// </summary>
  136 + public void StopEffect()
  137 + {
  138 + _effectAudioSource.Stop();
  139 + }
  140 +
  141 + /// <summary>
  142 + /// 暂停播放
  143 + /// </summary>
  144 + public void PauseEffect()
  145 + {
  146 + _effectAudioSource.Pause();
  147 + }
  148 +
  149 + /// <summary>
  150 + /// 恢复播放
  151 + /// </summary>
  152 + public void ResumeEffect()
  153 + {
  154 + _effectAudioSource.UnPause();
  155 + }
  156 +
  157 + /// <summary>
  158 + /// 静音
  159 + /// </summary>
  160 + public void Mute()
  161 + {
  162 + _effectAudioSource.mute = !_effectAudioSource.mute;
  163 + _bgmAudioSource.mute = !_bgmAudioSource.mute;
  164 + }
  165 +}
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  3 +MonoImporter:
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  5 + serializedVersion: 2
  6 + defaultReferences: []
  7 + executionOrder: 0
  8 + icon: {instanceID: 0}
  9 + userData:
  10 + assetBundleName:
  11 + assetBundleVariant:
  1 +using System.Collections;
  2 +using System.Collections.Generic;
  3 +using System;
  4 +using UnityEngine;
  5 +using UnityEngine.Events;
  6 +
  7 +public class ResourcesManager : Singleton<ResourcesManager>
  8 +{
  9 + // 资源缓存字典
  10 + private Dictionary<string, UnityEngine.Object> resourceCache = new Dictionary<string, UnityEngine.Object>();
  11 +
  12 +
  13 + /// <summary>
  14 + /// 同步加载资源
  15 + /// </summary>
  16 + /// <typeparam name="T">资源类型</typeparam>
  17 + /// <param name="path">资源路径</param>
  18 + /// <param name="cache">是否缓存</param>
  19 + /// <returns>加载的资源</returns>
  20 + public T Load<T>(string path, bool cache = false) where T : UnityEngine.Object
  21 + {
  22 + if (string.IsNullOrEmpty(path))
  23 + {
  24 + Debug.LogError("资源路径不能为空");
  25 + return null;
  26 + }
  27 +
  28 + // 检查缓存
  29 + if (resourceCache.TryGetValue(path, out UnityEngine.Object cachedResource))
  30 + {
  31 + return cachedResource as T;
  32 + }
  33 +
  34 + // 从Resources加载
  35 + T resource = Resources.Load<T>(path);
  36 + if (resource == null)
  37 + {
  38 + Debug.LogError($"无法加载资源: {path}");
  39 + return null;
  40 + }
  41 +
  42 + // 缓存资源
  43 + if (cache)
  44 + {
  45 + resourceCache[path] = resource;
  46 + }
  47 +
  48 + return resource;
  49 + }
  50 +
  51 + /// <summary>
  52 + /// 加载一个二级UI
  53 + /// </summary>
  54 + /// <typeparam name="T"></typeparam>
  55 + public void ShowSecondUI<T>(string path) where T : UIBase
  56 + {
  57 + var uiname = typeof(T).Name;
  58 + if (UIManager.Instance.GetUi<T>() == null)
  59 + {
  60 + var obj = Load<GameObject>(path);
  61 + Instantiate(obj);
  62 + UIManager.Instance.ShowUI<T>();
  63 + }
  64 + else
  65 + {
  66 + Debug.LogError("场景中已经存在相同的UI: " + uiname);
  67 + }
  68 + }
  69 +}
  1 +fileFormatVersion: 2
  2 +guid: fd15927431a931244bc882efdcaa29e3
  3 +MonoImporter:
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  5 + serializedVersion: 2
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  7 + executionOrder: 0
  8 + icon: {instanceID: 0}
  9 + userData:
  10 + assetBundleName:
  11 + assetBundleVariant:
@@ -112,7 +112,6 @@ public class UIBase : MonoBehaviour, IUIBase @@ -112,7 +112,6 @@ public class UIBase : MonoBehaviour, IUIBase
112 } 112 }
113 113
114 isAnimation = true; 114 isAnimation = true;
115 - gameObject.transform.localScale = Vector3.one;  
116 switch (animationType) 115 switch (animationType)
117 { 116 {
118 case EUiAnimationType.None: 117 case EUiAnimationType.None:
@@ -123,6 +122,7 @@ public class UIBase : MonoBehaviour, IUIBase @@ -123,6 +122,7 @@ public class UIBase : MonoBehaviour, IUIBase
123 UIAnimation.ZoomIn(gameObject, OpenComplete); 122 UIAnimation.ZoomIn(gameObject, OpenComplete);
124 break; 123 break;
125 case EUiAnimationType.Fade: 124 case EUiAnimationType.Fade:
  125 + gameObject.transform.localScale = Vector3.one;
126 UIAnimation.FadeIn(gameObject, OpenComplete); 126 UIAnimation.FadeIn(gameObject, OpenComplete);
127 break; 127 break;
128 } 128 }
@@ -15,7 +15,7 @@ public class UIManager : Singleton<UIManager> @@ -15,7 +15,7 @@ public class UIManager : Singleton<UIManager>
15 /// </summary> 15 /// </summary>
16 public Transform uiRoot 16 public Transform uiRoot
17 { 17 {
18 - get { return GameObject.Find("UIRoot").transform; } 18 + get { return GameObject.Find("Top").transform; }
19 } 19 }
20 20
21 #region 管理UI 21 #region 管理UI
  1 +fileFormatVersion: 2
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  3 +folderAsset: yes
  4 +DefaultImporter:
  5 + externalObjects: {}
  6 + userData:
  7 + assetBundleName:
  8 + assetBundleVariant:
No preview for this file type
  1 +fileFormatVersion: 2
  2 +guid: 94ec15b2d73eb254b8528d94eb86c8d6
  3 +AudioImporter:
  4 + externalObjects: {}
  5 + serializedVersion: 7
  6 + defaultSettings:
  7 + serializedVersion: 2
  8 + loadType: 0
  9 + sampleRateSetting: 0
  10 + sampleRateOverride: 44100
  11 + compressionFormat: 1
  12 + quality: 1
  13 + conversionMode: 0
  14 + preloadAudioData: 0
  15 + platformSettingOverrides: {}
  16 + forceToMono: 0
  17 + normalize: 1
  18 + loadInBackground: 0
  19 + ambisonic: 0
  20 + 3D: 1
  21 + userData:
  22 + assetBundleName:
  23 + assetBundleVariant:
No preview for this file type
  1 +fileFormatVersion: 2
  2 +guid: 51ae471ad2c96de4bb106ee83a74d037
  3 +AudioImporter:
  4 + externalObjects: {}
  5 + serializedVersion: 7
  6 + defaultSettings:
  7 + serializedVersion: 2
  8 + loadType: 0
  9 + sampleRateSetting: 0
  10 + sampleRateOverride: 44100
  11 + compressionFormat: 1
  12 + quality: 1
  13 + conversionMode: 0
  14 + preloadAudioData: 0
  15 + platformSettingOverrides: {}
  16 + forceToMono: 0
  17 + normalize: 1
  18 + loadInBackground: 0
  19 + ambisonic: 0
  20 + 3D: 1
  21 + userData:
  22 + assetBundleName:
  23 + assetBundleVariant:
@@ -284,7 +284,99 @@ PlayerSettings: @@ -284,7 +284,99 @@ PlayerSettings:
284 AndroidValidateAppBundleSize: 1 284 AndroidValidateAppBundleSize: 1
285 AndroidAppBundleSizeToValidate: 150 285 AndroidAppBundleSizeToValidate: 150
286 m_BuildTargetIcons: [] 286 m_BuildTargetIcons: []
287 - m_BuildTargetPlatformIcons: [] 287 + m_BuildTargetPlatformIcons:
  288 + - m_BuildTarget: Android
  289 + m_Icons:
  290 + - m_Textures: []
  291 + m_Width: 432
  292 + m_Height: 432
  293 + m_Kind: 2
  294 + m_SubKind:
  295 + - m_Textures: []
  296 + m_Width: 324
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  333 + m_Kind: 1
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288 m_BuildTargetBatching: 380 m_BuildTargetBatching:
289 - m_BuildTarget: Standalone 381 - m_BuildTarget: Standalone
290 m_StaticBatching: 1 382 m_StaticBatching: 1
  1 +
  2 +Microsoft Visual Studio Solution File, Format Version 11.00
  3 +# Visual Studio 2010
  4 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-firstpass", "Assembly-CSharp-firstpass.csproj", "{0fb0da77-85a4-96d4-1dc2-8ddaab877745}"
  5 +EndProject
  6 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{9864750c-93e8-aa72-e152-534ad74cab45}"
  7 +EndProject
  8 +Global
  9 + GlobalSection(SolutionConfigurationPlatforms) = preSolution
  10 + Debug|Any CPU = Debug|Any CPU
  11 + EndGlobalSection
  12 + GlobalSection(ProjectConfigurationPlatforms) = postSolution
  13 + {0fb0da77-85a4-96d4-1dc2-8ddaab877745}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
  14 + {0fb0da77-85a4-96d4-1dc2-8ddaab877745}.Debug|Any CPU.Build.0 = Debug|Any CPU
  15 + {9864750c-93e8-aa72-e152-534ad74cab45}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
  16 + {9864750c-93e8-aa72-e152-534ad74cab45}.Debug|Any CPU.Build.0 = Debug|Any CPU
  17 + EndGlobalSection
  18 + GlobalSection(SolutionProperties) = preSolution
  19 + HideSolutionNode = FALSE
  20 + EndGlobalSection
  21 +EndGlobal
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