摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

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using UnityEngine;
using UnityEngine.Audio;
namespace BaseGames.Audio
{
/// <summary>
/// 音频全局配置 SO区域 BGM 映射、Boss BGM 映射、特殊曲目。
/// 资产路径Assets/ScriptableObjects/Audio/AUD_Config.asset
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Audio/AudioConfig")]
public class AudioConfigSO : ScriptableObject
{
[System.Serializable]
public struct ZoneBGMEntry
{
public string ZoneId;
public AudioClip BGMClip;
public float FadeDuration;
}
[System.Serializable]
public struct BossBGMEntry
{
public string BossId;
public AudioClip BGMClip;
}
[Header("区域 BGM 映射")]
public ZoneBGMEntry[] ZoneBGMs;
[Header("Boss BGM 映射")]
public BossBGMEntry[] BossBGMs;
[Header("特殊曲目")]
public AudioClip MainMenuBGM;
public AudioClip GameOverSting;
public AudioClip VictoryStingBGM;
[Min(0.1f)]
public float VictoryStingDuration = 4f;
public AudioClip GetZoneBGM(string zoneId)
{
if (ZoneBGMs == null) return null;
foreach (var e in ZoneBGMs)
if (e.ZoneId == zoneId) return e.BGMClip;
return null;
}
public AudioClip GetBossBGM(string bossId)
{
if (BossBGMs == null) return null;
foreach (var e in BossBGMs)
if (e.BossId == bossId) return e.BGMClip;
return null;
}
}
}

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using UnityEngine;
using UnityEngine.Audio;
namespace BaseGames.Audio
{
/// <summary>
/// 音效事件 ScriptableObject。随机从 Clips 中选取一条播放,
/// 并在 Volume / Pitch 区间内随机变化,增强音效多样性。
/// </summary>
[CreateAssetMenu(menuName = "BaseGames/Audio/AudioEvent")]
public class AudioEventSO : ScriptableObject
{
[SerializeField] private AudioClip[] _clips;
[SerializeField] private float _volumeMin = 0.9f;
[SerializeField] private float _volumeMax = 1.0f;
[SerializeField] private float _pitchMin = 0.95f;
[SerializeField] private float _pitchMax = 1.05f;
[SerializeField] private AudioMixerGroup _mixerGroup;
public AudioClip PickClip()
{
if (_clips == null || _clips.Length == 0) return null;
return _clips[Random.Range(0, _clips.Length)];
}
public float PickVolume() => Random.Range(_volumeMin, _volumeMax);
/// <summary>通过已有的 AudioSource 播放(适用于场景内固定位置音效)。</summary>
public void Play(AudioSource source)
{
var clip = PickClip();
if (clip == null || source == null) return;
source.clip = clip;
source.volume = PickVolume();
source.pitch = Random.Range(_pitchMin, _pitchMax);
source.outputAudioMixerGroup = _mixerGroup;
source.Play();
}
/// <summary>通过 AudioSource.PlayOneShot 播放(不打断当前音效)。</summary>
public void PlayOneShot(AudioSource source)
{
var clip = PickClip();
if (clip == null || source == null) return;
source.outputAudioMixerGroup = _mixerGroup;
source.pitch = Random.Range(_pitchMin, _pitchMax);
source.PlayOneShot(clip, PickVolume());
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.Audio
{
/// <summary>
/// 音频管理器。
/// 职责BGM 双 Source 交叉淡入淡出、SFX 多源轮转池、AudioMixer 快照切换、音量控制。
/// 挂在 Persistent 场景 [AudioManager] GameObject 上。
/// </summary>
[DefaultExecutionOrder(-500)]
public class AudioManager : MonoBehaviour, IAudioService
{
[Header("AudioMixer")]
[SerializeField] private AudioMixer _mixer;
[Header("BGM Sources双 Source 交叉淡入淡出)")]
[SerializeField] private AudioSource _bgmSourceA;
[SerializeField] private AudioSource _bgmSourceB;
[Header("SFX Pool建议 6 个,均路由到 SFX MixerGroup")]
[Tooltip("轮转池大小:同帧触发数超过此值时最旧的音效会被打断。建议 6~8 个。")]
[SerializeField] private AudioSource[] _sfxSources;
[Header("Audio ConfigBGM 映射)")]
[SerializeField] private AudioConfigSO _audioConfig;
[Header("SFX 注册表key → AudioEventSO")]
[SerializeField] private AudioEventEntry[] _sfxRegistry;
[System.Serializable]
public struct AudioEventEntry
{
public string Key;
public AudioEventSO Event;
}
[Header("Event Channels - Subscribe")]
[SerializeField] private VoidEventChannelSO _onPlayerDied;
private AudioSource _activeBGMSource;
private AudioSource _inactiveBGMSource;
private Coroutine _crossfadeCoroutine;
private int _sfxRoundRobin;
private Dictionary<string, AudioEventSO> _sfxLookup;
private readonly CompositeDisposable _subs = new();
private void Awake()
{
if (ServiceLocator.GetOrDefault<IAudioService>() != null) { Destroy(gameObject); return; }
Debug.Assert(_audioConfig != null, "[AudioManager] _audioConfig 未赋值,请在 Inspector 中指定 AudioConfigSO。", this);
_activeBGMSource = _bgmSourceA;
_inactiveBGMSource = _bgmSourceB;
ServiceLocator.Register<IAudioService>(this);
BuildSFXLookup();
Initialize();
}
private void OnEnable()
{
_onPlayerDied?.Subscribe(HandlePlayerDied).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
}
private void OnDestroy()
{
ServiceLocator.Unregister<IAudioService>(this);
}
// ── IAudioService string-key API ────────────────────────────────────────────
/// <summary>按 Zone/Boss key 查 AudioConfigSO 播放 BGM。</summary>
public void PlayBGM(string key)
{
var clip = _audioConfig.GetZoneBGM(key) ?? _audioConfig.GetBossBGM(key);
if (clip == null)
{
Debug.LogWarning($"[AudioManager] BGM key '{key}' 在 AudioConfigSO 中未找到。");
return;
}
PlayBGM(clip);
}
/// <summary>按 key 查 SFX 注册表播放 AudioEventSO。</summary>
public void PlaySFX(string key)
{
if (_sfxLookup != null && _sfxLookup.TryGetValue(key, out var evt))
{
evt?.PlayOneShot(NextSFXSource());
return;
}
Debug.LogWarning($"[AudioManager] SFX key '{key}' 未在注册表中找到。");
}
// ── 音量控制 ─────────────────────────────────────────────────────────────
/// <summary>
/// 将指定 Exposed Parameter 设置为 0-1 线性值(内部转换为 dB
/// 唯一音量写入入口(同时满足 IAudioService.SetVolume 接口)。
/// </summary>
public void SetVolume(string exposedParam, float linear)
=> _mixer.SetFloat(exposedParam, LinearToDecibel(linear));
/// <summary>读取 SettingsManager 已加载的设置数据并应用四路音量到 AudioMixer。</summary>
public void Initialize()
{
var settings = ServiceLocator.GetOrDefault<ISettingsService>();
GlobalSettingsData data = settings?.Current ?? new GlobalSettingsData();
SetVolume(AudioMixerKeys.Master, data.MasterVolume);
SetVolume(AudioMixerKeys.BGM, data.BGMVolume);
SetVolume(AudioMixerKeys.SFX, data.SFXVolume);
SetVolume(AudioMixerKeys.Ambient, data.AmbientVolume);
}
// ── BGM ──────────────────────────────────────────────────────────────────
/// <summary>播放 BGM使用双 AudioSource 交叉淡入淡出。</summary>
public void PlayBGM(AudioClip clip, float fadeOutDur = 1f, float fadeInDur = 1f)
{
if (clip == null) return;
if (_crossfadeCoroutine != null) StopCoroutine(_crossfadeCoroutine);
_crossfadeCoroutine = StartCoroutine(CrossfadeCoroutine(clip, fadeOutDur, fadeInDur));
}
/// <summary>停止 BGM带淡出。</summary>
public void StopBGM(float fadeDuration = 1f)
{
if (_crossfadeCoroutine != null) StopCoroutine(_crossfadeCoroutine);
_crossfadeCoroutine = StartCoroutine(FadeOutCoroutine(_activeBGMSource, fadeDuration));
}
// ── SFX ──────────────────────────────────────────────────────────────────
/// <summary>
/// 一次性播放 SFX使用轮转多源池避免高密度战斗时音效相互戳断。
/// </summary>
public void PlaySFX(AudioClip clip, float volumeScale = 1f)
{
if (clip == null) return;
var src = NextSFXSource();
if (src == null) return;
src.volume = volumeScale;
src.PlayOneShot(clip);
}
/// <summary>2D 游戏中位置无衰减,统一委托多源池播放。</summary>
public void PlaySFXAtPosition(AudioClip clip, Vector2 pos, float volumeScale = 1f)
{
if (clip == null) return;
AudioSource.PlayClipAtPoint(clip, pos, volumeScale);
}
// ── 快照切换 ─────────────────────────────────────────────────────────────
/// <summary>切换 AudioMixer 快照(如 Default / Paused / Dead / BossFight。</summary>
public void TransitionToSnapshot(string snapshotName, float transitionTime = 0.5f)
{
var snapshot = _mixer.FindSnapshot(snapshotName);
if (snapshot != null)
snapshot.TransitionTo(transitionTime);
else
Debug.LogWarning($"[AudioManager] Snapshot '{snapshotName}' not found in mixer.");
}
// ── 内部实现 ─────────────────────────────────────────────────────────────
private void HandlePlayerDied()
{
TransitionToSnapshot("Dead", 1.5f);
}
private void BuildSFXLookup()
{
_sfxLookup = new Dictionary<string, AudioEventSO>(_sfxRegistry?.Length ?? 0);
if (_sfxRegistry == null) return;
foreach (var entry in _sfxRegistry)
if (!string.IsNullOrEmpty(entry.Key) && entry.Event != null)
_sfxLookup[entry.Key] = entry.Event;
}
private AudioSource NextSFXSource()
{
if (_sfxSources == null || _sfxSources.Length == 0)
{
Debug.LogError("[AudioManager] SFX Source 池为空,请在 Inspector 中为 _sfxSources 赋值。");
return null;
}
return _sfxSources[_sfxRoundRobin++ % _sfxSources.Length];
}
private IEnumerator CrossfadeCoroutine(AudioClip newClip, float fadeOutDur, float fadeInDur)
{
// 淡出当前活跃 Source
float startVolume = _activeBGMSource.volume;
float elapsed = 0f;
while (elapsed < fadeOutDur)
{
elapsed += Time.unscaledDeltaTime;
_activeBGMSource.volume = Mathf.Lerp(startVolume, 0f, elapsed / fadeOutDur);
yield return null;
}
_activeBGMSource.Stop();
_activeBGMSource.volume = 0f;
// 切换到非活跃 Source 播放新曲目
var temp = _activeBGMSource;
_activeBGMSource = _inactiveBGMSource;
_inactiveBGMSource = temp;
_activeBGMSource.clip = newClip;
_activeBGMSource.volume = 0f;
_activeBGMSource.Play();
// 淡入新 Source
elapsed = 0f;
while (elapsed < fadeInDur)
{
elapsed += Time.unscaledDeltaTime;
_activeBGMSource.volume = Mathf.Lerp(0f, 1f, elapsed / fadeInDur);
yield return null;
}
_activeBGMSource.volume = 1f;
_crossfadeCoroutine = null;
}
private IEnumerator FadeOutCoroutine(AudioSource source, float duration)
{
float startVolume = source.volume;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.unscaledDeltaTime;
source.volume = Mathf.Lerp(startVolume, 0f, elapsed / duration);
yield return null;
}
source.Stop();
source.volume = 0f;
_crossfadeCoroutine = null;
}
private static float LinearToDecibel(float linear)
=> linear > 0.0001f ? 20f * Mathf.Log10(linear) : -80f;
}
}

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namespace BaseGames.Audio
{
/// <summary>
/// AudioMixer Exposed Parameter 字符串常量。
/// 与 Assets/Audio/MainMixer.mixer 中的 Exposed Parameters 保持同步。
/// 参数范围:-80 ~ 0 dB代码通过 LinearToDecibel 转换后写入)。
/// </summary>
public static class AudioMixerKeys
{
public const string Master = "MasterVolume";
public const string BGM = "BGMVolume";
public const string SFX = "SFXVolume";
public const string Ambient = "AmbientVolume";
}
}

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using UnityEngine;
using BaseGames.Core.Events;
namespace BaseGames.Audio
{
/// <summary>
/// 区域音效触发器:玩家进入 Collider2D 时广播 _onRegionEntered 事件频道。
/// 挂在区域边界的 GameObject 上Collider2D 设置为 Is Trigger。
/// _zoneId 须与 AudioConfigSO.ZoneBGMs 中的 ZoneId 一致。
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class AudioZone : MonoBehaviour
{
[SerializeField] private string _zoneId;
[SerializeField] private StringEventChannelSO _onRegionEntered;
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag("Player")) return;
if (_onRegionEntered != null)
_onRegionEntered.Raise(_zoneId);
}
}
}

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using System.Collections;
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.Audio
{
/// <summary>BGM 状态机内部状态。</summary>
public enum MusicState
{
Exploration, // 默认:区域探索 BGM
Boss, // Boss 战Boss 主题 BGM
Victory, // Boss 击败后短暂胜利音乐
None, // 过场/死亡/主菜单时由 BGMController 直接切换
}
/// <summary>
/// BGM 控制器:订阅世界/Boss/游戏状态事件,指挥 AudioManager 切换 BGM 和快照。
/// 挂在 Persistent 场景 [AudioManager] 子对象上。
/// </summary>
public class BGMController : MonoBehaviour
{
[SerializeField] private AudioManager _audioManager;
[SerializeField] private AudioConfigSO _config;
[Header("Event Channels - Subscribe")]
[SerializeField] private GameStateEventChannelSO _onGameStateChanged;
[SerializeField] private BoolEventChannelSO _onBossFightToggled; // true=开始, false=结束
[SerializeField] private StringEventChannelSO _onRegionEntered;
private MusicState _musicState = MusicState.Exploration;
private string _currentRegion = string.Empty;
private readonly CompositeDisposable _subscriptions = new();
private void Awake()
{
Debug.Assert(_config != null, "[BGMController] _config 未赋值,请在 Inspector 中指定 AudioConfigSO。", this);
}
private void OnEnable()
{
_onBossFightToggled?.Subscribe(OnBossFightToggled).AddTo(_subscriptions);
_onRegionEntered?.Subscribe(OnRegionEntered).AddTo(_subscriptions);
_onGameStateChanged?.Subscribe(HandleStateChanged).AddTo(_subscriptions);
}
private void OnDisable()
{
_subscriptions.Clear();
}
private void OnBossFightToggled(bool started)
{
if (started)
{
_musicState = MusicState.Boss;
var clip = _config.GetBossBGM(_currentRegion);
if (clip == null)
{
Debug.LogWarning($"[BGMController] 区域 '{_currentRegion}' 未配置 Boss BGM将保持当前音乐。", this);
}
else
{
_audioManager.PlayBGM(clip, fadeOutDur: 1f, fadeInDur: 0.5f);
}
_audioManager.TransitionToSnapshot("BossFight", 0.5f);
}
else
{
StartCoroutine(PlayVictoryThenRestore());
}
}
private IEnumerator PlayVictoryThenRestore()
{
_musicState = MusicState.Victory;
_audioManager.PlayBGM(_config.VictoryStingBGM,
fadeOutDur: 0.3f, fadeInDur: 0.1f);
float dur = _config.VictoryStingDuration;
yield return new WaitForSecondsRealtime(dur);
_musicState = MusicState.Exploration;
OnRegionEntered(_currentRegion);
_audioManager.TransitionToSnapshot("Default", 1.0f);
}
private void OnRegionEntered(string regionId)
{
if (regionId == _currentRegion) return;
_currentRegion = regionId;
if (_musicState == MusicState.Exploration)
{
var clip = _config.GetZoneBGM(regionId);
if (clip == null)
{
Debug.LogWarning($"[BGMController] 区域 '{regionId}' 未配置 BGM将保持当前音乐。", this);
return;
}
_audioManager.PlayBGM(clip, fadeOutDur: 1f, fadeInDur: 1f);
}
}
private void HandleStateChanged(GameStateId state)
{
if (state == GameStates.MainMenu)
_audioManager.PlayBGM(_config.MainMenuBGM,
fadeOutDur: 0.5f, fadeInDur: 1.0f);
else if (state == GameStates.Paused)
_audioManager.TransitionToSnapshot("Paused", 0.2f);
else if (state == GameStates.Dead)
_audioManager.TransitionToSnapshot("Dead", 1.5f);
else if (state == GameStates.Gameplay)
_audioManager.TransitionToSnapshot("Default", 0.3f);
}
}
}

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{
"excludePlatforms": [],
"allowUnsafeCode": false,
"precompiledReferences": [],
"name": "BaseGames.Audio",
"defineConstraints": [],
"noEngineReferences": false,
"versionDefines": [],
"rootNamespace": "BaseGames.Audio",
"references": [
"BaseGames.Core.Events",
"BaseGames.Core",
"BaseGames.Combat"
],
"autoReferenced": true,
"overrideReferences": false,
"includePlatforms": []
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using UnityEngine;
using BaseGames.Core.Events;
using BaseGames.Combat;
namespace BaseGames.Audio
{
/// <summary>
/// 订阅战斗/死亡事件,通过 GlobalSFXPlayer 播放对应 AudioEventSO 音效。
/// 挂载在 Persistent 场景的 [Systems] GameObject 上。
/// 使用 AudioEventSO 替代裸 AudioClip支持随机音量 / 音调 / 多片段。
/// </summary>
public class CombatSFXController : MonoBehaviour
{
[Header("Event Channels")]
[SerializeField] private HitConfirmedEventChannelSO _onHitConfirmed;
[SerializeField] private VoidEventChannelSO _onPlayerDied;
[Header("Default Hit SFX")]
[SerializeField] private AudioEventSO _defaultHitSFX;
[Header("Per-Type Hit SFX (optional, overrides default)")]
[SerializeField] private AudioEventSO _sparkHitSFX;
[SerializeField] private AudioEventSO _slashHitSFX;
[SerializeField] private AudioEventSO _bloodHitSFX;
[SerializeField] private AudioEventSO _magicHitSFX;
[SerializeField] private AudioEventSO _heavyHitSFX;
[SerializeField] private AudioEventSO _critHitSFX;
[SerializeField] private AudioEventSO _parryHitSFX;
[SerializeField] private AudioEventSO _fireHitSFX;
[SerializeField] private AudioEventSO _iceHitSFX;
[Header("Death SFX")]
[SerializeField] private AudioEventSO _playerDeathSFX;
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
_onHitConfirmed?.Subscribe(HandleHit).AddTo(_subs);
_onPlayerDied?.Subscribe(HandlePlayerDied).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
}
private void HandleHit(HitInfo info)
{
AudioEventSO sfx = ResolveHitSFX(info.DamageInfo.FxType);
if (sfx == null) return;
GlobalSFXPlayer.Play(sfx, info.HitPoint);
}
private void HandlePlayerDied()
{
if (_playerDeathSFX == null) return;
GlobalSFXPlayer.Play(_playerDeathSFX);
}
private AudioEventSO ResolveHitSFX(HitFxType fxType)
{
AudioEventSO perType = fxType switch
{
HitFxType.Spark => _sparkHitSFX,
HitFxType.Slash => _slashHitSFX,
HitFxType.Blood => _bloodHitSFX,
HitFxType.Magic => _magicHitSFX,
HitFxType.Heavy => _heavyHitSFX,
HitFxType.Crit => _critHitSFX,
HitFxType.Parry => _parryHitSFX,
HitFxType.Fire => _fireHitSFX,
HitFxType.Ice => _iceHitSFX,
_ => null
};
return perType != null ? perType : _defaultHitSFX;
}
}
}

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// Assets/Scripts/Audio/FootstepAudioConfigSO.cs
// 脚步声音效配置Architecture 21_LiquidPuzzleModule §3.3
using System;
using UnityEngine;
namespace BaseGames.Audio
{
[CreateAssetMenu(menuName = "BaseGames/BaseGames/Audio/FootstepAudioConfig")]
public class FootstepAudioConfigSO : ScriptableObject
{
[Serializable]
public struct MaterialEntry
{
public FootstepMaterial material;
public AudioClip[] clips; // 随机选一个,防止重复感
[Range(0f, 1f)] public float volume;
[Range(0.8f, 1.2f)] public float pitchVariance; // 每次随机 pitch 偏移范围
}
public MaterialEntry[] entries;
public MaterialEntry? GetEntry(FootstepMaterial mat)
{
if (entries == null) return null;
foreach (var e in entries)
if (e.material == mat) return e;
return null;
}
}
}

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// Assets/Scripts/Audio/FootstepMaterial.cs
// 脚步声材质枚举Architecture 21_LiquidPuzzleModule §3.3
namespace BaseGames.Audio
{
public enum FootstepMaterial
{
Stone, // 石板地(默认)
Dirt, // 泥土/草地
Wood, // 木板
Metal, // 金属格栅
Water, // 浅水区(溅水声)
Sand, // 沙地
Grass, // 草丛
Cave, // 洞穴(回响加强)
}
}

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// Assets/Scripts/Audio/FootstepMaterialMarker.cs
// 挂载到地面碰撞体所在 GameObject标记该地面的脚步声材质
// Architecture 21_LiquidPuzzleModule §3.3
using UnityEngine;
namespace BaseGames.Audio
{
/// <summary>
/// 挂载到地面碰撞体所在 GameObjectTilemap 图层 or 单体地形 Prefab
/// 若玩家脚下 GameObject 无此组件,默认使用 FootstepMaterial.Stone。
/// </summary>
public class FootstepMaterialMarker : MonoBehaviour
{
public FootstepMaterial material = FootstepMaterial.Stone;
}
}

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using UnityEngine;
using BaseGames.Core;
namespace BaseGames.Audio
{
/// <summary>
/// 全局 SFX 播放入口(单例 MonoBehaviour
/// 通过 <see cref="Play"/> 静态方法播放 <see cref="AudioEventSO"/>
/// 可选传入世界坐标以在指定位置 3D 播放。
/// </summary>
public class GlobalSFXPlayer : MonoBehaviour
{
private static GlobalSFXPlayer _instance;
[SerializeField] private AudioSource _globalSFXSource;
private void Awake()
{
if (_instance != null) { Destroy(gameObject); return; }
_instance = this;
}
/// <summary>
/// 播放一个音效事件。
/// <para>若传入 <paramref name="worldPos"/>,则在该位置 3D 播放;否则使用全局 AudioSource 2D 播放。</para>
/// </summary>
public static void Play(AudioEventSO audioEvent, Vector2? worldPos = null)
{
if (audioEvent == null || _instance == null) return;
if (worldPos.HasValue)
{
var clip = audioEvent.PickClip();
if (clip != null)
ServiceLocator.GetOrDefault<IAudioService>()
?.PlaySFXAtPosition(clip, worldPos.Value, audioEvent.PickVolume());
}
else
{
audioEvent.Play(_instance._globalSFXSource);
}
}
}
}

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// Assets/Scripts/Audio/UnderwaterAudioController.cs
// 进入 LiquidZone 时切换水下 DSP 处理Architecture 21_LiquidPuzzleModule §3.4
using UnityEngine;
using UnityEngine.Audio;
using BaseGames.Core.Events;
namespace BaseGames.Audio
{
/// <summary>
/// 挂载于 PlayerController 所在 GameObject。
/// 订阅 EVT_LiquidEntered / EVT_LiquidExited 事件频道(与 WaterDangerState、UnderwaterPostProcessingController 一致)。
/// 切换 AudioMixer Snapshot 以应用/解除水下 DSP 处理。
/// 仅响应 Water 类型液体Acid / Lava 不切换水下音频。
/// </summary>
public class UnderwaterAudioController : MonoBehaviour
{
[SerializeField] private AudioMixer _mixer;
[SerializeField] private float _transitionDuration = 0.3f;
[Header("Event Channels")]
[SerializeField] private LiquidEventChannelSO _onLiquidEntered; // EVT_LiquidEntered
[SerializeField] private LiquidEventChannelSO _onLiquidExited; // EVT_LiquidExited
private readonly CompositeDisposable _subs = new();
private void OnEnable()
{
_onLiquidEntered?.Subscribe(OnLiquidEntered).AddTo(_subs);
_onLiquidExited?.Subscribe(OnLiquidExited).AddTo(_subs);
}
private void OnDisable() => _subs.Clear();
private void OnLiquidEntered(LiquidEvent evt)
{
if (evt.LiquidType == LiquidType.Water)
EnterWater();
}
private void OnLiquidExited(LiquidEvent evt)
{
if (evt.LiquidType == LiquidType.Water)
ExitWater();
}
/// <summary>切换至水下 AudioMixer Snapshot。</summary>
public void EnterWater()
{
_mixer?.FindSnapshot("Underwater")?.TransitionTo(_transitionDuration);
}
/// <summary>切换回默认 AudioMixer Snapshot。</summary>
public void ExitWater()
{
_mixer?.FindSnapshot("Default")?.TransitionTo(_transitionDuration);
}
}
}

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