chore: initial commit

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2026-05-08 11:04:00 +08:00
commit f55d2a57c3
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using System.Collections;
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")]
[SerializeField] private AudioSource[] _sfxSources;
[Header("Event Channels - Subscribe")]
[SerializeField] private VoidEventChannelSO _onPlayerDied;
private AudioSource _activeBGMSource;
private AudioSource _inactiveBGMSource;
private Coroutine _crossfadeCoroutine;
private int _sfxRoundRobin;
// ── 遗留单例(已废弃;新代码请使用 ServiceLocator.Get<IAudioService>())────────────
[System.Obsolete("Use ServiceLocator.Get<IAudioService>() instead.")]
public static AudioManager Instance { get; private set; }
private void Awake()
{
#pragma warning disable CS0618
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
#pragma warning restore CS0618
_activeBGMSource = _bgmSourceA;
_inactiveBGMSource = _bgmSourceB;
// ServiceLocator 注册(覆盖 GameServiceRegistrar 的 NullAudioService 兜底)
ServiceLocator.Register<IAudioService>(this);
}
private void OnEnable()
{
if (_onPlayerDied != null)
_onPlayerDied.OnEventRaised += HandlePlayerDied;
}
private void OnDisable()
{
if (_onPlayerDied != null)
_onPlayerDied.OnEventRaised -= HandlePlayerDied;
}
// ── IAudioService string-key APIPhase 2 接入 AudioEventSO 后完整实现)─────────────
/// <summary>
/// 按 Addressable key 播放 BGM。Phase 2 接入 AudioEventSO 前为占位警告。
/// </summary>
public void PlayBGM(string key)
=> Debug.LogWarning($"[AudioManager] PlayBGM(key) 尚未接入 AudioEventSOPhase 2。key={key}");
/// <summary>
/// 按 Addressable key 播放 SFX。Phase 2 接入 AudioEventSO 前为占位警告。
/// </summary>
public void PlaySFX(string key)
=> Debug.LogWarning($"[AudioManager] PlaySFX(key) 尚未接入 AudioEventSOPhase 2。key={key}");
// ── 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 GlobalSettings 并应用所有音量初始值。</summary>
public void Initialize()
{
// TODO: 从 SettingsManager / PlayerPrefs 读取保存的音量值并应用
}
// ── 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();
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)
=> PlaySFX(clip, 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 AudioSource NextSFXSource()
{
if (_sfxSources == null || _sfxSources.Length == 0) return _bgmSourceA;
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;
}
}