// 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;
using BaseGames.World.Liquid;
namespace BaseGames.Audio
{
///
/// 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。
///
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 == nameof(LiquidType.Water))
EnterWater();
}
private void OnLiquidExited(LiquidEvent evt)
{
if (evt.LiquidType == nameof(LiquidType.Water))
ExitWater();
}
/// 切换至水下 AudioMixer Snapshot。
public void EnterWater()
{
_mixer?.FindSnapshot("Underwater")?.TransitionTo(_transitionDuration);
}
/// 切换回默认 AudioMixer Snapshot。
public void ExitWater()
{
_mixer?.FindSnapshot("Default")?.TransitionTo(_transitionDuration);
}
}
}