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添加音效

DESKTOP-FB72PO8\Administrator 5 月之前
父节点
当前提交
8b2d35190e
共有 28 个文件被更改,包括 3202 次插入26 次删除
  1. 5 2
      Assets/Art/VFX/Materials/01lz.mat
  2. 6 2
      Assets/Art/VFX/Materials/Alpha_bd3.mat
  3. 6 2
      Assets/Art/VFX/Materials/anse04.mat
  4. 1 1
      Assets/Art/VFX/Materials/fx_603_ice_zd.mat
  5. 1 1
      Assets/Art/VFX/Materials/fx_dg_bo_an.mat
  6. 1 1
      Assets/Art/VFX/Materials/yx02_gun_tw.mat
  7. 152 0
      Assets/New Material.mat
  8. 8 0
      Assets/New Material.mat.meta
  9. 8 0
      Assets/Res/HeroAudio.meta
  10. 16 0
      Assets/Res/HeroAudio/MainAudio.asset
  11. 8 0
      Assets/Res/HeroAudio/MainAudio.asset.meta
  12. 3 0
      Assets/Scripts/Core/Audio.meta
  13. 31 0
      Assets/Scripts/Core/Audio/AudioBundleInfo.cs
  14. 3 0
      Assets/Scripts/Core/Audio/AudioBundleInfo.cs.meta
  15. 218 0
      Assets/Scripts/Core/Audio/AudioManager.cs
  16. 3 0
      Assets/Scripts/Core/Audio/AudioManager.cs.meta
  17. 18 0
      Assets/Scripts/Core/Audio/AudioMono.cs
  18. 3 0
      Assets/Scripts/Core/Audio/AudioMono.cs.meta
  19. 104 0
      Assets/Scripts/Core/Audio/AudioSourcePool.cs
  20. 3 0
      Assets/Scripts/Core/Audio/AudioSourcePool.cs.meta
  21. 38 0
      Assets/Scripts/Core/Audio/AudionSettingConfig.cs
  22. 3 0
      Assets/Scripts/Core/Audio/AudionSettingConfig.cs.meta
  23. 4 0
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs
  24. 2 1
      Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs
  25. 16 16
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineAudioEventLogic.cs
  26. 1 0
      Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ITimeLineAudio.cs
  27. 3 0
      UserSettings/EditorUserSettings.asset
  28. 2537 0
      UserSettings/Layouts/CurrentMaximizeLayout.dwlt

+ 5 - 2
Assets/Art/VFX/Materials/01lz.mat

@@ -1,5 +1,5 @@
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@@ -9,14 +9,17 @@ Material:
   m_PrefabAsset: {fileID: 0}
   m_Name: 01lz
   m_Shader: {fileID: 4800000, guid: 200ef425a7d005549abec1d23f7393d2, type: 3}
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+ 6 - 2
Assets/Art/VFX/Materials/Alpha_bd3.mat

@@ -1,5 +1,5 @@
 %YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
+%TAG !u! tag:yousandi.cn,2023:
 --- !u!21 &2100000
 Material:
   serializedVersion: 8
@@ -9,14 +9,17 @@ Material:
   m_PrefabAsset: {fileID: 0}
   m_Name: Alpha_bd3
   m_Shader: {fileID: 4800000, guid: 200ef425a7d005549abec1d23f7393d2, type: 3}
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+  m_ModifiedSerializedProperties: 0
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@@ -82,6 +85,7 @@ Material:
     - _SrcBlend: 5
     - _Surface: 1
     - _ZWrite: 0
+    - _ca: 1
     m_Colors:
     - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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+ 6 - 2
Assets/Art/VFX/Materials/anse04.mat

@@ -1,5 +1,5 @@
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@@ -9,14 +9,17 @@ Material:
   m_PrefabAsset: {fileID: 0}
   m_Name: anse04
   m_Shader: {fileID: 4800000, guid: 200ef425a7d005549abec1d23f7393d2, type: 3}
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@@ -64,6 +67,7 @@ Material:
     - _QueueOffset: 0
     - _RampDirection: 0.135
     - _RampPower: 3.87
+    - _ca: 1
     m_Colors:
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+ 1 - 1
Assets/Art/VFX/Materials/fx_603_ice_zd.mat

@@ -14,7 +14,7 @@ Material:
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+ 1 - 1
Assets/Art/VFX/Materials/fx_dg_bo_an.mat

@@ -14,7 +14,7 @@ Material:
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+ 1 - 1
Assets/Art/VFX/Materials/yx02_gun_tw.mat

@@ -14,7 +14,7 @@ Material:
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+ 152 - 0
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Assets/Res/HeroAudio/MainAudio.asset

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Assets/Scripts/Core/Audio.meta

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+timeCreated: 1732522479

+ 31 - 0
Assets/Scripts/Core/Audio/AudioBundleInfo.cs

@@ -0,0 +1,31 @@
+using System;
+using Fort23.Core;
+using UnityEngine;
+
+namespace Core.Audio
+{
+    public class AudioBundleInfo : IDisposable
+    {
+
+        private string _audioClipName;
+
+        public AudioBundleInfo(string audioClipName, float volume)
+        {
+            _audioClipName = audioClipName;
+        }
+
+        public async CTask<AssetHandle> GetAudioClip()
+        {
+
+            AssetHandle _audioClip = await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<AudioClip>(_audioClipName);
+            return _audioClip;
+        }
+
+
+
+        public void Dispose()
+        {
+
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Audio/AudioBundleInfo.cs.meta

@@ -0,0 +1,3 @@
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+ 218 - 0
Assets/Scripts/Core/Audio/AudioManager.cs

@@ -0,0 +1,218 @@
+using System.Collections.Generic;
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine;
+using UnityEngine.Audio;
+using Utility;
+
+namespace Core.Audio
+{
+    public class AudioManager : Singleton<AudioManager>
+    {
+        private GameObject _root;
+        public AudioMixerGroup AudioMixerGroup;
+        private Map<string, AudioBundleInfo> _allAduionBundleInfos = new Map<string, AudioBundleInfo>();
+
+        private Queue<AudioSourcePool> _audioSourcePools = new Queue<AudioSourcePool>();
+        private List<AudioSourcePool> _currPlayAudio = new List<AudioSourcePool>();
+
+        private List<string> _bgmQueue = new List<string>();
+        private AudioSourcePool _currBgm;
+
+        private List<string> _audion = new List<string>();
+
+        public AudioManager()
+        {
+            // UIAudio.AudioPlayManager = this;
+            _root = new GameObject();
+            _root.name = "audio";
+            Object.DontDestroyOnLoad(_root);
+        }
+
+        /// <summary>
+        /// 设置音效音量
+        /// </summary>
+        /// <param name="value"></param>
+        public void SetAudioValue(float value)
+        {
+        }
+
+        /// <summary>
+        /// 设置背景音乐音量
+        /// </summary>
+        /// <param name="value"></param>
+        public void SetBgmValue(float value)
+        {
+        }
+
+        public async CTask Init()
+        {
+        }
+
+
+        public async CTask LoadAudio(AudionSettingConfig audionSettingConfig)
+        {
+            CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
+            for (int i = 0; i < audionSettingConfig.configs.Count; i++)
+            {
+                CTask cTask = LoadAudio(audionSettingConfig.configs[i]);
+                cTaskAwaitBuffer.AddTask(cTask);
+            }
+
+            await cTaskAwaitBuffer.WaitAll();
+        }
+
+        public async CTask LoadAudio(AudionSettingConfig.AudionConfig audionConfig)
+        {
+            await GetAduionBundleInfo(audionConfig.audionClipName, audionConfig.volume);
+        }
+
+        public async CTask<AudioBundleInfo> GetAduionBundleInfo(string audionName, float volume = 1)
+        {
+            if (_allAduionBundleInfos.TryGetValue(audionName, out AudioBundleInfo abi))
+            {
+                return abi;
+            }
+
+            AudioBundleInfo audioBundleInfo = new AudioBundleInfo(audionName, volume);
+            return audioBundleInfo;
+        }
+
+
+        public void Recycle(AudioSourcePool audioSourcePool)
+        {
+            if (!_audioSourcePools.Contains(audioSourcePool))
+            {
+                _audioSourcePools.Enqueue(audioSourcePool);
+            }
+
+            _currPlayAudio.Remove(audioSourcePool);
+        }
+
+        private AudioSourcePool GetAudioSourcePool()
+        {
+            if (_audioSourcePools.Count <= 0)
+            {
+                AudioSourcePool audioSourcePool = new AudioSourcePool();
+                audioSourcePool.Init(_root.transform);
+                return audioSourcePool;
+            }
+
+            AudioSourcePool asp = _audioSourcePools.Dequeue();
+            return asp;
+        }
+
+        public void Stop(string audionName)
+        {
+            for (int i = 0; i < _currPlayAudio.Count; i++)
+            {
+                if (_currPlayAudio[i].CurrPlayName.Equals(audionName))
+                {
+                    _currPlayAudio[i].Finish();
+                    i--;
+                }
+            }
+        }
+
+        public async void PlayBGM(string bgmName)
+        {
+            if (_currBgm != null && _currBgm.CurrPlayName != null && _currBgm.CurrPlayName.Equals(bgmName))
+            {
+                return;
+            }
+
+            if (_currBgm != null && _currBgm.IsPlay)
+            {
+                _bgmQueue.Add(_currBgm.CurrPlayName);
+            }
+
+            AudioBundleInfo audioBundleInfo = await GetAduionBundleInfo(bgmName);
+
+            AssetHandle audioClip = await audioBundleInfo.GetAudioClip();
+            if (_currBgm == null)
+            {
+                _currBgm = GetAudioSourcePool();
+            }
+
+            _currBgm.Play(bgmName, audioClip, true);
+        }
+
+        public void PauseBGM()
+        {
+            if (_currBgm != null)
+            {
+                _currBgm.Pause();
+            }
+        }
+
+        public void UnPauseBGM()
+        {
+            if (_currBgm != null)
+            {
+                _currBgm.UnPause();
+            }
+        }
+
+        public async void StopBGM(string bgmName)
+        {
+            if (_currBgm == null || _currBgm._currPlayName == null)
+            {
+                return;
+            }
+
+            if (_currBgm.CurrPlayName.Equals(bgmName))
+            {
+                _currBgm.Stop();
+                if (_bgmQueue.Count > 0)
+                {
+                    string nextBgmName = _bgmQueue[^1];
+                    _bgmQueue.RemoveAt(_bgmQueue.Count - 1);
+                    PlayBGM(nextBgmName);
+                }
+
+                return;
+            }
+
+            if (_bgmQueue.Count > 0)
+            {
+                for (int i = _bgmQueue.Count - 1; i >= 0; i--)
+                {
+                    if (_bgmQueue[i].Equals(bgmName))
+                    {
+                        _bgmQueue.RemoveAt(i);
+                    }
+                }
+            }
+        }
+
+        public async CTask<AudioSourcePool> PlayAudio(string audionName, bool isLoop = false, float speed = 1)
+        {
+            if (string.IsNullOrEmpty(audionName))
+            {
+                return null;
+            }
+
+            AudioBundleInfo audioBundleInfo = await GetAduionBundleInfo(audionName);
+
+            AssetHandle audioClip = await audioBundleInfo.GetAudioClip();
+            if (audioClip == null)
+            {
+                return null;
+            }
+
+            AudioSourcePool audioSourcePool = GetAudioSourcePool();
+            audioSourcePool.Play(audionName, audioClip, isLoop, speed);
+            return audioSourcePool;
+        }
+
+        public void Play(string audionName, bool isLoop)
+        {
+            PlayAudio(audionName, isLoop);
+        }
+
+        public void TimeLinePlayAudio(string audioName, bool isLoop, float speed)
+        {
+            PlayAudio(audioName, isLoop);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Audio/AudioManager.cs.meta

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+ 18 - 0
Assets/Scripts/Core/Audio/AudioMono.cs

@@ -0,0 +1,18 @@
+using System;
+using UnityEngine;
+
+namespace Core.Audio
+{
+    [AddComponentMenu("特效脚本/音效/显示时播放音效")]
+    public class AudioMono : MonoBehaviour
+    {
+        public string audioName;
+
+        public bool isLoop;
+
+        private void Awake()
+        {
+            AudioManager.Instance.Play(audioName, isLoop);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Audio/AudioMono.cs.meta

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+timeCreated: 1732523087

+ 104 - 0
Assets/Scripts/Core/Audio/AudioSourcePool.cs

@@ -0,0 +1,104 @@
+using System;
+using Fort23.Core;
+using UnityEngine;
+
+namespace Core.Audio
+{
+    public class AudioSourcePool: IDisposable
+    {
+        private AudioSource _audioSource;
+
+        private TimerEntity _timerEntity;
+
+
+        private AssetHandle _assetHandle;
+        public bool IsPlay;
+
+        public System.Action OnFinish;
+        public string CurrPlayName
+        {
+            get { return _currPlayName; }
+        }
+
+        public string _currPlayName;
+
+        public void Init(Transform root)
+        {
+            GameObject gameObject = new GameObject();
+            _audioSource = gameObject.AddComponent<AudioSource>();
+            gameObject.transform.SetParent(root);
+        }
+
+        public void Play(string audioName, AssetHandle audioClip, bool isLoop, float speed = 1)
+        {
+            if (audioClip == null)
+            {
+                return;
+            }
+
+            if (_assetHandle != null)
+            {
+                _assetHandle.Release();
+            }
+
+            IsPlay = true;
+            _currPlayName = audioName;
+            _assetHandle = audioClip;
+            _audioSource.clip = _assetHandle.AssetObject<AudioClip>();
+            _audioSource.loop = isLoop;
+            _audioSource.pitch = speed;
+            if (speed > 1)
+            {
+                _audioSource.outputAudioMixerGroup = AudioManager.Instance.AudioMixerGroup;
+                _audioSource.outputAudioMixerGroup.audioMixer.SetFloat("path", 1f / speed);
+            }
+            else
+            {
+                _audioSource.outputAudioMixerGroup = null;
+            }
+
+
+            _audioSource.Play();
+            if (!isLoop)
+            {
+                _timerEntity = TimerComponent.Instance.AddTimer((long) (_audioSource.clip.length * 1000L),
+                    delegate { Finish(); });
+            }
+        }
+
+
+        public void Finish()
+        {
+            IsPlay = false;
+            OnFinish?.Invoke();
+            _audioSource.Stop();
+            AudioManager.Instance.Recycle(this);
+            TimerComponent.Instance.Remove(_timerEntity);
+            _timerEntity = null;
+        }
+
+        public void Stop()
+        {
+            IsPlay = false;
+            _audioSource.Stop();
+        }
+
+        public void Pause()
+        {
+            _audioSource.Pause();
+        }
+
+        public void UnPause()
+        {
+            _audioSource.UnPause();
+        }
+
+        public void Dispose()
+        {
+            if (_assetHandle != null)
+            {
+                _assetHandle.Release();
+            }
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Audio/AudioSourcePool.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 083a4c7ae7eb4604b8bf8e26c3749ae6
+timeCreated: 1732522533

+ 38 - 0
Assets/Scripts/Core/Audio/AudionSettingConfig.cs

@@ -0,0 +1,38 @@
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Core.Audio
+{
+    [CreateAssetMenu(menuName = "Asset/AudionSettingConfig", fileName = "AudionSettingConfig")]
+    public class AudionSettingConfig: ScriptableObject
+    {
+        public int useCount;
+
+        [System.Serializable]
+        public class AudionConfig
+        {
+            public string describe = "描述这个音效作用";
+            public string audionClipName;
+            [Range(0, 1)] public float volume = 1;
+        }
+
+        // [HideInInspector]
+        // [SerializeField]
+        public List<AudionConfig> configs = new List<AudionConfig>();
+
+        public AudionConfig GetAudionConfig(string clipName)
+        {
+            if (configs == null)
+                return null;
+            for (int i = 0; i < configs.Count; i++)
+            {
+                if (configs[i].audionClipName==null)
+                    continue;
+                if (configs[i].audionClipName.Equals(clipName))
+                    return configs[i];
+            }
+
+            return null;
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/Core/Audio/AudionSettingConfig.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 1b099297e0f149559e4f5adf700639ce
+timeCreated: 1732522666

+ 4 - 0
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAIBeelineBulletLogic.cs

@@ -1,4 +1,5 @@
 using System;
+using Core.Audio;
 using Core.Triiger;
 using GameLogic.Combat.CombatTool;
 using GameLogic.Combat.Hero;
@@ -7,6 +8,7 @@ using UTool.CustomizeTimeLogic.FxLogic.TimeLineEventinterface;
 
 namespace Common.Combat.FxAILogic
 {
+    [AddComponentMenu("特效脚本/弹道/直线飞行弹道")]
     public class FxAIBeelineBulletLogic : FxAILogicBasic
     {
         public float speed;
@@ -59,6 +61,8 @@ namespace Common.Combat.FxAILogic
                         collision.ClosestPoint(gameObject.transform.position), null, false, null, null);
                 }
 
+                AudioManager.Instance.PlayAudio(hitAudioName, false);
+
                 if (!isPenetrate)
                 {
                     Dispose();

+ 2 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxAILogicBasic.cs

@@ -20,7 +20,8 @@ namespace Common.Combat.FxAILogic
         private ILifetCycleHitPoint _attTarget;
 
         [Header("碰撞时的特效")] public string hitFxName;
-
+        [Header("碰撞音效")]
+        public string hitAudioName;
         public ILifetCycleHitPoint AttTarget
         {
             get { return _attTarget; }

+ 16 - 16
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventLogic/TimeLineAudioEventLogic.cs

@@ -18,22 +18,22 @@ namespace UTool.CustomizeTimeLogic.FxLogic.TimeLineEventLogic
 
         protected override void ProEnter()
         {
-// #if !COMBAT_SERVER
-//
-//             TimeLineAudioSeralization timeLineAudioSeralization =
-//                 mTimeLineAssetSerialization as TimeLineAudioSeralization;
-//             if (!string.IsNullOrEmpty(timeLineAudioSeralization.audioName))
-//             {
-//          
-//                 ITimeLineAudio iTimeLineSkillStart =
-//                     TimeLineSingletonEventManager.Instance.GetTimeLine<ITimeLineAudio>();
-//                 if (iTimeLineSkillStart != null)
-//                 {
-//                     iTimeLineSkillStart.TimeLinePlayAudio(timeLineAudioSeralization.audioName,
-//                         timeLineAudioSeralization.isLoop);
-//                 }
-//             }
-// #endif
+#if !COMBAT_SERVER
+
+            TimeLineAudioSeralization timeLineAudioSeralization =
+                mTimeLineAssetSerialization as TimeLineAudioSeralization;
+            if (!string.IsNullOrEmpty(timeLineAudioSeralization.audioName))
+            {
+         
+                ITimeLineAudio iTimeLineSkillStart =
+                    TimeLineSingletonEventManager.Instance.GetTimeLine<ITimeLineAudio>();
+                if (iTimeLineSkillStart != null)
+                {
+                    iTimeLineSkillStart.PlayAudio(timeLineAudioSeralization.audioName,
+                        timeLineAudioSeralization.isLoop);
+                }
+            }
+#endif
         }
 
         protected override void ProLeave()

+ 1 - 0
Assets/Scripts/GameTimeLine/CustomizeTimeLogic/FxLogic/TimeLineEventinterface/ITimeLineAudio.cs

@@ -4,6 +4,7 @@
     public interface ITimeLineAudio:ITimeLineEventBasic
     {
 
+        void PlayAudio(string audioName,bool isLoop);
     }
 
 }

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       flags: 0
     RecentlyUsedSceneGuid-2:
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+      flags: 0
+    RecentlyUsedSceneGuid-3:
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       flags: 0
     Systems Window:

+ 2537 - 0
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