AudionSettingConfig.cs 2.0 KB

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  1. using System.Collections.Generic;
  2. using UnityEditor;
  3. using UnityEngine;
  4. namespace Core.Audio
  5. {
  6. [CreateAssetMenu(menuName = "Asset/AudionSettingConfig", fileName = "AudionSettingConfig")]
  7. public class AudionSettingConfig : ScriptableObject
  8. {
  9. public int useCount;
  10. [System.Serializable]
  11. public class AudionConfig
  12. {
  13. #if UNITY_EDITOR
  14. public string describe = "描述这个音效作用";
  15. #endif
  16. public string audionClipName;
  17. [Range(0, 1)] public float volume = 1;
  18. }
  19. #if UNITY_EDITOR
  20. [ContextMenu("seting")]
  21. public void Seting()
  22. {
  23. for (int i = 0; i < AudioClips.Count; i++)
  24. {
  25. string path = AssetDatabase.GetAssetPath(AudioClips[i]);
  26. string allApth = Application.dataPath.Replace("Assets", "") + path;
  27. string name = System.IO.Path.GetFileName(allApth);
  28. bool isExist = false;
  29. for (int j = 0; j < configs.Count; j++)
  30. {
  31. if (name.Equals(configs[i].audionClipName))
  32. {
  33. isExist = true;
  34. break;
  35. }
  36. }
  37. if (isExist)
  38. {
  39. continue;
  40. }
  41. configs.Add(new AudionConfig() { audionClipName = name });
  42. }
  43. }
  44. #endif
  45. // [HideInInspector]
  46. // [SerializeField]
  47. public List<AudionConfig> configs = new List<AudionConfig>();
  48. public List<AudioClip> AudioClips = new List<AudioClip>();
  49. public AudionConfig GetAudionConfig(string clipName)
  50. {
  51. if (configs == null)
  52. return null;
  53. for (int i = 0; i < configs.Count; i++)
  54. {
  55. if (configs[i].audionClipName == null)
  56. continue;
  57. if (configs[i].audionClipName.Equals(clipName))
  58. return configs[i];
  59. }
  60. return null;
  61. }
  62. }
  63. }