AudionSettingConfig.cs 1.6 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. configs.Add(new AudionConfig() { audionClipName = name });
  29. }
  30. }
  31. #endif
  32. // [HideInInspector]
  33. // [SerializeField]
  34. public List<AudionConfig> configs = new List<AudionConfig>();
  35. public List<AudioClip> AudioClips = new List<AudioClip>();
  36. public AudionConfig GetAudionConfig(string clipName)
  37. {
  38. if (configs == null)
  39. return null;
  40. for (int i = 0; i < configs.Count; i++)
  41. {
  42. if (configs[i].audionClipName == null)
  43. continue;
  44. if (configs[i].audionClipName.Equals(clipName))
  45. return configs[i];
  46. }
  47. return null;
  48. }
  49. }
  50. }