免费插件:AudioManager,不用再写音效管理了。

using Microlight.MicroAudio;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class InfinityPanel : MonoBehaviour
{
[Header("Infinity Sounds")]
[SerializeField] MicroInfinitySoundGroup microInfinitySoundGroup;
[SerializeField] Button playInfinityButton;
[SerializeField] Button pauseInfinityButton;
[SerializeField] Button stopInfinityButton;
private void Awake()
{
playInfinityButton.onClick.AddListener(PlayInfinitySound);
pauseInfinityButton.onClick.AddListener(PauseInfinitySound);
stopInfinityButton.onClick.AddListener(StopInfinitySound);
}
#region Infinity Sound
MicroInfinityInstance infinityInstance;
public void PlayInfinitySound()
{
infinityInstance = MicroAudio.PlayInfinityEffectSound(microInfinitySoundGroup);
infinityInstance.OnEnd += InfinitySoundEnded;
pauseInfinityButton.interactable = true;
stopInfinityButton.interactable = true;
playInfinityButton.interactable = false;
}
void InfinitySoundEnded(MicroInfinityInstance instance)
{
infinityInstance.OnEnd -= InfinitySoundEnded;
infinityInstance = null;
pauseInfinityButton.interactable = false;
stopInfinityButton.interactable = false;
playInfinityButton.interactable = true;
}
public void PauseInfinitySound()
{
if (infinityInstance == null) return;
else if (infinityInstance.IsPaused) infinityInstance.Resume();
else infinityInstance.Pause();
}
public void StopInfinitySound()
{
if (infinityInstance == null) return;
infinityInstance.Stop();
}
#endregion
}
using Microlight.MicroAudio;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MusicPanel : MonoBehaviour
{
private MicroSoundGroup group;
public Button btn_LoopTrack;
public Button btn_PlayMusicGround;
public Button btn_PauseMusic;
public Button btn_StopMusic;
[Header("【Music】")]
[SerializeField] AudioClip musicLoopTrack;
[Space]
[Header("【MusicGround】")]
/// <summary>
/// ScriptableObject文件
/// </summary>
[SerializeField] MicroSoundGroup musicGroup;
/// <summary>
/// 是否打乱重新组合
/// </summary>
[SerializeField] Toggle shuffleToggle;

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