unity小球跟随音乐节奏放大缩小和改变颜色

放在小球身上,设置对应组件即可 

using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class MusicBall : MonoBehaviour
{
    public float minScale = 1f;
    public float maxScale = 2f;
    public float scaleMultiplier = 1f;

    public Color minColor = Color.blue;
    public Color maxColor = Color.red;
    public float colorMultiplier = 1f;


    public AudioSource audioSource;
    private float[] audioSpectrum;
    private Transform ballTransform;
    private Renderer ballRenderer;

    private void Start()
    {
        audioSpectrum = new float[256];
        ballTransform = transform;
        ballRenderer = GetComponent<Renderer>();
    }

    private void Update()
    {
        // 获取音频频谱数据
        audioSource.GetSpectrumData(audioSpectrum, 0, FFTWindow.BlackmanHarris);

        // 计算音频频谱的平均值
        float average = 0f;
        for (int i = 0; i < audioSpectrum.Length; i++)
        {
            average += audioSpectrum[i];
        }
        average /= audioSpectrum.Length;

        // 根据音频频谱的平均值调整小球的缩放大小
        float scale = Mathf.Lerp(minScale, maxScale, average * scaleMultiplier);
        ballTransform.localScale = new Vector3(scale, scale, scale);

        // 根据音频频谱的平均值调整小球的颜色
        Color color = Color.Lerp(minColor, maxColor, average * colorMultiplier);
        ballRenderer.material.color = color;

    }

}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值