音效管理类和资源管理类

本文介绍了在Unity引擎中实现音效管理和资源管理的两种单例模式:继承MonoBehaviour的单例和不继承Mono的单例。具体展示了如何创建AudioSource组件来播放背景音乐和音效,并通过ResourcesMgr类按路径加载资源。此外,还提供了针对不同场景的音乐播放方法和枚举类型以便于资源定位。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

单例:单例形式有两种,一种是继承mono的单例,一种是不继承mono的单例


继承mono的单例
using UnityEngine;
using System.Collections;

public abstract class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T>
{
	#region 单例

	private static T instance;

	public static T Instance {
		get {
			if (instance == null) {
				GameObject obj = new GameObject (typeof(T).Name);
				instance = obj.AddComponent<T> ();
			}
			return instance;
		}
	}

	#endregion

	protected virtual void Awake ()
	{
		instance = this as T;
	}

}


不继承mono的单例

using UnityEngine;
using System.Collections;

public abstract class Singleton<T> : System.IDisposable where T : new()
{
	private static T instance;

	public static T Instance {
		get {
			if (instance == null) {
				instance = new T ();
			}
			return instance;
		}
	}

	public virtual void Dispose ()
	{

	}
}


音效管理类

using UnityEngine;
using System.Collections;

public class MusicMgr : MonoSingleton<MusicMgr>
{
	// 播放背景音乐
	private AudioSource m_bgMusic;

	// 播放音效
	private AudioSource m_effectMusic;

	// 控制音量大小
	public float BgVolume {
		get{ return m_bgMusic.volume; }
		set{ m_bgMusic.volume = value; }
	}

	public float EffectVolmue {
		get{ return m_effectMusic.volume; }
		set{ m_effectMusic.volume = value; }
	}

	protected override void Awake ()
	{
		base.Awake ();

		m_bgMusic = gameObject.AddComponent<AudioSource> ();
		m_bgMusic.loop = true;
		m_bgMusic.playOnAwake = false;

		m_effectMusic = gameObject.AddComponent<AudioSource> ();
		m_effectMusic.loop = true;
		m_effectMusic.playOnAwake = false;
	}

	// 播放背景音乐
	private void PlayBgBase (object bgName, bool restart = false)
	{
		string curBgName = string.Empty;
		if (m_bgMusic.clip != null) {
			curBgName = m_bgMusic.clip.name;
		}

		// 根据用户的音频片段名称, 找到AuioClip, 然后播放
		AudioClip clip = ResourcesMgr.Instance.Load<AudioClip> (bgName);
		if (clip != null) {
			if (clip.name == curBgName && !restart) {
				return;
			}
			m_bgMusic.clip = clip;
			m_bgMusic.Play ();
		} else {
			// 异常, 调用写日志的工具类.
			UnityEngine.Debug.Log ("没有找到音频片段");
		}
	}

	public void PlayBg (MusicType.Feeds bgName, bool restart = false)
	{
		PlayBgBase (bgName, restart);
	}

	public void PlayBg (MusicType.Items bgName, bool restart = false)
	{
		PlayBgBase (bgName, restart);
	}

	public void PlayBg (MusicType.Main bgName, bool restart = false)
	{
		PlayBgBase (bgName, restart);
	}

	public void PlayBg (MusicType.Monsters bgName, bool restart = false)
	{
		PlayBgBase (bgName, restart);
	}

	public void PlayBg (MusicType.Towers bgName, bool restart = false)
	{
		PlayBgBase (bgName, restart);
	}


	// 播放音效
	private void PlayEffectBase (object effectName, bool defAudio = true, float volume = 1f)
	{
		AudioClip clip = ResourcesMgr.Instance.Load<AudioClip> (effectName);
		if (clip == null) {
			UnityEngine.Debug.Log ("没有找到音效片段");
			return;
		}

		if (defAudio) {
			m_effectMusic.PlayOneShot (clip, volume);
		} else {
			AudioSource.PlayClipAtPoint (clip, Camera.main.transform.position, volume);
		}
	}

	public void PlayEffect (MusicType.Feeds effectName, bool defAudio = true, float volume = 1f)
	{
		PlayEffectBase (effectName, defAudio, volume);
	}

	public void PlayEffect (MusicType.Items effectName, bool defAudio = true, float volume = 1f)
	{
		PlayEffectBase (effectName, defAudio, volume);
	}

	public void PlayEffect (MusicType.Main effectName, bool defAudio = true, float volume = 1f)
	{
		PlayEffectBase (effectName, defAudio, volume);
	}

	public void PlayEffect (MusicType.Monsters effectName, bool defAudio = true, float volume = 1f)
	{
		PlayEffectBase (effectName, defAudio, volume);
	}

	public void PlayEffect (MusicType.Towers effectName, bool defAudio = true, float volume = 1f)
	{
		PlayEffectBase (effectName, defAudio, volume);
	}

}


资源管理类
using UnityEngine;
using System.Collections;

// 通过用户传递进来的枚举值, 自动的分析出该枚举值对应的资源在哪个路径下.
public class ResourcesMgr : Singleton<ResourcesMgr>
{
	// 面向用的方法:
	/// <summary>
	/// 返回用户需要的资源.
	/// </summary>
	/// <param name="enumName">Enum name.</param>
	/// <typeparam name="T">The 1st type parameter.</typeparam>
	public T Load<T> (object enumName) where T : Object
	{
		// 获取枚举类型的字符串形式
		string enumType = enumName.GetType ().Name;

		string filePath = string.Empty;

		switch (enumType) {
			case "Feeds":
				{
					filePath = "Music/Feeds/" + enumName.ToString ();
					break;
				}
			case "Items":
				{
					filePath = "Music/Items/" + enumName.ToString ();
					break;
				}
			case "Main":
				{
					filePath = "Music/Main/" + enumName.ToString ();
					break;
				}
			case "Monsters":
				{
					filePath = "Music/Monsters/" + enumName.ToString ();
					break;
				}
			case "Towers":
				{
					filePath = "Music/Towers/" + enumName.ToString ();
					break;
				}
			default:
				{
					break;
				}
		}

		return Resources.Load<T> (filePath);
	}


}

定义的枚举.用来存放音乐的string(把音频放在Resource文件夹下的Music下的Feeds文件夹下)

public class MusicType
{
    public enum Feeds
    {
        BuyItem,
        Feed01,
        
    }

    public enum Items
    {
        Ach,
        BGMusic01,
        BGMusic02,
        BGMusic03,
        
    }

    public enum Main
    {
        Accomplish,
        BGMusic,
    
    }

    public enum Monsters
    {
        BigBoss,
        Fat141,
        
        
    }

    public enum Towers
    {
        Anchor,
        Arrow,
    
    }
}

//用来调用脚本
using UnityEngine;
using System.Collections;

public class GameController : MonoBehaviour
{

    void Update ()
    {
        if (Input.GetKeyDown (KeyCode.B)) {
            MusicMgr.Instance.PlayBg (MusicType.Main.BGMusic);
        }
        if (Input.GetKeyDown (KeyCode.E)) {
            MusicMgr.Instance.PlayEffect (MusicType.Towers.Bottle);
        }
    }


}

音频资源的配置

 


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