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73 行
2.3 KiB

using UnityEngine;
using System.Collections;
using UnityEngine.Events;
using System.Collections.Generic;
/// <summary>
/// Event on which <c>AudioCue</c> components send a message to play SFX and music. <c>AudioManager</c> listens on these events, and actually plays the sound.
/// </summary>
[CreateAssetMenu(menuName = "Events/AudioCue Event Channel")]
public class AudioCueEventChannelSO : EventChannelBaseSO
{
public AudioCuePlayAction OnAudioCuePlayRequested;
public AudioCueStopAction OnAudioCueStopRequested;
public AudioCueFinishAction OnAudioCueFinishRequested;
public AudioCueKey RaisePlayEvent(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace = default)
{
AudioCueKey audioCueKey = AudioCueKey.Invalid;
if (OnAudioCuePlayRequested != null)
{
audioCueKey = OnAudioCuePlayRequested.Invoke(audioCue, audioConfiguration, positionInSpace);
}
else
{
Debug.LogWarning("An AudioCue play event was requested for " + audioCue.name +", but nobody picked it up. " +
"Check why there is no AudioManager already loaded, " +
"and make sure it's listening on this AudioCue Event channel.");
}
return audioCueKey;
}
public bool RaiseStopEvent(AudioCueKey audioCueKey)
{
bool requestSucceed = false;
if (OnAudioCueStopRequested != null)
{
requestSucceed = OnAudioCueStopRequested.Invoke(audioCueKey);
}
else
{
Debug.LogWarning("An AudioCue stop event was requested, but nobody picked it up. " +
"Check why there is no AudioManager already loaded, " +
"and make sure it's listening on this AudioCue Event channel.");
}
return requestSucceed;
}
public bool RaiseFinishEvent(AudioCueKey audioCueKey)
{
bool requestSucceed = false;
if (OnAudioCueStopRequested != null)
{
requestSucceed = OnAudioCueFinishRequested.Invoke(audioCueKey);
}
else
{
Debug.LogWarning("An AudioCue finish event was requested, but nobody picked it up. " +
"Check why there is no AudioManager already loaded, " +
"and make sure it's listening on this AudioCue Event channel.");
}
return requestSucceed;
}
}
public delegate AudioCueKey AudioCuePlayAction(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace);
public delegate bool AudioCueStopAction(AudioCueKey emitterKey);
public delegate bool AudioCueFinishAction(AudioCueKey emitterKey);