using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.SceneManagement; public class Music_Mgr : Singleton_Mono { private void OnEnable() { SceneManager.sceneLoaded += OnSceneLoaded; } private void OnDisable() { SceneManager.sceneLoaded -= OnSceneLoaded; } private void OnSceneLoaded(Scene scene, LoadSceneMode mode) { // 现在这两个场景是不合规的,需要停止播放 bool isDisallowedScene = scene.name == "Main_main" || scene.name == "gamePlay_gamePlay"; if (isDisallowedScene) { // 如果是不合规场景且正在播放,则停止 if (AudioSource != null && AudioSource.isPlaying) { AudioSource.Stop(); } } else { // 如果是合规场景(其他所有场景)且当前没在播放,则尝试播放 if (AudioSource != null && !AudioSource.isPlaying) { if (Music_Cur != null) { AudioSource.Play(); } else if (Music_Data_List != null && Music_Data_List.Count > 0) { Play(Music_Data_List[0]); } } } // 切换场景后,如果存在播放器UI,确保其显示正确的数据 if (Music_Cur != null) { var players = Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None); foreach (var player in players) { player.Refresh(Music_Cur); } } } public static string Get_Time_Max(AudioClip clip) { return Get_Time(clip == null ? 0 : (int)clip.length); } public static string Get_Time_Cur(AudioSource aus) { return Get_Time((int)aus.time); } private static System.Text.StringBuilder _timeSb = new System.Text.StringBuilder(); public static string Get_Time(int time) { var currentHour = time / 3600; var currentMinute = (time - currentHour * 3600) / 60; var currentSecond = time - currentHour * 3600 - currentMinute * 60; _timeSb.Clear(); if (currentHour > 0) { _timeSb.Append(currentHour.ToString("D2")).Append(":"); } _timeSb.Append(currentMinute.ToString("D2")).Append(":").Append(currentSecond.ToString("D2")).Append(" "); return _timeSb.ToString(); } public static float Get_Time_Cur_Prv(AudioSource aus) { return aus.time / aus.clip.length; } public List Music_Data_List; public AudioSource AudioSource; public Music_Data Music_Cur; protected override void In_Init() { if (TryGetComponent(out AudioSource) == false) { AudioSource = gameObject.AddComponent(); } StartCoroutine(LoadMusicDataRoutine()); } private System.Collections.IEnumerator LoadMusicDataRoutine() { var rawData = Resources.LoadAll("Data/Music"); Music_Data_List = new List(); for (int i = 0; i < rawData.Length; i++) { Music_Data_List.Add(rawData[i]); // Avoid a frame hitch if there are many clips in Resources. if ((i & 7) == 7) yield return null; } if (Music_Data_List.Count > 0) { Play(Music_Data_List[0]); } yield break; } public void Play(Music_Data data) { if (data == null) return; Music_Cur = data; AudioSource.clip = data.Clip; AudioSource.Play(); // 刷新所有正在显示的 MusicPlayer UI var players = Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None); foreach (var player in players) { player.Refresh(data); } } public void Next() { if (Music_Data_List == null || Music_Data_List.Count == 0) return; int index = Music_Data_List.IndexOf(Music_Cur); index = (index + 1) % Music_Data_List.Count; Play(Music_Data_List[index]); } public void Last() { if (Music_Data_List == null || Music_Data_List.Count == 0) return; int index = Music_Data_List.IndexOf(Music_Cur); index = (index - 1 + Music_Data_List.Count) % Music_Data_List.Count; Play(Music_Data_List[index]); } protected override bool Is_Singleton_Auto() { return true; } }