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