修复音频播放错误
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@@ -0,0 +1,49 @@
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using UnityEngine;
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namespace GameFramework
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{
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/// <summary>
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/// 音效数据类 —— 封装 AudioClip 和音量。
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/// 用于 UI 音效、游戏音效的配置。
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///
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/// 使用方式:
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/// 1. 创建 ScriptableObject: Assets → Create → Audio Data
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/// 2. 设置 AudioClip 和音量
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/// 3. 拖到需要播放音效的组件上
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/// </summary>
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[CreateAssetMenu(fileName = "NewAudioData", menuName = "GameFramework/Audio Data")]
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public class AudioData : ScriptableObject
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{
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[Header("音效设置")]
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[Tooltip("音效剪辑")]
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public AudioClip clip;
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[Tooltip("音量 (0-1)")]
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[Range(0f, 1f)]
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public float volume = 1.0f;
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[Tooltip("是否循环播放")]
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public bool loop = false;
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/// <summary>
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/// 播放此音效
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/// </summary>
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public void Play(AudioSource source)
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{
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if (source == null || clip == null) return;
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source.loop = loop;
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source.volume = volume;
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if (loop)
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{
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source.clip = clip;
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source.Play();
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}
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else
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{
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source.PlayOneShot(clip, volume);
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: D3pMvSKuUH1SWkWWqI1CSXJwokVRHQmfgSj0WzIXqy/Ep7AWqd3IoWo=
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -4,16 +4,6 @@ using UnityEngine;
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namespace GameFramework
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{
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/// <summary>
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/// 音频片段数据,可挂到 ScriptableObject 或直接 SerializeField。
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/// </summary>
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[System.Serializable]
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public class AudioData
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{
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public AudioClip audioClip;
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[Range(0f, 1f)] public float volume = 1f;
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}
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/// <summary>
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/// 全局音频管理器(持久单例)。
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/// 管理 BGM(背景音乐,循环)和 SFX(音效,一次性)。
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@@ -93,11 +83,11 @@ namespace GameFramework
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/// </summary>
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public void PlaySFX(AudioData data)
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{
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if (data == null || data.audioClip == null) return;
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if (data == null || data.clip == null) return;
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// sfxPlayer.volume 已在 Awake 中设为 sfxVolume,
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// PlayOneShot 的 volumeScale 再乘以 data.volume,
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// 最终音量 = sfxVolume * data.volume
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sfxPlayer.PlayOneShot(data.audioClip, data.volume);
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sfxPlayer.PlayOneShot(data.clip, data.volume);
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}
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/// <summary>
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