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VFSUnity/Assets/Scripts/Audio/AudioManager.cs
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using UnityEngine;
/// <summary>
/// 统一音频管理器——挂在 [Managers] 上,管理所有背景音乐/音效/语音。
/// </summary>
public class AudioManager : MonoBehaviour
{
public static AudioManager I { get; private set; }
[Header("背景音乐")]
[SerializeField] private AudioClip _homeBg;
[SerializeField] private AudioClip _experimentBg;
[Range(0,1)] public float BgVolume = 0.5f;
[Header("音效")]
[SerializeField] private AudioClip _basketballSfx;
[SerializeField] private AudioClip _manCallSfx;
private AudioSource _bgSource;
private AudioSource _sfxSource;
private AudioSource _voiceSource;
void Awake()
{
I = this;
_bgSource = gameObject.AddComponent<AudioSource>();
_bgSource.loop = true;
_bgSource.playOnAwake = false;
_bgSource.spatialBlend = 0f;
_sfxSource = gameObject.AddComponent<AudioSource>();
_sfxSource.playOnAwake = false;
_sfxSource.spatialBlend = 0f;
_voiceSource = gameObject.AddComponent<AudioSource>();
_voiceSource.playOnAwake = false;
_voiceSource.spatialBlend = 0f;
#if UNITY_EDITOR
if (_homeBg == null) _homeBg = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/homeBackgroundMusic.mp3");
if (_experimentBg == null) _experimentBg = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/backgroundMusic.mp3");
if (_basketballSfx == null) _basketballSfx = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/start/basketballSound.wav");
if (_manCallSfx == null) _manCallSfx = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/start/mancall.wav");
#endif
Debug.Log($"[AudioManager] 就绪 homeBg={_homeBg!=null} expBg={_experimentBg!=null} sfx={_basketballSfx!=null}/{_manCallSfx!=null}");
}
// ────── 背景音乐 ──────
public void PlayHomeBg()
{
if (_homeBg == null) return;
_bgSource.clip = _homeBg;
_bgSource.volume = BgVolume;
_bgSource.Play();
Debug.Log($"[AudioManager] 首页bg isPlaying={_bgSource.isPlaying}");
}
public void PlayExperimentBg()
{
if (_experimentBg == null) return;
_bgSource.clip = _experimentBg;
_bgSource.volume = BgVolume;
_bgSource.Play();
Debug.Log($"[AudioManager] 实验bg isPlaying={_bgSource.isPlaying}");
}
public void StopBgMusic()
{
_bgSource.Stop();
Debug.Log("[AudioManager] 停止bg");
}
// ────── 音效(可打断) ──────
public void PlaySfx(AudioClip clip)
{
if (clip == null) return;
_sfxSource.Stop();
_sfxSource.clip = clip;
_sfxSource.Play();
}
public void StopSfx() { _sfxSource.Stop(); }
public void PlayBasketballSfx() => PlaySfx(_basketballSfx);
public void PlayManCallSfx() => PlaySfx(_manCallSfx);
// ────── 语音(可打断) ──────
public void PlayVoice(AudioClip clip)
{
if (clip == null) return;
_voiceSource.Stop();
_voiceSource.clip = clip;
_voiceSource.Play();
Debug.Log($"[AudioManager] 播放语音: {clip.name}");
}
public void StopVoice() { _voiceSource.Stop(); }
public void SwitchToCamera3()
{
StartCoroutine(SmoothSwitchCameraCoroutine());
}
private System.Collections.IEnumerator SmoothSwitchCameraCoroutine()
{
var cam2 = GameObject.Find("camera2");
var cam3 = GameObject.Find("camera3");
if (cam2 == null || cam3 == null)
{
if (cam2 != null) { var c = cam2.GetComponent<Camera>(); if (c != null) c.enabled = false; }
if (cam3 != null) { var c = cam3.GetComponent<Camera>(); if (c != null) c.enabled = true; }
yield break;
}
var c2 = cam2.GetComponent<Camera>();
var c3 = cam3.GetComponent<Camera>();
if (c2 == null || c3 == null) yield break;
// 保存 camera3 原本的目标位置和旋转
Vector3 targetPos = cam3.transform.position;
Quaternion targetRot = cam3.transform.rotation;
// 将 camera3 放到 camera2 的位置
cam3.transform.position = cam2.transform.position;
cam3.transform.rotation = cam2.transform.rotation;
// 切换激活状态,这样任何挂在 camera3 上的后期特效立刻生效,但视角还没变
c2.enabled = false;
c3.enabled = true;
float duration = 1.0f;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
// 加上平滑曲线 (EaseInOut)
t = t * t * (3f - 2f * t);
cam3.transform.position = Vector3.Lerp(cam2.transform.position, targetPos, t);
cam3.transform.rotation = Quaternion.Slerp(cam2.transform.rotation, targetRot, t);
yield return null;
}
cam3.transform.position = targetPos;
cam3.transform.rotation = targetRot;
Debug.Log("[AudioManager] camera2→camera3 平滑过渡完成");
}
}