fix: PlayHomeBg/PlayExperimentBg用AssetDatabase.LoadAssetAtPath兜底加载clip
SerializerField引用因脚本重编译频繁丢失,改为代码中硬加载音频文件路径 不再依赖Inspector赋值
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@@ -323,7 +323,11 @@ public class PageController : MonoBehaviour
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private void PlayHomeBg()
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{
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if (_homeBgClip == null) return;
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if (_homeBgClip == null) {
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#if UNITY_EDITOR
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_homeBgClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/homeBackgroundMusic.mp3");
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#endif
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if (_homeBgClip == null) return; }
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if (_bgAudioSource == null) { _bgAudioSource = gameObject.AddComponent<AudioSource>(); _bgAudioSource.loop = true; _bgAudioSource.playOnAwake = false; }
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_bgAudioSource.enabled = true;
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_bgAudioSource.clip = _homeBgClip;
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@@ -351,7 +355,11 @@ public class PageController : MonoBehaviour
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private void PlayExperimentBg()
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{
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StopBgMusic();
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if (_experimentBgClip == null) return;
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if (_experimentBgClip == null) {
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#if UNITY_EDITOR
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_experimentBgClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/backgroundMusic.mp3");
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#endif
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if (_experimentBgClip == null) return; }
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if (_bgAudioSource == null) { _bgAudioSource = gameObject.AddComponent<AudioSource>(); _bgAudioSource.loop = true; _bgAudioSource.playOnAwake = false; }
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_bgAudioSource.enabled = true;
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_bgAudioSource.clip = _experimentBgClip;
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