Files
VFSUnity/Assets/Scripts/Audio/AudioManager.cs
T
yangbear f0a6b96da5 feat: MCP Unity 场景优化 — 完整交互体系搭建
- 删除重复 Ground
- 创建 [Managers] 空物体,挂载 GameManager + StepManager + ExperimentFlowCoordinator + AudioManager
- Main Camera 挂载 InteractionSystem
- 伤者 InjectedPerson 下创建 5 个交互子物体 (InjuryVisual/Swelling/Pain/VitalSigns/Neuro)
- 创建绑带位置、踝关节、衬垫、夹板位置等空物体
- 道具摆放到位:伤者(2,0.05,5) 施救者(3,0,5) 鞋(2.7,0.15,5.5) 绷带/夹板/急救箱在旁
- InjuryLeg Tag 修正,Ground Tag 修正
- 全部新脚本同步导入 (ExperimentTypes/StepData/ExperimentConfig/StepManager/GameManager/ExperimentFlowCoordinator/InteractionSystem/DraggableObject/HighlightEffect/UIManager/ExamPopup/ScoreDisplay/VideoController/AudioManager/CharacterAnimController/StepAnimationHandler)
- 旧脚本 (ExperimentController/ConfigLoader/AnimationController/HUDController/VideoPlayerController/PopupSystem/ModeSelectionUI) 全部兼容修复或 stub
- 编译通过,0 错误
- Canvas 挂载 UIManager
2026-06-24 02:33:48 +08:00

93 lines
2.7 KiB
C#

using UnityEngine;
/// <summary>
/// 音频管理器:管理背景音乐和步骤语音解说。
/// 挂在场景 GameObject 上,通过 AudioSource 组件播放。
/// </summary>
[RequireComponent(typeof(AudioSource))]
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance { get; private set; }
[Header("音频源")]
[SerializeField] private AudioSource _bgmSource;
[SerializeField] private AudioSource _voiceSource;
[Header("背景音乐")]
public AudioClip BGMClip;
[Range(0f, 1f)] public float BGMVolume = 0.3f;
private void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
if (_bgmSource == null) _bgmSource = GetComponent<AudioSource>();
if (_voiceSource == null)
{
_voiceSource = gameObject.AddComponent<AudioSource>();
_voiceSource.playOnAwake = false;
_voiceSource.loop = false;
}
}
private void Start()
{
PlayBGM();
}
public void PlayBGM()
{
if (_bgmSource == null || BGMClip == null) return;
_bgmSource.clip = BGMClip;
_bgmSource.volume = BGMVolume;
_bgmSource.loop = true;
_bgmSource.Play();
}
public void StopBGM()
{
if (_bgmSource != null) _bgmSource.Stop();
}
/// <summary>播放一步语音解说,自动打断前一条</summary>
public void PlayVoice(AudioClip clip, float volume = 1f)
{
if (_voiceSource == null || clip == null) return;
_voiceSource.Stop();
_voiceSource.clip = clip;
_voiceSource.volume = volume;
_voiceSource.Play();
}
/// <summary>停止语音</summary>
public void StopVoice()
{
if (_voiceSource != null) _voiceSource.Stop();
}
/// <summary>按文件名从 StreamingAssets 加载并播放语音</summary>
public void PlayVoiceFromFile(string fileName)
{
if (string.IsNullOrEmpty(fileName)) return;
StartCoroutine(LoadAndPlayVoice(fileName));
}
private System.Collections.IEnumerator LoadAndPlayVoice(string fileName)
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, "Voice", fileName);
using var www = UnityEngine.Networking.UnityWebRequestMultimedia.GetAudioClip(path, AudioType.WAV);
yield return www.SendWebRequest();
if (www.result == UnityEngine.Networking.UnityWebRequest.Result.Success)
{
var clip = UnityEngine.Networking.DownloadHandlerAudioClip.GetContent(www);
PlayVoice(clip);
}
else
{
Debug.LogWarning($"AudioManager: 加载语音失败 {path}");
}
}
}