Unity类银河战士恶魔城学习总结(P154 Audio Distance Limite音频距离限制)
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
教程源地址:https://www.udemy.com/course/2d-rpg-alexdev/
本章节给骷髅战士加上了音频,并且限制了产生音效的范围
可爱的骷髅战士
AudioManager.cs
关键字段
-
AudioManager instance
实现单例模式,确保全局只有一个AudioManager
实例。 -
[SerializeField] private AudioSource[] sfx
存储音效的AudioSource
数组,每个元素对应一个音效。 -
[SerializeField] private AudioSource[] bgm
存储背景音乐的AudioSource
数组,每个元素对应一首背景音乐。 -
public bool playBgm
控制背景音乐是否播放的开关。 -
private int bgmIndex
当前播放的背景音乐索引。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudioManager : MonoBehaviour
{
public static AudioManager instance;
[SerializeField] private float sfxMinimumDistance;//音效最小距离
[SerializeField] private AudioSource[] sfx;//音效
[SerializeField] private AudioSource[] bgm;//背景音乐
public bool playBgm;
private int bgmIndex;
private void Awake()
{
if(instance != null)
Destroy(instance.gameObject);
else
instance = this;
}
private void Update()
{
if (!playBgm)
StopAllBGM();
else
{
if(!bgm[bgmIndex].isPlaying)//如果背景音乐没有播放
PlayBGM(bgmIndex);
}
}
public void PlaySFX(int _sfxIndex,Transform _source)//播放音效
{
if(sfx[_sfxIndex].isPlaying)//如果音效正在播放
return;
if(_source!=null && Vector2.Distance(PlayerManager.instance.player.transform.position, _source.position) > sfxMinimumDistance)//距离过远不播放
return;
if (_sfxIndex < sfx.Length)
{
sfx[_sfxIndex].pitch = Random.Range(.85f, 1.15f);//设置音效的音调
sfx[_sfxIndex].Play();
}
}
public void StopSFX(int _index) => sfx[_index].Stop();//停止音效
public void PlayRandomBGM()//播放随机背景音乐
{
bgmIndex = Random.Range(0, bgm.Length);
PlayBGM(bgmIndex);
}
public void PlayBGM(int _bgmIndex)//播放背景音乐
{
bgmIndex = _bgmIndex;
StopAllBGM();
bgm[bgmIndex].Play();
}
public void StopAllBGM()
{
for (int i = 0; i < bgm.Length; i++)
{
bgm[i].Stop();
}
}
}
PlayerAnimationTriggers.cs
攻击触发的音效
AudioManager.instance.PlaySFX(2,null);//播放音效
using UnityEngine;
public class PlayerAnimationTriggers : MonoBehaviour
{
private Player player => GetComponentInParent<Player>();
private void AnimationTrigger()
{
player.AnimationTrigger();
}
private void AttackTrigger()//攻击触发函数
{
AudioManager.instance.PlaySFX(2,null);//播放音效
Collider2D[] colliders = Physics2D.OverlapCircleAll(player.attackCheck.position, player.attackCheckRadius);//检测区域内的敌人
foreach (var hit in colliders)//遍历检测到的对象
{
if (hit.GetComponent<Enemy>() != null)
{
EnemyStats _target = hit.GetComponent<EnemyStats>();//判断是否是敌人
if (_target != null) //对敌人造成伤害
player.stats.DoDamage(_target);
ItemData_Equipment weaponData = Inventory.instance.GetEquipment(EquipmentType.Weapon);
if (weaponData != null)//应用武器特殊效果
weaponData.Effect(_target.transform);
}
}
}
private void ThrowSword()
{
SkillManager.instance.sword.CreateSword();
}
}
SkeletonIdleState.cs
怪物的音效
AudioManager.instance.PlaySFX(24,enemy.transform);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SkeletonIdleState : SkeletonGroundedState
{
public SkeletonIdleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName, Enemy_Skelteon _enemy) : base(_enemyBase, _stateMachine, _animBoolName, _enemy)
{
}
public override void Enter()
{
base.Enter();
stateTimer = enemy.idleTime;
}
public override void Exit()
{
base.Exit();
AudioManager.instance.PlaySFX(24,enemy.transform);
}
public override void Update()
{
base.Update();
if (stateTimer < 0)
{
stateMachine.ChangeState(enemy.moveState);
}
}
}
原文地址:https://blog.csdn.net/suzh1qian/article/details/144157783
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