using System;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using SLSUtilities.WwiseAssistance;
using Lean.Pool;
namespace Cielonos.MainGame.Effects.Feedback
{
///
/// 音频反馈动作,在 Feedback 轨道上播放 Wwise 音频事件。
/// 支持跟随执行者(Play Attached)或在 3D 空间中指定位置播放,并支持打断时平滑淡出。
///
[Serializable]
[FeedbackActionColor(0.2f, 0.6f, 0.9f)]
public class PostAudioAction : FeedbackActionBase
{
public override string DisplayName => "Post Audio";
[Required]
[Tooltip("要播放的 Wwise 音频事件")]
public AK.Wwise.Event wwiseEvent;
[LabelText("跟随执行者播放")]
[Tooltip("如果为 true,音效将绑定在执行者 GameObject 上移动;如果为 false,将在生成时的坐标固定播放 3D 音效。")]
public bool playAttached = true;
[LabelText("被打断时停止")]
[Tooltip("如果为 true,反馈轨被打断(如受击、格挡)时,此音效会立刻停止/淡出。")]
public bool stopOnInterrupt = true;
[ShowIf("stopOnInterrupt")]
[LabelText("淡出时间 (ms)")]
[Tooltip("被打断停止时的淡出时长(毫秒)。")]
public int fadeOutMs = 200;
// 运行时状态记录,使用 Dictionary 保证并发/多角色播放时的实例安全
private readonly Dictionary _playingIDs = new Dictionary();
private readonly Dictionary _spawnedSoundObjects = new Dictionary();
public override void OnStart(FeedbackContext context)
{
if (wwiseEvent == null) return;
GameObject ownerObj = context.owner != null ? context.owner.gameObject : null;
uint playingID = 0;
if (playAttached && ownerObj != null)
{
// 绑定到执行者播放
playingID = wwiseEvent.Post(ownerObj);
if (playingID != 0)
{
_playingIDs[context.player] = playingID;
}
}
else
{
// 3D 空间固定位置播放
Vector3 position = context.owner != null ? context.owner.position : Vector3.zero;
if (AudioManager.Instance != null && AudioManager.Instance.audioPoint != null)
{
GameObject soundObj = LeanPool.Spawn(AudioManager.Instance.audioPoint, position, Quaternion.identity);
_spawnedSoundObjects[context.player] = soundObj;
playingID = wwiseEvent.Post(soundObj, (uint)AkCallbackType.AK_EndOfEvent, AutoDespawnCallback, context.player);
if (playingID != 0)
{
_playingIDs[context.player] = playingID;
soundObj.name = $"PostAudioAction-{wwiseEvent.Name}-Event{playingID}";
}
else
{
// 播放失败,立即回收对象
LeanPool.Despawn(soundObj);
_spawnedSoundObjects.Remove(context.player);
}
}
}
}
public override void OnInterrupt(FeedbackContext context)
{
if (stopOnInterrupt)
{
if (_playingIDs.TryGetValue(context.player, out uint playingID))
{
if (playingID != 0 && playingID != AkUnitySoundEngine.AK_INVALID_PLAYING_ID)
{
AudioManager.Stop(playingID, fadeOutMs);
}
}
}
Cleanup(context);
}
public override void OnEnd(FeedbackContext context)
{
Cleanup(context);
}
private void Cleanup(FeedbackContext context)
{
_playingIDs.Remove(context.player);
_spawnedSoundObjects.Remove(context.player);
}
///
/// 空间音频的 Wwise 回调,在播放结束时自动回收临时音频点。
///
private void AutoDespawnCallback(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info)
{
if (in_type == AkCallbackType.AK_EndOfEvent)
{
FeedbackPlayer player = in_cookie as FeedbackPlayer;
if (player != null)
{
if (_spawnedSoundObjects.TryGetValue(player, out GameObject soundObj))
{
if (soundObj != null)
{
LeanPool.Despawn(soundObj);
}
_spawnedSoundObjects.Remove(player);
}
_playingIDs.Remove(player);
}
}
}
public override bool Validate(out string error)
{
if (wwiseEvent == null)
{
error = "Wwise Event is not assigned.";
return false;
}
error = null;
return true;
}
}
}