144 lines
5.3 KiB
C#
144 lines
5.3 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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using SLSUtilities.Feedback;
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using SLSUtilities.WwiseAssistance;
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using Lean.Pool;
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namespace Cielonos.MainGame.Effects.Feedback
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{
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/// <summary>
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/// 音频反馈动作,在 Feedback 轨道上播放 Wwise 音频事件。
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/// 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。
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/// </summary>
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[Serializable]
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[FeedbackActionColor(0.2f, 0.6f, 0.9f)]
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public class PostAudioAction : FeedbackActionBase
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{
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public override string DisplayName => "Post Audio";
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[Required]
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[Tooltip("要播放的 Wwise 音频事件")]
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public AK.Wwise.Event wwiseEvent;
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[LabelText("跟随执行者播放")]
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[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。")]
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public bool playAttached = true;
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[LabelText("被打断时停止")]
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[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。")]
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public bool stopOnInterrupt = true;
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[ShowIf("stopOnInterrupt")]
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[LabelText("淡出时间 (ms)")]
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[Tooltip("被打断停止时的淡出时长(毫秒)。")]
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public int fadeOutMs = 200;
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// 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
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private readonly Dictionary<FeedbackPlayer, uint> _playingIDs = new Dictionary<FeedbackPlayer, uint>();
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private readonly Dictionary<FeedbackPlayer, GameObject> _spawnedSoundObjects = new Dictionary<FeedbackPlayer, GameObject>();
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public override void OnStart(FeedbackContext context)
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{
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if (wwiseEvent == null) return;
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GameObject ownerObj = context.owner != null ? context.owner.gameObject : null;
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uint playingID = 0;
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if (playAttached && ownerObj != null)
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{
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// 绑定到执行者播放
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playingID = wwiseEvent.Post(ownerObj);
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if (playingID != 0)
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{
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_playingIDs[context.player] = playingID;
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}
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}
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else
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{
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// 3D 空间固定位置播放
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Vector3 position = context.owner != null ? context.owner.position : Vector3.zero;
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if (AudioManager.Instance != null && AudioManager.Instance.audioPoint != null)
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{
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GameObject soundObj = LeanPool.Spawn(AudioManager.Instance.audioPoint, position, Quaternion.identity);
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_spawnedSoundObjects[context.player] = soundObj;
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playingID = wwiseEvent.Post(soundObj, (uint)AkCallbackType.AK_EndOfEvent, AutoDespawnCallback, context.player);
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if (playingID != 0)
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{
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_playingIDs[context.player] = playingID;
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soundObj.name = $"PostAudioAction-{wwiseEvent.Name}-Event{playingID}";
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}
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else
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{
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// 播放失败,立即回收对象
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LeanPool.Despawn(soundObj);
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_spawnedSoundObjects.Remove(context.player);
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}
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}
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}
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}
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public override void OnInterrupt(FeedbackContext context)
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{
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if (stopOnInterrupt)
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{
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if (_playingIDs.TryGetValue(context.player, out uint playingID))
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{
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if (playingID != 0 && playingID != AkUnitySoundEngine.AK_INVALID_PLAYING_ID)
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{
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AudioManager.Stop(playingID, fadeOutMs);
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}
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}
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}
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Cleanup(context);
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}
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public override void OnEnd(FeedbackContext context)
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{
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Cleanup(context);
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}
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private void Cleanup(FeedbackContext context)
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{
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_playingIDs.Remove(context.player);
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_spawnedSoundObjects.Remove(context.player);
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}
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/// <summary>
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/// 空间音频的 Wwise 回调,在播放结束时自动回收临时音频点。
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/// </summary>
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private void AutoDespawnCallback(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info)
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{
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if (in_type == AkCallbackType.AK_EndOfEvent)
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{
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FeedbackPlayer player = in_cookie as FeedbackPlayer;
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if (player != null)
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{
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if (_spawnedSoundObjects.TryGetValue(player, out GameObject soundObj))
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{
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if (soundObj != null)
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{
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LeanPool.Despawn(soundObj);
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}
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_spawnedSoundObjects.Remove(player);
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}
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_playingIDs.Remove(player);
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}
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}
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}
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public override bool Validate(out string error)
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{
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if (wwiseEvent == null)
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{
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error = "Wwise Event is not assigned.";
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return false;
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}
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error = null;
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return true;
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}
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}
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}
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