Files
XMen/Assets/Scripts/Manager/AudioManager.cs
2025-07-10 14:49:53 +08:00

56 lines
1.3 KiB
C#

using JetBrains.Annotations;
using Mirror;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
public class AudioManager : MonoBehaviour
{
public AudioSource bgmAudioScource;
public static AudioManager Ins { get; private set; }
public List<AudioClip> audioClips;
public string[] ClipNames = { "bgm1", "bgm2", "bgm3", "playVoices_01" };
public Dictionary<string, AudioClip> clips = new Dictionary<string, AudioClip>();
private void Start()
{
Ins = this;
for (int i = 0; i < audioClips.Count; i++)
{
clips.Add(ClipNames[i], audioClips[i]);
}
//SoundServerToClientPlay("bgm1", true);
Debug.Log(clips);
SoundPlay("bgm1", true);
}
public void SoundPlay(string clipsName, bool isLoop)
{
//GameInit.Ins.bgm.loop = isLoop;
//GameInit.Ins.bgm.clip = clips[clipsName];
//GameInit.Ins.bgm.volume = 0.5f;
//GameInit.Ins.bgm.Play();
bgmAudioScource.loop = isLoop;
bgmAudioScource.clip = clips[clipsName];
bgmAudioScource.volume = 0.5f;
bgmAudioScource.Play();
}
public void SoundPlayOneShot(string clipsName, bool isLoop)
{
GameInit.Ins.sfx.loop = isLoop;
GameInit.Ins.sfx.PlayOneShot(clips[clipsName]);
}
}