Files
5.24BuYu/Assets/MyGame/Scripts/fishResources/AudioResourcesData.cs
T
2026-05-01 06:26:50 +08:00

116 lines
4.2 KiB
C#

using Newtonsoft.Json;
using Spine.Unity;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.InputSystem;
using UnityEngine.ResourceManagement.AsyncOperations;
using static UnityEngine.AddressableAssets.Addressables;
[Serializable]
public class AudioResourcesData
{
public int audioID;
public string audioResourcesPath;
public static Dictionary<string, int> name_IDDic=new Dictionary<string, int>();
public static Dictionary<int, AudioClip> audioClipDic=new Dictionary<int, AudioClip>();
static Dictionary<int, AudioClip> audioClipDefaultDic=new Dictionary<int, AudioClip>();
static Dictionary<int, AudioClip> audioClipGameDic=new Dictionary<int, AudioClip>();
const string Audio_AALabel="Audio";
static AudioResourcesData()
{
//这里要添加默认的音效 背景 按钮点击
LoadDefaultAudioGame();
}
static async void LoadDefaultAudioGame()
{
string prefabFishPath = Resources.Load<TextAsset>("tbaudio").text;
var v = JsonConvert.DeserializeObject<List<AudioResourcesData>>(prefabFishPath);
foreach (var item in v)
{
Debug.Log("加载文件音频ID: " + item.audioID);
Debug.Log(item.audioID + "加载文件音频路径: " + item.audioResourcesPath);
name_IDDic[item.audioResourcesPath]=item.audioID;
}
var keys = new List<string> { Audio_AALabel, "Default" };
await Addressables.LoadAssetsAsync<AudioClip>(keys, audio =>
{
Debug.Log("加载音频: " + audio.name);
if (name_IDDic.ContainsKey(audio.name))
{
Debug.Log("加载音频ID: " + name_IDDic[audio.name]);
audioClipDefaultDic.Add(name_IDDic[audio.name],audio);
}
}, MergeMode.Intersection).Task;
foreach (var item in audioClipDefaultDic)
{
audioClipDic.Add(item.Key, item.Value);
}
Debug.Log("加载了:"+ audioClipDic.Count);
}
public static async Task LoadAudioGame()
{
GameType gameType=GameManager.Instance.gameData.currGameType;
var keys = new List<string> { Audio_AALabel, gameType.ToString() };
await Addressables.LoadAssetsAsync<AudioClip>(keys, audio =>
{
//Debug.Log("加载音频: " + audio.name);
//Debug.Log("加载音频ID: " + name_IDDic[audio.name]);
if (name_IDDic.ContainsKey(audio.name))
{
audioClipGameDic[name_IDDic[audio.name]]= audio;
}
}, MergeMode.Intersection).Task;
audioClipDic=new Dictionary<int, AudioClip>(audioClipDefaultDic);
foreach (var item in audioClipGameDic)
{
audioClipDic[item.Key]=item.Value;
}
Debug.Log("加载了:"+ audioClipDic.Count);
}
public static async Task UnLoadAudioGame()
{
GameType gameType = GameManager.Instance.gameData.currGameType;
var keys = new List<string> { Audio_AALabel, gameType.ToString() };
// 加载对应的句柄(只是为了拿到引用,之后释放)
AsyncOperationHandle<IList<AudioClip>> handle = Addressables.LoadAssetsAsync<AudioClip>(keys, null, MergeMode.Intersection);
await handle.Task;
// 遍历卸载对应的音频
foreach (var audio in handle.Result)
{
if (name_IDDic.ContainsKey(audio.name))
{
int id = name_IDDic[audio.name];
if (audioClipGameDic.ContainsKey(id))
{
audioClipGameDic.Remove(id);
Debug.Log($"卸载音频: {audio.name} (ID={id})");
}
}
}
// 释放 Addressables 资源句柄
Addressables.Release(handle);
// 重建总字典:保留默认音频 + 剩余游戏音频
audioClipDic = new Dictionary<int, AudioClip>(audioClipDefaultDic);
foreach (var item in audioClipGameDic)
{
audioClipDic[item.Key] = item.Value;
}
Debug.Log("卸载完成,当前音频数量:" + audioClipDic.Count);
}
}