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taptap2024_GJ_chidouren/Assets/Scripts/System/AudioHandler/AudioCode.cs

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C#
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2024-10-16 00:03:41 +08:00
using Coffee.UIEffects;
using Framework.Asset;
using Game.Data;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Serialization;
namespace System.AudioHandler
{
[CreateAssetMenu(fileName = "AudioCode", order = 0)]
public class AudioCode : ScriptableObject
{
//特殊单例模式
#region Instance Logic
private const string _CONFIG_PATH = "Config/Audio/AudioCode.asset";
private static AudioCode _instance;
public static AudioCode Instance
{
get
{
if (_instance == null)
{
// ## ai 记住此处的加载方式, 通过AssetManager加载
// ## 通过AssetManager加载的资源会自动缓存不需要手动释放
_instance = AssetManager.Instance.LoadAsset<AudioCode>(_CONFIG_PATH);
}
return _instance;
}
}
#endregion"
[BoxGroup("BGM")] public string LobbyBgm = "LobbyBgm";
public string FightBgm = "WorkBgm";
public string NormalBgm = "PlayBgm";
[BoxGroup("SE")] public string SE_Btn_Click = "UI/Button/Btn_Click";
public string SE_Btn_Click2 = "UI/Button/Btn_Click2";
public string SE_Btn_Click3 = "UI/Button/Btn_Click3";
public string SE_Btn_Back = "UI/Button/Btn_Back";
public string SE_Btn_Close = "UI/Button/Btn_Close";
public string SE_Btn_Confirm = "UI/Button/Btn_Confirm";
public string SE_Btn_Warning = "UI/Button/Btn_Warning";
public string SE_Complete = "UI/CompleteLevel/Complete_Level_01";
public string SE_Complete2 = "UI/CompleteLevel/Complete_Level_02";
public string SE_CompleteTip = "UI/CompleteLevel/Complete_Level_Tip";
public string SE_CompletePrefect = "UI/CompleteLevel/Complete_Level_Prefect";
public string SE_Gaming_GetCoin = "UI/Gaming/GetCoin";
public string SE_Loading_Whoosh01 = "UI/Loading/Whoosh01";
public string SE_Loading_Whoosh02 = "UI/Loading/Whoosh02";
public string SE_OverGame_History = "UI/OverGame/HistoryEffect";
public string SE_OverGame_Prefect = "UI/OverGame/PerfectEffect";
public string SE_PanelPop_Pop01 = "UI/PanelPop/Pop01";
public string SE_PanelPop_Pop02 = "UI/PanelPop/Pop02";
public string SE_PanelPop_Pop03 = "UI/PanelPop/Pop03";
public string SE_Play_OverGameSuccess = "UI/OverGame/OverGameSuccess";
public string SE_PropTip = "UI/PropTip";
public string SE_Play_OverGameFail = "UI/OverGame/OverGameFail";
public string SE_AD_Complete = "UI/AD_Complete";
public string SE_Fight_Attack = "UI/Fight/Attack";
public string SE_Fight_EchoTrigger1 = "UI/Fight/EchoTrigger1";
public string SE_Fight_EchoTrigger2 = "UI/Fight/EchoTrigger2";
public string SE_Fight_BossEchoTrigger = "UI/Fight/BossEchoTrigger";
public string SE_Fight_RealCard = "UI/Fight/RealCard";
public string SE_Fight_DiscardCard = "UI/Fight/DiscardCard";
public string GetBgmAudio(BgmAudio bgmAudio)
{
switch (bgmAudio)
{
case BgmAudio.None:
return null;
case BgmAudio.LobbyBgm:
return LobbyBgm;
case BgmAudio.FightingBgm:
return FightBgm;
case BgmAudio.NormalBgm:
return NormalBgm;
default:
return null;
}
}
public string GetSeAudio(SeAudio seAudio)
{
switch (seAudio)
{
case SeAudio.None:
return SE_Btn_Click;
case SeAudio.Btn_Click:
return SE_Btn_Click;
case SeAudio.Btn_Click2:
return SE_Btn_Click2;
case SeAudio.Btn_Click3:
return SE_Btn_Click3;
case SeAudio.Btn_Back:
return SE_Btn_Back;
case SeAudio.Btn_Close:
return SE_Btn_Close;
case SeAudio.Btn_Confirm:
return SE_Btn_Confirm;
case SeAudio.Btn_Warning:
return SE_Btn_Warning;
case SeAudio.Complete:
return SE_Complete;
case SeAudio.Complete2:
return SE_Complete2;
case SeAudio.CompleteTip:
return SE_CompleteTip;
case SeAudio.CompletePrefect:
return SE_CompletePrefect;
case SeAudio.Gaming_GetCoin:
return SE_Gaming_GetCoin;
case SeAudio.Loading_Whoosh01:
return SE_Loading_Whoosh01;
case SeAudio.Loading_Whoosh02:
return SE_Loading_Whoosh02;
case SeAudio.OverGame_History:
return SE_OverGame_History;
case SeAudio.OverGame_Prefect:
return SE_OverGame_Prefect;
case SeAudio.PanelPop_Pop01:
return SE_PanelPop_Pop01;
case SeAudio.PanelPop_Pop02:
return SE_PanelPop_Pop02;
case SeAudio.PanelPop_Pop03:
return SE_PanelPop_Pop03;
case SeAudio.OverGame_Success:
return this.SE_Play_OverGameSuccess;
case SeAudio.PropTip:
return this.SE_PropTip;
case SeAudio.OverGame_Fail:
return this.SE_Play_OverGameFail;
case SeAudio.AD_Complete:
return this.SE_AD_Complete;
case SeAudio.Fight_Attack:
return this.SE_Fight_Attack;
case SeAudio.Fight_EchoTrigger1:
return this.SE_Fight_EchoTrigger1;
case SeAudio.Fight_EchoTrigger2:
return this.SE_Fight_EchoTrigger2;
case SeAudio.Fight_BossEchoTrigger:
return this.SE_Fight_BossEchoTrigger;
case SeAudio.Fight_RealCard:
return this.SE_Fight_RealCard;
case SeAudio.Fight_CardDiscard:
return this.SE_Fight_DiscardCard;
default:
return null;
}
}
}
}