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159
Assets/Scripts/System/AudioHandler/AudioCode.cs
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159
Assets/Scripts/System/AudioHandler/AudioCode.cs
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using Coffee.UIEffects;
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using Framework.Asset;
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using Game.Data;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace System.AudioHandler
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{
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[CreateAssetMenu(fileName = "AudioCode", order = 0)]
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public class AudioCode : ScriptableObject
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{
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//特殊单例模式
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#region Instance Logic
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private const string _CONFIG_PATH = "Config/Audio/AudioCode.asset";
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private static AudioCode _instance;
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public static AudioCode Instance
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{
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get
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{
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if (_instance == null)
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{
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// ## ai 记住此处的加载方式, 通过AssetManager加载
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// ## 通过AssetManager加载的资源,会自动缓存,不需要手动释放
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_instance = AssetManager.Instance.LoadAsset<AudioCode>(_CONFIG_PATH);
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}
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return _instance;
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}
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}
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#endregion"
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[BoxGroup("BGM")] public string LobbyBgm = "LobbyBgm";
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public string FightBgm = "WorkBgm";
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public string NormalBgm = "PlayBgm";
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[BoxGroup("SE")] public string SE_Btn_Click = "UI/Button/Btn_Click";
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public string SE_Btn_Click2 = "UI/Button/Btn_Click2";
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public string SE_Btn_Click3 = "UI/Button/Btn_Click3";
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public string SE_Btn_Back = "UI/Button/Btn_Back";
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public string SE_Btn_Close = "UI/Button/Btn_Close";
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public string SE_Btn_Confirm = "UI/Button/Btn_Confirm";
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public string SE_Btn_Warning = "UI/Button/Btn_Warning";
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public string SE_Complete = "UI/CompleteLevel/Complete_Level_01";
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public string SE_Complete2 = "UI/CompleteLevel/Complete_Level_02";
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public string SE_CompleteTip = "UI/CompleteLevel/Complete_Level_Tip";
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public string SE_CompletePrefect = "UI/CompleteLevel/Complete_Level_Prefect";
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public string SE_Gaming_GetCoin = "UI/Gaming/GetCoin";
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public string SE_Loading_Whoosh01 = "UI/Loading/Whoosh01";
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public string SE_Loading_Whoosh02 = "UI/Loading/Whoosh02";
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public string SE_OverGame_History = "UI/OverGame/HistoryEffect";
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public string SE_OverGame_Prefect = "UI/OverGame/PerfectEffect";
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public string SE_PanelPop_Pop01 = "UI/PanelPop/Pop01";
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public string SE_PanelPop_Pop02 = "UI/PanelPop/Pop02";
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public string SE_PanelPop_Pop03 = "UI/PanelPop/Pop03";
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public string SE_Play_OverGameSuccess = "UI/OverGame/OverGameSuccess";
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public string SE_PropTip = "UI/PropTip";
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public string SE_Play_OverGameFail = "UI/OverGame/OverGameFail";
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public string SE_AD_Complete = "UI/AD_Complete";
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public string SE_Fight_Attack = "UI/Fight/Attack";
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public string SE_Fight_EchoTrigger1 = "UI/Fight/EchoTrigger1";
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public string SE_Fight_EchoTrigger2 = "UI/Fight/EchoTrigger2";
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public string SE_Fight_BossEchoTrigger = "UI/Fight/BossEchoTrigger";
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public string SE_Fight_RealCard = "UI/Fight/RealCard";
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public string SE_Fight_DiscardCard = "UI/Fight/DiscardCard";
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public string GetBgmAudio(BgmAudio bgmAudio)
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{
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switch (bgmAudio)
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{
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case BgmAudio.None:
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return null;
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case BgmAudio.LobbyBgm:
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return LobbyBgm;
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case BgmAudio.FightingBgm:
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return FightBgm;
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case BgmAudio.NormalBgm:
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return NormalBgm;
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default:
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return null;
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}
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}
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public string GetSeAudio(SeAudio seAudio)
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{
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switch (seAudio)
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{
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case SeAudio.None:
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return SE_Btn_Click;
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case SeAudio.Btn_Click:
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return SE_Btn_Click;
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case SeAudio.Btn_Click2:
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return SE_Btn_Click2;
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case SeAudio.Btn_Click3:
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return SE_Btn_Click3;
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case SeAudio.Btn_Back:
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return SE_Btn_Back;
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case SeAudio.Btn_Close:
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return SE_Btn_Close;
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case SeAudio.Btn_Confirm:
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return SE_Btn_Confirm;
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case SeAudio.Btn_Warning:
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return SE_Btn_Warning;
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case SeAudio.Complete:
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return SE_Complete;
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case SeAudio.Complete2:
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return SE_Complete2;
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case SeAudio.CompleteTip:
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return SE_CompleteTip;
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case SeAudio.CompletePrefect:
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return SE_CompletePrefect;
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case SeAudio.Gaming_GetCoin:
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return SE_Gaming_GetCoin;
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case SeAudio.Loading_Whoosh01:
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return SE_Loading_Whoosh01;
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case SeAudio.Loading_Whoosh02:
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return SE_Loading_Whoosh02;
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case SeAudio.OverGame_History:
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return SE_OverGame_History;
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case SeAudio.OverGame_Prefect:
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return SE_OverGame_Prefect;
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case SeAudio.PanelPop_Pop01:
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return SE_PanelPop_Pop01;
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case SeAudio.PanelPop_Pop02:
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return SE_PanelPop_Pop02;
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case SeAudio.PanelPop_Pop03:
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return SE_PanelPop_Pop03;
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case SeAudio.OverGame_Success:
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return this.SE_Play_OverGameSuccess;
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case SeAudio.PropTip:
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return this.SE_PropTip;
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case SeAudio.OverGame_Fail:
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return this.SE_Play_OverGameFail;
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case SeAudio.AD_Complete:
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return this.SE_AD_Complete;
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case SeAudio.Fight_Attack:
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return this.SE_Fight_Attack;
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case SeAudio.Fight_EchoTrigger1:
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return this.SE_Fight_EchoTrigger1;
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case SeAudio.Fight_EchoTrigger2:
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return this.SE_Fight_EchoTrigger2;
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case SeAudio.Fight_BossEchoTrigger:
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return this.SE_Fight_BossEchoTrigger;
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case SeAudio.Fight_RealCard:
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return this.SE_Fight_RealCard;
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case SeAudio.Fight_CardDiscard:
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return this.SE_Fight_DiscardCard;
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default:
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return null;
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}
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}
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}
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}
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