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jdt-fish-client/assets/FishSingle/script/engine/uicomponent/SoundPrefab.ts
2024-10-05 04:22:34 +08:00

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import {
AssetManager,
AudioClip,
AudioSource,
Component,
Node,
NodePool,
Prefab,
_decorator,
instantiate,
} from 'cc'
import { GameConfig } from '../../game/config/GameConfig'
import CommonEvent from '../config/CommonEvent'
import MusicConfig from '../config/MusicConfig'
import EventManager from '../utils/EventManager'
import LocalStorage from '../utils/LocalStorage'
import { Logger } from '../utils/Logger'
import PrefabLoader from '../utils/PrefabLoader'
const { ccclass, property } = _decorator
// /**
// * 音效
// * Ios暂时有bug弃用
// */
@ccclass('SoundPrefab')
export default class SoundPrefab extends Component {
private static prefab: Prefab | null = null
private static SOUND_VOLUMN_KEY: string = 'soundVolumn'
public static soundVolumn: number = 1
private static Pool_Init_Num: number = 30
private static pool: NodePool = new NodePool()
private static nowAudioNodeList: Array<Node> = []
private audioName: string = ''
private audioUrl: string = ''
private static getAudioNode() {
let node: Node = null
// if (this.pool.size() > 0) {
// node = this.pool.get();
// } else {
node = instantiate(this.prefab)
// }
return node
}
public static play(key: string) {
const url: string = MusicConfig.musicKey2Path.get(key)
if (url) {
AssetManager.instance.resources.load(url, AudioClip, (error: Error, clip: AudioClip) => {
if (error) {
Logger.warn(this, 'load sound error===', error.message)
} else {
if (clip) {
const audioNode: Node = this.getAudioNode()
if (audioNode) {
audioNode.getComponent(AudioSource).clip = clip
audioNode.getComponent(AudioSource).volume = SoundPrefab.soundVolumn
audioNode.getComponent(AudioSource).loop = false
audioNode.getComponent(AudioSource).currentTime = 0 // rewind();
audioNode.getComponent(AudioSource).play()
audioNode.getComponent(SoundPrefab).audioName = key
audioNode.getComponent(SoundPrefab).audioUrl = url
this.nowAudioNodeList.push(audioNode)
}
}
}
})
} else {
Logger.warn(this, '播放不存在的music=', key)
}
}
public static changeVolumn(nowVolumn: number) {
this.soundVolumn = nowVolumn
for (let i = 0; i < this.nowAudioNodeList.length; i++) {
const audioNode: Node = this.nowAudioNodeList[i]
const audioSource: AudioSource = audioNode.getComponent(AudioSource)
if (audioSource.playing) audioSource.volume = nowVolumn
}
LocalStorage.setItem(SoundPrefab.SOUND_VOLUMN_KEY, SoundPrefab.soundVolumn.toString())
}
private static preInit() {
EventManager.instance.addListener(CommonEvent.Event_FrameUpdate, this.updateFrame, this)
SoundPrefab.soundVolumn = Number.parseFloat(LocalStorage.getItem(SoundPrefab.SOUND_VOLUMN_KEY))
if (Number.isNaN(SoundPrefab.soundVolumn)) SoundPrefab.soundVolumn = 1
}
private static updateFrame() {
for (let i = 0; i < this.nowAudioNodeList.length; i++) {
const audioNode: Node = this.nowAudioNodeList[i]
const audioSource: AudioSource = audioNode.getComponent(AudioSource)
if (!audioSource.playing) SoundPrefab.nowAudioNodeList.splice(i, 1)
}
}
public static preLoad(): Promise<void> {
return new Promise((resolve, reject) => {
PrefabLoader.loadPrefab(
`${GameConfig.GameName}/share/uicomponent/SoundPrefab`,
(loadedResource: Prefab) => {
SoundPrefab.prefab = loadedResource
this.preInit()
// for (let i = 0; i < this.Pool_Init_Num; i++) {
// let tempNode: cc.Node = cc.instantiate(loadedResource);
// this.pool.put(tempNode);
// }
resolve()
},
)
})
}
public static destory() {
EventManager.instance.removeListener(CommonEvent.Event_FrameUpdate, this.updateFrame)
for (let i = 0; i < this.nowAudioNodeList.length; i++) {
const audioNode: Node = this.nowAudioNodeList[i]
audioNode.getComponent(AudioSource).stop()
audioNode.getComponent(AudioSource).destroy()
}
this.nowAudioNodeList = []
this.pool.clear()
}
}