Ejemplo n.º 1
0
    /// <summary>
    /// 播放音效可重叠播放(NGUI播放方式,只能一次播放完整才能销毁,最好不要使用)
    /// </summary>
    /// <param name="name"></param>
    public void PlayFxSoundOverlap(string name, bool isLoop = false)
    {
        if (fxClip == null)
        {
            return;
        }

        if (isPlayFxVolume)
        {
            for (int i = 0; i < fxClip.Length; i++)
            {
                if (name == fxClip[i].name)
                {
                    //NGUITools.PlaySound(fxClipStatic[i], fxVolume);
                    var gameObject = audioSpwan.Spawn("AudioShotGame", transform);
                    var _audio     = gameObject.GetComponent <AudioSource>();
                    _audio.clip   = fxClip[i];
                    _audio.volume = fxVolume;
                    _audio.loop   = isLoop;
                    _audio.Play();

                    AudioShot model = gameObject.GetComponent <AudioShot>();

                    if (string.IsNullOrEmpty(model.audioName))
                    {
                        model.name = audioCount + "";
                        audioCount++;
                        fxAudioList.Add(_audio);      //添加到集合中
                    }

                    return;
                }
            }
        }
    }
Ejemplo n.º 2
0
    public void PlayMusicSoundOverlap(string name)
    {
        if (musicClip == null)
        {
            return;
        }

        if (isPlayMusicVolume)
        {
            for (int i = 0; i < musicClip.Length; i++)
            {
                if (name == musicClip[i].name)
                {
                    var gameObject = audioSpwan.Spawn("AudioShotGame", this.transform);
                    var _audio     = gameObject.GetComponent <AudioSource>();
                    _audio.clip   = fxClip[i];
                    _audio.volume = fxVolume;
                    _audio.Play();

                    AudioShot model = gameObject.GetComponent <AudioShot>();
                    if (string.IsNullOrEmpty(model.audioName))
                    {
                        model.audioName = audioCount + "";
                        audioCount++;
                        //添加到集合中
                        musicAudioList.Add(_audio);
                    }

                    return;
                }
            }
        }
    }