public void Reset() { _BgmSoundEntry.Reset(); _EnvironmentSoundEntry.Reset(); _WeatherSoundEntry.Reset(); { int nCount = _effectAudioSourceList.Count; for (int i = 0; i < nCount; ++i) { EffectAudioSourceItem item = _effectAudioSourceList[i]; if (item.audioSource != null) { // if(item.audioSource.isPlaying) item.audioSource.Stop(); GameObject.Destroy(item.audioSource.gameObject); item.audioSource = null; } item.Reset(); } _effectAudioSourceList.Clear(); } _ClipCache.Clear(); CheckAudioListener(); }
public void Reset() { _IsLoadingShow = false; _BgmSoundEntry.Reset(); _EnvironmentSoundEntry.Reset(); _WeatherSoundEntry.Reset(); List <EffectAudioSourceItem>[] effectSoundListArray = { _effect3DAudioSourceList, _attachedEffect3DAudioSourceList, _effect2DAudioSourceList, _footStep3DAudioSourceList, _static3DAudioSourceList, _npcVoice3DAudioSourceList, _npcShout3DAndioSourceList, _heartbeat2DAudioSourceList }; for (int n = 0; n < effectSoundListArray.Length; ++n) { List <EffectAudioSourceItem> soundList = effectSoundListArray[n]; int nCount = soundList.Count; for (int i = 0; i < nCount; ++i) { EffectAudioSourceItem item = soundList[i]; if (item.attachedObj != null) { item.Stop(); GameObject.Destroy(item.attachedObj); item.attachedObj = null; } item.Reset(); } soundList.Clear(); } CheckAudioListener(); }