//------------------------------------------------------------------------- public CSoundMgr() { mObjAudio = new GameObject("Audio Object"); if (!PlayerPrefs.HasKey("Music")) { PlayerPrefs.SetFloat("Music", 0.5f); } if (!PlayerPrefs.HasKey("Sounds")) { PlayerPrefs.SetFloat("Sounds", 0.5f); } mListAudioFree.Clear(); for (int i = 0; i < 8; i++) { AudioSource obj_audio = mObjAudio.AddComponent <AudioSource>(); Debug.Log("CSoundMgr调用"); mListAudioFree.Add(obj_audio); mQueAudioFree.Enqueue(obj_audio); } { CSoundLayerBackground s = new CSoundLayerBackground(this); mMapSoundLayer[s.getLayerId()] = s; } { CSoundLayerIgnore s = new CSoundLayerIgnore(this); mMapSoundLayer[s.getLayerId()] = s; } { CSoundLayerReplace s = new CSoundLayerReplace(this); mMapSoundLayer[s.getLayerId()] = s; } { CSoundLayerNormal s = new CSoundLayerNormal(this); mMapSoundLayer[s.getLayerId()] = s; } }
//------------------------------------------------------------------------- public CSoundMgr() { mObjAudio = new GameObject("Audio Object"); if (!PlayerPrefs.HasKey("Music")) { PlayerPrefs.SetFloat("Music", 0.5f); } if (!PlayerPrefs.HasKey("Sounds")) { PlayerPrefs.SetFloat("Sounds", 0.5f); } mListAudioFree.Clear(); for (int i = 0; i < 8; i++) { AudioSource obj_audio = mObjAudio.AddComponent<AudioSource>(); Debug.Log("CSoundMgr调用"); mListAudioFree.Add(obj_audio); mQueAudioFree.Enqueue(obj_audio); } { CSoundLayerBackground s = new CSoundLayerBackground(this); mMapSoundLayer[s.getLayerId()] = s; } { CSoundLayerIgnore s = new CSoundLayerIgnore(this); mMapSoundLayer[s.getLayerId()] = s; } { CSoundLayerReplace s = new CSoundLayerReplace(this); mMapSoundLayer[s.getLayerId()] = s; } { CSoundLayerNormal s = new CSoundLayerNormal(this); mMapSoundLayer[s.getLayerId()] = s; } }