/// <summary> /// 播放声音。 /// </summary> /// <param name="soundAssetName">声音资源名称。</param> /// <param name="soundGroupName">声音组名称。</param> /// <param name="priority">加载声音资源的优先级。</param> /// <param name="playSoundParams">播放声音参数。</param> /// <param name="bindingEntity">声音绑定的实体。</param> /// <param name="userData">用户自定义数据。</param> /// <returns>声音的序列编号。</returns> public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity, object userData) { PlaySoundInfo playSoundInfo = ReferencePool.Acquire <PlaySoundInfo>(); playSoundInfo.Initialize(bindingEntity, Vector3.zero, userData); return(m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, playSoundInfo)); }
/// <summary> /// 播放声音。 /// </summary> /// <param name="soundAssetName">声音资源名称。</param> /// <param name="soundGroupName">声音组名称。</param> /// <param name="priority">加载声音资源的优先级。</param> /// <param name="playSoundParams">播放声音参数。</param> /// <param name="worldPosition">声音所在的世界坐标。</param> /// <param name="userData">用户自定义数据。</param> /// <returns>声音的序列编号。</returns> public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition, object userData) { PlaySoundInfo playSoundInfo = ReferencePool.Acquire <PlaySoundInfo>(); playSoundInfo.Initialize(null, worldPosition, userData); return(m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, playSoundInfo)); }
public static PlaySoundInfo Create(Entity bindingEntity, Vector3 worldPosition, object userData) { PlaySoundInfo playSoundInfo = ReferencePool.Acquire <PlaySoundInfo>(); playSoundInfo.m_BindingEntity = bindingEntity; playSoundInfo.m_WorldPosition = worldPosition; playSoundInfo.m_UserData = userData; return(playSoundInfo); }
/// <summary> /// 初始化播放声音成功事件的新实例。 /// </summary> /// <param name="e">内部事件。</param> public PlaySoundSuccessEventArgs(GameFramework.Sound.PlaySoundSuccessEventArgs e) { PlaySoundInfo playSoundInfo = e.UserData as PlaySoundInfo; SerialId = e.SerialId; SoundAssetName = e.SoundAssetName; SoundAgent = e.SoundAgent; BindingEntity = playSoundInfo.BindingEntity; UserData = playSoundInfo.UserData; }
private void OnPlaySoundSuccess(object sender, GameFramework.Sound.PlaySoundSuccessEventArgs e) { PlaySoundInfo playSoundInfo = e.UserData as PlaySoundInfo; if (playSoundInfo != null && playSoundInfo.BindingEntity != null) { e.SoundAgent.SetBindingEntity(playSoundInfo.BindingEntity); } m_EventComponent.Fire(this, new PlaySoundSuccessEventArgs(e)); }
/// <summary> /// 初始化播放声音更新事件的新实例。 /// </summary> /// <param name="e">内部事件。</param> public PlaySoundUpdateEventArgs(GameFramework.Sound.PlaySoundUpdateEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; SerialId = e.SerialId; SoundAssetName = e.SoundAssetName; SoundGroupName = e.SoundGroupName; PlaySoundParams = e.PlaySoundParams; Progress = e.Progress; BindingEntity = playSoundInfo.BindingEntity; UserData = playSoundInfo.UserData; }
/// <summary> /// 初始化播放声音失败事件的新实例。 /// </summary> /// <param name="e">内部事件。</param> public PlaySoundFailureEventArgs(GameFramework.Sound.PlaySoundFailureEventArgs e) { PlaySoundInfo playSoundInfo = e.UserData as PlaySoundInfo; SerialId = e.SerialId; SoundAssetName = e.SoundAssetName; SoundGroupName = e.SoundGroupName; PlaySoundParams = e.PlaySoundParams; BindingEntity = playSoundInfo.BindingEntity; ErrorCode = e.ErrorCode; ErrorMessage = e.ErrorMessage; UserData = playSoundInfo.UserData; }
/// <summary> /// 填充播放声音成功事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>播放声音成功事件。</returns> public PlaySoundSuccessEventArgs Fill(GameFramework.Sound.PlaySoundSuccessEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; SerialId = e.SerialId; SoundAssetName = e.SoundAssetName; SoundAgent = e.SoundAgent; Duration = e.Duration; BindingEntity = playSoundInfo.BindingEntity; UserData = playSoundInfo.UserData; return(this); }
/// <summary> /// 初始化播放声音时加载依赖资源事件的新实例。 /// </summary> /// <param name="e">内部事件。</param> public PlaySoundDependencyAssetEventArgs(GameFramework.Sound.PlaySoundDependencyAssetEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; SerialId = e.SerialId; SoundAssetName = e.SoundAssetName; SoundGroupName = e.SoundGroupName; PlaySoundParams = e.PlaySoundParams; DependencyAssetName = e.DependencyAssetName; LoadedCount = e.LoadedCount; TotalCount = e.TotalCount; BindingEntity = playSoundInfo.BindingEntity; UserData = playSoundInfo.UserData; }
/// <summary> /// 创建播放声音成功事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的播放声音成功事件。</returns> public static PlaySoundSuccessEventArgs Create(GameFramework.Sound.PlaySoundSuccessEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; PlaySoundSuccessEventArgs playSoundSuccessEventArgs = ReferencePool.Acquire <PlaySoundSuccessEventArgs>(); playSoundSuccessEventArgs.SerialId = e.SerialId; playSoundSuccessEventArgs.SoundAssetName = e.SoundAssetName; playSoundSuccessEventArgs.SoundAgent = e.SoundAgent; playSoundSuccessEventArgs.Duration = e.Duration; playSoundSuccessEventArgs.BindingEntity = playSoundInfo.BindingEntity; playSoundSuccessEventArgs.UserData = playSoundInfo.UserData; ReferencePool.Release(playSoundInfo); return(playSoundSuccessEventArgs); }
/// <summary> /// 创建播放声音更新事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的播放声音更新事件。</returns> public static PlaySoundUpdateEventArgs Create(GameFramework.Sound.PlaySoundUpdateEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; PlaySoundUpdateEventArgs playSoundUpdateEventArgs = ReferencePool.Acquire <PlaySoundUpdateEventArgs>(); playSoundUpdateEventArgs.SerialId = e.SerialId; playSoundUpdateEventArgs.SoundAssetName = e.SoundAssetName; playSoundUpdateEventArgs.SoundGroupName = e.SoundGroupName; playSoundUpdateEventArgs.PlaySoundParams = e.PlaySoundParams; playSoundUpdateEventArgs.Progress = e.Progress; playSoundUpdateEventArgs.BindingEntity = playSoundInfo.BindingEntity; playSoundUpdateEventArgs.UserData = playSoundInfo.UserData; return(playSoundUpdateEventArgs); }
/// <summary> /// 创建播放声音失败事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的播放声音失败事件。</returns> public static PlaySoundFailureEventArgs Create(GameFramework.Sound.PlaySoundFailureEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; PlaySoundFailureEventArgs playSoundFailureEventArgs = ReferencePool.Acquire <PlaySoundFailureEventArgs>(); playSoundFailureEventArgs.SerialId = e.SerialId; playSoundFailureEventArgs.SoundAssetName = e.SoundAssetName; playSoundFailureEventArgs.SoundGroupName = e.SoundGroupName; playSoundFailureEventArgs.PlaySoundParams = e.PlaySoundParams; playSoundFailureEventArgs.BindingEntity = playSoundInfo.BindingEntity; playSoundFailureEventArgs.ErrorCode = e.ErrorCode; playSoundFailureEventArgs.ErrorMessage = e.ErrorMessage; playSoundFailureEventArgs.UserData = playSoundInfo.UserData; ReferencePool.Release(playSoundInfo); return(playSoundFailureEventArgs); }
/// <summary> /// 填充播放声音失败事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>播放声音失败事件。</returns> public PlaySoundFailureEventArgs Fill(GameFramework.Sound.PlaySoundFailureEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; SerialId = e.SerialId; SoundAssetName = e.SoundAssetName; SoundGroupName = e.SoundGroupName; PlaySoundParams = e.PlaySoundParams; BindingEntity = playSoundInfo.BindingEntity; ErrorCode = e.ErrorCode; ErrorMessage = e.ErrorMessage; UserData = playSoundInfo.UserData; ReferencePool.Release(playSoundInfo); return(this); }
/// <summary> /// 创建播放声音时加载依赖资源事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的播放声音时加载依赖资源事件。</returns> public static PlaySoundDependencyAssetEventArgs Create(GameFramework.Sound.PlaySoundDependencyAssetEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; PlaySoundDependencyAssetEventArgs playSoundDependencyAssetEventArgs = ReferencePool.Acquire <PlaySoundDependencyAssetEventArgs>(); playSoundDependencyAssetEventArgs.SerialId = e.SerialId; playSoundDependencyAssetEventArgs.SoundAssetName = e.SoundAssetName; playSoundDependencyAssetEventArgs.SoundGroupName = e.SoundGroupName; playSoundDependencyAssetEventArgs.PlaySoundParams = e.PlaySoundParams; playSoundDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName; playSoundDependencyAssetEventArgs.LoadedCount = e.LoadedCount; playSoundDependencyAssetEventArgs.TotalCount = e.TotalCount; playSoundDependencyAssetEventArgs.BindingEntity = playSoundInfo.BindingEntity; playSoundDependencyAssetEventArgs.UserData = playSoundInfo.UserData; return(playSoundDependencyAssetEventArgs); }
private void OnPlaySoundSuccess(object sender, GameFramework.Sound.PlaySoundSuccessEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; if (playSoundInfo != null) { SoundAgentHelperBase soundAgentHelper = (SoundAgentHelperBase)e.SoundAgent.Helper; if (playSoundInfo.BindingEntity != null) { soundAgentHelper.SetBindingEntity(playSoundInfo.BindingEntity); } else { soundAgentHelper.SetWorldPosition(playSoundInfo.WorldPosition); } } m_EventComponent.Fire(this, PlaySoundSuccessEventArgs.Create(e)); }
private void OnPlaySoundSuccess(object sender, GameFramework.Sound.PlaySoundSuccessEventArgs e) { PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData; if (playSoundInfo != null) { SoundAgentHelperBase soundAgentHelper = (SoundAgentHelperBase)e.SoundAgent.Helper; if (playSoundInfo.BindingEntity != null) { soundAgentHelper.SetBindingEntity(playSoundInfo.BindingEntity); } else { soundAgentHelper.SetWorldPosition(playSoundInfo.WorldPosition); } } if (m_EnablePlaySoundSuccessEvent) { m_EventComponent.Fire(this, ReferencePool.Acquire <PlaySoundSuccessEventArgs>().Fill(e)); } }
/// <summary> /// 播放声音。 /// </summary> /// <param name="soundAssetName">声音资源名称。</param> /// <param name="soundGroupName">声音组名称。</param> /// <param name="priority">加载声音资源的优先级。</param> /// <param name="playSoundParams">播放声音参数。</param> /// <param name="worldPosition">声音所在的世界坐标。</param> /// <param name="userData">用户自定义数据。</param> /// <returns>声音的序列编号。</returns> public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition, object userData) { return(m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(null, worldPosition, userData))); }
/// <summary> /// 播放声音。 /// </summary> /// <param name="soundAssetName">声音资源名称。</param> /// <param name="soundGroupName">声音组名称。</param> /// <param name="priority">加载声音资源的优先级。</param> /// <param name="playSoundParams">播放声音参数。</param> /// <param name="bindingEntity">声音绑定的实体。</param> /// <param name="userData">用户自定义数据。</param> /// <returns>声音的序列编号。</returns> public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity, object userData) { return(m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(bindingEntity, Vector3.zero, userData))); }