/// <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))); }