GFramework/GFramework.Godot/setting/GodotAudioSettings.cs
GeWuYou 9531cd0883 refactor(setting): 重构设置模块结构并添加版本控制功能
- 将AudioSettings和GraphicsSettings移至data子目录
- 为AudioSettings和GraphicsSettings实现IVersioned接口
- 新增LocalizationSettings类管理本地化配置
- 重命名AudioBusMapSettings为AudioBusMap并移至data目录
- 新增LocalizationMap类定义语言映射关系
- 更新GodotAudioSettings依赖注入参数名称
- 修复GodotAudioSettings重置方法逻辑
- 新增GodotLocalizationSettings类应用本地化配置到Godot引擎
- 添加必要的using语句和版权注释
2026-01-27 22:57:03 +08:00

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using GFramework.Game.Abstractions.setting;
using Godot;
namespace GFramework.Godot.setting;
/// <summary>
/// Godot音频设置实现类用于应用音频配置到Godot音频系统
/// </summary>
/// <param name="settings">音频设置对象,包含主音量、背景音乐音量和音效音量</param>
/// <param name="audioBusMap">音频总线映射对象,定义了不同音频类型的总线名称</param>
public class GodotAudioSettings(AudioSettings settings, AudioBusMap audioBusMap)
: IPersistentApplyAbleSettings
{
/// <summary>
/// 应用音频设置到Godot音频系统
/// </summary>
/// <returns>表示异步操作的任务</returns>
public Task Apply()
{
SetBus(audioBusMap.Master, settings.MasterVolume);
SetBus(audioBusMap.Bgm, settings.BgmVolume);
SetBus(audioBusMap.Sfx, settings.SfxVolume);
return Task.CompletedTask;
}
public void Reset()
{
settings.Reset();
}
/// <summary>
/// 设置指定音频总线的音量
/// </summary>
/// <param name="busName">音频总线名称</param>
/// <param name="linear">线性音量值0-1之间</param>
private static void SetBus(string busName, float linear)
{
// 获取音频总线索引
var idx = AudioServer.GetBusIndex(busName);
if (idx < 0)
{
GD.PushWarning($"Audio bus not found: {busName}");
return;
}
// 将线性音量转换为分贝并设置到音频总线
AudioServer.SetBusVolumeDb(
idx,
Mathf.LinearToDb(Mathf.Clamp(linear, 0.0001f, 1f))
);
}
}