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- 将SettingsModel内部存储分离为_dataSettings和_applicators两个字典 - 添加IDataSettings接口用于标识纯数据设置 - 修改Get方法为GetData以明确区分数据获取 - 添加RegisterApplicator和GetApplicator方法管理可应用设置 - 更新TryGet方法支持从数据和应用器中查找设置 - 扩展SettingsPersistence支持批量保存和加载所有设置数据 - 将AudioBusMap重命名为AudioBusMapSettings并实现ISettingsData接口 - 修改Godot音频和图形设置适配新的接口变更 - [skip ci]
47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
using GFramework.Game.Abstractions.setting;
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using Godot;
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namespace GFramework.Godot.setting;
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/// <summary>
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/// Godot音频设置实现类,用于应用音频配置到Godot音频系统
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/// </summary>
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/// <param name="audioSettings">音频设置对象,包含主音量、背景音乐音量和音效音量</param>
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/// <param name="audioBusMapSettings">音频总线映射对象,定义了不同音频类型的总线名称</param>
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public class GodotAudioSettings(AudioSettings audioSettings, AudioBusMapSettings audioBusMapSettings)
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: IApplyAbleSettings
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{
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/// <summary>
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/// 应用音频设置到Godot音频系统
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/// </summary>
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/// <returns>表示异步操作的任务</returns>
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public Task Apply()
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{
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SetBus(audioBusMapSettings.Master, audioSettings.MasterVolume);
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SetBus(audioBusMapSettings.Bgm, audioSettings.BgmVolume);
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SetBus(audioBusMapSettings.Sfx, audioSettings.SfxVolume);
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return Task.CompletedTask;
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}
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/// <summary>
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/// 设置指定音频总线的音量
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/// </summary>
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/// <param name="busName">音频总线名称</param>
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/// <param name="linear">线性音量值(0-1之间)</param>
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private static void SetBus(string busName, float linear)
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{
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// 获取音频总线索引
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var idx = AudioServer.GetBusIndex(busName);
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if (idx < 0)
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{
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GD.PushWarning($"Audio bus not found: {busName}");
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return;
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}
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// 将线性音量转换为分贝并设置到音频总线
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AudioServer.SetBusVolumeDb(
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idx,
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Mathf.LinearToDb(Mathf.Clamp(linear, 0.0001f, 1f))
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);
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}
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} |