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- 调整注释格式统一使用4个空格缩进 - 重新排列字段声明顺序提升代码可读性 - 将简单属性访问器改为表达式主体语法 - 优化AudioManagerSystem中音量设置逻辑 - 移除AbstractAssetCatalogSystem中多余空行 - 重构日志类中方法实现为表达式主体形式 - 统一空行分隔符保持代码结构一致性 - 优化方法内部逻辑表达式简化代码 - [no tag]
179 lines
5.4 KiB
C#
179 lines
5.4 KiB
C#
using GFramework.Core.system;
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using Godot;
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namespace GFramework.Godot.system;
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/// <summary>
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/// 音频管理器系统接口,用于统一管理背景音乐和音效的播放
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/// </summary>
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public interface IAudioManagerSystem : ISystem
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{
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/// <summary>
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/// 播放背景音乐
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/// </summary>
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/// <param name="audioPath">音频文件路径</param>
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/// <param name="volume">音量大小,范围0-1</param>
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/// <param name="loop">是否循环播放</param>
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void PlayMusic(string audioPath, float volume = 1.0f, bool loop = true);
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/// <summary>
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/// 播放音效
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/// </summary>
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/// <param name="audioPath">音频文件路径</param>
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/// <param name="volume">音量大小,范围0-1</param>
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/// <param name="pitch">音调调整</param>
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void PlaySound(string audioPath, float volume = 1.0f, float pitch = 1.0f);
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/// <summary>
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/// 播放特效音效
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/// </summary>
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/// <param name="audioPath">音频文件路径</param>
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/// <param name="volume">音量大小,范围0-1</param>
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/// <param name="pitch">音调调整</param>
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void PlaySfx(string audioPath, float volume = 1.0f, float pitch = 1.0f);
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/// <summary>
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/// 播放语音
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/// </summary>
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/// <param name="audioPath">音频文件路径</param>
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/// <param name="volume">音量大小,范围0-1</param>
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/// <param name="pitch">音调调整</param>
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void PlayVoice(string audioPath, float volume = 1.0f, float pitch = 1.0f);
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/// <summary>
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/// 播放环境音效
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/// </summary>
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/// <param name="audioPath">音频文件路径</param>
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/// <param name="volume">音量大小,范围0-1</param>
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/// <param name="pitch">音调调整</param>
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void PlayAmbient(string audioPath, float volume = 1.0f, float pitch = 1.0f);
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/// <summary>
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/// 停止背景音乐
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/// </summary>
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void StopMusic();
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/// <summary>
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/// 暂停背景音乐
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/// </summary>
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void PauseMusic();
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/// <summary>
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/// 恢复背景音乐播放
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/// </summary>
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void ResumeMusic();
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/// <summary>
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/// 设置背景音乐音量
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/// </summary>
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/// <param name="volume">音量大小,范围0-1</param>
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void SetMusicVolume(float volume);
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/// <summary>
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/// 获取背景音乐音量
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/// </summary>
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/// <returns>音量大小,范围0-1</returns>
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float GetMusicVolume();
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/// <summary>
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/// 设置音效音量
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/// </summary>
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/// <param name="volume">音量大小,范围0-1</param>
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void SetSoundVolume(float volume);
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/// <summary>
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/// 获取音效音量
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/// </summary>
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/// <returns>音量大小,范围0-1</returns>
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float GetSoundVolume();
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/// <summary>
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/// 设置特效音量
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/// </summary>
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/// <param name="volume">音量大小,范围0-1</param>
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void SetSfxVolume(float volume);
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/// <summary>
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/// 获取特效音量
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/// </summary>
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/// <returns>音量大小,范围0-1</returns>
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float GetSfxVolume();
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/// <summary>
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/// 设置语音音量
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/// </summary>
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/// <param name="volume">音量大小,范围0-1</param>
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void SetVoiceVolume(float volume);
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/// <summary>
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/// 获取语音音量
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/// </summary>
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/// <returns>音量大小,范围0-1</returns>
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float GetVoiceVolume();
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/// <summary>
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/// 设置环境音量
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/// </summary>
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/// <param name="volume">音量大小,范围0-1</param>
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void SetAmbientVolume(float volume);
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/// <summary>
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/// 获取环境音量
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/// </summary>
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/// <returns>音量大小,范围0-1</returns>
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float GetAmbientVolume();
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/// <summary>
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/// 设置主音量
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/// </summary>
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/// <param name="volume">音量大小,范围0-1</param>
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void SetMasterVolume(float volume);
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/// <summary>
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/// 获取主音量
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/// </summary>
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/// <returns>音量大小,范围0-1</returns>
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float GetMasterVolume();
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/// <summary>
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/// 检查背景音乐是否正在播放
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/// </summary>
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/// <returns>正在播放返回true,否则返回false</returns>
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bool IsMusicPlaying();
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/// <summary>
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/// 淡入背景音乐
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/// </summary>
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/// <param name="audioPath">音频文件路径</param>
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/// <param name="duration">淡入持续时间(秒)</param>
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/// <param name="volume">目标音量</param>
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void FadeInMusic(string audioPath, float duration, float volume = 1.0f);
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/// <summary>
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/// 淡出背景音乐
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/// </summary>
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/// <param name="duration">淡出持续时间(秒)</param>
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void FadeOutMusic(float duration);
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/// <summary>
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/// 播放3D音效
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/// </summary>
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/// <param name="audioPath">音频文件路径</param>
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/// <param name="position">3D空间中的位置</param>
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/// <param name="volume">音量大小,范围0-1</param>
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void PlaySound3D(string audioPath, Vector3 position, float volume = 1.0f);
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/// <summary>
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/// 设置低通滤波器强度
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/// </summary>
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/// <param name="amount">滤波器强度,范围0-1</param>
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void SetLowPassFilter(float amount);
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/// <summary>
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/// 设置音频混响效果
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/// </summary>
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/// <param name="roomSize">房间大小</param>
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/// <param name="damping">阻尼</param>
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/// <param name="wetLevel">湿声级别</param>
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void SetReverb(float roomSize, float damping, float wetLevel);
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} |