using System.Collections; using System.Collections.Generic; using UnityEngine; public class SoundSystem : MonoBehaviour { [SerializeField] private AudioSource _audioSource; [SerializeField] private AudioSource _eventSource; [SerializeField] private AudioClip mainSound;//主界面音效 [SerializeField] private AudioClip packSound;//合成界面音效 [SerializeField] private AudioClip tourSound;//旅行界面音效 [SerializeField] private AudioClip synthesisSound;//合成音效 [SerializeField] private AudioClip placeSound;//放置音效 [SerializeField] private AudioClip winSound; [SerializeField] private AudioClip loseSound; [SerializeField] private AudioClip eventSound; public bool audioBo = true; public bool eventBo = true; public void StopAudioSource() { audioBo = !audioBo; if (audioBo) { _audioSource.Play(); } else { _audioSource.Stop(); } } public void EventAudioSource() { eventBo = !eventBo; if (!eventBo) { _eventSource.Stop(); } } public void MainAudio() { if (_audioSource.clip==mainSound) { return; } _audioSource.clip = mainSound; if (!audioBo) { return; } _audioSource.Play(); _audioSource.loop = true; } public void PackAudio() { _audioSource.clip = packSound; if (!audioBo) { return; } _audioSource.Play(); _audioSource.loop = true; } public void tourAudio() { _audioSource.clip = tourSound; if (!audioBo) { return; } _audioSource.Play(); _audioSource.loop = true; } public void WinAudio() { _audioSource.clip = winSound; if (!audioBo) { return; } _audioSource.Play(); _audioSource.loop = false; } public void LoseAudio() { _audioSource.clip = loseSound; if (!audioBo) { return; } _audioSource.Play(); _audioSource.loop = false; } public void SynthesisAudio() { if (!eventBo) { return; } _eventSource.clip = synthesisSound; _eventSource.Play(); _eventSource.loop = false; } public void PlaceAudio() { if (!eventBo) { return; } _eventSource.clip = placeSound; _eventSource.Play(); _eventSource.loop = false; } public void EventAudio() { if (!eventBo) { return; } _eventSource.clip = eventSound; _eventSource.Play(); _eventSource.loop = false; } }