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    # Socket多人連線、接資料,與遊戲設計 - AudioManager 基類腳本創建好後,就可以往下創建其他腳本了。沒有硬性規定得先創建誰。 先來處理每個遊戲都需要的AudioManager吧! 這邊示範的方法是透過path來引入音檔,當然簡單一點的方法就是直接拖音檔到inspector內。 ```C# using System.Collections; using System.Collections.Generic; using UnityEngine; public class AudioManager : BaseManager { public AudioManager(GameFacade facade) : base(facade) { } //構造函式,因為基類有,所以繼承基類的類也要有 //下面一堆const字串,可以依據自己的資料夾分類來設定 //這邊的範例是射箭角色會用到的音檔資料夾的前綴詞 private const string Sound_Prefix = "Sounds/"; public const string Sound_Alert = "Alert"; public const string Sound_ArrowShoot = "ArrowShoot"; public const string Sound_Bg_Fast = "Bg(fast)"; public const string Sound_Bg_Moderate = "Bg(moderate)"; public const string Sound_ButtonClick = "ButtonClick"; public const string Sound_Miss = "Miss"; public const string Sound_ShootPerson = "ShootPerson"; public const string Sound_Timer = "Timer"; //把AudioSource分類 //這邊範例分成背景音效、一般音效 private AudioSource bgAudioSource; private AudioSource normalAudioSource; public override void OnInit() //初始化 { //創立一個新遊戲物件,這個遊戲物件用來處理聲音 //遊戲物件內增加Component,Component為AudioSource GameObject audioSourceGO = new GameObject("AudioSource(GameObject)"); bgAudioSource = audioSourceGO.AddComponent<AudioSource>(); normalAudioSource = audioSourceGO.AddComponent<AudioSource>(); //初始化就執行播放聲音函式 //這邊先自動播放背景音樂,一般音效等動作執行才發出音效 //函式內才去找要播放哪個AudioSource的哪個AudioClip //注意GameFacade的函式audioMng.PlayBgSound(soundName); PlaySound(bgAudioSource, LoadSound(Sound_Bg_Moderate),0.5f, true); } //GameFacade會叫audioMng執行PlayBgSound(soundName) public void PlayBgSound(string soundName) { PlaySound(bgAudioSource, LoadSound(soundName), 0.5f, true); } //定義一般音效函式 //要執行時,會先透過GameFacade,GameFacade會找audioMng來放聲音 public void PlayNormalSound(string soundName) { PlaySound(normalAudioSource, LoadSound(soundName), 1f); } //定義播放聲音函式 private void PlaySound( AudioSource audioSource,AudioClip clip,float volume, bool loop=false) { audioSource.clip = clip; audioSource.volume = volume; audioSource.loop = loop; audioSource.Play(); } //Clip是透過函式另外加載來的,回傳AudioClip //當作PlaySound()的參數之一 private AudioClip LoadSound(string soundsName) { return Resources.Load<AudioClip>(Sound_Prefix + soundsName); } } ```

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