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using System.Collections.Generic;
using System.IO;
using CoreGame;
using Entitas;
using Framw.AudioFramework;
namespace CoreGame.Render
{
public class AudioPlaySystem : ReactiveSystem<CombatEntity>
{
private IGroup<CombatEntity> m_AudioPlayProxyGroup;
public AudioPlaySystem(Contexts contexts) : base(contexts.combat)
{
// m_AudioPlayProxyGroup = contexts.combat.GetGroup(CombatMatcher.Audio);
}
protected override ICollector<CombatEntity> GetTrigger(IContext<CombatEntity> context)
{
return context.CreateCollector(CombatMatcher.Audio);
}
protected override bool Filter(CombatEntity entity)
{
return true;
}
protected override void Execute(List<CombatEntity> entities)
{
for (int i = 0; i < entities.Count; i++)
{
var audio = entities[i].audio;
while (audio != null && audio.audioDatas.Count > 0)
{
var audioData = audio.audioDatas.Dequeue();
var tbSound = SoundDescMgr.Instance.GetConfig(audioData.soundId);
if(tbSound == null)
continue;
if (audioData.isStop && audioData.soundIndex != 0)
{
SoundManager.Instance.StopLoop(audioData.soundIndex);
audio.audioLoopIndexes.Remove(audioData.soundIndex);
continue;
}
if (audioData.isLoop)
{
audioData.soundIndex = SoundManager.Instance.PlayLoop(tbSound.path);
audio.audioLoopIndexes.Add(audioData.soundIndex);
}
else
{
audioData.soundIndex = SoundManager.Instance.PlayOneShot(tbSound.path);
}
}
}
}
}
}