暂时把拉条音频停掉
This commit is contained in:
@@ -10,6 +10,7 @@ using AibisDream.Framework;
|
||||
using Cinemachine;
|
||||
using UnityEngine.Rendering;
|
||||
using AibisDream.Kit;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class MemoryProcess : MonoBehaviour
|
||||
{
|
||||
@@ -161,7 +162,7 @@ public class MemoryProcess : MonoBehaviour
|
||||
// 控制音效 - 使用更平滑的速度计算
|
||||
float currentSpeed = Mathf.Abs(value - lastFrequencyValue) / Time.deltaTime;
|
||||
lastFrequencyValue = value;
|
||||
UpdateFaderSound(currentSpeed);
|
||||
// UpdateFaderSound(currentSpeed);
|
||||
}
|
||||
|
||||
void OnClarityChanged(float value)
|
||||
@@ -179,7 +180,7 @@ public class MemoryProcess : MonoBehaviour
|
||||
// 控制音效 - 使用更平滑的速度计算
|
||||
float currentSpeed = Mathf.Abs(value - lastClarityValue) / Time.deltaTime;
|
||||
lastClarityValue = value;
|
||||
UpdateFaderSound(currentSpeed);
|
||||
// UpdateFaderSound(currentSpeed);
|
||||
}
|
||||
|
||||
void OnSearchComplete()
|
||||
@@ -252,6 +253,14 @@ public class MemoryProcess : MonoBehaviour
|
||||
frequencySlider.value = 3;
|
||||
lastFrequencyValue = frequencySlider.value;
|
||||
frequencySlider.interactable = true;
|
||||
// 添加EventTrigger监听
|
||||
var trigger = frequencySlider.gameObject.GetComponent<EventTrigger>() ?? frequencySlider.gameObject.AddComponent<EventTrigger>();
|
||||
var entryDown = new EventTrigger.Entry { eventID = EventTriggerType.PointerDown };
|
||||
entryDown.callback.AddListener((data) => OnFaderPointerDown());
|
||||
trigger.triggers.Add(entryDown);
|
||||
var entryUp = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp };
|
||||
entryUp.callback.AddListener((data) => OnFaderPointerUp());
|
||||
trigger.triggers.Add(entryUp);
|
||||
}
|
||||
|
||||
if (claritySlider != null)
|
||||
@@ -261,6 +270,14 @@ public class MemoryProcess : MonoBehaviour
|
||||
claritySlider.value = 3;
|
||||
lastClarityValue = claritySlider.value;
|
||||
claritySlider.interactable = true;
|
||||
// 添加EventTrigger监听
|
||||
var trigger = claritySlider.gameObject.GetComponent<EventTrigger>() ?? claritySlider.gameObject.AddComponent<EventTrigger>();
|
||||
var entryDown = new EventTrigger.Entry { eventID = EventTriggerType.PointerDown };
|
||||
entryDown.callback.AddListener((data) => OnFaderPointerDown());
|
||||
trigger.triggers.Add(entryDown);
|
||||
var entryUp = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp };
|
||||
entryUp.callback.AddListener((data) => OnFaderPointerUp());
|
||||
trigger.triggers.Add(entryUp);
|
||||
}
|
||||
|
||||
fadeMaterial.SetFloat("_DirectionalDistortionFade", -15f);
|
||||
@@ -404,25 +421,28 @@ public class MemoryProcess : MonoBehaviour
|
||||
return isProcessing;
|
||||
}
|
||||
|
||||
private void UpdateFaderSound(float speed)
|
||||
private void OnFaderPointerDown()
|
||||
{
|
||||
// 简化速度阈值
|
||||
const float minSpeedThreshold = 0.001f;
|
||||
|
||||
if (speed > minSpeedThreshold) // 如果速度大于阈值
|
||||
{
|
||||
if (!isPlayingFaderSound)
|
||||
{
|
||||
// 开始播放音效
|
||||
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_fader");
|
||||
isPlayingFaderSound = true;
|
||||
}
|
||||
}
|
||||
else if (isPlayingFaderSound)
|
||||
{
|
||||
// 停止音效
|
||||
AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
|
||||
isPlayingFaderSound = false;
|
||||
}
|
||||
// if (!isPlayingFaderSound)
|
||||
// {
|
||||
// AudioManager.Instance.PlaySfx("event:/ActionFB/mem_fader");
|
||||
// isPlayingFaderSound = true;
|
||||
// }
|
||||
}
|
||||
|
||||
private void OnFaderPointerUp()
|
||||
{
|
||||
// if (isPlayingFaderSound)
|
||||
// {
|
||||
// AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
|
||||
// isPlayingFaderSound = false;
|
||||
// }
|
||||
}
|
||||
|
||||
// private void UpdateFaderSound(float speed)
|
||||
// {
|
||||
// // 速度归一化,最大速度可根据实际情况调整
|
||||
// float normalizedSpeed = Mathf.Clamp01(speed / 10f);
|
||||
// AudioManager.Instance.SetSfxParam("event:/ActionFB/mem_fader", "mem_fader_speed", normalizedSpeed);
|
||||
// }
|
||||
}
|
||||
Reference in New Issue
Block a user