暂时把拉条音频停掉

This commit is contained in:
2025-06-26 16:43:42 +08:00
parent 3ab633a736
commit f9807d06d2
@@ -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);
// }
}