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無論何時調用該函數,我一直試圖播放效果聲音,但是我總是收到「無法播放禁用的音頻源」通知。我也注意到,儘管我已經關閉了聲音,但聲音仍在播放。這是我的EffectController類看起來像Unity「無法播放禁用的音頻源」
//--------------------------------------------------------------------------------------------------------------------
// <copyright file="EffectController.cs" company="ShinjiGames">
// Copyright (c) ShinjiGames LLC 2016. All rights reserved.
// </copyright>
//--------------------------------------------------------------------------------------------------------------------
namespace Assets.Scripts.Effects
{
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using GameSettings;
using UnityEngine;
/// <summary>
/// Responsible for audio cues and other add-on effects
/// </summary>
public class EffectController : MonoBehaviour
{
/// <summary>
/// The sound that plays whenever the player hits a pickup
/// </summary>
public AudioSource PickupChime;
/// <summary>
/// The current instance of the effect controller
/// </summary>
private static EffectController instance;
/// <summary>
/// Get the instance of the effect controller
/// </summary>
/// <returns>The instance of the effect controller</returns>
public static EffectController GetInstance()
{
return EffectController.instance;
}
/// <summary>
/// When the player hits a pickup on the given position, plays the chime and add an effect
/// </summary>
/// <param name="position">The position of the collision</param>
public void PickupEffect(Vector3 position)
{
this.PickupChime.enabled = true;
this.PickupChime.PlayOneShot(this.PickupChime.clip);
}
/// <summary>
/// When the players hits a bomb, display the bomb explosion
/// </summary>
/// <param name="position">The origin of the explosion</param>
public void BombEffect(Vector3 position)
{
var explosion = GameObject.Instantiate(PrefabManager.GetIntance().BombExplosionPrefab);
explosion.GetComponent<BombExplosion>().SetOrigin(position);
}
/// <summary>
/// Initialization for the class
/// </summary>
private void Start()
{
this.PickupChime.enabled = true;
this.GetComponent<AudioSource>().enabled = true;
if (EffectController.instance != null)
{
GameObject.Destroy(EffectController.instance.gameObject);
}
EffectController.instance = this;
GameObject.DontDestroyOnLoad(this.gameObject);
}
}
}
任何人都可以幫我一把嗎?我慢慢地快要瘋了
編輯1:我更新了類,這樣,而不是採取在的AudioSource,它有它的的AudioSource自己的組件,並採取在剪輯的鐘聲相反,它解決了問題。