using UnityEngine;
///
/// 音频空间控制器(精简版)
/// 职责:管理 3D 空间音效和位置跟随
/// 设计:最小化字段,直接操作 AudioSource
///
public class AudioSpatialController
{
#region Constants
private const float DEFAULT_MAX_DISTANCE = 150f;
private const float DEFAULT_MIN_DISTANCE = 1f;
#endregion
#region Fields
private readonly Transform _audioTransform;
private readonly AudioSource _audioSource;
private GameObject _followTarget;
#endregion
#region Properties
///
/// 是否启用 3D 音效(从 AudioSource 读取)
///
public bool Is3DEnabled => _audioSource != null && _audioSource.spatialBlend > 0f;
///
/// 当前跟随的目标
///
public GameObject FollowTarget => _followTarget;
///
/// 是否正在跟随对象
///
public bool IsFollowing => _followTarget != null;
///
/// 当前位置
///
public Vector3 Position
{
get => _audioTransform?.position ?? Vector3.zero;
set
{
if (_audioTransform != null)
_audioTransform.position = value;
}
}
#endregion
#region Constructor
///
/// 创建空间音频控制器
///
public AudioSpatialController(Transform audioTransform, AudioSource audioSource)
{
_audioTransform = audioTransform;
_audioSource = audioSource;
}
#endregion
#region Public Methods - 3D Control
///
/// 设置 3D 模式(统一接口)
///
/// 是否启用 3D
/// 最大听音距离
public void Set3D(bool enable, float maxDistance = DEFAULT_MAX_DISTANCE)
{
if (_audioSource == null) return;
if (enable)
{
_audioSource.spatialBlend = 1f;
_audioSource.dopplerLevel = 0f;
_audioSource.rolloffMode = AudioRolloffMode.Linear;
_audioSource.minDistance = DEFAULT_MIN_DISTANCE;
_audioSource.maxDistance = maxDistance;
}
else
{
_audioSource.spatialBlend = 0f;
}
}
///
/// 启用 3D 空间音效
///
public void Enable3D(float maxDistance = DEFAULT_MAX_DISTANCE)
=> Set3D(true, maxDistance);
///
/// 禁用 3D 空间音效(改为 2D)
///
public void Disable3D()
=> Set3D(false);
#endregion
#region Public Methods - Position Control
///
/// 设置跟随目标(自动启用/禁用 3D)
///
/// 跟随目标,null 则停止跟随并禁用 3D
/// 最大听音距离
public void SetFollowTarget(GameObject target, float maxDistance = DEFAULT_MAX_DISTANCE)
{
_followTarget = target;
if (target != null)
{
// 立即同步位置并启用 3D
Position = target.transform.position;
Enable3D(maxDistance);
}
else
{
// 停止跟随并禁用 3D
Disable3D();
}
}
///
/// 设置静态位置(不跟随,可选择是否 3D)
///
/// 世界坐标位置
/// 是否启用 3D 音效
/// 最大听音距离
public void SetStaticPosition(Vector3 position, bool enable3D = true, float maxDistance = DEFAULT_MAX_DISTANCE)
{
_followTarget = null;
Position = position;
Set3D(enable3D, maxDistance);
}
///
/// 更新位置跟随(在 Update 循环中调用)
///
public void Update()
{
if (_followTarget != null && _audioTransform != null)
{
_audioTransform.position = _followTarget.transform.position;
}
}
#endregion
#region Public Methods - Advanced
///
/// 高级配置:自定义所有 3D 参数
///
/// 空间混合度 (0=2D, 1=3D)
/// 最小距离(全音量范围)
/// 最大距离(衰减到 0)
/// 衰减模式
/// 多普勒效应强度
public void ConfigureAdvanced(
float spatialBlend,
float minDistance = DEFAULT_MIN_DISTANCE,
float maxDistance = DEFAULT_MAX_DISTANCE,
AudioRolloffMode rolloffMode = AudioRolloffMode.Linear,
float dopplerLevel = 0f)
{
if (_audioSource == null) return;
_audioSource.spatialBlend = Mathf.Clamp01(spatialBlend);
_audioSource.minDistance = Mathf.Max(0.01f, minDistance);
_audioSource.maxDistance = Mathf.Max(minDistance, maxDistance);
_audioSource.rolloffMode = rolloffMode;
_audioSource.dopplerLevel = Mathf.Max(0f, dopplerLevel);
}
///
/// 重置到初始状态(2D、不跟随、位置归零)
///
public void Reset()
{
_followTarget = null;
Disable3D();
if (_audioTransform != null)
{
_audioTransform.localPosition = Vector3.zero;
}
}
#endregion
#region Debug
///
/// 获取调试信息
///
public override string ToString()
{
if (_audioSource == null)
return "SpatialController: [Invalid]";
return $"SpatialController: " +
$"Mode={(Is3DEnabled ? "3D" : "2D")}, " +
$"Following={(_followTarget?.name ?? "None")}, " +
$"Position={Position:F1}, " +
$"SpatialBlend={_audioSource.spatialBlend:F2}, " +
$"MaxDist={_audioSource.maxDistance:F0}";
}
#endregion
}