using UnityEngine;
///
/// 音频空间控制器
/// 职责:管理 3D 空间音效和位置跟随,与播放逻辑解耦
///
public class AudioSpatialController
{
#region Fields
private Transform _audioTransform; // 音频对象的 Transform
private GameObject _followTarget; // 跟随的目标对象
private AudioSource _audioSource; // AudioSource 引用
private bool _is3DEnabled; // 是否启用 3D 音效
#endregion
#region Properties
///
/// 是否启用 3D 音效
///
public bool Is3DEnabled => _is3DEnabled;
///
/// 当前跟随的目标
///
public GameObject FollowTarget => _followTarget;
///
/// 当前位置
///
public Vector3 Position
{
get => _audioTransform != null ? _audioTransform.position : Vector3.zero;
set
{
if (_audioTransform != null)
_audioTransform.position = value;
}
}
#endregion
#region Constructor
///
/// 创建空间音频控制器
///
/// 音频对象的 Transform
/// AudioSource 组件
public AudioSpatialController(Transform audioTransform, AudioSource audioSource)
{
_audioTransform = audioTransform;
_audioSource = audioSource;
_is3DEnabled = false;
}
#endregion
#region Public Methods
///
/// 启用 3D 空间音效
///
/// 最大听音距离
public void Enable3D(float maxDistance = 150f)
{
if (_audioSource == null)
return;
_audioSource.spatialBlend = 1f;
_audioSource.dopplerLevel = 0f;
_audioSource.rolloffMode = AudioRolloffMode.Linear;
_audioSource.maxDistance = maxDistance;
_is3DEnabled = true;
}
///
/// 禁用 3D 空间音效(改为 2D)
///
public void Disable3D()
{
if (_audioSource == null)
return;
_audioSource.spatialBlend = 0f;
_is3DEnabled = false;
}
///
/// 设置跟随目标(自动启用 3D)
///
/// 要跟随的目标对象,null 表示停止跟随
/// 最大听音距离
public void SetFollowTarget(GameObject target, float maxDistance = 150f)
{
_followTarget = target;
if (target != null)
{
// 有目标,启用 3D 并立即同步位置
Enable3D(maxDistance);
if (_audioTransform != null)
{
_audioTransform.position = target.transform.position;
}
}
else
{
// 无目标,禁用 3D
Disable3D();
}
}
///
/// 设置静态位置(不跟随对象)
///
/// 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 = 150f)
{
_followTarget = null;
if (_audioTransform != null)
{
_audioTransform.position = position;
}
if (enable3D)
{
Enable3D(maxDistance);
}
else
{
Disable3D();
}
}
///
/// 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;
}
}
///
/// 重置到初始状态
///
public void Reset()
{
_followTarget = null;
Disable3D();
if (_audioTransform != null)
{
_audioTransform.localPosition = Vector3.zero;
}
}
///
/// 配置 3D 音效参数
///
/// 空间混合度 (0=2D, 1=3D)
/// 多普勒效应强度
/// 衰减模式
/// 最大距离
/// 最小距离
public void Configure3D(
float spatialBlend = 1f,
float dopplerLevel = 0f,
AudioRolloffMode rolloffMode = AudioRolloffMode.Linear,
float maxDistance = 150f,
float minDistance = 1f)
{
if (_audioSource == null)
return;
_audioSource.spatialBlend = Mathf.Clamp01(spatialBlend);
_audioSource.dopplerLevel = Mathf.Max(0f, dopplerLevel);
_audioSource.rolloffMode = rolloffMode;
_audioSource.maxDistance = Mathf.Max(minDistance, maxDistance);
_audioSource.minDistance = Mathf.Max(0f, minDistance);
_is3DEnabled = spatialBlend > 0f;
}
#endregion
#region Debug
///
/// 获取调试信息
///
public string GetDebugInfo()
{
string targetInfo = _followTarget != null ? _followTarget.name : "None";
string posInfo = _audioTransform != null ? _audioTransform.position.ToString("F2") : "N/A";
return $"SpatialController: 3D={_is3DEnabled}, " +
$"Following={targetInfo}, " +
$"Position={posInfo}, " +
$"SpatialBlend={(_audioSource != null ? _audioSource.spatialBlend : 0f):F2}";
}
#endregion
}