Unity全局AudioSource管理
1.先写一个单例模式保证全局只有一个音频管理的物体
1 public class Singleton<T> : MonoBehaviour where T : Singleton<T> 2 { 3 public static T Instance { get; private set; } 4 5 protected void Awake() 6 { 7 if (Instance == null) 8 { 9 Instance = (T)this; 10 DontDestroyOnLoad(gameObject);//<切换场景不销毁物体> 11 } 12 else 13 { 14 Destroy(gameObject); 15 } 16 } 17 }
2.获取绑定物体上的AudioSource组件
1 public class AudioManager : Singleton<AudioManager> 2 { 3 private AudioSource m_audioSource; 4 5 public AudioSource AudioSource 6 { 7 get 8 { 9 if (m_audioSource == null) 10 { 11 m_audioSource = transform.GetComponent<AudioSource>(); 12 } 13 return m_audioSource; 14 } 15 } 16 17 18 private new void Awake() 19 { 20 base.Awake(); 21 } 22 }