这里用到反射,会用到AudioUtil,源码调用如下:
https://github.com/jamesjlinden/unity-decompiled/blob/master/UnityEditor/UnityEditor/AudioUtil.cs
思路如下:
http://baba-s.hatenablog.com/entry/2017/12/04/173920
这里放一下拓展类:
1 #if UNITY_EDITOR 2 using System; 3 using UnityEditor; 4 #endif 5 using System.Reflection; 6 using UnityEngine; 7 8 //生成配置文件 9 [CreateAssetMenu(fileName = "AudioClipPlayWithOutRunning", menuName = "AudioClipPlayWithOutRunning", order = 0)] 10 [Serializable] 11 public class AudioClipPlayWithOutRunning : ScriptableObject 12 { 13 //存储数据 14 [SerializeField] private AudioClip soundData; 15 16 //自动绑定脚本 17 [CustomEditor(typeof(AudioClipPlayWithOutRunning))] 18 class AudioClipPlayWithOutRunningEditor : Editor 19 { 20 public override void OnInspectorGUI() 21 { 22 var tempData = target as AudioClipPlayWithOutRunning; 23 tempData.soundData = 24 (AudioClip) EditorGUILayout.ObjectField("AudioClip", tempData.soundData, typeof(AudioClip)); 25 if (GUILayout.Button("PlayClip")) 26 { 27 PlayClip(tempData.soundData); 28 } 29 30 if (GUILayout.Button("StopClip")) 31 { 32 StopClip(tempData.soundData); 33 } 34 } 35 36 void PlayClip(AudioClip clip) 37 { 38 if (clip == null) 39 { 40 Debug.LogError("SampleContainer PlayClip clip is null"); 41 return; 42 } 43 44 var unityEditorAssembly = typeof(AudioImporter).Assembly; 45 //获取dll 46 var audioUtil = unityEditorAssembly.GetType("UnityEditor.AudioUtil"); 47 //获取反射方法 48 var method = audioUtil.GetMethod 49 ( 50 "PlayClip", 51 BindingFlags.Default | BindingFlags.Static | BindingFlags.Public, 52 null, 53 new[] {typeof(AudioClip)}, 54 null 55 ); 56 //调用 57 method.Invoke(null, new[] {clip}); 58 } 59 60 void StopClip(AudioClip clip) 61 { 62 if (clip == null) 63 { 64 Debug.LogError("SampleContainer StopClip clip is null"); 65 return; 66 } 67 68 var unityEditorAssembly = typeof(AudioImporter).Assembly; 69 var audioUtil = unityEditorAssembly.GetType("UnityEditor.AudioUtil"); 70 var method = audioUtil.GetMethod 71 ( 72 "StopClip", 73 BindingFlags.Default | BindingFlags.Static | BindingFlags.Public, 74 null, 75 new[] {typeof(AudioClip)}, 76 null 77 ); 78 method.Invoke(null, new[] {clip}); 79 } 80 } 81 }
这个时候在Unity中点击Asset -> AudioClipPlayWithOutRunning 生成该配置文件.
将音效资源放入进去即可.. ..
这样