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@umm/cafu_music

v1.0.9

Published

Manage music (BGM) for CAFU

Downloads

5

Readme

CAFU Music

What

  • BGM を再生するための UseCase を提供します

Requirement

  • CAFU Core v2.0.0

Install

npm install github:umm-projects/cafu_music

Usage

スクリプト準備編

1. BGM の AudioClip を表現する enum を定義

public static class Enumerates {
    public enum MusicName {
        Title,
        Menu,
        Game,
    }
}

2. CAFU.Music.Data.Entity.MusicEntity<TEnum> を継承した Entity クラスを作成

using System;
using CAFU.Music.Data.Entity;
namespace SampleProject.Data.Entity {
    [Serializable]
    public class MusicEntity : MusicEntity<MusicName> {}
}
  • Unity の仕様により Generic クラスを Serialize できないため、プロジェクトごとに継承する必要があります😢

3. CAFU.Music.Data.DataStore.MusicDataStore***<TMusicEntity> を継承した DataStore クラスを作成

  • Unity の仕様により Generic クラスを Serialize できないため、プロジェクトごとに継承する必要があります😢
シーン内で単一の BGM を再生する場合
using CAFU.Music.Data.DataStore;
using SampleProject.Data.Entity;
namespace SampleProject.Data.DataStore {
    public class MusicDataStore : MusicDataStoreSingle<MusicEntity> {}
}
シーン内で複数の BGM を切り替えて再生する場合
using CAFU.Music.Data.DataStore;
using SampleProject.Data.Entity;
namespace SampleProject.Data.DataStore {
    public class MusicDataStore : MusicDataStoreMultiple<MusicEntity> {}
}

シーン準備編

1. CAFU.Music.Presentation.View.IMusicController<TMusicEntity> を Controller クラスに実装

using CAFU.Core.Presentation.View;
using CAFU.Music.Presentation.View;
using SampleProject.Data.Entity;
using UnityEngine;
namespace SampleProject.Presentation.View.SampleScene {
    public class Controller : Controller<SampleScenePresenter, SampleScenePresenter.Factory>, IMusicController {
        [SerializeField]
        private MusicDataStore musicDataStore;
        public IMusicDataStore MusicDataStore => this.musicDataStore;
    }
}
  • Component の Awake() 実行順制御を行う関係で必要になります。

2. CAFU.Music.Presentation.Presenter.IMusicPresenter を Presenter クラスに実装

using CAFU.Core.Presentation.Presenter;
using CAFU.Music.Presentation.Presenter;
namespace SampleProject.Presentation.Presenter {
    public class SampleScenePresenter : IPresenter, IMusicPresenter {
        public IMusicUseCase MusicUseCase { get; private set; }
    }
}
  • 拡張メソッドから利用します。
  • Factory の記述は省略しています。
    • Zenject 使うと楽かな。

3. Scene の任意の GameObject に MusicDataStore をアタッチ

  • Hierarchy ルートの DataStore とかがヨサソウです。

4. アタッチされている ControllerMusic Data Store フィールドに 3. の GameObject を D&D

  • これにより、実行順制御が可能になります。

5. Scene で用いる BGM を MusicDataStore のフィールドに設定

  • 上のスクショは MusicDataStoreMusicDataStoreSingle<TMusicEntity> を継承しているケース

利用編

再生

this.GetPresenter().PlayMusic(MusicName.Title, true, true);
引数
  1. 再生する BGM を表す enum
  2. ループするかどうか (default: true)
  3. 既に同一の BGM が再生中の場合は、再生を止めずにそのままキープするかどうか (default: true)

停止

this.GetPresenter().Stop();

中断

this.GetPresenter().Pause();

再開

this.GetPresenter().Resume();

ボリューム操作

this.GetPresenter().SetVolume(0.5f);

License

Copyright (c) 2018 Tetsuya Mori

Released under the MIT license, see LICENSE.txt