一、功能概述
本筆記記錄直接修改插件自帶的場景播放其中 原始的 MediaPlayerUI 腳本,實現激活時自動重置播放器的功能。 我用的插件版本是 AVPro Video - Ultra Edition 2.7.3
修改后的腳本將具備以下特性:
-
激活 GameObject 時自動重置播放位置到開頭
-
可配置是否在重置后自動開始播放
-
可配置重置前的延遲時間
-
視頻播放結束后自動回到開頭
-
保留原始腳本所有功能
二、修改步驟
1. 添加新變量
在類變量聲明區域添加以下變量:
[Header("Activation Behavior")]
[Tooltip("Reset playback to beginning when enabled")]
[SerializeField] bool _resetOnEnable = true;[Tooltip("Automatically start playback after reset")]
[SerializeField] bool _playOnReset = true;[Tooltip("Delay before resetting after enable (seconds)")]
[SerializeField] float _resetDelay = 0.1f;private Coroutine _resetCoroutine;
2. 添加 ResetPlayer 方法
在 Start()
方法后添加:
/// <summary>
/// Resets the player to beginning and optionally starts playback
/// </summary>
public void ResetPlayer()
{if (_mediaPlayer == null || _mediaPlayer.Control == null){Debug.LogWarning("MediaPlayer or Control is not available", this);return;}// Reset playback position_mediaPlayer.Control.Seek(0);// Reset audio state_audioVolume = 1f;_audioFade = 1f;_isAudioFadingUpToPlay = true;_audioFadeTime = 0f;ApplyAudioVolume();// Update UIUpdateVolumeSlider();// Start playback if configured to do soif (_playOnReset){_mediaPlayer.Play();// Trigger play feedback if overlay manager existsif (_overlayManager){_overlayManager.TriggerFeedback(OverlayManager.Feedback.Play);}}else{_mediaPlayer.Pause();}// Ensure controls are visible_controlsFade = 1f;if (_controlsGroup != null){_controlsGroup.alpha = 1f;_controlsGroup.gameObject.SetActive(true);}// Update timeline sliderif (_sliderTime != null){_sliderTime.value = 0f;}
}
3. 修改/添加 OnEnable 方法
private void OnEnable()
{if (_resetOnEnable){// Start reset coroutine with small delay to ensure everything is initializedif (_resetCoroutine != null){StopCoroutine(_resetCoroutine);}_resetCoroutine = StartCoroutine(DelayedReset());}
}
4. 添加 OnDisable 方法
private void OnDisable()
{if (_resetCoroutine != null){StopCoroutine(_resetCoroutine);_resetCoroutine = null;}
}
5. 添加 DelayedReset 協程
private IEnumerator DelayedReset()
{yield return new WaitForSeconds(_resetDelay);ResetPlayer();
}
6. 修改 Update 方法
// Check if video has finished playing
if (_mediaPlayer != null && _mediaPlayer.Control != null && _mediaPlayer.Control.IsFinished())
{// Reset to beginning but don't auto-play_mediaPlayer.Control.Seek(0);_mediaPlayer.Pause();// Update timeline sliderif (_sliderTime != null){_sliderTime.value = 0f;}
}
7. 修改 Awake 方法(可選)
void Awake()
{#if UNITY_IOSApplication.targetFrameRate = 60;#endif// 確保在第一次啟用時也會重置if (_resetOnEnable && enabled && gameObject.activeInHierarchy){StartCoroutine(DelayedReset());}
}
三、使用說明
1. Inspector 配置
修改后,腳本的 Inspector 面板將顯示新的配置選項:
-
Reset On Enable:是否在激活時重置
-
Play On Reset:重置后是否自動播放
-
Reset Delay:重置前的延遲時間(秒)
2. 代碼調用
可以通過代碼調用 ResetPlayer()
方法手動重置播放器:
GetComponent<MediaPlayerUI>().ResetPlayer();
3. 注意事項
-
修改后的腳本保留了所有原始功能
-
重置操作包括:播放位置、音頻狀態、UI 控件狀態
-
視頻播放結束后會自動回到開頭并暫停
四、實現原理
-
激活重置:通過
OnEnable
觸發重置協程 -
延遲處理:使用
DelayedReset
協程確保組件完全初始化 -
完整重置:
ResetPlayer
方法處理所有重置邏輯 -
播放結束檢測:在
Update
中檢測播放結束狀態
五、適用場景
-
需要重復播放視頻的場景
-
視頻播放器需要頻繁激活/禁用的場景
-
需要精確控制播放初始狀態的場景
六、完整代碼
// UnityEngine.UI was moved to a package in 2019.2.0
// Unfortunately no way to test for this across all Unity versions yet
// You can set up the asmdef to reference the new package, but the package doesn't
// existing in Unity 2017 etc, and it throws an error due to missing reference
#define AVPRO_PACKAGE_UNITYUI
#if (UNITY_2019_2_OR_NEWER && AVPRO_PACKAGE_UNITYUI) || (!UNITY_2019_2_OR_NEWER)using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using RenderHeads.Media.AVProVideo;
using RenderHeads.Media.AVProVideo.Demos.UI;//-----------------------------------------------------------------------------
// Copyright 2018-2021 RenderHeads Ltd. All rights reserved.
//-----------------------------------------------------------------------------namespace RenderHeads.Media.AVProVideo.Demos
{public class MediaPlayerUI : MonoBehaviour{[SerializeField] MediaPlayer _mediaPlayer = null;[Header("Options")][SerializeField] float _keyVolumeDelta = 0.05f;[SerializeField] float _jumpDeltaTime = 5f;[SerializeField] bool _showOptions = true;[SerializeField] bool _autoHide = true;[SerializeField] float _userInactiveDuration = 1.5f;[SerializeField] bool _useAudioFading = true;[Header("Keyboard Controls")][SerializeField] bool _enableKeyboardControls = true;[SerializeField] KeyCode KeyVolumeUp = KeyCode.UpArrow;[SerializeField] KeyCode KeyVolumeDown = KeyCode.DownArrow;[SerializeField] KeyCode KeyTogglePlayPause = KeyCode.Space;[SerializeField] KeyCode KeyToggleMute = KeyCode.M;[SerializeField] KeyCode KeyJumpForward = KeyCode.RightArrow;[SerializeField] KeyCode KeyJumpBack = KeyCode.LeftArrow;[Header("Optional Components")][SerializeField] OverlayManager _overlayManager = null;[SerializeField] MediaPlayer _thumbnailMediaPlayer = null;[SerializeField] RectTransform _timelineTip = null;[Header("UI Components")][SerializeField] RectTransform _canvasTransform = null;//[SerializeField] Image image = null;[SerializeField] Slider _sliderTime = null;[SerializeField] EventTrigger _videoTouch = null;[SerializeField] CanvasGroup _controlsGroup = null;[Header("UI Components (Optional)")][SerializeField] GameObject _liveItem = null;[SerializeField] Text _textMediaName = null;[SerializeField] Text _textTimeDuration = null;[SerializeField] Slider _sliderVolume = null;[SerializeField] Button _buttonPlayPause = null;[SerializeField] Button _buttonVolume = null;[SerializeField] Button _buttonSubtitles = null;[SerializeField] Button _buttonOptions = null;[SerializeField] Button _buttonTimeBack = null;[SerializeField] Button _buttonTimeForward = null;[SerializeField] RawImage _imageAudioSpectrum = null;[SerializeField] GameObject _optionsMenuRoot = null;[SerializeField] HorizontalSegmentsPrimitive _segmentsSeek = null;[SerializeField] HorizontalSegmentsPrimitive _segmentsBuffered = null;[SerializeField] HorizontalSegmentsPrimitive _segmentsProgress = null;private bool _wasPlayingBeforeTimelineDrag;private float _controlsFade = 1f;private Material _playPauseMaterial;private Material _volumeMaterial;private Material _subtitlesMaterial;private Material _optionsMaterial;private Material _audioSpectrumMaterial;private float[] _spectrumSamples = new float[128];private float[] _spectrumSamplesSmooth = new float[128];private float _maxValue = 1f;private float _audioVolume = 1f;private float _audioFade = 0f;private bool _isAudioFadingUpToPlay = true;private const float AudioFadeDuration = 0.25f;private float _audioFadeTime = 0f;private readonly LazyShaderProperty _propMorph = new LazyShaderProperty("_Morph");private readonly LazyShaderProperty _propMute = new LazyShaderProperty("_Mute");private readonly LazyShaderProperty _propVolume = new LazyShaderProperty("_Volume");private readonly LazyShaderProperty _propSpectrum = new LazyShaderProperty("_Spectrum");private readonly LazyShaderProperty _propSpectrumRange = new LazyShaderProperty("_SpectrumRange");//cyqq[Header("Activation Behavior")][Tooltip("Reset playback to beginning when enabled")][SerializeField] bool _resetOnEnable = true;[Tooltip("Automatically start playback after reset")][SerializeField] bool _playOnReset = true;[Tooltip("Delay before resetting after enable (seconds)")][SerializeField] float _resetDelay = 0.1f;private Coroutine _resetCoroutine;void Awake(){
#if UNITY_IOSApplication.targetFrameRate = 60;
#endif// 確保在第一次啟用時也會重置if (_resetOnEnable && enabled &