做不出来
This commit is contained in:
@@ -7,6 +7,27 @@ using UnityEngine;
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namespace Cielonos.MainGame
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{
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[System.Serializable]
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public struct SegmentDataMapping
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{
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[Tooltip("Wwise 中 Music Segment 的名称 (例如 BGM_Intensity_01)")]
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public string segmentName;
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[Tooltip("对应的 Unity MusicBeatData 谱面数据")]
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public MusicBeatData beatData;
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}
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/// <summary>
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/// 局部节拍追踪器接口,用于接收物体上局部播放的音乐片段切换事件
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/// </summary>
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public interface ILocalRhythmTracker
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{
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void OnSegmentTransitioned(MusicBeatData localBeatData);
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void ReceiveSyncBeat(float musicPositionSec, float beatDuration);
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bool IsPlaying { get; }
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float CurrentSongTime { get; }
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MusicBeatData CurrentBeatData { get; }
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}
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/// <summary>
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/// 音乐节拍战斗系统。激活时覆盖 BackgroundMusicManager 播放对应 BGM,
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/// 通过 Wwise AK_MusicSyncBeat 回调 + MusicBeatData 谱面进行双轨节拍追踪,
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@@ -71,6 +92,19 @@ namespace Cielonos.MainGame
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[ShowInInspector, ReadOnly]
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public float CurrentBPM { get; private set; }
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/// <summary>
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/// 当前播放的 Wwise Segment 名称 (例如 Func_00)
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/// </summary>
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[ShowInInspector, ReadOnly]
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public string CurrentWwiseSegmentName { get; private set; }
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/// <summary>
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/// 当前小节内的拍号(1-based)。由 Wwise MusicSyncBeat 回调每拍递增,在 Entry 时归 1。
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/// 例如 4/4 拍时值为 1~4 循环。
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/// </summary>
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[ShowInInspector, ReadOnly]
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public int CurrentBarBeat { get; private set; } = 1;
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#endregion
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#region Events
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@@ -95,6 +129,18 @@ namespace Cielonos.MainGame
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/// </summary>
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public event Action OnDeactivated;
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/// <summary>
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/// 当收到任何 Wwise User Cue 时触发。
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/// 参数:1. playingID, 2. cueName。
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/// </summary>
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public event Action<uint, string> OnUserCueReceived;
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/// <summary>
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/// 当全局主音乐(MusicBeatSystem 自身 GameObject)收到 PrepareNext Cue 时触发。
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/// BGM 系统可以监听此事件,在音乐边界精确地起播 Back 音轨。
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/// </summary>
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public event Action OnGlobalPrepareNext;
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#endregion
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#region Private Fields
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@@ -104,6 +150,11 @@ namespace Cielonos.MainGame
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/// </summary>
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private int nextBeatIndex;
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/// <summary>
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/// 由 MusicSyncBeat 回调累计的原始拍号计数(每个 Entry 时清零),用于推算 CurrentBarBeat
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/// </summary>
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private int rawBeatCount;
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/// <summary>
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/// Wwise 播放实例 ID
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/// </summary>
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@@ -120,21 +171,47 @@ namespace Cielonos.MainGame
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[ShowInInspector]
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private volatile float pendingSyncTime = -1f;
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/// <summary>
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/// Wwise 回调报告的 beatDuration(秒),用于反推实际 BPM
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/// </summary>
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[ShowInInspector]
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private volatile float pendingBeatDuration = -1f;
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[Header("Dynamic Music Configurations")]
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[Tooltip("Wwise 中控制音乐片段切换的 Switch Group 名称")]
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public string musicSegmentSwitchGroup = "Music_Segment";
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[Tooltip("Wwise 音乐片段与 Unity 谱面资产的映射表")]
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public List<SegmentDataMapping> segmentMappings = new List<SegmentDataMapping>();
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/// <summary>
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/// 当音乐运行到 PrepareNext 标记时触发。
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/// 参数:1. 触发该事件的 GameObject,2. 当前播放的片段名称。
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/// 返回值:下一个要播放的片段名(Switch 值)。
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/// </summary>
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public event Func<GameObject, string, string> OnPrepareNextSegment;
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private struct PendingCallbackData
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{
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public enum Type { Entry, Prepare, BeatSync }
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public Type callbackType;
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public GameObject targetGO;
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public string segmentName;
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public float musicPositionSec;
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public float beatDuration;
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public uint playingID;
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}
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private readonly List<PendingCallbackData> pendingCallbacks = new List<PendingCallbackData>();
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private readonly object callbackLock = new object();
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private static readonly List<GameObject> activeRhythmGameObjects = new List<GameObject>();
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#endregion
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#region Lifecycle
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public MusicBeatData testData;
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private void Awake()
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{
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bgmManager = AudioManager.Instance.backgroundMusicManager;
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RegisterRhythmGameObject(gameObject);
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}
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private void Update()
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@@ -144,6 +221,9 @@ namespace Cielonos.MainGame
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// 处理 Wwise 回调带来的时间校准
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ProcessPendingSync();
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// 处理 Entry/Prepare 等回调队列事件
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ProcessPendingCallbacks();
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if (!IsPlaying) return;
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// 推进音乐时间
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@@ -155,6 +235,7 @@ namespace Cielonos.MainGame
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private void OnDestroy()
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{
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UnregisterRhythmGameObject(gameObject);
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if (IsActive)
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{
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Deactivate();
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@@ -165,61 +246,60 @@ namespace Cielonos.MainGame
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#region Activate / Deactivate
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[Button("Activate Test Data")]
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[Button("Play Music")]
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public void Activate()
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{
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if (testData != null)
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var controller = GetComponent<CombatMusicController>();
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if (controller != null)
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{
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Activate(testData);
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controller.PlayFunctionalMusic();
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}
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else
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{
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Debug.LogWarning("[MusicBeatSystem] No test data assigned for activation");
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Debug.LogWarning("[MusicBeatSystem] No CombatMusicController or testData found to play music.");
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}
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}
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/// <summary>
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/// 激活节拍系统:加载谱面、覆盖 BGM、注册 Wwise 回调
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/// </summary>
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/// <param name="beatData">要加载的谱面数据</param>
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public void Activate(MusicBeatData beatData)
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{
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if (beatData == null)
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{
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Debug.LogError("[MusicBeatSystem] Activate failed: beatData is null");
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return;
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}
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/// <summary>
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/// 激活节拍系统:使用 Wwise 事件和初始 Switch 直接启动动态音乐流程
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/// </summary>
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public void Activate(AK.Wwise.Event wwiseEvent, string initialSwitch = null)
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{
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if (IsActive)
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{
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Deactivate();
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}
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// Ensure beat markers are sorted before starting tracking
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beatData.SortBeats();
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CurrentBeatData = beatData;
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CurrentBPM = beatData.bpm;
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CurrentBeatData = null;
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CurrentBPM = 240f; // 默认临时 BPM,直到 Entry Cue 触发表格映射替换
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CurrentSongTime = 0f;
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nextBeatIndex = 0;
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IsPlaying = false;
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IsActive = true;
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// 覆盖 BackgroundMusicManager:先停止当前 BGM,再标记覆盖
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// 覆盖 BackgroundMusicManager
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if (bgmManager != null)
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{
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bgmManager.StopMusic();
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bgmManager.SetOverride(true);
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}
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// 在 MusicBeatSystem 自身的 gameObject 上播放节拍音乐
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// 与 BackgroundMusicManager 的 gameObject 隔离,避免 Stop Event 作用域冲突
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if (beatData.musicEvent != null && beatData.musicEvent.IsValid())
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if (wwiseEvent != null && wwiseEvent.IsValid())
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{
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uint callbackFlags = (uint)(AkCallbackType.AK_MusicSyncBeat | AkCallbackType.AK_EndOfEvent);
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beatData.musicSwitch.SetValue(gameObject); // 设置 Switch 以选择正确的音乐变体
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uint callbackFlags = (uint)(
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AkCallbackType.AK_MusicSyncBeat |
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AkCallbackType.AK_MusicSyncEntry |
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AkCallbackType.AK_MusicSyncUserCue |
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AkCallbackType.AK_EndOfEvent
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);
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if (!string.IsNullOrEmpty(initialSwitch))
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{
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AkUnitySoundEngine.SetSwitch(musicSegmentSwitchGroup, initialSwitch, gameObject);
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}
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PlayerCanvas.CombatSystemsUIArea.beatTimelineUI.Initialize(this);
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wwisePlayingID = beatData.musicEvent.Post(
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wwisePlayingID = wwiseEvent.Post(
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gameObject,
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callbackFlags,
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OnWwiseMusicCallback,
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@@ -228,24 +308,19 @@ namespace Cielonos.MainGame
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if (wwisePlayingID == 0)
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{
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Debug.LogWarning("[MusicBeatSystem] Wwise Post returned playingID 0, music may not play. " +
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"Check: 1) musicEvent references a Music type (not Sound SFX) " +
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"2) SoundBank is loaded 3) gameObject is active");
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Debug.LogWarning("[MusicBeatSystem] Wwise Post returned playingID 0 for dynamic music event");
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}
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else
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{
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Debug.Log($"[MusicBeatSystem] Activated with '{beatData.name}', playingID={wwisePlayingID}, " +
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$"posting on GameObject '{gameObject.name}'");
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Debug.Log($"[MusicBeatSystem] Activated dynamic music flow with Event: '{wwiseEvent.Name}', playingID={wwisePlayingID}");
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}
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}
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else
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{
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// 无 Wwise Event 时,使用纯谱面模式(仅基于 deltaTime 和谱面数据)
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Debug.LogWarning("[MusicBeatSystem] No valid Wwise Event on beatData, running in offline mode");
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IsPlaying = true;
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Debug.LogWarning("[MusicBeatSystem] No valid Wwise Event provided for dynamic music activation");
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}
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OnActivated?.Invoke(beatData);
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OnActivated?.Invoke(null);
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}
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/// <summary>
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@@ -261,7 +336,8 @@ namespace Cielonos.MainGame
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nextBeatIndex = 0;
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pendingSyncTime = -1f;
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pendingBeatDuration = -1f;
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CurrentWwiseSegmentName = null;
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// 停止 MusicBeatSystem 自己 Post 的节拍音乐
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if (wwisePlayingID != 0)
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{
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@@ -421,8 +497,11 @@ namespace Cielonos.MainGame
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/// <summary>
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/// Wwise 音乐回调处理器(可能在非主线程调用)
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/// </summary>
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private void OnWwiseMusicCallback(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info)
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internal void OnWwiseMusicCallback(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info)
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{
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GameObject go = GetGameObjectFromWwiseId(in_info.gameObjID);
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if (go == null) go = gameObject;
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if (in_type == AkCallbackType.AK_MusicSyncBeat)
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{
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if (in_info is AkMusicSyncCallbackInfo syncInfo)
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@@ -431,19 +510,73 @@ namespace Cielonos.MainGame
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// segmentInfo_iCurrentPosition 是当前 segment 内的播放位置(毫秒)
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float musicPositionSec = syncInfo.segmentInfo_iCurrentPosition / 1000f;
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float beatDuration = syncInfo.segmentInfo_fBeatDuration;
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// 将校准数据传递到主线程处理
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pendingSyncTime = musicPositionSec + CurrentBeatData.audioStartOffset;
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pendingBeatDuration = beatDuration;
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if (go == gameObject)
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{
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// 将校准数据传递到主线程处理 (防空保护)
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float offset = CurrentBeatData != null ? CurrentBeatData.audioStartOffset : 0f;
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pendingSyncTime = musicPositionSec + offset;
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pendingBeatDuration = beatDuration;
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}
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else
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{
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lock (callbackLock)
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{
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pendingCallbacks.Add(new PendingCallbackData
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{
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callbackType = PendingCallbackData.Type.BeatSync,
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targetGO = go,
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segmentName = "",
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musicPositionSec = musicPositionSec,
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beatDuration = beatDuration
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});
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}
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}
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}
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else
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{
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Debug.LogWarning($"[MusicBeatSystem] Received MusicSync callback with unexpected info type: {in_info.GetType().Name}");
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}
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}
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else if (in_type == AkCallbackType.AK_EndOfEvent)
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else if (in_type == AkCallbackType.AK_MusicSyncUserCue && in_info is AkMusicSyncCallbackInfo cueInfo)
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{
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// 音乐播放结束
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string cueName = cueInfo.userCueName;
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lock (callbackLock)
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{
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// 所有的 User Cue 都会触发 OnUserCueReceived
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pendingCallbacks.Add(new PendingCallbackData
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{
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callbackType = PendingCallbackData.Type.Prepare,
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targetGO = go,
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segmentName = cueName,
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playingID = cueInfo.playingID
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});
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// 如果是 Entry_ 开头,则同时触发 Entry 谱面替换逻辑
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if (!string.IsNullOrEmpty(cueName) && cueName.StartsWith("Entry_"))
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{
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string segmentName = cueName.Substring(6);
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pendingCallbacks.Add(new PendingCallbackData
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{
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callbackType = PendingCallbackData.Type.Entry,
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targetGO = go,
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segmentName = segmentName
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});
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}
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}
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}
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else if (in_type == AkCallbackType.AK_EndOfEvent && in_info is AkEventCallbackInfo eventInfo)
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{
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lock (callbackLock)
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{
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pendingCallbacks.Add(new PendingCallbackData
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{
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callbackType = PendingCallbackData.Type.Prepare,
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targetGO = go,
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segmentName = "EndOfEvent",
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playingID = eventInfo.playingID
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});
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}
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Debug.Log("[MusicBeatSystem] Music playback ended");
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}
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}
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@@ -493,6 +626,163 @@ namespace Cielonos.MainGame
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}
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}
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private void ProcessPendingCallbacks()
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{
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List<PendingCallbackData> localCallbacks = null;
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lock (callbackLock)
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{
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if (pendingCallbacks.Count > 0)
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{
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localCallbacks = new List<PendingCallbackData>(pendingCallbacks);
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pendingCallbacks.Clear();
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}
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}
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if (localCallbacks == null) return;
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foreach (var callback in localCallbacks)
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{
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if (callback.callbackType == PendingCallbackData.Type.Prepare)
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{
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OnUserCueReceived?.Invoke(callback.playingID, callback.segmentName);
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if (callback.segmentName == "PrepareNext" && callback.targetGO == gameObject)
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{
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string nextSegment = OnPrepareNextSegment?.Invoke(callback.targetGO, CurrentWwiseSegmentName);
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if (!string.IsNullOrEmpty(nextSegment))
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{
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AkUnitySoundEngine.SetSwitch(musicSegmentSwitchGroup, nextSegment, callback.targetGO);
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Debug.Log($"[MusicBeatSystem] PrepareNext: transition scheduled on '{callback.targetGO.name}' from '{CurrentWwiseSegmentName}' to '{nextSegment}'");
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}
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// 通知所有订阅者:全局主音乐到达了 PrepareNext 边界
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OnGlobalPrepareNext?.Invoke();
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}
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}
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else if (callback.callbackType == PendingCallbackData.Type.BeatSync)
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{
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var localTracker = callback.targetGO.GetComponent<ILocalRhythmTracker>();
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if (localTracker != null)
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{
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localTracker.ReceiveSyncBeat(callback.musicPositionSec, callback.beatDuration);
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}
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}
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else if (callback.callbackType == PendingCallbackData.Type.Entry)
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{
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// Find mapped MusicBeatData
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MusicBeatData mappedData = null;
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if (segmentMappings != null)
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{
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foreach (var mapping in segmentMappings)
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{
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if (mapping.segmentName == callback.segmentName)
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{
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mappedData = mapping.beatData;
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break;
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}
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}
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}
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if (mappedData != null)
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{
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if (callback.targetGO == gameObject)
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{
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// Global Master BGM Transition
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CurrentWwiseSegmentName = callback.segmentName;
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CurrentBeatData = mappedData;
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CurrentBPM = mappedData.bpm;
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CurrentSongTime = mappedData.audioStartOffset;
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nextBeatIndex = 0;
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rawBeatCount = 0;
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CurrentBarBeat = 1;
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IsPlaying = true;
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// Re-initialize UI
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PlayerCanvas.CombatSystemsUIArea.beatTimelineUI.Initialize(this);
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Debug.Log($"[MusicBeatSystem] Global Transitioned to Segment: '{callback.segmentName}', BPM={mappedData.bpm}");
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OnActivated?.Invoke(mappedData);
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}
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else
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{
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// Local GameObject Segment Transition (e.g. Enemy)
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var localTracker = callback.targetGO.GetComponent<ILocalRhythmTracker>();
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if (localTracker != null)
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{
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localTracker.OnSegmentTransitioned(mappedData);
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}
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Debug.Log($"[MusicBeatSystem] Local Segment Entry: '{callback.segmentName}' on GameObject '{callback.targetGO.name}'");
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}
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}
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else
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{
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Debug.LogWarning($"[MusicBeatSystem] Unmapped segment entry callback: '{callback.segmentName}' on '{callback.targetGO.name}'");
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}
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}
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}
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}
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|
||||
public static void RegisterRhythmGameObject(GameObject go)
|
||||
{
|
||||
if (go == null) return;
|
||||
lock (activeRhythmGameObjects)
|
||||
{
|
||||
if (!activeRhythmGameObjects.Contains(go))
|
||||
{
|
||||
activeRhythmGameObjects.Add(go);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void UnregisterRhythmGameObject(GameObject go)
|
||||
{
|
||||
if (go == null) return;
|
||||
lock (activeRhythmGameObjects)
|
||||
{
|
||||
activeRhythmGameObjects.Remove(go);
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject GetGameObjectFromWwiseId(ulong gameObjID)
|
||||
{
|
||||
if (gameObjID == (ulong)gameObject.GetInstanceID()) return gameObject;
|
||||
|
||||
lock (activeRhythmGameObjects)
|
||||
{
|
||||
for (int i = activeRhythmGameObjects.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var go = activeRhythmGameObjects[i];
|
||||
if (go == null)
|
||||
{
|
||||
activeRhythmGameObjects.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
if ((ulong)go.GetInstanceID() == gameObjID)
|
||||
{
|
||||
return go;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback lookup
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
var objs = FindObjectsByType<AkGameObj>(FindObjectsSortMode.None);
|
||||
#else
|
||||
var objs = FindObjectsOfType<AkGameObj>();
|
||||
#endif
|
||||
foreach (var obj in objs)
|
||||
{
|
||||
if (obj != null && (ulong)obj.gameObject.GetInstanceID() == gameObjID)
|
||||
{
|
||||
RegisterRhythmGameObject(obj.gameObject);
|
||||
return obj.gameObject;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否到达下一个节拍,触发 onBeat 事件
|
||||
/// </summary>
|
||||
@@ -508,6 +798,11 @@ namespace Cielonos.MainGame
|
||||
BeatMarker beat = markers[nextBeatIndex];
|
||||
nextBeatIndex++;
|
||||
|
||||
// 更新 CurrentBarBeat(根据 BPM 和小节拍数推算)
|
||||
rawBeatCount++;
|
||||
int beatsPerBar = CurrentBeatData.beatsPerBar > 0 ? CurrentBeatData.beatsPerBar : 4;
|
||||
CurrentBarBeat = ((rawBeatCount - 1) % beatsPerBar) + 1;
|
||||
|
||||
OnBeat?.Invoke(beat);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user