using System; using System.Collections.Generic; using Cielonos.MainGame.UI; using Sirenix.OdinInspector; using SLSUtilities.WwiseAssistance; using UnityEngine; namespace Cielonos.MainGame { /// /// 音乐节拍战斗系统。激活时覆盖 BackgroundMusicManager 播放对应 BGM, /// 通过 Wwise AK_MusicSyncBeat 回调 + MusicBeatData 谱面进行双轨节拍追踪, /// 对外提供 Judge / IsOnBeat / GetBeatAccuracy 判定 API 和节拍事件 /// public class MusicBeatSystem : CombatSystemBase { #region Constants /// /// Perfect 判定窗口(秒),节拍前后各此值范围内判定为 Perfect /// private const float PERFECT_TOLERANCE = 0.15f; /// /// Good 判定窗口(秒) /// private const float GOOD_TOLERANCE = 0.2f; /// /// Miss 判定窗口(秒),超出此范围不触发判定 /// private const float MISS_TOLERANCE = 0.2f; /// /// Wwise 回调到 Unity 主线程的时间吸附阈值(秒), /// 超过此值的校准可能是异常数据,忽略 /// private const float SYNC_SNAP_THRESHOLD = 0.5f; #endregion #region Public State /// /// 当前加载的谱面数据 /// [ShowInInspector, ReadOnly] public MusicBeatData CurrentBeatData { get; private set; } /// /// 系统是否已激活(谱面已加载、BGM 已请求播放) /// [ShowInInspector, ReadOnly] public bool IsActive { get; private set; } /// /// Wwise 音乐是否已真正开始播放(首次 MusicSync 回调到来后为 true) /// [ShowInInspector, ReadOnly] public bool IsPlaying { get; private set; } /// /// 当前音乐播放时间(秒),由 deltaTime 推进 + Wwise 回调校准 /// [ShowInInspector, ReadOnly] public float CurrentSongTime { get; private set; } /// /// 当前实际 BPM(由 Wwise 回调报告的 beatDuration 反推,若无回调则使用谱面 BPM) /// [ShowInInspector, ReadOnly] public float CurrentBPM { get; private set; } #endregion #region Events /// /// 每次到达谱面中的节拍时触发(UI 和敌人 AI 订阅) /// public event Action OnBeat; /// /// 玩家操作被判定后触发 /// public event Action OnPlayerBeatJudged; /// /// 系统激活时触发 /// public event Action OnActivated; /// /// 系统停用时触发 /// public event Action OnDeactivated; #endregion #region Private Fields /// /// 下一个待触发的节拍索引(在 beatMarkers 中的 index) /// private int nextBeatIndex; /// /// Wwise 播放实例 ID /// private uint wwisePlayingID; /// /// BackgroundMusicManager 引用缓存 /// private BackgroundMusicManager bgmManager; /// /// Wwise 回调产生的待处理校准数据(从回调线程安全传递到主线程) /// [ShowInInspector] private volatile float pendingSyncTime = -1f; /// /// Wwise 回调报告的 beatDuration(秒),用于反推实际 BPM /// [ShowInInspector] private volatile float pendingBeatDuration = -1f; #endregion #region Lifecycle public MusicBeatData testData; private void Awake() { bgmManager = AudioManager.Instance.backgroundMusicManager; } private void Update() { if (!IsActive) return; // 处理 Wwise 回调带来的时间校准 ProcessPendingSync(); if (!IsPlaying) return; // 推进音乐时间 CurrentSongTime += Time.deltaTime; // 检查并触发节拍事件 ProcessBeatEvents(); } private void OnDestroy() { if (IsActive) { Deactivate(); } } #endregion #region Activate / Deactivate [Button("Activate Test Data")] public void Activate() { if (testData != null) { Activate(testData); } else { Debug.LogWarning("[MusicBeatSystem] No test data assigned for activation"); } } /// /// 激活节拍系统:加载谱面、覆盖 BGM、注册 Wwise 回调 /// /// 要加载的谱面数据 public void Activate(MusicBeatData beatData) { if (beatData == null) { Debug.LogError("[MusicBeatSystem] Activate failed: beatData is null"); return; } if (IsActive) { Deactivate(); } CurrentBeatData = beatData; CurrentBPM = beatData.bpm; CurrentSongTime = 0f; nextBeatIndex = 0; IsPlaying = false; IsActive = true; // 覆盖 BackgroundMusicManager:先停止当前 BGM,再标记覆盖 if (bgmManager != null) { bgmManager.StopMusic(); bgmManager.SetOverride(true); } // 在 MusicBeatSystem 自身的 gameObject 上播放节拍音乐 // 与 BackgroundMusicManager 的 gameObject 隔离,避免 Stop Event 作用域冲突 if (beatData.musicEvent != null && beatData.musicEvent.IsValid()) { uint callbackFlags = (uint)(AkCallbackType.AK_MusicSyncBeat | AkCallbackType.AK_EndOfEvent); beatData.musicSwitch.SetValue(gameObject); // 设置 Switch 以选择正确的音乐变体 PlayerCanvas.CombatSystemsUIArea.beatTimelineUI.Initialize(this); wwisePlayingID = beatData.musicEvent.Post( gameObject, callbackFlags, OnWwiseMusicCallback, null ); if (wwisePlayingID == 0) { Debug.LogWarning("[MusicBeatSystem] Wwise Post returned playingID 0, music may not play. " + "Check: 1) musicEvent references a Music type (not Sound SFX) " + "2) SoundBank is loaded 3) gameObject is active"); } else { Debug.Log($"[MusicBeatSystem] Activated with '{beatData.name}', playingID={wwisePlayingID}, " + $"posting on GameObject '{gameObject.name}'"); } } else { // 无 Wwise Event 时,使用纯谱面模式(仅基于 deltaTime 和谱面数据) Debug.LogWarning("[MusicBeatSystem] No valid Wwise Event on beatData, running in offline mode"); IsPlaying = true; } OnActivated?.Invoke(beatData); } /// /// 停用节拍系统:停止追踪、恢复 BackgroundMusicManager 控制 /// public void Deactivate() { if (!IsActive) return; IsActive = false; IsPlaying = false; CurrentSongTime = 0f; nextBeatIndex = 0; pendingSyncTime = -1f; pendingBeatDuration = -1f; // 停止 MusicBeatSystem 自己 Post 的节拍音乐 if (wwisePlayingID != 0) { AkUnitySoundEngine.StopPlayingID(wwisePlayingID); wwisePlayingID = 0; } // 如果 beatData 有独立的 stopMusicEvent,也 Post 一下确保停止 if (CurrentBeatData != null && CurrentBeatData.stopMusicEvent != null && CurrentBeatData.stopMusicEvent.IsValid()) { CurrentBeatData.stopMusicEvent.Post(gameObject); } // 恢复 BackgroundMusicManager if (bgmManager != null) { bgmManager.SetOverride(false); bgmManager.PlayMusic("NormalMusic"); } CurrentBeatData = null; Debug.Log("[MusicBeatSystem] Deactivated"); OnDeactivated?.Invoke(); } #endregion #region Judgement API public BeatJudgement Judge() { return Judge(CurrentSongTime); } /// /// 判定指定时间点的操作是否卡拍 /// /// 操作发生时的 CurrentSongTime(通常传入 CurrentSongTime) /// 判定结果,若超出 Miss 窗口则 accuracy 为 Miss public BeatJudgement Judge(float actionTime) { BeatMarker nearest = CurrentBeatData?.GetNearestBeat(actionTime, MISS_TOLERANCE); if (nearest == null) { return new BeatJudgement(BeatAccuracy.Miss, float.MaxValue, null, 1f); } float timeDiff = actionTime - nearest.time; float absDiff = Mathf.Abs(timeDiff); BeatAccuracy accuracy; float normalized; if (absDiff <= PERFECT_TOLERANCE) { accuracy = BeatAccuracy.Perfect; normalized = absDiff / PERFECT_TOLERANCE; } else if (absDiff <= GOOD_TOLERANCE) { accuracy = BeatAccuracy.Good; normalized = absDiff / GOOD_TOLERANCE; } else { accuracy = BeatAccuracy.Miss; normalized = Mathf.Clamp01(absDiff / MISS_TOLERANCE); } var judgement = new BeatJudgement(accuracy, timeDiff, nearest, normalized); OnPlayerBeatJudged?.Invoke(judgement); return judgement; } /// /// 简化版判定,仅返回精度等级 /// public BeatAccuracy GetBeatAccuracy(float actionTime) { return Judge(actionTime).accuracy; } /// /// 判定指定时间点是否处于节拍窗口内 /// /// 操作时间 /// 自定义容差,-1 表示使用 GOOD_TOLERANCE public bool IsOnBeat(float actionTime, float customTolerance = -1f) { float tolerance = customTolerance > 0f ? customTolerance : GOOD_TOLERANCE; BeatMarker nearest = CurrentBeatData?.GetNearestBeat(actionTime, tolerance); return nearest != null; } #endregion #region Beat Query API public BeatMarker GetNearestBeat(float tolerance) { return CurrentBeatData?.GetNearestBeat(CurrentSongTime, tolerance); } public BeatMarker GetLastBeat() { return CurrentBeatData?.GetLastBeat(CurrentSongTime); } /// /// 获取下一个节拍标记 /// public BeatMarker GetNextBeat() { return CurrentBeatData?.GetNextBeat(CurrentSongTime); } /// /// 获取下一个带有特定 tag 的节拍标记 /// public BeatMarker GetNextBeatWithTag(string tag) { return CurrentBeatData?.GetNextBeatWithTag(CurrentSongTime, tag); } /// /// 到下一拍的剩余时间(秒),若无下一拍返回 -1 /// public float GetTimeUntilNextBeat() { BeatMarker next = GetNextBeat(); return next != null ? next.time - CurrentSongTime : -1f; } /// /// 到指定节拍的剩余时间(秒) /// public float GetTimeUntilBeat(BeatMarker beat) { if (beat == null) return -1f; return beat.time - CurrentSongTime; } /// /// 获取指定时间范围内的所有节拍标记 /// public List GetBeatsInRange(float startTime, float endTime) { return CurrentBeatData?.GetBeatsInRange(startTime, endTime) ?? new List(); } #endregion #region Internal - Wwise Callback /// /// Wwise 音乐回调处理器(可能在非主线程调用) /// private void OnWwiseMusicCallback(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info) { if (in_type == AkCallbackType.AK_MusicSyncBeat) { if (in_info is AkMusicSyncCallbackInfo syncInfo) { // 从 Wwise 获取精确的音乐播放位置和节拍信息 // segmentInfo_iCurrentPosition 是当前 segment 内的播放位置(毫秒) float musicPositionSec = syncInfo.segmentInfo_iCurrentPosition / 1000f; float beatDuration = syncInfo.segmentInfo_fBeatDuration; // 将校准数据传递到主线程处理 pendingSyncTime = musicPositionSec + CurrentBeatData.audioStartOffset; pendingBeatDuration = beatDuration; } else { Debug.LogWarning($"[MusicBeatSystem] Received MusicSync callback with unexpected info type: {in_info.GetType().Name}"); } } else if (in_type == AkCallbackType.AK_EndOfEvent) { // 音乐播放结束 Debug.Log("[MusicBeatSystem] Music playback ended"); } } #endregion #region Internal - Beat Processing /// /// 处理来自 Wwise 回调的时间校准(在主线程 Update 中调用) /// private void ProcessPendingSync() { float syncTime = pendingSyncTime; float beatDur = pendingBeatDuration; if (syncTime < 0f) return; // 消费 pending 数据 pendingSyncTime = -1f; pendingBeatDuration = -1f; // 首次收到回调,标记为正在播放 if (!IsPlaying) { IsPlaying = true; CurrentSongTime = syncTime; Debug.Log($"[MusicBeatSystem] First beat sync received, music is now playing. SyncTime={syncTime:F3}s"); return; } // 时间校准:将 currentSongTime 吸附到 Wwise 报告的位置 float drift = Mathf.Abs(CurrentSongTime - syncTime); if (drift < SYNC_SNAP_THRESHOLD) { CurrentSongTime = syncTime; } else { Debug.LogWarning($"[MusicBeatSystem] Large sync drift detected: {drift:F3}s, ignoring calibration"); } // 更新实际 BPM if (beatDur > 0f) { CurrentBPM = 60f / beatDur; } } /// /// 检查是否到达下一个节拍,触发 onBeat 事件 /// private void ProcessBeatEvents() { if (CurrentBeatData == null || CurrentBeatData.beatMarkers == null) return; var markers = CurrentBeatData.beatMarkers; // 触发所有已经过去的未处理节拍 while (nextBeatIndex < markers.Count && CurrentSongTime >= markers[nextBeatIndex].time) { BeatMarker beat = markers[nextBeatIndex]; nextBeatIndex++; OnBeat?.Invoke(beat); } } #endregion } }