using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
namespace Cielonos.MainGame
{
///
/// 战斗音乐控制器,负责处理功能音乐的无缝随机切换,以及并行的 BGM 音轨按小节边界起播/停止。
///
[AddComponentMenu("Cielonos/Rhythm/CombatMusicController")]
public class CombatMusicController : MonoBehaviour
{
[Header("System References")]
[Tooltip("全局节拍战斗系统的引用")]
public MusicBeatSystem beatSystem;
[Header("BGM Settings")]
[Tooltip("播放背景音乐 Switch 容器的 Wwise Event")]
public AK.Wwise.Event bgmMusicEvent;
[Tooltip("所有可用的背景音乐 Wwise Segment 名称 (对应 Wwise 中的 Switch 值)")]
public List bgmSegments = new List
{
"Back_00",
"Back_01",
"Back_02"
};
[Header("Functional Music Settings")]
[Tooltip("播放功能音乐 Switch 容器的 Wwise Event")]
public AK.Wwise.Event functionalMusicEvent;
[Tooltip("初始播放的音乐片段 Switch 名称")]
public string initialSegment = "Func_00";
[Tooltip("所有可用的功能音乐 Wwise Segment 名称 (对应 Wwise 中的 Switch 值)")]
public List functionalSegments = new List
{
"Func_00",
"Func_01",
"Func_02",
"Func_03"
};
// 运行时 BGM 状态跟踪字典
private readonly Dictionary bgmTargetStates = new Dictionary();
private readonly Dictionary bgmIsPlaying = new Dictionary();
private readonly Dictionary bgmPlayingIDs = new Dictionary();
private readonly Dictionary bgmGameObjects = new Dictionary();
// 等待下一个全局 PrepareNext 边界才起播的 BGM 片段队列
private readonly HashSet pendingBgmStarts = new HashSet();
private void Awake()
{
// 初始化每个 BGM 段落的运行状态与子 GameObject
foreach (var seg in bgmSegments)
{
bgmTargetStates[seg] = false;
bgmIsPlaying[seg] = false;
bgmPlayingIDs[seg] = 0;
// 为每个 BGM 片段创建独立的子 GameObject,以便并行播放和接收独立的节拍回调
GameObject go = new GameObject($"BGM_Layer_{seg}");
go.transform.SetParent(transform);
bgmGameObjects[seg] = go;
// 在节拍注册表中注册此子物体
MusicBeatSystem.RegisterRhythmGameObject(go);
}
}
private void OnEnable()
{
if (beatSystem == null)
{
beatSystem = GetComponent();
}
if (beatSystem != null)
{
beatSystem.OnPrepareNextSegment += DecideNextSegment;
beatSystem.OnUserCueReceived += HandleTrackUserCue;
beatSystem.OnGlobalPrepareNext += OnGlobalPrepareNextFired;
}
}
private void OnDisable()
{
if (beatSystem != null)
{
beatSystem.OnPrepareNextSegment -= DecideNextSegment;
beatSystem.OnUserCueReceived -= HandleTrackUserCue;
beatSystem.OnGlobalPrepareNext -= OnGlobalPrepareNextFired;
}
}
private void OnDestroy()
{
// 释放所有动态创建的子 GameObject
foreach (var pair in bgmGameObjects)
{
if (pair.Value != null)
{
MusicBeatSystem.UnregisterRhythmGameObject(pair.Value);
Destroy(pair.Value);
}
}
}
#region BGM Inspector Controls
[Button("Play/Stop Back_00 (8 Bars)")]
public void ToggleBack_00() => ToggleBgmTrack("Back_00");
[Button("Play/Stop Back_01 (8 Bars)")]
public void ToggleBack_01() => ToggleBgmTrack("Back_01");
[Button("Play/Stop Back_02 (16 Bars)")]
public void ToggleBack_02() => ToggleBgmTrack("Back_02");
#endregion
#region BGM Implementation
private void ToggleBgmTrack(string segmentName)
{
if (!bgmTargetStates.ContainsKey(segmentName)) return;
bgmTargetStates[segmentName] = !bgmTargetStates[segmentName];
Debug.Log($"[CombatMusicController] Toggle BGM Segment '{segmentName}': Target state is now {bgmTargetStates[segmentName]}");
if (bgmTargetStates[segmentName])
{
// 确保 beatSystem 已激活(用于接收 PrepareNext 通知)
if (beatSystem != null && !beatSystem.IsActive)
{
beatSystem.Activate(null);
}
if (!bgmIsPlaying[segmentName] && !pendingBgmStarts.Contains(segmentName))
{
// 如果没有任何音乐在播放或排队,立即起播(第一次)
// 否则,排入队列等待下一个全局 PrepareNext 边界对齐
if (!AnyBgmPlaying() && !AnyBgmPending())
{
Debug.Log($"[CombatMusicController] No music playing, starting BGM '{segmentName}' immediately.");
StartBgmImmediately(segmentName);
}
else
{
pendingBgmStarts.Add(segmentName);
Debug.Log($"[CombatMusicController] BGM '{segmentName}' queued, will start at next PrepareNext boundary.");
}
}
}
else
{
// 取消播放:从待播队列中移除(如果还没起播)
pendingBgmStarts.Remove(segmentName);
}
}
private bool AnyBgmPlaying()
{
foreach (var pair in bgmIsPlaying)
{
if (pair.Value) return true;
}
return false;
}
private bool AnyBgmPending()
{
return pendingBgmStarts.Count > 0;
}
///
/// 当全局主音乐(Func 轨)的 PrepareNext 到达时,将所有等待中的 BGM 片段一起起播。
/// Wwise 引擎会将它们精确对齐到 Exit Cue 边界!
///
private void OnGlobalPrepareNextFired()
{
if (pendingBgmStarts.Count == 0) return;
var toStart = new List(pendingBgmStarts);
pendingBgmStarts.Clear();
uint callbackFlags = (uint)(
AkCallbackType.AK_MusicSyncBeat |
AkCallbackType.AK_MusicSyncEntry |
AkCallbackType.AK_MusicSyncUserCue |
AkCallbackType.AK_EndOfEvent
);
foreach (var seg in toStart)
{
if (!bgmTargetStates.ContainsKey(seg) || !bgmTargetStates[seg]) continue;
if (bgmIsPlaying[seg]) continue;
bgmIsPlaying[seg] = true;
AkUnitySoundEngine.SetSwitch(beatSystem.musicSegmentSwitchGroup, seg, bgmGameObjects[seg]);
uint newID = bgmMusicEvent.Post(
bgmGameObjects[seg],
callbackFlags,
beatSystem.OnWwiseMusicCallback,
null
);
if (newID != 0)
{
bgmPlayingIDs[seg] = newID;
Debug.Log($"[CombatMusicController] BGM '{seg}' started at PrepareNext boundary. ID={newID}");
}
else
{
bgmIsPlaying[seg] = false;
Debug.LogError($"[CombatMusicController] Failed to post BGM event for '{seg}'");
}
}
}
private void StartBgmImmediately(string segmentName)
{
if (bgmMusicEvent == null || !bgmMusicEvent.IsValid())
{
Debug.LogError($"[CombatMusicController] Cannot play BGM: Event is invalid.");
return;
}
GameObject go = bgmGameObjects[segmentName];
uint callbackFlags = (uint)(
AkCallbackType.AK_MusicSyncBeat |
AkCallbackType.AK_MusicSyncEntry |
AkCallbackType.AK_MusicSyncUserCue |
AkCallbackType.AK_EndOfEvent
);
// 设置 Wwise Switch 以让此子物体播放当前 segment 音频
AkUnitySoundEngine.SetSwitch(beatSystem.musicSegmentSwitchGroup, segmentName, go);
uint playingID = bgmMusicEvent.Post(
go,
callbackFlags,
beatSystem.OnWwiseMusicCallback,
null
);
if (playingID != 0)
{
bgmIsPlaying[segmentName] = true;
bgmPlayingIDs[segmentName] = playingID;
Debug.Log($"[CombatMusicController] Posted BGM Event for '{segmentName}' immediately on '{go.name}', playingID={playingID}");
}
}
private void HandleTrackUserCue(uint playingID, string cueName)
{
// 查找是哪个 BGM 片段触发的回调
string triggeringSegment = null;
foreach (var pair in bgmPlayingIDs)
{
if (pair.Value == playingID)
{
triggeringSegment = pair.Key;
break;
}
}
if (triggeringSegment == null) return;
if (cueName == "PrepareNext")
{
uint callbackFlags = (uint)(
AkCallbackType.AK_MusicSyncBeat |
AkCallbackType.AK_MusicSyncEntry |
AkCallbackType.AK_MusicSyncUserCue |
AkCallbackType.AK_EndOfEvent
);
// 1. 如果该 BGM 被要求继续播放,由于 Wwise 可能没有配置原生循环,
// 我们在 PrepareNext 时刻(提前)再次 Post Event,让 Wwise 引擎将其调度到下一个 Exit 点无缝衔接起播!
if (bgmTargetStates[triggeringSegment])
{
uint newID = bgmMusicEvent.Post(
bgmGameObjects[triggeringSegment],
callbackFlags,
beatSystem.OnWwiseMusicCallback,
null
);
if (newID != 0)
{
bgmPlayingIDs[triggeringSegment] = newID;
Debug.Log($"[CombatMusicController] Loop transition: Re-posted Event for BGM '{triggeringSegment}'. New ID: {newID}");
}
}
// 如果被要求停止,我们什么都不做,让当前片段自然播放完毕并触发 EndOfEvent 即可。
// 2. 检查是否有排队等待播放的其他 BGM 片段。
// 同样在此时刻 Post 它们,Wwise 引擎会自动将它们与当前音频的小节边界完美对齐!
foreach (var seg in bgmSegments)
{
if (seg != triggeringSegment && bgmTargetStates[seg] && !bgmIsPlaying[seg])
{
bgmIsPlaying[seg] = true;
// 确保对应的 GameObject Switch 正确
AkUnitySoundEngine.SetSwitch(beatSystem.musicSegmentSwitchGroup, seg, bgmGameObjects[seg]);
uint newSegID = bgmMusicEvent.Post(
bgmGameObjects[seg],
callbackFlags,
beatSystem.OnWwiseMusicCallback,
null
);
if (newSegID != 0)
{
bgmPlayingIDs[seg] = newSegID;
Debug.Log($"[CombatMusicController] Queued start: Posted Event for BGM '{seg}' during PrepareNext. ID: {newSegID}");
}
}
}
}
else if (cueName == "EndOfEvent")
{
// 注意:由于我们在 PrepareNext 处更新了 bgmPlayingIDs,
// 此时旧的 playingID 已经与字典中的不匹配了,所以旧事件的 EndOfEvent 会在上面的循环中返回 null 并忽略!
// 只有真正停止播放(未更新 ID)的 EndOfEvent 才会走到这里,实现完美的状态清理!
bgmIsPlaying[triggeringSegment] = false;
bgmPlayingIDs[triggeringSegment] = 0;
Debug.Log($"[CombatMusicController] BGM Segment '{triggeringSegment}' terminated naturally in Wwise (EndOfEvent).");
if (!AnyBgmPlaying())
{
bool queuedBgmStarted = false;
foreach (var seg in bgmSegments)
{
if (bgmTargetStates[seg] && !bgmIsPlaying[seg])
{
Debug.Log($"[CombatMusicController] Starting queued BGM '{seg}' since all others stopped.");
if (beatSystem != null && !beatSystem.IsActive)
{
beatSystem.Activate(null);
}
StartBgmImmediately(seg);
queuedBgmStarted = true;
}
}
if (!queuedBgmStarted && beatSystem != null && beatSystem.IsActive)
{
beatSystem.Deactivate();
}
}
}
else if (cueName.StartsWith("Entry_"))
{
bgmIsPlaying[triggeringSegment] = true;
Debug.Log($"[CombatMusicController] BGM Segment '{triggeringSegment}' entered and is now running.");
}
}
#endregion
#region Functional Music Implementation
[Button("Play Functional Music")]
public void PlayFunctionalMusic()
{
if (beatSystem == null)
{
beatSystem = GetComponent();
}
if (beatSystem != null)
{
beatSystem.Activate(functionalMusicEvent, initialSegment);
}
else
{
Debug.LogError("[CombatMusicController] Cannot play: MusicBeatSystem reference is missing.");
}
}
private string DecideNextSegment(GameObject targetGO, string currentSegmentName)
{
if (beatSystem == null || targetGO != beatSystem.gameObject)
{
return "";
}
if (functionalSegments == null || functionalSegments.Count == 0)
{
return "";
}
List candidates = new List(functionalSegments);
if (!string.IsNullOrEmpty(currentSegmentName))
{
candidates.Remove(currentSegmentName);
}
if (candidates.Count > 0)
{
int randomIndex = UnityEngine.Random.Range(0, candidates.Count);
string selectedSegment = candidates[randomIndex];
Debug.Log($"[CombatMusicController] Transition Decision: GameObject '{targetGO.name}' currently playing '{currentSegmentName}', selected next: '{selectedSegment}'");
return selectedSegment;
}
return functionalSegments[0];
}
#endregion
}
}