371 lines
13 KiB
C#
371 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace SLSUtilities.Feedback
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{
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/// <summary>
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/// 反馈播放器状态枚举。
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/// </summary>
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public enum FeedbackPlayerState
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{
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Idle,
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Playing,
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Paused
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}
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/// <summary>
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/// 运行时反馈播放器(纯 C# 类,非 MonoBehaviour),管理一个 FeedbackData 的播放生命周期。
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/// 由 FeedbackManager 的 Update 集中驱动,也可由外部(如 FeedbackSubcontroller)手动驱动。
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/// </summary>
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public class FeedbackPlayer
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{
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private const float MIN_DURATION = 0.001f;
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private FeedbackData _data;
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private FeedbackPlayerState _state;
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private float _currentTime;
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private IFeedbackTimeProvider _timeProvider;
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private Transform _ownerTransform;
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private bool _isCompleted;
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// 每个 Clip 的运行时状态
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private enum ClipState { Pending, Active, Finished }
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private ClipState[,] _clipStates; // [trackIndex, clipIndex]
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private float[,] _clipElapsedTimes; // [trackIndex, clipIndex]
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private bool _hasSoloTracks;
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public FeedbackData Data => _data;
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public FeedbackPlayerState State => _state;
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public float CurrentTime => _currentTime;
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public IFeedbackTimeProvider TimeProvider => _timeProvider;
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public Transform OwnerTransform => _ownerTransform;
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/// <summary>
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/// 播放完毕事件。
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/// </summary>
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public event Action OnComplete;
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/// <summary>
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/// 被打断事件。
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/// </summary>
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public event Action OnInterrupt;
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/// <summary>
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/// 是否已播放完毕(自然结束)。
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/// </summary>
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public bool IsCompleted => _isCompleted;
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/// <summary>
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/// 是否处于活跃状态(Playing 或 Paused)。
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/// </summary>
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public bool IsActive => _state == FeedbackPlayerState.Playing || _state == FeedbackPlayerState.Paused;
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public FeedbackPlayer(FeedbackData data, IFeedbackTimeProvider timeProvider, Transform ownerTransform)
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{
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_data = data;
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_timeProvider = timeProvider;
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_ownerTransform = ownerTransform;
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_state = FeedbackPlayerState.Idle;
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_currentTime = 0f;
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_isCompleted = false;
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}
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/// <summary>
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/// 开始播放。
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/// </summary>
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public void Play()
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{
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if (_data == null)
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{
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Debug.LogWarning("[FeedbackPlayer] Cannot play: FeedbackData is null.");
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return;
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}
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_currentTime = 0f;
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_isCompleted = false;
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_state = FeedbackPlayerState.Playing;
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InitializeClipStates();
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}
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/// <summary>
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/// 暂停播放。
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/// </summary>
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public void Pause()
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{
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if (_state == FeedbackPlayerState.Playing)
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{
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_state = FeedbackPlayerState.Paused;
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}
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}
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/// <summary>
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/// 恢复播放。
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/// </summary>
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public void Resume()
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{
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if (_state == FeedbackPlayerState.Paused)
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{
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_state = FeedbackPlayerState.Playing;
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}
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}
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/// <summary>
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/// 立即停止并复位所有已启动的 Action。
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/// </summary>
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public void Stop()
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{
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if (_state == FeedbackPlayerState.Idle) return;
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InterruptAllActiveClips();
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_state = FeedbackPlayerState.Idle;
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OnInterrupt?.Invoke();
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ClearEvents();
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}
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/// <summary>
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/// 每帧由外部驱动调用(FeedbackManager 或 Subcontroller)。
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/// </summary>
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public void Tick(float deltaTime)
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{
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if (_state != FeedbackPlayerState.Playing) return;
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if (_data == null || _data.tracks == null) return;
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float totalDuration = _data.TotalDuration;
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// 处理 TotalDuration 为 0 的边界情况
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if (totalDuration <= 0f)
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{
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_state = FeedbackPlayerState.Idle;
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_isCompleted = true;
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OnComplete?.Invoke();
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ClearEvents();
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return;
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}
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List<FeedbackTrack> tracks = _data.tracks;
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for (int trackIdx = 0; trackIdx < tracks.Count; trackIdx++)
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{
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FeedbackTrack track = tracks[trackIdx];
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if (!ShouldPlayTrack(track)) continue;
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for (int clipIdx = 0; clipIdx < track.clips.Count; clipIdx++)
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{
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FeedbackClip clip = track.clips[clipIdx];
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if (clip?.action == null) continue;
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float clipTimeScale = ComputeClipTimeScale(clip);
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float clipDeltaTime = deltaTime * clipTimeScale;
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ProcessClip(trackIdx, clipIdx, clip, clipDeltaTime, clipTimeScale);
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}
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}
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_currentTime += deltaTime;
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// 仅当时间线游标超过总时长 且 所有 Clip 已结束时才完成。
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// 这避免了因时间缩放导致 Clip 尚在播放就被提前完成的问题。
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if (_currentTime >= totalDuration && AllClipsFinished())
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{
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_state = FeedbackPlayerState.Idle;
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_isCompleted = true;
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OnComplete?.Invoke();
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ClearEvents();
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}
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}
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/// <summary>
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/// 清除所有事件订阅,防止完成/停止后残留引用。
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/// </summary>
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private void ClearEvents()
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{
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OnComplete = null;
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OnInterrupt = null;
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}
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/// <summary>
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/// 初始化所有 Clip 的运行时状态数组。
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/// </summary>
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private void InitializeClipStates()
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{
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List<FeedbackTrack> tracks = _data.tracks;
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if (tracks == null || tracks.Count == 0) return;
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int maxClips = 0;
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_hasSoloTracks = false;
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for (int i = 0; i < tracks.Count; i++)
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{
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if (tracks[i].clips != null && tracks[i].clips.Count > maxClips)
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maxClips = tracks[i].clips.Count;
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if (tracks[i].solo)
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_hasSoloTracks = true;
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}
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_clipStates = new ClipState[tracks.Count, maxClips];
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_clipElapsedTimes = new float[tracks.Count, maxClips];
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}
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/// <summary>
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/// 判断轨道是否应该播放:处理 Mute 和 Solo 逻辑。
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/// </summary>
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private bool ShouldPlayTrack(FeedbackTrack track)
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{
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if (track.mute) return false;
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if (_hasSoloTracks && !track.solo) return false;
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return true;
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}
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/// <summary>
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/// 根据 Clip 的时间设置计算综合时间缩放系数。
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/// </summary>
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private float ComputeClipTimeScale(FeedbackClip clip)
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{
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if (_timeProvider == null) return 1f;
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if (clip?.action == null || clip.action.IgnoreTimeScale) return 1f;
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FeedbackTimeSettings settings = clip.overrideTimeSettings ? clip.timeSettings : _data.defaultTimeSettings;
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if (settings == null || settings.timeScaleType == FeedbackTimeSettings.TimeScaleType.Unscaled) return 1f;
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return _timeProvider.GetTimeScale(settings);
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}
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/// <summary>
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/// 处理单个 Clip 的生命周期状态转换和回调调用。
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/// </summary>
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private void ProcessClip(int trackIdx, int clipIdx, FeedbackClip clip, float deltaTime, float timeScale)
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{
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ref ClipState clipState = ref _clipStates[trackIdx, clipIdx];
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ref float elapsed = ref _clipElapsedTimes[trackIdx, clipIdx];
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float safeDuration = Mathf.Max(clip.duration, MIN_DURATION);
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switch (clipState)
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{
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case ClipState.Pending:
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if (_currentTime >= clip.startTime)
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{
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clipState = ClipState.Active;
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elapsed = _currentTime - clip.startTime;
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FeedbackContext ctx = CreateContext(deltaTime, elapsed, safeDuration, timeScale, clip.timeSettings);
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clip.action.OnStart(ctx);
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float normalizedTime = Mathf.Clamp01(elapsed / safeDuration);
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clip.action.OnUpdate(CreateContext(deltaTime, elapsed, safeDuration, timeScale, clip.timeSettings), normalizedTime);
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}
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break;
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case ClipState.Active:
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// 如果启用动态时间缩放,每帧重新获取当前的时间缩放
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FeedbackTimeSettings settings = clip.overrideTimeSettings ? clip.timeSettings : _data.defaultTimeSettings;
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float currentTimeScale = timeScale;
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if (settings.applyDynamicTimeScale)
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{
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currentTimeScale = ComputeClipTimeScale(clip);
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}
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// 使用调整后的deltaTime进行累加
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float adjustedDeltaTime = deltaTime * currentTimeScale;
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elapsed += adjustedDeltaTime;
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if (elapsed >= safeDuration)
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{
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elapsed = safeDuration;
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clipState = ClipState.Finished;
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FeedbackContext ctx = CreateContext(deltaTime, elapsed, safeDuration, currentTimeScale, clip.timeSettings);
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clip.action.OnUpdate(ctx, 1f);
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clip.action.OnEnd(ctx);
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}
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else
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{
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float normalizedTime = Mathf.Clamp01(elapsed / safeDuration);
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FeedbackContext ctx = CreateContext(deltaTime, elapsed, safeDuration, currentTimeScale, clip.timeSettings);
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clip.action.OnUpdate(ctx, normalizedTime);
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}
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break;
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case ClipState.Finished:
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break;
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}
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}
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/// <summary>
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/// 打断所有已激活的 Clip,调用其 OnInterrupt 进行复位。
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/// </summary>
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private void InterruptAllActiveClips()
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{
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if (_data?.tracks == null || _clipStates == null) return;
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List<FeedbackTrack> tracks = _data.tracks;
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for (int trackIdx = 0; trackIdx < tracks.Count; trackIdx++)
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{
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if (tracks[trackIdx].clips == null) continue;
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for (int clipIdx = 0; clipIdx < tracks[trackIdx].clips.Count; clipIdx++)
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{
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if (_clipStates[trackIdx, clipIdx] == ClipState.Active)
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{
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FeedbackClip clip = tracks[trackIdx].clips[clipIdx];
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if (clip?.action == null) continue;
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float elapsed = _clipElapsedTimes[trackIdx, clipIdx];
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float safeDuration = Mathf.Max(clip.duration, MIN_DURATION);
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FeedbackContext ctx = CreateContext(0f, elapsed, safeDuration, 1f, clip.timeSettings);
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clip.action.OnInterrupt(ctx);
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}
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_clipStates[trackIdx, clipIdx] = ClipState.Finished;
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}
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}
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}
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/// <summary>
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/// 检查所有应播放的 Clip 是否都已完成。
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/// 用于时间缩放场景下,避免 Clip 尚在播放就提前完成整个 Feedback。
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/// </summary>
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private bool AllClipsFinished()
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{
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if (_clipStates == null) return true;
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List<FeedbackTrack> tracks = _data.tracks;
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for (int trackIdx = 0; trackIdx < tracks.Count; trackIdx++)
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{
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FeedbackTrack track = tracks[trackIdx];
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if (!ShouldPlayTrack(track)) continue;
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if (track.clips == null) continue;
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for (int clipIdx = 0; clipIdx < track.clips.Count; clipIdx++)
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{
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if (_clipStates[trackIdx, clipIdx] == ClipState.Active)
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// 创建 FeedbackContext 实例。
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/// </summary>
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private FeedbackContext CreateContext(float deltaTime, float elapsedTime,
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float duration, float timeScale, FeedbackTimeSettings timeSettings)
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{
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return new FeedbackContext
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{
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player = this,
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owner = _ownerTransform,
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deltaTime = deltaTime,
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elapsedTime = elapsedTime,
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duration = duration,
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timeScale = timeScale,
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timeSettings = timeSettings
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};
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}
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}
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}
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