453 lines
15 KiB
C#
453 lines
15 KiB
C#
using System.Collections.Generic;
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using Cielonos.Core;
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using Lean.Pool;
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using Sirenix.OdinInspector;
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using SLSUtilities.General;
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using SLSUtilities.UI;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Cielonos.MainGame
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{
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/// <summary>
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/// 屏幕下方的节拍滚动时间轴 UI 控制器。
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/// 节拍标记从右向左移动,到达判定线时代表「现在」。
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/// 支持 tag 优先级系统:当一个节拍有多个 tag 时,显示优先级最高且在 beatMarkerCollection 中有对应 Prefab 的 tag。
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/// 无 Prefab 对应的 tag 节拍将被忽略不显示
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/// </summary>
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public class BeatTimelineUI : UIElementBase
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{
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#region Constants
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/// <summary>
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/// 默认预览的未来节拍数量
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/// </summary>
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private const int DEFAULT_PREVIEW_BEAT_COUNT = 4;
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/// <summary>
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/// 节拍标记通过判定线后多少秒回收(留出一点视觉余量)
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/// </summary>
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private const float RECYCLE_OFFSET_SECONDS = 0.3f;
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/// <summary>
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/// 判定反馈文本显示时长(秒)
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/// </summary>
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private const float JUDGEMENT_DISPLAY_DURATION = 0.6f;
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#endregion
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#region Serialized Fields
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[TitleGroup("Timeline References")]
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[Tooltip("判定线 Image,位于时间轴左侧")]
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[SerializeField] private RectTransform judgeLine;
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[TitleGroup("Timeline References")]
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[Tooltip("节拍标记的父容器(标记在此 RectTransform 内移动)")]
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[SerializeField] private RectTransform markerContainer;
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[TitleGroup("Timeline References")]
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[Tooltip("节拍标记的 Prefab 模板(用于 LeanPool Spawn)")]
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[SerializeField] private GameObject markerPrefab;
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[TitleGroup("Timeline References")]
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[Tooltip("判定结果反馈文本")]
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[SerializeField] private TextMeshProUGUI judgementText;
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[TitleGroup("Settings")]
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[Tooltip("预览的未来节拍数量")]
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[MinValue(1), MaxValue(8)]
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[SerializeField] private int previewBeatCount = DEFAULT_PREVIEW_BEAT_COUNT;
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[TitleGroup("Tag Priority")]
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[Tooltip("Tag 优先级列表,索引越小优先级越高。只有在 beatMarkerCollection 中有对应 Prefab 的 tag 才会被显示")]
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[SerializeField] private List<string> tagPriorityOrder = new List<string>();
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#endregion
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#region Private State
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private MusicBeatSystem beatSystem;
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private float timelineWidth;
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private float previewDuration;
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private bool isInitialized;
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// Active markers tracked for position update and recycling
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private readonly List<BeatMarkerUI> activeMarkers = new List<BeatMarkerUI>();
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// Track which beat indices are currently displayed to avoid duplicates
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private readonly HashSet<int> displayedBeatIndices = new HashSet<int>();
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// Judgement display
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private float judgementDisplayTimer;
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// Cached collection reference
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private MainGameBaseCollection baseCollection;
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#endregion
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#region Public API
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/// <summary>
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/// 初始化时间轴 UI,订阅 MusicBeatSystem 事件。
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/// 支持重复调用(会先取消旧订阅)
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/// </summary>
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public void Initialize(MusicBeatSystem system)
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{
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if (system == null)
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{
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Debug.LogError("[BeatTimelineUI] Initialize failed: system is null");
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return;
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}
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// 防止重复订阅:先取消旧事件
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if (beatSystem != null)
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{
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beatSystem.OnActivated -= OnSystemActivated;
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beatSystem.OnDeactivated -= OnSystemDeactivated;
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beatSystem.OnPlayerBeatJudged -= OnPlayerJudged;
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}
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beatSystem = system;
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baseCollection = MainGameBaseCollection.Instance;
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// Subscribe
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beatSystem.OnActivated += OnSystemActivated;
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beatSystem.OnDeactivated += OnSystemDeactivated;
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beatSystem.OnPlayerBeatJudged += OnPlayerJudged;
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isInitialized = true;
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Hide();
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}
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/// <summary>
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/// 在判定线位置显示 Perfect/Good/Miss 反馈
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/// </summary>
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public void ShowJudgement(BeatJudgement judgement)
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{
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if (judgementText == null) return;
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judgementText.gameObject.SetActive(true);
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judgementDisplayTimer = JUDGEMENT_DISPLAY_DURATION;
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switch (judgement.accuracy)
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{
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case BeatAccuracy.Perfect:
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judgementText.text = "Perfect!";
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judgementText.color = new Color(1f, 0.9f, 0.2f); // Gold
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break;
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case BeatAccuracy.Good:
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judgementText.text = "Good";
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judgementText.color = new Color(0.3f, 1f, 0.5f); // Green
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break;
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case BeatAccuracy.Miss:
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judgementText.text = "Miss";
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judgementText.color = new Color(0.6f, 0.6f, 0.6f); // Gray
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break;
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}
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}
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/// <summary>
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/// 显示/隐藏时间轴 UI
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/// </summary>
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public void SetVisible(bool visible)
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{
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if (visible)
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Show();
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else
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Hide();
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}
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#endregion
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#region Lifecycle
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private void Update()
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{
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if (!isInitialized || beatSystem == null || !beatSystem.IsActive || !beatSystem.IsPlaying)
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return;
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// 每帧刷新 timelineWidth,防止首帧布局未完成导致宽度为 0
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RefreshTimelineWidth();
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UpdatePreviewDuration();
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// 先生成新标记,再更新位置和回收旧标记
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// 确保新生成的标记在同一帧内即可被定位和显示
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SpawnUpcomingMarkers();
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UpdateMarkers();
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UpdateJudgementDisplay();
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}
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private void OnDestroy()
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{
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if (beatSystem != null)
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{
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beatSystem.OnActivated -= OnSystemActivated;
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beatSystem.OnDeactivated -= OnSystemDeactivated;
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beatSystem.OnPlayerBeatJudged -= OnPlayerJudged;
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}
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}
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#endregion
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#region Event Handlers
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private void OnSystemActivated(MusicBeatData beatData)
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{
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DespawnAllMarkers();
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displayedBeatIndices.Clear();
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SetVisible(true);
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}
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private void OnSystemDeactivated()
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{
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DespawnAllMarkers();
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displayedBeatIndices.Clear();
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SetVisible(false);
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}
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private void OnPlayerJudged(BeatJudgement judgement)
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{
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ShowJudgement(judgement);
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}
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#endregion
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#region Core Update Logic
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/// <summary>
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/// 刷新时间轴宽度。RectTransform 在 SetActive(true) 后的首帧可能尚未完成布局,
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/// 因此每帧检查并更新,直到获取到有效值
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/// </summary>
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private void RefreshTimelineWidth()
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{
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if (markerContainer == null) return;
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float width = markerContainer.rect.width;
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if (width > 0f)
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{
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timelineWidth = width;
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}
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}
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/// <summary>
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/// 根据当前 BPM 和预览拍数计算需要预览的时间范围
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/// </summary>
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private void UpdatePreviewDuration()
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{
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if (beatSystem.CurrentBeatData == null) return;
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previewDuration = beatSystem.CurrentBeatData.BeatInterval * previewBeatCount;
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if (previewDuration <= 0f) previewDuration = 2f;
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}
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/// <summary>
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/// 更新所有活跃标记的位置,回收已过期的标记
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/// </summary>
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private void UpdateMarkers()
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{
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if (timelineWidth <= 0f) return;
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float currentTime = beatSystem.CurrentSongTime;
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for (int i = activeMarkers.Count - 1; i >= 0; i--)
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{
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var marker = activeMarkers[i];
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if (marker == null)
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{
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activeMarkers.RemoveAt(i);
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continue;
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}
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// BeatData 可能在 Despawn 时被清除,视为无效标记
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if (marker.BeatData == null)
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{
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DespawnMarker(marker);
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activeMarkers.RemoveAt(i);
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continue;
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}
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float beatTime = marker.BeatData.time;
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float timeUntilBeat = beatTime - currentTime;
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// 已过判定线一段时间,回收
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if (timeUntilBeat < -RECYCLE_OFFSET_SECONDS)
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{
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DespawnMarker(marker);
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activeMarkers.RemoveAt(i);
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continue;
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}
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// 归一化位置:0 = 判定线,1 = 时间轴最右端
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float normalizedPos = Mathf.Clamp01(timeUntilBeat / previewDuration);
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marker.UpdatePosition(normalizedPos, timelineWidth);
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}
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}
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/// <summary>
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/// 生成即将到来的节拍标记
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/// </summary>
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private void SpawnUpcomingMarkers()
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{
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if (beatSystem.CurrentBeatData == null) return;
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if (timelineWidth <= 0f) return;
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float currentTime = beatSystem.CurrentSongTime;
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float lookAheadEnd = currentTime + previewDuration;
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var markers = beatSystem.CurrentBeatData.beatMarkers;
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if (markers == null) return;
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for (int i = 0; i < markers.Count; i++)
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{
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// Skip already displayed
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if (displayedBeatIndices.Contains(i)) continue;
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var beat = markers[i];
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// Skip beats already past recycle window
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if (beat.time < currentTime - RECYCLE_OFFSET_SECONDS) continue;
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// Beats are sorted by time; beyond preview range, stop
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if (beat.time > lookAheadEnd) break;
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// Resolve which pointer to use based on tag priority
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GameObject pointer = ResolvePointerForBeat(beat);
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//Debug.Log($"[BeatTimelineUI] Resolving pointer for beat at {beat.time:F2}s with tags [{string.Join(", ", beat.tags)}]: {(pointer != null ? pointer.name : "None")}");
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// If no pointer found, skip this beat (e.g., enemy-only beats)
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if (pointer == null) continue;
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// Spawn via LeanPool
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var markerUI = LeanPool.Spawn(markerPrefab, markerContainer).GetComponent<BeatMarkerUI>();
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if (markerUI == null)
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{
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Debug.LogWarning("[BeatTimelineUI] LeanPool.Spawn returned null");
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continue;
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}
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markerUI.Setup(beat, pointer);
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// 立即定位,避免闪烁
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float timeUntilBeat = beat.time - currentTime;
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float normalizedPos = Mathf.Clamp01(timeUntilBeat / previewDuration);
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markerUI.UpdatePosition(normalizedPos, timelineWidth);
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activeMarkers.Add(markerUI);
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displayedBeatIndices.Add(i);
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}
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}
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/// <summary>
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/// 更新判定反馈文本的显示计时
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/// </summary>
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private void UpdateJudgementDisplay()
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{
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if (judgementText == null || !judgementText.gameObject.activeSelf) return;
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judgementDisplayTimer -= Time.deltaTime;
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if (judgementDisplayTimer <= 0f)
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{
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judgementText.gameObject.SetActive(false);
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}
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else
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{
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// Fade out
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float alpha = Mathf.Clamp01(judgementDisplayTimer / JUDGEMENT_DISPLAY_DURATION);
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var color = judgementText.color;
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color.a = alpha;
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judgementText.color = color;
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}
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}
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#endregion
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#region Tag Priority Resolution
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/// <summary>
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/// 根据 tag 优先级解析节拍应使用的 Pointer Prefab。
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/// 遍历节拍的 tags,按 tagPriorityOrder 的优先级排序,
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/// 返回第一个在 beatMarkerCollection 中有对应 Prefab 的 tag 的 Pointer。
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/// 若无任何 tag 匹配,返回 null(该节拍不显示)
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/// </summary>
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private GameObject ResolvePointerForBeat(BeatMarker beat)
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{
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if (baseCollection == null || beat == null)
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{
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Debug.LogError("[BeatTimelineUI] ResolvePointerForBeat failed: baseCollection or beat is null");
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return null;
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}
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SerializedDictionary<string, GameObject> markerCollection = baseCollection.beatMarkerCollection;
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// No tags: check if there's a default pointer (empty string key or "Default")
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if (beat.tags == null || beat.tags.Count == 0)
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{
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if (markerCollection.TryGetValue("Normal", out var defaultPointer))
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return defaultPointer;
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return null;
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}
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// Single tag: fast path
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if (beat.tags.Count == 1)
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{
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if (markerCollection.TryGetValue(beat.tags[0], out var pointer))
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return pointer;
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return null;
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}
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// Multiple tags: use priority order
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for (int p = 0; p < tagPriorityOrder.Count; p++)
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{
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string priorityTag = tagPriorityOrder[p];
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if (beat.HasTag(priorityTag))
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{
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if (markerCollection.TryGetValue(priorityTag, out var pointer))
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return pointer;
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}
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}
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// Fallback: try any tag that has a pointer, in the order they appear on the beat
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for (int t = 0; t < beat.tags.Count; t++)
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{
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if (markerCollection.TryGetValue(beat.tags[t], out var pointer))
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return pointer;
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}
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return null;
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}
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#endregion
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#region LeanPool Management
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/// <summary>
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/// 通过 LeanPool 回收单个标记
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/// </summary>
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private void DespawnMarker(BeatMarkerUI marker)
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{
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if (marker == null) return;
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LeanPool.Despawn(marker);
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}
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/// <summary>
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/// 回收所有活跃标记
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/// </summary>
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private void DespawnAllMarkers()
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{
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for (int i = activeMarkers.Count - 1; i >= 0; i--)
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{
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DespawnMarker(activeMarkers[i]);
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}
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activeMarkers.Clear();
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}
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#endregion
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}
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}
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