422 lines
16 KiB
C#
422 lines
16 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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namespace Cielonos.MainGame
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{
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/// <summary>
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/// 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。
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/// </summary>
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[AddComponentMenu("Cielonos/Rhythm/CombatMusicController")]
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public class CombatMusicController : MonoBehaviour
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{
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[Header("System References")]
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[Tooltip("全局节拍战斗系统的引用")]
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public MusicBeatSystem beatSystem;
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[Header("BGM Settings")]
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[Tooltip("播放背景音乐 Switch 容器的 Wwise Event")]
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public AK.Wwise.Event bgmMusicEvent;
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[Tooltip("所有可用的背景音乐 Wwise Segment 名称 (对应 Wwise 中的 Switch 值)")]
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public List<string> bgmSegments = new List<string>
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{
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"Back_00",
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"Back_01",
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"Back_02"
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};
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[Header("Functional Music Settings")]
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[Tooltip("播放功能音乐 Switch 容器的 Wwise Event")]
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public AK.Wwise.Event functionalMusicEvent;
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[Tooltip("初始播放的音乐片段 Switch 名称")]
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public string initialSegment = "Func_00";
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[Tooltip("所有可用的功能音乐 Wwise Segment 名称 (对应 Wwise 中的 Switch 值)")]
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public List<string> functionalSegments = new List<string>
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{
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"Func_00",
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"Func_01",
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"Func_02",
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"Func_03"
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};
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// 运行时 BGM 状态跟踪字典
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private readonly Dictionary<string, bool> bgmTargetStates = new Dictionary<string, bool>();
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private readonly Dictionary<string, bool> bgmIsPlaying = new Dictionary<string, bool>();
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private readonly Dictionary<string, uint> bgmPlayingIDs = new Dictionary<string, uint>();
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private readonly Dictionary<string, GameObject> bgmGameObjects = new Dictionary<string, GameObject>();
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// 等待下一个全局 PrepareNext 边界才起播的 BGM 片段队列
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private readonly HashSet<string> pendingBgmStarts = new HashSet<string>();
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private void Awake()
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{
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// 初始化每个 BGM 段落的运行状态与子 GameObject
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foreach (var seg in bgmSegments)
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{
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bgmTargetStates[seg] = false;
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bgmIsPlaying[seg] = false;
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bgmPlayingIDs[seg] = 0;
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// 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
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GameObject go = new GameObject($"BGM_Layer_{seg}");
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go.transform.SetParent(transform);
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bgmGameObjects[seg] = go;
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// 在节拍注册表中注册此子物体
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MusicBeatSystem.RegisterRhythmGameObject(go);
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}
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}
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private void OnEnable()
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{
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if (beatSystem == null)
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{
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beatSystem = GetComponent<MusicBeatSystem>();
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}
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if (beatSystem != null)
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{
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beatSystem.OnPrepareNextSegment += DecideNextSegment;
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beatSystem.OnUserCueReceived += HandleTrackUserCue;
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beatSystem.OnGlobalPrepareNext += OnGlobalPrepareNextFired;
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}
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}
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private void OnDisable()
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{
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if (beatSystem != null)
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{
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beatSystem.OnPrepareNextSegment -= DecideNextSegment;
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beatSystem.OnUserCueReceived -= HandleTrackUserCue;
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beatSystem.OnGlobalPrepareNext -= OnGlobalPrepareNextFired;
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}
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}
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private void OnDestroy()
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{
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// 释放所有动态创建的子 GameObject
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foreach (var pair in bgmGameObjects)
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{
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if (pair.Value != null)
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{
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MusicBeatSystem.UnregisterRhythmGameObject(pair.Value);
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Destroy(pair.Value);
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}
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}
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}
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#region BGM Inspector Controls
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[Button("Play/Stop Back_00 (8 Bars)")]
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public void ToggleBack_00() => ToggleBgmTrack("Back_00");
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[Button("Play/Stop Back_01 (8 Bars)")]
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public void ToggleBack_01() => ToggleBgmTrack("Back_01");
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[Button("Play/Stop Back_02 (16 Bars)")]
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public void ToggleBack_02() => ToggleBgmTrack("Back_02");
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#endregion
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#region BGM Implementation
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private void ToggleBgmTrack(string segmentName)
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{
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if (!bgmTargetStates.ContainsKey(segmentName)) return;
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bgmTargetStates[segmentName] = !bgmTargetStates[segmentName];
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Debug.Log($"[CombatMusicController] Toggle BGM Segment '{segmentName}': Target state is now {bgmTargetStates[segmentName]}");
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if (bgmTargetStates[segmentName])
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{
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// 确保 beatSystem 已激活(用于接收 PrepareNext 通知)
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if (beatSystem != null && !beatSystem.IsActive)
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{
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beatSystem.Activate(null);
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}
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if (!bgmIsPlaying[segmentName] && !pendingBgmStarts.Contains(segmentName))
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{
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// 如果没有任何音乐在播放或排队,立即起播(第一次)
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// 否则,排入队列等待下一个全局 PrepareNext 边界对齐
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if (!AnyBgmPlaying() && !AnyBgmPending())
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{
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Debug.Log($"[CombatMusicController] No music playing, starting BGM '{segmentName}' immediately.");
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StartBgmImmediately(segmentName);
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}
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else
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{
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pendingBgmStarts.Add(segmentName);
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Debug.Log($"[CombatMusicController] BGM '{segmentName}' queued, will start at next PrepareNext boundary.");
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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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// 取消播放:从待播队列中移除(如果还没起播)
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pendingBgmStarts.Remove(segmentName);
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}
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}
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private bool AnyBgmPlaying()
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{
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foreach (var pair in bgmIsPlaying)
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{
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if (pair.Value) return true;
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}
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return false;
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}
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private bool AnyBgmPending()
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{
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return pendingBgmStarts.Count > 0;
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}
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/// <summary>
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/// 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。
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/// Wwise 引擎会将它们精确对齐到 Exit Cue 边界!
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/// </summary>
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private void OnGlobalPrepareNextFired()
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{
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if (pendingBgmStarts.Count == 0) return;
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var toStart = new List<string>(pendingBgmStarts);
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pendingBgmStarts.Clear();
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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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foreach (var seg in toStart)
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{
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if (!bgmTargetStates.ContainsKey(seg) || !bgmTargetStates[seg]) continue;
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if (bgmIsPlaying[seg]) continue;
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bgmIsPlaying[seg] = true;
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AkUnitySoundEngine.SetSwitch(beatSystem.musicSegmentSwitchGroup, seg, bgmGameObjects[seg]);
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uint newID = bgmMusicEvent.Post(
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bgmGameObjects[seg],
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callbackFlags,
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beatSystem.OnWwiseMusicCallback,
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null
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);
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if (newID != 0)
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{
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bgmPlayingIDs[seg] = newID;
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Debug.Log($"[CombatMusicController] BGM '{seg}' started at PrepareNext boundary. ID={newID}");
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}
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else
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{
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bgmIsPlaying[seg] = false;
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Debug.LogError($"[CombatMusicController] Failed to post BGM event for '{seg}'");
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}
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}
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}
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private void StartBgmImmediately(string segmentName)
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{
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if (bgmMusicEvent == null || !bgmMusicEvent.IsValid())
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{
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Debug.LogError($"[CombatMusicController] Cannot play BGM: Event is invalid.");
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return;
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}
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GameObject go = bgmGameObjects[segmentName];
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uint callbackFlags = (uint)(
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AkCallbackType.AK_MusicSyncBeat |
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AkCallbackType.AK_MusicSyncEntry |
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AkCallbackType.AK_MusicSyncUserCue |
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AkCallbackType.AK_EndOfEvent
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);
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// 设置 Wwise Switch 以让此子物体播放当前 segment 音频
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AkUnitySoundEngine.SetSwitch(beatSystem.musicSegmentSwitchGroup, segmentName, go);
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uint playingID = bgmMusicEvent.Post(
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go,
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callbackFlags,
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beatSystem.OnWwiseMusicCallback,
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null
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);
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if (playingID != 0)
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{
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bgmIsPlaying[segmentName] = true;
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bgmPlayingIDs[segmentName] = playingID;
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Debug.Log($"[CombatMusicController] Posted BGM Event for '{segmentName}' immediately on '{go.name}', playingID={playingID}");
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}
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}
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private void HandleTrackUserCue(uint playingID, string cueName)
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{
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// 查找是哪个 BGM 片段触发的回调
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string triggeringSegment = null;
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foreach (var pair in bgmPlayingIDs)
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{
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if (pair.Value == playingID)
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{
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triggeringSegment = pair.Key;
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break;
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}
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}
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if (triggeringSegment == null) return;
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if (cueName == "PrepareNext")
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{
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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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// 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,
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// 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!
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if (bgmTargetStates[triggeringSegment])
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{
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uint newID = bgmMusicEvent.Post(
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bgmGameObjects[triggeringSegment],
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callbackFlags,
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beatSystem.OnWwiseMusicCallback,
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null
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);
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if (newID != 0)
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{
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bgmPlayingIDs[triggeringSegment] = newID;
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Debug.Log($"[CombatMusicController] Loop transition: Re-posted Event for BGM '{triggeringSegment}'. New ID: {newID}");
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}
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}
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// 如果被要求停止,我们什么都不做,让当前片段自然播放完毕并触发 EndOfEvent 即可。
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// 2. 检查是否有排队等待播放的其他 BGM 片段。
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// 同样在此时刻 Post 它们,Wwise 引擎会自动将它们与当前音频的小节边界完美对齐!
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foreach (var seg in bgmSegments)
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{
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if (seg != triggeringSegment && bgmTargetStates[seg] && !bgmIsPlaying[seg])
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{
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bgmIsPlaying[seg] = true;
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// 确保对应的 GameObject Switch 正确
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AkUnitySoundEngine.SetSwitch(beatSystem.musicSegmentSwitchGroup, seg, bgmGameObjects[seg]);
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uint newSegID = bgmMusicEvent.Post(
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bgmGameObjects[seg],
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callbackFlags,
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beatSystem.OnWwiseMusicCallback,
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null
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);
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if (newSegID != 0)
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{
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bgmPlayingIDs[seg] = newSegID;
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Debug.Log($"[CombatMusicController] Queued start: Posted Event for BGM '{seg}' during PrepareNext. ID: {newSegID}");
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}
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}
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}
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}
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else if (cueName == "EndOfEvent")
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{
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// 注意:由于我们在 PrepareNext 处更新了 bgmPlayingIDs,
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// 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!
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// 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!
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bgmIsPlaying[triggeringSegment] = false;
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bgmPlayingIDs[triggeringSegment] = 0;
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Debug.Log($"[CombatMusicController] BGM Segment '{triggeringSegment}' terminated naturally in Wwise (EndOfEvent).");
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if (!AnyBgmPlaying())
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{
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bool queuedBgmStarted = false;
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foreach (var seg in bgmSegments)
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{
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if (bgmTargetStates[seg] && !bgmIsPlaying[seg])
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{
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Debug.Log($"[CombatMusicController] Starting queued BGM '{seg}' since all others stopped.");
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if (beatSystem != null && !beatSystem.IsActive)
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{
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beatSystem.Activate(null);
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}
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StartBgmImmediately(seg);
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queuedBgmStarted = true;
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}
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}
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if (!queuedBgmStarted && beatSystem != null && beatSystem.IsActive)
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{
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beatSystem.Deactivate();
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}
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}
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}
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else if (cueName.StartsWith("Entry_"))
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{
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bgmIsPlaying[triggeringSegment] = true;
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Debug.Log($"[CombatMusicController] BGM Segment '{triggeringSegment}' entered and is now running.");
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}
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}
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#endregion
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#region Functional Music Implementation
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[Button("Play Functional Music")]
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public void PlayFunctionalMusic()
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{
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if (beatSystem == null)
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{
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beatSystem = GetComponent<MusicBeatSystem>();
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}
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if (beatSystem != null)
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{
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beatSystem.Activate(functionalMusicEvent, initialSegment);
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}
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else
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{
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Debug.LogError("[CombatMusicController] Cannot play: MusicBeatSystem reference is missing.");
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}
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}
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private string DecideNextSegment(GameObject targetGO, string currentSegmentName)
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{
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if (beatSystem == null || targetGO != beatSystem.gameObject)
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{
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return "";
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}
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if (functionalSegments == null || functionalSegments.Count == 0)
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{
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return "";
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}
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List<string> candidates = new List<string>(functionalSegments);
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if (!string.IsNullOrEmpty(currentSegmentName))
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{
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candidates.Remove(currentSegmentName);
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}
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if (candidates.Count > 0)
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{
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int randomIndex = UnityEngine.Random.Range(0, candidates.Count);
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string selectedSegment = candidates[randomIndex];
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Debug.Log($"[CombatMusicController] Transition Decision: GameObject '{targetGO.name}' currently playing '{currentSegmentName}', selected next: '{selectedSegment}'");
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return selectedSegment;
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}
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return functionalSegments[0];
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}
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#endregion
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}
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}
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