73 lines
2.5 KiB
C#
73 lines
2.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UniRx;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class NoteManager : MonoBehaviour
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{
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public List<(NoteBase note, float activationTime, float finishTime)> pendingNotes = new List<(NoteBase, float, float)>();
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private List<(NoteBase note1, bool isActive, float activationTime)> ProcessingNotes = new List<(NoteBase, bool, float)>();
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public void RegisterNote(NoteBase note, float activationTime, float finishTime)
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{
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pendingNotes.Add((note, activationTime, finishTime));
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AllNotesRegistered();
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print($"Registered note {note.elementName} with activation time {activationTime} and finish time {finishTime}");
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}
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// 在所有物体注册完毕后,对列表进行一次排序
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public void AllNotesRegistered()
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{
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pendingNotes.Sort((a, b) => a.activationTime.CompareTo(b.activationTime));
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}
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void Update()
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{
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float currentTime = EditorManager.instance.songInformation.songTime;
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foreach (var item in ProcessingNotes)
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{
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var (note, isActive, activationTime) = item;
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if (!isActive) note.Update();
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note.gameObject.SetActive(isActive);
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if (isActive)
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{
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note.Update();
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if (currentTime < activationTime)
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{
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note.noteVisual?.Recover();
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}
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else if (note is Hold hold && currentTime >= hold.holdEndTime)
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{
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hold.SetFinishEffects();
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}
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}
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}
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ProcessingNotes.Clear();
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// 一次性移除所有 null 项
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pendingNotes.RemoveAll(item => item.note == null);
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foreach (var item in pendingNotes)
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{
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var (note, activationTime, finishTime) = item;
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bool shouldBeActive = currentTime >= activationTime && currentTime <= finishTime;
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bool isActive = note.gameObject.activeSelf;
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if (shouldBeActive && !isActive)
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{
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ProcessingNotes.Add((note, true, activationTime));
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}
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else if (!shouldBeActive && isActive)
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{
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ProcessingNotes.Add((note, false, activationTime));
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}
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}
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}
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}
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} |