using UnityEngine;
using UnityEngine.InputSystem;
using System;
using System.Collections.Generic;
using DG.Tweening;
using Ichni;
using Lean.Common;
using Lean.Pool;
using Sirenix.OdinInspector;
using UnityEngine.InputSystem.Controls;
using UnityEngine.UI;
using Touch = UnityEngine.InputSystem.EnhancedTouch.Touch;
using TouchPhase = UnityEngine.InputSystem.TouchPhase;
///
/// 为节奏游戏设计的输入管理器,处理多点触控并分发三种主要事件。
/// 【重要】此版本内置了编辑器内的鼠标模拟功能,无需手机即可测试。
///
public class RhythmInputManager : SerializedMonoBehaviour
{
// =====================================================================
// 公共事件 (Public Events)
// =====================================================================
public static event Action OnTap;
public static event Action OnTouch;
public static event Action OnSwipe;
// =====================================================================
// 可配置参数 (Configurable Parameters)
// =====================================================================
[Header("划动设置 (Swipe Settings)")]
[Tooltip("识别为划动的最小移动距离(像素)")]
[SerializeField] private float minSwipeDistance = 200.0f;
[SerializeField] private float swipeAngleThreshold = 1f;
// =====================================================================
// 内部状态 (Internal State)
// =====================================================================
private class TouchState
{
public int TouchId;
public Vector2 StartPosition;
public float StartTime;
public Vector2 LastSwipeDirection = Vector2.zero;
public bool IsTapCandidate = true;
}
private readonly Dictionary _activeTouches = new Dictionary();
// 为鼠标模拟专门设置一个固定的Touch ID
private const int MOUSE_TOUCH_ID = 999;
// =====================================================================
// MonoBehaviour 生命周期方法 (Lifecycle Methods)
// =====================================================================
private void Awake()
{
//OnTap += (id, pos)=> Debug.Log($"Tap Detected: Touch ID {id}, Position {pos}");
//OnTouch += (id, pos) => Debug.Log($"Touch Detected: Touch ID {id}, Position {pos}");
//OnSwipe += (id, pos, dir) => Debug.Log($"Swipe Detected: Touch ID {id}, Position {pos}, Direction {dir}");
OnTap += GenerateTapMark;
OnTouch += GenerateTouchMark;
OnSwipe += GenerateSwipeMark;
}
private void Update()
{
// 使用预处理指令区分平台
#if UNITY_EDITOR || UNITY_STANDALONE
// --- 在Unity编辑器中,使用鼠标模拟触摸 ---
//ProcessMouseInput();
ProcessKeyboardInput();
#else
// --- 在真机设备上,使用真实的触摸输入 ---
ProcessRealTouchInput();
#endif
}
// =====================================================================
// 核心处理逻辑 (Core Processing Logic)
// =====================================================================
#if UNITY_EDITOR
///
/// 【仅在编辑器中运行】处理鼠标输入并模拟触摸事件。
///
private void ProcessMouseInput()
{
if (Mouse.current == null) return;
Vector2 position = Mouse.current.position.ReadValue();
if (Mouse.current.leftButton.wasPressedThisFrame)
{
ProcessInputEvent(MOUSE_TOUCH_ID, TouchPhase.Began, position);
}
else if (Mouse.current.leftButton.isPressed)
{
// 如果鼠标位置有变化,则为Moved,否则为Stationary
if (Mouse.current.delta.ReadValue().sqrMagnitude > 0.1f)
{
ProcessInputEvent(MOUSE_TOUCH_ID, TouchPhase.Moved, position);
}
else
{
ProcessInputEvent(MOUSE_TOUCH_ID, TouchPhase.Stationary, position);
}
}
else if (Mouse.current.leftButton.wasReleasedThisFrame)
{
ProcessInputEvent(MOUSE_TOUCH_ID, TouchPhase.Ended, position);
}
if (Mouse.current.rightButton.wasPressedThisFrame)
{
ProcessInputEvent(MOUSE_TOUCH_ID + 1, TouchPhase.Began, position);
}
else if (Mouse.current.rightButton.isPressed)
{
// 如果鼠标位置有变化,则为Moved,否则为Stationary
if (Mouse.current.delta.ReadValue().sqrMagnitude > 0.1f)
{
ProcessInputEvent(MOUSE_TOUCH_ID + 1, TouchPhase.Moved, position);
}
else
{
ProcessInputEvent(MOUSE_TOUCH_ID + 1, TouchPhase.Stationary, position);
}
}
else if (Mouse.current.rightButton.wasReleasedThisFrame)
{
ProcessInputEvent(MOUSE_TOUCH_ID + 1, TouchPhase.Ended, position);
}
}
#endif
#if UNITY_EDITOR || UNITY_STANDALONE
public static List availableKeys = new List()
{
Keyboard.current.dKey,
Keyboard.current.fKey,
Keyboard.current.jKey,
Keyboard.current.kKey,
};
public static List flickKeys = new List()
{
Keyboard.current.sKey,
Keyboard.current.lKey,
};
private void ProcessKeyboardInput()
{
for (int index = 0; index < availableKeys.Count; index++)
{
Vector2 inputPosition = new Vector2(index * 400 - 600 + Screen.width * 0.5f, 200f); // 假设每个按键的虚拟位置
if (availableKeys[index].wasPressedThisFrame)
{
OnTap?.Invoke(index, inputPosition);
}
if (availableKeys[index].isPressed)
{
OnTouch?.Invoke(index, inputPosition);
}
}
for (int index = 0; index < flickKeys.Count; index++)
{
Vector2 inputPosition = new Vector2(index * 1600 - 800 + Screen.width * 0.5f, 200f); // 假设每个划动按键的虚拟位置
if (flickKeys[index].wasPressedThisFrame)
{
OnSwipe?.Invoke(index, inputPosition, true, Vector2.zero);
}
}
}
#endif
///
/// 【仅在真机上运行】处理真实的触摸屏输入。
///
private void ProcessRealTouchInput()
{
if (Touchscreen.current == null) return;
foreach (Touch touch in Touch.activeTouches)
{
ProcessInputEvent(
touch.touchId,
touch.phase,
touch.screenPosition
);
}
}
///
/// 所有输入事件的核心处理函数,无论是真实触摸还是鼠标模拟都会调用它。
///
private void ProcessInputEvent(int touchId, TouchPhase phase, Vector2 position)
{
switch (phase)
{
case TouchPhase.Began:
var newState = new TouchState
{
TouchId = touchId,
StartPosition = position,
StartTime = Time.time,
};
_activeTouches[touchId] = newState;
OnTap?.Invoke(touchId, position);
OnTouch?.Invoke(touchId, position);
break;
case TouchPhase.Moved:
if (_activeTouches.TryGetValue(touchId, out TouchState movedState))
{
OnTouch?.Invoke(touchId, position);
DetectSwipe(movedState, position);
}
break;
case TouchPhase.Stationary:
if (_activeTouches.TryGetValue(touchId, out TouchState stationaryState))
{
OnTouch?.Invoke(touchId, position);
}
break;
case TouchPhase.Canceled:
if (_activeTouches.ContainsKey(touchId))
{
_activeTouches.Remove(touchId);
}
break;
}
}
///
/// 检测划动逻辑 (无需修改)
///
private void DetectSwipe(TouchState state, Vector2 currentPosition)
{
Vector2 swipeVector = currentPosition - state.StartPosition;
if (swipeVector.magnitude < minSwipeDistance) return;
Vector2 direction = swipeVector.normalized;
// 检查是否是新的划动方向
if (Vector2.Dot(direction, state.LastSwipeDirection) <= swipeAngleThreshold)
{
OnSwipe?.Invoke(state.TouchId, state.StartPosition, false, direction);
state.LastSwipeDirection = direction;
state.StartPosition = currentPosition;
state.StartTime = Time.time;
}
}
private void GenerateTapMark(int id, Vector2 pos)
{
RectTransform mark = LeanPool.Spawn(GameManager.instance.basePrefabs.tapInputMark,
GameManager.instance.judgeHintCanvas.transform). GetComponent();
RectTransform canvasRect = GameManager.instance.judgeHintCanvas.GetComponent();
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pos, null, out Vector2 uiPosition))
{
mark.anchoredPosition = uiPosition;
}
Sequence ss = DOTween.Sequence();
ss.OnStart(() =>
{
mark.GetComponent().color = Color.white;
mark.localScale = Vector3.zero;
});
ss.Join(mark.GetComponent().DOFade(0, 0.5f));
ss.Join(mark.DOScale(5, 0.5f));
ss.OnComplete(() => LeanPool.Despawn(mark.gameObject));
ss.SetUpdate(true);
ss.Play();
}
private void GenerateTouchMark(int id, Vector2 pos)
{
RectTransform mark = LeanPool.Spawn(GameManager.instance.basePrefabs.touchInputMark,
GameManager.instance.judgeHintCanvas.transform). GetComponent();
RectTransform canvasRect = GameManager.instance.judgeHintCanvas.GetComponent();
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pos, null, out Vector2 uiPosition))
{
mark.anchoredPosition = uiPosition;
}
Sequence ss = DOTween.Sequence();
ss.OnStart(() =>
{
mark.GetComponent().color = Color.white;
});
ss.Join(mark.GetComponent().DOFade(0, 0.1f));
ss.OnComplete(() => LeanPool.Despawn(mark.gameObject));
ss.SetUpdate(true);
ss.Play();
}
private void GenerateSwipeMark(int id, Vector2 pos, bool isGeneric, Vector2 direction)
{
GameObject markPrefab = isGeneric
? GameManager.instance.basePrefabs.genericSwipeInputMark
: GameManager.instance.basePrefabs.directionalSwipeInputMark;
RectTransform mark = LeanPool.Spawn(markPrefab, GameManager.instance.judgeHintCanvas.transform). GetComponent();
RectTransform canvasRect = GameManager.instance.judgeHintCanvas.GetComponent();
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pos, null, out Vector2 uiPosition))
{
mark.anchoredPosition = uiPosition;
}
mark.localEulerAngles = new Vector3(0, 0, Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg - 90f);
Sequence ss = DOTween.Sequence();
ss.OnStart(() =>
{
mark.GetComponent().color = Color.white;
mark.localScale = Vector3.zero;
});
ss.Join(mark.GetComponent().DOFade(0, 0.5f));
ss.Join(mark.DOScale(5, 0.5f));
ss.OnComplete(() => LeanPool.Despawn(mark.gameObject));
ss.SetUpdate(true);
ss.Play();
}
}