长音符再修复 加入了关卡连接 优化了一些默认加载
This commit is contained in:
@@ -2,14 +2,15 @@ using System.IO;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using UnityEngine.Networking;
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public class GameManager : MonoBehaviour
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{
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public BeatmapManager beatmapManager; // 负责加载和管理谱面
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public NoteSpawner noteSpawner; // 音符生成器
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public AudioSource musicSource; // 音乐播放器
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public BeatmapManager beatmapManager; // ������غ�������
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public NoteSpawner noteSpawner; // ����������
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public AudioSource musicSource; // ���ֲ�����
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[Header("paths")]
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// 变量声明不再从静态变量中读取
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// �����������ٴӾ�̬�����ж�ȡ
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public string JSONPath;
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public string audioPath;
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public string bgPicPath;
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@@ -21,7 +22,15 @@ public class GameManager : MonoBehaviour
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[Header("Debug / Test")]
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public Text banflagTextUI;
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[Header("UI Overlays")]
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public UnityEngine.UI.Image blackMaskImage; // assign in inspector: full-screen black overlay
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[Header("Playback")]
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[Tooltip("Delay in seconds after unpausing (press Space) before starting audio and spawning. Configure in inspector.")]
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public float playbackStartDelay = 3f;
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private bool pauseSubscribed = false;
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private bool musicWasPlayingBeforePause = false;
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private void SubscribeToPauseManager()
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{
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@@ -60,37 +69,148 @@ public class GameManager : MonoBehaviour
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{
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if (musicSource != null)
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{
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if (isPaused)
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try
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{
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musicSource.Pause();
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if (isPaused)
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{
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// remember whether music was playing and pause it to stop timeline advancing
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musicWasPlayingBeforePause = musicSource.isPlaying;
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if (musicWasPlayingBeforePause)
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{
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musicSource.Pause();
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}
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}
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else
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{
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// Do not change mute state here. External startup flow will unmute when appropriate.
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// resume if it was playing before pause
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if (musicWasPlayingBeforePause)
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{
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try { musicSource.UnPause(); } catch { }
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}
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// reset flag
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musicWasPlayingBeforePause = false;
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}
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}
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catch { }
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}
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}
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/// <summary>
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/// Fade out the black mask image over duration seconds (unscaled), then disable its raycast target so UI passes through.
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/// </summary>
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public IEnumerator FadeOutBlackMask(float duration)
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{
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if (blackMaskImage == null) yield break;
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// ensure image active
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if (!blackMaskImage.gameObject.activeSelf) blackMaskImage.gameObject.SetActive(true);
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float t = 0f;
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Color c = blackMaskImage.color;
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float startA = c.a;
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while (t < duration)
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{
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t += Time.unscaledDeltaTime;
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float frac = Mathf.Clamp01(t / Mathf.Max(0.0001f, duration));
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c.a = Mathf.Lerp(startA, 0f, frac);
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blackMaskImage.color = c;
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yield return null;
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}
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// ensure fully transparent
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c.a = 0f;
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blackMaskImage.color = c;
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// disable raycast so underlying UI can receive input
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try { blackMaskImage.raycastTarget = false; } catch { }
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// optionally deactivate the overlay to save draw calls
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blackMaskImage.gameObject.SetActive(false);
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}
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// Public helper to reliably unmute and start music playback, respecting delay.
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public void PlayMusicWithDelay(float delaySeconds)
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{
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if (musicSource == null) return;
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try
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{
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// Ensure unmuted
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musicSource.mute = false;
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}
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catch { }
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try
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{
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// If a delay is specified, stop current and schedule playback
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if (delaySeconds > 0f)
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{
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// Stop any currently playing to avoid overlapping schedules
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try { musicSource.Stop(); } catch { }
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musicSource.PlayDelayed(delaySeconds);
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Debug.Log($"GameManager.PlayMusicWithDelay: PlayDelayed({delaySeconds}) called");
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}
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else
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{
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musicSource.UnPause();
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// If already playing but paused, try UnPause; otherwise Play
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if (musicSource.isPlaying)
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{
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// already playing - nothing to do
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Debug.Log("GameManager.PlayMusicWithDelay: musicSource already playing");
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}
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else
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{
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// Try UnPause first (in case it was paused), otherwise Play
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try { musicSource.UnPause(); Debug.Log("GameManager.PlayMusicWithDelay: UnPause called"); }
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catch { musicSource.Play(); Debug.Log("GameManager.PlayMusicWithDelay: Play called"); }
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}
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"PlayMusicWithDelay failed: {ex}");
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try { musicSource.Play(); } catch { }
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}
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}
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void Start()
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{
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Debug.Log("GameManager Start() 被调用");
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Debug.Log("GameManager Start() ������");
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// 检查关键组件是否为空
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if (beatmapManager == null) Debug.LogError("beatmapManager 未赋值!");
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if (noteSpawner == null) Debug.LogError("noteSpawner 未赋值!");
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if (musicSource == null) Debug.LogError("musicSource 未赋值!");
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// ���ؼ�����Ƿ�Ϊ��
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if (beatmapManager == null) Debug.LogError("beatmapManager δ��ֵ��");
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if (noteSpawner == null) Debug.LogError("noteSpawner δ��ֵ��");
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if (musicSource == null) Debug.LogError("musicSource δ��ֵ��");
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// 如果 pressStart 已经读取了 banflag 内容,则把它显示在 UI(如果分配了)
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// preload audio fully and start muted playback to warm up audio decoding
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if (musicSource != null && musicSource.clip != null)
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{
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musicSource.mute = true;
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musicSource.loop = false;
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musicSource.playOnAwake = false;
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try
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{
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musicSource.Play();
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Debug.Log("GameManager: warmed up audio playback (muted)");
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning("GameManager: failed to warm up audio: " + ex.Message);
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}
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}
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// ��� pressStart �Ѿ���ȡ�� banflag ���ݣ��������ʾ�� UI����������ˣ�
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if (banflagTextUI != null && !string.IsNullOrEmpty(pressStart.banflagContent))
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{
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banflagTextUI.text = pressStart.banflagContent;
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Debug.Log("Displayed banflag content from pressStart into banflagTextUI.");
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}
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// 在 test mode 下使用外部路径预加载资源并暂停系统,等待按空格继续
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// �� test mode ��ʹ���ⲿ·��Ԥ������Դ����ͣϵͳ���ȴ����ո����
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if (GameConfig.testMode)
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{
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// 延迟赋值:在 Start() 中获取静态路径,此时 pressStart.cs 已经运行并更新了它们
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// �ӳٸ�ֵ���� Start() �л�ȡ��̬·������ʱ pressStart.cs �Ѿ����в�����������
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JSONPath = pressStart.testmode_beatmapJSON_path;
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audioPath = pressStart.testmode_audioFile_path;
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bgPicPath = pressStart.testmode_bgPicFile_path;
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@@ -110,6 +230,22 @@ public class GameManager : MonoBehaviour
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{
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StartCoroutine(HandleNormalModeStartup());
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}
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// Ensure black mask blocks input and is fully opaque at scene start (will fade out after loading).
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if (blackMaskImage != null)
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{
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try
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{
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Color cc = blackMaskImage.color;
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cc.a = 1f;
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blackMaskImage.color = cc;
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blackMaskImage.gameObject.SetActive(true);
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blackMaskImage.raycastTarget = true;
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// start automatic fade from alpha=1 to 0 over 1 second after Start
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StartCoroutine(FadeOutBlackMask(1f));
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}
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catch { }
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}
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}
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private IEnumerator HandleTestModeStartup()
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@@ -123,42 +259,92 @@ public class GameManager : MonoBehaviour
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}
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else
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{
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// 注意:这里仍然使用过时的 WWW,建议替换为 UnityWebRequest
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// Use UnityWebRequestMultimedia instead of WWW which is deprecated and can be unreliable for file:// audio
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string url = "file://" + audioPath;
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using (var www = new WWW(url))
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// determine audio type from extension for best compatibility
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AudioType audioType = AudioType.UNKNOWN;
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string ext = Path.GetExtension(audioPath)?.ToLowerInvariant();
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if (!string.IsNullOrEmpty(ext))
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{
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yield return www;
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if (!string.IsNullOrEmpty(www.error))
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switch (ext)
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{
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Debug.LogError($"加载测试模式音频失败: {www.error}");
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case ".wav": audioType = AudioType.WAV; break;
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case ".ogg": audioType = AudioType.OGGVORBIS; break;
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case ".mp3": audioType = AudioType.MPEG; break;
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case ".aif":
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case ".aiff": audioType = AudioType.AIFF; break;
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default: audioType = AudioType.UNKNOWN; break;
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}
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}
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using (var uwr = UnityWebRequestMultimedia.GetAudioClip(url, audioType))
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{
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yield return uwr.SendWebRequest();
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#if UNITY_2020_1_OR_NEWER
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if (uwr.result == UnityWebRequest.Result.ConnectionError || uwr.result == UnityWebRequest.Result.ProtocolError)
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#else
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if (uwr.isNetworkError || uwr.isHttpError)
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#endif
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{
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Debug.LogError($"TestMode audio load failed: {uwr.error}");
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}
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else
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{
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try
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AudioClip clip = DownloadHandlerAudioClip.GetContent(uwr);
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if (clip == null)
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{
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AudioClip clip = www.GetAudioClip(false, false);
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if (clip == null)
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Debug.LogError("Failed to obtain AudioClip from downloaded data");
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}
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else
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{
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// wait for audio data to be loaded if necessary
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float waitStart = Time.realtimeSinceStartup;
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while (clip.loadState == AudioDataLoadState.Loading && Time.realtimeSinceStartup - waitStart < 5f)
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{
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Debug.LogError("从文件获取 AudioClip 失败");
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yield return null;
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}
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if (clip.loadState != AudioDataLoadState.Loaded)
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{
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Debug.LogWarning($"AudioClip loadState is {clip.loadState}. It may still stream or be incomplete.");
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}
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if (musicSource == null)
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{
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Debug.LogError("musicSource is null - cannot assign TestMode audio");
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}
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else
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{
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clip.name = Path.GetFileName(audioPath);
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musicSource.clip = clip;
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musicSource.loop = false;
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musicSource.playOnAwake = false;
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// Warm up decoding by playing briefly muted; avoid try/catch around yield (not allowed).
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musicSource.mute = true;
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musicSource.Play();
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// allow a few frames for audio system to start
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yield return null;
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musicSource.Stop();
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Debug.Log("TestMode audio loaded into AudioSource");
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// After loading audio, enable overlay and pause via PauseManager
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var pm = PauseManager.Instance ?? FindObjectOfType<PauseManager>();
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if (pm != null)
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{
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pm.Pause(true);
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Debug.Log("PauseManager.Pause(true) invoked after TestMode audio load");
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}
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"将音频设置到 AudioSource 时出错: {ex}");
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}
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}
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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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Debug.LogWarning("TestMode audioPath 未配置。");
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Debug.LogWarning("TestMode audioPath not provided");
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}
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// Preload background image into sprite renderer
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@@ -179,7 +365,7 @@ public class GameManager : MonoBehaviour
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"读取背景图片文件出错: {ex}");
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Debug.LogError($"��ȡ����ͼƬ�ļ�����: {ex}");
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}
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if (imgBytes != null)
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@@ -190,29 +376,29 @@ public class GameManager : MonoBehaviour
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Sprite s = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
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backgroundRenderer.sprite = s;
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// 【修改点:设置 SpriteRenderer 透明度为 255 (1.0f)】
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// ���ĵ㣺���� SpriteRenderer ����Ϊ 255 (1.0f)��
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Color color = backgroundRenderer.color;
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color.a = 1.0f;
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backgroundRenderer.color = color;
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// 保持比例不变的最大适应由场景布局决定,记录 assignment
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// ���ֱ�������������Ӧ�ɳ������־�������¼ assignment
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Debug.Log("Background sprite assigned (ensure your SpriteRenderer size fits scene)");
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}
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else
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{
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Debug.LogError($"无法从字节创建 Texture2D: {bgPicPath}");
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Debug.LogError($"�����ֽڴ��� Texture2D: {bgPicPath}");
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}
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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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Debug.LogWarning("TestMode bgPicPath 未配置。");
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Debug.LogWarning("TestMode bgPicPath δ���á�");
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}
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}
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else
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{
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Debug.LogWarning("backgroundRenderer 未配置,跳过背景加载。");
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Debug.LogWarning("backgroundRenderer δ���ã������������ء�");
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}
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// Read JSON from JSONPath and parse via BeatmapManager.ParseJsonOnly
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@@ -231,14 +417,14 @@ public class GameManager : MonoBehaviour
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"读取 TestMode JSON 文件出错: {ex}");
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Debug.LogError($"��ȡ TestMode JSON �ļ�����: {ex}");
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yield break;
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}
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bool parsed = beatmapManager.ParseJsonOnly(jsonContent);
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if (!parsed)
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{
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Debug.LogError("ParseJsonOnly 失败,停止启动测试模式。");
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Debug.LogError("ParseJsonOnly ʧ�ܣ�ֹͣ��������ģʽ��");
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yield break;
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}
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@@ -247,7 +433,7 @@ public class GameManager : MonoBehaviour
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}
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else
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{
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Debug.LogError("TestMode JSONPath 未配置。");
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Debug.LogError("TestMode JSONPath δ���á�");
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yield break;
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}
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@@ -265,6 +451,8 @@ public class GameManager : MonoBehaviour
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// Resume using PauseManager
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PauseManager.Instance?.Pause(false);
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// small buffer to avoid hitching immediately after unpause: wait configured realtime delay
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yield return new WaitForSecondsRealtime(Mathf.Max(0f, playbackStartDelay));
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// Start spawning using the parsed beatmap
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if (beatmapManager.beatmap != null)
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@@ -273,40 +461,93 @@ public class GameManager : MonoBehaviour
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}
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else
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{
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Debug.LogError("启动播放失败:beatmap 未解析或为空");
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Debug.LogError("��������ʧ�ܣ�beatmap δ������Ϊ��");
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yield break;
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}
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// If audio clip was loaded into musicSource.clip, play now with delay from parsed globalDelaySeconds
|
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float delaySeconds = beatmapManager != null ? beatmapManager.globalDelaySeconds : 0f;
|
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if (musicSource.clip != null)
|
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{
|
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if (delaySeconds > 0f)
|
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{
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musicSource.PlayDelayed(delaySeconds);
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Debug.Log($"Scheduled test-mode music to play after {delaySeconds} seconds.");
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}
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else
|
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{
|
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musicSource.Play();
|
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}
|
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}
|
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else
|
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{
|
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Debug.LogWarning("TestMode: no audio clip loaded into AudioSource; skipping play.");
|
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}
|
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PlayMusicWithDelay(delaySeconds);
|
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|
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UpdateStatusOnConsole("Playback started");
|
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}
|
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|
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private IEnumerator HandleNormalModeStartup()
|
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{
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// 加载谱面但不生成音符
|
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// If a Beatmap was already provided by previous scene (pendingSongData path), skip loading default JSON
|
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if (beatmapManager != null && beatmapManager.beatmap != null)
|
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{
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Debug.Log("HandleNormalModeStartup: existing beatmap found on BeatmapManager; skipping default JSON load.");
|
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|
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// Pause the system until Space pressed
|
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SubscribeToPauseManager();
|
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PauseManager.Instance?.Pause(true);
|
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UpdateStatusOnConsole("Paused: press Space to start playback");
|
||||
|
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// Wait for space
|
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while (!Input.GetKeyDown(KeyCode.Space))
|
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{
|
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yield return null;
|
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}
|
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|
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// Resume
|
||||
PauseManager.Instance?.Pause(false);
|
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// small buffer to avoid hitching immediately after unpause: wait configured realtime delay
|
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yield return new WaitForSecondsRealtime(Mathf.Max(0f, playbackStartDelay));
|
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|
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// Start spawning using the existing parsed beatmap
|
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if (beatmapManager.beatmap != null)
|
||||
{
|
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noteSpawner.LoadBeatmap(beatmapManager.beatmap);
|
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}
|
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else
|
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{
|
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Debug.LogError("HandleNormalModeStartup: beatmap was expected but is null");
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Play background music if assigned
|
||||
if (musicSource != null && musicSource.clip != null)
|
||||
{
|
||||
float delay = beatmapManager != null ? beatmapManager.globalDelaySeconds : 0f;
|
||||
PlayMusicWithDelay(delay);
|
||||
}
|
||||
else
|
||||
{
|
||||
// try load via parsedMusicFile if available
|
||||
if (beatmapManager != null && !string.IsNullOrEmpty(beatmapManager.parsedMusicFile))
|
||||
{
|
||||
AudioClip musicClip = Resources.Load<AudioClip>(beatmapManager.parsedMusicFile);
|
||||
if (musicClip != null)
|
||||
{
|
||||
musicSource.clip = musicClip;
|
||||
// ensure we don't accidentally autoplay when assigning clips
|
||||
musicSource.playOnAwake = false;
|
||||
musicSource.Stop();
|
||||
float delay = beatmapManager.globalDelaySeconds;
|
||||
PlayMusicWithDelay(delay);
|
||||
|
||||
// ensure overlay shows and pause logic runs after loading the clip
|
||||
var pm2 = PauseManager.Instance ?? FindObjectOfType<PauseManager>();
|
||||
if (pm2 != null)
|
||||
{
|
||||
pm2.Pause(true);
|
||||
Debug.Log("PauseManager.Pause(true) invoked after assigning musicClip in normal startup");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UpdateStatusOnConsole("Playback started");
|
||||
yield break;
|
||||
}
|
||||
|
||||
// ԭ�����̣��������浫����������
|
||||
string beatmapFilePath = Path.Combine(Application.streamingAssetsPath, "Emilia_demo.json");
|
||||
|
||||
if (!File.Exists(beatmapFilePath))
|
||||
{
|
||||
Debug.LogError($"谱面文件不存在: {beatmapFilePath}");
|
||||
Debug.LogError($"�����������: {beatmapFilePath}");
|
||||
yield break;
|
||||
}
|
||||
|
||||
@@ -314,61 +555,66 @@ public class GameManager : MonoBehaviour
|
||||
bool parsed = beatmapManager.ParseJsonOnly(json);
|
||||
if (!parsed)
|
||||
{
|
||||
Debug.LogError("ParseJsonOnly 失败");
|
||||
Debug.LogError("ParseJsonOnly ʧ��");
|
||||
yield break;
|
||||
}
|
||||
|
||||
// 暂停系统
|
||||
// ��ͣϵͳ
|
||||
SubscribeToPauseManager();
|
||||
PauseManager.Instance?.Pause(true);
|
||||
UpdateStatusOnConsole("Paused: press Space to start playback");
|
||||
|
||||
// 等待空格
|
||||
// �ȴ��ո�
|
||||
while (!Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 恢复
|
||||
// �ָ�
|
||||
PauseManager.Instance?.Pause(false);
|
||||
// small buffer to avoid hitching immediately after unpause: wait configured realtime delay
|
||||
yield return new WaitForSecondsRealtime(Mathf.Max(0f, playbackStartDelay));
|
||||
|
||||
// 生成音符
|
||||
// ��������
|
||||
if (beatmapManager.beatmap != null)
|
||||
{
|
||||
noteSpawner.LoadBeatmap(beatmapManager.beatmap);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("beatmap 未解析");
|
||||
Debug.LogError("beatmap ���");
|
||||
yield break;
|
||||
}
|
||||
|
||||
// 播放背景音乐(延迟播放由 beatmapManager.globalDelaySeconds 决定)
|
||||
// ���ű������֣��ӳٲ����� beatmapManager.globalDelaySeconds ������
|
||||
if (!string.IsNullOrEmpty(beatmapManager.parsedMusicFile))
|
||||
{
|
||||
AudioClip musicClip = Resources.Load<AudioClip>(beatmapManager.parsedMusicFile);
|
||||
if (musicClip == null)
|
||||
{
|
||||
Debug.LogError($"音乐文件加载失败: {beatmapManager.parsedMusicFile}");
|
||||
Debug.LogError($"�����ļ�����ʧ��: {beatmapManager.parsedMusicFile}");
|
||||
}
|
||||
else
|
||||
{
|
||||
musicSource.clip = musicClip;
|
||||
// ensure we don't accidentally autoplay when assigning clips
|
||||
musicSource.playOnAwake = false;
|
||||
musicSource.Stop();
|
||||
float delay = beatmapManager.globalDelaySeconds;
|
||||
if (delay > 0f)
|
||||
PlayMusicWithDelay(delay);
|
||||
|
||||
// After assigning clip, enable overlay and pause
|
||||
var pm3 = PauseManager.Instance ?? FindObjectOfType<PauseManager>();
|
||||
if (pm3 != null)
|
||||
{
|
||||
musicSource.PlayDelayed(delay);
|
||||
Debug.Log($"Scheduled music to play after {delay} seconds.");
|
||||
}
|
||||
else
|
||||
{
|
||||
musicSource.Play();
|
||||
pm3.Pause(true);
|
||||
Debug.Log("PauseManager.Pause(true) invoked after assigning parsedMusicFile clip");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("谱面中 musicFile 为空!");
|
||||
Debug.LogError("������ musicFile Ϊ�գ�");
|
||||
}
|
||||
|
||||
UpdateStatusOnConsole("Playback started");
|
||||
|
||||
Reference in New Issue
Block a user