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b/Assets/__UI_NEW/font_samples_256/093_U+007D.png differ diff --git a/Assets/__UI_NEW/font_samples_256/093_U+007D.png.meta b/Assets/__UI_NEW/font_samples_256/093_U+007D.png.meta index d504182c..aaad5c1d 100644 --- a/Assets/__UI_NEW/font_samples_256/093_U+007D.png.meta +++ b/Assets/__UI_NEW/font_samples_256/093_U+007D.png.meta @@ -116,10 +116,10 @@ TextureImporter: name: 093_U+007D_0 rect: serializedVersion: 2 - x: 101 - y: 42 - width: 54 - height: 172 + x: 0 + y: 0 + width: 74 + height: 256 alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} diff --git a/Assets/__UI_NEW/font_samples_256/094_U+007E.png b/Assets/__UI_NEW/font_samples_256/094_U+007E.png index 28914f6e..2dc074ae 100644 Binary files a/Assets/__UI_NEW/font_samples_256/094_U+007E.png and b/Assets/__UI_NEW/font_samples_256/094_U+007E.png differ diff --git a/Assets/__UI_NEW/font_samples_256/094_U+007E.png.meta b/Assets/__UI_NEW/font_samples_256/094_U+007E.png.meta index 63fd30f1..b065b615 100644 --- a/Assets/__UI_NEW/font_samples_256/094_U+007E.png.meta +++ b/Assets/__UI_NEW/font_samples_256/094_U+007E.png.meta @@ -116,10 +116,10 @@ TextureImporter: name: 094_U+007E_0 rect: serializedVersion: 2 - x: 82 - y: 112 - width: 93 - height: 32 + x: 0 + y: 79 + width: 256 + height: 98 alignment: 0 pivot: {x: 0, y: 0} border: {x: 0, y: 0, z: 0, w: 0} diff --git a/Assets/__UI_NEW/font_samples_256/manifest.txt b/Assets/__UI_NEW/font_samples_256/manifest.txt index b4a608b5..3d104560 100644 --- a/Assets/__UI_NEW/font_samples_256/manifest.txt +++ b/Assets/__UI_NEW/font_samples_256/manifest.txt @@ -1,104 +1,104 @@ -Photoshop Font Sampler v2.1.0 -Font: Arial Regular -PostScript name: ArialMT +Photoshop Font Sampler v2.3.0 +Font: Jost* Semi +PostScript name: Jost-Semi Font size: 180 px Background: transparent Text color: #FFFFFF -Canvas mode: uniform 256x256 px +Canvas mode: fixed height 256 px, tight width per glyph, padding 0 px Exported: 94/94 Index File Unicode Character Width Height -1 001_U+0030.png U+0030 0 256 256 -2 002_U+0031.png U+0031 1 256 256 -3 003_U+0032.png U+0032 2 256 256 -4 004_U+0033.png U+0033 3 256 256 -5 005_U+0034.png U+0034 4 256 256 -6 006_U+0035.png U+0035 5 256 256 -7 007_U+0036.png U+0036 6 256 256 -8 008_U+0037.png U+0037 7 256 256 -9 009_U+0038.png U+0038 8 256 256 -10 010_U+0039.png U+0039 9 256 256 -11 011_U+0041.png U+0041 A 256 256 -12 012_U+0042.png U+0042 B 256 256 -13 013_U+0043.png U+0043 C 256 256 -14 014_U+0044.png U+0044 D 256 256 -15 015_U+0045.png U+0045 E 256 256 -16 016_U+0046.png U+0046 F 256 256 -17 017_U+0047.png U+0047 G 256 256 -18 018_U+0048.png U+0048 H 256 256 -19 019_U+0049.png U+0049 I 256 256 -20 020_U+004A.png U+004A J 256 256 -21 021_U+004B.png U+004B K 256 256 -22 022_U+004C.png U+004C L 256 256 +1 001_U+0030.png U+0030 0 200 256 +2 002_U+0031.png U+0031 1 110 256 +3 003_U+0032.png U+0032 2 202 256 +4 004_U+0033.png U+0033 3 181 256 +5 005_U+0034.png U+0034 4 223 256 +6 006_U+0035.png U+0035 5 196 256 +7 007_U+0036.png U+0036 6 195 256 +8 008_U+0037.png U+0037 7 200 256 +9 009_U+0038.png U+0038 8 176 256 +10 010_U+0039.png U+0039 9 195 256 +11 011_U+0041.png U+0041 A 245 256 +12 012_U+0042.png U+0042 B 187 256 +13 013_U+0043.png U+0043 C 210 256 +14 014_U+0044.png U+0044 D 222 256 +15 015_U+0045.png U+0045 E 164 256 +16 016_U+0046.png U+0046 F 149 256 +17 017_U+0047.png U+0047 G 254 256 +18 018_U+0048.png U+0048 H 224 256 +19 019_U+0049.png U+0049 I 54 256 +20 020_U+004A.png U+004A J 103 256 +21 021_U+004B.png U+004B K 213 256 +22 022_U+004C.png U+004C L 155 256 23 023_U+004D.png U+004D M 256 256 -24 024_U+004E.png U+004E N 256 256 +24 024_U+004E.png U+004E N 211 256 25 025_U+004F.png U+004F O 256 256 -26 026_U+0050.png U+0050 P 256 256 +26 026_U+0050.png U+0050 P 179 256 27 027_U+0051.png U+0051 Q 256 256 -28 028_U+0052.png U+0052 R 256 256 -29 029_U+0053.png U+0053 S 256 256 -30 030_U+0054.png U+0054 T 256 256 -31 031_U+0055.png U+0055 U 256 256 -32 032_U+0056.png U+0056 V 256 256 +28 028_U+0052.png U+0052 R 198 256 +29 029_U+0053.png U+0053 S 185 256 +30 030_U+0054.png U+0054 T 190 256 +31 031_U+0055.png U+0055 U 190 256 +32 032_U+0056.png U+0056 V 245 256 33 033_U+0057.png U+0057 W 256 256 -34 034_U+0058.png U+0058 X 256 256 -35 035_U+0059.png U+0059 Y 256 256 -36 036_U+005A.png U+005A Z 256 256 -37 037_U+0061.png U+0061 a 256 256 -38 038_U+0062.png U+0062 b 256 256 -39 039_U+0063.png U+0063 c 256 256 -40 040_U+0064.png U+0064 d 256 256 +34 034_U+0058.png U+0058 X 232 256 +35 035_U+0059.png U+0059 Y 230 256 +36 036_U+005A.png U+005A Z 209 256 +37 037_U+0061.png U+0061 a 234 256 +38 038_U+0062.png U+0062 b 164 256 +39 039_U+0063.png U+0063 c 219 256 +40 040_U+0064.png U+0064 d 165 256 41 041_U+0065.png U+0065 e 256 256 -42 042_U+0066.png U+0066 f 256 256 -43 043_U+0067.png U+0067 g 256 256 -44 044_U+0068.png U+0068 h 256 256 -45 045_U+0069.png U+0069 i 256 256 -46 046_U+006A.png U+006A j 256 256 -47 047_U+006B.png U+006B k 256 256 -48 048_U+006C.png U+006C l 256 256 +42 042_U+0066.png U+0066 f 108 256 +43 043_U+0067.png U+0067 g 182 256 +44 044_U+0068.png U+0068 h 142 256 +45 045_U+0069.png U+0069 i 57 256 +46 046_U+006A.png U+006A j 79 256 +47 047_U+006B.png U+006B k 156 256 +48 048_U+006C.png U+006C l 44 256 49 049_U+006D.png U+006D m 256 256 -50 050_U+006E.png U+006E n 256 256 +50 050_U+006E.png U+006E n 235 256 51 051_U+006F.png U+006F o 256 256 -52 052_U+0070.png U+0070 p 256 256 -53 053_U+0071.png U+0071 q 256 256 -54 054_U+0072.png U+0072 r 256 256 -55 055_U+0073.png U+0073 s 256 256 -56 056_U+0074.png U+0074 t 256 256 -57 057_U+0075.png U+0075 u 256 256 -58 058_U+0076.png U+0076 v 256 256 +52 052_U+0070.png U+0070 p 188 256 +53 053_U+0071.png U+0071 q 188 256 +54 054_U+0072.png U+0072 r 175 256 +55 055_U+0073.png U+0073 s 207 256 +56 056_U+0074.png U+0074 t 118 256 +57 057_U+0075.png U+0075 u 235 256 +58 058_U+0076.png U+0076 v 255 256 59 059_U+0077.png U+0077 w 256 256 60 060_U+0078.png U+0078 x 256 256 -61 061_U+0079.png U+0079 y 256 256 +61 061_U+0079.png U+0079 y 192 256 62 062_U+007A.png U+007A z 256 256 -63 063_U+0021.png U+0021 ! 256 256 +63 063_U+0021.png U+0021 ! 60 256 64 064_U+0022.png U+0022 \" 256 256 -65 065_U+0023.png U+0023 # 256 256 -66 066_U+0024.png U+0024 $ 256 256 +65 065_U+0023.png U+0023 # 211 256 +66 066_U+0024.png U+0024 $ 146 256 67 067_U+0025.png U+0025 % 256 256 -68 068_U+0026.png U+0026 & 256 256 -69 069_U+0027.png U+0027 ' 256 256 -70 070_U+0028.png U+0028 ( 256 256 -71 071_U+0029.png U+0029 ) 256 256 +68 068_U+0026.png U+0026 & 236 256 +69 069_U+0027.png U+0027 ' 154 256 +70 070_U+0028.png U+0028 ( 64 256 +71 071_U+0029.png U+0029 ) 63 256 72 072_U+002A.png U+002A * 256 256 73 073_U+002B.png U+002B + 256 256 -74 074_U+002C.png U+002C , 256 256 +74 074_U+002C.png U+002C , 198 256 75 075_U+002D.png U+002D - 256 256 76 076_U+002E.png U+002E . 256 256 -77 077_U+002F.png U+002F / 256 256 -78 078_U+003A.png U+003A : 256 256 -79 079_U+003B.png U+003B ; 256 256 -80 080_U+003C.png U+003C < 256 256 +77 077_U+002F.png U+002F / 166 256 +78 078_U+003A.png U+003A : 79 256 +79 079_U+003B.png U+003B ; 87 256 +80 080_U+003C.png U+003C < 253 256 81 081_U+003D.png U+003D = 256 256 -82 082_U+003E.png U+003E > 256 256 -83 083_U+003F.png U+003F ? 256 256 -84 084_U+0040.png U+0040 @ 256 256 -85 085_U+005B.png U+005B [ 256 256 -86 086_U+005C.png U+005C \\ 256 256 -87 087_U+005D.png U+005D ] 256 256 +82 082_U+003E.png U+003E > 253 256 +83 083_U+003F.png U+003F ? 173 256 +84 084_U+0040.png U+0040 @ 250 256 +85 085_U+005B.png U+005B [ 59 256 +86 086_U+005C.png U+005C \\ 185 256 +87 087_U+005D.png U+005D ] 59 256 88 088_U+005E.png U+005E ^ 256 256 89 089_U+005F.png U+005F _ 256 256 90 090_U+0060.png U+0060 ` 256 256 -91 091_U+007B.png U+007B { 256 256 -92 092_U+007C.png U+007C | 256 256 -93 093_U+007D.png U+007D } 256 256 +91 091_U+007B.png U+007B { 73 256 +92 092_U+007C.png U+007C | 34 256 +93 093_U+007D.png U+007D } 74 256 94 094_U+007E.png U+007E ~ 256 256 diff --git a/Assets/scripts/Combat/ScoreManager.cs b/Assets/scripts/Combat/ScoreManager.cs index 9bf8fc7f..fbbcbb7c 100644 --- a/Assets/scripts/Combat/ScoreManager.cs +++ b/Assets/scripts/Combat/ScoreManager.cs @@ -53,6 +53,8 @@ public class ScoreManager : MonoBehaviour private readonly TextMeshProUGUI[] slotTmpFallback = new TextMeshProUGUI[5]; private readonly Text[] slotLegacyFallback = new Text[5]; private readonly bool[] slotFallbackResolved = new bool[5]; + private float nextIdolscoreKeyLookupTime = 0f; + private const float IdolscoreKeyLookupInterval = 0.5f; // 性能:缓存 currentTotalScore 的 TMP/Text 组件,避免每次判定 GetComponent。 private TextMeshProUGUI _cachedTotalTmp; @@ -324,12 +326,26 @@ public class ScoreManager : MonoBehaviour private void EnsureIdolscoreKeys() { - // Try to resolve missing refs (GameObject.Find doesn't return inactive objects). - if (_idolscoreKeys[0] == null) _idolscoreKeys[0] = SceneObjectLookupCache.Find("idolscoreKey_red")?.transform; - if (_idolscoreKeys[1] == null) _idolscoreKeys[1] = SceneObjectLookupCache.Find("idolscoreKey_green")?.transform; - if (_idolscoreKeys[2] == null) _idolscoreKeys[2] = SceneObjectLookupCache.Find("idolscoreKey_yellow")?.transform; - if (_idolscoreKeys[3] == null) _idolscoreKeys[3] = SceneObjectLookupCache.Find("idolscoreKey_purple")?.transform; - if (_idolscoreKeys[4] == null) _idolscoreKeys[4] = SceneObjectLookupCache.Find("idolscoreKey_blue")?.transform; + bool hasMissingKey = false; + for (int i = 0; i < _idolscoreKeys.Length; i++) + { + if (_idolscoreKeys[i] == null) + { + hasMissingKey = true; + break; + } + } + + // Avoid scene lookup every frame when one of these optional key objects is absent. + if (hasMissingKey && Time.unscaledTime >= nextIdolscoreKeyLookupTime) + { + nextIdolscoreKeyLookupTime = Time.unscaledTime + IdolscoreKeyLookupInterval; + if (_idolscoreKeys[0] == null) _idolscoreKeys[0] = SceneObjectLookupCache.Find("idolscoreKey_red")?.transform; + if (_idolscoreKeys[1] == null) _idolscoreKeys[1] = SceneObjectLookupCache.Find("idolscoreKey_green")?.transform; + if (_idolscoreKeys[2] == null) _idolscoreKeys[2] = SceneObjectLookupCache.Find("idolscoreKey_yellow")?.transform; + if (_idolscoreKeys[3] == null) _idolscoreKeys[3] = SceneObjectLookupCache.Find("idolscoreKey_purple")?.transform; + if (_idolscoreKeys[4] == null) _idolscoreKeys[4] = SceneObjectLookupCache.Find("idolscoreKey_blue")?.transform; + } for (int i = 0; i < 5; i++) { diff --git a/Assets/scripts/UI/SpriteNumberDisplay.cs b/Assets/scripts/UI/SpriteNumberDisplay.cs index e2c0b1ad..a49e42d3 100644 --- a/Assets/scripts/UI/SpriteNumberDisplay.cs +++ b/Assets/scripts/UI/SpriteNumberDisplay.cs @@ -12,6 +12,23 @@ public class SpriteNumberDisplay : MonoBehaviour public Sprite plusSprite; public Sprite minusSprite; + [Header("string")] + public string en_combo = "COMBO"; + [Tooltip("COMBO 标签字形高度(像素)。宽度按各字母 sprite 宽高比自动计算。")] + public int en_combo_fontSize = 20; + public Color en_combo_color = Color.white; + public float en_combo_yOffset= 0f; + + [Header("COMBO letter sprites")] + [Tooltip("字母 C 的 sprite")] + public Sprite letterC_sprite; + [Tooltip("字母 O 的 sprite")] + public Sprite letterO_sprite; + [Tooltip("字母 M 的 sprite")] + public Sprite letterM_sprite; + [Tooltip("字母 B 的 sprite")] + public Sprite letterB_sprite; + [Header("Layout")] public Vector2 digitSize = new Vector2(28f, 42f); public Vector2 decimalPointSize = new Vector2(12f, 42f); @@ -19,6 +36,8 @@ public class SpriteNumberDisplay : MonoBehaviour public float spacing = 2f; public bool centerAlign = true; public bool preserveAspect = true; + [Tooltip("Keep all visible glyphs at the configured height. Width is recalculated from each sprite aspect ratio.")] + public bool forceUniformHeight = true; public Color color = Color.white; [Tooltip("Canvas sorting order used by generated character sprites.")] public int characterSortingOrder = 0; @@ -26,6 +45,9 @@ public class SpriteNumberDisplay : MonoBehaviour private readonly List glyphImages = new List(); private string currentText = string.Empty; + // 数字上方用 sprite 拼接的 "COMBO" 标签所用的 glyph 池。 + private readonly List comboLabelImages = new List(); + private void OnEnable() { Refresh(); @@ -39,6 +61,12 @@ public class SpriteNumberDisplay : MonoBehaviour decimalPointSize.y = Mathf.Max(0f, decimalPointSize.y); percentSize.x = Mathf.Max(0f, percentSize.x); percentSize.y = Mathf.Max(0f, percentSize.y); + + // 编辑器中改动 combo 标签相关字段时,已生成的字母 glyph 实时更新(不新建,避免编辑期实例化)。 + if (comboLabelImages.Count > 0 && isActiveAndEnabled) + { + RefreshComboLabel(); + } } public void SetNumber(int value) @@ -83,7 +111,7 @@ public class SpriteNumberDisplay : MonoBehaviour char c = currentText[i]; Sprite sprite = ResolveSprite(c); - Vector2 size = ResolveSize(c); + Vector2 size = ResolveSize(c, sprite); if (sprite == null) { @@ -105,6 +133,94 @@ public class SpriteNumberDisplay : MonoBehaviour x += size.x + spacing; } + + RefreshComboLabel(); + } + + // 用字母 sprite(C/O/M/B)在数字上方拼接 "COMBO" 标签。字形高度、颜色、Y 偏移由 Inspector 字段控制。 + private void RefreshComboLabel() + { + string label = en_combo ?? string.Empty; + + // 计算总宽度并按需扩容 glyph 池。 + float height = Mathf.Max(1f, en_combo_fontSize); + float totalWidth = 0f; + int visibleCount = 0; + for (int i = 0; i < label.Length; i++) + { + Sprite s = ResolveComboLetterSprite(label[i]); + if (s == null) continue; + totalWidth += ComboLetterWidth(s, height); + visibleCount++; + } + if (visibleCount > 1) totalWidth += spacing * (visibleCount - 1); + + EnsureComboImageCount(label.Length); + + float x = centerAlign ? -totalWidth * 0.5f : 0f; + for (int i = 0; i < comboLabelImages.Count; i++) + { + Image image = comboLabelImages[i]; + if (image == null) continue; + + Sprite sprite = i < label.Length ? ResolveComboLetterSprite(label[i]) : null; + if (sprite == null) + { + image.gameObject.SetActive(false); + continue; + } + + float w = ComboLetterWidth(sprite, height); + RectTransform rect = image.rectTransform; + image.gameObject.SetActive(true); + image.sprite = sprite; + image.color = en_combo_color; + image.preserveAspect = preserveAspect; + ApplyCharacterSortingOrder(image); + rect.sizeDelta = new Vector2(w, height); + rect.anchorMin = new Vector2(0.5f, 0.5f); + rect.anchorMax = new Vector2(0.5f, 0.5f); + rect.pivot = new Vector2(0.5f, 0.5f); + + // 上方定位:数字 glyph 以 y=0 居中、高约 digitSize.y,标签放其上半高 + 半个字形高 + 偏移处。 + float baseY = digitSize.y * 0.5f + height * 0.5f; + rect.anchoredPosition = new Vector2(x + w * 0.5f, baseY + en_combo_yOffset); + + x += w + spacing; + } + } + + private void EnsureComboImageCount(int count) + { + while (comboLabelImages.Count < count) + { + GameObject glyph = new GameObject("combo_letter_" + comboLabelImages.Count, typeof(RectTransform), typeof(Canvas), typeof(Image)); + RectTransform rect = glyph.transform as RectTransform; + rect.SetParent(transform, false); + + Image image = glyph.GetComponent(); + image.raycastTarget = false; + comboLabelImages.Add(image); + } + } + + private Sprite ResolveComboLetterSprite(char c) + { + switch (c) + { + case 'C': case 'c': return letterC_sprite; + case 'O': case 'o': return letterO_sprite; + case 'M': case 'm': return letterM_sprite; + case 'B': case 'b': return letterB_sprite; + default: return null; + } + } + + private float ComboLetterWidth(Sprite sprite, float height) + { + if (sprite == null || sprite.rect.height <= 0f) return height; + float aspect = sprite.rect.width / sprite.rect.height; + return height * aspect; } private void ApplyCharacterSortingOrder(Image image) @@ -154,7 +270,7 @@ public class SpriteNumberDisplay : MonoBehaviour continue; } - total += ResolveSize(text[i]).x; + total += ResolveSize(text[i], ResolveSprite(text[i])).x; visibleCount++; } @@ -181,10 +297,19 @@ public class SpriteNumberDisplay : MonoBehaviour return null; } - private Vector2 ResolveSize(char c) + private Vector2 ResolveSize(char c, Sprite sprite) { - if (c == '.') return decimalPointSize; - if (c == '%') return percentSize; - return digitSize; + Vector2 baseSize = digitSize; + if (c == '.') baseSize = decimalPointSize; + else if (c == '%') baseSize = percentSize; + + if (!forceUniformHeight || sprite == null || sprite.rect.height <= 0f) + { + return baseSize; + } + + float height = Mathf.Max(0f, baseSize.y); + float aspect = sprite.rect.width / sprite.rect.height; + return new Vector2(height * aspect, height); } } diff --git a/Assets/scripts/_runtimecache/FirstRunFactoryResetService.cs b/Assets/scripts/_runtimecache/FirstRunFactoryResetService.cs index 8f17a369..6e7e9d6b 100644 --- a/Assets/scripts/_runtimecache/FirstRunFactoryResetService.cs +++ b/Assets/scripts/_runtimecache/FirstRunFactoryResetService.cs @@ -464,6 +464,7 @@ public static class FirstRunFactoryResetService { PlayerPrefs.DeleteKey($"KeyBinding_{keyBindingPrefixes[i]}"); } + PlayerPrefs.DeleteKey("KeyBinding_yellow_secondary"); } private static void ResetPlayerMirrorSo() diff --git a/Assets/scripts/gamePlay_gameplay/AnimationController.cs b/Assets/scripts/gamePlay_gameplay/AnimationController.cs index 9fa701c9..8fa26bdf 100644 --- a/Assets/scripts/gamePlay_gameplay/AnimationController.cs +++ b/Assets/scripts/gamePlay_gameplay/AnimationController.cs @@ -67,6 +67,13 @@ public class AnimationController : MonoBehaviour public bool[] ChildInitialActive; } + private struct PendingFxReturn + { + public GameObject Instance; + public int RentToken; + public float ReturnTime; + } + private readonly Dictionary> fxPools = new Dictionary>(); private readonly Dictionary fxCache = @@ -83,6 +90,7 @@ public class AnimationController : MonoBehaviour // instance that was already returned early (StopHoldParticles) and re-rented. private int fxRentCounter; private readonly Dictionary fxRentId = new Dictionary(); + private readonly List pendingFxReturns = new List(64); private Transform fxPoolRoot; private string hitRingPathUnderParticleSource; @@ -349,6 +357,41 @@ public class AnimationController : MonoBehaviour ReturnFxInstance(instance); } + private void ScheduleFxReturn(GameObject instance, int rentToken, float delay) + { + if (instance == null) return; + + pendingFxReturns.Add(new PendingFxReturn + { + Instance = instance, + RentToken = rentToken, + ReturnTime = Time.unscaledTime + Mathf.Max(0f, delay) + }); + } + + private void Update() + { + if (pendingFxReturns.Count == 0) return; + + float now = Time.unscaledTime; + for (int i = pendingFxReturns.Count - 1; i >= 0; i--) + { + PendingFxReturn pending = pendingFxReturns[i]; + if (pending.Instance == null) + { + pendingFxReturns.RemoveAt(i); + continue; + } + + if (now < pending.ReturnTime) continue; + + pendingFxReturns.RemoveAt(i); + if (CurrentRentToken(pending.Instance) != pending.RentToken) continue; + + ReturnFxInstance(pending.Instance); + } + } + private void ReturnAllRentedFx() { var snapshot = new List(rentedFx); @@ -364,6 +407,7 @@ public class AnimationController : MonoBehaviour { holdActive = false; holdParticleCoroutine = null; + pendingFxReturns.Clear(); ReturnAllRentedFx(); } @@ -409,6 +453,10 @@ public class AnimationController : MonoBehaviour main.startColor = tint; try { ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); } catch { } try { ps.Clear(true); } catch { } + // Force pooled FX back to time 0 before replaying, matching a fresh Instantiate + // without paying allocation/destruction cost on every hit. + try { ps.Simulate(0f, false, true); } catch { } + try { ps.Clear(true); } catch { } } } @@ -736,85 +784,48 @@ public class AnimationController : MonoBehaviour // 判定字(PERFECT/GREAT 等)统一且仅由 Animation_GenerateJudgementSituationPrefab 负责生成, // 本方法只负责打击粒子 + ring,不碰判定字。 - // 【彻底去池化】前几轮所有"粒子变多/变少、ring 不激活、复用状态错乱"都源于对象池复用时 - // 子节点激活态/粒子播放态无法可靠复位。改回最朴素可靠的 Instantiate + 定时 Destroy: - // 每次判定 new 一个全新干净实例(与 prefab 设计态完全一致),播放完销毁。无复用=无脏状态。 - // 这正是加池化之前本就正常工作的行为。 - - // 粒子本体:以场景源为模板实例化一份全新拷贝。 - SpawnOneShotFx(source, spawnPos, parentTransform, trackColor, true); + // 粒子本体:走对象池,避免高频判定时 Instantiate/Destroy 造成移动端掉帧。 + SpawnOneShotFx(source, spawnPos, parentTransform, trackColor, true, trackAsHoldParticle); // Ring(叠加环):tap / hold 头尾 / hold 持续 tick 都按同一频率生成一次性实例。 - // 实例会按自身生命周期 Destroy,不会修改或启动场景里的模板对象。 + // 实例会按自身生命周期回池,不会修改或启动场景里的模板对象。 if (hit_ring_object != null) { - SpawnOneShotFx(hit_ring_object, spawnPos, parentTransform, trackColor, true); + SpawnOneShotFx(hit_ring_object, spawnPos, parentTransform, trackColor, true, trackAsHoldParticle); } } - // 实例化一个一次性特效(粒子/ring),播放后按自身生命周期 Destroy。无对象池、无复用。 - // applyTint=true 时把粒子 startColor 染成轨道色(粒子本体);ring 保留自身配色(false)。 - private void SpawnOneShotFx(GameObject template, Vector3 spawnPos, Transform parentTransform, Color tint, bool applyTint) + // 播放一个一次性特效(粒子/ring),播放后按自身生命周期回池。 + // applyTint=true 时把粒子 startColor 染成轨道色;当前调用保持旧行为,粒子和 ring 都染色。 + private void SpawnOneShotFx(GameObject template, Vector3 spawnPos, Transform parentTransform, Color tint, bool applyTint, bool trackAsHoldParticle) { if (template == null) return; - GameObject instance = Instantiate(template); + GameObject instance = RentFxInstance(template, out FxCacheEntry entry, out int rentToken); if (instance == null) return; - // 去除粒子本体克隆里"自带的嵌套 ring":hit_ring_object 本身是 hit_particular_object 的子物体, - // Instantiate(粒子本体) 会连它一起克隆(原色,未染色) → 与我另外单独实例化的染色 ring 叠成双层。 - // 先 SetActive(false) 立即让它停播,并从下面的系统列表中排除,再销毁;只保留单独实例化的染色 ring。 - Transform nestedRing = null; - if (template == hit_particular_object && !string.IsNullOrEmpty(hitRingPathUnderParticleSource)) - { - nestedRing = instance.transform.Find(hitRingPathUnderParticleSource); - if (nestedRing != null) - { - nestedRing.gameObject.SetActive(false); - } - } - // 定位:跟随分轨效果对象(worldPositionStays=false 保留模板设计的本地朝向,如 ring 的 -90°X)。 instance.transform.SetParent(parentTransform, false); instance.transform.position = spawnPos; - instance.transform.localRotation = template.transform.localRotation; + instance.transform.localRotation = entry != null ? entry.LocalRotation : template.transform.localRotation; instance.SetActive(true); - // 排除嵌套 ring 的粒子系统,避免把那层原色 ring 播出来。 - var systems = FilterParticleSystems(instance.GetComponentsInChildren(true), nestedRing); - if (nestedRing != null) Destroy(nestedRing.gameObject); - float lifetime = 0.5f; - if (systems != null && systems.Length > 0) + if (applyTint) { - lifetime = ComputeFxLifetime(systems, null); - // 关键修复(开局粒子多、之后变少的衰减):模板 hit_particular_object 是活动场景对象, - // Instantiate 会连同模板粒子系统"当前缓冲里的活粒子"一起克隆——歌曲早期模板残留/预热粒子多 - // → 克隆多;随模板粒子消亡 → 克隆少。故必须把克隆继承的模拟状态彻底重置为"时间0、零粒子", - // 再从头播放,保证每次一致、与模板当时状态无关。 - foreach (var ps in systems) - { - if (ps == null) continue; - var main = ps.main; - if (applyTint) main.startColor = tint; - try { ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); } catch { } - try { ps.Clear(true); } catch { } - // Simulate(0, withChildren:false, restart:true) 强制该系统回到时间 0 的干净态, - // 抹掉 Instantiate 继承的任何已模拟粒子(单靠 Clear 有时不彻底)。 - try { ps.Simulate(0f, false, true); } catch { } - try { ps.Clear(true); } catch { } - } - // 全部重置后,只对根系统 Play(true) 级联播放,从零开始正常发射。 - var rootPs = instance.GetComponent(); - if (rootPs == null) rootPs = systems[0]; - try { rootPs.Play(true); } catch { } + RestartFxPlayback(entry, tint); } else { - var animators = instance.GetComponentsInChildren(true); - lifetime = ComputeFxLifetime(null, animators); + RestartFxPlayback(entry, Color.white); } - Destroy(instance, Mathf.Max(0.5f, lifetime + 0.1f)); + if (trackAsHoldParticle) + { + activeHoldParticles.Add(instance); + } + + float lifetime = entry != null ? entry.Lifetime : 0.5f; + ScheduleFxReturn(instance, rentToken, Mathf.Max(0.5f, lifetime + 0.1f)); } // Documentation text normalized. diff --git a/Assets/scripts/gamePlay_gameplay/Animation_GenerateJudgementSituationPrefab.cs b/Assets/scripts/gamePlay_gameplay/Animation_GenerateJudgementSituationPrefab.cs index 0b14349f..5ff17668 100644 --- a/Assets/scripts/gamePlay_gameplay/Animation_GenerateJudgementSituationPrefab.cs +++ b/Assets/scripts/gamePlay_gameplay/Animation_GenerateJudgementSituationPrefab.cs @@ -10,6 +10,11 @@ public class Animation_GenerateJudgementSituationPrefab : MonoBehaviour public GameObject prefabSource; } + private sealed class PooledTrackSkillTag : MonoBehaviour + { + public GameObject prefabSource; + } + public static Animation_GenerateJudgementSituationPrefab Instance; [Header("Inspector")] @@ -103,6 +108,8 @@ public class Animation_GenerateJudgementSituationPrefab : MonoBehaviour private Coroutine prewarmJudgeCoroutine; private readonly Dictionary> judgePools = new Dictionary>(); private readonly HashSet rentedJudges = new HashSet(); + private readonly Dictionary> trackSkillPools = new Dictionary>(); + private readonly HashSet rentedTrackSkills = new HashSet(); private float lastTrackSkillSpawnTime = -999f; private int trackSkillBurstCount = 0; @@ -226,7 +233,7 @@ public class Animation_GenerateJudgementSituationPrefab : MonoBehaviour if (spawnPoint == null) return; - GameObject instance = Instantiate(trackSkill_prefab, spawnPoint, false); + GameObject instance = GetPooledTrackSkill(trackSkill_prefab, spawnPoint); if (instance == null) return; @@ -289,7 +296,8 @@ public class Animation_GenerateJudgementSituationPrefab : MonoBehaviour perfect_judge_prefab, great_judge_prefab, good_judge_prefab, - miss_judge_prefab + miss_judge_prefab, + trackSkill_prefab }; int count = Mathf.Max(1, perPrefab); @@ -303,12 +311,24 @@ public class Animation_GenerateJudgementSituationPrefab : MonoBehaviour GameObject instance = null; try { - instance = CreatePooledJudge(prefab); - if (instance != null) + if (prefab == trackSkill_prefab) { - rentedJudges.Add(instance); + instance = CreatePooledTrackSkill(prefab); + if (instance != null) + { + rentedTrackSkills.Add(instance); + } + ReturnTrackSkillToPool(instance); + } + else + { + instance = CreatePooledJudge(prefab); + if (instance != null) + { + rentedJudges.Add(instance); + } + ReturnJudgeToPool(instance); } - ReturnJudgeToPool(instance); } catch { } @@ -407,7 +427,7 @@ public class Animation_GenerateJudgementSituationPrefab : MonoBehaviour if (obj != null) { if (destroyAtEnd) - Destroy(obj); + ReturnTrackSkillToPool(obj); else ReturnJudgeToPool(obj); } @@ -573,6 +593,81 @@ public class Animation_GenerateJudgementSituationPrefab : MonoBehaviour return instance; } + private GameObject GetPooledTrackSkill(GameObject prefab, Transform parent) + { + if (prefab == null || parent == null) + return null; + + if (!trackSkillPools.TryGetValue(prefab, out var pool)) + { + pool = new Stack(); + trackSkillPools[prefab] = pool; + } + + GameObject instance = null; + while (pool.Count > 0 && instance == null) + { + instance = pool.Pop(); + } + + if (instance == null) + { + instance = CreatePooledTrackSkill(prefab); + } + + if (instance == null) + return null; + + instance.transform.SetParent(parent, false); + instance.SetActive(true); + rentedTrackSkills.Add(instance); + return instance; + } + + private GameObject CreatePooledTrackSkill(GameObject prefab) + { + if (prefab == null) + return null; + + GameObject instance = Instantiate(prefab, transform); + var tag = instance.GetComponent(); + if (tag == null) + tag = instance.AddComponent(); + tag.prefabSource = prefab; + + EnsureRenderableTrackSkillInstance(instance); + instance.SetActive(false); + return instance; + } + + private void ReturnTrackSkillToPool(GameObject instance) + { + if (instance == null) + return; + + if (!rentedTrackSkills.Remove(instance)) + return; + + var tag = instance.GetComponent(); + if (tag == null || tag.prefabSource == null) + { + Destroy(instance); + return; + } + + if (!trackSkillPools.TryGetValue(tag.prefabSource, out var pool)) + { + pool = new Stack(); + trackSkillPools[tag.prefabSource] = pool; + } + + instance.transform.SetParent(transform, false); + instance.transform.localPosition = new Vector3(99999f, 99999f, 0f); + instance.transform.localRotation = Quaternion.identity; + instance.SetActive(false); + pool.Push(instance); + } + private void ReturnJudgeToPool(GameObject instance) { if (instance == null) diff --git a/Assets/scripts/gamePlay_gameplay/CameraResolutionTuner.cs b/Assets/scripts/gamePlay_gameplay/CameraResolutionTuner.cs index 22f49935..1139640e 100644 --- a/Assets/scripts/gamePlay_gameplay/CameraResolutionTuner.cs +++ b/Assets/scripts/gamePlay_gameplay/CameraResolutionTuner.cs @@ -29,12 +29,12 @@ public sealed class CameraResolutionTuner : MonoBehaviour [Header("21:9 时相机本体(Main Camera)的目标 local 位姿(最大偏移)")] [Tooltip("21:9 时相机本体的目标 local Z 高度。用户指定 2.5(相机自身 z=2.5)。")] - public float targetCameraY = 0f; + public float targetCameraY = -2.13f; - public float targetCameraZ = 2.5f; + public float targetCameraZ = 3.6f; [Tooltip("21:9 时相机本体的目标 local X 旋转角度。用户指定 5(相机自身 X=5°)。")] - public float targetCameraRotX = 5f; + public float targetCameraRotX = -10f; private float _lastAspect = -1f; private bool _lastEnabled; diff --git a/Assets/scripts/gamePlay_gameplay/GameManager.cs b/Assets/scripts/gamePlay_gameplay/GameManager.cs index a5404d81..5b31695a 100644 --- a/Assets/scripts/gamePlay_gameplay/GameManager.cs +++ b/Assets/scripts/gamePlay_gameplay/GameManager.cs @@ -67,6 +67,11 @@ public class GameManager : MonoBehaviour [Tooltip("Delay in seconds before starting the black mask fade out. Configure in inspector.")] public float blackMaskFadeStartDelay = 1.5f; + [Header("Gameplay Prewarm")] + [SerializeField] private int judgePopupPrewarmPerPrefab = 5; + [SerializeField] private int trackHitParticlePrewarmCount = 24; + [SerializeField] private int instantNumberPrewarmPerPrefab = 18; + private bool pauseSubscribed = false; private bool musicWasPlayingBeforePause = false; @@ -510,11 +515,13 @@ public class GameManager : MonoBehaviour var judgeFx = Animation_GenerateJudgementSituationPrefab.Instance ?? SceneObjectLookupCache.FindAny(); - judgeFx?.PrewarmJudgePrefabs(5); + judgeFx?.PrewarmJudgePrefabs(judgePopupPrewarmPerPrefab); var trackHitFx = TrackJudgeHitEffectController.Instance ?? SceneObjectLookupCache.FindAny(); - trackHitFx?.PrewarmTrackParticles(10); + trackHitFx?.PrewarmTrackParticles(trackHitParticlePrewarmCount); + + iNumberPrefabController.PrewarmRuntime(instantNumberPrewarmPerPrefab); var fxEvent = effectEventController.Instance ?? SceneObjectLookupCache.FindAny(); if (fxEvent != null && fxEvent.isActiveAndEnabled) @@ -536,18 +543,10 @@ public class GameManager : MonoBehaviour // Detect Space or yellow note key to request start (only before gameplay starts) if (!startRequested) { - KeyCode yellowKey = KeyBindingManager.GetKeyForColor("yellow"); - // Check Space key - if (Input.GetKeyDown(KeyCode.Space)) + if (IsYellowStartKeyDown()) { RequestStart(); } - // Check yellow track key from key binding manager - else if (yellowKey != KeyCode.None && Input.GetKeyDown(yellowKey)) - { - if (yellowKey == KeyCode.Space) return; - else RequestStart(); - } // Check Escape key to trigger return to selecting page (only before gameplay starts and allowed) if (allowEscapeReturn && Input.GetKeyDown(KeyCode.Escape)) @@ -558,6 +557,17 @@ public class GameManager : MonoBehaviour // Once startRequested is true, Escape is disabled and gameplay begins countdown } + private bool IsYellowStartKeyDown() + { + if (Input.GetKeyDown(KeyCode.Space)) return true; + + KeyCode yellowKey = KeyBindingManager.GetKeyForColor("yellow"); + if (yellowKey != KeyCode.None && yellowKey != KeyCode.Space && Input.GetKeyDown(yellowKey)) return true; + + KeyCode secondaryYellowKey = KeyBindingManager.GetSecondaryKeyForTrack3(); + return secondaryYellowKey != KeyCode.None && secondaryYellowKey != KeyCode.Space && Input.GetKeyDown(secondaryYellowKey); + } + private void OnDestroy() { RecordTotalPlayTime(); @@ -1281,11 +1291,8 @@ public class GameManager : MonoBehaviour PauseManager.Instance?.Pause(true); UpdateStatusOnConsole("Paused: press Space to start playback"); - // Determine yellow track key from key binding manager - KeyCode yellowKey = KeyBindingManager.GetKeyForColor("yellow"); - // Wait for start request: Space, yellow key, or UI button - while (!startRequested && !Input.GetKeyDown(KeyCode.Space) && (yellowKey == KeyCode.None || !Input.GetKeyDown(yellowKey))) + while (!startRequested && !IsYellowStartKeyDown()) { yield return null; } @@ -1357,11 +1364,8 @@ public class GameManager : MonoBehaviour PauseManager.Instance?.Pause(true); UpdateStatusOnConsole("Paused: press Space to start playback"); - // Determine yellow track key from key binding manager - KeyCode yellowKey = KeyBindingManager.GetKeyForColor("yellow"); - // Wait for start request: Space, yellow key, or UI button - while (!startRequested && !Input.GetKeyDown(KeyCode.Space) && (yellowKey == KeyCode.None || !Input.GetKeyDown(yellowKey))) + while (!startRequested && !IsYellowStartKeyDown()) { yield return null; } @@ -1468,11 +1472,8 @@ public class GameManager : MonoBehaviour PauseManager.Instance?.Pause(true); UpdateStatusOnConsole("Paused: press Space to start playback"); - // Determine yellow track key from key binding manager - KeyCode yellowKey2 = KeyBindingManager.GetKeyForColor("yellow"); - // Wait for start request: Space, yellow key, or UI button - while (!startRequested && !Input.GetKeyDown(KeyCode.Space) && (yellowKey2 == KeyCode.None || !Input.GetKeyDown(yellowKey2))) + while (!startRequested && !IsYellowStartKeyDown()) { yield return null; } diff --git a/Assets/scripts/gamePlay_gameplay/HoldNote.cs b/Assets/scripts/gamePlay_gameplay/HoldNote.cs index 842b5839..811a4bd4 100644 --- a/Assets/scripts/gamePlay_gameplay/HoldNote.cs +++ b/Assets/scripts/gamePlay_gameplay/HoldNote.cs @@ -525,6 +525,57 @@ public class HoldNote : BaseNote bool keyUp = !keyHeld && prevTrackHeld; prevTrackHeld = keyHeld; + // 池化泄漏兜底:不依赖 hasEnteredLine / 几何进入离开事件。 + // 正常情况下 middle/start/end 由 HandleZoneEnter/Exit(几何驱动)或第 556 行的 + // in-zone auto-miss 负责回收;但当几何阈值未就绪、或帧尖峰导致音符 Y 未被采样到判定区内时, + // 上述事件可能永不触发,音符会一直下落不回池,严重拖累性能(尤其 useMultiSegmentFill 使 + // 中段数量随速度倍增)。此兜底在"正常判定窗口 + backstopBuffer"之后才触发,严格晚于所有正常 + // 路径,因此对正常音符零行为改变——仅回收那些几何事件从未触发、否则永远泄漏的段。 + { + float missRangeBackstop = (judgeConfig?.missRange ?? 0.5f) * holdWindowMultiplier; + const float backstopBuffer = 0.5f; + bool startJudgedBs = jm != null && jm.IsStartJudged(noteID); + + if (segment == NoteSegment.End) + { + if (scheduledEndTime > 0f && now > scheduledEndTime + missRangeBackstop + backstopBuffer) + { + // 兜底触发时音符早已越过判定线,几何仅是漏采样。置 hasEnteredLine 让 ReturnToPool + // 的 Start 守卫(第 1519 行,拒收未入线 Start)不再阻挡回收。 + hasEnteredLine = true; + // 已按住到尾部的 End 早已在第 677 行按 Perfect 自动完成并 return; + // 走到这里说明几何事件从未触发。按原 HandleZoneExit(End) 的收尾语义处理。 + bool releasedBs = jm != null && jm.HasNoteReleased(noteID); + if (!startJudgedBs) + { + if (!releasedBs) HandleEnd(true); // 头段未判定 → End 记 Miss + } + else + { + HandleEnd(); // 头段已判定:按松手时间正常评估收尾 + } + isJudged = true; + ScheduleReturnToPool(0.2f); + return; + } + } + else if (hitTime > 0f && now > hitTime + missRangeBackstop + backstopBuffer) + { + // 兜底触发时音符早已越过判定线,几何仅是漏采样。置 hasEnteredLine 让 ReturnToPool + // 的 Start 守卫(第 1519 行,拒收未入线 Start)不再阻挡回收。 + hasEnteredLine = true; + // Start 未判定 → 走正常 Miss(与第 569 行一致);已判定的 start / middle → 静默回收 + // (与第 579-581 行、第 883 行一致,绝不 StopHoldParticles 杀掉长按持续特效)。 + if (segment == NoteSegment.Start && !startJudgedBs) + { + EvaluateHoldEnd(now, true); + } + isJudged = true; + ScheduleReturnToPool(0.2f); + return; + } + } + // Optimization: Early exit if the note is far from judgment line and hasn't entered yet if (!hasEnteredLine) { diff --git a/Assets/scripts/gamePlay_gameplay/HoldNoteController.cs b/Assets/scripts/gamePlay_gameplay/HoldNoteController.cs index e10efff5..59a68538 100644 --- a/Assets/scripts/gamePlay_gameplay/HoldNoteController.cs +++ b/Assets/scripts/gamePlay_gameplay/HoldNoteController.cs @@ -31,23 +31,33 @@ public class HoldNoteController : MonoBehaviour if (rb != null) rb.simulated = false; } - private void Update() + private void OnEnable() + { + NoteRuntimeTickManager.Register(this); + } + + private void OnDisable() + { + NoteRuntimeTickManager.Unregister(this); + } + + public void ManualTick(float songTime, float deltaTime) { if (useAbsolutePositioning) { - if (isMoving) ApplyAbsolutePosition(GameplayClock.NowSongTime); + if (isMoving) ApplyAbsolutePosition(songTime); } else { // Start moving after activation time in legacy mode - if (!isMoving && GameplayClock.NowSongTime >= activationTime) + if (!isMoving && songTime >= activationTime) { isMoving = true; } if (isMoving) { - transform.Translate(Vector3.down * speed * Time.deltaTime); + transform.Translate(Vector3.down * speed * deltaTime); } } diff --git a/Assets/scripts/gamePlay_gameplay/InputManager.cs b/Assets/scripts/gamePlay_gameplay/InputManager.cs index 3d7d9f26..8d4aa618 100644 --- a/Assets/scripts/gamePlay_gameplay/InputManager.cs +++ b/Assets/scripts/gamePlay_gameplay/InputManager.cs @@ -44,6 +44,7 @@ public class InputManager : MonoBehaviour public Color missColor = Color.red; private KeyCode[] cachedKeys = new KeyCode[5]; + private KeyCode cachedSecondaryTrack3Key = KeyCode.V; private bool pauseBlockedLastFrame = false; // Per-track held count. Written by both keyboard (Update) and touch (PressTrack/ @@ -89,6 +90,7 @@ public class InputManager : MonoBehaviour { cachedKeys[i] = KeyBindingManager.GetKeyForColor(TrackColors[i]); } + cachedSecondaryTrack3Key = KeyBindingManager.GetSecondaryKeyForTrack3(); } private void Start() @@ -137,6 +139,14 @@ public class InputManager : MonoBehaviour if (Input.GetKeyUp(key)) ReleaseTrack(i); } + + if (cachedSecondaryTrack3Key != KeyCode.None) + { + if (Input.GetKeyDown(cachedSecondaryTrack3Key)) + PressTrack(2, cachedSecondaryTrack3Key); + if (Input.GetKeyUp(cachedSecondaryTrack3Key)) + ReleaseTrack(2); + } } /// @@ -146,6 +156,12 @@ public class InputManager : MonoBehaviour /// Always fires OnKeyPressed to allow rapid same-track taps even when held. /// public void PressTrack(int index) + { + KeyCode sourceKey = index >= 0 && index < cachedKeys.Length ? cachedKeys[index] : KeyCode.None; + PressTrack(index, sourceKey); + } + + public void PressTrack(int index, KeyCode sourceKey) { if (index < 0 || index >= TrackColors.Length) return; bool wasHeld = trackHeldCount[index] > 0; @@ -156,6 +172,17 @@ public class InputManager : MonoBehaviour if (key != KeyCode.None) OnKeyPressed?.Invoke(key); + if (trackKeyTexts != null && index < trackKeyTexts.Length) + { + var txt = trackKeyTexts[index]; + if (txt != null) + { + if (sourceKey != KeyCode.None) + txt.text = KeyBindingManager.GetDisplayName(sourceKey); + txt.color = keyActiveColor; + } + } + // Only update visuals on the first press (0→1 transition) if (wasHeld) return; diff --git a/Assets/scripts/gamePlay_gameplay/Judge/NoteJudgeConfig.asset b/Assets/scripts/gamePlay_gameplay/Judge/NoteJudgeConfig.asset index 151ed8ad..08dbd5d3 100644 --- a/Assets/scripts/gamePlay_gameplay/Judge/NoteJudgeConfig.asset +++ b/Assets/scripts/gamePlay_gameplay/Judge/NoteJudgeConfig.asset @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 088ed1ed6b6731f43ad3166781e3e931, type: 3} m_Name: NoteJudgeConfig m_EditorClassIdentifier: - perfectRange: 0.075 - greatRange: 0.1 - goodRange: 0.125 - missRange: 0.15 + perfectRange: 0.1 + greatRange: 0.12 + goodRange: 0.15 + missRange: 0.18 diff --git a/Assets/scripts/gamePlay_gameplay/KeyBindingManager.cs b/Assets/scripts/gamePlay_gameplay/KeyBindingManager.cs index b92e53b4..bcbf1a9b 100644 --- a/Assets/scripts/gamePlay_gameplay/KeyBindingManager.cs +++ b/Assets/scripts/gamePlay_gameplay/KeyBindingManager.cs @@ -3,10 +3,12 @@ using System.Collections.Generic; public class KeyBindingManager : MonoBehaviour { - private static Dictionary keyBindings = new Dictionary(); - private static readonly string[] colors = { "red", "green", "yellow", "purple", "blue" }; - private static readonly KeyCode[] defaultKeys = { KeyCode.D, KeyCode.F, KeyCode.Space, KeyCode.J, KeyCode.K }; - private static bool initialized = false; + private static Dictionary keyBindings = new Dictionary(); + private static readonly string[] colors = { "red", "green", "yellow", "purple", "blue" }; + private static readonly KeyCode[] defaultKeys = { KeyCode.D, KeyCode.F, KeyCode.Space, KeyCode.J, KeyCode.K }; + private const string SecondaryTrack3PrefsKey = "KeyBinding_yellow_secondary"; + private static KeyCode secondaryTrack3Key = KeyCode.V; + private static bool initialized = false; private void Awake() { @@ -14,7 +16,7 @@ public class KeyBindingManager : MonoBehaviour { LoadKeyBindings(); } - Debug.Log("KeyBindingManager Awake() ãʼذӳ..."); + Debug.Log("KeyBindingManager Awake() 被调用,开始加载按键映射..."); } public static KeyCode GetKeyForColor(string color) @@ -38,28 +40,58 @@ public class KeyBindingManager : MonoBehaviour return defaultKeys[i]; } } - return KeyCode.None; - } - - public static void ChangeKeyBinding(string color, KeyCode newKey) - { - if (string.IsNullOrEmpty(color)) return; - var keyLower = color.ToLower(); - keyBindings[keyLower] = newKey; - SaveKeyBindings(); - } - - private static void SaveKeyBindings() - { - for (int i = 0; i < colors.Length; i++) - { - var col = colors[i]; + return KeyCode.None; + } + + public static KeyCode GetSecondaryKeyForTrack3() + { + if (!initialized) + { + LoadKeyBindings(); + } + + return secondaryTrack3Key; + } + + public static bool IsKeyForColor(string color, KeyCode key) + { + if (!initialized) + { + LoadKeyBindings(); + } + + if (key == KeyCode.None || string.IsNullOrEmpty(color)) return false; + string keyLower = color.ToLower(); + if (GetKeyForColor(keyLower) == key) return true; + return keyLower == "yellow" && secondaryTrack3Key == key; + } + + public static void ChangeKeyBinding(string color, KeyCode newKey) + { + if (string.IsNullOrEmpty(color)) return; + var keyLower = color.ToLower(); + keyBindings[keyLower] = newKey; + SaveKeyBindings(); + } + + public static void ChangeSecondaryTrack3KeyBinding(KeyCode newKey) + { + secondaryTrack3Key = newKey; + SaveKeyBindings(); + } + + private static void SaveKeyBindings() + { + for (int i = 0; i < colors.Length; i++) + { + var col = colors[i]; KeyCode k = defaultKeys[i]; - if (keyBindings.TryGetValue(col, out KeyCode stored)) k = stored; - PlayerPrefs.SetInt($"KeyBinding_{col}", (int)k); - } - PlayerPrefs.Save(); - } + if (keyBindings.TryGetValue(col, out KeyCode stored)) k = stored; + PlayerPrefs.SetInt($"KeyBinding_{col}", (int)k); + } + PlayerPrefs.SetInt(SecondaryTrack3PrefsKey, (int)secondaryTrack3Key); + PlayerPrefs.Save(); + } private static void LoadKeyBindings() { @@ -73,12 +105,22 @@ public class KeyBindingManager : MonoBehaviour } else { - keyBindings[col] = defaultKeys[i]; - } - } - initialized = true; - Debug.Log("KeyBindings ʼɹ" + string.Join(", ", keyBindings)); - } + keyBindings[col] = defaultKeys[i]; + } + } + if (PlayerPrefs.HasKey(SecondaryTrack3PrefsKey)) + { + secondaryTrack3Key = (KeyCode)PlayerPrefs.GetInt(SecondaryTrack3PrefsKey); + } + else + { + secondaryTrack3Key = KeyCode.V; + PlayerPrefs.SetInt(SecondaryTrack3PrefsKey, (int)secondaryTrack3Key); + PlayerPrefs.Save(); + } + initialized = true; + Debug.Log("KeyBindings 初始化成功:" + string.Join(", ", keyBindings)); + } // Return a human-friendly display string for a KeyCode (symbols shown as their character) public static string GetDisplayName(KeyCode key) diff --git a/Assets/scripts/gamePlay_gameplay/Note.cs b/Assets/scripts/gamePlay_gameplay/Note.cs index eb17ece8..5db8c068 100644 --- a/Assets/scripts/gamePlay_gameplay/Note.cs +++ b/Assets/scripts/gamePlay_gameplay/Note.cs @@ -435,6 +435,16 @@ public class Note : BaseNote } else { + // "提前按下"不再判 Miss:音符尚未到达判定线(pressTime < hitTime)且超出 good 窗口, + // 视为过早误触 → 无任何反应,释放锁并保持未判定,音符继续下落等待玩家在正确时机再次击打。 + // 仅"过晚"(pressTime >= hitTime,音符已越过判定点)才照常判 Miss; + // 完全没接住的情况由 Update 中 missDeadlineTime 的兜底 auto-Miss 处理(属"过晚没接住")。 + if (pressTime < hitTime) + { + ReleaseTrackLock(myId); + if (JudgeManager.IsDebugEnabled) Debug.Log($"[Note] {noteColor} early press ignored (no miss): pressTime={pressTime:F3}, hitTime={hitTime:F3}"); + return; + } JudgeMiss(); return; } @@ -459,6 +469,13 @@ public class Note : BaseNote } else { + // 同上:提前误触不判 Miss,仅过晚才判 Miss。 + if (pressTime < hitTime) + { + ReleaseTrackLock(myId); + if (JudgeManager.IsDebugEnabled) Debug.Log($"[Note] {noteColor} early press ignored (no miss, fallback): pressTime={pressTime:F3}, hitTime={hitTime:F3}"); + return; + } JudgeMiss(); return; } diff --git a/Assets/scripts/gamePlay_gameplay/NoteController.cs b/Assets/scripts/gamePlay_gameplay/NoteController.cs index 0fcddc7a..e5133256 100644 --- a/Assets/scripts/gamePlay_gameplay/NoteController.cs +++ b/Assets/scripts/gamePlay_gameplay/NoteController.cs @@ -33,12 +33,22 @@ public class NoteController : MonoBehaviour if (rb != null) rb.simulated = false; } - private void Update() + private void OnEnable() + { + NoteRuntimeTickManager.Register(this); + } + + private void OnDisable() + { + NoteRuntimeTickManager.Unregister(this); + } + + public void ManualTick(float songTime) { if (isMoving && useAbsolutePositioning) { // Use absolute positioning based on elapsed time since activation - float elapsedSinceActivation = GameplayClock.NowSongTime - activationTime; + float elapsedSinceActivation = songTime - activationTime; float travelDistance = speed * Mathf.Max(0f, elapsedSinceActivation); // Position = spawnPoint + initial offset + downward travel diff --git a/Assets/scripts/gamePlay_gameplay/NoteRuntimeTickManager.cs b/Assets/scripts/gamePlay_gameplay/NoteRuntimeTickManager.cs new file mode 100644 index 00000000..528b18b8 --- /dev/null +++ b/Assets/scripts/gamePlay_gameplay/NoteRuntimeTickManager.cs @@ -0,0 +1,107 @@ +using System.Collections.Generic; +using UnityEngine; + +/// +/// Centralizes runtime ticking for note controllers so dense charts do not pay one +/// MonoBehaviour.Update dispatch per active note/hold segment. Per-note movement +/// and judge-zone behavior remains in the original controllers. +/// +public sealed class NoteRuntimeTickManager : MonoBehaviour +{ + private static NoteRuntimeTickManager instance; + + private readonly List noteControllers = new List(256); + private readonly List holdControllers = new List(512); + + public static void Register(NoteController controller) + { + if (controller == null) return; + EnsureInstance().RegisterInternal(controller); + } + + public static void Unregister(NoteController controller) + { + if (controller == null || instance == null) return; + instance.noteControllers.Remove(controller); + } + + public static void Register(HoldNoteController controller) + { + if (controller == null) return; + EnsureInstance().RegisterInternal(controller); + } + + public static void Unregister(HoldNoteController controller) + { + if (controller == null || instance == null) return; + instance.holdControllers.Remove(controller); + } + + private static NoteRuntimeTickManager EnsureInstance() + { + if (instance != null) return instance; + + var go = new GameObject("NoteRuntimeTickManager"); + instance = go.AddComponent(); + return instance; + } + + private void Awake() + { + if (instance == null) + { + instance = this; + } + else if (instance != this) + { + Destroy(gameObject); + } + } + + private void OnDestroy() + { + if (instance == this) instance = null; + } + + private void RegisterInternal(NoteController controller) + { + if (!noteControllers.Contains(controller)) + noteControllers.Add(controller); + } + + private void RegisterInternal(HoldNoteController controller) + { + if (!holdControllers.Contains(controller)) + holdControllers.Add(controller); + } + + private void Update() + { + float songTime = GameplayClock.NowSongTime; + float deltaTime = Time.deltaTime; + + for (int i = noteControllers.Count - 1; i >= 0; i--) + { + NoteController controller = noteControllers[i]; + if (controller == null || !controller.isActiveAndEnabled) + { + noteControllers.RemoveAt(i); + continue; + } + + controller.ManualTick(songTime); + } + + for (int i = holdControllers.Count - 1; i >= 0; i--) + { + HoldNoteController controller = holdControllers[i]; + if (controller == null || !controller.isActiveAndEnabled) + { + holdControllers.RemoveAt(i); + continue; + } + + controller.ManualTick(songTime, deltaTime); + } + } +} diff --git a/Assets/scripts/gamePlay_gameplay/NoteRuntimeTickManager.cs.meta b/Assets/scripts/gamePlay_gameplay/NoteRuntimeTickManager.cs.meta new file mode 100644 index 00000000..eb2ec65f --- /dev/null +++ b/Assets/scripts/gamePlay_gameplay/NoteRuntimeTickManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6199ecee8133e8647bb30dd21fb7a764 \ No newline at end of file diff --git a/Assets/scripts/gamePlay_gameplay/player_effect_prefab/instant/iNumberPrefabController.cs b/Assets/scripts/gamePlay_gameplay/player_effect_prefab/instant/iNumberPrefabController.cs index 43ae89f6..ff8a4f9c 100644 --- a/Assets/scripts/gamePlay_gameplay/player_effect_prefab/instant/iNumberPrefabController.cs +++ b/Assets/scripts/gamePlay_gameplay/player_effect_prefab/instant/iNumberPrefabController.cs @@ -26,6 +26,9 @@ public class iNumberPrefabController : MonoBehaviour public GameObject ally04_number_toput; public GameObject ally05_number_toput; + [Header("Prewarm")] + [SerializeField] private int defaultPrewarmPerPrefab = 12; + private bool _warnedMissingPrefab; private bool _warnedMissingParents; private Transform pooledRoot; @@ -47,6 +50,52 @@ public class iNumberPrefabController : MonoBehaviour { TryAutoBindParentsFromTeamUI(); TryAutoBindPrefabFromScene(); + PrewarmNumberPopups(defaultPrewarmPerPrefab); + } + + public static void PrewarmRuntime(int perPrefab) + { + if (Instance == null) return; + Instance.PrewarmNumberPopups(perPrefab); + } + + public void PrewarmNumberPopups(int perPrefab) + { + int count = Mathf.Max(0, perPrefab); + if (count <= 0) return; + + PrewarmPrefab(ally_number_prefab, count); + PrewarmPrefab(enemy_number_prefab, count); + } + + private void PrewarmPrefab(GameObject prefab, int count) + { + if (prefab == null || pooledRoot == null) return; + + if (!pools.TryGetValue(prefab, out var pool)) + { + pool = new System.Collections.Generic.Stack(); + pools[prefab] = pool; + } + + int missing = Mathf.Max(0, count - pool.Count); + for (int i = 0; i < missing; i++) + { + var go = Instantiate(prefab, pooledRoot, false); + if (go == null) continue; + + var view = go.GetComponent(); + if (view == null) + { + Destroy(go); + continue; + } + + sourcePrefabs[view] = prefab; + view.ResetForReuse(); + go.SetActive(false); + pool.Push(view); + } } private void TryAutoBindParentsFromTeamUI() diff --git a/Assets/scripts/gamePlay_gameplay/settlementController.cs b/Assets/scripts/gamePlay_gameplay/settlementController.cs index fdbbddaa..5ab5b2f1 100644 --- a/Assets/scripts/gamePlay_gameplay/settlementController.cs +++ b/Assets/scripts/gamePlay_gameplay/settlementController.cs @@ -129,6 +129,10 @@ public class settlementController : MonoBehaviour [Header("Settlement Intro Animation")] [SerializeField] private bool enableDetailedSettlementIntro = true; + // 整体结算入场动画速度倍率。>1 更快,所有分段时长与间隔按此等比缩短,编排/节奏比例与业务不变。 + // 新增字段:旧场景实例反序列化时缺此字段会取此默认值,因此无需改动 Inspector 即可生效。 + [Tooltip("结算入场动画整体速度倍率(>1 更快)。等比缩短所有分段,不改变编排与业务逻辑。")] + [SerializeField] private float introTimeScale = 2f; [SerializeField] private int introFlashCount = 2; [SerializeField] private float introFlashDuration = 0.24f; [SerializeField] private float introMoveDuration = 0.42f; @@ -1723,7 +1727,7 @@ public class settlementController : MonoBehaviour if (group != null) group.alpha = 0f; mvpTransform.localPosition = new Vector3(baseLocalPosition.x, baseLocalPosition.y + introMvpEnterYOffset, baseLocalPosition.z); - float duration = Mathf.Max(0.01f, introMvpEnterDuration); + float duration = Mathf.Max(0.01f, ScaledDuration(introMvpEnterDuration)); Sequence seq = DOTween.Sequence().SetUpdate(introTweenUseUnscaledTime); seq.Join(mvpTransform.DOLocalMoveY(baseLocalPosition.y, duration).SetEase(introMvpEnterEase).SetUpdate(introTweenUseUnscaledTime)); if (group != null) @@ -1740,7 +1744,7 @@ public class settlementController : MonoBehaviour SetCanvasAlpha(target.transform, 1f); float elapsed = 0f; - float dur = Mathf.Max(0.01f, duration); + float dur = Mathf.Max(0.01f, ScaledDuration(duration)); while (elapsed < dur) { @@ -1761,7 +1765,7 @@ public class settlementController : MonoBehaviour SetCanvasAlpha(target.transform, 1f); float elapsed = 0f; - float dur = Mathf.Max(0.01f, duration); + float dur = Mathf.Max(0.01f, ScaledDuration(duration)); while (elapsed < dur) { @@ -1782,7 +1786,7 @@ public class settlementController : MonoBehaviour SetCanvasAlpha(target.transform, 1f); float elapsed = 0f; - float dur = Mathf.Max(0.01f, duration); + float dur = Mathf.Max(0.01f, ScaledDuration(duration)); while (elapsed < dur) { @@ -1803,7 +1807,7 @@ public class settlementController : MonoBehaviour target.fillAmount = 0f; float elapsed = 0f; - float dur = Mathf.Max(0.01f, duration); + float dur = Mathf.Max(0.01f, ScaledDuration(duration)); float targetValue = Mathf.Clamp01(toValue); while (elapsed < dur) @@ -1826,7 +1830,7 @@ public class settlementController : MonoBehaviour if (fadeIn) SetCanvasAlpha(rt, 0f); float elapsed = 0f; - float dur = Mathf.Max(0.01f, duration); + float dur = Mathf.Max(0.01f, ScaledDuration(duration)); while (elapsed < dur) { if (skipIntroRequested) break; @@ -1849,7 +1853,7 @@ public class settlementController : MonoBehaviour SetCanvasAlpha(rt, 0f); float elapsed = 0f; - float dur = Mathf.Max(0.01f, duration); + float dur = Mathf.Max(0.01f, ScaledDuration(duration)); while (elapsed < dur) { if (skipIntroRequested) break; @@ -1868,7 +1872,7 @@ public class settlementController : MonoBehaviour { if (cg == null) yield break; int count = Mathf.Max(1, flashes); - float total = Mathf.Max(0.05f, duration); + float total = Mathf.Max(0.05f, ScaledDuration(duration)); float flashWindow = total / Mathf.Max(1, count * 2); cg.alpha = 0f; @@ -1909,6 +1913,8 @@ public class settlementController : MonoBehaviour { if (target == null) yield break; int count = Mathf.Max(1, flashes); + // 注意:这里的 step 传给 WaitRealtime,由其内部统一按 introTimeScale 缩放, + // 故此处用未缩放时长,避免二次缩放(否则会被缩放两次 → duration/scale²)。 float total = Mathf.Max(0.05f, duration); float step = total / Mathf.Max(1, count * 2); @@ -1960,10 +1966,17 @@ public class settlementController : MonoBehaviour return 1f - inv * inv * inv; } + // 结算动画整体提速:把任意时长按 introTimeScale 等比缩短。集中在此,避免逐个调用点改动。 + private float ScaledDuration(float duration) + { + float scale = introTimeScale > 0.01f ? introTimeScale : 1f; + return duration / scale; + } + private IEnumerator WaitRealtime(float duration) { float elapsed = 0f; - float dur = Mathf.Max(0f, duration); + float dur = Mathf.Max(0f, ScaledDuration(duration)); while (elapsed < dur) { if (skipIntroRequested) yield break; diff --git a/Assets/scripts/gamePlay_gameplay/trackFractureController.cs b/Assets/scripts/gamePlay_gameplay/trackFractureController.cs index d3407cbc..093b285b 100644 --- a/Assets/scripts/gamePlay_gameplay/trackFractureController.cs +++ b/Assets/scripts/gamePlay_gameplay/trackFractureController.cs @@ -73,6 +73,14 @@ public class trackFractureController : MonoBehaviour { CacheTrackReferences(); ApplyRuntimeDissolveMaterials(); + + // 游戏准备开始时强制把所有轨道的 _Fade 复位为 1(完整显示,未溶解)。 + // 碎裂溶解是 _Fade 1→0 的过程(见 fractureFadeStartValue/EndValue),1 表示轨道完整。 + // 不克隆(cloneDissolveMaterialAtRuntime=0)时直接驱动 .mat 资产,若上次运行因异常 + // (编辑器崩溃/强杀)未走 OnDestroy 的恢复,_Fade 可能残留为 0 导致本局轨道不显示。 + // 这里在开局主动复位,作为兜底,避免此类未恢复的显示 bug。 + SetAllTrackFade(1f); + SetAllTrackLocalZ(startLocalZ); if (playStartZMove) diff --git a/Assets/scripts/settings/controllerSettings.cs b/Assets/scripts/settings/controllerSettings.cs index f32b4323..ebabf920 100644 --- a/Assets/scripts/settings/controllerSettings.cs +++ b/Assets/scripts/settings/controllerSettings.cs @@ -2,18 +2,19 @@ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; -using UnityEngine.UI; using UnityEngine.EventSystems; +using UnityEngine.UI; public class controllerSettings : MonoBehaviour { [Header("Inspector")] - public Button[] keyButtons; // assign 5 buttons in Inspector - public Text errorText; // UI text to show error/success messages + public Button[] keyButtons; + public Button secondary_track3Button; + public Text errorText; + [Header("Message Colors")] public Color messageErrorColor = Color.red; public Color messageSuccessColor = Color.green; - private Coroutine messageCoroutine = null; [Header("Inspector")] public Slider noteSpeedMultipler_slider; @@ -22,236 +23,228 @@ public class controllerSettings : MonoBehaviour public Button noteSpeed_IncreaseButton; public Button noteSpeed_ResetButton; - // internal colors/order must match KeyBindingManager usage - private readonly string[] colors = new string[] { "red", "green", "yellow", "purple", "blue" }; - - private bool isRebinding = false; - private int rebindingIndex = -1; - private Coroutine blinkCoroutine = null; - - // store previous key so we can restore if user cancels - private KeyCode previousKey = KeyCode.None; - private bool previousKeyValid = false; - - // slider range - private const float NoteSpeedMin = 1f; - // Player-facing range is 1-3. NoteSpawner multiplies it by 2, so the real range is 2-6. - private const float NoteSpeedMax = 3f; - private const string NoteSpeedPrefKey = "noteSpeedMultiplier"; - private const string NoteSpeedDefaultVersionKey = "noteSpeedMultiplierDefaultVersion"; - private const int NoteSpeedDefaultVersion = 2; - private const float NoteSpeedDefault = 2.0f; - - // continuous change - private Coroutine continuousChangeCoroutine = null; - private const float ContinuousInitialDelay = 0.5f; // increased to avoid accidental long-press - private const float ContinuousRepeatRate = 0.05f; - private const float StepAmount = 0.01f; - [Header("call dt prefab")] public GameObject delayTapper_prefab; public GameObject dt_to_put; public Button launch_delayTapper; public Text currentDelayText; - void Start() - { - // initialize button labels from KeyBindingManager - RefreshButtonLabels(); + private readonly string[] colors = { "red", "green", "yellow", "purple", "blue" }; + private readonly string[] bindingDisplayNames = { "轨道1键位", "轨道2键位", "轨道3键位", "轨道4键位", "轨道5键位", "轨道3键位2" }; - // initialize errorText - if (errorText != null) + private const int SecondaryTrack3Slot = 5; + private const float NoteSpeedMin = 1f; + private const float NoteSpeedMax = 3f; + private const string NoteSpeedPrefKey = "noteSpeedMultiplier"; + private const string NoteSpeedDefaultVersionKey = "noteSpeedMultiplierDefaultVersion"; + private const int NoteSpeedDefaultVersion = 2; + private const float NoteSpeedDefault = 2.0f; + private const float ContinuousInitialDelay = 0.5f; + private const float ContinuousRepeatRate = 0.05f; + private const float StepAmount = 0.01f; + + private bool isRebinding; + private int rebindingIndex = -1; + private KeyCode previousKey = KeyCode.None; + private bool previousKeyValid; + private Coroutine blinkCoroutine; + private Coroutine messageCoroutine; + private Coroutine continuousChangeCoroutine; + + private void Start() + { + RefreshButtonLabels(); + ClearMessage(); + SetupKeyButtonListeners(); + SetupNoteSpeedControls(); + SetupDelayTapper(); + RefreshDelayText(); + } + + private void OnDestroy() + { + if (keyButtons != null) { - errorText.text = string.Empty; + foreach (Button button in keyButtons) + { + if (button != null) button.onClick.RemoveAllListeners(); + } } - // hook up listeners for key buttons + if (secondary_track3Button != null) secondary_track3Button.onClick.RemoveAllListeners(); + if (noteSpeedMultipler_slider != null) noteSpeedMultipler_slider.onValueChanged.RemoveListener(OnNoteSpeedSliderChanged); + if (noteSpeed_DecreaseButton != null) noteSpeed_DecreaseButton.onClick.RemoveAllListeners(); + if (noteSpeed_IncreaseButton != null) noteSpeed_IncreaseButton.onClick.RemoveAllListeners(); + if (noteSpeed_ResetButton != null) noteSpeed_ResetButton.onClick.RemoveAllListeners(); + if (launch_delayTapper != null) launch_delayTapper.onClick.RemoveAllListeners(); + } + + private void Update() + { + if (isRebinding && Input.GetMouseButtonDown(0) && !IsPointerOverAnyKeyButton()) + { + CancelRebind(); + return; + } + + if (!isRebinding) return; + + foreach (KeyCode kc in Enum.GetValues(typeof(KeyCode))) + { + if (kc >= KeyCode.Mouse0 && kc <= KeyCode.Mouse6) continue; + if (kc >= KeyCode.JoystickButton0 && kc <= KeyCode.Joystick8Button19) continue; + if (!Input.GetKeyDown(kc)) continue; + + HandleRebindKey(kc); + break; + } + } + + public void RefreshDelayText() + { + if (currentDelayText == null) return; + + const string delayPrefsKey = "UserGlobalDelaySeconds"; + if (PlayerPrefs.HasKey(delayPrefsKey)) + { + float savedDelaySeconds = PlayerPrefs.GetFloat(delayPrefsKey, 0f); + int ms = Mathf.RoundToInt(savedDelaySeconds * 1000f); + currentDelayText.text = $"当前偏移:{(ms >= 0 ? "+" : "")}{ms}ms"; + } + else + { + currentDelayText.text = "未设定偏移数值"; + } + } + + public void OnLaunchDelayTapperClicked() + { + if (delayTapper_prefab == null || dt_to_put == null) + { + Debug.LogWarning("[controllerSettings] Prefab or target container is missing!"); + return; + } + + GameObject instantiated = Instantiate(delayTapper_prefab, dt_to_put.transform); + Debug.Log($"[controllerSettings] Instantiated delay tapper prefab under {dt_to_put.name}"); + + delayTapperPrefab dtp = instantiated.GetComponent(); + if (dtp != null) + { + dtp.mainSettings = this; + } + } + + private void SetupKeyButtonListeners() + { if (keyButtons != null) { for (int i = 0; i < keyButtons.Length && i < colors.Length; i++) { int idx = i; + if (keyButtons[i] == null) continue; keyButtons[i].onClick.RemoveAllListeners(); keyButtons[i].onClick.AddListener(() => OnKeyButtonClicked(idx)); } } - // initialize slider + if (secondary_track3Button != null) + { + secondary_track3Button.onClick.RemoveAllListeners(); + secondary_track3Button.onClick.AddListener(() => OnKeyButtonClicked(SecondaryTrack3Slot)); + } + } + + private void SetupNoteSpeedControls() + { if (noteSpeedMultipler_slider != null) { noteSpeedMultipler_slider.minValue = NoteSpeedMin; noteSpeedMultipler_slider.maxValue = NoteSpeedMax; EnsureDefaultNoteSpeedPreference(); - float saved = PlayerPrefs.GetFloat(NoteSpeedPrefKey, NoteSpeedDefault); - saved = Mathf.Clamp(saved, NoteSpeedMin, NoteSpeedMax); + + float saved = Mathf.Clamp(PlayerPrefs.GetFloat(NoteSpeedPrefKey, NoteSpeedDefault), NoteSpeedMin, NoteSpeedMax); noteSpeedMultipler_slider.value = saved; UpdateNoteSpeedText(saved); noteSpeedMultipler_slider.onValueChanged.RemoveAllListeners(); noteSpeedMultipler_slider.onValueChanged.AddListener(OnNoteSpeedSliderChanged); - // Add PointerUp event to save value when sliding ends (kept for compatibility) EventTrigger trigger = noteSpeedMultipler_slider.gameObject.GetComponent(); if (trigger == null) trigger = noteSpeedMultipler_slider.gameObject.AddComponent(); trigger.triggers.RemoveAll(e => e.eventID == EventTriggerType.PointerUp); - var entry = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp }; - entry.callback.AddListener((data) => { OnNoteSpeedSliderPointerUp(); }); + EventTrigger.Entry entry = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp }; + entry.callback.AddListener(_ => OnNoteSpeedSliderPointerUp()); trigger.triggers.Add(entry); } - // setup buttons if (noteSpeed_DecreaseButton != null) { noteSpeed_DecreaseButton.onClick.RemoveAllListeners(); noteSpeed_DecreaseButton.onClick.AddListener(() => ChangeNoteSpeedBy(-StepAmount)); AddButtonContinuousEvents(noteSpeed_DecreaseButton, -StepAmount); } + if (noteSpeed_IncreaseButton != null) { noteSpeed_IncreaseButton.onClick.RemoveAllListeners(); noteSpeed_IncreaseButton.onClick.AddListener(() => ChangeNoteSpeedBy(StepAmount)); AddButtonContinuousEvents(noteSpeed_IncreaseButton, StepAmount); } + if (noteSpeed_ResetButton != null) { noteSpeed_ResetButton.onClick.RemoveAllListeners(); - noteSpeed_ResetButton.onClick.AddListener(() => ResetNoteSpeed()); - } - - // Initialize delay tapper button and display - if (launch_delayTapper != null) - { - launch_delayTapper.onClick.RemoveAllListeners(); - launch_delayTapper.onClick.AddListener(OnLaunchDelayTapperClicked); - } - - RefreshDelayText(); - } - - public void RefreshDelayText() - { - if (currentDelayText != null) - { - const string DELAY_PREFS_KEY = "UserGlobalDelaySeconds"; - if (PlayerPrefs.HasKey(DELAY_PREFS_KEY)) - { - float savedDelaySeconds = PlayerPrefs.GetFloat(DELAY_PREFS_KEY, 0f); - int ms = Mathf.RoundToInt(savedDelaySeconds * 1000f); - currentDelayText.text = $"当前偏移:{(ms >= 0 ? "+" : "")}{ms}ms"; - } - else - { - currentDelayText.text = "未设定偏移数值"; - } + noteSpeed_ResetButton.onClick.AddListener(ResetNoteSpeed); } } - public void OnLaunchDelayTapperClicked() + private void SetupDelayTapper() { - if (delayTapper_prefab != null && dt_to_put != null) - { - GameObject instantiated = Instantiate(delayTapper_prefab, dt_to_put.transform); - Debug.Log($"[controllerSettings] Instantiated delay tapper prefab under {dt_to_put.name}"); - - // 获取 dtp 脚本并传递当前 settings 引用,以便保存时刷新 UI - delayTapperPrefab dtp = instantiated.GetComponent(); - if (dtp != null) - { - dtp.mainSettings = this; - } - } - else - { - Debug.LogWarning("[controllerSettings] Prefab or target container is missing!"); - } - } - - void OnDestroy() - { - if (keyButtons != null) - { - foreach (var b in keyButtons) - if (b != null) b.onClick.RemoveAllListeners(); - } - - if (noteSpeedMultipler_slider != null) - { - noteSpeedMultipler_slider.onValueChanged.RemoveListener(OnNoteSpeedSliderChanged); - // Do not remove EventTrigger to avoid affecting other listeners, but it's okay on destroy - } - - if (noteSpeed_DecreaseButton != null) noteSpeed_DecreaseButton.onClick.RemoveAllListeners(); - if (noteSpeed_IncreaseButton != null) noteSpeed_IncreaseButton.onClick.RemoveAllListeners(); - if (noteSpeed_ResetButton != null) noteSpeed_ResetButton.onClick.RemoveAllListeners(); - } - - void Update() - { - // If waiting for a new key, also cancel if user clicks outside UI/buttons - if (isRebinding) - { - if (Input.GetMouseButtonDown(0)) - { - if (!IsPointerOverAnyKeyButton()) - { - // clicked outside the key buttons while rebinding -> cancel and restore - CancelRebind(); - return; - } - } - } - - if (!isRebinding) return; - - // detect any keydown by iterating KeyCode values - foreach (KeyCode kc in Enum.GetValues(typeof(KeyCode))) - { - // ignore mouse buttons and joystick buttons - if (kc >= KeyCode.Mouse0 && kc <= KeyCode.Mouse6) continue; - if (kc >= KeyCode.JoystickButton0 && kc <= KeyCode.Joystick8Button19) continue; - if (Input.GetKeyDown(kc)) - { - HandleRebindKey(kc); - break; - } - } + if (launch_delayTapper == null) return; + launch_delayTapper.onClick.RemoveAllListeners(); + launch_delayTapper.onClick.AddListener(OnLaunchDelayTapperClicked); } private bool IsPointerOverAnyKeyButton() { if (EventSystem.current == null) return false; - var pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition }; - var results = new List(); + + PointerEventData pointerData = new PointerEventData(EventSystem.current) { position = Input.mousePosition }; + List results = new List(); EventSystem.current.RaycastAll(pointerData, results); if (results.Count == 0) return false; - foreach (var res in results) + + foreach (RaycastResult result in results) { - var go = res.gameObject; - // check if this gameobject is one of the keyButtons or a child of one - for (int i = 0; i < keyButtons.Length; i++) + GameObject go = result.gameObject; + if (IsPointerOverButton(go, secondary_track3Button)) return true; + + if (keyButtons == null) continue; + foreach (Button button in keyButtons) { - var btn = keyButtons[i]; - if (btn == null) continue; - if (go == btn.gameObject || go.transform.IsChildOf(btn.transform)) - return true; + if (IsPointerOverButton(go, button)) return true; } } + return false; } + private static bool IsPointerOverButton(GameObject go, Button button) + { + return go != null && button != null && (go == button.gameObject || go.transform.IsChildOf(button.transform)); + } + private void OnKeyButtonClicked(int index) { - if (isRebinding) return; // ignore while another rebind in progress - if (index < 0 || index >= colors.Length) return; + if (isRebinding || !IsValidBindingSlot(index)) return; isRebinding = true; rebindingIndex = index; - // remember previous key so we can restore if user cancels - previousKey = KeyBindingManager.GetKeyForColor(colors[index]); + previousKey = GetKeyForSlot(index); previousKeyValid = true; - // start blinking underscore on the clicked button + blinkCoroutine = StartCoroutine(BlinkUnderscore(index)); - // show persistent prompt ShowPersistentMessage("按下新按键", messageErrorColor); } @@ -259,6 +252,7 @@ public class controllerSettings : MonoBehaviour { Text txt = GetButtonText(index); if (txt == null) yield break; + while (isRebinding && rebindingIndex == index) { txt.text = "_"; @@ -266,50 +260,89 @@ public class controllerSettings : MonoBehaviour txt.text = ""; yield return new WaitForSeconds(0.25f); } - // restore label when finished + RefreshButtonLabel(index); } private void HandleRebindKey(KeyCode key) { - // ignore ESC if (key == KeyCode.Escape) { CancelRebind(); return; } - // check if key already assigned to another color - for (int i = 0; i < colors.Length; i++) + if (!IsValidBindingSlot(rebindingIndex)) return; + + int conflictSlot = FindSlotByKey(key, rebindingIndex); + KeyCode oldKey = GetKeyForSlot(rebindingIndex); + + if (conflictSlot >= 0) { - if (i == rebindingIndex) continue; - KeyCode existing = KeyBindingManager.GetKeyForColor(colors[i]); - if (existing == key) - { - // conflict: reject and keep waiting - string msg = $"按键冲突:{KeyBindingManager.GetDisplayName(key)}已被分配给按键{i+1}。"; - ShowMessage(msg, messageErrorColor, 2f); - StartCoroutine(FlashButtonInvalid(rebindingIndex)); - return; - } + SetKeyForSlot(rebindingIndex, key); + SetKeyForSlot(conflictSlot, oldKey); + + string msg = $"按键冲突:{KeyBindingManager.GetDisplayName(key)}已与{GetSlotDisplayName(conflictSlot)}互换。"; + ShowMessage(msg, messageErrorColor, 2f); + StartCoroutine(FlashButtonInvalid(rebindingIndex)); + } + else + { + SetKeyForSlot(rebindingIndex, key); + ClearMessage(); + ShowMessage("按键设置已保存", messageSuccessColor, 2f); } - // accept binding - KeyBindingManager.ChangeKeyBinding(colors[rebindingIndex], key); - // update UI labels - RefreshButtonLabel(rebindingIndex); - InputManager.Instance?.RefreshKeyLabels(); - - // clear persistent prompt and show success message - ClearMessage(); - ShowMessage("按键设置已保存", messageSuccessColor, 2f); - - // finish previousKeyValid = false; previousKey = KeyCode.None; + RefreshButtonLabels(); + InputManager.Instance?.RefreshKeyLabels(); StopRebind(); } + private int FindSlotByKey(KeyCode key, int ignoredSlot) + { + for (int i = 0; i <= SecondaryTrack3Slot; i++) + { + if (i == ignoredSlot || !IsValidBindingSlot(i)) continue; + if (GetKeyForSlot(i) == key) return i; + } + + return -1; + } + + private bool IsValidBindingSlot(int index) + { + return (index >= 0 && index < colors.Length) || index == SecondaryTrack3Slot; + } + + private KeyCode GetKeyForSlot(int index) + { + if (index == SecondaryTrack3Slot) return KeyBindingManager.GetSecondaryKeyForTrack3(); + if (index >= 0 && index < colors.Length) return KeyBindingManager.GetKeyForColor(colors[index]); + return KeyCode.None; + } + + private void SetKeyForSlot(int index, KeyCode key) + { + if (index == SecondaryTrack3Slot) + { + KeyBindingManager.ChangeSecondaryTrack3KeyBinding(key); + return; + } + + if (index >= 0 && index < colors.Length) + { + KeyBindingManager.ChangeKeyBinding(colors[index], key); + } + } + + private string GetSlotDisplayName(int index) + { + if (index >= 0 && index < bindingDisplayNames.Length) return bindingDisplayNames[index]; + return $"键位{index + 1}"; + } + private void ShowMessage(string message, Color color, float duration = 2f) { if (errorText == null) return; @@ -327,25 +360,24 @@ public class controllerSettings : MonoBehaviour t += Time.deltaTime; yield return null; } + errorText.text = string.Empty; messageCoroutine = null; } - // Show a persistent message (until explicitly cleared) private void ShowPersistentMessage(string message, Color color) { if (errorText == null) return; - // stop any timed message if (messageCoroutine != null) { StopCoroutine(messageCoroutine); messageCoroutine = null; } + errorText.text = message; errorText.color = color; } - // Clear any displayed message immediately private void ClearMessage() { if (messageCoroutine != null) @@ -353,29 +385,31 @@ public class controllerSettings : MonoBehaviour StopCoroutine(messageCoroutine); messageCoroutine = null; } + if (errorText != null) errorText.text = string.Empty; } private IEnumerator FlashButtonInvalid(int index) { - Button b = GetButton(index); - if (b == null) yield break; - Color original = b.image.color; - b.image.color = Color.red; + Button button = GetButton(index); + if (button == null || button.image == null) yield break; + + Color original = button.image.color; + button.image.color = Color.red; yield return new WaitForSeconds(0.35f); - b.image.color = original; + button.image.color = original; } private void CancelRebind() { - // restore previous key if we have one - if (previousKeyValid && rebindingIndex >= 0 && rebindingIndex < colors.Length) + if (previousKeyValid && IsValidBindingSlot(rebindingIndex)) { - KeyBindingManager.ChangeKeyBinding(colors[rebindingIndex], previousKey); + SetKeyForSlot(rebindingIndex, previousKey); InputManager.Instance?.RefreshKeyLabels(); ClearMessage(); ShowMessage("按键设置已保存", messageSuccessColor, 2f); } + previousKeyValid = false; previousKey = KeyCode.None; StopRebind(); @@ -390,6 +424,7 @@ public class controllerSettings : MonoBehaviour StopCoroutine(blinkCoroutine); blinkCoroutine = null; } + RefreshButtonLabels(); } @@ -399,57 +434,49 @@ public class controllerSettings : MonoBehaviour { RefreshButtonLabel(i); } + + RefreshButtonLabel(SecondaryTrack3Slot); } - // update RefreshButtonLabel to use display name private void RefreshButtonLabel(int index) { Text txt = GetButtonText(index); if (txt == null) return; - KeyCode k = KeyBindingManager.GetKeyForColor(colors[index]); - txt.text = KeyBindingManager.GetDisplayName(k); + + txt.text = KeyBindingManager.GetDisplayName(GetKeyForSlot(index)); } private Button GetButton(int index) { - if (keyButtons == null) return null; - if (index < 0 || index >= keyButtons.Length) return null; + if (index == SecondaryTrack3Slot) return secondary_track3Button; + if (keyButtons == null || index < 0 || index >= keyButtons.Length) return null; return keyButtons[index]; } private Text GetButtonText(int index) { - Button b = GetButton(index); - if (b == null) return null; - Text t = b.GetComponentInChildren(); - return t; + Button button = GetButton(index); + return button != null ? button.GetComponentInChildren() : null; } private void OnNoteSpeedSliderChanged(float value) { UpdateNoteSpeedText(value); - // save on every change SaveNoteSpeedValue(value); } private void OnNoteSpeedSliderPointerUp() { - if (noteSpeedMultipler_slider != null) - { - float value = noteSpeedMultipler_slider.value; - PlayerPrefs.SetFloat(NoteSpeedPrefKey, value); - PlayerPrefs.Save(); - } + if (noteSpeedMultipler_slider == null) return; + PlayerPrefs.SetFloat(NoteSpeedPrefKey, noteSpeedMultipler_slider.value); + PlayerPrefs.Save(); } private void UpdateNoteSpeedText(float value) { - if (noteSpeedMultipler_valueText != null) - { - // 将 0.5-2.0 映射为 50%-200% 的百分比显示 - int percentage = Mathf.RoundToInt(value * 100f); - noteSpeedMultipler_valueText.text = $"{percentage}%"; - } + if (noteSpeedMultipler_valueText == null) return; + int percentage = Mathf.RoundToInt(value * 100f); + noteSpeedMultipler_valueText.text = $"{percentage}%"; } private void SaveNoteSpeedValue(float value) @@ -462,44 +489,35 @@ public class controllerSettings : MonoBehaviour private void ChangeNoteSpeedBy(float delta) { if (noteSpeedMultipler_slider == null) return; - float cur = noteSpeedMultipler_slider.value; - float step = StepAmount; - float newVal = cur; + + float current = noteSpeedMultipler_slider.value; + float newValue = current; const float eps = 1e-5f; + if (delta > 0f) { - float ceilStep = Mathf.Ceil(cur / step) * step; - if (Mathf.Abs(cur - ceilStep) < eps) - { - newVal = Mathf.Min(cur + step, NoteSpeedMax); - } - else - { - newVal = Mathf.Min(ceilStep, NoteSpeedMax); - } + float ceilStep = Mathf.Ceil(current / StepAmount) * StepAmount; + newValue = Mathf.Abs(current - ceilStep) < eps + ? Mathf.Min(current + StepAmount, NoteSpeedMax) + : Mathf.Min(ceilStep, NoteSpeedMax); } else if (delta < 0f) { - float floorStep = Mathf.Floor(cur / step) * step; - if (Mathf.Abs(cur - floorStep) < eps) - { - newVal = Mathf.Max(cur - step, NoteSpeedMin); - } - else - { - newVal = Mathf.Max(floorStep, NoteSpeedMin); - } + float floorStep = Mathf.Floor(current / StepAmount) * StepAmount; + newValue = Mathf.Abs(current - floorStep) < eps + ? Mathf.Max(current - StepAmount, NoteSpeedMin) + : Mathf.Max(floorStep, NoteSpeedMin); } - newVal = Mathf.Clamp(newVal, NoteSpeedMin, NoteSpeedMax); - // round to 3 decimals for display and consistency - newVal = (float)System.Math.Round(newVal, 3); - noteSpeedMultipler_slider.value = newVal; // will trigger OnNoteSpeedSliderChanged and save + + newValue = Mathf.Clamp(newValue, NoteSpeedMin, NoteSpeedMax); + newValue = (float)Math.Round(newValue, 3); + noteSpeedMultipler_slider.value = newValue; } private void ResetNoteSpeed() { if (noteSpeedMultipler_slider == null) return; - noteSpeedMultipler_slider.value = NoteSpeedDefault; // triggers change and save + noteSpeedMultipler_slider.value = NoteSpeedDefault; SaveNoteSpeedValue(NoteSpeedDefault); UpdateNoteSpeedText(NoteSpeedDefault); } @@ -527,30 +545,26 @@ public class controllerSettings : MonoBehaviour PlayerPrefs.Save(); } - private void AddButtonContinuousEvents(Button btn, float delta) + private void AddButtonContinuousEvents(Button button, float delta) { - EventTrigger trigger = btn.gameObject.GetComponent(); - if (trigger == null) trigger = btn.gameObject.AddComponent(); + EventTrigger trigger = button.gameObject.GetComponent(); + if (trigger == null) trigger = button.gameObject.AddComponent(); - // PointerDown -> start continuous change - var downEntry = new EventTrigger.Entry { eventID = EventTriggerType.PointerDown }; - downEntry.callback.AddListener((data) => { StartContinuousChange(delta); }); + EventTrigger.Entry downEntry = new EventTrigger.Entry { eventID = EventTriggerType.PointerDown }; + downEntry.callback.AddListener(_ => StartContinuousChange(delta)); trigger.triggers.Add(downEntry); - // PointerUp -> stop continuous change - var upEntry = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp }; - upEntry.callback.AddListener((data) => { StopContinuousChange(); }); + EventTrigger.Entry upEntry = new EventTrigger.Entry { eventID = EventTriggerType.PointerUp }; + upEntry.callback.AddListener(_ => StopContinuousChange()); trigger.triggers.Add(upEntry); - 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