加入了浮动小游戏功能和设置界面

运行时请手动修改运行库目录fdBrowser
This commit is contained in:
FloatGaming
2025-12-24 06:02:06 +08:00
parent 1ab80e504e
commit eb9b6ba78a
1131 changed files with 148096 additions and 313 deletions
+22 -20
View File
@@ -209,7 +209,7 @@ public class HoldNote : BaseNote
{
Debug.Log($"[HoldNote] START段超时自动Miss(自动): {noteColor}");
// 只做 Miss 结果展示与登记
// register as missed
JudgeManager.Instance.RegisterStartJudged(noteID, false);
InputManager.Instance?.ShowJudgeResult(trackIndex, "Miss");
@@ -255,7 +255,7 @@ public class HoldNote : BaseNote
float maxWindow = (judgeConfig?.missRange ?? 0.5f) * holdWindowMultiplier;
if (Mathf.Abs(pressTimeLocal - hitTime) <= maxWindow)
{
HandleStart();
HandleStart(false);
isJudged = true; // mark judged to avoid duplicates
}
else
@@ -269,7 +269,7 @@ public class HoldNote : BaseNote
// legacy fallback (shouldn't normally hit because above handles Start)
if (Input.GetKeyDown(keyToPress))
{
HandleStart();
HandleStart(false);
isJudged = true; // 无论成功失败都标记为已判定,避免重复尝试
}
}
@@ -348,7 +348,7 @@ public class HoldNote : BaseNote
{
Debug.Log($"[HoldNote] Start段离开判定线未判定,补偿 Miss 并回收: {noteColor}");
// 确保未判定的 Start 段在离开判定线时登记为 Miss
HandleStart();
HandleStart(true);
isJudged = true;
ReturnToPool();
}
@@ -422,44 +422,52 @@ public class HoldNote : BaseNote
}
}
private void HandleStart()
private void HandleStart(bool forceMiss = false)
{
if (!JudgeManager.Instance.TryResolveStart(noteID))
{
Debug.Log($"[HoldNote] START 已被判定,跳过: {noteColor}");
return;
}
// If forced miss (e.g. leaving judge zone without press), register miss immediately
if (forceMiss)
{
Debug.Log($"[HoldNote] START 强制 Miss (未按下): {noteColor}");
ScoreManager.Instance.countMiss += 1;
JudgeManager.Instance.RegisterStartJudged(noteID, false);
isHoldActive = false;
InputManager.Instance?.ShowJudgeResult(trackIndex, "Miss");
JudgeSoundManager.Instance?.PlayJudgeSound("Miss");
teamUIController.Instance?.OnJudgeResult("Miss");
return;
}
float pressTime = Time.time;
float rawOffsetMs = (hitTime - pressTime) * 1000f;
float offset = Mathf.Abs(pressTime - hitTime);
string result;
// compute scaled judgement windows for hold note start
// further scale windows according to visualSpeedMultiplier so slow visuals get more leniency
float visualScaleFactor = Mathf.Clamp(visualSpeedMultiplier, 0.5f, 2f);
float pRange = (judgeConfig?.perfectRange ?? 0.1f) * holdWindowMultiplier * visualScaleFactor;
float gRange = (judgeConfig?.greatRange ?? 0.2f) * holdWindowMultiplier * visualScaleFactor;
float gdRange = (judgeConfig?.goodRange ?? 0.3f) * holdWindowMultiplier * visualScaleFactor;
// evaluate Start judgement using scaled windows
if (offset <= pRange)
{
result = "Perfect";
ScoreManager.Instance.countPerfect += 1;
if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
Debug.Log($"[HoldNote] START判定成功(偏差={offset:F2}秒): {noteColor}");
JudgeManager.Instance.RegisterStartJudged(noteID, true);
isHoldActive = true; // 成功判定Start,长按状态激活
isHoldActive = true;
PlayHitAnimation();
AnimationController.Global?.StartHoldParticles(noteColor);
// Trigger skills ... (unchanged)
}
else if (offset <= gRange)
{
result = "Great";
ScoreManager.Instance.countGreat += 1;
if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
Debug.Log($"[HoldNote] START判定 Great(偏差={offset:F2}秒): {noteColor}");
JudgeManager.Instance.RegisterStartJudged(noteID, true);
isHoldActive = true;
PlayHitAnimation();
@@ -470,7 +478,6 @@ public class HoldNote : BaseNote
result = "Good";
ScoreManager.Instance.countGood += 1;
if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
Debug.Log($"[HoldNote] START判定 Good(偏差={offset:F2}秒): {noteColor}");
JudgeManager.Instance.RegisterStartJudged(noteID, true);
isHoldActive = true;
PlayHitAnimation();
@@ -479,14 +486,9 @@ public class HoldNote : BaseNote
else
{
result = "Miss";
if (JudgeManager.Instance.TryResolveStart(noteID))
{
ScoreManager.Instance.countMiss += 1;
}
Debug.Log($"[HoldNote] START Miss(偏差={offset:F2}秒): {noteColor}");
ScoreManager.Instance.countMiss += 1;
JudgeManager.Instance.RegisterStartJudged(noteID, false);
isHoldActive = false;
try
{
bool triggered = SkillBuilder.Instance?.NotifyNoteHit(this.trackIndex, result, SkillDefinition.NoteTypeTrigger.Tap, this.noteID) ?? false;
@@ -49,6 +49,12 @@ public class InputManager : MonoBehaviour
}
}
private void Start()
{
// Ensure UI shows current bindings from KeyBindingManager/PlayerPrefs
RefreshKeyLabels();
}
private void Update()
{
foreach (string color in new string[] { "red", "green", "yellow", "purple", "blue" })
@@ -87,6 +93,20 @@ public class InputManager : MonoBehaviour
}
}
// Refresh displayed labels for key bindings (called after rebind)
public void RefreshKeyLabels()
{
string[] colors = new string[] { "red", "green", "yellow", "purple", "blue" };
if (trackKeyTexts == null) return;
for (int i = 0; i < colors.Length && i < trackKeyTexts.Length; i++)
{
var txt = trackKeyTexts[i];
if (txt == null) continue;
KeyCode k = KeyBindingManager.GetKeyForColor(colors[i]);
txt.text = KeyBindingManager.GetDisplayName(k);
}
}
private int GetIndexForColor(string color)
{
// 保持与 trackJudgeTexts 相同的索引映射
@@ -4,71 +4,114 @@ using System.Collections.Generic;
public class KeyBindingManager : MonoBehaviour
{
private static Dictionary<string, KeyCode> keyBindings = new Dictionary<string, KeyCode>();
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 void Awake()
{
Debug.Log("KeyBindingManager Awake() 被调用,开始加载按键映射...");
if (keyBindings.Count == 0)
if (!initialized)
{
LoadKeyBindings();
}
Debug.Log("KeyBindingManager Awake() 被调用,开始加载按键映射...");
}
/// <summary> 获取颜色对应的按键 </summary>
public static KeyCode GetKeyForColor(string color)
{
if (keyBindings.TryGetValue(color.ToLower(), out KeyCode key))
if (!initialized)
{
LoadKeyBindings();
}
if (string.IsNullOrEmpty(color)) return KeyCode.None;
var keyLower = color.ToLower();
if (keyBindings.TryGetValue(keyLower, out KeyCode key))
{
return key;
}
Debug.LogError($"未找到颜色 {color} 对应的按键!请检查 KeyBindingManager 是否正确初始化。");
// fallback: try to map by index order
for (int i = 0; i < colors.Length; i++)
{
if (colors[i] == keyLower)
{
return defaultKeys[i];
}
}
return KeyCode.None;
}
/// <summary> 修改按键绑定 </summary>
public static void ChangeKeyBinding(string color, KeyCode newKey)
{
if (keyBindings.ContainsKey(color.ToLower()))
{
keyBindings[color.ToLower()] = newKey;
}
else
{
keyBindings.Add(color.ToLower(), newKey);
}
if (string.IsNullOrEmpty(color)) return;
var keyLower = color.ToLower();
keyBindings[keyLower] = newKey;
SaveKeyBindings();
}
/// <summary> 存储按键绑定到 `PlayerPrefs` </summary>
private static void SaveKeyBindings()
{
foreach (var kvp in keyBindings)
for (int i = 0; i < colors.Length; i++)
{
PlayerPrefs.SetInt($"KeyBinding_{kvp.Key}", (int)kvp.Value);
var col = colors[i];
KeyCode k = defaultKeys[i];
if (keyBindings.TryGetValue(col, out KeyCode stored)) k = stored;
PlayerPrefs.SetInt($"KeyBinding_{col}", (int)k);
}
PlayerPrefs.Save();
}
/// <summary> 从 `PlayerPrefs` 加载按键绑定 </summary>
private static void LoadKeyBindings()
{
string[] colors = { "red", "green", "yellow", "purple", "blue" };
KeyCode[] defaultKeys = { KeyCode.D, KeyCode.F, KeyCode.Space, KeyCode.J, KeyCode.K };
keyBindings.Clear();
for (int i = 0; i < colors.Length; i++)
{
if (PlayerPrefs.HasKey($"KeyBinding_{colors[i]}"))
string col = colors[i];
if (PlayerPrefs.HasKey($"KeyBinding_{col}"))
{
keyBindings[colors[i]] = (KeyCode)PlayerPrefs.GetInt($"KeyBinding_{colors[i]}");
keyBindings[col] = (KeyCode)PlayerPrefs.GetInt($"KeyBinding_{col}");
}
else
{
keyBindings[colors[i]] = defaultKeys[i];
keyBindings[col] = defaultKeys[i];
}
}
initialized = true;
Debug.Log("KeyBindings 初始化成功:" + string.Join(", ", keyBindings));
}
// Return a human-friendly display string for a KeyCode (symbols shown as their character)
public static string GetDisplayName(KeyCode key)
{
if (key == KeyCode.Space) return "Space";
switch (key)
{
case KeyCode.Quote: return "'"; // single quote
case KeyCode.Semicolon: return ";";
case KeyCode.Comma: return ",";
case KeyCode.Period: return ".";
case KeyCode.Slash: return "/";
case KeyCode.Backslash: return "\\";
case KeyCode.LeftBracket: return "[";
case KeyCode.RightBracket: return "]";
case KeyCode.Minus: return "-";
case KeyCode.Equals: return "=";
case KeyCode.BackQuote: return "`";
case KeyCode.Keypad0: return "Num0";
case KeyCode.Keypad1: return "Num1";
case KeyCode.Keypad2: return "Num2";
case KeyCode.Keypad3: return "Num3";
case KeyCode.Keypad4: return "Num4";
case KeyCode.Keypad5: return "Num5";
case KeyCode.Keypad6: return "Num6";
case KeyCode.Keypad7: return "Num7";
case KeyCode.Keypad8: return "Num8";
case KeyCode.Keypad9: return "Num9";
default:
// For letters and named keys, use ToString(); for better readability, split "Alpha0" -> "0"
string s = key.ToString();
if (s.StartsWith("Alpha") && s.Length > 5) return s.Substring(5);
return s;
}
}
}
@@ -41,6 +41,17 @@ public class NoteSpawner : MonoBehaviour
private static int holdNoteIdCounter = 0; // 全局唯一长音符 ID 计数器
private const string NoteSpeedPrefKey = "noteSpeedMultiplier";
private void Awake()
{
// Load saved visual speed multiplier before any spawning logic uses it
float saved = PlayerPrefs.GetFloat(NoteSpeedPrefKey, speedMultiplier);
saved = Mathf.Clamp(saved, SpeedMultiplierMin, SpeedMultiplierMax);
speedMultiplier = saved;
if (GameConfig.verboseLogs) Debug.Log($"[NoteSpawner] Loaded speedMultiplier={speedMultiplier} from PlayerPrefs");
}
public void LoadBeatmap(Beatmap loadedBeatmap)
{
if (isSpawning) return;