Files
2026-07-30 23:15:58 +08:00

207 lines
6.8 KiB
C#

using UnityEngine;
using System;
public class HoldNoteController : MonoBehaviour
{
private bool isInsideJudgeZone = false;
public event Action<bool> OnJudgeZoneChanged;
// 去物理判定:几何驱动的进入/离开回调(替代 HoldNote 自身的 OnTriggerEnter2D/Exit2D)。
public event Action OnZoneEnterGeometry;
public event Action OnZoneExitGeometry;
private bool isMoving = false;
private float speed = 0f;
private float activationTime;
// 去物理判定:用几何阈值复现 Trigger 进入/离开时刻。
private Collider2D _col;
private float _enterY, _exitY;
private bool _thresholdsReady;
// 单条 Tiled 长音符 body 模式:本 controller 不再自行移动/几何判定,
// 位置与尺寸完全由 HoldNote.UpdateBodyVisual 逐帧驱动(纯视觉,不参与判定)。
private bool visualBodyMode = false;
// Absolute positioning for hold segments (keeps segments connected under frame spikes)
private bool useAbsolutePositioning = false;
private Vector3 spawnPosition;
private float baseSpawnYOffset = 0f; // can be negative to offset upward for delayed segments
private float visualOffset = 0f; // additional Y offset for visual compensation
private void Awake()
{
_col = GetComponent<Collider2D>();
// 去物理判定:关闭 Rigidbody2D 模拟,消除每帧移动刚体的物理开销(判定改几何驱动)。
var rb = GetComponent<Rigidbody2D>();
if (rb != null) rb.simulated = false;
}
private void OnEnable()
{
NoteRuntimeTickManager.Register(this);
}
private void OnDisable()
{
NoteRuntimeTickManager.Unregister(this);
}
public void ManualTick(float songTime, float deltaTime)
{
// body 模式:位置/尺寸由 HoldNote 驱动,controller 不移动、不做几何判定(纯视觉)。
if (visualBodyMode) return;
if (useAbsolutePositioning)
{
if (isMoving) ApplyAbsolutePosition(songTime);
}
else
{
// Start moving after activation time in legacy mode
if (!isMoving && songTime >= activationTime)
{
isMoving = true;
}
if (isMoving)
{
transform.Translate(Vector3.down * speed * deltaTime);
}
}
// 去物理判定:用几何阈值复现进入/离开判定区(替代 OnTriggerEnter2D/Exit2D)。
UpdateJudgeZoneByGeometry();
}
private void UpdateJudgeZoneByGeometry()
{
if (!_thresholdsReady)
{
if (!JudgeZoneGeometry.LineReady) return;
if (_col == null) _col = GetComponent<Collider2D>();
if (!JudgeZoneGeometry.TryGetThresholds(_col, transform, out _enterY, out _exitY)) return;
_thresholdsReady = true;
}
float noteY = transform.position.y;
if (!isInsideJudgeZone && noteY <= _enterY)
{
isInsideJudgeZone = true;
// 顺序与原物理一致:先置 hasEnteredLine(OnJudgeZoneChanged),再跑 HoldNote 分段逻辑。
OnJudgeZoneChanged?.Invoke(true);
OnZoneEnterGeometry?.Invoke();
// 单帧穿透:一帧内越过整个判定区,立即补离开,行为与物理一致。
if (noteY <= _exitY)
{
isInsideJudgeZone = false;
OnJudgeZoneChanged?.Invoke(false);
OnZoneExitGeometry?.Invoke();
}
}
else if (isInsideJudgeZone && noteY <= _exitY)
{
isInsideJudgeZone = false;
OnJudgeZoneChanged?.Invoke(false);
OnZoneExitGeometry?.Invoke();
}
}
/// <summary>
/// Configure legacy timing (per-segment activation).
/// </summary>
public void ConfigureTiming(float baseHitTime, float segmentDelay, float travelTime)
{
float hitTime = baseHitTime + segmentDelay;
activationTime = hitTime - travelTime;
isMoving = false;
useAbsolutePositioning = false;
visualOffset = 0f;
}
/// <summary>
/// Legacy delay setter (not recommended).
/// </summary>
public void SetSegmentDelay(float segmentDelay)
{
activationTime = GameplayClock.NowSongTime + segmentDelay;
isMoving = false;
useAbsolutePositioning = false;
visualOffset = 0f;
}
public void SetSpeed(float newSpeed)
{
speed = newSpeed;
}
/// <summary>
/// Configure absolute positioning for hold segments so they stay connected.
/// spawnPoint should be the original spawn point for the lane.
/// baseSpawnYOffset is applied to keep delayed segments offset upward (can be negative).
/// </summary>
public void ConfigureAbsolutePositioning(Vector3 spawnPoint, float newActivationTime, float spawnYOffset, float newVisualOffset = 0f)
{
spawnPosition = spawnPoint;
activationTime = newActivationTime;
baseSpawnYOffset = spawnYOffset;
visualOffset = newVisualOffset;
useAbsolutePositioning = true;
isMoving = true;
// Snap immediately to the expected position to avoid a 1-frame pop.
ApplyAbsolutePosition(GameplayClock.NowSongTime);
}
public void StopMovement()
{
isMoving = false;
visualOffset = 0f;
}
// 单条 body 由 HoldNote 驱动,关闭 controller 自身的移动与几何判定。
public void EnableVisualBodyMode()
{
visualBodyMode = true;
useAbsolutePositioning = false;
isMoving = false;
}
// 池化复用时清掉 body 模式,让实例可回到普通段语义。
public void DisableVisualBodyMode()
{
visualBodyMode = false;
}
// 去物理判定:进入/离开判定区改由 UpdateJudgeZoneByGeometry 驱动,原 OnTrigger 回调移除。
// 池化复用时重置几何判定状态。
public void ResetJudgeZoneGeometry()
{
isInsideJudgeZone = false;
_thresholdsReady = false;
visualBodyMode = false;
}
public bool IsInsideJudgArea()
{
return isInsideJudgeZone;
}
public float ActivationTime => activationTime;
public float CurrentSpeed => speed;
public bool UsesAbsolutePositioning => useAbsolutePositioning;
public float BaseSpawnYOffset => baseSpawnYOffset;
public Vector3 SpawnPosition => spawnPosition;
public float VisualOffset => visualOffset;
private void ApplyAbsolutePosition(float time)
{
float elapsed = time - activationTime;
float travelDistance = speed * elapsed;
Vector3 newPos = spawnPosition;
// Apply visual offset (positive moves the note down its path earlier)
newPos.y -= (baseSpawnYOffset + travelDistance + visualOffset);
transform.position = newPos;
}
}