Files
bansonic_beta_main/Assets/scripts/gamePlay_gameplay/HoldNoteController.cs
T

83 lines
2.4 KiB
C#

using UnityEngine;
using System;
public class HoldNoteController : MonoBehaviour
{
private bool isInsideJudgeZone = false;
public event Action<bool> OnJudgeZoneChanged;
private bool isMoving = false;
private float speed = 0f; // 运动速度
private float activationTime; // 何时开始移动(Time.time 基准)
private void Update()
{
// 到达激活时间后开始移动
if (!isMoving && Time.time >= activationTime)
{
isMoving = true;
}
if (isMoving)
{
transform.Translate(Vector3.down * speed * Time.deltaTime);
}
}
/// <summary>
/// 设置该段的“到达判定线的目标时间”(hitTime) 与分段延迟(delay),并由此推导移动开始时间。
/// 注意:这里必须使用与 HoldNote.hitTime 一致的时间基准(NoteSpawner 传入的谱面实时点),
/// 否则用 Time.time + delay 会在首段/暂停/开歌延迟时产生系统性错位,导致永远 Miss。
/// </summary>
public void ConfigureTiming(float baseHitTime, float segmentDelay, float travelTime)
{
// baseHitTime = startTime + noteData.time (+ globalHitDelay)
float hitTime = baseHitTime + segmentDelay;
activationTime = hitTime - travelTime;
isMoving = false;
}
/// <summary>
/// 兼容旧接口:不推荐。旧版用 Time.time 会导致时间基准不一致。
/// </summary>
public void SetSegmentDelay(float segmentDelay)
{
// Fallback to old behavior if caller didn't use ConfigureTiming.
activationTime = Time.time + segmentDelay;
isMoving = false;
}
public void SetSpeed(float newSpeed)
{
speed = newSpeed;
}
public void StopMovement()
{
isMoving = false;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (!collision.CompareTag("JudgmentLine")) return;
isInsideJudgeZone = true;
OnJudgeZoneChanged?.Invoke(true);
}
private void OnTriggerExit2D(Collider2D collision)
{
if (!collision.CompareTag("JudgmentLine")) return;
isInsideJudgeZone = false;
OnJudgeZoneChanged?.Invoke(false);
}
public bool IsInsideJudgArea()
{
return isInsideJudgeZone;
}
public float ActivationTime => activationTime;
public float CurrentSpeed => speed;
}