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

286 lines
9.1 KiB
C#

using UnityEngine;
using TMPro;
using System;
using UnityEngine.UI;
// Runs before default-order scripts so the per-track held-state table (trackHeld) is
// updated from keyboard/touch this frame *before* hold notes read it. This preserves the
// frame-accurate timing the old direct Input.GetKey polling had in HoldNote.
[DefaultExecutionOrder(-100)]
public class InputManager : MonoBehaviour
{
public static InputManager Instance { get; private set; }
public static event Action<KeyCode> OnKeyPressed;
public static event Action<KeyCode> OnKeyReleased;
private static readonly string[] TrackColors = { "red", "green", "yellow", "purple", "blue" };
[Header("Inspector")]
public TextMeshProUGUI[] trackJudgeTexts = new TextMeshProUGUI[5];
[Header("Inspector")]
public Text[] trackKeyTexts = new Text[5];
[Header("Lane Background Settings")]
[Tooltip("The sprites for the 5 lanes (Red, Green, Yellow, Purple, Blue)")]
public SpriteRenderer[] laneSprites = new SpriteRenderer[5];
[Tooltip("Alpha value when pressed (0-255)")]
public float pressedAlpha = 30f;
[Header("Inspector")]
public bool showJudgeText = true;
// Documentation text normalized.
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Color keyActiveColor = Color.yellow;
[Tooltip("Documentation text normalized.")]
public Color keyInactiveColor = Color.black;
// Documentation text normalized.
public Color perfectColor = Color.yellow;
public Color greatColor = Color.green;
public Color goodColor = Color.cyan;
public Color missColor = Color.red;
private KeyCode[] cachedKeys = new KeyCode[5];
private bool pauseBlockedLastFrame = false;
// Per-track held state. Written by both keyboard (Update) and touch (PressTrack/
// ReleaseTrack) so hold-note logic can query one platform-agnostic source instead
// of polling Input.GetKey directly (which cannot be driven by touch on Android).
private bool[] trackHeld = new bool[5];
/// <summary>
/// True while the given track (0-4) is currently held, regardless of whether the
/// source is keyboard or touch. Replaces direct Input.GetKey polling in hold notes.
/// </summary>
public bool IsTrackHeld(int trackIndex)
{
if (trackIndex < 0 || trackIndex >= trackHeld.Length) return false;
return trackHeld[trackIndex];
}
private void Awake()
{
if (Instance == null)
Instance = this;
else
Destroy(gameObject);
// Documentation text normalized.
RefreshKeyCache();
// Documentation text normalized.
if (trackKeyTexts != null)
{
foreach (var t in trackKeyTexts)
{
if (t != null) t.color = keyInactiveColor;
}
}
}
private void RefreshKeyCache()
{
for (int i = 0; i < TrackColors.Length; i++)
{
cachedKeys[i] = KeyBindingManager.GetKeyForColor(TrackColors[i]);
}
}
private void Start()
{
// Ensure runtime input and UI labels both use current bindings.
RefreshKeyCache();
RefreshKeyLabels();
// Initialize lane sprites to 0 alpha
if (laneSprites != null)
{
foreach (var sprite in laneSprites)
{
if (sprite != null) SetSpriteAlpha(sprite, 0f);
}
}
}
private void SetSpriteAlpha(SpriteRenderer sprite, float alpha255)
{
if (sprite == null) return;
Color c = sprite.color;
c.a = Mathf.Clamp01(alpha255 / 255f);
sprite.color = c;
}
private void Update()
{
bool pauseBlocked = IsBlockedByPause();
if (pauseBlocked)
{
if (!pauseBlockedLastFrame)
ForceReleaseAllKeys();
pauseBlockedLastFrame = true;
return;
}
pauseBlockedLastFrame = false;
for (int i = 0; i < TrackColors.Length; i++)
{
KeyCode key = cachedKeys[i];
if (key == KeyCode.None) continue;
if (Input.GetKeyDown(key))
PressTrack(i);
if (Input.GetKeyUp(key))
ReleaseTrack(i);
}
}
/// <summary>
/// Begin holding a track (0-4). Called by keyboard Update on key-down and by touch
/// regions on pointer-down. Sets the held-state table, raises OnKeyPressed with the
/// track's bound key so event-driven tap notes keep working, and updates lane visuals.
/// </summary>
public void PressTrack(int index)
{
if (index < 0 || index >= TrackColors.Length) return;
if (trackHeld[index]) return; // already held; avoid duplicate press events
trackHeld[index] = true;
KeyCode key = cachedKeys[index];
if (key != KeyCode.None)
OnKeyPressed?.Invoke(key);
if (laneSprites != null && index < laneSprites.Length)
SetSpriteAlpha(laneSprites[index], pressedAlpha);
if (trackKeyTexts != null && index < trackKeyTexts.Length)
{
var txt = trackKeyTexts[index];
if (txt != null) txt.color = keyActiveColor;
}
}
/// <summary>
/// Release a track (0-4). Called by keyboard Update on key-up and by touch regions
/// on pointer-up. Clears the held-state table, raises OnKeyReleased, and resets visuals.
/// </summary>
public void ReleaseTrack(int index)
{
if (index < 0 || index >= TrackColors.Length) return;
if (!trackHeld[index]) return; // not held; nothing to release
trackHeld[index] = false;
KeyCode key = cachedKeys[index];
if (key != KeyCode.None)
OnKeyReleased?.Invoke(key);
if (laneSprites != null && index < laneSprites.Length)
SetSpriteAlpha(laneSprites[index], 0f);
if (trackKeyTexts != null && index < trackKeyTexts.Length)
{
var txt = trackKeyTexts[index];
if (txt != null) txt.color = keyInactiveColor;
}
}
private bool IsBlockedByPause()
{
var pm = PauseManager.Instance;
return pm != null && pm.IsPaused;
}
/// <summary>
/// Force a release event for all bound keys and reset UI indicators.
/// Useful for external "clear input" operations where the system should treat
/// all keys as released regardless of physical state.
/// </summary>
public void ForceReleaseAllKeys()
{
for (int i = 0; i < TrackColors.Length; i++)
{
string color = TrackColors[i];
trackHeld[i] = false; // clear held state so hold notes don't see a stale press after pause/clear
KeyCode key = KeyBindingManager.GetKeyForColor(color);
if (key == KeyCode.None) continue;
try { OnKeyReleased?.Invoke(key); } catch { }
int index = GetIndexForColor(color);
if (laneSprites != null && index >= 0 && index < laneSprites.Length)
{
SetSpriteAlpha(laneSprites[index], 0f);
}
if (trackKeyTexts != null && index >= 0 && index < trackKeyTexts.Length)
{
var txt = trackKeyTexts[index];
if (txt != null) txt.color = keyInactiveColor;
}
}
}
// Refresh displayed labels for key bindings (called after rebind)
public void RefreshKeyLabels()
{
if (trackKeyTexts != null)
{
for (int i = 0; i < TrackColors.Length && i < trackKeyTexts.Length; i++)
{
var txt = trackKeyTexts[i];
if (txt == null) continue;
KeyCode k = KeyBindingManager.GetKeyForColor(TrackColors[i]);
txt.text = KeyBindingManager.GetDisplayName(k);
}
}
// Keep runtime input cache in sync with latest bindings even when label UI is missing.
RefreshKeyCache();
}
private int GetIndexForColor(string color)
{
// Documentation text normalized.
switch (color)
{
case "red": return 0;
case "green": return 1;
case "yellow": return 2;
case "purple": return 3;
case "blue": return 4;
default: return -1;
}
}
/// <summary>
/// Documentation text normalized.
public void ShowJudgeResult(int trackIndex, string result)
{
if (!showJudgeText) return;
if (trackJudgeTexts == null || trackIndex < 0 || trackIndex >= trackJudgeTexts.Length) return;
var textObj = trackJudgeTexts[trackIndex];
if (textObj == null) return;
textObj.text = result;
switch (result)
{
case "Perfect":
textObj.color = perfectColor;
break;
case "Great":
textObj.color = greatColor;
break;
case "Good":
textObj.color = goodColor;
break;
case "Miss":
textObj.color = missColor;
break;
default:
textObj.color = Color.white;
break;
}
}
}