306 lines
11 KiB
C#
306 lines
11 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.EnhancedTouch;
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using ETouch = UnityEngine.InputSystem.EnhancedTouch.Touch;
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#endif
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/// <summary>
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/// 手游触屏输入分发器:每帧遍历所有触摸点(及编辑器鼠标),用 Physics2D.OverlapPoint
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/// 命中带 TrackTouchZone 的透明 Collider2D,把按下/抬起转发给 InputManager。
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///
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/// 【多点触控根因】项目 activeInputHandler = Both(同时启用新旧输入系统)。
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/// 在这种配置下,旧版 UnityEngine.Input.touches 走的是兼容 shim,同时按多指时
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/// 常常只上报一个触点 → 只能触发一个轨道。所以这里优先用新输入系统的
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/// EnhancedTouch(Touch.activeTouches),它能可靠上报所有并发手指;
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/// 仅在没有新输入系统时回退到旧版 Input.touches。判定逻辑完全不变。
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///
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/// 为什么用物理命中而不是 UI 的 IPointerDownHandler:
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/// - 轨道会平移+旋转晃动,点击区必须跟随晃动的 Collider(OverlapPoint 支持旋转过的碰撞体)。
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/// - 需要多点触控:每根手指独立按住各自的轨道(靠 touchId 配对按下/抬起)。
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///
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/// 判定时间戳仍由 Note.HandlePress 读取 GameplayClock.NowSongTime(dspTime)。
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///
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/// 用法:场景里放一个空物体挂本脚本,把主相机拖到 gameplayCamera(留空则自动取 Camera.main)。
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/// 5 块透明轨道点击区各挂 TrackTouchZone 并设置 trackIndex。
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/// </summary>
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public class TrackTouchInput : MonoBehaviour
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{
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[Tooltip("渲染 gameplay 的相机。留空则自动使用 Camera.main。")]
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[SerializeField] private Camera gameplayCamera;
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[Tooltip("是否在编辑器/PC 上用鼠标模拟单点触摸(方便调试)。")]
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[SerializeField] private bool enableMouseFallback = true;
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[Tooltip("命中检测使用的层。默认 Everything;如需只检测点击区层可在此限制。")]
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[SerializeField] private LayerMask hitLayers = ~0;
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[Tooltip("透视相机必填:轨道点击区所在平面的世界 Z 坐标(轨道 Collider 的 Z)。\n" +
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"透视相机下屏幕点转世界点依赖深度,用它把射线交到轨道平面,相机怎么晃/推拉都精确。\n" +
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"正交相机可忽略此项。")]
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[SerializeField] private float trackPlaneWorldZ = 0f;
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[Tooltip("相机是否为正交投影。正交相机忽略深度,命中转换更简单。\n" +
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"留空自动按相机 orthographic 判断;一般不用手动改。")]
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[SerializeField] private bool forceOrthographicMode = false;
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// 触点 id -> 当前按住的轨道索引。用于在抬起/取消时精确释放对应轨道。
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private readonly Dictionary<int, int> _activeTouches = new Dictionary<int, int>();
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private int _mouseHeldTrack = -1;
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private Camera Cam
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{
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get
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{
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if (gameplayCamera == null) gameplayCamera = Camera.main;
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return gameplayCamera;
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}
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}
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#if ENABLE_INPUT_SYSTEM
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private void OnEnable()
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{
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// 开启增强触摸,Touch.activeTouches 才会被填充。
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EnhancedTouchSupport.Enable();
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}
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#endif
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private void Update()
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{
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#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
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// Windows 平台:禁用轨道点击/触摸轮询,只依赖按键输入。
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// 编辑器(Win)也一并禁用,便于在 PC 上以键盘方式测试真实 Windows 行为。
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return;
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#else
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var im = InputManager.Instance;
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if (im == null) return;
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Camera cam = Cam;
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if (cam == null) return;
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int touchCount = ProcessTouches(im, cam);
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if (enableMouseFallback && touchCount == 0)
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{
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ProcessMouse(im, cam);
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}
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#endif
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}
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/// <summary>处理所有并发触点,返回本帧触点数量。</summary>
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private int ProcessTouches(InputManager im, Camera cam)
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{
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#if ENABLE_INPUT_SYSTEM
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// 优先走新输入系统的增强触摸:可靠上报所有并发手指。
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var touches = ETouch.activeTouches;
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int count = touches.Count;
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for (int i = 0; i < count; i++)
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{
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ETouch t = touches[i];
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switch (t.phase)
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{
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case UnityEngine.InputSystem.TouchPhase.Began:
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HandleTouchBegan(im, cam, t.touchId, t.screenPosition);
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break;
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case UnityEngine.InputSystem.TouchPhase.Ended:
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case UnityEngine.InputSystem.TouchPhase.Canceled:
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HandleTouchEnded(im, t.touchId);
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break;
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// Moved / Stationary:手指在轨道内保持按住即可,不重新判定归属。
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}
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}
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return count;
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#else
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// 回退:旧版 Input.touches(仅在未启用新输入系统时使用)。
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int count = Input.touchCount;
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for (int i = 0; i < count; i++)
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{
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Touch t = Input.GetTouch(i);
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switch (t.phase)
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{
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case TouchPhase.Began:
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HandleTouchBegan(im, cam, t.fingerId, t.position);
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break;
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case TouchPhase.Ended:
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case TouchPhase.Canceled:
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HandleTouchEnded(im, t.fingerId);
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break;
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}
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}
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return count;
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#endif
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}
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private void HandleTouchBegan(InputManager im, Camera cam, int touchId, Vector2 screenPos)
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{
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int track = ResolveTrack(cam, screenPos);
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if (track >= 0)
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{
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_activeTouches[touchId] = track;
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im.PressTrack(track);
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}
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}
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private void HandleTouchEnded(InputManager im, int touchId)
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{
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if (_activeTouches.TryGetValue(touchId, out int track))
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{
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_activeTouches.Remove(touchId);
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im.ReleaseTrack(track);
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}
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}
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private void ProcessMouse(InputManager im, Camera cam)
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{
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#if ENABLE_INPUT_SYSTEM
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var mouse = Mouse.current;
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if (mouse == null) return;
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if (mouse.leftButton.wasPressedThisFrame)
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{
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int track = ResolveTrack(cam, mouse.position.ReadValue());
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if (track >= 0)
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{
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_mouseHeldTrack = track;
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im.PressTrack(track);
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}
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}
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else if (mouse.leftButton.wasReleasedThisFrame)
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{
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if (_mouseHeldTrack >= 0)
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{
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im.ReleaseTrack(_mouseHeldTrack);
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_mouseHeldTrack = -1;
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}
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}
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#else
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if (Input.GetMouseButtonDown(0))
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{
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int track = ResolveTrack(cam, Input.mousePosition);
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if (track >= 0)
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{
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_mouseHeldTrack = track;
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im.PressTrack(track);
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}
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}
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else if (Input.GetMouseButtonUp(0))
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{
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if (_mouseHeldTrack >= 0)
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{
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im.ReleaseTrack(_mouseHeldTrack);
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_mouseHeldTrack = -1;
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}
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}
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#endif
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}
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/// <summary>
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/// 把屏幕坐标转换为轨道平面上的世界点,用 OverlapPoint 命中轨道点击区,返回轨道索引;无命中返回 -1。
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///
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/// 相机移动/晃动/推拉时,每帧都用当前相机状态转换,所以命中自动跟随相机。
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/// - 正交相机:ScreenToWorldPoint 忽略深度,直接取 x/y。
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/// - 透视相机:从相机发射线,求与轨道平面(Z = trackPlaneWorldZ)的交点。
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/// </summary>
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private int ResolveTrack(Camera cam, Vector2 screenPos)
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{
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EnsureOverlapFilter();
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Vector2 point;
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if (forceOrthographicMode || cam.orthographic)
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{
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Vector3 world = cam.ScreenToWorldPoint(screenPos);
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point = new Vector2(world.x, world.y);
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}
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else
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{
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Ray ray = cam.ScreenPointToRay(screenPos);
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float denom = ray.direction.z;
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if (Mathf.Abs(denom) < 1e-6f)
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{
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return -1; // 射线与平面近乎平行,无有效交点
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}
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float t = (trackPlaneWorldZ - ray.origin.z) / denom;
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if (t < 0f)
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{
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return -1; // 交点在相机背后
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}
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Vector3 world = ray.origin + ray.direction * t;
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point = new Vector2(world.x, world.y);
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}
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// 用 OverlapPointAll 遍历所有命中的碰撞体,挑出带 TrackTouchZone 的那个。
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// 关键修复:判定线附近同一屏幕点常密集着 note 的 Collider2D 与 judgeline 触发器,
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// 单值版 OverlapPoint 只返回其中一个,若不是 tap zone 就丢判定(=点了轨道却没反应)。
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// 遍历全部命中即可穿透这些遮挡,可靠找到轨道点击区。
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int count = Physics2D.OverlapPoint(point, _overlapFilter, _overlapResults);
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for (int i = 0; i < count; i++)
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{
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Collider2D hit = _overlapResults[i];
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if (hit == null) continue;
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TrackTouchZone zone = hit.GetComponent<TrackTouchZone>();
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if (zone == null) zone = hit.GetComponentInParent<TrackTouchZone>();
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if (zone != null) return zone.trackIndex;
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}
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// 兜底:没有精确命中任何 zone(点落在轨道间缝隙或紧邻边缘)。
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// 取横向最近的 zone,只要触点在其 Collider 的纵向范围内即算命中——
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// 等效于把相邻轨道点击区在横向补满、消除缝隙,且不误触远离轨道区的点击。
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return ResolveNearestZone(point);
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}
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// 横向最近轨道兜底:在所有 zone 中找触点纵向落在其包围盒内、且横向距离最近的一个。
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private int ResolveNearestZone(Vector2 point)
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{
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var zones = TrackTouchZone.All;
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int best = -1;
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float bestDist = float.MaxValue;
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for (int i = 0; i < zones.Count; i++)
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{
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TrackTouchZone z = zones[i];
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if (z == null || z.Collider == null) continue;
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Bounds b = z.Collider.bounds;
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// 纵向必须落在该点击区范围内(留一点容差),避免点屏幕别处也触发轨道。
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if (point.y < b.min.y - 0.1f || point.y > b.max.y + 0.1f) continue;
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float dx = Mathf.Abs(point.x - b.center.x);
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if (dx < bestDist) { bestDist = dx; best = z.trackIndex; }
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}
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return best;
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}
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// OverlapPoint 的复用缓冲与过滤器(避免每次触摸分配 GC)。
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private static readonly Collider2D[] _overlapResults = new Collider2D[16];
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private ContactFilter2D _overlapFilter;
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private bool _filterReady;
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private void EnsureOverlapFilter()
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{
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if (_filterReady) return;
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_overlapFilter = new ContactFilter2D();
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_overlapFilter.useLayerMask = true;
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_overlapFilter.SetLayerMask(hitLayers);
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_overlapFilter.useTriggers = true; // tap zone 可能是触发器,需包含
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_filterReady = true;
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}
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private void OnDisable()
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{
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// 组件被关闭/切场景时,释放所有还按住的轨道,避免音符卡在 held 状态。
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var im = InputManager.Instance;
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if (im != null)
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{
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foreach (var kv in _activeTouches)
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{
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im.ReleaseTrack(kv.Value);
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}
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if (_mouseHeldTrack >= 0) im.ReleaseTrack(_mouseHeldTrack);
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}
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_activeTouches.Clear();
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_mouseHeldTrack = -1;
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#if ENABLE_INPUT_SYSTEM
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EnhancedTouchSupport.Disable();
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#endif
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}
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}
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