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

353 lines
12 KiB
C#

using System.IO;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class GameManager : MonoBehaviour
{
public BeatmapManager beatmapManager; // 负责加载和管理谱面
public NoteSpawner noteSpawner; // 音符生成器
public AudioSource musicSource; // 音乐播放器
[Header("paths")]
// 变量声明不再从静态变量中读取
public string JSONPath;
public string audioPath;
public string bgPicPath;
// Optional: sprite renderer to show background image
public SpriteRenderer backgroundRenderer;
// NEW: UI Text to display banflag content from pressStart
[Header("Debug / Test")]
public Text banflagTextUI;
private bool pauseSubscribed = false;
private void SubscribeToPauseManager()
{
if (pauseSubscribed) return;
// prefer the singleton, but try to find in scene if null
var pm = PauseManager.Instance ?? FindObjectOfType<PauseManager>();
if (pm != null)
{
pm.OnPauseStateChanged += HandlePauseStateChanged;
pauseSubscribed = true;
}
}
private void UnsubscribeFromPauseManager()
{
if (!pauseSubscribed) return;
var pm = PauseManager.Instance ?? FindObjectOfType<PauseManager>();
if (pm != null)
{
pm.OnPauseStateChanged -= HandlePauseStateChanged;
}
pauseSubscribed = false;
}
private void OnEnable()
{
SubscribeToPauseManager();
}
private void OnDisable()
{
UnsubscribeFromPauseManager();
}
private void HandlePauseStateChanged(bool isPaused)
{
if (musicSource != null)
{
if (isPaused)
{
musicSource.Pause();
}
else
{
musicSource.UnPause();
}
}
}
void Start()
{
Debug.Log("GameManager Start() 被调用");
// 检查关键组件是否为空
if (beatmapManager == null) Debug.LogError("beatmapManager 未赋值!");
if (noteSpawner == null) Debug.LogError("noteSpawner 未赋值!");
if (musicSource == null) Debug.LogError("musicSource 未赋值!");
// 如果 pressStart 已经读取了 banflag 内容,则把它显示在 UI(如果分配了)
if (banflagTextUI != null && !string.IsNullOrEmpty(pressStart.banflagContent))
{
banflagTextUI.text = pressStart.banflagContent;
Debug.Log("Displayed banflag content from pressStart into banflagTextUI.");
}
// 在 test mode 下使用外部路径预加载资源并暂停系统,等待按空格继续
if (GameConfig.testMode)
{
// 延迟赋值:在 Start() 中获取静态路径,此时 pressStart.cs 已经运行并更新了它们
JSONPath = pressStart.testmode_beatmapJSON_path;
audioPath = pressStart.testmode_audioFile_path;
bgPicPath = pressStart.testmode_bgPicFile_path;
Debug.Log("Test mode active: using external paths to preload assets");
// also update banflag UI if content exists
if (banflagTextUI != null && !string.IsNullOrEmpty(pressStart.banflagContent))
{
banflagTextUI.text = pressStart.banflagContent;
}
StartCoroutine(HandleTestModeStartup());
return;
}
// 以下为原有流程(已保留注释,未改写)
// 在游戏开始时加载并初始化谱面
string beatmapFilePath = Path.Combine(Application.streamingAssetsPath, "Emilia_demo.json");
if (!File.Exists(beatmapFilePath))
{
Debug.LogError($"谱面文件不存在: {beatmapFilePath}");
return;
}
string json = File.ReadAllText(beatmapFilePath);
// 假设 Beatmap 是一个已定义的类
Beatmap beatmap = JsonUtility.FromJson<Beatmap>(json); // 解析 JSON 为 Beatmap 对象
if (beatmap == null)
{
Debug.LogError("谱面解析失败,JSON 格式可能错误!");
return;
}
beatmapManager.LoadBeatmap(beatmap); // 传递给 BeatmapManager
noteSpawner.LoadBeatmap(beatmap); // 传递给 NoteSpawner
// 播放背景音乐(延迟播放由 beatmapManager.globalDelaySeconds 决定)
if (!string.IsNullOrEmpty(beatmap.musicFile))
{
AudioClip musicClip = Resources.Load<AudioClip>(beatmap.musicFile);
if (musicClip == null)
{
Debug.LogError($"音乐文件加载失败: {beatmap.musicFile}");
}
else
{
musicSource.clip = musicClip;
float delay = beatmapManager != null ? beatmapManager.globalDelaySeconds : 0f;
if (delay > 0f)
{
musicSource.PlayDelayed(delay);
Debug.Log($"Scheduled music to play after {delay} seconds.");
}
else
{
musicSource.Play();
}
}
}
else
{
Debug.LogError("谱面中 musicFile 为空!");
}
}
private IEnumerator HandleTestModeStartup()
{
// Preload audio from audioPath (absolute)
if (!string.IsNullOrEmpty(audioPath))
{
if (!File.Exists(audioPath))
{
Debug.LogError($"TestMode audio file not found: {audioPath}");
}
else
{
// 注意:这里仍然使用过时的 WWW,建议替换为 UnityWebRequest
string url = "file://" + audioPath;
using (var www = new WWW(url))
{
yield return www;
if (!string.IsNullOrEmpty(www.error))
{
Debug.LogError($"加载测试模式音频失败: {www.error}");
}
else
{
try
{
AudioClip clip = www.GetAudioClip(false, false);
if (clip == null)
{
Debug.LogError("从文件获取 AudioClip 失败");
}
else
{
musicSource.clip = clip;
musicSource.loop = false;
Debug.Log("TestMode audio loaded into AudioSource");
}
}
catch (System.Exception ex)
{
Debug.LogError($"将音频设置到 AudioSource 时出错: {ex}");
}
}
}
}
}
else
{
Debug.LogWarning("TestMode audioPath 未配置。");
}
// Preload background image into sprite renderer
if (backgroundRenderer != null)
{
if (!string.IsNullOrEmpty(bgPicPath))
{
if (!File.Exists(bgPicPath))
{
Debug.LogError($"TestMode background image not found: {bgPicPath}");
}
else
{
byte[] imgBytes = null;
try
{
imgBytes = File.ReadAllBytes(bgPicPath);
}
catch (System.Exception ex)
{
Debug.LogError($"读取背景图片文件出错: {ex}");
}
if (imgBytes != null)
{
Texture2D tex = new Texture2D(2, 2);
if (tex.LoadImage(imgBytes))
{
Sprite s = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
backgroundRenderer.sprite = s;
// 【修改点:设置 SpriteRenderer 透明度为 255 (1.0f)】
Color color = backgroundRenderer.color;
color.a = 1.0f;
backgroundRenderer.color = color;
// 保持比例不变的最大适应由场景布局决定,记录 assignment
Debug.Log("Background sprite assigned (ensure your SpriteRenderer size fits scene)");
}
else
{
Debug.LogError($"无法从字节创建 Texture2D: {bgPicPath}");
}
}
}
}
else
{
Debug.LogWarning("TestMode bgPicPath 未配置。");
}
}
else
{
Debug.LogWarning("backgroundRenderer 未配置,跳过背景加载。");
}
// Read JSON from JSONPath and parse via BeatmapManager.ParseJsonOnly
if (!string.IsNullOrEmpty(JSONPath))
{
if (!File.Exists(JSONPath))
{
Debug.LogError($"TestMode beatmap JSON not found: {JSONPath}");
yield break; // abort
}
string jsonContent = null;
try
{
jsonContent = File.ReadAllText(JSONPath);
}
catch (System.Exception ex)
{
Debug.LogError($"读取 TestMode JSON 文件出错: {ex}");
yield break;
}
bool parsed = beatmapManager.ParseJsonOnly(jsonContent);
if (!parsed)
{
Debug.LogError("ParseJsonOnly 失败,停止启动测试模式。");
yield break;
}
// Do not start spawning yet. We will start after unpausing.
Debug.Log("Beatmap parsed (deferred start). Ready to unpause.");
}
else
{
Debug.LogError("TestMode JSONPath 未配置。");
yield break;
}
// Pause the system until Space pressed
// Ensure we are subscribed before invoking pause so we track audio state
SubscribeToPauseManager();
PauseManager.Instance?.Pause(true);
UpdateStatusOnConsole("Paused: press Space to start playback");
// Wait for space key down (use unscaled input loop)
while (!Input.GetKeyDown(KeyCode.Space))
{
yield return null;
}
// Resume using PauseManager
PauseManager.Instance?.Pause(false);
// Start spawning using the parsed beatmap
if (beatmapManager.beatmap != null)
{
beatmapManager.LoadBeatmap(beatmapManager.beatmap);
}
else
{
Debug.LogError("启动播放失败:beatmap 未解析或为空");
yield break;
}
// If audio clip was loaded into musicSource.clip, play now with delay from parsed globalDelaySeconds
float delaySeconds = beatmapManager != null ? beatmapManager.globalDelaySeconds : 0f;
if (musicSource.clip != null)
{
if (delaySeconds > 0f)
{
musicSource.PlayDelayed(delaySeconds);
Debug.Log($"Scheduled test-mode music to play after {delaySeconds} seconds.");
}
else
{
musicSource.Play();
}
}
else
{
Debug.LogWarning("TestMode: no audio clip loaded into AudioSource; skipping play.");
}
UpdateStatusOnConsole("Playback started");
}
private void UpdateStatusOnConsole(string message)
{
Debug.Log(message);
}
}