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

415 lines
13 KiB
C#

using UnityEngine;
using System.Collections;
public class Animation_GenerateJudgementSituationPrefab : MonoBehaviour
{
private sealed class PooledJudgeTag : MonoBehaviour
{
public GameObject prefabSource;
}
public static Animation_GenerateJudgementSituationPrefab Instance;
[Header("Inspector")]
public GameObject redEffect;
public GameObject greenEffect;
public GameObject yellowEffect;
public GameObject purpleEffect;
public GameObject blueEffect;
[Header("Inspector")]
public GameObject perfect_judge_prefab;
public GameObject great_judge_prefab;
public GameObject good_judge_prefab;
public GameObject miss_judge_prefab;
[Header("Inspector")]
public float baseScale = 1.0f;
public bool useRandomScale = true;
public float minScaleMultiplier = 0.8f;
public float maxScaleMultiplier = 1.2f;
[Header("Inspector")]
public float jumpForce = 5.0f; // Documentation text normalized.
public float gravity = -16f; // Documentation text normalized.
[Header("Inspector")]
public float fadeInTime = 0.1f; // Documentation text normalized.
public float fadeOutStartTime = 0.6f; // Documentation text normalized.
public float fadeOutDuration = 0.35f; // Documentation text normalized.
// Cache spawn transforms to avoid accessing destroyed GameObject references.
private Transform redSpawn;
private Transform greenSpawn;
private Transform yellowSpawn;
private Transform purpleSpawn;
private Transform blueSpawn;
// Track last scene to detect scene changes
private int lastSceneIndex = -1;
private Coroutine prewarmJudgeCoroutine;
private readonly System.Collections.Generic.Dictionary<GameObject, System.Collections.Generic.Stack<GameObject>> judgePools
= new System.Collections.Generic.Dictionary<GameObject, System.Collections.Generic.Stack<GameObject>>();
private void Awake()
{
if (Instance == null)
{
Instance = this;
// Documentation text normalized.
// Documentation text normalized.
}
else if (Instance != this)
{
Destroy(gameObject);
return;
}
CacheSpawnPoints();
lastSceneIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex;
}
private void Start()
{
// Ensure spawn points are cached after all scene objects are initialized
CacheSpawnPointsIfNeeded();
}
private void OnEnable()
{
// Detect scene reload and refresh cache
int currentSceneIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex;
if (currentSceneIndex != lastSceneIndex)
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"[Animation_Generate] Scene changed detected (from {lastSceneIndex} to {currentSceneIndex}), refreshing spawn point cache");
lastSceneIndex = currentSceneIndex;
CacheSpawnPoints();
}
else
{
CacheSpawnPointsIfNeeded();
}
}
private void CacheSpawnPointsIfNeeded()
{
// Only recache if any of the references appear to be invalid (destroyed)
if (redSpawn == null || greenSpawn == null || yellowSpawn == null || purpleSpawn == null || blueSpawn == null)
{
// Check if the effect GameObjects are still valid
bool anyInvalid = (redEffect == null || redEffect.transform == null) ||
(greenEffect == null || greenEffect.transform == null) ||
(yellowEffect == null || yellowEffect.transform == null) ||
(purpleEffect == null || purpleEffect.transform == null) ||
(blueEffect == null || blueEffect.transform == null);
if (anyInvalid || redSpawn == null)
{
CacheSpawnPoints();
}
}
}
private void CacheSpawnPoints()
{
// Important: check Unity "fake null" before accessing .transform
redSpawn = redEffect != null ? redEffect.transform : null;
greenSpawn = greenEffect != null ? greenEffect.transform : null;
yellowSpawn = yellowEffect != null ? yellowEffect.transform : null;
purpleSpawn = purpleEffect != null ? purpleEffect.transform : null;
blueSpawn = blueEffect != null ? blueEffect.transform : null;
if (JudgeManager.IsDebugEnabled)
{
Debug.Log($"[Animation_Generate] Cached spawn points: red={redSpawn!=null}, green={greenSpawn!=null}, yellow={yellowSpawn!=null}, purple={purpleSpawn!=null}, blue={blueSpawn!=null}");
}
}
public void SpawnJudgePrefab(string color, string judgeResult)
{
if (string.IsNullOrEmpty(color))
{
Debug.LogError("[Animation_Generate] SpawnJudgePrefab called with empty color!");
return;
}
if (string.IsNullOrEmpty(judgeResult))
{
Debug.LogError("[Animation_Generate] SpawnJudgePrefab called with empty judgeResult!");
return;
}
Transform spawnPoint = GetSpawnPoint(color);
if (spawnPoint == null)
{
Debug.LogError($"[Animation_Generate] Could not find spawn point for color: {color}");
return;
}
GameObject prefabToUse = GetJudgePrefab(judgeResult);
if (prefabToUse == null)
{
Debug.LogError($"[Animation_Generate] Could not find judge prefab for result: {judgeResult}. Available: perfect={perfect_judge_prefab != null}, great={great_judge_prefab != null}, good={good_judge_prefab != null}, miss={miss_judge_prefab != null}");
return;
}
if (JudgeManager.IsDebugEnabled) Debug.Log($"[Animation_Generate] Spawning judge prefab: color={color}, result={judgeResult}, prefab={prefabToUse.name}");
GameObject instance = GetPooledJudge(prefabToUse, spawnPoint);
if (instance == null)
return;
instance.transform.localPosition = Vector3.zero;
// Documentation text normalized.
float finalScale = baseScale;
if (useRandomScale) finalScale *= Random.Range(minScaleMultiplier, maxScaleMultiplier);
instance.transform.localScale = new Vector3(finalScale, finalScale, 1f);
// Documentation text normalized.
StartCoroutine(AnimateSprite(instance));
}
public void PrewarmJudgePrefabs(int perPrefab = 1)
{
if (!Application.isPlaying)
return;
if (prewarmJudgeCoroutine != null)
{
StopCoroutine(prewarmJudgeCoroutine);
}
prewarmJudgeCoroutine = StartCoroutine(PrewarmJudgePrefabsRoutine(Mathf.Max(1, perPrefab)));
}
public IEnumerator PrewarmJudgePrefabsRoutine(int perPrefab = 1)
{
GameObject[] prefabs =
{
perfect_judge_prefab,
great_judge_prefab,
good_judge_prefab,
miss_judge_prefab
};
int count = Mathf.Max(1, perPrefab);
foreach (GameObject prefab in prefabs)
{
if (prefab == null)
continue;
for (int i = 0; i < count; i++)
{
GameObject instance = null;
try
{
instance = CreatePooledJudge(prefab);
ReturnJudgeToPool(instance);
}
catch { }
yield return null;
}
}
prewarmJudgeCoroutine = null;
}
private IEnumerator AnimateSprite(GameObject obj)
{
if (obj == null) yield break;
SpriteRenderer sr = obj.GetComponent<SpriteRenderer>();
float elapsed = 0f;
float vVelocity = jumpForce;
Vector3 currentLocalPos = Vector3.zero;
// Documentation text normalized.
float totalLifeTime = fadeOutStartTime + fadeOutDuration;
// Documentation text normalized.
if (sr != null)
{
Color c = sr.color;
c.a = 0f;
sr.color = c;
}
// Documentation text normalized.
while (elapsed < totalLifeTime)
{
if (obj == null) yield break;
float dt = Time.deltaTime;
elapsed += dt;
// Documentation text normalized.
vVelocity += gravity * dt;
currentLocalPos.y += vVelocity * dt;
obj.transform.localPosition = currentLocalPos;
// Documentation text normalized.
if (sr != null)
{
float alpha;
// Documentation text normalized.
if (elapsed < fadeInTime)
{
alpha = Mathf.InverseLerp(0f, fadeInTime, elapsed);
}
// Documentation text normalized.
else if (elapsed > fadeOutStartTime)
{
// Documentation text normalized.
alpha = Mathf.InverseLerp(totalLifeTime, fadeOutStartTime, elapsed);
}
// Documentation text normalized.
else
{
alpha = 1f;
}
Color c = sr.color;
c.a = Mathf.Clamp01(alpha);
sr.color = c;
}
yield return null;
}
// Documentation text normalized.
if (obj != null && sr != null)
{
Color c = sr.color;
c.a = 0f;
sr.color = c;
}
// Documentation text normalized.
if (obj != null) ReturnJudgeToPool(obj);
}
private GameObject GetPooledJudge(GameObject prefab, Transform parent)
{
if (prefab == null || parent == null)
return null;
if (!judgePools.TryGetValue(prefab, out var pool))
{
pool = new System.Collections.Generic.Stack<GameObject>();
judgePools[prefab] = pool;
}
GameObject instance = null;
while (pool.Count > 0 && instance == null)
{
instance = pool.Pop();
}
if (instance == null)
{
instance = CreatePooledJudge(prefab);
}
if (instance == null)
return null;
instance.transform.SetParent(parent, false);
instance.SetActive(true);
return instance;
}
private GameObject CreatePooledJudge(GameObject prefab)
{
if (prefab == null)
return null;
GameObject instance = Instantiate(prefab, transform);
var tag = instance.GetComponent<PooledJudgeTag>();
if (tag == null)
tag = instance.AddComponent<PooledJudgeTag>();
tag.prefabSource = prefab;
instance.SetActive(false);
return instance;
}
private void ReturnJudgeToPool(GameObject instance)
{
if (instance == null)
return;
var tag = instance.GetComponent<PooledJudgeTag>();
if (tag == null || tag.prefabSource == null)
{
Destroy(instance);
return;
}
if (!judgePools.TryGetValue(tag.prefabSource, out var pool))
{
pool = new System.Collections.Generic.Stack<GameObject>();
judgePools[tag.prefabSource] = pool;
}
instance.transform.SetParent(transform, false);
instance.transform.localPosition = new Vector3(99999f, 99999f, 0f);
instance.transform.localRotation = Quaternion.identity;
instance.SetActive(false);
pool.Push(instance);
}
private Transform GetSpawnPoint(string color)
{
if (string.IsNullOrEmpty(color)) return null;
// Documentation text normalized.
Transform point = null;
switch (color.ToLower())
{
case "red": point = redSpawn; break;
case "green": point = greenSpawn; break;
case "yellow": point = yellowSpawn; break;
case "purple": point = purpleSpawn; break;
case "blue": point = blueSpawn; break;
default:
Debug.LogWarning($"[Animation_Generate] Unknown color: {color}");
return null;
}
if (point == null)
{
Debug.LogError($"[Animation_Generate] Spawn point for color {color} is null. Check if effects are assigned in inspector. Make sure the effect object is active in the scene.");
}
return point;
}
private GameObject GetJudgePrefab(string result)
{
if (string.IsNullOrEmpty(result)) return null;
GameObject prefab = null;
switch (result.ToLower())
{
case "perfect": prefab = perfect_judge_prefab; break;
case "great": prefab = great_judge_prefab; break;
case "good": prefab = good_judge_prefab; break;
case "miss": prefab = miss_judge_prefab; break;
default:
Debug.LogWarning($"[Animation_Generate] Unknown judge result: {result}");
return null;
}
if (prefab == null)
{
Debug.LogError($"[Animation_Generate] Judge prefab for '{result}' is not assigned in inspector! Check Animation_GenerateJudgementSituationPrefab component.");
}
return prefab;
}
}