210 lines
7.2 KiB
C#
210 lines
7.2 KiB
C#
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using UnityEngine;
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using UnityEngine.InputSystem;
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using System;
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using System.Collections.Generic;
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using Touch = UnityEngine.InputSystem.EnhancedTouch.Touch;
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using TouchPhase = UnityEngine.InputSystem.TouchPhase;
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/// <summary>
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/// 为节奏游戏设计的输入管理器,处理多点触控并分发三种主要事件。
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/// 【重要】此版本内置了编辑器内的鼠标模拟功能,无需手机即可测试。
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/// </summary>
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public class RhythmInputManager : MonoBehaviour
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{
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// =====================================================================
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// 公共事件 (Public Events)
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// =====================================================================
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public static event Action<int, Vector2> OnTap;
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public static event Action<int, Vector2> OnTouch;
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public static event Action<int, Vector2, Vector2> OnSwipe;
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// =====================================================================
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// 可配置参数 (Configurable Parameters)
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// =====================================================================
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[Header("划动设置 (Swipe Settings)")]
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[Tooltip("识别为划动的最小移动距离(像素)")]
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[SerializeField] private float minSwipeDistance = 50.0f;
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// =====================================================================
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// 内部状态 (Internal State)
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// =====================================================================
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private class TouchState
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{
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public int TouchId;
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public Vector2 StartPosition;
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public float StartTime;
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public Vector2 LastSwipeDirection = Vector2.zero;
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public bool IsTapCandidate = true;
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}
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private readonly Dictionary<int, TouchState> _activeTouches = new Dictionary<int, TouchState>();
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// 为鼠标模拟专门设置一个固定的Touch ID
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private const int MOUSE_TOUCH_ID = 999;
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// =====================================================================
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// MonoBehaviour 生命周期方法 (Lifecycle Methods)
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// =====================================================================
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private void Awake()
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{
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//OnTap += (id, pos)=> Debug.Log($"Tap Detected: Touch ID {id}, Position {pos}");
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//OnTouch += (id, pos) => Debug.Log($"Touch Detected: Touch ID {id}, Position {pos}");
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//OnSwipe += (id, pos, dir) => Debug.Log($"Swipe Detected: Touch ID {id}, Position {pos}, Direction {dir}");
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}
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private void Update()
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{
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// 使用预处理指令区分平台
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#if UNITY_EDITOR
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// --- 在Unity编辑器中,使用鼠标模拟触摸 ---
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ProcessMouseInput();
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#else
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// --- 在真机设备上,使用真实的触摸输入 ---
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ProcessRealTouchInput();
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#endif
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}
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// =====================================================================
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// 核心处理逻辑 (Core Processing Logic)
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// =====================================================================
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#if UNITY_EDITOR
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/// <summary>
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/// 【仅在编辑器中运行】处理鼠标输入并模拟触摸事件。
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/// </summary>
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private void ProcessMouseInput()
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{
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if (Mouse.current == null) return;
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Vector2 position = Mouse.current.position.ReadValue();
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if (Mouse.current.leftButton.wasPressedThisFrame)
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{
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ProcessInputEvent(MOUSE_TOUCH_ID, TouchPhase.Began, position);
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}
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else if (Mouse.current.leftButton.isPressed)
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{
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// 如果鼠标位置有变化,则为Moved,否则为Stationary
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if (Mouse.current.delta.ReadValue().sqrMagnitude > 0.1f)
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{
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ProcessInputEvent(MOUSE_TOUCH_ID, TouchPhase.Moved, position);
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}
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else
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{
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ProcessInputEvent(MOUSE_TOUCH_ID, TouchPhase.Stationary, position);
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}
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}
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else if (Mouse.current.leftButton.wasReleasedThisFrame)
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{
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ProcessInputEvent(MOUSE_TOUCH_ID, TouchPhase.Ended, position);
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}
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if (Mouse.current.rightButton.wasPressedThisFrame)
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{
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ProcessInputEvent(MOUSE_TOUCH_ID + 1, TouchPhase.Began, position);
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}
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else if (Mouse.current.rightButton.isPressed)
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{
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// 如果鼠标位置有变化,则为Moved,否则为Stationary
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if (Mouse.current.delta.ReadValue().sqrMagnitude > 0.1f)
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{
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ProcessInputEvent(MOUSE_TOUCH_ID + 1, TouchPhase.Moved, position);
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}
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else
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{
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ProcessInputEvent(MOUSE_TOUCH_ID + 1, TouchPhase.Stationary, position);
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}
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}
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else if (Mouse.current.rightButton.wasReleasedThisFrame)
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{
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ProcessInputEvent(MOUSE_TOUCH_ID + 1, TouchPhase.Ended, position);
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}
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}
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#endif
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/// <summary>
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/// 【仅在真机上运行】处理真实的触摸屏输入。
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/// </summary>
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private void ProcessRealTouchInput()
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{
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if (Touchscreen.current == null) return;
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foreach (Touch touch in Touch.activeTouches)
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{
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ProcessInputEvent(
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touch.touchId,
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touch.phase,
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touch.screenPosition
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);
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}
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}
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/// <summary>
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/// 所有输入事件的核心处理函数,无论是真实触摸还是鼠标模拟都会调用它。
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/// </summary>
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private void ProcessInputEvent(int touchId, TouchPhase phase, Vector2 position)
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{
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switch (phase)
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{
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case TouchPhase.Began:
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var newState = new TouchState
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{
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TouchId = touchId,
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StartPosition = position,
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StartTime = Time.time,
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};
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_activeTouches[touchId] = newState;
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OnTap?.Invoke(touchId, position);
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OnTouch?.Invoke(touchId, position);
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break;
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case TouchPhase.Moved:
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if (_activeTouches.TryGetValue(touchId, out TouchState movedState))
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{
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OnTouch?.Invoke(touchId, position);
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DetectSwipe(movedState, position);
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}
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break;
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case TouchPhase.Stationary:
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if (_activeTouches.TryGetValue(touchId, out TouchState stationaryState))
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{
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OnTouch?.Invoke(touchId, position);
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}
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break;
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case TouchPhase.Canceled:
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if (_activeTouches.ContainsKey(touchId))
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{
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_activeTouches.Remove(touchId);
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}
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break;
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}
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}
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/// <summary>
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/// 检测划动逻辑 (无需修改)
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/// </summary>
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private void DetectSwipe(TouchState state, Vector2 currentPosition)
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{
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Vector2 swipeVector = currentPosition - state.StartPosition;
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if (swipeVector.magnitude < minSwipeDistance) return;
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Vector2 direction = swipeVector.normalized;
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// 检查是否是新的划动方向
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if (Vector2.Dot(direction, state.LastSwipeDirection) < 0.5f)
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{
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OnSwipe?.Invoke(state.TouchId, state.StartPosition, direction);
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state.LastSwipeDirection = direction;
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state.StartPosition = currentPosition;
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state.StartTime = Time.time;
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}
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}
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}
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