perf
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@@ -1,9 +1,11 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using UniRx;
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using Unity.VisualScripting;
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using UnityEngine;
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@@ -11,13 +13,8 @@ namespace Ichni.RhythmGame
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{
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public partial class Flick : NoteBase
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{
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public static readonly NoteJudgeIntervals judgeIntervals = new NoteJudgeIntervals(
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new TimeInterval(-0.15f, -0.25f), new TimeInterval(-0.25f, -0.25f),
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new TimeInterval(-0.25f, -0.25f), new TimeInterval(-0.25f, 0.15f),
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new TimeInterval(0.15f, 0.25f), new TimeInterval(0.25f, 0.25f), 0.25f);
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public List<Vector2> availableFlickDirections;
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public float flickBufferAngle = 60f;
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public float flickBuffer = 0.5f;
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public static Flick GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
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GameElement parentElement, float exactJudgeTime, List<Vector2> directions)
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@@ -26,7 +23,11 @@ namespace Ichni.RhythmGame
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flick.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
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flick.exactJudgeTime = exactJudgeTime;
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flick.availableFlickDirections = directions;
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flick.availableFlickDirections = new List<Vector2>() { Vector2.left, Vector2.right };
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flick.judgeIntervals = new NoteJudgeIntervals(
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new TimeInterval(-0.15f, -0.15f), new TimeInterval(-0.15f, -0.15f),
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new TimeInterval(-0.15f, -0.15f), new TimeInterval(-0.15f, 0.15f),
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new TimeInterval(0.15f, 0.15f), new TimeInterval(0.15f, 0.15f), 0.15f);
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if (parentElement.TryGetComponent(out Track track))
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{
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@@ -48,13 +49,83 @@ namespace Ichni.RhythmGame
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flick.track = null;
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flick.isOnTrack = false;
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}
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return flick;
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}
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public void SetFirstJudge(Vector3 deltaPosition)
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protected override void Update()
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{
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float songTime = GameManager.instance.songTime;
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if (!isFirstJudged && !isDuringJudging &&
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songTime >= exactJudgeTime + judgeIntervals.beforeMiss.intervalStart &&
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!GameManager.instance.inputManager.checkingFlickList.Contains(this))
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{
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isDuringJudging = true;
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GameManager.instance.inputManager.checkingFlickList.Add(this);
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}
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base.Update();
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}
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protected override void RemoveFromCheckingList()
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{
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GameManager.instance.inputManager.checkingFlickList.Remove(this);
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}
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public override void ExecuteStartJudge()
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{
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base.ExecuteStartJudge();
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isFinalJudged = true;
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if (GameManager.instance.inputManager.checkingFlickList.Contains(this))
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{
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GameManager.instance.inputManager.checkingFlickList.Remove(this);
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}
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}
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}
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public partial class Flick
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{
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public bool CheckJudgeAvailability(InputUnitSwipe inputUnitSwipe)
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{
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return noteJudgeSubmodule.judgeUnitList.All(judgeUnit => judgeUnit.CheckJudgeAvailability(inputUnitSwipe));
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}
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public bool CheckSwipeDirection(Vector2 screenSwipeDirection)
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{
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Camera gameCamera = GameManager.instance.cameraManager.gameCamera.gameCamera;
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foreach (Vector2 localDir in availableFlickDirections)
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{
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Vector3 worldDirection = noteVisual.transform.TransformDirection(localDir.normalized);
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Vector3 noteOriginWorld = noteVisual.transform.position;
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Vector3 noteTargetWorld = noteOriginWorld + worldDirection;
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Vector3 screenOrigin = gameCamera.WorldToScreenPoint(noteOriginWorld);
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Vector3 screenTarget = gameCamera.WorldToScreenPoint(noteTargetWorld);
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Vector2 noteScreenDirection = new Vector2(screenTarget.x - screenOrigin.x, screenTarget.y - screenOrigin.y).normalized;
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if (noteScreenDirection.sqrMagnitude < 0.01f)
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{
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continue;
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}
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float dotProduct = Vector2.Dot(screenSwipeDirection, noteScreenDirection);
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// 4. 检查点积是否满足阈值
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if (dotProduct >= flickBuffer)
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{
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// 匹配成功!无需再检查其他方向。
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Debug.Log($"匹配成功! 输入方向 {screenSwipeDirection} 匹配了本地方向 {localDir} (屏幕投影: {noteScreenDirection}), 点积: {dotProduct}");
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return true;
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}
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}
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Debug.Log($"匹配失败. 输入方向 {screenSwipeDirection} 未匹配任何允许的方向。");
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return false;
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}
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}
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