update
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@@ -9,6 +9,7 @@ using Lean.Pool;
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using Sirenix.OdinInspector;
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using TMPro;
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using UnityEngine.InputSystem.Controls;
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using UnityEngine.InputSystem.EnhancedTouch;
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using UnityEngine.UI;
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using Touch = UnityEngine.InputSystem.EnhancedTouch.Touch;
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using TouchPhase = UnityEngine.InputSystem.TouchPhase;
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@@ -17,7 +18,7 @@ using TouchPhase = UnityEngine.InputSystem.TouchPhase;
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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 GameInputManager : SerializedMonoBehaviour
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public class GameInputManager : MonoBehaviour
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{
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// =====================================================================
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// 可配置参数 (Configurable Parameters)
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@@ -41,7 +42,7 @@ public class GameInputManager : SerializedMonoBehaviour
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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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public bool isFirstSwipe = true;
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}
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private readonly Dictionary<int, TouchState> _activeTouches = new Dictionary<int, TouchState>();
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@@ -55,7 +56,7 @@ public class GameInputManager : SerializedMonoBehaviour
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private void Awake()
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{
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#if UNITY_EDITOR || UNITY_STANDALONE
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#if UNITY_STANDALONE
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DOTween.SetTweensCapacity(200, 200);
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gameInput = new GameInput();
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gameInput.Game.Enable();
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@@ -65,6 +66,8 @@ public class GameInputManager : SerializedMonoBehaviour
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Debug.Log("已加载自定义按键绑定");
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}
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RegisterActionsInputs();
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#else
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Debug.Log("已启用真实触摸输入");
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#endif
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}
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@@ -76,10 +79,19 @@ public class GameInputManager : SerializedMonoBehaviour
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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 || UNITY_STANDALONE
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#if UNITY_STANDALONE
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HandleHolding();
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#else
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ProcessRealTouchInput();
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#endif
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}
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private void OnDisable()
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{
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#if UNITY_STANDALONE
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#else
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#endif
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}
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@@ -103,21 +115,24 @@ public class GameInputManager : SerializedMonoBehaviour
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GameManager.instance.noteJudgeManager.SetNewInputUnitTouch(id, position);
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}
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private void OnSwipe(int id, Vector2 position, bool isGeneric, Vector2 direction)
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private void OnSwipe(int id, Vector2 position, bool isGeneric, bool isFirst, Vector2 direction)
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{
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if (SettingsManager.instance.gameSettings.debugMode)
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{
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GenerateSwipeMark(id, position, isGeneric, direction);
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GenerateSwipeMark(id, position, isGeneric, isFirst, direction);
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if(isFirst) Debug.Log($"划动开始 - ID: {id}, 位置: {position}, 方向: {direction}");
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else Debug.Log($"划动更新 - ID: {id}, 位置: {position}, 方向: {direction}");
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}
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GameManager.instance.noteJudgeManager.SetNewInputUnitSwipe(id, position, isGeneric, direction);
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GameManager.instance.noteJudgeManager.SetNewInputUnitSwipe(id, position, isGeneric, isFirst, direction);
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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 || UNITY_STANDALONE
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#if UNITY_STANDALONE
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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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@@ -171,7 +186,7 @@ public class GameInputManager : SerializedMonoBehaviour
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}
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#endif
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#if UNITY_EDITOR || UNITY_STANDALONE
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#if UNITY_STANDALONE
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public bool holdingTouch0;
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public bool holdingTouch1;
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@@ -269,22 +284,6 @@ public class GameInputManager : SerializedMonoBehaviour
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holdingSwipe0 = false;
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}
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};
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/*gameInput.Game.Swipe1.performed += ctx =>
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{
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if (ctx.performed)
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{
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holdingSwipe1 = true;
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}
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};
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gameInput.Game.Swipe1.canceled += ctx =>
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{
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if (ctx.canceled)
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{
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holdingSwipe1 = false;
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}
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};*/
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}
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private void HandleHolding()
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@@ -318,12 +317,6 @@ public class GameInputManager : SerializedMonoBehaviour
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Vector2 inputPosition = new Vector2(Screen.width * 0.5f, 200f);
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OnSwipe(0, inputPosition, true, Vector2.zero);
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}
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/*if (holdingSwipe1)
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{
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Vector2 inputPosition = new Vector2(600 + Screen.width * 0.5f, 200f);
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OnSwipe(3, inputPosition, true, Vector2.zero);
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}*/
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}
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#endif
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@@ -357,6 +350,8 @@ public class GameInputManager : SerializedMonoBehaviour
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TouchId = touchId,
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StartPosition = position,
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StartTime = Time.time,
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LastSwipeDirection = Vector2.zero,
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isFirstSwipe = true
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};
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_activeTouches[touchId] = newState;
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OnTap(touchId, position);
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@@ -367,7 +362,8 @@ public class GameInputManager : SerializedMonoBehaviour
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if (_activeTouches.TryGetValue(touchId, out TouchState movedState))
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{
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OnTouch(touchId, position);
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DetectSwipe(movedState, position);
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DetectSwipe(movedState, _activeTouches[touchId].isFirstSwipe, position);
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//_activeTouches[touchId].isFirstSwipe = false;
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}
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break;
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@@ -382,6 +378,10 @@ public class GameInputManager : SerializedMonoBehaviour
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if (_activeTouches.ContainsKey(touchId))
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{
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_activeTouches.Remove(touchId);
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if (SettingsManager.instance.gameSettings.debugMode)
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{
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GenerateEndMark(position);
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}
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}
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break;
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@@ -389,6 +389,10 @@ public class GameInputManager : SerializedMonoBehaviour
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if (_activeTouches.ContainsKey(touchId))
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{
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_activeTouches.Remove(touchId);
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if (SettingsManager.instance.gameSettings.debugMode)
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{
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GenerateCanceledMark(position);
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}
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}
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break;
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}
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@@ -397,7 +401,7 @@ public class GameInputManager : SerializedMonoBehaviour
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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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private void DetectSwipe(TouchState state, bool isFirst, 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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@@ -407,7 +411,7 @@ public class GameInputManager : SerializedMonoBehaviour
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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) <= swipeAngleThreshold)
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{
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OnSwipe(state.TouchId, state.StartPosition, false, direction);
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OnSwipe(state.TouchId, state.StartPosition, false, isFirst, 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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@@ -461,13 +465,13 @@ public class GameInputManager : SerializedMonoBehaviour
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ss.Play();
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}
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private void GenerateSwipeMark(int id, Vector2 pos, bool isGeneric, Vector2 direction)
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private void GenerateSwipeMark(int id, Vector2 pos, bool isGeneric, bool isFirst, Vector2 direction)
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{
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GameObject markPrefab = isGeneric
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? GameManager.instance.basePrefabs.genericSwipeInputMark
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: GameManager.instance.basePrefabs.directionalSwipeInputMark;
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RectTransform mark = LeanPool.Spawn(markPrefab, GameManager.instance.judgeHintCanvas.transform). GetComponent<RectTransform>();
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RectTransform mark = LeanPool.Spawn(markPrefab, GameManager.instance.judgeHintCanvas.transform).GetComponent<RectTransform>();
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RectTransform canvasRect = GameManager.instance.judgeHintCanvas.GetComponent<RectTransform>();
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pos, null, out Vector2 uiPosition))
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@@ -479,7 +483,7 @@ public class GameInputManager : SerializedMonoBehaviour
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Sequence ss = DOTween.Sequence();
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ss.OnStart(() =>
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{
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mark.GetComponent<Image>().color = Color.white;
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mark.GetComponent<Image>().color = isFirst ? Color.red : Color.white;
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mark.localScale = Vector3.zero;
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});
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ss.Join(mark.GetComponent<Image>().DOFade(0, 0.25f));
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@@ -488,4 +492,50 @@ public class GameInputManager : SerializedMonoBehaviour
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ss.SetUpdate(true);
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ss.Play();
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}
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private void GenerateEndMark(Vector2 pos)
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{
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RectTransform canvasRect = GameManager.instance.judgeHintCanvas.GetComponent<RectTransform>();
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RectTransform mark = LeanPool.Spawn(GameManager.instance.basePrefabs.inputEndMark, canvasRect).GetComponent<RectTransform>();
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pos, null, out Vector2 uiPosition))
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{
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mark.anchoredPosition = uiPosition;
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}
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Sequence ss = DOTween.Sequence();
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ss.OnStart(() =>
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{
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mark.GetComponent<Image>().color = Color.white;
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mark.localScale = Vector3.one * 5f;
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});
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ss.Join(mark.GetComponent<Image>().DOFade(0, 0.25f));
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ss.Join(mark.DOScale(0, 0.25f));
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ss.OnComplete(() => LeanPool.Despawn(mark.gameObject));
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ss.SetUpdate(true);
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ss.Play();
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}
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private void GenerateCanceledMark(Vector2 pos)
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{
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RectTransform canvasRect = GameManager.instance.judgeHintCanvas.GetComponent<RectTransform>();
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RectTransform mark = LeanPool.Spawn(GameManager.instance.basePrefabs.inputCanceledMark, canvasRect).GetComponent<RectTransform>();
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRect, pos, null, out Vector2 uiPosition))
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{
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mark.anchoredPosition = uiPosition;
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}
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Sequence ss = DOTween.Sequence();
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ss.OnStart(() =>
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{
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mark.GetComponent<Image>().color = Color.white;
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mark.localScale = Vector3.one * 5f;
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});
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ss.Join(mark.GetComponent<Image>().DOFade(0, 0.25f));
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ss.Join(mark.DOScale(0, 0.25f));
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ss.OnComplete(() => LeanPool.Despawn(mark.gameObject));
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ss.SetUpdate(true);
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ss.Play();
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}
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}
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