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