1.向判定效果IInteraction中增强, 支持Hold类型判定, 这将是除Tap以外唯二的判定模式\n2.GameController现在能够打开带有Helper的项目根目录

This commit is contained in:
2025-10-02 11:11:42 +08:00
parent 8e08e3630d
commit a77faec0fa
5 changed files with 138 additions and 58 deletions

View File

@@ -138,7 +138,16 @@ namespace Demo.Game
return DurationStats.After;
}
public abstract bool JudgementBehaviour(float timePoint);
public enum JudgementLevel
{
None = -2,//No Judge
Default = -1,
BestLevel = 0,//Level0
ScoreLevel = 1,//Level1
Bad = 128,
}
public abstract JudgementLevel JudgementBehaviour(float timePoint);
protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
{

View File

@@ -1,3 +1,4 @@
using Convention;
using UnityEngine;
namespace Demo.Game
@@ -9,21 +10,62 @@ namespace Demo.Game
return new GameObject().AddComponent<FullScreenInteraction>();
}
public override bool JudgementBehaviour(float timePoint)
[Content] public bool IsNeedTap = true;
[Content, SerializeField] private bool IsJudgement = false;
[Content, SerializeField] private bool IsReleaseJudgementEffect = false;
/// <summary>
/// 设置为Hold模式, 即不需要点按即可判定的模式
/// </summary>
[ScriptableCall(@"设置为Hold模式, 即不需要点按即可判定的模式")]
public void EnableHoldMode()
{
if (GetRoot().RootGameController.IsAutoPlay)
return timePoint > GetBestJudgementTimePoint();
var inputs = GetRoot().InputCatch;
for (int i = 0, e = inputs.Count; i < e; i++)
IsNeedTap = false;
}
protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
{
base.UpdateTicks(currentTime, deltaTime, tickType);
if (tickType == TickType.Pause || tickType == TickType.Reset)
{
var current = inputs[i];
if (IsInInteractiveDuration(current.TimePoint))
IsJudgement = false;
IsReleaseJudgementEffect = false;
}
}
public override JudgementLevel JudgementBehaviour(float timePoint)
{
var stats = timePoint > GetBestJudgementTimePoint();
if (IsJudgement)
{
if (IsNeedTap)
return JudgementLevel.None;
else if (stats && IsReleaseJudgementEffect == false)
{
inputs.RemoveAt(i);
return true;
IsReleaseJudgementEffect = true;
return JudgementLevel.BestLevel;
}
else
return JudgementLevel.None;
}
if (GetRoot().RootGameController.IsAutoPlay)
return stats ? JudgementLevel.BestLevel: JudgementLevel.None;
var inputs = GetRoot().InputCatch;
var index = inputs.FindIndex(x => IsInInteractiveDuration(x.TimePoint));
if (index != -1)
{
if (IsNeedTap)
{
inputs.RemoveAt(index);
return JudgementLevel.Default;
}
else
{
IsJudgement = true;
return JudgementLevel.None;
}
}
return false;
return JudgementLevel.None;
}
}
}