feat: Game scene — SongController bridges custom map to VRBeatsKit

- SongController: loads MP3 + Beat Saber JSON map, runs countdown (3→2→1→GO),
  spawns cubes via VR_BeatManager.Spawn() synced to audioSource.time
- NoteData → SpawnEventInfo mapping: position/lineLayer → x/y, colorType → ColorSide,
  cutDirection → Direction enum
- travelTimeOverride on SpawnEventInfo: each cube's travel time is back-calculated
  from remaining time at spawn moment, so simultaneous notes arrive at hit zone together
  regardless of frame-level spawn delay
- AudioManager: add PlayClip(AudioClip) and CurrentTime property
- VR_BeatManager: respect travelTimeOverride when non-zero
- Settings.asset: targetTravelTime 0.5 → 1.8 for natural Beat Saber approach feel
- SceneBuilder ④: auto-builds Game.unity from SaberStyle, wires SongController refs,
  registers in Build Settings
- LiberationSans SDF fallback updated with NanumGothic for Korean text support
- Remove unused SampleScene

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-22 14:32:25 +09:00
parent 64ef3d64ec
commit 2f6aff7691
13 changed files with 5813 additions and 471 deletions
+87
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@@ -3,11 +3,98 @@ using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using VRBeats;
using VRBeats.ScriptableEvents;
public static class VRBeatSaberSceneBuilder
{
private const string MenuScene = "Assets/VRBeatsKit/Scenes/Menu.unity";
// ─────────────────────────────────────────────
// ④ Build Game Scene
// SaberStyle 복제 → Game.unity 생성
// PlayableManager 제거, SongController + 카운트다운 캔버스 추가
// ─────────────────────────────────────────────
[MenuItem("Tools/VRBeatSaber/④ Build Game Scene")]
public static void BuildGameScene()
{
const string saberStylePath = "Assets/VRBeatsKit/Scenes/SaberStyle.unity";
const string gamePath = "Assets/Scenes/Game.unity";
// SaberStyle → Game.unity 복제 (이미 있으면 그냥 열기)
if (!AssetDatabase.LoadAssetAtPath<Object>(gamePath))
{
if (!AssetDatabase.CopyAsset(saberStylePath, gamePath))
{
Debug.LogError("[SceneBuilder] SaberStyle.unity 복제 실패");
return;
}
AssetDatabase.Refresh();
}
var scene = EditorSceneManager.OpenScene(gamePath, OpenSceneMode.Single);
// PlayableManager 제거 (PlayableDirector는 유지)
var pm = Object.FindObjectOfType<PlayableManager>();
if (pm != null)
Object.DestroyImmediate(pm);
// SongController GO 생성
var scGO = new GameObject("SongController");
var songController = scGO.AddComponent<SongController>();
var cubePrefab = AssetDatabase.LoadAssetAtPath<Spawneable>(
"Assets/VRBeatsKit/Prefabs/Spawneable/VR_BeatCube.prefab");
var onLevelComplete = AssetDatabase.LoadAssetAtPath<GameEvent>(
"Assets/VRBeatsKit/GameEvents/OnLevelComplete.asset");
// 카운트다운 캔버스 생성
var canvasGO = new GameObject("CountdownCanvas");
var canvas = canvasGO.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 100;
canvasGO.AddComponent<CanvasScaler>();
canvasGO.AddComponent<GraphicRaycaster>();
var countdownGO = new GameObject("CountdownText");
countdownGO.transform.SetParent(canvasGO.transform, false);
var cRect = countdownGO.AddComponent<RectTransform>();
cRect.anchorMin = new Vector2(0.5f, 0.5f);
cRect.anchorMax = new Vector2(0.5f, 0.5f);
cRect.pivot = new Vector2(0.5f, 0.5f);
cRect.anchoredPosition = Vector2.zero;
cRect.sizeDelta = new Vector2(400f, 200f);
var cTmp = countdownGO.AddComponent<TextMeshProUGUI>();
cTmp.text = "";
cTmp.fontSize = 120f;
cTmp.color = Color.white;
cTmp.alignment = TextAlignmentOptions.Center;
cTmp.fontStyle = FontStyles.Bold;
countdownGO.SetActive(false);
// SongController 필드 연결
var scSO = new SerializedObject(songController);
scSO.FindProperty("cubePrefab") .objectReferenceValue = cubePrefab;
scSO.FindProperty("onLevelComplete") .objectReferenceValue = onLevelComplete;
scSO.FindProperty("countdownText") .objectReferenceValue = cTmp;
scSO.ApplyModifiedPropertiesWithoutUndo();
// Build Settings 에 Game.unity 추가
var scenes = EditorBuildSettings.scenes;
bool exists = System.Array.Exists(scenes, s => s.path == gamePath);
if (!exists)
{
var newList = new EditorBuildSettingsScene[scenes.Length + 1];
System.Array.Copy(scenes, newList, scenes.Length);
newList[scenes.Length] = new EditorBuildSettingsScene(gamePath, true);
EditorBuildSettings.scenes = newList;
}
EditorSceneManager.MarkSceneDirty(scene);
EditorSceneManager.SaveScene(scene);
Debug.Log("[SceneBuilder] ✓ Game.unity 생성 완료");
}
// ─────────────────────────────────────────────
// ③ Menu — Rebuild SongSelect Panel
//
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@@ -0,0 +1,155 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using TMPro;
using UnityEngine;
using UnityEngine.Networking;
using VRBeats;
using VRBeats.ScriptableEvents;
public class SongController : MonoBehaviour
{
[SerializeField] private Spawneable cubePrefab;
[SerializeField] private GameEvent onLevelComplete;
[SerializeField] private TMP_Text countdownText;
private AudioManager _audio;
private static string CacheRoot =>
Path.Combine(Application.temporaryCachePath, "beatsaber");
private void Start()
{
_audio = FindObjectOfType<AudioManager>();
StartCoroutine(LoadAndPlay());
}
private IEnumerator LoadAndPlay()
{
SongInfo song = GameSession.SelectedSong;
string diff = GameSession.SelectedDifficulty;
if (song == null || string.IsNullOrEmpty(diff))
{
Debug.LogError("[SongController] No song/difficulty selected");
yield break;
}
// Load audio clip from local cache
string audioPath = Path.Combine(CacheRoot, song.id, song.id + ".mp3");
AudioClip clip;
using (var req = UnityWebRequestMultimedia.GetAudioClip("file://" + audioPath, AudioType.MPEG))
{
yield return req.SendWebRequest();
if (req.result != UnityWebRequest.Result.Success)
{
Debug.LogError($"[SongController] Audio load failed: {req.error}");
yield break;
}
clip = DownloadHandlerAudioClip.GetContent(req);
}
// Load and parse map
DifficultyInfo diffInfo = song.difficulties.Get(diff);
if (diffInfo == null)
{
Debug.LogError($"[SongController] Difficulty '{diff}' not found");
yield break;
}
string mapPath = Path.Combine(CacheRoot, song.id, Path.GetFileName(diffInfo.mapFile));
if (!File.Exists(mapPath))
{
Debug.LogError($"[SongController] Map file missing: {mapPath}");
yield break;
}
MapData map = JsonUtility.FromJson<MapData>(File.ReadAllText(mapPath));
if (map?.target == null)
{
Debug.LogError("[SongController] Map parse failed");
yield break;
}
map.target.Sort((a, b) => a.time.CompareTo(b.time));
yield return StartCoroutine(Countdown());
_audio.PlayClip(clip);
StartCoroutine(SpawnRoutine(map.target));
yield return StartCoroutine(WaitForCompletion(clip.length));
}
private IEnumerator Countdown()
{
if (countdownText == null) yield break;
countdownText.gameObject.SetActive(true);
string[] labels = { "3", "2", "1", "GO!" };
float[] durations = { 1f, 1f, 1f, 0.6f };
for (int i = 0; i < labels.Length; i++)
{
countdownText.text = labels[i];
yield return new WaitForSeconds(durations[i]);
}
countdownText.gameObject.SetActive(false);
}
private IEnumerator SpawnRoutine(List<NoteData> notes)
{
float travelTime = VR_BeatManager.instance.GameSettings.TargetTravelTime;
foreach (NoteData note in notes)
{
float spawnAt = Mathf.Max(0f, note.time - travelTime);
yield return new WaitUntil(() => _audio.CurrentTime >= spawnAt);
SpawnNote(note);
}
}
private void SpawnNote(NoteData note)
{
float x = -0.375f + note.position * 0.25f;
float y = -0.333f + note.lineLayer * 0.333f;
// 스폰 시점의 실제 남은 시간으로 역산 → 동시 노트가 프레임 차이 나도 같은 타이밍에 도착
float remaining = note.time - _audio.CurrentTime;
float travelTime = Mathf.Max(0.05f, remaining);
var info = new SpawnEventInfo
{
position = new Vector3(x, y, 0f),
colorSide = note.colorType == 0 ? ColorSide.Left : ColorSide.Right,
hitDirection = MapCutDirection(note.cutDirection),
useSpark = true,
speed = 2f,
travelTimeOverride = travelTime,
};
VR_BeatManager.instance.Spawn(cubePrefab, info);
}
// Beat Saber cutDirection → VRBeats Direction
// BS: 0=Up 1=Down 2=Left 3=Right 4=UpperLeft 5=UpperRight 6=LowerLeft 7=LowerRight 8=Any
private static readonly Direction[] CutDirMap =
{
Direction.Up,
Direction.Down,
Direction.Left,
Direction.Right,
Direction.UpperLeft,
Direction.UpperRight,
Direction.LowerLeft,
Direction.LowerRight,
Direction.Center,
};
private static Direction MapCutDirection(int cut)
=> (cut >= 0 && cut < CutDirMap.Length) ? CutDirMap[cut] : Direction.Center;
private IEnumerator WaitForCompletion(float clipLength)
{
yield return new WaitUntil(() => _audio.CurrentTime >= clipLength - 0.5f);
onLevelComplete?.Invoke();
}
}
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fileFormatVersion: 2
guid: ca3b401467e927148b0face4c03b0062
File diff suppressed because one or more lines are too long
@@ -41,6 +41,14 @@ namespace VRBeats
audioSource.outputAudioMixerGroup.audioMixer.SetFloat("Pitch", value);
}
public void PlayClip(AudioClip clip)
{
audioSource.clip = clip;
audioSource.Play();
}
public float CurrentTime => audioSource != null ? audioSource.time : 0f;
}
}
@@ -69,18 +69,19 @@ namespace VRBeats
Spawneable clone = Instantiate( spawneable , spawnPosition , Quaternion.Euler( info.rotation ) );
SetSpeedRelativeToPlayZone(info);
clone.Construct(info);
Vector3 finalScale = clone.transform.localScale;
clone.transform.localScale = Vector3.zero;
clone.transform.Move(finalPosition, settings.TargetTravelTime).SetEase(settings.TargetTravelEase).SetOnComplete(delegate
float travelTime = info.travelTimeOverride > 0f ? info.travelTimeOverride : settings.TargetTravelTime;
clone.transform.Move(finalPosition, travelTime).SetEase(settings.TargetTravelEase).SetOnComplete(delegate
{
clone.OnSpawn();
}).SetUpdateMode(Platinio.TweenEngine.UpdateMode.Update);
}).SetUpdateMode(Platinio.TweenEngine.UpdateMode.Update);
clone.transform.ScaleTween(finalScale, settings.TargetTravelTime).SetEase(settings.TargetTravelEase);
clone.transform.ScaleTween(finalScale, travelTime).SetEase(settings.TargetTravelEase);
}
@@ -32,5 +32,7 @@ namespace VRBeats
public Vector3 rotation = Vector3.zero;
public float speed = 2.0f;
public int speedMultiplier = 1;
// 0 이면 Settings.TargetTravelTime 사용, 양수면 해당 시간으로 이동
public float travelTimeOverride = 0f;
}
}
+23 -23
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@@ -1,23 +1,23 @@
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+8
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