137 lines
4.6 KiB
C#
137 lines
4.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.SceneManagement;
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public class Spawner : MonoBehaviour
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{
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[Header("오디오 및 파일 설정")]
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public AudioSource audioSource;
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[Header("노트 프리팹 & 위치")]
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public GameObject[] cubePrefabs;
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public Transform[] spawnPoints;
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[Header("타이밍 설정")]
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public float noteSpeed = 2.0f;
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public float distanceToHit = 10.0f;
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[Header("씬 설정")]
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public string songSelectSceneName = "SongSelect";
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private List<NoteData> mapNotes = new List<NoteData>();
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private int nextNoteIndex = 0;
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private float travelTime;
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private bool isReady = false;
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// ── Unity ────────────────────────────────────────────────
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void Start()
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{
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travelTime = distanceToHit / noteSpeed;
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if (GameSession.SelectedSong == null)
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{
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Debug.LogWarning("[Spawner] 선택된 곡 없음 → 곡 선택 화면으로 이동");
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SceneManager.LoadScene(songSelectSceneName);
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return;
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}
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StartCoroutine(InitGame());
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}
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void Update()
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{
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if (!isReady || audioSource == null || !audioSource.isPlaying) return;
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float currentTime = audioSource.time;
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while (nextNoteIndex < mapNotes.Count &&
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currentTime + travelTime >= mapNotes[nextNoteIndex].time)
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{
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SpawnNote(mapNotes[nextNoteIndex]);
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nextNoteIndex++;
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}
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}
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// ── 초기화 ───────────────────────────────────────────────
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private IEnumerator InitGame()
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{
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SongInfo song = GameSession.SelectedSong;
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string difficulty = GameSession.SelectedDifficulty;
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// 맵 JSON 로드
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string mapPath = GetMapPath(song, difficulty);
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if (!File.Exists(mapPath))
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{
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Debug.LogError($"[Spawner] 맵 파일 없음: {mapPath}");
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yield break;
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}
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LoadMapJson(mapPath);
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// 오디오 로드 (로컬 파일 → AudioClip)
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string audioPath = GetAudioPath(song.id);
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yield return LoadAudioClip(audioPath);
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// LRU 갱신
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SongLibrary.Instance?.TouchSong(song.id);
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isReady = true;
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audioSource.Play();
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Debug.Log($"[Spawner] 시작: {song.title} ({difficulty})");
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}
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private void LoadMapJson(string path)
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{
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string json = File.ReadAllText(path);
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MapData data = JsonUtility.FromJson<MapData>(json);
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mapNotes = data?.target ?? new List<NoteData>();
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mapNotes.Sort((a, b) => a.time.CompareTo(b.time));
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Debug.Log($"[Spawner] 노트 로드: {mapNotes.Count}개");
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}
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private IEnumerator LoadAudioClip(string path)
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{
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string uri = "file://" + path;
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using var req = UnityWebRequestMultimedia.GetAudioClip(uri, AudioType.MPEG);
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yield return req.SendWebRequest();
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if (req.result != UnityWebRequest.Result.Success)
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{
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Debug.LogError($"[Spawner] 오디오 로드 실패: {req.error}");
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yield break;
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}
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audioSource.clip = DownloadHandlerAudioClip.GetContent(req);
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}
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// ── 노트 스폰 ────────────────────────────────────────────
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private void SpawnNote(NoteData data)
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{
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if (data.colorType >= cubePrefabs.Length || data.position >= spawnPoints.Length) return;
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GameObject obj = Instantiate(
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cubePrefabs[data.colorType],
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spawnPoints[data.position].position,
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spawnPoints[data.position].rotation);
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obj.transform.Rotate(transform.forward, 90 * Random.Range(0, 4));
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}
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// ── 경로 헬퍼 ────────────────────────────────────────────
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private static string CacheRoot =>
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Path.Combine(Application.temporaryCachePath, "beatsaber");
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private static string GetAudioPath(string songId) =>
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Path.Combine(CacheRoot, songId, $"{songId}.mp3");
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private static string GetMapPath(SongInfo song, string difficulty)
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{
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DifficultyInfo info = song.difficulties.Get(difficulty);
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if (info == null) return string.Empty;
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return Path.Combine(CacheRoot, song.id, Path.GetFileName(info.mapFile));
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}
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} |