new file: .DS_Store

new file:   Audio/track.mp3
	new file:   Audio/track.mp3.import
	modified:   Charts/track.json
	modified:   Scenes/Game/level.tscn
	new file:   Scripts/.DS_Store
	modified:   Scripts/Core/GameManager.cs
	modified:   Scripts/Core/MusicClock.cs
	modified:   Scripts/Core/TrackGenerator.cs
	modified:   Scripts/Data/ChartEvent.cs
	modified:   Scripts/Data/TrackData.cs
	modified:   Scripts/GameObjects/NoteObject.cs
This commit is contained in:
CrbnsCat10n
2026-04-12 17:24:27 +08:00
parent 0e6bf1dcad
commit 778d68fd00
14 changed files with 154 additions and 38 deletions

View File

@@ -4,7 +4,6 @@ using Onrinto.Chart;
using System.Text.Json.Serialization;
using System.Linq;
using System.Collections.Generic;
using System.Security.Cryptography.X509Certificates;
public partial class TrackGenerator : Node3D
{
@@ -12,6 +11,8 @@ public partial class TrackGenerator : Node3D
List<ChartEvent> _notes = new List<ChartEvent>();
[Export] public PackedScene NotePrefab;
private int _spawnIndex = 0;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
@@ -44,21 +45,46 @@ public partial class TrackGenerator : Node3D
}
_notes = track.Events.OrderBy(e => e.Tick).ToList(); // Ensure events are sorted by time.
track.Initialize(); // Pre-calculate hit times and positions.
GameManager.Instance.CurrentTrack = track; // Set the current track in the game manager.
// Load and play music
if (!string.IsNullOrEmpty(track.MusicPath))
{
MusicClock.Instance.LoadMusic(track.MusicPath);
MusicClock.Instance.Play();
}
}
private void spawnNote(ChartEvent e) {
var noteInstance = NotePrefab.Instantiate<NoteObject>();
float speed = 20.0f;
double hitTime = (double)(e.Tick / track.TicksPerBeat * 60.0 / track.BPM);
float initialZ = (float)(hitTime * speed);
noteInstance.Initialize(e, hitTime, initialZ); // Initial Z position
noteInstance.Initialize(e);
AddChild(noteInstance);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
if (track == null) return;
float currentZ = GameManager.Instance.CurrentAbsZ;
float spawnThreshold = GameManager.Instance.VisibleDistance;
while (_spawnIndex < _notes.Count)
{
var e = _notes[_spawnIndex];
float visualDist = (e.HitAbsZ - currentZ) * GameManager.Instance.FinalSpeed;
if (visualDist <= spawnThreshold)
{
// Only spawn if it hasn't been missed for too long
if (e.HitTime - MusicClock.Instance.CurrentTime >= -0.5)
{
spawnNote(e);
}
_spawnIndex++;
}
else break;
}
}
}