using System.Collections;
using UnityEngine;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.Audio
{
/// BGM 状态机内部状态。
public enum MusicState
{
Exploration, // 默认:区域探索 BGM
Boss, // Boss 战:Boss 主题 BGM
Victory, // Boss 击败后短暂胜利音乐
None, // 过场/死亡/主菜单时由 BGMController 直接切换
}
///
/// BGM 控制器:订阅世界/Boss/游戏状态事件,指挥 AudioManager 切换 BGM 和快照。
/// 挂在 Persistent 场景 [AudioManager] 子对象上。
///
public class BGMController : MonoBehaviour
{
[SerializeField] private AudioManager _audioManager;
[SerializeField] private AudioConfigSO _config;
[Header("Event Channels - Subscribe")]
[SerializeField] private GameStateEventChannelSO _onGameStateChanged;
[SerializeField] private BoolEventChannelSO _onBossFightToggled; // true=开始, false=结束
[SerializeField] private StringEventChannelSO _onRegionEntered;
private MusicState _musicState = MusicState.Exploration;
private string _currentRegion = string.Empty;
private readonly CompositeDisposable _subscriptions = new();
private void Awake()
{
Debug.Assert(_config != null, "[BGMController] _config 未赋值,请在 Inspector 中指定 AudioConfigSO。", this);
}
private void OnEnable()
{
_onBossFightToggled?.Subscribe(OnBossFightToggled).AddTo(_subscriptions);
_onRegionEntered?.Subscribe(OnRegionEntered).AddTo(_subscriptions);
_onGameStateChanged?.Subscribe(HandleStateChanged).AddTo(_subscriptions);
}
private void OnDisable()
{
_subscriptions.Clear();
}
private void OnBossFightToggled(bool started)
{
if (started)
{
_musicState = MusicState.Boss;
var clip = _config.GetBossBGM(_currentRegion);
if (clip == null)
{
Debug.LogWarning($"[BGMController] 区域 '{_currentRegion}' 未配置 Boss BGM,将保持当前音乐。", this);
}
else
{
_audioManager.PlayBGM(clip, fadeOutDur: 1f, fadeInDur: 0.5f);
}
_audioManager.TransitionToSnapshot("BossFight", 0.5f);
}
else
{
StartCoroutine(PlayVictoryThenRestore());
}
}
private IEnumerator PlayVictoryThenRestore()
{
_musicState = MusicState.Victory;
_audioManager.PlayBGM(_config.VictoryStingBGM,
fadeOutDur: 0.3f, fadeInDur: 0.1f);
float dur = _config.VictoryStingDuration;
yield return new WaitForSecondsRealtime(dur);
_musicState = MusicState.Exploration;
OnRegionEntered(_currentRegion);
_audioManager.TransitionToSnapshot("Default", 1.0f);
}
private void OnRegionEntered(string regionId)
{
if (regionId == _currentRegion) return;
_currentRegion = regionId;
if (_musicState == MusicState.Exploration)
{
var clip = _config.GetZoneBGM(regionId);
if (clip == null)
{
Debug.LogWarning($"[BGMController] 区域 '{regionId}' 未配置 BGM,将保持当前音乐。", this);
return;
}
_audioManager.PlayBGM(clip, fadeOutDur: 1f, fadeInDur: 1f);
}
}
private void HandleStateChanged(GameStateId state)
{
if (state == GameStates.MainMenu)
_audioManager.PlayBGM(_config.MainMenuBGM,
fadeOutDur: 0.5f, fadeInDur: 1.0f);
else if (state == GameStates.Paused)
_audioManager.TransitionToSnapshot("Paused", 0.2f);
else if (state == GameStates.Dead)
_audioManager.TransitionToSnapshot("Dead", 1.5f);
else if (state == GameStates.Gameplay)
_audioManager.TransitionToSnapshot("Default", 0.3f);
}
}
}