修改部分的长音符判定bug,优化多键位同时触发的判定逻辑

Signed-off-by: Jiangqvweihuan <>
This commit is contained in:
Jiangqvweihuan
2025-07-20 03:07:20 +00:00
committed by Gitee
parent 78334d31f3
commit 373f0511e3
14 changed files with 1062 additions and 0 deletions
@@ -0,0 +1,52 @@
using UnityEngine;
using System;
public class InputManager : MonoBehaviour
{
public static event Action<KeyCode> OnKeyPressed;
public static event Action<KeyCode> OnKeyReleased;
// 存储当前帧所有按下的按键
private KeyCode[] pressedKeysThisFrame = new KeyCode[5];
private int pressedKeyCount = 0;
private void Update()
{
pressedKeyCount = 0;
// 检查所有可能的按键
foreach (string color in new string[] { "red", "green", "yellow", "purple", "blue" })
{
KeyCode key = KeyBindingManager.GetKeyForColor(color);
if (key == KeyCode.None) continue;
if (Input.GetKeyDown(key))
{
// 记录当前帧按下的所有按键
pressedKeysThisFrame[pressedKeyCount++] = key;
OnKeyPressed?.Invoke(key);
}
if (Input.GetKeyUp(key))
{
OnKeyReleased?.Invoke(key);
}
}
// 处理多键同时按下
if (pressedKeyCount > 1)
{
HandleMultiKeyPress();
}
}
private void HandleMultiKeyPress()
{
// 对当前帧所有按下的按键进行处理
for (int i = 0; i < pressedKeyCount; i++)
{
KeyCode key = pressedKeysThisFrame[i];
// 调用 JudgeManager 统一判断对应按键的音符
JudgeManager.Instance.JudgeEarliestNote(key);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
public class JudgeManager : MonoBehaviour
{
public static JudgeManager Instance { get; private set; }
private Dictionary<KeyCode, Queue<Note>> judgeQueues = new Dictionary<KeyCode, Queue<Note>>();
private Dictionary<string, bool> startJudgedNotes = new Dictionary<string, bool>();
private Dictionary<string, bool> releasedNotes = new Dictionary<string, bool>();
private Dictionary<string, float> noteEndTimes = new Dictionary<string, float>();
private Dictionary<string, float> _holdNoteStartTimes = new Dictionary<string, float>();
// 长音符状态管理
private Dictionary<int, bool> _holdNoteValidity = new Dictionary<int, bool>();
private Dictionary<int, bool> _holdNoteKeyHeld = new Dictionary<int, bool>(); // 新增:记录按键按住状态
private Dictionary<KeyCode, List<Note>> multiKeyJudgeQueues = new Dictionary<KeyCode, List<Note>>();
public void RegisterNoteForMultiKey(KeyCode key, Note note)
{
if (!multiKeyJudgeQueues.ContainsKey(key))
multiKeyJudgeQueues[key] = new List<Note>();
if (!multiKeyJudgeQueues[key].Contains(note))
{
multiKeyJudgeQueues[key].Add(note);
}
}
public void JudgeAllNotesForMultiKey(KeyCode key)
{
if (multiKeyJudgeQueues.ContainsKey(key))
{
// 对同一按键的所有音符进行判定
foreach (var note in multiKeyJudgeQueues[key])
{
if (note != null && !note.IsJudged())
{
note.Judge();
}
}
multiKeyJudgeQueues[key].Clear();
}
}
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
return;
}
}
#region
public bool IsHoldNoteValid(int holdNoteId)
{
return _holdNoteValidity.ContainsKey(holdNoteId) && _holdNoteValidity[holdNoteId];
}
public void SetHoldNoteValidity(int holdNoteId, bool isValid)
{
_holdNoteValidity[holdNoteId] = isValid;
//Debug.Log($"设置长音符有效性: ID={holdNoteId}, Valid={isValid}");
}
public void RemoveHoldNoteValidity(int holdNoteId)
{
if (_holdNoteValidity.ContainsKey(holdNoteId))
{
_holdNoteValidity.Remove(holdNoteId);
}
}
// 新增:注册/更新按键按住状态
public void RegisterHoldNoteKeyHeld(int holdNoteId, bool isHeld)
{
_holdNoteKeyHeld[holdNoteId] = isHeld;
}
// 新增:检查按键是否按住
public bool IsHoldNoteKeyHeld(int holdNoteId)
{
return _holdNoteKeyHeld.ContainsKey(holdNoteId) && _holdNoteKeyHeld[holdNoteId];
}
#endregion
#region
public void RegisterScheduledEndTime(string noteId, float endTime)
{
noteEndTimes[noteId] = endTime;
}
public float GetScheduledEndTime(string noteId)
{
return noteEndTimes.ContainsKey(noteId) ? noteEndTimes[noteId] : 0f;
}
public void RegisterHoldNoteStart(string noteId, float startTime)
{
_holdNoteStartTimes[noteId] = startTime;
//Debug.Log($"注册长音符开始: ID={noteId}, Time={startTime}");
}
public bool IsHoldNoteActive(string noteId)
{
return _holdNoteStartTimes.ContainsKey(noteId) &&
(Time.time - _holdNoteStartTimes[noteId]) < 5f;
}
#endregion
#region
public void RegisterStartJudged(string noteID, bool state)
{
startJudgedNotes[noteID] = state;
//Debug.Log($"[JudgeManager] RegisterStartJudged: {noteID} = {state}");
}
public bool IsStartJudged(string noteID)
{
return startJudgedNotes.ContainsKey(noteID) && startJudgedNotes[noteID];
}
public void RegisterNoteReleased(string noteID, bool state)
{
releasedNotes[noteID] = state;
//Debug.Log($"[JudgeManager] RegisterNoteReleased: {noteID} = {state}");
}
public bool HasNoteReleased(string noteID)
{
return releasedNotes.ContainsKey(noteID) && releasedNotes[noteID];
}
#endregion
#region
public void RegisterNote(KeyCode key, Note note)
{
if (!judgeQueues.ContainsKey(key))
judgeQueues[key] = new Queue<Note>();
if (!judgeQueues[key].Contains(note))
{
judgeQueues[key].Enqueue(note);
}
}
public void UnregisterNote(KeyCode key, Note note)
{
if (!judgeQueues.ContainsKey(key)) return;
Queue<Note> newQueue = new Queue<Note>();
while (judgeQueues[key].Count > 0)
{
Note n = judgeQueues[key].Dequeue();
if (n != note)
{
newQueue.Enqueue(n);
}
else if (!n.IsJudged())
{
n.JudgeMiss();
}
}
judgeQueues[key] = newQueue;
}
public void JudgeEarliestNote(KeyCode key)
{
if (judgeQueues.ContainsKey(key) && judgeQueues[key].Count > 0)
{
Note note = judgeQueues[key].Dequeue();
if (note != null && !note.IsJudged())
{
note.Judge();
}
}
}
#endregion
#region
public void ResetAllHoldNotes()
{
_holdNoteValidity.Clear();
_holdNoteStartTimes.Clear();
_holdNoteKeyHeld.Clear();
//Debug.Log("重置所有长音符状态");
}
#endregion
}
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using UnityEngine;
using System.Collections.Generic;
public class KeyBindingManager : MonoBehaviour
{
private static Dictionary<string, KeyCode> keyBindings = new Dictionary<string, KeyCode>();
private void Awake()
{
//Debug.Log("KeyBindingManager Awake() 被调用,开始加载按键映射...");
if (keyBindings.Count == 0)
{
LoadKeyBindings();
}
}
/// <summary> 获取颜色对应的按键 </summary>
public static KeyCode GetKeyForColor(string color)
{
if (keyBindings.TryGetValue(color.ToLower(), out KeyCode key))
{
return key;
}
//Debug.LogError($"未找到颜色 {color} 对应的按键!请检查 KeyBindingManager 是否正确初始化。");
return KeyCode.None;
}
/// <summary> 修改按键绑定 </summary>
public static void ChangeKeyBinding(string color, KeyCode newKey)
{
if (keyBindings.ContainsKey(color.ToLower()))
{
keyBindings[color.ToLower()] = newKey;
}
else
{
keyBindings.Add(color.ToLower(), newKey);
}
SaveKeyBindings();
}
/// <summary> 存储按键绑定到 `PlayerPrefs` </summary>
private static void SaveKeyBindings()
{
foreach (var kvp in keyBindings)
{
PlayerPrefs.SetInt($"KeyBinding_{kvp.Key}", (int)kvp.Value);
}
PlayerPrefs.Save();
}
/// <summary> 从 `PlayerPrefs` 加载按键绑定 </summary>
private static void LoadKeyBindings()
{
string[] colors = { "red", "green", "yellow", "purple", "blue" };
KeyCode[] defaultKeys = { KeyCode.D, KeyCode.F, KeyCode.Space, KeyCode.J, KeyCode.K };
for (int i = 0; i < colors.Length; i++)
{
if (PlayerPrefs.HasKey($"KeyBinding_{colors[i]}"))
{
keyBindings[colors[i]] = (KeyCode)PlayerPrefs.GetInt($"KeyBinding_{colors[i]}");
}
else
{
keyBindings[colors[i]] = defaultKeys[i];
}
}
//Debug.Log("KeyBindings 初始化成功:" + string.Join(", ", keyBindings));
}
}
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using UnityEngine;
public class Notes : MonoBehaviour
{
public int trackIndex; // 轨道索引
public float hitTime; // 该音符应该被击中的时间
private bool canBeJudged = false; // 是否进入判定区域
private bool isHit = false; // 是否已被击中
private void Update()
{
// 过了 Miss 判定时间,销毁音符
if (!isHit && Time.timeSinceLevelLoad > hitTime + 0.3f)
{
JudgeMiss();
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("JudgmentLine"))
{
canBeJudged = true;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("JudgmentLine"))
{
canBeJudged = false;
}
}
public void JudgeNote()
{
if (!canBeJudged || isHit) return; // 仅在进入判定区后才能被判定
float currentTime = Time.timeSinceLevelLoad;
float timeDifference = Mathf.Abs(currentTime - hitTime);
if (timeDifference <= 0.05f)
{
JudgePerfect();
}
else if (timeDifference <= 0.1f)
{
JudgeGreat();
}
else if (timeDifference <= 0.2f)
{
JudgeGood();
}
else if (timeDifference <= 0.3f)
{
JudgeMiss();
}
}
private void JudgePerfect()
{
//Debug.Log($"Track {trackIndex}: Perfect!");
isHit = true;
Destroy(gameObject);
}
private void JudgeGreat()
{
//Debug.Log($"Track {trackIndex}: Great!");
isHit = true;
Destroy(gameObject);
}
private void JudgeGood()
{
//Debug.Log($"Track {trackIndex}: Good!");
isHit = true;
Destroy(gameObject);
}
private void JudgeMiss()
{
//Debug.Log($"Track {trackIndex}: Miss!");
isHit = true;
Destroy(gameObject);
}
}
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using UnityEngine;
public class Note : BaseNote
{
private KeyCode keyToPress;
private string noteColor;
private AnimationController anim;
private NoteController controller;
private bool isJudged = false;
private void Awake()
{
anim = GetComponent<AnimationController>();
controller = GetComponent<NoteController>();
}
public void Setup(KeyCode key, int trackIndex, float speed, float hitTime, string color)
{
keyToPress = key;
noteColor = color;
TrackIndex = trackIndex;
Speed = speed;
this.hitTime = hitTime;
isJudged = false;
if (controller != null)
{
controller.SetSpeed(speed);
}
// 同时注册到普通队列和多键队列
InputManager.OnKeyPressed += HandlePress;
JudgeManager.Instance.RegisterNoteForMultiKey(key, this);
}
private void OnDestroy()
{
InputManager.OnKeyPressed -= HandlePress;
JudgeManager.Instance?.UnregisterNote(keyToPress, this);
}
private void HandlePress(KeyCode key)
{
// 确保只有匹配的按键触发,并且音符处于判定区域
if (isJudged || key != keyToPress || (controller != null && !controller.IsInJudgeZone()))
return;
float timeDifference = Mathf.Abs(Time.time - hitTime);
if (timeDifference <= 0.08f)
{
//Debug.Log($"短音符 {keyToPress}: Perfect");
}
else if (timeDifference <= 0.15f)
{
//Debug.Log($"短音符 {keyToPress}: Great");
}
else
{
//Debug.Log($"短音符 {keyToPress} Miss");
JudgeMiss();
return;
}
Judge();
}
public bool IsJudged()
{
return isJudged;
}
public void Judge()
{
if (isJudged)
return;
isJudged = true;
if (controller != null)
{
controller.StopMovement();
controller.PlayHitEffect();
}
ReturnToPool();
if (anim !=null)
{
//Debug.Log("执行");
anim.PlayDestroyAnimation(noteColor);
}
}
public void JudgeMiss()
{
if (isJudged) return;
isJudged = true;
//Debug.Log($"短音符 {keyToPress} Miss");
ReturnToPool();
}
private void ReturnToPool()
{
InputManager.OnKeyPressed -= HandlePress;
if (controller != null)
{
controller.ResetState();
}
gameObject.SetActive(false);
NotePool.Instance.ReturnNote(gameObject, noteColor);
}
public int GetTrackIndex()
{
return TrackIndex;
}
public KeyCode GetKey()
{
return keyToPress;
}
/// <summary>
/// 由 Controller 调用,通知 Note 是否在判定区域内
/// </summary>
public void SetJudgeZone(bool inZone)
{
// 如果音符离开判定区域且还未判定,则判为 Miss
if (!inZone && !isJudged)
{
JudgeMiss();
}
}
}
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using System.Collections.Generic;
using UnityEngine;
public class NotePool : MonoBehaviour
{
public static NotePool Instance { get; private set; }
public GameObject[] notePrefabs; // 短音符预制体(按颜色存储)
public GameObject[] holdNotePrefabs; // 长音符片段预制体
public GameObject[] startNotePrefabs; // 长音符start片段预制体
private int poolSize = 12; // 每种类型的音符池大小
private int maxPoolSize = 60; // 池的最大容量
private Dictionary<int, Stack<GameObject>> notePools; // 短音符对象池
private Dictionary<int, Stack<GameObject>> holdNotePools; // 长音符片段对象池
private Dictionary<int, Stack<GameObject>> startNotePools; // 长音符start片段对象池
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
return;
}
notePools = new Dictionary<int, Stack<GameObject>>();
holdNotePools = new Dictionary<int, Stack<GameObject>>();
startNotePools = new Dictionary<int, Stack<GameObject>>();
for (int i = 0; i < notePrefabs.Length; i++)
{
notePools[i] = new Stack<GameObject>();
holdNotePools[i] = new Stack<GameObject>();
startNotePools[i] = new Stack<GameObject>();
for (int j = 0; j < poolSize; j++)
{
AddToPool(notePools[i], notePrefabs[i]);
AddToPool(startNotePools[i], startNotePrefabs[i]);
}
for (int j = 0; j < poolSize * 5; j++)
{
AddToPool(holdNotePools[i], holdNotePrefabs[i]);
}
}
}
private GameObject GetObjectFromPool(Stack<GameObject> pool, GameObject prefab)
{
if (pool.Count > 0)
{
GameObject obj = pool.Pop();
obj.SetActive(true);
return obj;
}
else
{
if (pool.Count < maxPoolSize)
{
GameObject obj = Instantiate(prefab);
obj.SetActive(true);
return obj;
}
else
{
//Debug.LogWarning("对象池已满,生成新的音符!");
GameObject obj = Instantiate(prefab);
obj.SetActive(true);
return obj;
}
}
}
private void ReturnObjectToPool(Stack<GameObject> pool, GameObject obj)
{
if (obj == null || pool.Contains(obj)) return; // 防止重复回收
if (obj != null)
{
obj.SetActive(false); // 设置为非活动状态
if (pool.Count < maxPoolSize)
{
pool.Push(obj);
//Debug.Log($"已归还对象:{obj.name},当前池容量:{pool.Count}");
}
else
{
//Debug.LogWarning("对象池已满,无法继续归还对象!");
}
}
}
private void AddToPool(Stack<GameObject> pool, GameObject prefab)
{
if (pool.Count < maxPoolSize)
{
GameObject obj = Instantiate(prefab);
obj.SetActive(false);
pool.Push(obj);
}
}
public GameObject GetNote(string color)
{
int colorIndex = GetColorIndexFromName(color);
return GetObjectFromPool(notePools[colorIndex], notePrefabs[colorIndex]);
}
public GameObject GetStartNote(string color)
{
int colorIndex = GetColorIndexFromName(color);
return GetObjectFromPool(startNotePools[colorIndex], startNotePrefabs[colorIndex]);
}
public GameObject GetHoldNoteSegment(string color)
{
int colorIndex = GetColorIndexFromName(color);
return GetObjectFromPool(holdNotePools[colorIndex], holdNotePrefabs[colorIndex]);
}
public void ReturnNote(GameObject note, string color)
{
Note noteComponent = note.GetComponent<Note>();
if (noteComponent != null)
{
JudgeManager.Instance?.UnregisterNote(noteComponent.GetKey(), noteComponent);
}
NoteController noteController = note.GetComponent<NoteController>();
if (noteController != null)
{
noteController.ResetState();
}
ReturnObjectToPool(notePools[GetColorIndexFromName(color)], note);
}
public void ReturnStartNote(GameObject startNote, string color)
{
if (string.IsNullOrEmpty(color))
{
//Debug.LogWarning($" 归还 StartNote 时 color 为空!音符名: {startNote.name}");
return;
}
HoldNote holdNote = startNote.GetComponent<HoldNote>();
if (holdNote != null)
{
holdNote.ResetState(); // 确保重置音符状态
}
ReturnObjectToPool(startNotePools[GetColorIndexFromName(color)], startNote);
}
public void ReturnHoldNoteSegment(GameObject holdNote, string color)
{
if (string.IsNullOrEmpty(color))
{
//Debug.LogWarning($" 归还 HoldNoteSegment 时 color 为空!音符名: {holdNote.name}");
return;
}
HoldNote holdNoteScript = holdNote.GetComponent<HoldNote>();
if (holdNoteScript != null)
{
holdNoteScript.ResetState(); // 确保重置音符状态
}
ReturnObjectToPool(holdNotePools[GetColorIndexFromName(color)], holdNote);
}
private int GetColorIndexFromName(string colorName)
{
switch (colorName)
{
case "red": return 0;
case "green": return 1;
case "yellow": return 2;
case "purple": return 3;
case "blue": return 4;
default:
//Debug.LogError($"未识别的颜色: {colorName},默认使用红色");
return 0;
}
}
}
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@@ -0,0 +1,247 @@
using UnityEngine;
using System.Collections;
using TMPro;
public class NoteSpawner : MonoBehaviour
{
public NotePool notePool; // 引用 NotePool
public Transform[] spawnPoints; // 对应轨道的生成点
public GameObject[] notePrefabs; // 短音符预制体
public TextMeshProUGUI globalGameTime;
// 长音符预制体数组(分别为 start, middle, end
public GameObject[] holdNoteStartPrefabs;
public GameObject[] holdNoteMiddlePrefabs;
public GameObject[] holdNoteEndPrefabs;
public float spawnOffset = 0f; // 生成音符时的时间偏移量
public float bpm;
private HoldNote _holdNoteComponentCache; // 缓存HoldNote组件
private Beatmap beatmap;
private float startTime; // 存储歌曲开始时间
private bool isSpawning = false;
private void Awake()
{
// 初始化HoldNote组件缓存
if (holdNoteStartPrefabs != null && holdNoteStartPrefabs.Length > 0)
{
_holdNoteComponentCache = holdNoteStartPrefabs[0].GetComponent<HoldNote>();
}
}
public void LoadBeatmap(Beatmap loadedBeatmap)
{
if (isSpawning) return;
isSpawning = true;
beatmap = loadedBeatmap;
if (beatmap == null)
{
//Debug.LogError("加载的谱面为空!");
return;
}
bpm = beatmap.bpm;
startTime = Time.time;
//Debug.Log($"歌曲开始时间: {startTime}");
StartCoroutine(SpawnNotes());
}
private IEnumerator SpawnNotes()
{
if (beatmap == null || beatmap.notes == null)
{
//Debug.LogError("谱面数据为空!");
isSpawning = false;
yield break;
}
foreach (NoteData note in beatmap.notes)
{
float travelTime = (60f / bpm) * 4;
float spawnTime = note.time - travelTime;
float delay = spawnTime - (Time.time - startTime) + spawnOffset;
Debug.Log($"delay: {delay}");
if (delay > 0)
yield return new WaitForSeconds(delay);
if (note.type == "hold")
{
SpawnHoldNote(note);
}
else
{
SpawnNote(note);
}
}
isSpawning = false;
}
// 生成短音符
public void SpawnNote(NoteData noteData)
{
if (noteData.trackIndex < 0 || noteData.trackIndex >= spawnPoints.Length)
{
//Debug.LogError("轨道索引超出范围!");
return;
}
KeyCode key = KeyBindingManager.GetKeyForColor(noteData.color);
if (key == KeyCode.None)
{
//Debug.LogError($"未找到颜色 {noteData.color} 对应的按键!请检查 KeyBindingManager 是否正确初始化。");
return;
}
//Debug.Log($"生成短音符:颜色={noteData.color}, 按键={key}, 轨道={noteData.trackIndex}");
GameObject note = notePool.GetNote(noteData.color);
if (note == null)
{
//Debug.LogError("对象池返回了一个空音符!");
return;
}
note.transform.position = spawnPoints[noteData.trackIndex].position;
note.transform.rotation = Quaternion.identity;
Note noteScript = note.GetComponent<Note>();
if (noteScript != null)
{
float noteSpawnTime = Time.time;
noteScript.Setup(key, noteData.trackIndex, CalculateSpeed(), noteData.time, noteData.color);
//Debug.Log($"到达时间:{noteSpawnTime + (60f / bpm) * 4}");
}
else
{
//Debug.LogError("音符预制体缺少 Note 组件!");
}
}
public void SpawnHoldNote(NoteData noteData)
{
if (noteData == null)
{
//Debug.LogError("NoteData为空!");
return;
}
if (noteData.trackIndex < 0 || noteData.trackIndex >= spawnPoints.Length)
{
//Debug.LogError("轨道索引超出范围!");
return;
}
KeyCode key = KeyBindingManager.GetKeyForColor(noteData.color);
if (key == KeyCode.None)
{
//Debug.LogError($"未找到颜色 {noteData.color} 对应的按键!");
return;
}
if (string.IsNullOrEmpty(noteData.color))
{
//Debug.LogError("[NoteSpawner] noteData.color 为空,无法生成音符!");
return;
}
//Debug.Log($"生成时间:{Time.time}");
//Debug.Log($"生成长音符:颜色={noteData.color}, 按键={key}, 轨道={noteData.trackIndex}");
float segmentInterval = (60f / bpm) / 4f;
int segmentCount = Mathf.CeilToInt(noteData.length / segmentInterval);
Transform spawnPoint = spawnPoints[noteData.trackIndex];
float scheduledEndTime = noteData.time + noteData.length;
// 生成唯一ID
int holdNoteId = GenerateHoldNoteId();
// 生成 Start 段
GameObject startObj = notePool.GetStartNote(noteData.color);
if (startObj == null)
{
//Debug.LogError("对象池返回空 hold note start");
return;
}
SetupHoldNoteSegment(startObj, spawnPoint, holdNoteId, noteData, key, 0f, false, "start", scheduledEndTime);
// 生成 Middle 和 End 段
for (int i = 1; i < segmentCount; i++)
{
float segmentDelay = i * segmentInterval;
bool isEndSegment = (i == segmentCount - 1);
string partType = isEndSegment ? "end" : "middle";
// 应用gracePeriod
segmentDelay = CalculateSegmentDelay(segmentDelay, isEndSegment);
GameObject segObj = notePool.GetHoldNoteSegment(noteData.color);
if (segObj == null)
{
Debug.LogError("对象池返回空 hold note 片段!");
continue;
}
SetupHoldNoteSegment(segObj, spawnPoint, holdNoteId, noteData, key, segmentDelay, isEndSegment, partType, scheduledEndTime);
}
}
private int GenerateHoldNoteId()
{
return System.Guid.NewGuid().GetHashCode() & 0x7FFFFFFF; // 确保生成正数ID
}
private float CalculateSegmentDelay(float delay, bool isEndSegment)
{
if (!isEndSegment && _holdNoteComponentCache != null)
{
delay -= _holdNoteComponentCache.segmentGracePeriod;
return Mathf.Max(delay, 0);
}
return delay;
}
private void SetupHoldNoteSegment(GameObject noteObj, Transform spawnPoint, int holdNoteId,
NoteData noteData, KeyCode key, float delay,
bool isEnd, string type, float scheduledEndTime)
{
noteObj.transform.position = spawnPoint.position;
noteObj.transform.rotation = Quaternion.identity;
HoldNote holdNote = noteObj.GetComponent<HoldNote>();
if (holdNote != null)
{
holdNote.Setup(holdNoteId, noteData.trackIndex, CalculateSpeed(),
noteData.time, delay, isEnd, scheduledEndTime,
noteData.color, key, type);
// 注册结束时间
if (isEnd)
{
JudgeManager.Instance.RegisterScheduledEndTime(holdNoteId.ToString(), scheduledEndTime);
}
}
else
{
//Debug.LogError("长音符片段缺少 HoldNote 组件!");
}
}
private float CalculateSpeed()
{
float noteTravelTime = (60f / bpm) * 4;
return 10.75f / noteTravelTime;
}
public void ResetAllHoldNotes()
{
JudgeManager.Instance.ResetAllHoldNotes();
//Debug.Log("重置所有长音符状态");
}
}
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