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:
@@ -0,0 +1,247 @@
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using UnityEngine;
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using System.Collections;
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using TMPro;
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public class NoteSpawner : MonoBehaviour
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{
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public NotePool notePool; // 引用 NotePool
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public Transform[] spawnPoints; // 对应轨道的生成点
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public GameObject[] notePrefabs; // 短音符预制体
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public TextMeshProUGUI globalGameTime;
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// 长音符预制体数组(分别为 start, middle, end)
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public GameObject[] holdNoteStartPrefabs;
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public GameObject[] holdNoteMiddlePrefabs;
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public GameObject[] holdNoteEndPrefabs;
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public float spawnOffset = 0f; // 生成音符时的时间偏移量
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public float bpm;
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private HoldNote _holdNoteComponentCache; // 缓存HoldNote组件
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private Beatmap beatmap;
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private float startTime; // 存储歌曲开始时间
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private bool isSpawning = false;
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private void Awake()
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{
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// 初始化HoldNote组件缓存
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if (holdNoteStartPrefabs != null && holdNoteStartPrefabs.Length > 0)
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{
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_holdNoteComponentCache = holdNoteStartPrefabs[0].GetComponent<HoldNote>();
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}
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}
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public void LoadBeatmap(Beatmap loadedBeatmap)
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{
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if (isSpawning) return;
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isSpawning = true;
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beatmap = loadedBeatmap;
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if (beatmap == null)
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{
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//Debug.LogError("加载的谱面为空!");
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return;
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}
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bpm = beatmap.bpm;
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startTime = Time.time;
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//Debug.Log($"歌曲开始时间: {startTime}");
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StartCoroutine(SpawnNotes());
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}
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private IEnumerator SpawnNotes()
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{
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if (beatmap == null || beatmap.notes == null)
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{
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//Debug.LogError("谱面数据为空!");
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isSpawning = false;
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yield break;
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}
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foreach (NoteData note in beatmap.notes)
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{
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float travelTime = (60f / bpm) * 4;
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float spawnTime = note.time - travelTime;
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float delay = spawnTime - (Time.time - startTime) + spawnOffset;
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Debug.Log($"delay: {delay}");
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if (delay > 0)
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yield return new WaitForSeconds(delay);
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if (note.type == "hold")
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{
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SpawnHoldNote(note);
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}
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else
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{
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SpawnNote(note);
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}
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}
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isSpawning = false;
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}
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// 生成短音符
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public void SpawnNote(NoteData noteData)
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{
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if (noteData.trackIndex < 0 || noteData.trackIndex >= spawnPoints.Length)
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{
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//Debug.LogError("轨道索引超出范围!");
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return;
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}
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KeyCode key = KeyBindingManager.GetKeyForColor(noteData.color);
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if (key == KeyCode.None)
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{
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//Debug.LogError($"未找到颜色 {noteData.color} 对应的按键!请检查 KeyBindingManager 是否正确初始化。");
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return;
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}
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//Debug.Log($"生成短音符:颜色={noteData.color}, 按键={key}, 轨道={noteData.trackIndex}");
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GameObject note = notePool.GetNote(noteData.color);
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if (note == null)
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{
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//Debug.LogError("对象池返回了一个空音符!");
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return;
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}
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note.transform.position = spawnPoints[noteData.trackIndex].position;
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note.transform.rotation = Quaternion.identity;
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Note noteScript = note.GetComponent<Note>();
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if (noteScript != null)
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{
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float noteSpawnTime = Time.time;
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noteScript.Setup(key, noteData.trackIndex, CalculateSpeed(), noteData.time, noteData.color);
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//Debug.Log($"到达时间:{noteSpawnTime + (60f / bpm) * 4}");
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}
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else
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{
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//Debug.LogError("音符预制体缺少 Note 组件!");
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}
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}
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public void SpawnHoldNote(NoteData noteData)
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{
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if (noteData == null)
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{
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//Debug.LogError("NoteData为空!");
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return;
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}
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if (noteData.trackIndex < 0 || noteData.trackIndex >= spawnPoints.Length)
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{
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//Debug.LogError("轨道索引超出范围!");
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return;
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}
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KeyCode key = KeyBindingManager.GetKeyForColor(noteData.color);
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if (key == KeyCode.None)
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{
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//Debug.LogError($"未找到颜色 {noteData.color} 对应的按键!");
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return;
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}
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if (string.IsNullOrEmpty(noteData.color))
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{
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//Debug.LogError("[NoteSpawner] noteData.color 为空,无法生成音符!");
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return;
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}
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//Debug.Log($"生成时间:{Time.time}");
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//Debug.Log($"生成长音符:颜色={noteData.color}, 按键={key}, 轨道={noteData.trackIndex}");
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float segmentInterval = (60f / bpm) / 4f;
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int segmentCount = Mathf.CeilToInt(noteData.length / segmentInterval);
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Transform spawnPoint = spawnPoints[noteData.trackIndex];
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float scheduledEndTime = noteData.time + noteData.length;
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// 生成唯一ID
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int holdNoteId = GenerateHoldNoteId();
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// 生成 Start 段
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GameObject startObj = notePool.GetStartNote(noteData.color);
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if (startObj == null)
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{
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//Debug.LogError("对象池返回空 hold note start!");
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return;
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}
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SetupHoldNoteSegment(startObj, spawnPoint, holdNoteId, noteData, key, 0f, false, "start", scheduledEndTime);
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// 生成 Middle 和 End 段
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for (int i = 1; i < segmentCount; i++)
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{
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float segmentDelay = i * segmentInterval;
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bool isEndSegment = (i == segmentCount - 1);
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string partType = isEndSegment ? "end" : "middle";
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// 应用gracePeriod
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segmentDelay = CalculateSegmentDelay(segmentDelay, isEndSegment);
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GameObject segObj = notePool.GetHoldNoteSegment(noteData.color);
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if (segObj == null)
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{
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Debug.LogError("对象池返回空 hold note 片段!");
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continue;
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}
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SetupHoldNoteSegment(segObj, spawnPoint, holdNoteId, noteData, key, segmentDelay, isEndSegment, partType, scheduledEndTime);
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}
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}
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private int GenerateHoldNoteId()
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{
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return System.Guid.NewGuid().GetHashCode() & 0x7FFFFFFF; // 确保生成正数ID
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}
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private float CalculateSegmentDelay(float delay, bool isEndSegment)
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{
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if (!isEndSegment && _holdNoteComponentCache != null)
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{
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delay -= _holdNoteComponentCache.segmentGracePeriod;
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return Mathf.Max(delay, 0);
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}
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return delay;
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}
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private void SetupHoldNoteSegment(GameObject noteObj, Transform spawnPoint, int holdNoteId,
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NoteData noteData, KeyCode key, float delay,
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bool isEnd, string type, float scheduledEndTime)
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{
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noteObj.transform.position = spawnPoint.position;
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noteObj.transform.rotation = Quaternion.identity;
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HoldNote holdNote = noteObj.GetComponent<HoldNote>();
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if (holdNote != null)
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{
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holdNote.Setup(holdNoteId, noteData.trackIndex, CalculateSpeed(),
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noteData.time, delay, isEnd, scheduledEndTime,
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noteData.color, key, type);
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// 注册结束时间
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if (isEnd)
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{
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JudgeManager.Instance.RegisterScheduledEndTime(holdNoteId.ToString(), scheduledEndTime);
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}
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}
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else
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{
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//Debug.LogError("长音符片段缺少 HoldNote 组件!");
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}
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}
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private float CalculateSpeed()
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{
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float noteTravelTime = (60f / bpm) * 4;
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return 10.75f / noteTravelTime;
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}
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public void ResetAllHoldNotes()
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{
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JudgeManager.Instance.ResetAllHoldNotes();
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//Debug.Log("重置所有长音符状态");
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}
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}
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