删除文件 Assets/scripts/gamePlay_gameplay/HoldNote.cs
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@@ -1,320 +0,0 @@
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using System.Collections;
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using UnityEngine;
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public enum NoteSegment { None, Start, Middle, End }
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[RequireComponent(typeof(HoldNoteController))]
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public class HoldNote : BaseNote
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{
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private KeyCode keyToPress = KeyCode.None;
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private string noteColor = string.Empty;
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private string noteID = string.Empty;
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private NoteSegment segment = NoteSegment.None;
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private float hitTime = 0f;
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private float releaseTime = 0f;
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private bool hasReleased = true;
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private bool hasEnteredLine = false;
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private Coroutine autoReturnCoroutine;
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private HoldNoteController controller;
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public int id;
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public int trackIndex;
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public float speed;
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public float startTime;
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public float delay;
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public bool isEnd;
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public float scheduledEndTime;
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public string color;
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public KeyCode key;
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public string type; // "start", "middle", or "end"
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private void Awake()
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{
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controller = GetComponent<HoldNoteController>();
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}
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private void OnEnable()
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{
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ResetState();
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}
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public void Setup(int id, int trackIndex, float speed, float time, float delay,
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bool isEnd, float scheduledEnd, string color, KeyCode key, string type)
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{
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this.id = id;
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this.trackIndex = trackIndex;
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this.speed = speed;
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this.startTime = time;
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this.delay = delay;
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this.isEnd = isEnd;
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this.scheduledEndTime = scheduledEnd;
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this.color = color;
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this.key = key;
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this.type = type;
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this.noteID = id.ToString();
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this.keyToPress = key;
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this.noteColor = color;
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this.hitTime = time + delay;
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this.segment = (delay == 0f) ? NoteSegment.Start :
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(isEnd ? NoteSegment.End : NoteSegment.Middle);
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this.hasEnteredLine = false;
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this.hasReleased = false;
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JudgeManager.Instance?.RegisterNoteReleased(noteID, false);
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if (segment == NoteSegment.Start)
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JudgeManager.Instance?.RegisterStartJudged(noteID, false);
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if (segment == NoteSegment.End)
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JudgeManager.Instance?.RegisterScheduledEndTime(noteID, scheduledEndTime);
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controller?.SetSpeed(speed);
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controller?.SetSegmentDelay(delay);
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}
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private void Update()
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{
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if (segment == NoteSegment.Start && Input.GetKeyDown(keyToPress))
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{
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if (hasEnteredLine)
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HandleStart();
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}
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else if (segment == NoteSegment.End && Input.GetKeyUp(keyToPress))
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{
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HandleEnd();
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}
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if (segment == NoteSegment.Middle && hasEnteredLine)
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{
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if (JudgeManager.Instance.IsStartJudged(noteID) &&
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!JudgeManager.Instance.HasNoteReleased(noteID) &&
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Input.GetKey(keyToPress))
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{
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// 不再立即回收,由协程等待 hitTime 再回收
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}
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (!collision.CompareTag("JudgmentLine")) return;
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if (segment == NoteSegment.Start || segment == NoteSegment.Middle)
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{
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hasEnteredLine = true;
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}
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if (segment == NoteSegment.Middle)
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{
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Debug.Log($"[HoldNote] Middle段进入判定线: color={noteColor}, isStartJudged={JudgeManager.Instance.IsStartJudged(noteID)}, hasReleased={JudgeManager.Instance.HasNoteReleased(noteID)}, isKeyDown={Input.GetKey(keyToPress)}");
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if (autoReturnCoroutine != null)
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StopCoroutine(autoReturnCoroutine);
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autoReturnCoroutine = StartCoroutine(DelayedAutoReturnCheck());
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}
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if (segment == NoteSegment.End)
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{
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if (autoReturnCoroutine != null)
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StopCoroutine(autoReturnCoroutine);
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autoReturnCoroutine = StartCoroutine(DelayedAutoReturnCheck());
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}
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
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if (!collision.CompareTag("JudgmentLine")) return;
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if (segment == NoteSegment.Start)
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{
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if (!JudgeManager.Instance.IsStartJudged(noteID))
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{
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ReturnToPool();
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}
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}
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if (segment == NoteSegment.Middle)
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{
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if (!JudgeManager.Instance.IsStartJudged(noteID) ||
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JudgeManager.Instance.HasNoteReleased(noteID))
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{
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Debug.Log($"[HoldNote] Middle段离开判定线强制回收: {noteColor}");
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ReturnToPool();
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}
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}
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else if (segment == NoteSegment.End)
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{
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if (!JudgeManager.Instance.IsStartJudged(noteID) || JudgeManager.Instance.HasNoteReleased(noteID))
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{
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ReturnToPool();
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}
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}
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}
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private IEnumerator DelayedAutoReturnCheck()
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{
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yield return null;
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bool isStartJudgedBefore = JudgeManager.Instance.IsStartJudged(noteID);
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bool isKeyHeldNow = Input.GetKey(keyToPress);
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Debug.Log($"[HoldNote] 延迟检查开始: noteID={noteID}, color={noteColor}, isStartJudged={isStartJudgedBefore}, isKeyHeld={isKeyHeldNow}");
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if (!isStartJudgedBefore && isKeyHeldNow)
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{
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Debug.Log($"[HoldNote] 延迟回补 Start 判定触发: {noteColor}");
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HandleStart();
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}
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bool isStartJudged = JudgeManager.Instance.IsStartJudged(noteID);
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bool hasReleased = JudgeManager.Instance.HasNoteReleased(noteID);
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bool isKeyHeld = Input.GetKey(keyToPress);
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Debug.Log($"[HoldNote] 延迟确认状态: isStartJudged={isStartJudged}, hasReleased={hasReleased}, isKeyHeld={isKeyHeld}");
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if (segment == NoteSegment.Middle && isStartJudged && isKeyHeld)
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{
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float waitTime = Mathf.Max(0f, hitTime - Time.time);
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Debug.Log($"[HoldNote] Middle段通过延迟确认,准备等待到 hitTime 回收: {noteColor}, 剩余时间={waitTime:F2}s");
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yield return new WaitForSeconds(waitTime);
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if (Input.GetKey(keyToPress) && !JudgeManager.Instance.HasNoteReleased(noteID))
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{
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Debug.Log($"[HoldNote] Middle段在 hitTime 达成条件,回收: {noteColor}");
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ReturnToPool();
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}
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else
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{
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Debug.Log($"[HoldNote] Middle段在 hitTime 条件不符,不回收: {noteColor}");
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}
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}
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else if (segment == NoteSegment.End && !hasReleased)
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{
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Debug.Log($"[HoldNote] End段延迟检查后仍未释放: {noteColor}");
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}
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else
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{
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Debug.Log($"[HoldNote] DelayedAutoReturnCheck 无需处理: segment={segment}, color={noteColor}");
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}
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}
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private void HandleStart()
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{
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float pressTime = Time.time;
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float offset = Mathf.Abs(pressTime - hitTime);
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if (offset < 0.1f)
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{
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Debug.Log($"[HoldNote] START判定成功(偏差={offset:F2}秒): {noteColor}");
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JudgeManager.Instance.RegisterStartJudged(noteID, true);
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}
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else
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{
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Debug.Log($"[HoldNote] START Miss(偏差={offset:F2}秒): {noteColor}");
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}
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StartCoroutine(DelayedReturn());
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}
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private IEnumerator DelayedReturn()
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{
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yield return new WaitForSeconds(0.05f);
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ReturnToPool();
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}
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private void HandleEnd()
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{
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releaseTime = Time.time;
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hasReleased = true;
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JudgeManager.Instance.RegisterNoteReleased(noteID, true);
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float diff = Mathf.Abs(releaseTime - scheduledEndTime);
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string result;
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if (releaseTime >= scheduledEndTime)
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{
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result = "Perfect";
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}
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else if (diff < 0.1f)
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{
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result = "Perfect";
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}
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else if (diff < 0.5f)
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{
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result = "Great";
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}
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else
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{
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result = "Good";
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}
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Debug.Log($"[HoldNote] END判定结果: {noteColor} {result} (release={releaseTime:F2}, target={scheduledEndTime:F2})");
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ReturnToPool();
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}
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private void OnDisable()
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{
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if (autoReturnCoroutine != null)
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{
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StopCoroutine(autoReturnCoroutine);
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autoReturnCoroutine = null;
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}
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if (segment == NoteSegment.End &&
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!hasReleased &&
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!JudgeManager.Instance.HasNoteReleased(noteID) &&
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keyToPress != KeyCode.None &&
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!Input.GetKey(keyToPress))
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{
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hasReleased = true;
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JudgeManager.Instance.RegisterNoteReleased(noteID, true);
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Debug.Log($"[HoldNote] OnDisable补偿KeyUp: {noteColor}");
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}
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controller?.StopMovement();
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}
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private void ReturnToPool()
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{
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if (!gameObject.activeSelf) return;
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if (segment == NoteSegment.Start && !hasEnteredLine)
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{
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Debug.LogWarning($"[HoldNote] 阻止回收尚未进入判定线的 Start段: {noteColor}");
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return;
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}
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gameObject.SetActive(false);
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if (segment == NoteSegment.Start)
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NotePool.Instance.ReturnStartNote(gameObject, noteColor);
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else
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NotePool.Instance.ReturnHoldNoteSegment(gameObject, noteColor);
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}
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public void ResetState()
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{
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hasReleased = false;
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segment = NoteSegment.None;
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keyToPress = KeyCode.None;
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noteColor = string.Empty;
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noteID = string.Empty;
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hitTime = 0f;
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scheduledEndTime = 0f;
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hasEnteredLine = false;
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if (autoReturnCoroutine != null)
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{
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StopCoroutine(autoReturnCoroutine);
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autoReturnCoroutine = null;
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}
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controller?.StopMovement();
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}
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}
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