结算重做部分 谱面分装好 编队UI之bug修复
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@@ -25,6 +25,7 @@ public class AllyCombatant : MonoBehaviour, ICombatant
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public float scoreEfficiency = 1f;
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private bool isDead = false; // new: dead flag
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public BeatmapManager bmm;
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// add attack stat to be available at runtime
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[Tooltip("基础攻击力(运行时使用),会从 AllyHero_SO.levelStats[0].attack 填充(如果存在)")]
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@@ -35,6 +36,9 @@ public class AllyCombatant : MonoBehaviour, ICombatant
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[Tooltip("Base score value for a perfect hit on this track")]
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public int baseTrackScore = 1000;
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// Editable multipliers for each judge quality (exposed for designers)
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[Tooltip("Score multiplier for Perfect (default 1.0)")]
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public float perfectRatio = 1f;
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[Tooltip("Score multiplier for Great (e.g. 0.75)")]
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public float greatRatio = 0.75f;
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[Tooltip("Score multiplier for Good (e.g. 0.5)")]
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@@ -298,34 +302,41 @@ public class AllyCombatant : MonoBehaviour, ICombatant
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}
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// Scoring API
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public void AddScoreForJudge(string judge)
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// Modified to return the amount added so callers can track per-track contributions
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public int AddScoreForJudge(string judge)
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{
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int add = 0;
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float multiplier = 0f;
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switch (judge)
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{
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case "Perfect":
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add = baseTrackScore;
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multiplier = perfectRatio;
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break;
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case "Great":
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add = Mathf.FloorToInt(baseTrackScore * greatRatio);
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multiplier = greatRatio;
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break;
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case "Good":
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add = Mathf.FloorToInt(baseTrackScore * goodRatio);
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multiplier = goodRatio;
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break;
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case "Miss":
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add = Mathf.FloorToInt(baseTrackScore * missRatio);
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multiplier = missRatio;
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break;
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default:
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add = 0;
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multiplier = 0f;
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break;
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}
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// apply scoreEfficiency or other modifiers here
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add = Mathf.FloorToInt(add * scoreEfficiency);
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// Use perNoteScore from BeatmapManager as the base score for each note hit
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int baseScore = bmm != null ? bmm.perNoteScore : baseTrackScore;
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add = Mathf.FloorToInt(baseScore * multiplier);
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int before = currentScore;
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currentScore = Mathf.Clamp(currentScore + add, 0, maxTrackScore);
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int actuallyAdded = currentScore - before;
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UpdateScoreUI();
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// update global total
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ScoreManager.Instance?.RecalculateTotal();
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return actuallyAdded;
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}
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// Add an arbitrary score delta directly (used by skills to modify single judge or grant/penalize score)
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