结算重做部分 谱面分装好 编队UI之bug修复
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@@ -1,7 +1,7 @@
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using System.IO;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections.Generic;
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public class BeatmapManager : MonoBehaviour
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@@ -11,6 +11,9 @@ public class BeatmapManager : MonoBehaviour
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// 音符生成器引用
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public NoteSpawner noteSpawner;
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// 新增:teamUIController 引用,直接拖拽赋值
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public teamUIController uiController;
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// Extra fields from beatmap JSON (stored temporarily)
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[HideInInspector] public string parsedTitle;
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[HideInInspector] public string parsedComposer;
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@@ -30,6 +33,23 @@ public class BeatmapManager : MonoBehaviour
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[HideInInspector] public float globalDelaySeconds = 0f;
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// New parsed fields
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[HideInInspector] public bool parsedEnemyListIsEmpty;
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[HideInInspector] public ColorSegment[] parsedColorSegments;
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[HideInInspector] public NoteStatistic[] parsedNoteStatistics;
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[HideInInspector] public TrackStates parsedTrackStates;
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// Multipliers for difficulty levels
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public float ezMultiplier = 1f;
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public float hdMultiplier = 1.5f;
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public float inMultiplier = 2f;
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public float imMultiplier = 3f;
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// Total chart score and per-note score fields
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public int totalChartScore = 1000000; // Default total score for a chart
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public int perNoteScore;
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public int leftoverScore;
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// 从 JSON 文件加载谱面数据
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public void LoadBeatmap(string fileName)
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{
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@@ -113,6 +133,15 @@ public class BeatmapManager : MonoBehaviour
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if (!string.IsNullOrEmpty(extra.musicFile)) parsed.musicFile = extra.musicFile;
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if (!string.IsNullOrEmpty(extra.backgroundFile)) parsed.backgroundFile = extra.backgroundFile;
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// New fields
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parsedEnemyListIsEmpty = extra.enemyList_isEmpty;
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if (!parsedEnemyListIsEmpty)
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{
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parsedColorSegments = extra.colorSegments;
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}
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parsedNoteStatistics = extra.noteStatistics;
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parsedTrackStates = extra.trackStates;
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}
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else
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{
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@@ -131,10 +160,76 @@ public class BeatmapManager : MonoBehaviour
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parsedDifficulty = parsed.difficulty;
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}
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// Calculate per-note and leftover scores
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CalculateNoteScores();
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// NOTE: Do NOT modify parsed.notes here. globalDelaySeconds will be applied to audio playback instead.
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beatmap = parsed;
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Debug.Log("ParseJsonOnly: parsed beatmap " + beatmap.title);
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// Process colorSegments if not empty (for both test and normal mode)
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if (!parsedEnemyListIsEmpty && parsedColorSegments != null && parsedColorSegments.Length > 0)
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{
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// Determine multiplier based on difficulty
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float multiplier = ezMultiplier;
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if (parsedDifficulty == 1) multiplier = hdMultiplier;
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else if (parsedDifficulty == 2) multiplier = inMultiplier;
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else if (parsedDifficulty == 3) multiplier = imMultiplier;
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// Calculate total HP
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float totalHP = parsedNoteAmount * multiplier;
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// Set enemy slot IDs and calculate HP for each enemy
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List<int> enemyIds = new List<int>();
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foreach (var segment in parsedColorSegments)
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{
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Debug.Log($"Processing colorSegment: enemyID='{segment.enemyID}', percentage={segment.percentage}");
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int enemyId;
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if (!int.TryParse(segment.enemyID, out enemyId))
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{
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Debug.LogError($"Failed to parse enemyID '{segment.enemyID}' to int");
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continue;
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}
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Debug.LogError($"Parsed enemyId: {enemyId}");
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enemyIds.Add(enemyId);
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// Calculate individual enemy HP
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int enemyHP = Mathf.RoundToInt(totalHP * segment.percentage);
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// Find and update the corresponding EnemyData_SO
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EnemyData_SO[] allEnemies = Resources.LoadAll<EnemyData_SO>("");
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foreach (var so in allEnemies)
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{
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if (so != null && so.enemyID == enemyId)
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{
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so.enemy_maxHP = enemyHP;
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Debug.Log(string.Format("Set enemy {0} maxHP to {1}", enemyId, enemyHP));
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break;
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}
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}
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}
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// Update teamUIController
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if (uiController != null)
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{
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Debug.Log($"enemyIds before padding: {string.Join(",", enemyIds)}");
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// Ensure enemySlotIds has exactly 5 elements, padding with 0 if necessary
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while (enemyIds.Count < 5)
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{
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enemyIds.Add(0);
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}
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Debug.Log($"enemyIds after padding: {string.Join(",", enemyIds)}");
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uiController.enemySlotIds = enemyIds;
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Debug.LogError($"Assigned enemySlotIds to teamUIController: {string.Join(",", enemyIds)}");
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uiController.PopulateEnemySOsFromIds();
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}
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else
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{
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Debug.LogError("teamUIController not assigned in the Inspector");
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}
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}
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return true;
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}
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@@ -197,11 +292,51 @@ public class BeatmapManager : MonoBehaviour
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public string backgroundFile;
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public int noteAmount;
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public float globalDelaySeconds;
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// New fields
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public bool enemyList_isEmpty;
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public ColorSegment[] colorSegments;
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public NoteStatistic[] noteStatistics;
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public TrackStates trackStates;
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}
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// New serializable classes for the extra fields
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[System.Serializable]
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public class ColorSegment
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{
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public string enemyID;
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public float percentage;
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}
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[System.Serializable]
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public class NoteStatistic
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{
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public string colorType;
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public int count;
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}
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[System.Serializable]
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public class TrackStates
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{
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public bool trackFading_active;
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public TrackState red;
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public TrackState green;
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public TrackState yellow;
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public TrackState purple;
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public TrackState blue;
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}
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[System.Serializable]
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public class TrackState
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{
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public bool isOn;
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public float fadeTime;
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}
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// Parse JSON string to Beatmap and extras, then pass to NoteSpawner
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private void ProcessJsonAndLoad(string json)
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{
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// Debug.LogError("ProcessJsonAndLoad called");
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if (string.IsNullOrEmpty(json))
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{
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Debug.LogError("ProcessJsonAndLoad: json is empty");
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@@ -259,6 +394,15 @@ public class BeatmapManager : MonoBehaviour
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if (!string.IsNullOrEmpty(extra.backgroundFile)) parsed.backgroundFile = extra.backgroundFile;
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Debug.Log($"Beatmap extras parsed: title={parsedTitle}, composer={parsedComposer}, duration={parsedDuration}, bpm={parsedBpm}, difficulty={parsedDifficulty}, noteAmount={parsedNoteAmount}, globalDelaySeconds={globalDelaySeconds}");
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// New fields
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parsedEnemyListIsEmpty = extra.enemyList_isEmpty;
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if (!parsedEnemyListIsEmpty)
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{
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parsedColorSegments = extra.colorSegments;
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}
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parsedNoteStatistics = extra.noteStatistics;
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parsedTrackStates = extra.trackStates;
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}
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else
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{
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@@ -281,11 +425,93 @@ public class BeatmapManager : MonoBehaviour
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Debug.LogWarning("BeatmapExtra not found in JSON; populated limited fields from Beatmap.");
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}
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// Calculate per-note and leftover scores
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CalculateNoteScores();
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// NOTE: Do NOT modify parsed.notes here. globalDelaySeconds will be applied to audio playback instead.
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// assign and hand off to spawner
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beatmap = parsed;
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Debug.Log("谱面已加载:" + beatmap.title);
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noteSpawner.LoadBeatmap(beatmap);
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// Process colorSegments if not empty
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if (!parsedEnemyListIsEmpty && parsedColorSegments != null && parsedColorSegments.Length > 0)
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{
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// Determine multiplier based on difficulty
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float multiplier = ezMultiplier;
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if (parsedDifficulty == 1) multiplier = hdMultiplier;
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else if (parsedDifficulty == 2) multiplier = inMultiplier;
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else if (parsedDifficulty == 3) multiplier = imMultiplier;
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// Calculate total HP
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float totalHP = parsedNoteAmount * multiplier;
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// Set enemy slot IDs and calculate HP for each enemy
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List<int> enemyIds = new List<int>();
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foreach (var segment in parsedColorSegments)
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{
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Debug.Log($"Processing colorSegment: enemyID='{segment.enemyID}', percentage={segment.percentage}");
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int enemyId;
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if (!int.TryParse(segment.enemyID, out enemyId))
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{
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Debug.LogError($"Failed to parse enemyID '{segment.enemyID}' to int");
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continue;
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}
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Debug.LogError($"Parsed enemyId: {enemyId}");
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enemyIds.Add(enemyId);
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// Calculate individual enemy HP
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int enemyHP = Mathf.RoundToInt(totalHP * segment.percentage);
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// Find and update the corresponding EnemyData_SO
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EnemyData_SO[] allEnemies = Resources.LoadAll<EnemyData_SO>("");
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foreach (var so in allEnemies)
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{
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if (so != null && so.enemyID == enemyId)
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{
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so.enemy_maxHP = enemyHP;
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Debug.Log(string.Format("Set enemy {0} maxHP to {1}", enemyId, enemyHP));
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break;
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}
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}
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}
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// Update teamUIController
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if (uiController != null)
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{
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Debug.Log($"enemyIds before padding: {string.Join(",", enemyIds)}");
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// Ensure enemySlotIds has exactly 5 elements, padding with 0 if necessary
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while (enemyIds.Count < 5)
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{
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enemyIds.Add(0);
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}
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Debug.Log($"enemyIds after padding: {string.Join(",", enemyIds)}");
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uiController.enemySlotIds = enemyIds;
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Debug.LogError($"Assigned enemySlotIds to teamUIController: {string.Join(",", enemyIds)}");
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uiController.PopulateEnemySOsFromIds();
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}
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else
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{
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Debug.LogError("teamUIController not assigned in the Inspector");
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}
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}
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}
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// Calculate per-note and leftover scores based on parsedNoteAmount
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private void CalculateNoteScores()
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{
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if (parsedNoteAmount > 0)
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{
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perNoteScore = totalChartScore / parsedNoteAmount;
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leftoverScore = totalChartScore % parsedNoteAmount;
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Debug.Log($"Calculated perNoteScore: {perNoteScore}, leftoverScore: {leftoverScore}");
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}
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else
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{
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perNoteScore = 0;
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leftoverScore = 0;
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Debug.LogWarning("parsedNoteAmount is zero or less; perNoteScore and leftoverScore set to 0.");
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}
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}
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}
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