删除文件 Assets/scripts/gamePlay_gameplay/Note.cs
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@@ -1,130 +0,0 @@
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using UnityEngine;
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public class Note : BaseNote
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{
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private KeyCode keyToPress;
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private string noteColor;
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private AnimationController anim;
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private NoteController controller;
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private bool isJudged = false;
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private void Awake()
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{
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anim = GetComponent<AnimationController>();
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controller = GetComponent<NoteController>();
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}
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public void Setup(KeyCode key, int trackIndex, float speed, float hitTime, string color)
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{
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keyToPress = key;
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noteColor = color;
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TrackIndex = trackIndex;
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Speed = speed;
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this.hitTime = hitTime;
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isJudged = false;
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if (controller != null)
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{
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controller.SetSpeed(speed);
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}
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InputManager.OnKeyPressed += HandlePress;
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}
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private void OnDestroy()
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{
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InputManager.OnKeyPressed -= HandlePress;
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}
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private void HandlePress(KeyCode key)
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{
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// 确保只有匹配的按键触发,并且音符处于判定区域
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if (isJudged || key != keyToPress || (controller != null && !controller.IsInJudgeZone()))
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return;
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float timeDifference = Mathf.Abs(Time.time - hitTime);
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if (timeDifference <= 0.08f)
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{
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Debug.Log($"短音符 {keyToPress}: Perfect");
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}
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else if (timeDifference <= 0.15f)
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{
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Debug.Log($"短音符 {keyToPress}: Great");
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}
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else
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{
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Debug.Log($"短音符 {keyToPress} Miss");
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JudgeMiss();
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return;
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}
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Judge();
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}
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public bool IsJudged()
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{
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return isJudged;
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}
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public void Judge()
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{
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if (isJudged)
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return;
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isJudged = true;
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if (controller != null)
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{
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controller.StopMovement();
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controller.PlayHitEffect();
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}
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ReturnToPool();
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if (anim !=null)
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{
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Debug.Log("执行");
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anim.PlayDestroyAnimation(noteColor);
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}
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}
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public void JudgeMiss()
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{
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if (isJudged) return;
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isJudged = true;
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Debug.Log($"短音符 {keyToPress} Miss");
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ReturnToPool();
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}
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private void ReturnToPool()
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{
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InputManager.OnKeyPressed -= HandlePress;
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if (controller != null)
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{
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controller.ResetState();
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}
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gameObject.SetActive(false);
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NotePool.Instance.ReturnNote(gameObject, noteColor);
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}
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public int GetTrackIndex()
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{
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return TrackIndex;
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}
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public KeyCode GetKey()
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{
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return keyToPress;
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}
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/// <summary>
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/// 由 Controller 调用,通知 Note 是否在判定区域内
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/// </summary>
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public void SetJudgeZone(bool inZone)
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{
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// 如果音符离开判定区域且还未判定,则判为 Miss
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if (!inZone && !isJudged)
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{
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JudgeMiss();
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}
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}
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}
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