加入了浮动小游戏功能和设置界面
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@@ -209,7 +209,7 @@ public class HoldNote : BaseNote
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{
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Debug.Log($"[HoldNote] START段超时自动Miss(自动): {noteColor}");
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// 只做 Miss 结果展示与登记
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// register as missed
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JudgeManager.Instance.RegisterStartJudged(noteID, false);
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InputManager.Instance?.ShowJudgeResult(trackIndex, "Miss");
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@@ -255,7 +255,7 @@ public class HoldNote : BaseNote
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float maxWindow = (judgeConfig?.missRange ?? 0.5f) * holdWindowMultiplier;
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if (Mathf.Abs(pressTimeLocal - hitTime) <= maxWindow)
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{
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HandleStart();
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HandleStart(false);
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isJudged = true; // mark judged to avoid duplicates
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}
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else
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@@ -269,7 +269,7 @@ public class HoldNote : BaseNote
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// legacy fallback (shouldn't normally hit because above handles Start)
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if (Input.GetKeyDown(keyToPress))
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{
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HandleStart();
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HandleStart(false);
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isJudged = true; // 无论成功失败都标记为已判定,避免重复尝试
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}
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}
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@@ -348,7 +348,7 @@ public class HoldNote : BaseNote
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{
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Debug.Log($"[HoldNote] Start段离开判定线未判定,补偿 Miss 并回收: {noteColor}");
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// 确保未判定的 Start 段在离开判定线时登记为 Miss
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HandleStart();
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HandleStart(true);
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isJudged = true;
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ReturnToPool();
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}
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@@ -422,44 +422,52 @@ public class HoldNote : BaseNote
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}
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}
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private void HandleStart()
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private void HandleStart(bool forceMiss = false)
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{
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if (!JudgeManager.Instance.TryResolveStart(noteID))
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{
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Debug.Log($"[HoldNote] START 已被判定,跳过: {noteColor}");
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return;
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}
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// If forced miss (e.g. leaving judge zone without press), register miss immediately
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if (forceMiss)
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{
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Debug.Log($"[HoldNote] START 强制 Miss (未按下): {noteColor}");
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ScoreManager.Instance.countMiss += 1;
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JudgeManager.Instance.RegisterStartJudged(noteID, false);
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isHoldActive = false;
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InputManager.Instance?.ShowJudgeResult(trackIndex, "Miss");
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JudgeSoundManager.Instance?.PlayJudgeSound("Miss");
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teamUIController.Instance?.OnJudgeResult("Miss");
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return;
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}
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float pressTime = Time.time;
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float rawOffsetMs = (hitTime - pressTime) * 1000f;
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float offset = Mathf.Abs(pressTime - hitTime);
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string result;
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// compute scaled judgement windows for hold note start
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// further scale windows according to visualSpeedMultiplier so slow visuals get more leniency
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float visualScaleFactor = Mathf.Clamp(visualSpeedMultiplier, 0.5f, 2f);
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float pRange = (judgeConfig?.perfectRange ?? 0.1f) * holdWindowMultiplier * visualScaleFactor;
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float gRange = (judgeConfig?.greatRange ?? 0.2f) * holdWindowMultiplier * visualScaleFactor;
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float gdRange = (judgeConfig?.goodRange ?? 0.3f) * holdWindowMultiplier * visualScaleFactor;
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// evaluate Start judgement using scaled windows
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if (offset <= pRange)
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{
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result = "Perfect";
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ScoreManager.Instance.countPerfect += 1;
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if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
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Debug.Log($"[HoldNote] START判定成功(偏差={offset:F2}秒): {noteColor}");
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JudgeManager.Instance.RegisterStartJudged(noteID, true);
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isHoldActive = true; // 成功判定Start,长按状态激活
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isHoldActive = true;
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PlayHitAnimation();
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AnimationController.Global?.StartHoldParticles(noteColor);
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// Trigger skills ... (unchanged)
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}
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else if (offset <= gRange)
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{
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result = "Great";
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ScoreManager.Instance.countGreat += 1;
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if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
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Debug.Log($"[HoldNote] START判定 Great(偏差={offset:F2}秒): {noteColor}");
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JudgeManager.Instance.RegisterStartJudged(noteID, true);
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isHoldActive = true;
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PlayHitAnimation();
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@@ -470,7 +478,6 @@ public class HoldNote : BaseNote
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result = "Good";
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ScoreManager.Instance.countGood += 1;
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if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
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Debug.Log($"[HoldNote] START判定 Good(偏差={offset:F2}秒): {noteColor}");
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JudgeManager.Instance.RegisterStartJudged(noteID, true);
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isHoldActive = true;
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PlayHitAnimation();
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@@ -479,14 +486,9 @@ public class HoldNote : BaseNote
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else
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{
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result = "Miss";
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if (JudgeManager.Instance.TryResolveStart(noteID))
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{
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ScoreManager.Instance.countMiss += 1;
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}
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Debug.Log($"[HoldNote] START Miss(偏差={offset:F2}秒): {noteColor}");
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ScoreManager.Instance.countMiss += 1;
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JudgeManager.Instance.RegisterStartJudged(noteID, false);
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isHoldActive = false;
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try
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{
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bool triggered = SkillBuilder.Instance?.NotifyNoteHit(this.trackIndex, result, SkillDefinition.NoteTypeTrigger.Tap, this.noteID) ?? false;
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