修复短音符延迟
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@@ -7,14 +7,18 @@ public class Note : BaseNote
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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 bool hasLock = false; // track whether we hold the track lock
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private NoteData noteData;
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[Header("���������")]
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public NoteJudgeConfig judgeConfig; // �ж��������ã�����Ԥ���������ʱ��ֵ
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[Header("判定配置")]
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public NoteJudgeConfig judgeConfig; // 判定窗口配置,包含判定时间范围
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// Cache allies per track to avoid GameObject.Find on every judge.
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private static AllyCombatant[] allyCache;
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// Timeout handling - force miss if note isn't judged by this time
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private float missDeadlineTime = -1f;
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private static AllyCombatant GetAllyForTrackCached(int trackIndex)
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{
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@@ -44,8 +48,13 @@ public class Note : BaseNote
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Speed = speed;
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this.hitTime = hitTime;
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isJudged = false;
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hasLock = false;
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this.judgeConfig = judgeConfig;
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this.noteData = data;
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// Set miss deadline: hitTime + missRange (the latest time to judge before auto-miss)
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float missRange = (judgeConfig?.missRange ?? 0.5f);
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this.missDeadlineTime = hitTime + missRange;
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if (controller != null)
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{
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@@ -54,10 +63,10 @@ public class Note : BaseNote
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InputManager.OnKeyPressed += HandlePress;
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// �ж��������ü��
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// 判定配置检查
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if (judgeConfig == null)
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{
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if (GameConfig.verboseLogs) Debug.LogError($"NoteJudgeConfig is null! �ж���������δ���룡track={trackIndex}");
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if (GameConfig.verboseLogs) Debug.LogError($"NoteJudgeConfig is null! 判定配置未赋值!track={trackIndex}");
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}
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else
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{
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@@ -68,17 +77,77 @@ public class Note : BaseNote
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private void OnDestroy()
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{
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InputManager.OnKeyPressed -= HandlePress;
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// Release lock if we still hold it
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if (hasLock)
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{
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TrackKeyManager.Instance?.UnlockTrackForJudge(TrackIndex, gameObject.GetInstanceID().ToString());
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hasLock = false;
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}
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}
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private void Update()
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{
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// Force miss if we've passed the deadline without being judged
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if (!isJudged && Time.time > missDeadlineTime && gameObject.activeSelf)
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{
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if (GameConfig.verboseLogs) Debug.Log($"[Note] {noteColor} on track {TrackIndex} exceeded miss deadline at time {Time.time:F3}, forcing Miss");
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JudgeMiss();
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}
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}
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private void HandlePress(KeyCode key)
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{
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// ֻ�ж���ȷ��������ж���
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if (isJudged || key != keyToPress || (controller != null && !controller.IsInJudgeZone()))
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// only proceed for matching key and not already judged
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if (isJudged || key != keyToPress)
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return;
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float timeDifference = Mathf.Abs(Time.time - hitTime);
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// ��������ƫ���ֵ��ǰ����ֵ���
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float rawOffsetMs = (hitTime - Time.time) * 1000f;
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string myId = gameObject.GetInstanceID().ToString();
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// Ensure only one note per track consumes this physical press per frame
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if (TrackKeyManager.Instance != null && !TrackKeyManager.Instance.TryConsumeTrackForFrame(TrackIndex))
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{
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if (GameConfig.verboseLogs) Debug.Log($"[Note] Press ignored due to frame consumption on track {TrackIndex}");
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return;
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}
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// Ensure we are the front-most note on this track. If not, ignore this press so later press can hit the next note.
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var headId = TrackKeyManager.Instance?.GetCurrentNoteId(TrackIndex);
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if (headId != null && headId != myId)
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{
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if (GameConfig.verboseLogs) Debug.Log($"[Note] Press ignored because another note is ahead on track {TrackIndex}: head={headId} me={myId}");
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return;
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}
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// Try to acquire lock for this note (prevents multiple notes on same track being judged at once)
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if (TrackKeyManager.Instance != null && !TrackKeyManager.Instance.TryLockTrackForJudge(TrackIndex, myId))
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return;
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hasLock = true;
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float pressTime = Time.time;
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float maxWindow = (judgeConfig?.missRange ?? 0.5f);
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// If there is a controller and the note is not inside judge zone, only allow judgment
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// if the press time is within the allowed window. Otherwise ignore the press.
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if (controller != null && !controller.IsInJudgeZone())
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{
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if (Mathf.Abs(pressTime - hitTime) > maxWindow)
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{
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// outside allowed window and not in judge zone -> release lock and ignore the press
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if (hasLock)
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{
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TrackKeyManager.Instance?.UnlockTrackForJudge(TrackIndex, myId);
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hasLock = false;
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}
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if (GameConfig.verboseLogs) Debug.Log($"[Note] {noteColor} press rejected: outside timing window and not in judge zone");
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return;
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}
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// otherwise within window: fall through to normal judging
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}
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float timeDifference = Mathf.Abs(pressTime - hitTime);
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// raw offset ms: positive = note was early (hitTime > pressTime)
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float rawOffsetMs = (hitTime - pressTime) * 1000f;
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string judgeResult = null;
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if (judgeConfig != null)
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@@ -106,7 +175,7 @@ public class Note : BaseNote
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}
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else
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{
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if (GameConfig.verboseLogs) Debug.Log($"{keyToPress}: Miss");
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if (GameConfig.verboseLogs) Debug.Log($"{keyToPress}: Miss (timeout)");
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judgeResult = "Miss";
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}
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}
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@@ -125,7 +194,7 @@ public class Note : BaseNote
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}
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else
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{
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if (GameConfig.verboseLogs) Debug.Log($"{keyToPress}: Miss");
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if (GameConfig.verboseLogs) Debug.Log($"{keyToPress}: Miss (timeout)");
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judgeResult = "Miss";
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}
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}
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@@ -135,6 +204,9 @@ public class Note : BaseNote
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InputManager.Instance?.ShowJudgeResult(TrackIndex, judgeResult);
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JudgeSoundManager.Instance?.PlayJudgeSound(judgeResult);
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teamUIController.Instance?.OnJudgeResult(judgeResult);
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// Spawn judgment prefab - ensure noteColor is passed correctly
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if (GameConfig.verboseLogs) Debug.Log($"[Note] Spawning judge prefab: color={noteColor}, result={judgeResult}");
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Animation_GenerateJudgementSituationPrefab.Instance?.SpawnJudgePrefab(noteColor, judgeResult);
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try
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@@ -174,12 +246,26 @@ public class Note : BaseNote
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controller.StopMovement();
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controller.PlayHitEffect();
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}
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// Remove from per-track queue immediately so following notes become head
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string myId = gameObject.GetInstanceID().ToString();
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TrackKeyManager.Instance?.UnregisterKey(TrackIndex, myId);
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// Release lock if we held it
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if (hasLock)
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{
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TrackKeyManager.Instance?.UnlockTrackForJudge(TrackIndex, myId);
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hasLock = false;
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}
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ReturnToPool();
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if (anim != null)
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{
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anim.PlayDestroyAnimation(noteColor);
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}
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// notify global judge manager that this short note has been finally judged (hit)
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JudgeManager.Instance?.NotifyNoteJudged();
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}
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public void JudgeMiss()
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@@ -194,6 +280,9 @@ public class Note : BaseNote
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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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// Spawn judgment prefab for Miss - ensure noteColor is passed correctly
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if (GameConfig.verboseLogs) Debug.Log($"[Note.JudgeMiss] Spawning miss judge prefab: color={noteColor}");
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Animation_GenerateJudgementSituationPrefab.Instance?.SpawnJudgePrefab(noteColor, "Miss");
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try
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@@ -213,16 +302,38 @@ public class Note : BaseNote
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try { SkillBuilder.Instance?.NotifyNoteHit(TrackIndex, "Miss", SkillDefinition.NoteTypeTrigger.Tap); } catch { }
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// notify global judge manager that this note has been finally judged (miss)
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JudgeManager.Instance?.NotifyNoteJudged();
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// Remove from per-track queue and release lock immediately so next note can be judged
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string myId = gameObject.GetInstanceID().ToString();
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TrackKeyManager.Instance?.UnregisterKey(TrackIndex, myId);
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if (hasLock)
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{
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TrackKeyManager.Instance?.UnlockTrackForJudge(TrackIndex, myId);
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hasLock = false;
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}
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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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// Release lock if we still hold it
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if (hasLock)
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{
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TrackKeyManager.Instance?.UnlockTrackForJudge(TrackIndex, gameObject.GetInstanceID().ToString());
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hasLock = false;
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}
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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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// Ensure we are removed from per-track queue to avoid stale entries
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TrackKeyManager.Instance?.UnregisterKey(TrackIndex, gameObject.GetInstanceID().ToString());
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gameObject.SetActive(false);
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NotePool.Instance.ReturnNote(gameObject, noteColor);
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}
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@@ -238,15 +349,24 @@ public class Note : BaseNote
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}
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/// <summary>
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/// �� Controller ֪ͨ Note �Ƿ�����ж���
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/// From Controller notify Note whether it's inside judge zone
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/// </summary>
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public void SetJudgeZone(bool inZone)
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{
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// leaving judge zone without being judged -> Miss
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// leaving judge zone
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if (!inZone)
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{
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// JudgeMiss already handles UI/sound and prevents double execution.
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JudgeMiss();
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// Only process if we haven't been judged yet
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if (!isJudged)
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{
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// IMPORTANT: Don't call JudgeMiss directly here because SetJudgeZone is called
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// from OnTriggerExit2D, which is in a physics callback.
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// Calling ReturnToPool (which deactivates the object) inside a physics callback
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// causes "GameObject is already being activated or deactivated" errors.
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// Instead, mark for miss and let Update handle it next frame.
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if (GameConfig.verboseLogs) Debug.Log($"[Note.SetJudgeZone] Note {noteColor} left judge zone on track {TrackIndex}, will force Miss next frame");
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missDeadlineTime = Time.time; // Force deadline to now so Update will handle it
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}
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}
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}
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}
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