删除文件 Assets/scripts/gamePlay_gameplay/JudgeManager.cs
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@@ -1,122 +0,0 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class JudgeManager : MonoBehaviour
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{
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public static JudgeManager Instance { get; private set; }
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private Dictionary<KeyCode, Queue<Note>> judgeQueues = new Dictionary<KeyCode, Queue<Note>>();
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private Dictionary<string, bool> startJudgedNotes = new Dictionary<string, bool>();
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private Dictionary<string, bool> releasedNotes = new Dictionary<string, bool>();
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// 记录 End 段的 scheduledEndTime(防止 End 被回收后仍然能判定)
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private Dictionary<string, float> noteEndTimes = new Dictionary<string, float>();
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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return;
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}
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}
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/// <summary>
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/// 记录某个颜色的长音符 End 段的 scheduledEndTime
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/// </summary>
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public void RegisterScheduledEndTime(string noteColor, float endTime)
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{
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noteEndTimes[noteColor] = endTime;
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}
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/// <summary>
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/// 获取某个颜色的 End 段的 scheduledEndTime
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/// </summary>
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public float GetScheduledEndTime(string noteColor)
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{
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return noteEndTimes.ContainsKey(noteColor) ? noteEndTimes[noteColor] : 0f;
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}
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public void RegisterStartJudged(string noteID, bool state)
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{
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startJudgedNotes[noteID] = state;
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}
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public bool IsStartJudged(string noteID)
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{
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return startJudgedNotes.ContainsKey(noteID) && startJudgedNotes[noteID];
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}
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public void RegisterNoteReleased(string noteID, bool state)
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{
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releasedNotes[noteID] = state;
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Debug.Log($"[JudgeManager] RegisterNoteReleased: {noteID} = {state}");
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}
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public bool HasNoteReleased(string noteID)
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{
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return releasedNotes.ContainsKey(noteID) && releasedNotes[noteID];
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}
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/// <summary>
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/// 当音符进入判定区域时调用
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/// </summary>
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public void RegisterNote(KeyCode key, Note note)
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{
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if (!judgeQueues.ContainsKey(key))
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judgeQueues[key] = new Queue<Note>();
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if (!judgeQueues[key].Contains(note))
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{
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judgeQueues[key].Enqueue(note);
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}
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}
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/// <summary>
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/// 当音符离开判定区域时调用
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/// </summary>
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public void UnregisterNote(KeyCode key, Note note)
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{
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if (!judgeQueues.ContainsKey(key)) return;
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Queue<Note> newQueue = new Queue<Note>();
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while (judgeQueues[key].Count > 0)
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{
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Note n = judgeQueues[key].Dequeue();
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if (n != note)
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{
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newQueue.Enqueue(n);
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}
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else
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{
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// **如果音符未被判定,则触发 Miss**
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if (!n.IsJudged())
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{
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n.JudgeMiss();
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}
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}
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}
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judgeQueues[key] = newQueue;
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}
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/// <summary>
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/// 按键按下时,判定队列中最早进入的音符
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/// </summary>
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public void JudgeEarliestNote(KeyCode key)
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{
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if (judgeQueues.ContainsKey(key) && judgeQueues[key].Count > 0)
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{
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Note note = judgeQueues[key].Dequeue(); // 只取最早的音符
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if (note != null && !note.IsJudged())
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{
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note.Judge();
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}
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}
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}
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}
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