491 lines
17 KiB
C#
491 lines
17 KiB
C#
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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{
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public Beatmap beatmap; // 当前谱面数据
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// 音符生成器引用
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public NoteSpawner noteSpawner;
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// 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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[HideInInspector] public string parsedIllustrator;
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[HideInInspector] public string parsedCharter;
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[HideInInspector] public string parsedBeatmapId;
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[HideInInspector] public string parsedDifficultyName;
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[HideInInspector] public string parsedCreatedDate;
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[HideInInspector] public string parsedLastSavedTime;
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[HideInInspector] public string parsedMusicFile;
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[HideInInspector] public string parsedBackgroundFile;
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[HideInInspector] public int parsedDuration; // as int per request
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[HideInInspector] public int parsedBpm; // as int per request
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[HideInInspector] public int parsedDifficulty; // duplicate of beatmap.difficulty
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[HideInInspector] public int parsedNoteAmount;
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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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[Header("Difficulty Multipliers")]
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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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// 新增:基础生命值缩放因子(Base HP Unit Scale)
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// 用于将 Note 数量(例如 709)缩放到 40000 左右的范围。
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// 计算公式:NoteAmount * DifficultyMult * BaseScale ≈ TotalHP
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[Header("HP Calculation Settings")]
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[Tooltip("Scales the note amount to enemy HP. Example: NoteAmount * MaxMultiplier * BaseScale ≈ TotalHP")]
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public float baseHpUnitScale = 1f;
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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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string path = Application.streamingAssetsPath + "/" + fileName;
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if (File.Exists(path))
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{
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string json = File.ReadAllText(path);
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Debug.Log("谱面 JSON 已读取: " + path);
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ProcessJsonAndLoad(json);
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}
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else
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{
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Debug.LogError("文件不存在:" + path);
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}
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}
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// 从原始 JSON 字符串加载谱面(允许任意磁盘路径先读取后传入)
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public void LoadBeatmapFromJsonString(string json)
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{
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if (string.IsNullOrEmpty(json))
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{
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Debug.LogError("LoadBeatmapFromJsonString: json is null or empty");
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return;
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}
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ProcessJsonAndLoad(json);
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}
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// 解析 JSON 但不启动 NoteSpawner(用于 test mode 的延迟开始)
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public bool ParseJsonOnly(string json)
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{
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if (string.IsNullOrEmpty(json))
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{
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Debug.LogError("ParseJsonOnly: json is empty");
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return false;
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}
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// Parse main beatmap
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Beatmap parsed = null;
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try
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{
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parsed = JsonUtility.FromJson<Beatmap>(json);
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"ParseJsonOnly 解析 Beatmap 失败: {ex}");
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return false;
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}
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if (parsed == null)
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{
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Debug.LogError("ParseJsonOnly: 解析 Beatmap 返回 null");
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return false;
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}
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// Parse extras
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BeatmapExtra extra = null;
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try
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{
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extra = JsonUtility.FromJson<BeatmapExtra>(json);
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}
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catch { extra = null; }
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if (extra != null)
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{
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parsedTitle = extra.title;
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parsedComposer = extra.composer;
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parsedIllustrator = extra.illustrator;
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parsedCharter = extra.charter;
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parsedBeatmapId = extra.beatmapId;
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parsedDifficultyName = extra.difficultyName;
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parsedCreatedDate = extra.createdDate;
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parsedLastSavedTime = extra.lastSavedTime;
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parsedMusicFile = extra.musicFile;
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parsedBackgroundFile = extra.backgroundFile;
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parsedDuration = extra.duration;
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parsedBpm = extra.bpm;
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parsedDifficulty = extra.difficulty;
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parsedNoteAmount = extra.noteAmount;
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globalDelaySeconds = extra.globalDelaySeconds;
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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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parsedTitle = parsed.title;
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parsedComposer = parsed.composer;
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parsedIllustrator = parsed.illustrator;
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parsedCharter = parsed.charter;
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parsedBeatmapId = parsed.beatmapId;
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parsedDifficultyName = parsed.difficultyName;
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parsedCreatedDate = parsed.createdDate;
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parsedMusicFile = parsed.musicFile;
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parsedBackgroundFile = parsed.backgroundFile;
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parsedDuration = Mathf.RoundToInt(parsed.duration);
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parsedBpm = Mathf.RoundToInt(parsed.bpm);
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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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// 调用统一的敌人处理逻辑(包含 HP 计算和设置)
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SetupEnemiesAndHP();
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return true;
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}
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// 直接传入已经解析的 Beatmap(兼容旧调用)
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public void LoadBeatmap(Beatmap loadedBeatmap)
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{
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beatmap = loadedBeatmap;
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Debug.Log("谱面已加载(来自 Beatmap 对象):" + (beatmap != null ? beatmap.title : "null"));
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// No globalDelaySeconds available in this path. Call NoteSpawner directly.
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noteSpawner.LoadBeatmap(beatmap);
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}
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// 读取并加载当前谱面到音符生成器(备用)
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public void LoadBeatmapFromFile()
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{
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string path = Application.streamingAssetsPath + "/Emilia_demo.json";
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if (File.Exists(path))
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{
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string json = File.ReadAllText(path);
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ProcessJsonAndLoad(json);
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}
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else
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{
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Debug.LogError("谱面文件未找到!");
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}
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}
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// 在 Start() 方法中初始化
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void Start()
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{
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// 如果处于测试模式,则跳过自动加载谱面
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if (GameConfig.testMode)
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{
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Debug.Log("Test mode active: skipping automatic beatmap load in BeatmapManager.Start");
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}
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else
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{
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// 加载默认谱面
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LoadBeatmap("Emilia_demo.json"); // 加载并实例化音符
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}
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}
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// 获取当前难度乘数
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private float GetCurrentDifficultyMultiplier()
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{
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// 假设 1=EZ, 2=HD, 3=IN, 4=IM
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if (parsedDifficulty == 1) return ezMultiplier;
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if (parsedDifficulty == 2) return hdMultiplier;
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if (parsedDifficulty == 3) return inMultiplier;
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if (parsedDifficulty == 4) return imMultiplier;
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return 1f; // 默认值
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}
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// 统一处理敌人 ID 提取、发送给 UI 以及 HP 计算的逻辑
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private void SetupEnemiesAndHP()
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{
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if (uiController == null)
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{
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Debug.LogError("teamUIController not assigned in BeatmapManager Inspector");
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return;
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}
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if (!parsedEnemyListIsEmpty && parsedColorSegments != null && parsedColorSegments.Length > 0)
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{
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// 1. 提取敌人 IDs
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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($"Failed to parse enemyID '{segment.enemyID}' to int");
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continue;
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}
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enemyIds.Add(enemyId);
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}
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// 2. 补齐 5 个槽位
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while (enemyIds.Count < 5)
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{
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enemyIds.Add(0);
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}
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// A. 传递 ID 列表给 uiController
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Debug.Log($"Assigning enemySlotIds to teamUIController: {string.Join(",", enemyIds)}");
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uiController.enemySlotIds = enemyIds;
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// B. 让 UI 控制器加载 SO (此时 SO 的 HP 仍是默认值)
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uiController.PopulateEnemySOsFromIds();
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// C. 计算并应用 HP 逻辑
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if (parsedNoteAmount > 0)
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{
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float currentMultiplier = GetCurrentDifficultyMultiplier();
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// 计算总 HP:音符数 * 难度乘数 * 基础缩放
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float totalCalculatedHP = parsedNoteAmount * currentMultiplier * baseHpUnitScale;
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// 计算活跃敌人数量(非0 ID)
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int activeEnemyCount = enemyIds.FindAll(id => id != 0).Count;
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if (activeEnemyCount == 0) activeEnemyCount = 1; // 防止除零
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// 计算单个敌人 HP (总血量 / 敌人数量,均匀分配)
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int individualMaxHP = Mathf.RoundToInt(totalCalculatedHP / activeEnemyCount);
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Debug.Log($"[BeatmapManager] HP Calc -> Notes: {parsedNoteAmount}, Multiplier: {currentMultiplier}, Total: {totalCalculatedHP:F0}, ActiveEnemies: {activeEnemyCount}, Per Enemy: {individualMaxHP}");
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// D. 【关键调用】将计算出的 HP 回填到 teamUIController 中的 SO 中
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uiController.ApplyCalculatedEnemyHP(individualMaxHP);
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}
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}
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else
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{
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// 如果没有敌人,也要通知 UI 控制器清空列表
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Debug.Log("Parsed enemy list is empty, clearing UI.");
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uiController.enemySlotIds = new List<int> { 0, 0, 0, 0, 0 };
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uiController.PopulateEnemySOsFromIds();
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}
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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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if (string.IsNullOrEmpty(json))
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{
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Debug.LogError("ProcessJsonAndLoad: json is empty");
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return;
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}
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// Parse main beatmap
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Beatmap parsed = null;
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try
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{
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parsed = JsonUtility.FromJson<Beatmap>(json);
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"解析 Beatmap 失败: {ex}");
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return;
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}
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if (parsed == null)
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{
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Debug.LogError("解析 Beatmap 返回 null");
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return;
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}
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// Parse extras using BeatmapExtra which contains the requested fields and types
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BeatmapExtra extra = null;
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try
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{
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extra = JsonUtility.FromJson<BeatmapExtra>(json);
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}
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catch { extra = null; }
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if (extra != null)
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{
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// store into manager fields
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parsedTitle = extra.title;
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parsedComposer = extra.composer;
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parsedIllustrator = extra.illustrator;
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parsedCharter = extra.charter;
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parsedBeatmapId = extra.beatmapId;
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parsedDifficultyName = extra.difficultyName;
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parsedCreatedDate = extra.createdDate;
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parsedLastSavedTime = extra.lastSavedTime;
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parsedMusicFile = extra.musicFile;
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parsedBackgroundFile = extra.backgroundFile;
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parsedDuration = extra.duration;
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parsedBpm = extra.bpm;
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parsedDifficulty = extra.difficulty;
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parsedNoteAmount = extra.noteAmount;
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globalDelaySeconds = extra.globalDelaySeconds;
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// If JSON contains absolute paths for music/background, copy into parsed object for later use
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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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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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// Fallback to populate from parsed Beatmap where possible
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parsedTitle = parsed.title;
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parsedComposer = parsed.composer;
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parsedIllustrator = parsed.illustrator;
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parsedCharter = parsed.charter;
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parsedBeatmapId = parsed.beatmapId;
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parsedDifficultyName = parsed.difficultyName;
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parsedCreatedDate = parsed.createdDate;
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parsedMusicFile = parsed.musicFile;
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parsedBackgroundFile = parsed.backgroundFile;
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// convert types
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parsedDuration = Mathf.RoundToInt(parsed.duration);
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parsedBpm = Mathf.RoundToInt(parsed.bpm);
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parsedDifficulty = parsed.difficulty;
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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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if (noteSpawner != null)
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{
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noteSpawner.LoadBeatmap(beatmap);
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}
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else
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{
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Debug.LogError("NoteSpawner is null in BeatmapManager.");
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}
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// 调用统一的敌人处理逻辑(包含 HP 计算和设置)
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SetupEnemiesAndHP();
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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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// Helper class used to parse extra fields from JSON that Beatmap doesn't define
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[System.Serializable]
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private class BeatmapExtra
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{
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public string title;
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public string composer;
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public string illustrator;
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public string charter;
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public string beatmapId;
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public int duration; // as int per request
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public int bpm; // as int per request
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public int difficulty;
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public string difficultyName;
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public string createdDate;
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public string lastSavedTime;
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public string musicFile;
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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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} |