Files
bansonic_beta_main/Assets/scripts/gamePlay_gameplay/JudgeManager.cs
T

159 lines
4.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class JudgeManager : MonoBehaviour
{
public static JudgeManager Instance { get; private set; }
// ===== 原有数据 =====
private Dictionary<KeyCode, Queue<Note>> judgeQueues = new Dictionary<KeyCode, Queue<Note>>();
private Dictionary<string, bool> startJudgedNotes = new Dictionary<string, bool>();
private Dictionary<string, bool> releasedNotes = new Dictionary<string, bool>();
private Dictionary<string, float> noteEndTimes = new Dictionary<string, float>();
private Dictionary<string, int> middlePassedCounts = new Dictionary<string, int>();
// ===== 新增:长音符全局互斥状态 =====
private class HoldJudgeState
{
public bool startResolved; // Start 是否已经判定过(成功 or 失败)
public bool endResolved; // End 是否已经判定过
public bool skillTriggered; // 技能是否已触发
}
private Dictionary<string, HoldJudgeState> holdStates = new Dictionary<string, HoldJudgeState>();
private HoldJudgeState GetHoldState(string noteID)
{
if (!holdStates.ContainsKey(noteID))
holdStates[noteID] = new HoldJudgeState();
return holdStates[noteID];
}
private void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
// ===== 新增:判定互斥闸门 =====
public bool TryResolveStart(string noteID)
{
var s = GetHoldState(noteID);
if (s.startResolved) return false;
s.startResolved = true;
return true;
}
public bool TryResolveEnd(string noteID)
{
var s = GetHoldState(noteID);
if (s.endResolved) return false;
s.endResolved = true;
return true;
}
public bool TryTriggerSkill(string noteID)
{
var s = GetHoldState(noteID);
if (s.skillTriggered) return false;
s.skillTriggered = true;
return true;
}
public void ClearHoldState(string noteID)
{
if (holdStates.ContainsKey(noteID))
holdStates.Remove(noteID);
}
// ===== 原有接口(保持不变) =====
public void RegisterScheduledEndTime(string noteID, float endTime)
{
noteEndTimes[noteID] = endTime;
}
public float GetScheduledEndTime(string noteID)
{
return noteEndTimes.ContainsKey(noteID) ? noteEndTimes[noteID] : 0f;
}
public void RegisterStartJudged(string noteID, bool state)
{
startJudgedNotes[noteID] = state;
}
public bool IsStartJudged(string noteID)
{
return startJudgedNotes.ContainsKey(noteID) && startJudgedNotes[noteID];
}
public void RegisterNoteReleased(string noteID, bool state)
{
releasedNotes[noteID] = state;
Debug.Log($"[JudgeManager] RegisterNoteReleased: {noteID} = {state}");
}
public bool HasNoteReleased(string noteID)
{
return releasedNotes.ContainsKey(noteID) && releasedNotes[noteID];
}
public void RegisterNote(KeyCode key, Note note)
{
if (!judgeQueues.ContainsKey(key))
judgeQueues[key] = new Queue<Note>();
if (!judgeQueues[key].Contains(note))
judgeQueues[key].Enqueue(note);
}
public void UnregisterNote(KeyCode key, Note note)
{
if (!judgeQueues.ContainsKey(key)) return;
Queue<Note> newQueue = new Queue<Note>();
while (judgeQueues[key].Count > 0)
{
Note n = judgeQueues[key].Dequeue();
if (n != note)
newQueue.Enqueue(n);
else if (!n.IsJudged())
n.JudgeMiss();
}
judgeQueues[key] = newQueue;
}
public void JudgeEarliestNote(KeyCode key)
{
if (judgeQueues.ContainsKey(key) && judgeQueues[key].Count > 0)
{
Note note = judgeQueues[key].Dequeue();
if (note != null && !note.IsJudged())
note.Judge();
}
}
public void RegisterMiddlePassed(string noteID)
{
if (!middlePassedCounts.ContainsKey(noteID))
middlePassedCounts[noteID] = 0;
middlePassedCounts[noteID]++;
Debug.Log($"[JudgeManager] Middle passed for {noteID}, total={middlePassedCounts[noteID]}");
}
public int GetMiddlePassedCount(string noteID)
{
return middlePassedCounts.ContainsKey(noteID) ? middlePassedCounts[noteID] : 0;
}
public void ClearNoteRecord(string noteID)
{
startJudgedNotes.Remove(noteID);
releasedNotes.Remove(noteID);
noteEndTimes.Remove(noteID);
middlePassedCounts.Remove(noteID);
ClearHoldState(noteID);
}
}