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

391 lines
14 KiB
C#

using UnityEngine;
public class Note : BaseNote
{
private KeyCode keyToPress;
private string noteColor;
private AnimationController anim;
private NoteController controller;
private bool isJudged = false;
private bool hasLock = false; // track whether we hold the track lock
private NoteData noteData;
[Header("判定配置")]
public NoteJudgeConfig judgeConfig; // 判定窗口配置,包含判定时间范围
// Cache allies per track to avoid GameObject.Find on every judge.
private static AllyCombatant[] allyCache;
// Timeout handling - force miss if note isn't judged by this time
private float missDeadlineTime = -1f;
private static AllyCombatant GetAllyForTrackCached(int trackIndex)
{
if (trackIndex < 0) return null;
if (allyCache == null || allyCache.Length < 10) allyCache = new AllyCombatant[10];
if (allyCache[trackIndex] != null) return allyCache[trackIndex];
var allyGo = GameObject.Find($"ally_0{trackIndex + 1}");
if (allyGo != null)
{
allyCache[trackIndex] = allyGo.GetComponent<AllyCombatant>();
}
return allyCache[trackIndex];
}
private void Awake()
{
anim = GetComponent<AnimationController>();
controller = GetComponent<NoteController>();
}
public void Setup(KeyCode key, int trackIndex, float speed, float hitTime, string color, NoteJudgeConfig judgeConfig, NoteData data)
{
keyToPress = key;
noteColor = color;
TrackIndex = trackIndex;
Speed = speed;
this.hitTime = hitTime;
isJudged = false;
hasLock = false;
this.judgeConfig = judgeConfig;
this.noteData = data;
// Set miss deadline: hitTime + missRange (the latest time to judge before auto-miss)
float missRange = (judgeConfig?.missRange ?? 0.5f);
this.missDeadlineTime = hitTime + missRange;
if (controller != null)
{
controller.SetSpeed(speed);
}
InputManager.OnKeyPressed += HandlePress;
// 判定配置检查
if (judgeConfig == null)
{
if (JudgeManager.IsDebugEnabled) Debug.LogError($"NoteJudgeConfig is null! 判定配置未赋值!track={trackIndex}");
}
else
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"NoteJudgeConfig: perfect={judgeConfig.perfectRange}, great={judgeConfig.greatRange}, good={judgeConfig.goodRange}, miss={judgeConfig.missRange}");
}
}
private void OnDestroy()
{
InputManager.OnKeyPressed -= HandlePress;
// Release lock if we still hold it
if (hasLock)
{
TrackKeyManager.Instance?.UnlockTrackForJudge(TrackIndex, gameObject.GetInstanceID().ToString());
hasLock = false;
}
}
private void Update()
{
// Force miss if we've passed the deadline without being judged
if (!isJudged && Time.time > missDeadlineTime && gameObject.activeSelf)
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"[Note] {noteColor} on track {TrackIndex} exceeded miss deadline at time {Time.time:F3}, forcing Miss");
JudgeMiss();
}
}
private void HandlePress(KeyCode key)
{
// only proceed for matching key and not already judged
if (isJudged || key != keyToPress)
return;
string myId = gameObject.GetInstanceID().ToString();
// Try to acquire lock for this note (prevents multiple notes on same track being judged at once)
if (TrackKeyManager.Instance != null && !TrackKeyManager.Instance.TryLockTrackForJudge(TrackIndex, myId))
return;
hasLock = true;
float pressTime = Time.time;
float maxWindow = (judgeConfig?.missRange ?? 0.5f);
// If there is a controller and the note is not inside judge zone, only allow judgment
// if the press time is within the allowed window. Otherwise ignore the press.
if (controller != null && !controller.IsInJudgeZone())
{
if (Mathf.Abs(pressTime - hitTime) > maxWindow)
{
// outside allowed window and not in judge zone -> release lock and ignore the press
ReleaseTrackLock(myId);
if (JudgeManager.IsDebugEnabled) Debug.Log($"[Note] {noteColor} press rejected: outside timing window and not in judge zone");
return;
}
// otherwise within window: fall through to normal judging
}
// Prefer the closest candidate in the judge zone for this press
if (TrackKeyManager.Instance != null)
{
if (!TrackKeyManager.Instance.IsBestCandidate(TrackIndex, myId, pressTime, maxWindow))
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"[Note] Press ignored because another note is a better candidate on track {TrackIndex}");
ReleaseTrackLock(myId);
return;
}
// Ensure only one note per track consumes this physical press per frame,
// but only after we've confirmed this note is the best candidate.
if (!TrackKeyManager.Instance.TryConsumeTrackForFrame(TrackIndex))
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"[Note] Press ignored due to frame consumption on track {TrackIndex}");
ReleaseTrackLock(myId);
return;
}
}
float timeDifference = Mathf.Abs(pressTime - hitTime);
// raw offset ms: positive = note was early (hitTime > pressTime)
float rawOffsetMs = (hitTime - pressTime) * 1000f;
string judgeResult = null;
if (judgeConfig != null)
{
if (timeDifference <= judgeConfig.perfectRange)
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"{keyToPress}: Perfect");
judgeResult = "Perfect";
ScoreManager.Instance.countPerfect += 1;
if (TrackIndex >= 0 && TrackIndex < 5) ScoreManager.Instance.trackPerfectCounts[TrackIndex]++;
if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
ScoreManager.Instance.RecordOffset(rawOffsetMs);
}
else if (timeDifference <= judgeConfig.greatRange)
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"{keyToPress}: Great");
judgeResult = "Great";
ScoreManager.Instance.countGreat += 1;
if (TrackIndex >= 0 && TrackIndex < 5) ScoreManager.Instance.trackGreatCounts[TrackIndex]++;
if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
ScoreManager.Instance.RecordOffset(rawOffsetMs);
}
else if (timeDifference <= judgeConfig.goodRange)
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"{keyToPress}: Good");
judgeResult = "Good";
ScoreManager.Instance.countGood += 1;
if (TrackIndex >= 0 && TrackIndex < 5) ScoreManager.Instance.trackGoodCounts[TrackIndex]++;
if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
ScoreManager.Instance.RecordOffset(rawOffsetMs);
}
else
{
JudgeMiss();
return;
}
}
else
{
// fallback timing
if (timeDifference <= 0.08f)
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"{keyToPress}: Perfect");
judgeResult = "Perfect";
ScoreManager.Instance.countPerfect += 1;
// Add missing offset record for fallback path too if possible
ScoreManager.Instance.RecordOffset(0);
}
else if (timeDifference <= 0.15f)
{
if (JudgeManager.IsDebugEnabled) Debug.Log($"{keyToPress}: Great");
judgeResult = "Great";
ScoreManager.Instance.countGreat += 1;
ScoreManager.Instance.RecordOffset(0);
}
else
{
JudgeMiss();
return;
}
}
if (!string.IsNullOrEmpty(judgeResult))
{
InputManager.Instance?.ShowJudgeResult(TrackIndex, judgeResult);
JudgeSoundManager.Instance?.PlayJudgeSound(judgeResult);
teamUIController.Instance?.OnJudgeResult(judgeResult);
// Spawn judgment prefab - ensure noteColor is passed correctly
if (JudgeManager.IsDebugEnabled) Debug.Log($"[Note] Spawning judge prefab: color={noteColor}, result={judgeResult}");
Animation_GenerateJudgementSituationPrefab.Instance?.SpawnJudgePrefab(noteColor, judgeResult);
try
{
var ally = GetAllyForTrackCached(TrackIndex);
if (ally != null)
{
int added = ally.AddScoreForJudge(judgeResult);
float efficiency = ally.scoreEfficiency;
ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, added, efficiency);
}
}
catch (System.Exception ex)
{
if (JudgeManager.IsDebugEnabled) Debug.LogWarning($"[Note] Failed to add per-track score: {ex}");
}
try { SkillBuilder.Instance?.NotifyNoteHit(TrackIndex, judgeResult, SkillDefinition.NoteTypeTrigger.Tap); } catch { }
}
Judge();
}
public bool IsJudged()
{
return isJudged;
}
public void Judge()
{
if (isJudged)
return;
isJudged = true;
if (controller != null)
{
controller.StopMovement();
controller.PlayHitEffect();
}
// Remove from per-track queue immediately so following notes become head
string myId = gameObject.GetInstanceID().ToString();
TrackKeyManager.Instance?.UnregisterKey(TrackIndex, myId);
// Release lock if we held it
if (hasLock)
{
TrackKeyManager.Instance?.UnlockTrackForJudge(TrackIndex, myId);
hasLock = false;
}
ReturnToPool();
if (anim != null)
{
anim.PlayDestroyAnimation(noteColor);
}
// notify global judge manager that this short note has been finally judged (hit)
JudgeManager.Instance?.NotifyNoteJudged();
}
public void JudgeMiss()
{
// idempotent: this can be called from multiple paths
if (isJudged) return;
isJudged = true;
ScoreManager.Instance.countMiss += 1;
if (TrackIndex >= 0 && TrackIndex < 5) ScoreManager.Instance.trackMissCounts[TrackIndex]++;
// Record a 0 offset for Miss to ensure total Offset Count matches note count
ScoreManager.Instance?.RecordOffset(0);
if (JudgeManager.IsDebugEnabled) Debug.Log($"{keyToPress} Miss");
InputManager.Instance?.ShowJudgeResult(TrackIndex, "Miss");
JudgeSoundManager.Instance?.PlayJudgeSound("Miss");
teamUIController.Instance?.OnJudgeResult("Miss");
// Spawn judgment prefab for Miss - ensure noteColor is passed correctly
if (JudgeManager.IsDebugEnabled) Debug.Log($"[Note.JudgeMiss] Spawning miss judge prefab: color={noteColor}");
Animation_GenerateJudgementSituationPrefab.Instance?.SpawnJudgePrefab(noteColor, "Miss");
try
{
var ally = GetAllyForTrackCached(TrackIndex);
if (ally != null)
{
int added = ally.AddScoreForJudge("Miss");
float efficiency = ally.scoreEfficiency;
ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, added, efficiency);
}
}
catch (System.Exception ex)
{
if (JudgeManager.IsDebugEnabled) Debug.LogWarning($"[Note] Failed to add per-track score for Miss: {ex}");
}
try { SkillBuilder.Instance?.NotifyNoteHit(TrackIndex, "Miss", SkillDefinition.NoteTypeTrigger.Tap); } catch { }
// notify global judge manager that this note has been finally judged (miss)
JudgeManager.Instance?.NotifyNoteJudged();
ReturnToPool();
}
private void ReleaseTrackLock(string myId)
{
if (hasLock)
{
TrackKeyManager.Instance?.UnlockTrackForJudge(TrackIndex, myId);
hasLock = false;
}
}
private void ReturnToPool()
{
InputManager.OnKeyPressed -= HandlePress;
// CRITICAL: Always release lock and unregister before deactivating
string myId = gameObject.GetInstanceID().ToString();
// Release lock if we still hold it
ReleaseTrackLock(myId);
// Remove from per-track queue to avoid stale entries
TrackKeyManager.Instance?.UnregisterKey(TrackIndex, myId);
if (controller != null)
{
controller.ResetState();
}
gameObject.SetActive(false);
NotePool.Instance.ReturnNote(gameObject, noteColor);
}
public int GetTrackIndex()
{
return TrackIndex;
}
public KeyCode GetKey()
{
return keyToPress;
}
/// <summary>
/// From Controller notify Note whether it's inside judge zone
/// </summary>
public void SetJudgeZone(bool inZone)
{
// leaving judge zone
if (!inZone)
{
// Only process if we haven't been judged yet
if (!isJudged)
{
// IMPORTANT: Don't call JudgeMiss directly here because SetJudgeZone is called
// from OnTriggerExit2D, which is in a physics callback.
// Calling ReturnToPool (which deactivates the object) inside a physics callback
// causes "GameObject is already being activated or deactivated" errors.
// Instead, mark for miss and let Update handle it next frame.
if (JudgeManager.IsDebugEnabled) Debug.Log($"[Note.SetJudgeZone] Note {noteColor} left judge zone on track {TrackIndex}, will force Miss next frame");
missDeadlineTime = Time.time; // Force deadline to now so Update will handle it
}
}
}
}