237 lines
7.6 KiB
C#
237 lines
7.6 KiB
C#
using UnityEngine;
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public class Note : BaseNote
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{
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private KeyCode keyToPress;
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private string noteColor;
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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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[Header("判定区间配置")]
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public NoteJudgeConfig judgeConfig; // 判定区间配置,需在预制体或生成时赋值
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private void Awake()
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{
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anim = GetComponent<AnimationController>();
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controller = GetComponent<NoteController>();
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}
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public void Setup(KeyCode key, int trackIndex, float speed, float hitTime, string color, NoteJudgeConfig judgeConfig)
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{
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keyToPress = key;
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noteColor = color;
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TrackIndex = trackIndex;
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Speed = speed;
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this.hitTime = hitTime;
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isJudged = false;
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this.judgeConfig = judgeConfig;
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if (controller != null)
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{
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controller.SetSpeed(speed);
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}
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InputManager.OnKeyPressed += HandlePress;
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// 判定区间配置检查
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if (judgeConfig == null)
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Debug.LogError($"NoteJudgeConfig is null! 判定区间配置未传入!track={trackIndex}");
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else
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Debug.Log($"NoteJudgeConfig: perfect={judgeConfig.perfectRange}, great={judgeConfig.greatRange}, good={judgeConfig.goodRange}, miss={judgeConfig.missRange}");
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}
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private void OnDestroy()
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{
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InputManager.OnKeyPressed -= HandlePress;
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}
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private void HandlePress(KeyCode key)
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{
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// 只判定正确轨道且在判定区
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if (isJudged || key != keyToPress || (controller != null && !controller.IsInJudgeZone()))
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return;
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float timeDifference = Mathf.Abs(Time.time - hitTime);
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string judgeResult = null;
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if (judgeConfig != null)
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{
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if (timeDifference <= judgeConfig.perfectRange)
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{
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Debug.Log($"{keyToPress}: Perfect");
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judgeResult = "Perfect";
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}
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else if (timeDifference <= judgeConfig.greatRange)
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{
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Debug.Log($"{keyToPress}: Great");
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judgeResult = "Great";
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}
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else if (timeDifference <= judgeConfig.goodRange)
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{
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Debug.Log($"{keyToPress}: Good");
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judgeResult = "Good";
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}
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else if (timeDifference <= judgeConfig.missRange)
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{
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Debug.Log($"{keyToPress}: Miss");
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judgeResult = "Miss";
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// Do not return here - let shared post-judge logic run so NotifyNoteHit is invoked for Miss as well
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}
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else
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{
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Debug.Log($"{keyToPress}: Miss");
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judgeResult = "Miss";
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// Do not return here - let shared post-judge logic run so NotifyNoteHit is invoked for Miss as well
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}
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}
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else
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{
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// fallback timing
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if (timeDifference <= 0.08f)
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{
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Debug.Log($"{keyToPress}: Perfect");
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judgeResult = "Perfect";
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}
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else if (timeDifference <= 0.15f)
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{
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Debug.Log($"{keyToPress}: Great");
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judgeResult = "Great";
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}
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else
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{
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Debug.Log($"{keyToPress}: Miss");
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judgeResult = "Miss";
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// Do not return here - let shared post-judge logic run so NotifyNoteHit is invoked for Miss as well
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}
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}
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// 显示判定信息
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if (!string.IsNullOrEmpty(judgeResult))
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{
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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); // 更新combo计数
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// Calculate score addition via AllyCombatant and add to per-track pm sums
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try
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{
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var allyGo = GameObject.Find($"ally_0{TrackIndex + 1}");
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if (allyGo != null)
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{
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var ally = allyGo.GetComponent<AllyCombatant>();
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if (ally != null)
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{
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int added = ally.AddScoreForJudge(judgeResult);
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ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, added);
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}
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"[Note] Failed to add per-track score: {ex}");
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}
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// Notify SkillBuilder about this note hit so OnNoteHit skills may trigger (tap notes)
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try { SkillBuilder.Instance?.NotifyNoteHit(TrackIndex, judgeResult, SkillDefinition.NoteTypeTrigger.Tap); } catch { }
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}
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Judge();
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}
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public bool IsJudged()
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{
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return isJudged;
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}
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public void Judge()
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{
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if (isJudged)
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return;
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isJudged = true;
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if (controller != null)
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{
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controller.StopMovement();
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controller.PlayHitEffect();
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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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}
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public void JudgeMiss()
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{
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if (isJudged) return;
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isJudged = true;
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Debug.Log($"{keyToPress} Miss");
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// Ensure UI shows Miss and combo is updated when a note auto-misses
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InputManager.Instance?.ShowJudgeResult(TrackIndex, "Miss");
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JudgeSoundManager.Instance?.PlayJudgeSound("Miss");
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teamUIController.Instance?.OnJudgeResult("Miss");
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// Add score for Miss as well (some systems may give 0)
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try
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{
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var allyGo = GameObject.Find($"ally_0{TrackIndex + 1}");
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if (allyGo != null)
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{
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var ally = allyGo.GetComponent<AllyCombatant>();
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if (ally != null)
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{
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int added = ally.AddScoreForJudge("Miss");
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ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, added);
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}
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"[Note] Failed to add per-track score for Miss: {ex}");
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}
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// Notify SkillBuilder about Miss so OnNoteHit skills configured for Miss can trigger
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try { SkillBuilder.Instance?.NotifyNoteHit(TrackIndex, "Miss", SkillDefinition.NoteTypeTrigger.Tap); } catch { }
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// InputManager.Instance?.ShowJudgeResult(TrackIndex, "Miss"); // 已在HandlePress中调用 for manual presses
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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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if (controller != null)
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{
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controller.ResetState();
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}
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gameObject.SetActive(false);
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NotePool.Instance.ReturnNote(gameObject, noteColor);
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}
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public int GetTrackIndex()
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{
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return TrackIndex;
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}
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public KeyCode GetKey()
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{
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return keyToPress;
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}
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/// <summary>
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/// 由 Controller 通知 Note 是否进入判定区
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/// </summary>
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public void SetJudgeZone(bool inZone)
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{
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// 离开判定区且未判定则判 Miss
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if (!inZone && !isJudged)
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{
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// Show Miss and update combo
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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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JudgeMiss();
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}
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}
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}
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