500 lines
20 KiB
C#
500 lines
20 KiB
C#
using System.Collections;
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using UnityEngine;
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public enum NoteSegment { None, Start, Middle, End }
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[RequireComponent(typeof(HoldNoteController))]
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public class HoldNote : BaseNote
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{
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private KeyCode keyToPress = KeyCode.None;
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private string noteColor = string.Empty;
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private string noteID = string.Empty;
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private NoteSegment segment = NoteSegment.None;
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private float hitTime = 0f;
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private float releaseTime = 0f;
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private bool hasReleased = true;
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private bool hasEnteredLine = false;
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private Coroutine autoReturnCoroutine;
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private HoldNoteController controller;
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private AnimationController anim;
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public int id;
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public int trackIndex;
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public float speed;
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public float startTime;
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public float delay;
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public bool isEnd;
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public float scheduledEndTime;
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public string color;
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public KeyCode key;
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public string type; // "start", "middle", or "end"
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private bool isJudged = false; // 分段判定标记,一旦判定(无论成功失败)就设为true,避免重复判定
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private bool isHoldActive = false; // 长按有效标记:Start段成功判定且按键未松开
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// 新增变量
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private bool hasBeenHeldFromStart = false; // 进入判定区时是否已按住 (用于辅助判断,但不再直接阻断判定)
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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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controller = GetComponent<HoldNoteController>();
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anim = GetComponent<AnimationController>();
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if (controller != null)
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{
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controller.OnJudgeZoneChanged += OnJudgeZoneChanged;
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}
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}
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private void OnDestroy()
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{
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if (controller != null)
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{
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controller.OnJudgeZoneChanged -= OnJudgeZoneChanged;
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}
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}
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private void OnJudgeZoneChanged(bool inZone)
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{
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hasEnteredLine = inZone;
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}
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private void OnEnable()
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{
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ResetState();
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}
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private void PlayHitAnimation()
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{
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if (anim != null)
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{
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// 激活动画效果 GameObject
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anim.gameObject.SetActive(true);
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anim.PlayDestroyAnimation(noteColor);
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// 延迟禁用动画效果 GameObject,确保动画播放完毕
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StartCoroutine(DelayedDisableAnimation(anim.gameObject, 0.5f)); // 0.5秒后禁用
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}
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}
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private IEnumerator DelayedDisableAnimation(GameObject animationObject, float delay)
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{
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yield return new WaitForSeconds(delay);
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animationObject.SetActive(false);
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}
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public void Setup(int id, int trackIndex, float speed, float time, float delay,
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bool isEnd, float scheduledEnd, string color, KeyCode key, string type, NoteJudgeConfig judgeConfig)
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{
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this.id = id;
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this.trackIndex = trackIndex;
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this.speed = speed;
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this.startTime = time;
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this.delay = delay;
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this.isEnd = isEnd;
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this.scheduledEndTime = scheduledEnd;
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this.color = color;
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this.key = key;
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this.type = type;
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this.judgeConfig = judgeConfig;
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this.noteID = id.ToString();
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this.keyToPress = key;
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this.noteColor = color;
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this.hitTime = time + delay;
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this.segment = (delay == 0f) ? NoteSegment.Start :
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(isEnd ? NoteSegment.End : NoteSegment.Middle);
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this.hasEnteredLine = false;
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this.hasReleased = false;
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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($"HoldNoteJudgeConfig is null! 判定区间配置未传入!track={trackIndex}");
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else
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Debug.Log($"HoldNoteJudgeConfig: perfect={judgeConfig.perfectRange}, great={judgeConfig.greatRange}, good={judgeConfig.goodRange}, miss={judgeConfig.missRange}");
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// 在 Setup 时注册初始状态
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JudgeManager.Instance?.RegisterNoteReleased(noteID, false);
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if (segment == NoteSegment.Start)
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JudgeManager.Instance?.RegisterStartJudged(noteID, false); // 初始为未判定
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if (segment == NoteSegment.End)
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JudgeManager.Instance?.RegisterScheduledEndTime(noteID, scheduledEndTime);
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controller?.SetSpeed(speed);
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controller?.SetSegmentDelay(delay);
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}
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private void Update()
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{
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// 如果当前片段已经判定过,直接返回
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if (isJudged) return;
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// **通用长按状态更新:**
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// 只有当isHoldActive为true时才检查松开操作,避免误判
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// 且仅在GetKeyUp时更新状态,避免重复操作
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if (isHoldActive && Input.GetKeyUp(keyToPress))
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{
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isHoldActive = false;
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Debug.Log($"[HoldNote] 按键 {keyToPress} 松开,长按状态失效。NoteID: {noteID}, Segment: {segment}, Type: {type}");
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// 如果是中间段或结束段,且因为松手导致长按失效,可以立即回收
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if (segment == NoteSegment.Middle || segment == NoteSegment.End)
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{
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// 注意:End段的判定在HandleEnd里,松手只是让isHoldActive为false,不代表End段判定已完成
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// 如果 End 段的判定窗口还没过,松手后 isHoldActive = false,End 段在 OnTriggerExit2D 才会回收
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// 或者在 HandleEnd 之前松手导致长按失效,HandleEnd 内部会判定 Miss
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}
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}
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// 如果按键被按下,且Start段已经判定成功,则激活长按状态
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// 考虑到玩家可能在Start段通过后瞬间松手再按下,这里需要确保只要Start段判定成功且按键按住,isHoldActive就为true
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if (JudgeManager.Instance.IsStartJudged(noteID) && Input.GetKey(keyToPress))
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{
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isHoldActive = true;
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}
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// Start段判定
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if (segment == NoteSegment.Start && hasEnteredLine)
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{
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// 在判定窗口内按下按键才触发判定
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if (Input.GetKeyDown(keyToPress))
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{
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HandleStart();
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isJudged = true; // 无论成功失败都标记为已判定,避免重复尝试
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}
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// 如果Start段进入判定区但玩家未按键,且已经错过最佳判定时机,可以考虑Miss并回收
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// 这部分逻辑现在放在 OnTriggerExit2D 里处理更合适
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}
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// Middle段判定:
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// 只有当头部已判定、且长按有效(按键持续按住),并且已经到达该Middle段的命中时间点时,才认为该Middle段通过。
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// Middle段本身没有独立的按键输入判定,它只是长按的延续。
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else if (segment == NoteSegment.Middle
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&& JudgeManager.Instance.IsStartJudged(noteID) // 头部必须已判定
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&& isHoldActive // 必须处于长按有效状态(按键持续按住)
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&& !JudgeManager.Instance.HasNoteReleased(noteID)) // 确保End段还未被判定释放
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{
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// Debug.Log($"[HoldNote] Middle段状态检查: Time.time={Time.time:F2}, hitTime={hitTime:F2}, hasEnteredLine={hasEnteredLine}");
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if (Time.time >= hitTime)
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{
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// 确保它进入了判定线,但在Update中,即使没完全进入,只要时间到了且条件满足,也算通过
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// 但是,我们主要希望它在通过判定线后被回收
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// 因此,Middle段的回收逻辑更多依赖于DelayedAutoReturnCheck或OnTriggerExit2D
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if (hasEnteredLine) // 确保已经进入过判定线,防止音符提前消失
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{
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Debug.Log($"[HoldNote] Middle段通过 (持续长按): {noteColor}");
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PlayHitAnimation();
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ReturnToPool();
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isJudged = true;
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}
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}
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}
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// End段判定
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else if (segment == NoteSegment.End
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&& JudgeManager.Instance.IsStartJudged(noteID) // 头部必须已判定
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&& !JudgeManager.Instance.HasNoteReleased(noteID)) // 确保还未被判定释放
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{
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// 只有当玩家松开按键时才触发End段判定
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if (Input.GetKeyUp(keyToPress))
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{
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HandleEnd();
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isJudged = true; // 标记为已判定
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}
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// 如果 End 段已经达到或超过了预定的释放时间 (scheduledEndTime),
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// 但玩家仍未松手,且长按状态仍然有效,这可能是玩家按得过长
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// 这种情况应该给予一个差的判定或者Miss
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else if (Time.time >= scheduledEndTime + 0.1f && isHoldActive) // 给予一点容错时间
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{
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Debug.Log($"[HoldNote] End段超时未松手,判定为Miss: {noteColor}");
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HandleEnd(true); // 传入true表示强制Miss
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isJudged = true;
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}
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (!collision.CompareTag("JudgmentLine")) return;
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hasEnteredLine = true; // 只要进入判定线,就标记
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if (segment == NoteSegment.Middle)
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{
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// 进入判定区时记录是否已按住
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hasBeenHeldFromStart = Input.GetKey(keyToPress);
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Debug.Log($"[HoldNote] Middle段进入判定线: color={noteColor}, isStartJudged={JudgeManager.Instance.IsStartJudged(noteID)}, hasReleased={JudgeManager.Instance.HasNoteReleased(noteID)}, isKeyHeld={Input.GetKey(keyToPress)}, hasBeenHeldFromStart={hasBeenHeldFromStart}");
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if (autoReturnCoroutine != null)
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StopCoroutine(autoReturnCoroutine);
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// Middle段的延迟回收主要确保即使按住也能在适当时间回收
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// 重新思考这里的必要性,可能让Update和OnTriggerExit2D处理更直接
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// 暂时移除这里的 DelayedAutoReturnCheck,让 Update 和 OnTriggerExit2D 主导 Middle 段的生命周期
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// autoReturnCoroutine = StartCoroutine(DelayedAutoReturnCheck());
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}
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else if (segment == NoteSegment.End)
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{
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if (autoReturnCoroutine != null)
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StopCoroutine(autoReturnCoroutine);
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// End段的延迟回收主要用于处理玩家是否松手,以及超时回收
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autoReturnCoroutine = StartCoroutine(DelayedAutoReturnCheck());
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}
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
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if (!collision.CompareTag("JudgmentLine")) return;
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// Start段离开判定线时如果未被判定,则视为Miss并回收
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if (segment == NoteSegment.Start)
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{
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if (!JudgeManager.Instance.IsStartJudged(noteID))
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{
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Debug.Log($"[HoldNote] Start段离开判定线未判定,强制回收 (Miss): {noteColor}");
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// 可以触发一个Miss判定
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// JudgeManager.Instance.RecordMiss(noteID);
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ReturnToPool();
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}
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// 如果Start段已判定,那么它会通过DelayedReturn被回收,这里不做额外处理
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}
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// Middle段离开判定线时,如果头部未判定,或者长按已经失效(松手),则回收
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else if (segment == NoteSegment.Middle) // 这里修正了拼写错误
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{
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// 无论Start段是否判定,如果Middle段离开了判定线,就应该回收
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// 因为它已经完成了它的“通过”或者“错过”的职责
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Debug.Log($"[HoldNote] Middle段离开判定线强制回收: {noteColor}");
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ReturnToPool();
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}
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// End段离开判定线时,如果头部未判定,或者长按已经失效,或者 End 段已经完成判定,则回收
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else if (segment == NoteSegment.End)
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{
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if (!isJudged) // 如果End段还没有被判定
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{
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// 如果头部没判,或者长按中断,或者玩家按得过久(已经过了scheduledEndTime很多了)
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if (!JudgeManager.Instance.IsStartJudged(noteID) || !isHoldActive || Time.time > scheduledEndTime + 0.15f)
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{
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Debug.Log($"[HoldNote] End段离开判定线强制回收 (头部未判定或长按中断或超时): {noteColor}");
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// 可以在这里强制一个Miss判定,如果之前没触发过
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if (!JudgeManager.Instance.HasNoteReleased(noteID)) // 确保没有重复判定
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{
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HandleEnd(true); // 传入true表示强制Miss
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}
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ReturnToPool();
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}
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}
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else // 如果End段已经被判定过了,直接回收
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{
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ReturnToPool();
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}
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}
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}
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private IEnumerator DelayedAutoReturnCheck()
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{
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// 这里的 DelayedAutoReturnCheck 主要是针对 End 段的超时未松手检查
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// 或者 Start 段的延迟补判(这部分已经移到 Update 和 HandleStart)
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yield return null;
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if (segment == NoteSegment.End)
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{
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// 在这里等待,看玩家是否在 scheduledEndTime 之前松手
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// 如果到达 scheduledEndTime 玩家仍未松手,且长按有效,则继续等待
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// 如果玩家按得过长,可以在 Update 中触发 Miss 判定
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float timeToWait = Mathf.Max(0f, scheduledEndTime - Time.time);
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if (timeToWait > 0f)
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{
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yield return new WaitForSeconds(timeToWait);
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}
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// 到达 scheduledEndTime 后再次检查
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// 如果此时玩家仍在按住,并且 Start 段已判定,但 End 段还没被判定释放
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// 说明玩家按得太久,判定为 Miss
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if (!isJudged && JudgeManager.Instance.IsStartJudged(noteID) && Input.GetKey(keyToPress))
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{
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Debug.Log($"[HoldNote] DelayedAutoReturnCheck (End段) 判定:玩家按得过长,Miss! {noteColor}");
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HandleEnd(true); // 强制 Miss
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}
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// 无论如何,如果 End 段已经过去了,但还没回收,就回收
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if (!gameObject.activeSelf)
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{
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yield break; // 修正!使用 yield break 来结束协程
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}
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ReturnToPool();
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}
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}
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private void HandleStart()
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{
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float pressTime = Time.time;
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float offset = Mathf.Abs(pressTime - hitTime);
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string result;
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if (offset < 0.1f) // 判定成功
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{
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result = "Perfect";
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Debug.Log($"[HoldNote] START判定成功(偏差={offset:F2}秒): {noteColor}");
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JudgeManager.Instance.RegisterStartJudged(noteID, true);
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isHoldActive = true; // 成功判定Start,长按状态激活
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PlayHitAnimation();
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}
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else
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{
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result = "Miss";
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Debug.Log($"[HoldNote] START Miss(偏差={offset:F2}秒): {noteColor}");
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JudgeManager.Instance.RegisterStartJudged(noteID, false); // 明确标记未判定
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isHoldActive = false; // Start Miss,长按状态不激活
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}
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InputManager.Instance?.ShowJudgeResult(trackIndex, result);
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// Start段判定后立即回收,因为它的视觉部分可能只需要短暂显示
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StartCoroutine(DelayedReturn());
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}
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private IEnumerator DelayedReturn()
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{
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yield return new WaitForSeconds(0.05f); // 短暂延迟,确保视觉效果或数据更新
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if (gameObject.activeSelf) // 确保对象还活跃,防止重复回收
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{
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ReturnToPool();
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}
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}
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private void HandleEnd(bool forceMiss = false)
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{
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releaseTime = Time.time;
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hasReleased = true;
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JudgeManager.Instance.RegisterNoteReleased(noteID, true);
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string result;
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// 只要头部判定通过,松手时机在判定区间内就给出对应判定
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if (forceMiss || !JudgeManager.Instance.IsStartJudged(noteID))
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{
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result = "Miss";
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Debug.LogWarning($"[HoldNote] END判定失败({noteColor}):{(forceMiss ? "强制Miss" : "头部未判定")}");
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}
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else if (judgeConfig != null)
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{
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float diff = Mathf.Abs(releaseTime - scheduledEndTime);
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if (diff <= judgeConfig.perfectRange)
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{
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result = "Perfect";
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}
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else if (diff <= judgeConfig.greatRange)
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{
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result = "Great";
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}
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else if (diff <= judgeConfig.goodRange)
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{
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result = "Good";
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}
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else if (diff <= judgeConfig.missRange)
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{
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result = "Miss";
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}
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else
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{
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result = "Miss";
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}
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}
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else
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{
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float diff = Mathf.Abs(releaseTime - scheduledEndTime);
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if (diff <= 0.1f)
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{
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result = "Perfect";
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}
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else if (diff < 0.2f)
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{
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result = "Great";
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}
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else if (diff < 0.3f)
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{
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result = "Good";
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}
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else
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{
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result = "Bad";
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}
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}
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InputManager.Instance?.ShowJudgeResult(trackIndex, result);
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Debug.Log($"[HoldNote] END判定结果: {noteColor} {result} (release={releaseTime:F2}, target={scheduledEndTime:F2})");
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ReturnToPool();
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}
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private void OnDisable()
|
||
{
|
||
if (autoReturnCoroutine != null)
|
||
{
|
||
StopCoroutine(autoReturnCoroutine);
|
||
autoReturnCoroutine = null;
|
||
}
|
||
|
||
// OnDisable时对End段的补偿处理:
|
||
// 如果是End段,且尚未被判定,且Start段已判定,但此时按键已经松开 (通过 !Input.GetKey(keyToPress) 判断)
|
||
// 这意味着玩家在离开判定区或因其他原因导致 OnDisable 时松手,但未触发正常的 HandleEnd
|
||
if (segment == NoteSegment.End &&
|
||
!isJudged && // 尚未判定
|
||
JudgeManager.Instance.IsStartJudged(noteID)) // 头部已判定
|
||
{
|
||
// 如果按键已经松开,或者长按状态已经失效 (可能因为松开过快)
|
||
if (!Input.GetKey(keyToPress) || !isHoldActive)
|
||
{
|
||
Debug.Log($"[HoldNote] OnDisable补偿End段Miss判定: {noteColor}");
|
||
HandleEnd(true); // 强制Miss
|
||
isJudged = true; // 标记已判定
|
||
}
|
||
else if (Input.GetKey(keyToPress))
|
||
{
|
||
// 如果End段离开了判定区,但是玩家还在按住,这属于按得过长
|
||
Debug.Log($"[HoldNote] OnDisable:End段在离开判定区时玩家仍未松手,判定为Miss: {noteColor}");
|
||
HandleEnd(true); // 强制Miss
|
||
isJudged = true;
|
||
}
|
||
}
|
||
|
||
controller?.StopMovement();
|
||
}
|
||
|
||
private void ReturnToPool()
|
||
{
|
||
if (!gameObject.activeSelf) return; // 再次检查以防止对象已被禁用
|
||
|
||
if (segment == NoteSegment.Start && !hasEnteredLine)
|
||
{
|
||
Debug.LogWarning($"[HoldNote] 阻止回收尚未进入判定线的 Start段: {noteColor}");
|
||
return;
|
||
}
|
||
|
||
gameObject.SetActive(false);
|
||
|
||
if (segment == NoteSegment.Start)
|
||
NotePool.Instance.ReturnStartNote(gameObject, noteColor);
|
||
else
|
||
NotePool.Instance.ReturnHoldNoteSegment(gameObject, noteColor);
|
||
}
|
||
|
||
public void ResetState()
|
||
{
|
||
hasReleased = false;
|
||
segment = NoteSegment.None;
|
||
keyToPress = KeyCode.None;
|
||
noteColor = string.Empty;
|
||
noteID = string.Empty;
|
||
hitTime = 0f;
|
||
scheduledEndTime = 0f;
|
||
hasEnteredLine = false;
|
||
isJudged = false;
|
||
isHoldActive = false; // 重置长按标记
|
||
hasBeenHeldFromStart = false; // 重置
|
||
// canJudgeThisSegment = false; // 此变量已被移除或不再关键
|
||
|
||
if (autoReturnCoroutine != null)
|
||
{
|
||
StopCoroutine(autoReturnCoroutine);
|
||
autoReturnCoroutine = null;
|
||
}
|
||
|
||
controller?.StopMovement();
|
||
}
|
||
} |