Files
bansonic_beta_main/Assets/scripts/gamePlay_gameplay/Note.cs
T
FloatGaming 98510eef0f 收拾烂摊子
增加编队初步,改动了判定系统,编队UI组装好
2025-09-28 00:23:05 +08:00

189 lines
5.2 KiB
C#

using UnityEngine;
public class Note : BaseNote
{
private KeyCode keyToPress;
private string noteColor;
private AnimationController anim;
private NoteController controller;
private bool isJudged = false;
[Header("判定区间配置")]
public NoteJudgeConfig judgeConfig; // 判定区间配置,需在预制体或生成时赋值
private void Awake()
{
anim = GetComponent<AnimationController>();
controller = GetComponent<NoteController>();
}
public void Setup(KeyCode key, int trackIndex, float speed, float hitTime, string color, NoteJudgeConfig judgeConfig)
{
keyToPress = key;
noteColor = color;
TrackIndex = trackIndex;
Speed = speed;
this.hitTime = hitTime;
isJudged = false;
this.judgeConfig = judgeConfig;
if (controller != null)
{
controller.SetSpeed(speed);
}
InputManager.OnKeyPressed += HandlePress;
// 判定区间配置检查
if (judgeConfig == null)
Debug.LogError($"NoteJudgeConfig is null! 判定区间配置未传入!track={trackIndex}");
else
Debug.Log($"NoteJudgeConfig: perfect={judgeConfig.perfectRange}, great={judgeConfig.greatRange}, good={judgeConfig.goodRange}, miss={judgeConfig.missRange}");
}
private void OnDestroy()
{
InputManager.OnKeyPressed -= HandlePress;
}
private void HandlePress(KeyCode key)
{
// 只判定正确轨道且在判定区
if (isJudged || key != keyToPress || (controller != null && !controller.IsInJudgeZone()))
return;
float timeDifference = Mathf.Abs(Time.time - hitTime);
string judgeResult = null;
if (judgeConfig != null)
{
if (timeDifference <= judgeConfig.perfectRange)
{
Debug.Log($"{keyToPress}: Perfect");
judgeResult = "Perfect";
}
else if (timeDifference <= judgeConfig.greatRange)
{
Debug.Log($"{keyToPress}: Great");
judgeResult = "Great";
}
else if (timeDifference <= judgeConfig.goodRange)
{
Debug.Log($"{keyToPress}: Good");
judgeResult = "Good";
}
else if (timeDifference <= judgeConfig.missRange)
{
Debug.Log($"{keyToPress}: Miss");
judgeResult = "Miss";
InputManager.Instance?.ShowJudgeResult(TrackIndex, judgeResult);
JudgeMiss();
return;
}
else
{
Debug.Log($"{keyToPress}: Miss");
judgeResult = "Miss";
InputManager.Instance?.ShowJudgeResult(TrackIndex, judgeResult);
JudgeMiss();
return;
}
}
else
{
// 兼容旧逻辑
if (timeDifference <= 0.08f)
{
Debug.Log($"{keyToPress}: Perfect");
judgeResult = "Perfect";
}
else if (timeDifference <= 0.15f)
{
Debug.Log($"{keyToPress}: Great");
judgeResult = "Great";
}
else
{
Debug.Log($"{keyToPress}: Miss");
judgeResult = "Miss";
InputManager.Instance?.ShowJudgeResult(TrackIndex, judgeResult);
JudgeMiss();
return;
}
}
// 显示判定文本
if (!string.IsNullOrEmpty(judgeResult))
{
InputManager.Instance?.ShowJudgeResult(TrackIndex, judgeResult);
}
Judge();
}
public bool IsJudged()
{
return isJudged;
}
public void Judge()
{
if (isJudged)
return;
isJudged = true;
if (controller != null)
{
controller.StopMovement();
controller.PlayHitEffect();
}
ReturnToPool();
if (anim !=null)
{
anim.PlayDestroyAnimation(noteColor);
}
}
public void JudgeMiss()
{
if (isJudged) return;
isJudged = true;
Debug.Log($"{keyToPress} Miss");
// InputManager.Instance?.ShowJudgeResult(TrackIndex, "Miss"); // 已在HandlePress中调用
ReturnToPool();
}
private void ReturnToPool()
{
InputManager.OnKeyPressed -= HandlePress;
if (controller != null)
{
controller.ResetState();
}
gameObject.SetActive(false);
NotePool.Instance.ReturnNote(gameObject, noteColor);
}
public int GetTrackIndex()
{
return TrackIndex;
}
public KeyCode GetKey()
{
return keyToPress;
}
/// <summary>
/// 由 Controller 通知 Note 是否进入判定区
/// </summary>
public void SetJudgeZone(bool inZone)
{
// 离开判定区且未判定则判 Miss
if (!inZone && !isJudged)
{
JudgeMiss();
}
}
}