Files
bansonic_beta_main/Assets/scripts/gamePlay_gameplay/HoldNote.cs
T
2026-01-15 02:46:42 +08:00

953 lines
37 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum NoteSegment { None, Start, Middle, End }
[RequireComponent(typeof(HoldNoteController))]
public class HoldNote : BaseNote
{
private KeyCode keyToPress = KeyCode.None;
private string noteColor = string.Empty;
private string noteID = string.Empty;
private NoteSegment segment = NoteSegment.None;
private float hitTime = 0f;
private float releaseTime = 0f;
private bool hasReleased = true;
private bool hasEnteredLine = false;
private Coroutine autoReturnCoroutine;
private Coroutine scheduledReturnCoroutine;
private HoldNoteController controller;
private AnimationController anim;
public int id;
public int trackIndex;
public float speed;
public float startTime;
public float delay;
public bool isEnd;
public float scheduledEndTime;
public string color;
public KeyCode key;
public string type; // "start", "middle", or "end"
// Flags and runtime state
private bool isJudged = false; // whether this segment has been judged (true = evaluation done)
private bool isHoldActive = false; // whether the hold is currently active (player is holding)
// whether this middle segment was held from the start (used for logic checks)
private bool hasBeenHeldFromStart = false;
[Header("Judge configuration")]
public NoteJudgeConfig judgeConfig; // judge windows configuration
private NoteData noteData;
// store original transform scale so we can restore on reset
private Vector3 originalLocalScale = Vector3.one;
// visual transform (child) to scale instead of root to avoid affecting colliders
private Transform visualTransform = null;
private Vector3 originalVisualLocalScale = Vector3.one;
[Header("Hold judgement adjustments")]
[Tooltip("Multiplier applied to judgement windows for hold notes. >1 makes hold judgement more lenient (wider windows).")]
[Range(1f, 2f)]
public float holdWindowMultiplier = 1.3f;
public float visualSpeedMultiplier = 1f; // injected from NoteSpawner to adapt windows when visual speed changes
// track when the hold actually started (real-time) so we can compute held fraction
private float holdStartTime = -1f;
// Cache allies per track to avoid GameObject.Find on first judgement.
private static AllyCombatant[] allyCache;
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()
{
controller = GetComponent<HoldNoteController>();
// Prefer the global shared AnimationController if available, otherwise fallback to local or scene instance
anim = AnimationController.Global;
if (anim == null)
{
anim = GetComponent<AnimationController>();
if (anim == null)
{
anim = FindObjectOfType<AnimationController>();
}
}
if (anim == null)
{
if (GameConfig.verboseLogs) Debug.LogWarning("HoldNote: No AnimationController found (Global/local/scene). Particle effects will be unavailable.");
}
if (controller != null)
{
controller.OnJudgeZoneChanged += OnJudgeZoneChanged;
}
// capture original local scale for this prefab instance
originalLocalScale = transform.localScale;
// find a dedicated visual child to scale (prefer child named "Visual")
visualTransform = transform.Find("Visual");
if (visualTransform == null)
{
// fallback: try to find first child that has a SpriteRenderer, MeshRenderer or CanvasRenderer
var sr = GetComponentInChildren<SpriteRenderer>(true);
if (sr != null) visualTransform = sr.transform;
else
{
var mr = GetComponentInChildren<MeshRenderer>(true);
if (mr != null) visualTransform = mr.transform;
else
{
var ir = GetComponentInChildren<UnityEngine.UI.Graphic>(true);
if (ir != null) visualTransform = ir.transform;
}
}
}
if (visualTransform != null)
originalVisualLocalScale = visualTransform.localScale;
else
originalVisualLocalScale = originalLocalScale;
}
private void OnDestroy()
{
if (controller != null)
{
controller.OnJudgeZoneChanged -= OnJudgeZoneChanged;
}
}
private void OnJudgeZoneChanged(bool inZone)
{
hasEnteredLine = inZone;
}
private void OnEnable()
{
ResetState();
}
private void PlayHitAnimation()
{
var controller = AnimationController.Global ?? anim;
if (controller != null)
{
controller.PlayDestroyAnimation(noteColor);
}
}
private IEnumerator DelayedDisableAnimation(GameObject animationObject, float delay)
{
// No-op: we used to disable the shared AnimationController here which stopped coroutines.
// Keep as no-op to avoid side effects.
yield return null;
}
public void Setup(int id, int trackIndex, float speed, float time, float delay,
bool isEnd, float scheduledEnd, string color, KeyCode key, string type, NoteJudgeConfig judgeConfig, NoteData noteData)
{
this.id = id;
this.trackIndex = trackIndex;
// also set BaseNote.TrackIndex so other systems using TrackIndex property work consistently
this.speed = speed;
this.startTime = time;
this.delay = delay;
this.isEnd = isEnd;
this.scheduledEndTime = scheduledEnd;
this.color = color;
this.key = key;
this.type = type;
this.judgeConfig = judgeConfig;
this.noteID = id.ToString();
this.keyToPress = key;
this.noteColor = color;
// hitTime now uses real time base passed in as 'time' plus delay
this.hitTime = time + delay;
this.segment = (delay == 0f) ? NoteSegment.Start :
(isEnd ? NoteSegment.End : NoteSegment.Middle);
this.hasEnteredLine = false;
this.hasReleased = false;
if (judgeConfig == null)
{
if (GameConfig.verboseLogs) Debug.LogError($"HoldNoteJudgeConfig is null! judgeConfig not assigned. track={trackIndex}");
}
else
{
if (GameConfig.verboseLogs) Debug.Log($"HoldNoteJudgeConfig: perfect={judgeConfig.perfectRange}, great={judgeConfig.greatRange}, good={judgeConfig.goodRange}, miss={judgeConfig.missRange}");
}
this.noteData = noteData;
// Debug info to help investigate end note visibility
if (GameConfig.verboseLogs)
{
Debug.Log($"[HoldNote.Setup] id={noteID} segment={segment} type={type} hitTime={hitTime:F2} scheduledEnd={scheduledEndTime:F2} color={color} track={trackIndex}");
Debug.Log($"[HoldNote.Setup] Controller present={(controller != null)}, AnimationController global={(AnimationController.Global != null)}, localAnim={(anim != null)}");
}
// Register initial judge state in JudgeManager
JudgeManager.Instance?.RegisterNoteReleased(noteID, false);
if (segment == NoteSegment.Start)
JudgeManager.Instance?.RegisterStartJudged(noteID, false); // initially mark start as not judged
if (segment == NoteSegment.End)
JudgeManager.Instance?.RegisterScheduledEndTime(noteID, scheduledEndTime);
controller?.SetSpeed(speed);
// IMPORTANT: configure timing using the same timebase as hitTime.
// NoteSpawner/Setup passes 'time' as the base realtime hit point already (startTime + note.time + globalHitDelay).
// We need travelTime so the segment starts moving at (hitTime - travelTime) rather than (Time.time + delay).
float travelTime = 0f;
if (speed > 0.0001f)
{
// NoteSpawner.CalculateSpeed uses: speed = 10.75f / travelTime, so travelTime = 10.75f / speed
travelTime = 10.75f / speed;
}
if (controller != null)
{
controller.ConfigureTiming(time, delay, travelTime);
// If the activation time is already in the past at the moment of Setup,
// the segment should have already traveled some distance. In that case
// snap its position forward so it appears at the correct location.
// Do this only when activation happened before now to avoid snapping
// freshly spawned segments that haven't started moving yet.
if (controller.ActivationTime < Time.time - 0.0001f)
{
// Use current transform.position as the spawn origin (NoteSpawner sets this before Setup).
CalibratePosition(transform.position, 0f);
}
}
else
{
// fallback
controller?.SetSegmentDelay(delay);
}
// Removed: CalibratePosition for delay==0f was causing Start segments to snap to incorrect positions
// if they started moving immediately after Setup (due to activationTime <= Time.time).
// Start segments should begin at spawnPoint and move from there naturally.
}
private void Update()
{
// If already judged, skip heavy logic
if (isJudged) return;
// If start was judged and player is holding key, start hold effects
if (!isHoldActive && JudgeManager.Instance.IsStartJudged(noteID) && !JudgeManager.Instance.HasNoteReleased(noteID) && Input.GetKey(keyToPress))
{
isHoldActive = true;
AnimationController.Global?.StartHoldParticles(noteColor);
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] Start particles started for {noteID} color={noteColor} at time={Time.time:F3}");
}
// Auto-miss checks when inside judge line
if (hasEnteredLine && !isJudged)
{
float missRangeScaled = (judgeConfig?.missRange ?? 0.5f) * holdWindowMultiplier;
if (segment == NoteSegment.Start && Time.time > hitTime + missRangeScaled)
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] START auto-Miss: {noteColor}");
// register as missed
JudgeManager.Instance.RegisterStartJudged(noteID, false);
InputManager.Instance?.ShowJudgeResult(trackIndex, "Miss");
JudgeSoundManager.Instance?.PlayJudgeSound("Miss");
teamUIController.Instance?.OnJudgeResult("Miss");
// Show judgement prefab for auto-miss as well (consistent with other notes)
Animation_GenerateJudgementSituationPrefab.Instance?.SpawnJudgePrefab(noteColor, "Miss");
isJudged = true;
ScheduleReturnToPool(0.2f);
}
else if (segment == NoteSegment.End && Time.time > scheduledEndTime + missRangeScaled)
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] END auto-Miss: {noteColor}");
HandleEnd(true);
isJudged = true;
}
}
// Handle key release while holding
if (isHoldActive && Input.GetKeyUp(keyToPress))
{
isHoldActive = false;
AnimationController.Global?.StopHoldParticles();
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] KeyUp {keyToPress} detected. NoteID: {noteID}, Segment: {segment}, Type: {type}");
if (!hasReleased)
{
hasReleased = true;
releaseTime = Time.time;
JudgeManager.Instance?.RegisterNoteReleased(noteID, true);
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] RegisterNoteReleased on KeyUp. NoteID: {noteID}, releaseTime={releaseTime:F2}");
EvaluateHoldEnd(releaseTime, false);
}
}
// Start judgement input handling
if (segment == NoteSegment.Start)
{
if (Input.GetKeyDown(keyToPress))
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] KeyDown detected for {noteID} key={keyToPress} time={Time.time:F3} hitTime={hitTime:F3} hasEnteredLine={hasEnteredLine}");
float pressTimeLocal = Time.time;
float maxWindow = (judgeConfig?.missRange ?? 0.5f) * holdWindowMultiplier;
// prevent multiple notes on same track being judged by a single press
if (TrackKeyManager.Instance != null && !TrackKeyManager.Instance.TryLockTrackForJudge(trackIndex, noteID))
return;
if (Mathf.Abs(pressTimeLocal - hitTime) <= maxWindow)
{
HandleStart(false);
// do not mark isJudged here; Start remains active for hold
}
else
{
// Press is outside window, release the lock
if (TrackKeyManager.Instance != null)
{
TrackKeyManager.Instance.UnlockTrackForJudge(trackIndex, noteID);
}
}
}
}
else if (segment == NoteSegment.Start && hasEnteredLine)
{
// legacy fallback
if (Input.GetKeyDown(keyToPress))
{
HandleStart(false);
isJudged = true;
}
}
else if (segment == NoteSegment.Middle
&& JudgeManager.Instance.IsStartJudged(noteID)
&& isHoldActive
&& !JudgeManager.Instance.HasNoteReleased(noteID))
{
if (Time.time >= hitTime)
{
if (hasEnteredLine)
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] Middle passed: {noteColor}");
PlayHitAnimation();
JudgeManager.Instance?.RegisterMiddlePassed(noteID);
ScheduleReturnToPool(0.2f);
isJudged = true;
}
}
}
else if (segment == NoteSegment.End
&& JudgeManager.Instance.IsStartJudged(noteID)
&& !JudgeManager.Instance.HasNoteReleased(noteID))
{
if (Input.GetKeyUp(keyToPress))
{
// protect end handling with track lock so a single release doesn't trigger multiple ends
if (TrackKeyManager.Instance != null && !TrackKeyManager.Instance.TryLockTrackForJudge(trackIndex, noteID))
return;
HandleEnd();
isJudged = true;
}
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (!collision.CompareTag("JudgmentLine")) return;
hasEnteredLine = true;
if (segment == NoteSegment.Middle)
{
hasBeenHeldFromStart = Input.GetKey(keyToPress);
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] Middle enter: color={noteColor}, isStartJudged={JudgeManager.Instance.IsStartJudged(noteID)}, hasReleased={JudgeManager.Instance.HasNoteReleased(noteID)}, isKeyHeld={Input.GetKey(keyToPress)}, hasBeenHeldFromStart={hasBeenHeldFromStart}");
if (autoReturnCoroutine != null)
StopCoroutine(autoReturnCoroutine);
}
else if (segment == NoteSegment.End)
{
if (autoReturnCoroutine != null)
StopCoroutine(autoReturnCoroutine);
// If already released before reaching the line, handle end judgement immediately
if (JudgeManager.Instance.HasNoteReleased(noteID) && !isJudged)
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] End entered but note already released: {noteColor}");
HandleEnd();
isJudged = true;
return;
}
autoReturnCoroutine = StartCoroutine(DelayedAutoReturnCheck());
}
}
private void OnTriggerExit2D(Collider2D collision)
{
if (!collision.CompareTag("JudgmentLine")) return;
if (segment == NoteSegment.Start)
{
if (!JudgeManager.Instance.IsStartJudged(noteID))
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] Start left judge zone without being judged -> Miss: {noteColor}");
HandleStart(true);
isJudged = true;
ScheduleReturnToPool(0.2f);
}
}
else if (segment == NoteSegment.Middle)
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] Middle left judge zone: {noteColor}");
ScheduleReturnToPool(0.2f);
}
else if (segment == NoteSegment.End)
{
if (autoReturnCoroutine != null)
{
StopCoroutine(autoReturnCoroutine);
autoReturnCoroutine = null;
}
if (!isJudged)
{
if (!JudgeManager.Instance.IsStartJudged(noteID))
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] End left judge zone and start was not judged -> Miss: {noteColor}");
if (!JudgeManager.Instance.HasNoteReleased(noteID))
HandleEnd(true);
ScheduleReturnToPool(0.2f);
}
else
{
if (JudgeManager.Instance.HasNoteReleased(noteID))
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] End left judge zone and was released -> HandleEnd: {noteColor}");
HandleEnd();
isJudged = true;
ScheduleReturnToPool(0.2f);
}
}
}
else
{
ScheduleReturnToPool(0.2f);
}
}
}
private IEnumerator DelayedAutoReturnCheck()
{
// yield one frame to ensure any state changes are settled
yield return null;
if (segment == NoteSegment.End)
{
float timeToWait = Mathf.Max(0f, scheduledEndTime - Time.time);
if (timeToWait > 0f)
{
// use scaled time here so pause affects this wait
float target = Time.time + timeToWait;
while (Time.time < target)
{
yield return null;
}
}
// If the object was deactivated while waiting, bail out
if (!gameObject.activeInHierarchy)
{
yield break;
}
// wait a short buffer after arriving to judge line before returning to pool
ScheduleReturnToPool(0.2f);
}
}
// Schedules a return-to-pool after a short delay. Cancels any previously scheduled return.
private void ScheduleReturnToPool(float delay)
{
if (scheduledReturnCoroutine != null)
{
StopCoroutine(scheduledReturnCoroutine);
scheduledReturnCoroutine = null;
}
if (!gameObject.activeInHierarchy)
{
return;
}
scheduledReturnCoroutine = StartCoroutine(DelayedReturnToPool(delay));
}
private IEnumerator DelayedReturnToPool(float delay)
{
yield return new WaitForSeconds(delay);
if (gameObject.activeSelf)
{
ReturnToPool();
}
scheduledReturnCoroutine = null;
}
private void HandleStart(bool forceMiss = false)
{
if (!JudgeManager.Instance.TryResolveStart(noteID))
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] START try-resolve failed: {noteColor}");
return;
}
// If forced miss (e.g. leaving judge zone without press), register miss immediately
if (forceMiss)
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] START forced Miss: {noteColor}");
ScoreManager.Instance.countMiss += 1;
JudgeManager.Instance.RegisterStartJudged(noteID, false);
isHoldActive = false;
InputManager.Instance?.ShowJudgeResult(trackIndex, "Miss");
JudgeSoundManager.Instance?.PlayJudgeSound("Miss");
teamUIController.Instance?.OnJudgeResult("Miss");
// Also show judgement prefab for forced miss on start
Animation_GenerateJudgementSituationPrefab.Instance?.SpawnJudgePrefab(noteColor, "Miss");
return;
}
float pressTime = Time.time;
float rawOffsetMs = (hitTime - pressTime) * 1000f;
float offset = Mathf.Abs(pressTime - hitTime);
string result;
float visualScaleFactor = Mathf.Clamp(visualSpeedMultiplier, 0.5f, 2f);
float pRange = (judgeConfig?.perfectRange ?? 0.1f) * holdWindowMultiplier * visualScaleFactor;
float gRange = (judgeConfig?.greatRange ?? 0.2f) * holdWindowMultiplier * visualScaleFactor;
float gdRange = (judgeConfig?.goodRange ?? 0.3f) * holdWindowMultiplier * visualScaleFactor;
if (offset <= pRange)
{
result = "Perfect";
if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
JudgeManager.Instance.RegisterStartJudged(noteID, true);
isHoldActive = true;
PlayHitAnimation();
AnimationController.Global?.StartHoldParticles(noteColor);
// record when the hold started so we can compute held fraction later
holdStartTime = pressTime;
// store into pool for use on end
HoldNoteJudgePool.RegisterStart(noteID, pressTime, hitTime, scheduledEndTime, noteColor, trackIndex, (object)noteData);
}
else if (offset <= gRange)
{
result = "Great";
if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
JudgeManager.Instance.RegisterStartJudged(noteID, true);
isHoldActive = true;
PlayHitAnimation();
AnimationController.Global?.StartHoldParticles(noteColor);
holdStartTime = pressTime;
HoldNoteJudgePool.RegisterStart(noteID, pressTime, hitTime, scheduledEndTime, noteColor, trackIndex, (object)noteData);
}
else if (offset <= gdRange)
{
result = "Good";
if (noteData != null) noteData.judgeOffsetMs = rawOffsetMs;
JudgeManager.Instance.RegisterStartJudged(noteID, true);
isHoldActive = true;
PlayHitAnimation();
AnimationController.Global?.StartHoldParticles(noteColor);
holdStartTime = pressTime;
HoldNoteJudgePool.RegisterStart(noteID, pressTime, hitTime, scheduledEndTime, noteColor, trackIndex, (object)noteData);
}
else
{
result = "Miss";
ScoreManager.Instance.countMiss += 1;
JudgeManager.Instance.RegisterStartJudged(noteID, false);
isHoldActive = false;
try
{
bool triggered = SkillBuilder.Instance?.NotifyNoteHit(this.trackIndex, result, SkillDefinition.NoteTypeTrigger.Tap, this.noteID) ?? false;
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] START Miss NotifyNoteHit fired for slot {trackIndex}: {triggered}");
}
catch (System.Exception ex)
{
Debug.LogError($"[HoldNote] NotifyNoteHit(Start Miss) threw: {ex}");
}
}
// show judge result and update combo/UI like short notes
InputManager.Instance?.ShowJudgeResult(trackIndex, result);
teamUIController.Instance?.OnJudgeResult(result);
// Play judge sound only for START segment
if (segment == NoteSegment.Start)
{
JudgeSoundManager.Instance?.PlayJudgeSound(result);
}
// Do not spawn the judgement animation prefab for Start (head) presses to avoid duplicated prefabs
if (segment != NoteSegment.Start)
{
Animation_GenerateJudgementSituationPrefab.Instance?.SpawnJudgePrefab(noteColor, result);
}
if (segment != NoteSegment.Start)
{
StartCoroutine(DelayedReturn());
}
}
private IEnumerator DelayedReturn()
{
yield return new WaitForSeconds(0.05f);
if (gameObject.activeSelf)
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] DelayedReturn: returning {noteID} to pool at time={Time.time:F3}");
ReturnToPool();
}
}
// central evaluation for hold end, given an actual releaseTime (real-time) or forceMiss
private void EvaluateHoldEnd(float actualReleaseTime, bool forceMiss)
{
if (isJudged) return; // already evaluated
// ensure we only resolve once per note
if (!JudgeManager.Instance.TryResolveEnd(noteID))
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] EvaluateHoldEnd: TryResolveEnd failed for {noteID}");
return;
}
releaseTime = actualReleaseTime;
hasReleased = true;
JudgeManager.Instance.RegisterNoteReleased(noteID, true);
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] EvaluateHoldEnd: noteID={noteID} releaseTime={releaseTime:F3} scheduledEnd={scheduledEndTime:F3} forceMiss={forceMiss}");
string result;
if (forceMiss || !JudgeManager.Instance.IsStartJudged(noteID))
{
result = "Miss";
ScoreManager.Instance.countMiss += 1;
if (GameConfig.verboseLogs) Debug.LogWarning($"[HoldNote] END judged as Miss: {noteColor} reason={(forceMiss ? "forced Miss" : "start not judged")}");
}
else
{
// try to use pool record for accurate press duration
if (HoldNoteJudgePool.TryGet(noteID, out var info))
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] Found pool info for {noteID}: pressTime={info.pressTime:F3} length={info.length:F3} scheduledEnd={info.scheduledEnd:F3}");
float playerHeld = Mathf.Clamp(releaseTime - info.pressTime, 0f, info.length);
float frac = info.length <= 0f ? 0f : (playerHeld / info.length);
if (frac > 0.8f)
{
result = "Perfect";
ScoreManager.Instance.countPerfect += 1;
}
else if (frac > 0.5f)
{
result = "Great";
ScoreManager.Instance.countGreat += 1;
}
else
{
result = "Good";
ScoreManager.Instance.countGood += 1;
}
if (noteData != null && result != "Miss")
{
noteData.judgeOffsetMsEnd = (info.scheduledEnd - releaseTime) * 1000f;
}
// cleanup pool
HoldNoteJudgePool.Unregister(noteID);
}
else
{
if (GameConfig.verboseLogs) Debug.LogWarning($"[HoldNote] No pool info for {noteID}, falling back to local held fraction calculation");
// fallback logic if no pool info
float holdRequired = Mathf.Max(0.0001f, scheduledEndTime - hitTime);
float held = Mathf.Clamp(actualReleaseTime - hitTime, 0f, holdRequired);
float frac = holdRequired <= 0f ? 0f : (held / holdRequired);
if (frac > 0.8f)
{
result = "Perfect";
ScoreManager.Instance.countPerfect += 1;
}
else if (frac > 0.5f)
{
result = "Great";
ScoreManager.Instance.countGreat += 1;
}
else
{
result = "Good";
ScoreManager.Instance.countGood += 1;
}
float rawOffsetMsEnd = (scheduledEndTime - actualReleaseTime) * 1000f;
if (noteData != null && result != "Miss")
{
noteData.judgeOffsetMsEnd = rawOffsetMsEnd;
}
}
}
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] END result for {noteID}: {result} (color={noteColor})");
// show UI/audio and combo
InputManager.Instance?.ShowJudgeResult(trackIndex, result);
teamUIController.Instance?.OnJudgeResult(result);
// Ensure END always spawns judgement prefab (including Miss)
Animation_GenerateJudgementSituationPrefab.Instance?.SpawnJudgePrefab(noteColor, result);
// --- Add scoring for End like short notes ---
try
{
var ally = GetAllyForTrackCached(TrackIndex);
if (ally != null)
{
int added = ally.AddScoreForJudge(result);
float efficiency = ally.scoreEfficiency;
ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, added, efficiency);
}
}
catch (System.Exception ex)
{
Debug.LogWarning($"[HoldNote] Failed to add per-track score for END: {ex}");
}
// Notify SkillBuilder so Hold notes can trigger skills configured for Hold
if (JudgeManager.Instance.TryTriggerSkill(noteID))
{
bool triggeredHold = false;
bool triggeredTap = false;
var candidates = new List<int>();
candidates.Add(this.trackIndex);
if (!candidates.Contains(this.TrackIndex)) candidates.Add(this.TrackIndex);
var ui = teamUIController.Instance;
if (ui != null)
{
for (int i = 0; i < ui.allySlotIds.Count; i++)
{
var slotObj = ui.GetAllyObjectBySlot(i);
if (slotObj == null) continue;
if (slotObj == this.gameObject || this.gameObject.transform.IsChildOf(slotObj.transform))
{
if (!candidates.Contains(i)) candidates.Add(i);
break;
}
}
}
foreach (var slot in candidates)
{
try
{
triggeredHold = SkillBuilder.Instance?.NotifyNoteHit(slot, result, SkillDefinition.NoteTypeTrigger.Hold, this.noteID) ?? false;
}
catch (System.Exception ex)
{
Debug.LogError($"[HoldNote] NotifyNoteHit(Hold) threw for slot {slot}: {ex}");
}
if (triggeredHold) break;
}
if (!triggeredHold)
{
foreach (var slot in candidates)
{
try
{
triggeredTap = SkillBuilder.Instance?.NotifyNoteHit(slot, result, SkillDefinition.NoteTypeTrigger.Tap, this.noteID) ?? false;
}
catch (System.Exception ex)
{
Debug.LogError($"[HoldNote] NotifyNoteHit(Tap) threw for slot {slot}: {ex}");
}
if (triggeredTap) break;
}
}
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] Hold end NotifyNoteHit called: TrackIndex={TrackIndex} trackIndexField={trackIndex} result={result} triggeredHold={triggeredHold} triggeredTap={triggeredTap}");
}
AnimationController.Global?.StopHoldParticles();
isJudged = true;
// notify global judge manager that one final note (hold end) has been judged
JudgeManager.Instance?.NotifyNoteJudged();
ScheduleReturnToPool(0.2f);
}
private void HandleEnd(bool forceMiss = false)
{
if (!JudgeManager.Instance.TryResolveEnd(noteID))
{
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] END try-resolve failed: {noteColor}");
return;
}
// record release time and register release in JudgeManager
if (!hasReleased)
{
if (Input.GetKey(keyToPress))
{
releaseTime = scheduledEndTime;
}
else
{
releaseTime = Time.time;
}
hasReleased = true;
JudgeManager.Instance?.RegisterNoteReleased(noteID, true);
}
// central evaluation
EvaluateHoldEnd(releaseTime, forceMiss);
}
private void ReturnToPool()
{
if (!gameObject.activeSelf) return;
if (segment == NoteSegment.Start && !hasEnteredLine)
{
if (GameConfig.verboseLogs) Debug.LogWarning($"[HoldNote] Refusing to return a Start segment that never entered judge zone: {noteColor}");
return;
}
if (GameConfig.verboseLogs) Debug.Log($"[HoldNote] ReturnToPool called for {noteID} segment={segment} time={Time.time:F3}");
// Release lock if still held
if (TrackKeyManager.Instance != null)
{
TrackKeyManager.Instance.UnlockTrackForJudge(trackIndex, noteID);
}
gameObject.SetActive(false);
if (segment == NoteSegment.Start)
NotePool.Instance.ReturnStartNote(gameObject, noteColor);
else if (segment == NoteSegment.End)
NotePool.Instance.ReturnHoldNoteEndSegment(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;
hasBeenHeldFromStart = false;
holdStartTime = -1f;
if (autoReturnCoroutine != null)
{
StopCoroutine(autoReturnCoroutine);
autoReturnCoroutine = null;
}
controller?.StopMovement();
// restore visual scale
ResetVisualScale();
}
public void ApplyVisualScale(float scaleY)
{
float s = Mathf.Clamp(scaleY, 0.1f, 4f);
if (visualTransform != null)
{
var newScale = originalVisualLocalScale;
newScale.y = originalVisualLocalScale.y * s;
visualTransform.localScale = newScale;
}
else
{
var newScale = originalLocalScale;
newScale.y = originalLocalScale.y * s;
transform.localScale = newScale;
}
}
public void ResetVisualScale()
{
if (visualTransform != null)
visualTransform.localScale = originalVisualLocalScale;
else
transform.localScale = originalLocalScale;
}
public void CalibratePosition(Vector3 spawnPointPosition, float tolerance = 0.02f)
{
if (controller == null) controller = GetComponent<HoldNoteController>();
if (controller == null) return;
float activation = controller.ActivationTime;
float s = controller.CurrentSpeed;
float elapsed = Mathf.Max(0f, Time.time - activation);
Vector3 expected = spawnPointPosition + Vector3.down * s * elapsed;
if (Vector3.Distance(transform.position, expected) > tolerance)
{
transform.position = expected;
}
}
}