306 lines
11 KiB
C#
306 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using Dreamteck.Splines;
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using Ichni.RhythmGame.Beatmap;
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using Lean.Pool;
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using Unity.VisualScripting;
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using UnityEngine;
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namespace Ichni.RhythmGame
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{
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public class Hold : NoteBase
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{
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#region [特有属性字段] Special Fields
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public float holdEndTime;
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public float holdingTime;
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public bool isHolding;
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public float holdingBufferTime;
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public float bufferTimer;
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public float preTimeDifference;
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public NoteJudgeType preJudgeType;
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public float postTimeDifference;
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public NoteJudgeType postJudgeType;
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protected List<EffectBase> startHoldEffects;
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protected List<EffectBase> holdingEffects;
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#endregion
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#region [生成与初始化] Generation & Initialization
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public static Hold GenerateElement(string elementName, Guid id, List<string> tags, bool isFirstGenerated,
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GameElement parentElement, float exactJudgeTime, float holdEndTime)
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{
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Hold hold = LeanPool.Spawn(GameManager.Instance.basePrefabs.holdNote, parentElement.transform).GetComponent<Hold>();
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hold.Initialize(elementName, id, tags, isFirstGenerated, parentElement);
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hold.exactJudgeTime = exactJudgeTime;
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hold.holdEndTime = holdEndTime;
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hold.holdingTime = 0;
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hold.holdingBufferTime = 0.04f;
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hold.judgeIntervals = NoteJudgeIntervals.HoldDefault;
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hold.preJudgeType = NoteJudgeType.NotJudged;
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hold.postJudgeType = NoteJudgeType.NotJudged;
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if (parentElement.TryGetComponent(out Track track) && track.trackTimeSubmodule != null)
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{
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hold.track = track;
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hold.trackPositioner.enabled = true;
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hold.trackPositioner.spline = track.trackPathSubmodule.path;
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hold.trackPositioner.updateMethod = SplineUser.UpdateMethod.LateUpdate;
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hold.isOnTrack = true;
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hold.UpdateNoteInTrack(CoreServices.TimeProvider.SongTime);
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}
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else
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{
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hold.track = null;
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hold.isOnTrack = false;
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}
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return hold;
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}
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public override void AfterInitialize()
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{
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base.AfterInitialize();
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startHoldEffects = GetEffectListSafe("StartHold");
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holdingEffects = GetEffectListSafe("Holding");
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}
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public override void SetDefaultSubmodules()
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{
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base.SetDefaultSubmodules();
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NoteAudioSubmodule = new NoteAudioSubmodule(this, "DefaultTap"); // 注意以前是你写死的 DefaultTap,依据需求核对
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}
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#endregion
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#region [主循环阶段] Main Update
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public override bool ManualUpdate(float currentSongTime)
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{
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if (!base.ManualUpdate(currentSongTime)) return false;
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if (!isFirstJudged && !isDuringJudging &&
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currentSongTime >= exactJudgeTime + judgeIntervals.beforeMiss.intervalStart &&
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!GameManager.Instance.noteJudgeManager.checkingHoldList.Contains(this))
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{
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isDuringJudging = true;
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GameManager.Instance.noteJudgeManager.checkingHoldList.Add(this);
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}
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if (!GameManager.Instance.songPlayer.isUpdating || isFinalJudged) return true;
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if (SettingsManager.instance.gameSettings.autoPlay && isFirstJudged) ExecuteProcessJudge();
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if (isHolding)
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{
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holdingTime = currentSongTime - exactJudgeTime;
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bufferTimer = holdingBufferTime;
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}
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else if (isFirstJudged)
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{
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bufferTimer -= Time.deltaTime;
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}
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if (isOnTrack) UpdateNoteInTrack(currentSongTime);
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if (isDuringJudging) noteScreenPosition = GetScreenPosition();
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SetJudgeArea();
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if (!isFirstJudged && exactJudgeTime < currentSongTime) SlowOffsetAfterExactJudgeTime();
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UpdateHoldEffects();
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if (SettingsManager.instance.gameSettings.autoPlay && !isFirstJudged && currentSongTime >= exactJudgeTime)
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{
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ExecuteStartJudge(currentSongTime);
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}
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CheckHoldLifeCycle(currentSongTime);
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return true;
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}
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private void CheckHoldLifeCycle(float currentSongTime)
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{
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if (isFirstJudged && currentSongTime > holdEndTime)
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{
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isHolding = false;
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isFinalJudged = true;
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ExecuteFinalJudge(currentSongTime);
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RemoveFromCheckingList();
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}
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else if (isFirstJudged && bufferTimer < 0f)
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{
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isHolding = false;
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isFinalJudged = true;
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DisruptHoldEffects();
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ExecuteFinalJudge(currentSongTime);
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RemoveFromCheckingList();
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}
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else if (!isFirstJudged && currentSongTime > exactJudgeTime + judgeIntervals.afterMiss)
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{
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isFirstJudged = true;
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isFinalJudged = true;
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DisruptHoldEffects();
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Miss(exactJudgeTime + judgeIntervals.afterMiss);
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RemoveFromCheckingList();
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}
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}
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protected override void RemoveFromCheckingList()
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{
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if (GameManager.Instance.noteJudgeManager.checkingHoldList.Contains(this))
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GameManager.Instance.noteJudgeManager.checkingHoldList.Remove(this);
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}
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#endregion
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#region [核心判定逻辑] Judgement Logic
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public bool CheckJudgeAvailability(InputUnitTap inputUnitTap)
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{
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if (isFirstJudged) return false;
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foreach (var judgeUnit in NoteJudgeSubmodule.judgeUnitList)
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{
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if (!judgeUnit.CheckJudgeAvailability(inputUnitTap)) return false;
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}
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return true;
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}
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public bool CheckJudgeAvailability(InputUnitTouch inputUnitTouch)
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{
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if (!isFirstJudged) return false;
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foreach (var judgeUnit in NoteJudgeSubmodule.judgeUnitList)
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{
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if (!judgeUnit.CheckJudgeAvailability(inputUnitTouch)) return false;
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}
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return true;
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}
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public override void ExecuteStartJudge(float triggerTime)
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{
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preTimeDifference = triggerTime - exactJudgeTime;
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preJudgeType = GetStartJudgeType(preTimeDifference);
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isFirstJudged = true;
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isHolding = true;
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NoteAudioSubmodule.PlayHoldStartAudio();
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}
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public void ExecuteProcessJudge()
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{
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isHolding = true;
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}
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public void ExecuteFinalJudge(float triggerTime)
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{
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if (startHoldEffects != null)
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{
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for (int i = 0; i < startHoldEffects.Count; i++)
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{
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if (startHoldEffects[i].nowEffectState == EffectBase.EffectState.Middle)
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startHoldEffects[i].Adjust();
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}
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}
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if (holdingEffects != null)
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{
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for (int i = 0; i < holdingEffects.Count; i++) holdingEffects[i].Adjust();
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}
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postTimeDifference = holdEndTime - triggerTime;
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if (postTimeDifference <= 0.1f) postJudgeType = NoteJudgeType.Perfect;
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else if (postTimeDifference <= 0.125f) postJudgeType = NoteJudgeType.Good;
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else postJudgeType = NoteJudgeType.Bad;
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NoteJudgeType finalJudge = GetLowerType(preJudgeType, postJudgeType);
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float finalTimeDifference = Mathf.Min(preTimeDifference, postTimeDifference);
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GameManager.Instance.playingRecorder.resultData.Add(finalTimeDifference);
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switch (finalJudge)
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{
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case NoteJudgeType.Perfect: Perfect(triggerTime); break;
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case NoteJudgeType.Good: Good(triggerTime); break;
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case NoteJudgeType.Bad: Bad(triggerTime); break;
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case NoteJudgeType.Miss: Miss(triggerTime); break;
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}
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if (finalJudge != NoteJudgeType.Miss) NoteAudioSubmodule.PlayGeneralJudgeAudios();
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}
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protected override void SetJudgeArea()
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{
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if (!SettingsManager.instance.gameSettings.debugMode || NoteJudgeSubmodule == null) return;
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if (isDuringJudging && !isFirstJudged)
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{
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foreach (NoteJudgeUnit unit in NoteJudgeSubmodule.judgeUnitList)
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{
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if (!unit.isShowingJudge) unit.SetShowingJudge(true);
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}
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}
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foreach (NoteJudgeUnit unit in NoteJudgeSubmodule.judgeUnitList)
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{
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if (unit.isShowingJudge) unit.UpdateJudge();
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}
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if (!isDuringJudging && CoreServices.TimeProvider.SongTime > holdEndTime - 2 * Time.deltaTime)
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{
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foreach (NoteJudgeUnit unit in NoteJudgeSubmodule.judgeUnitList)
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{
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if (unit.isShowingJudge) unit.SetShowingJudge(false);
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}
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}
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}
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#endregion
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#region [特效与物理偏移] Special Hold Logic
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public override void UpdateNoteInMovableTrack(float songTime)
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{
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if (!isHolding && !isFinalJudged) base.UpdateNoteInMovableTrack(songTime);
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if (noteVisual is INoteVisualHold noteVisualHold) noteVisualHold.UpdateHoldInMovableTrack();
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}
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public override void UpdateNoteInStaticTrack(float songTime)
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{
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base.UpdateNoteInStaticTrack(songTime);
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if (noteVisual is INoteVisualHold noteVisualHold) noteVisualHold.UpdateHoldInStaticTrack();
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}
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public override void SetPerfectPosition()
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{
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if (isOnTrack && track.trackTimeSubmodule is TrackTimeSubmoduleMovable movable)
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{
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holdingTime = holdEndTime - exactJudgeTime;
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(noteVisual as INoteVisualHold)?.UpdateHoldInMovableTrack();
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}
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}
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protected override void SlowOffsetAfterExactJudgeTime()
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{
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if (isOnTrack && track.trackTimeSubmodule is TrackTimeSubmoduleMovable movable)
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{
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holdingTime = CoreServices.TimeProvider.SongTime - exactJudgeTime;
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(noteVisual as INoteVisualHold)?.UpdateHoldInMovableTrack();
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}
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}
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private void UpdateHoldEffects()
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{
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if (startHoldEffects != null)
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for (int i = 0; i < startHoldEffects.Count; i++) startHoldEffects[i].UpdateEffect(exactJudgeTime);
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if (holdingEffects != null)
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for (int i = 0; i < holdingEffects.Count; i++) holdingEffects[i].UpdateEffect(exactJudgeTime);
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}
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private void DisruptHoldEffects()
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{
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if (startHoldEffects != null)
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for (int i = 0; i < startHoldEffects.Count; i++) startHoldEffects[i].Disrupt();
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}
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#endregion
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#region [谱面功能] Beatmap Method
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#endregion
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}
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}
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