gameplay所有基本功能都装了,加入了全局警告。加入飘字等各种东西。

This commit is contained in:
FloatGaming
2026-02-21 00:20:03 +08:00
parent 9f7c1c57b7
commit 14fb281d6f
254 changed files with 102927 additions and 9427 deletions
+1 -1
View File
@@ -1,4 +1,4 @@
using System;
using System;
using UnityEngine;
[Serializable]
@@ -6,6 +6,18 @@ using TMPro;
public class BeatmapManager : MonoBehaviour
{
public static BeatmapManager Instance { get; private set; }
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
}
// static holder to accept SongData passed from previous scene before this manager exists
public static SongData pendingSongData = null;
public static int pendingDifficulty = -1;
@@ -45,6 +57,9 @@ public class BeatmapManager : MonoBehaviour
// Documentation text normalized.
public teamUIController uiController;
[Header("Enemy Ball UI")]
public load_enemyBall_light enemyBallLoader;
[Header("UI Display")]
public Text gameplay_songname;
@@ -232,6 +247,9 @@ public class BeatmapManager : MonoBehaviour
// No globalDelaySeconds available in this path. Call NoteSpawner directly.
noteSpawner.LoadBeatmap(beatmap);
ApplyTrackScoreCaps(beatmap);
// Also setup enemies if loading this way
SetupEnemiesAndHP();
}
// Documentation text normalized.
@@ -477,17 +495,29 @@ public class BeatmapManager : MonoBehaviour
List<int> enemyIds = new List<int>();
// 优先从 SO 读取
if (assignedSongData != null && assignedSongData.enemyList != null && assignedSongData.enemyList.Count > 0)
if (assignedSongData != null && assignedSongData.chartFiles != null)
{
enemyIds = new List<int>(assignedSongData.enemyList);
foreach (var entry in assignedSongData.chartFiles)
{
if (entry.difficulty == assignedDifficulty)
{
if (entry.enemyConfigList != null && entry.enemyConfigList.Count > 0)
{
foreach (var config in entry.enemyConfigList)
{
enemyIds.Add(config.enemyID);
}
}
break;
}
}
}
// 确保 5 个槽位:截断或补 0
while (enemyIds.Count < 5) enemyIds.Add(0);
if (enemyIds.Count > 5) enemyIds = enemyIds.GetRange(0, 5);
uiController.enemySlotIds = enemyIds;
uiController.PopulateEnemySOsFromIds();
Debug.Log($"[BeatmapManager] SyncEnemyListToUI: {string.Join(",", enemyIds)}");
}
@@ -500,15 +530,31 @@ public class BeatmapManager : MonoBehaviour
}
List<int> enemyIds = new List<int>();
List<float> activePercentages = new List<float>();
bool foundInDifficulty = false;
// 优先使用 SongData SO 中配置的敌人列表
if (assignedSongData != null && assignedSongData.enemyList != null && assignedSongData.enemyList.Count > 0)
if (assignedSongData != null && assignedSongData.chartFiles != null)
{
enemyIds = new List<int>(assignedSongData.enemyList);
Debug.Log($"[BeatmapManager] Using enemyList from SongData SO: {string.Join(",", enemyIds)}");
foreach (var entry in assignedSongData.chartFiles)
{
if (entry.difficulty == assignedDifficulty)
{
if (entry.enemyConfigList != null && entry.enemyConfigList.Count > 0)
{
foreach (var config in entry.enemyConfigList)
{
enemyIds.Add(config.enemyID);
if (config.enemyID != 0) activePercentages.Add(config.hpPercentage);
}
foundInDifficulty = true;
Debug.Log($"[BeatmapManager] Using enemyConfigList from ChartFileEntry (difficulty {assignedDifficulty})");
}
break;
}
}
}
// 如果 SO 中没有,则尝试从谱面 JSON 解析
else if (!parsedEnemyListIsEmpty && parsedColorSegments != null && parsedColorSegments.Length > 0)
if (!foundInDifficulty && !parsedEnemyListIsEmpty && parsedColorSegments != null && parsedColorSegments.Length > 0)
{
foreach (var segment in parsedColorSegments)
{
@@ -524,7 +570,6 @@ public class BeatmapManager : MonoBehaviour
Debug.Log($"[BeatmapManager] Using enemyList from Beatmap JSON: {string.Join(",", enemyIds)}");
}
// 确保列表始终为 5 个槽位
while (enemyIds.Count < 5) enemyIds.Add(0);
if (enemyIds.Count > 5) enemyIds = enemyIds.GetRange(0, 5);
@@ -534,16 +579,102 @@ public class BeatmapManager : MonoBehaviour
if (parsedNoteAmount > 0)
{
float currentMultiplier = GetCurrentDifficultyMultiplier();
if (assignedSongData != null && assignedSongData.chartFiles != null)
{
foreach (var entry in assignedSongData.chartFiles)
{
if (entry.difficulty == assignedDifficulty)
{
if (entry.enemyTotalHP_Multiplier > 0.01f)
{
currentMultiplier = entry.enemyTotalHP_Multiplier;
Debug.Log($"[BeatmapManager] Using override enemyTotalHP_Multiplier from SongData: {currentMultiplier}");
}
break;
}
}
}
float totalCalculatedHP = parsedNoteAmount * currentMultiplier * baseHpUnitScale;
int totalHP = Mathf.RoundToInt(totalCalculatedHP);
int activeEnemyCount = enemyIds.FindAll(id => id != 0).Count;
if (activeEnemyCount == 0) activeEnemyCount = 1;
if (activeEnemyCount <= 0) activeEnemyCount = 1;
int individualMaxHP = Mathf.RoundToInt(totalCalculatedHP / activeEnemyCount);
List<int> individualHPList = new List<int>();
Debug.Log($"[BeatmapManager] HP Calc -> Notes: {parsedNoteAmount}, Multiplier: {currentMultiplier}, Total: {totalCalculatedHP:F0}, ActiveEnemies: {activeEnemyCount}, Per Enemy: {individualMaxHP}");
float sumPercentage = 0f;
for (int i = 0; i < activePercentages.Count; i++) sumPercentage += activePercentages[i];
uiController.ApplyCalculatedEnemyHP(individualMaxHP);
if (foundInDifficulty && activePercentages.Count == activeEnemyCount && sumPercentage > 0.1f)
{
float[] exact = new float[activeEnemyCount];
int[] baseHp = new int[activeEnemyCount];
float[] frac = new float[activeEnemyCount];
int allocated = 0;
for (int i = 0; i < activeEnemyCount; i++)
{
exact[i] = totalHP * (activePercentages[i] / sumPercentage);
baseHp[i] = Mathf.FloorToInt(exact[i]);
frac[i] = exact[i] - baseHp[i];
allocated += baseHp[i];
}
int remainder = totalHP - allocated;
while (remainder > 0)
{
int bestIdx = 0;
float bestFrac = -1f;
for (int i = 0; i < activeEnemyCount; i++)
{
if (frac[i] > bestFrac)
{
bestFrac = frac[i];
bestIdx = i;
}
}
baseHp[bestIdx] += 1;
frac[bestIdx] = -1f;
remainder--;
}
for (int i = 0; i < activeEnemyCount; i++) individualHPList.Add(baseHp[i]);
Debug.Log($"[BeatmapManager] HP Calc (Custom Percentages) -> Total: {totalHP}, HPs: {string.Join(",", individualHPList)}");
}
else
{
int basePer = totalHP / activeEnemyCount;
int remainder = totalHP - (basePer * activeEnemyCount);
for (int i = 0; i < activeEnemyCount; i++)
{
int hp = basePer + (i < remainder ? 1 : 0);
individualHPList.Add(hp);
}
Debug.Log($"[BeatmapManager] HP Calc (Equal Dist) -> Total: {totalHP}, Active: {activeEnemyCount}, HPs: {string.Join(",", individualHPList)}");
}
uiController.ApplyCalculatedEnemyHP(individualHPList);
}
// Initialize enemy ball list UI
if (enemyBallLoader != null)
{
List<EnemyData_SO.EnemyType> enemyTypes = new List<EnemyData_SO.EnemyType>();
// Use uiController's populated list if available, otherwise just use IDs to look them up if possible
// uiController.PopulateEnemySOsFromIds() fills uiController.recognizedEnemySOs
if (uiController.recognizedEnemySOs != null)
{
foreach (var so in uiController.recognizedEnemySOs)
{
if (so != null)
{
enemyTypes.Add(so.enemyType);
}
}
}
enemyBallLoader.InitializeEnemyBalls(enemyTypes);
}
}
@@ -1,10 +1,11 @@
using System.IO;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using UnityEngineInternal;
using Bansonic;
public class GameManager : MonoBehaviour
{
@@ -766,10 +767,20 @@ public class GameManager : MonoBehaviour
// Kick off UI canvas fade-out when start requested
StartFadeStartCanvas();
// Wait for readyLetsGo sequence if playing
if (readyLetsGo != null && readyLetsGo.IsSequencePlaying)
{
while (readyLetsGo.IsSequencePlaying)
{
yield return null;
}
}
gNotice.recommendation.display("游戏开始!");
// Resume using PauseManager
PauseManager.Instance?.Pause(false);
// Use scaled wait so pause (Escape) will pause this delay
yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
// yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
// Start spawning using the parsed beatmap
if (beatmapManager.beatmap != null)
@@ -817,10 +828,20 @@ public class GameManager : MonoBehaviour
// Kick off UI canvas fade-out when start requested
StartFadeStartCanvas();
// Wait for readyLetsGo sequence if playing
if (readyLetsGo != null && readyLetsGo.IsSequencePlaying)
{
while (readyLetsGo.IsSequencePlaying)
{
yield return null;
}
}
gNotice.recommendation.display("游戏开始!");
// Resume
PauseManager.Instance?.Pause(false);
// Use scaled wait so pause (Escape) will pause this delay
yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
// yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
// Start spawning using the existing parsed beatmap
if (beatmapManager.beatmap != null)
@@ -907,10 +928,20 @@ public class GameManager : MonoBehaviour
// Kick off UI canvas fade-out when start requested
StartFadeStartCanvas();
// Wait for readyLetsGo sequence if playing
if (readyLetsGo != null && readyLetsGo.IsSequencePlaying)
{
while (readyLetsGo.IsSequencePlaying)
{
yield return null;
}
}
gNotice.recommendation.display("游戏开始!");
// Resume
PauseManager.Instance?.Pause(false);
// Use scaled wait so pause (Escape) will pause this delay
yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
// yield return new WaitForSeconds(Mathf.Max(0f, playbackStartDelay));
// Start spawning
if (beatmapManager.beatmap != null)
@@ -995,6 +1026,30 @@ public class GameManager : MonoBehaviour
Debug.LogWarning("[GameManager] TriggerOnGameStartSkills: SkillBuilder not found.");
yield break;
}
int guard = 0;
while (guard < 240)
{
if (teamUIController.Instance == null || SkillBuilder.Instance == null)
{
guard++;
yield return null;
continue;
}
bool ready = true;
for (int i = 0; i < 5; i++)
{
if (builder.GetAllyHeroSOBySlot(i) == null)
{
ready = false;
break;
}
}
if (ready) break;
guard++;
yield return null;
}
builder.TriggerOnGameStart();
}
+3 -11
View File
@@ -289,7 +289,7 @@ public class HoldNote : BaseNote
private float cachedTravelTime = 1.0f; // Cached travel time for distance optimization
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)
bool isEnd, float scheduledEnd, string color, KeyCode key, string type, float travelTimeSeconds, NoteJudgeConfig judgeConfig, NoteData noteData)
{
this.id = id;
// Ensure singletons are up to date if they were re-initialized (e.g. on scene reload)
@@ -350,15 +350,7 @@ public class HoldNote : BaseNote
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;
}
float travelTime = Mathf.Max(0f, travelTimeSeconds);
this.cachedTravelTime = travelTime;
if (controller != null)
@@ -1088,7 +1080,7 @@ public class HoldNote : BaseNote
int pmDelta = ComputePmDeltaFromJudge(result, ally);
float efficiency = (ally != null && !ally.IsDead) ? ally.scoreEfficiency : 0f;
ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, pmDelta, efficiency);
ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, pmDelta, efficiency, false);
}
catch (System.Exception ex)
{
+2 -2
View File
@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
public class Note : BaseNote
{
@@ -192,7 +192,7 @@ public class Note : BaseNote
int pmDelta = ComputePmDeltaFromJudge(judgeResult, ally);
float efficiency = (ally != null && !ally.IsDead) ? ally.scoreEfficiency : 0f;
ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, pmDelta, efficiency);
ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, pmDelta, efficiency, false);
}
catch (System.Exception ex)
{
@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using UnityEngine;
public class NoteController : MonoBehaviour
@@ -8,6 +8,7 @@ public class NoteController : MonoBehaviour
private bool isInJudgeZone = false; // Documentation text normalized.
private ParticleSystem hitEffect;
private Note linkedNote;
private bool useAbsolutePositioning = false;
// For absolute position tracking instead of relative translate
private Vector3 spawnPosition;
@@ -23,7 +24,7 @@ public class NoteController : MonoBehaviour
private void Update()
{
if (isMoving && activationTime >= 0f)
if (isMoving && useAbsolutePositioning)
{
// Use absolute positioning based on elapsed time since activation
float elapsedSinceActivation = Time.time - activationTime;
@@ -63,11 +64,22 @@ public class NoteController : MonoBehaviour
spawnPosition = initialSpawnPos;
activationTime = hitTime - travelTime;
baseSpawnYOffset = initialYOffset;
useAbsolutePositioning = true;
transform.position = GetExpectedPosition(Time.time);
if (JudgeManager.IsDebugEnabled)
Debug.Log($"[NoteController] Configured: spawnPos={spawnPosition}, activationTime={activationTime:F3}, initialYOffset={initialYOffset:F4}");
}
public Vector3 GetExpectedPosition(float time)
{
float elapsedSinceActivation = time - activationTime;
float travelDistance = speed * Mathf.Max(0f, elapsedSinceActivation);
Vector3 newPos = spawnPosition;
newPos.y -= (baseSpawnYOffset + travelDistance);
return newPos;
}
public void ResetState()
{
speed = 0f;
@@ -76,6 +88,7 @@ public class NoteController : MonoBehaviour
activationTime = -1f;
baseSpawnYOffset = 0f;
spawnPosition = transform.position;
useAbsolutePositioning = false;
if (hitEffect != null)
{
+66 -35
View File
@@ -1,4 +1,4 @@
using System;
using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
@@ -11,6 +11,7 @@ public class NoteSpawner : MonoBehaviour
public NotePool notePool; // Documentation text normalized.
public Transform[] spawnPoints; // Documentation text normalized.
public Transform judgmentLine;
public GameObject[] notePrefabs; // Documentation text normalized.
public TextMeshProUGUI globalGameTime;
@@ -75,6 +76,7 @@ public class NoteSpawner : MonoBehaviour
private Dictionary<int, int> noteIndexToHoldId = new Dictionary<int, int>();
private const string NoteSpeedPrefKey = "noteSpeedMultiplier";
private const float BaseTravelDistance = 10.75f;
private Coroutine spawnCoroutine;
private Coroutine settlementCoroutine;
@@ -211,10 +213,13 @@ public class NoteSpawner : MonoBehaviour
// Cache parameters that don't change within the loop
float sm = Mathf.Clamp(speedMultiplier, SpeedMultiplierMin, SpeedMultiplierMax);
float baseTravelTime = (60f / bpm) * 4f;
float effectiveTravelTime = baseTravelTime / Mathf.Max(0.0001f, sm);
float noteSpeed = CalculateSpeed(effectiveTravelTime);
float baseNoteTravelTime = baseTravelTime / Mathf.Max(0.0001f, sm);
float noteSpeed = CalculateSpeed(baseNoteTravelTime);
float segmentInterval = (60f / bpm) / 4f;
EnsureJudgmentLine();
float[] laneTravelTimes = BuildLaneTravelTimes(noteSpeed);
// iterate with index so we can map hold notes to generated ids
for (int i = 0; i < beatmap.notes.Length; i++)
{
@@ -223,8 +228,9 @@ public class NoteSpawner : MonoBehaviour
yield break;
NoteData note = beatmap.notes[i];
float spawnTime = note.time - effectiveTravelTime;
float travelTime = GetLaneTravelTimeSeconds(laneTravelTimes, note.trackIndex);
float spawnTime = note.time - travelTime;
float delay = spawnTime - (Time.time - startTime) + spawnOffset;
if (delay > 0)
@@ -241,12 +247,12 @@ public class NoteSpawner : MonoBehaviour
if (note.type == "hold")
{
// create the hold note once and record its id mapping
int hid = SpawnHoldNote(note, sm, effectiveTravelTime, noteSpeed, segmentInterval);
int hid = SpawnHoldNote(note, sm, travelTime, noteSpeed, segmentInterval);
noteIndexToHoldId[i] = hid;
}
else
{
SpawnNote(note, sm, effectiveTravelTime, noteSpeed);
SpawnNote(note, sm, travelTime, noteSpeed);
}
}
@@ -268,7 +274,7 @@ public class NoteSpawner : MonoBehaviour
return key;
}
public void SpawnNote(NoteData noteData, float sm, float effectiveTravelTime, float noteSpeed)
public void SpawnNote(NoteData noteData, float sm, float travelTime, float noteSpeed)
{
if (noteData.trackIndex < 0 || noteData.trackIndex >= spawnPoints.Length)
{
@@ -295,20 +301,8 @@ public class NoteSpawner : MonoBehaviour
// Calculate hit time (realtime when note should be judged)
float rawHit = startTime + noteData.time + globalHitDelay;
float realtimeHit = Mathf.Max(0f, rawHit);
// Calculate activation time (when note should start moving)
float activationTime = realtimeHit - effectiveTravelTime;
// Compute early compensation for short notes if enabled
float noteYOffset = 0f;
if (enableYOffsetCompensation)
{
float timeSinceNoteActivation = Time.time - activationTime;
noteYOffset = Mathf.Max(0f, timeSinceNoteActivation * noteSpeed);
}
// Set initial position with offset compensation
Vector3 initialPosition = spawnPoint.position + Vector3.down * noteYOffset;
Vector3 initialPosition = spawnPoint.position;
note.transform.position = initialPosition;
note.transform.rotation = Quaternion.identity;
@@ -323,11 +317,11 @@ public class NoteSpawner : MonoBehaviour
// Configure controller for absolute positioning (replaces relative Translate)
if (noteController != null)
{
noteController.ConfigureAbsolutePositioning(initialPosition, realtimeHit, effectiveTravelTime, noteYOffset);
noteController.ConfigureAbsolutePositioning(initialPosition, realtimeHit, travelTime, 0f);
}
// Schedule calibration for short note to correct any drift
StartCoroutine(CalibrateNoteAfterSpawn(noteController, initialPosition));
StartCoroutine(CalibrateNoteAfterSpawn(noteController));
}
else
{
@@ -336,7 +330,7 @@ public class NoteSpawner : MonoBehaviour
}
// Modified: return generated holdNoteId so callers can map notes to ids
public int SpawnHoldNote(NoteData noteData, float sm, float effectiveTravelTime, float noteSpeed, float segmentInterval)
public int SpawnHoldNote(NoteData noteData, float sm, float travelTime, float noteSpeed, float segmentInterval)
{
if (noteData.trackIndex < 0 || noteData.trackIndex >= spawnPoints.Length)
{
@@ -388,7 +382,7 @@ public class NoteSpawner : MonoBehaviour
if (holdNote != null)
{
// pass realtime hit time (startTime + note.time) and delay 0, include globalHitDelay
holdNote.Setup(holdNoteId, noteData.trackIndex, noteSpeed, baseHit, 0f, false, scheduledEndTime, noteData.color, key, "start", judgeConfig, noteData);
holdNote.Setup(holdNoteId, noteData.trackIndex, noteSpeed, baseHit, 0f, false, scheduledEndTime, noteData.color, key, "start", travelTime, judgeConfig, noteData);
// compute visual scale for hold segments so pieces visually connect across speedMultiplier changes
float visualScale = 0.9f * sm + 0.1f; // linear fit: f(1)=1, f(2)=1.9
@@ -420,7 +414,7 @@ public class NoteSpawner : MonoBehaviour
if (holdSeg != null)
{
// Documentation text normalized.
holdSeg.Setup(holdNoteId, noteData.trackIndex, noteSpeed, baseHit, segmentDelay, false, scheduledEndTime, noteData.color, key, "middle", judgeConfig, noteData);
holdSeg.Setup(holdNoteId, noteData.trackIndex, noteSpeed, baseHit, segmentDelay, false, scheduledEndTime, noteData.color, key, "middle", travelTime, judgeConfig, noteData);
// apply same visual scale so middle pieces visually connect
float visualScaleMid = 0.9f * sm + 0.1f;
@@ -452,7 +446,7 @@ public class NoteSpawner : MonoBehaviour
HoldNote holdEnd = endObj.GetComponent<HoldNote>();
if (holdEnd != null)
{
holdEnd.Setup(holdNoteId, noteData.trackIndex, noteSpeed, baseHit, endDelay, true, scheduledEndTime, noteData.color, key, "end", judgeConfig, noteData);
holdEnd.Setup(holdNoteId, noteData.trackIndex, noteSpeed, baseHit, endDelay, true, scheduledEndTime, noteData.color, key, "end", travelTime, judgeConfig, noteData);
// apply visual scale to end piece as well
float visualScaleEnd = 0.9f * sm + 0.1f;
@@ -472,6 +466,45 @@ public class NoteSpawner : MonoBehaviour
return holdNoteId;
}
private void EnsureJudgmentLine()
{
if (judgmentLine != null) return;
GameObject go = GameObject.FindGameObjectWithTag("JudgmentLine");
if (go != null) judgmentLine = go.transform;
}
private float[] BuildLaneTravelTimes(float noteSpeed)
{
int lanes = spawnPoints != null ? spawnPoints.Length : 0;
float[] times = new float[lanes];
float safeSpeed = Mathf.Max(0.0001f, noteSpeed);
for (int i = 0; i < lanes; i++)
{
float distance = GetLaneDistance(i);
times[i] = distance / safeSpeed;
}
return times;
}
private float GetLaneDistance(int trackIndex)
{
if (spawnPoints == null || trackIndex < 0 || trackIndex >= spawnPoints.Length) return BaseTravelDistance;
Transform sp = spawnPoints[trackIndex];
if (sp == null) return BaseTravelDistance;
if (judgmentLine == null) return BaseTravelDistance;
return Mathf.Abs(sp.position.y - judgmentLine.position.y);
}
private float GetLaneTravelTimeSeconds(float[] laneTravelTimes, int trackIndex)
{
if (laneTravelTimes == null || laneTravelTimes.Length == 0) return 0f;
if (trackIndex < 0 || trackIndex >= laneTravelTimes.Length) return laneTravelTimes[0];
return laneTravelTimes[trackIndex];
}
/// <summary>
/// Documentation text normalized.
[ContextMenu("Force Immediate Settlement")]
@@ -578,7 +611,7 @@ public class NoteSpawner : MonoBehaviour
/// <summary>
/// Documentation text normalized.
private IEnumerator CalibrateNoteAfterSpawn(NoteController noteController, Vector3 expectedSpawnPos)
private IEnumerator CalibrateNoteAfterSpawn(NoteController noteController)
{
if (noteController == null) yield break;
@@ -588,13 +621,11 @@ public class NoteSpawner : MonoBehaviour
yield return GetCalibrateWait();
if (noteObj == null || !noteObj.activeSelf) yield break;
// Check if note position deviates significantly from expected spawn position
float distanceDeviation = Vector3.Distance(noteObj.transform.position, expectedSpawnPos);
Vector3 expected = noteController.GetExpectedPosition(Time.time);
float distanceDeviation = Vector3.Distance(noteObj.transform.position, expected);
if (distanceDeviation > calibrateTolerance)
{
// Snap to expected position while allowing vertical movement
Vector3 correctedPos = expectedSpawnPos;
noteObj.transform.position = correctedPos;
noteObj.transform.position = expected;
if (JudgeManager.IsDebugEnabled) Debug.Log($"[NoteSpawner] Calibrated short note position, deviation was {distanceDeviation:F4}");
}
}
@@ -612,7 +643,7 @@ public class NoteSpawner : MonoBehaviour
private float CalculateSpeed(float noteTravelTime)
{
return 10.75f / noteTravelTime;
return BaseTravelDistance / noteTravelTime;
}
/// <summary>
@@ -0,0 +1,77 @@
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// Attach this script to a Text object in the scene to manually set it as the output target
/// for the SkillTriggerFeedUI. This bypasses the automatic GameObject.Find logic.
/// </summary>
public class SkillTriggerFeedBinder : MonoBehaviour
{
[Tooltip("The Text component to use for displaying skill triggers. If null, tries to use GetComponent<Text>().")]
public Text targetText;
[Tooltip("Whether to enable skill trigger output.")]
public bool enableOutput = true;
[Header("Feed Colors")]
public Color characterNameColor = new Color(1f, 0.5f, 0f); // Orange
public Color skillNameColor = Color.cyan; // Cyan/Blue
public Color missColor = new Color(1f, 0.27f, 0f); // Orange Red
public Color deathColor = Color.black; // Black
[Header("Enemy Feed Colors")]
public Color enemyNameColor = Color.red; // Default red for enemies
public Color enemySpawnColor = Color.yellow; // Default yellow for spawn message
private void Awake()
{
if (targetText == null)
{
targetText = GetComponent<Text>();
}
if (targetText != null)
{
if (enableOutput)
{
UpdateColors();
SkillTriggerFeedUI.SetTargetText(targetText);
}
else
{
// Ensure UI is disabled if toggle is off
SkillTriggerFeedUI.SetTargetText(null);
}
}
else
{
Debug.LogWarning("[SkillTriggerFeedBinder] No Text component found or assigned. Skill feed will not be bound.");
}
}
private void OnValidate()
{
if (Application.isPlaying && targetText != null)
{
if (enableOutput)
{
UpdateColors();
SkillTriggerFeedUI.SetTargetText(targetText);
}
else
{
SkillTriggerFeedUI.SetTargetText(null);
}
}
}
private void UpdateColors()
{
SkillTriggerFeedUI.CharacterColor = characterNameColor;
SkillTriggerFeedUI.SkillColor = skillNameColor;
SkillTriggerFeedUI.MissColor = missColor;
SkillTriggerFeedUI.DeathColor = deathColor;
SkillTriggerFeedUI.EnemyNameColor = enemyNameColor;
SkillTriggerFeedUI.EnemySpawnColor = enemySpawnColor;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9788b5ed693676a4687d2ac47021b58e
@@ -15,12 +15,38 @@ public static class SkillTriggerFeedUI
private const int MaxEntries = 5;
private static readonly List<string> s_entries = new List<string>(MaxEntries);
// Colors
public static Color CharacterColor = new Color(1f, 0.5f, 0f); // Orange
public static Color SkillColor = Color.cyan; // Cyan/Blue
public static Color MissColor = new Color(1f, 0.27f, 0f); // Orange Red
public static Color DeathColor = Color.black; // Black
public static Color EnemyNameColor = Color.red;
public static Color EnemySpawnColor = Color.yellow;
// Per request: use legacy UI.Text only (not TMP).
private static Text s_feedText;
// Allow manual assignment to bypass GameObject.Find
public static void SetTargetText(Text textComponent)
{
s_feedText = textComponent;
// Automatically enable when a target is set manually
RuntimeEnabled = (textComponent != null);
if (RuntimeEnabled)
{
s_feedText.supportRichText = true;
}
UpdateText();
}
private static int s_boundTextInstanceId;
private static bool s_warnedMissingScore;
private static string ColorToHex(Color color)
{
return ColorUtility.ToHtmlStringRGB(color);
}
public static void Push(string idolName, string skillName)
{
if (!RuntimeEnabled)
@@ -31,11 +57,80 @@ public static class SkillTriggerFeedUI
if (string.IsNullOrWhiteSpace(idolName)) idolName = "Unknown";
if (string.IsNullOrWhiteSpace(skillName)) skillName = "UnknownSkill";
EnsureBound();
if (!HasBoundText()) return;
s_entries.Insert(0, $"{idolName} - {skillName}");
string entry = $"<color=#{ColorToHex(CharacterColor)}>{idolName}</color> - <color=#{ColorToHex(SkillColor)}>{skillName}</color>";
AddEntry(entry);
}
public static void PushMiss(string idolName)
{
if (!RuntimeEnabled)
{
TryHideLegacyFeedRoot();
return;
}
if (string.IsNullOrWhiteSpace(idolName)) idolName = "Unknown";
if (!HasBoundText()) return;
string entry = $"<color=#{ColorToHex(CharacterColor)}>{idolName}</color> - <color=#{ColorToHex(MissColor)}>Miss</color>";
AddEntry(entry);
}
public static void PushDeath(string idolName)
{
if (!RuntimeEnabled)
{
TryHideLegacyFeedRoot();
return;
}
if (string.IsNullOrWhiteSpace(idolName)) idolName = "Unknown";
if (!HasBoundText()) return;
string entry = $"<color=#{ColorToHex(CharacterColor)}>{idolName}</color> - <color=#{ColorToHex(DeathColor)}>死亡</color>";
AddEntry(entry);
}
public static void PushEnemySpawn(string enemyName)
{
if (!RuntimeEnabled)
{
TryHideLegacyFeedRoot();
return;
}
if (string.IsNullOrWhiteSpace(enemyName)) enemyName = "Unknown Enemy";
if (!HasBoundText()) return;
string entry = $"<color=#{ColorToHex(EnemyNameColor)}>{enemyName}</color> - <color=#{ColorToHex(EnemySpawnColor)}>登场</color>";
AddEntry(entry);
}
public static void PushEnemyDeath(string enemyName)
{
if (!RuntimeEnabled)
{
TryHideLegacyFeedRoot();
return;
}
if (string.IsNullOrWhiteSpace(enemyName)) enemyName = "Unknown Enemy";
if (!HasBoundText()) return;
string entry = $"<color=#{ColorToHex(EnemyNameColor)}>{enemyName}</color> - <color=#{ColorToHex(DeathColor)}>死亡</color>";
AddEntry(entry);
}
private static void AddEntry(string formattedEntry)
{
s_entries.Insert(0, formattedEntry);
if (s_entries.Count > MaxEntries)
{
s_entries.RemoveRange(MaxEntries, s_entries.Count - MaxEntries);
@@ -66,7 +66,7 @@ public class GfxController : MonoBehaviour
public float allyFxTransparency = 1f;
public int allyFxSortingOrder = 10;
[Header("Projectile Settings")]
[Header("Ally Attack Projectile")]
public float projectileDuration = 0.5f;
public AnimationCurve projectileSpeedCurve = AnimationCurve.Linear(0, 0, 1, 1);
[Range(0f, 1f)]
@@ -74,6 +74,13 @@ public class GfxController : MonoBehaviour
public float projectileScale = 1f;
[Tooltip("弹道颜色控制 (影响 Trail 和 Particle)")]
public Gradient projectileColor;
[Tooltip("弹道到达终点时的随机偏移范围 - X轴")]
public float projectileRandomOffsetX = 0f;
[Tooltip("弹道到达终点时的随机偏移范围 - Y轴")]
public float projectileRandomOffsetY = 0f;
[Tooltip("弹道到达终点时的随机偏移范围 - Z轴")]
public float projectileRandomOffsetZ = 0f;
public int projectileSortingOrder = 10;
[Header("敌人攻击控件")]
[Tooltip("Miss时敌人攻击角色的弹道特效")]
@@ -91,15 +98,28 @@ public class GfxController : MonoBehaviour
[Tooltip("Miss弹道速度曲线")]
public AnimationCurve enemyAttackSpeedCurve = AnimationCurve.Linear(0, 0, 1, 1);
public float koFxScale = 1f;
[Tooltip("弹道到达终点时的随机偏移范围 - X轴")]
public float projectileRandomOffsetX = 0f;
[Tooltip("弹道到达终点时的随机偏移范围 - Y轴")]
public float projectileRandomOffsetY = 0f;
[Tooltip("弹道到达终点时的随机偏移范围 - Z轴")]
public float projectileRandomOffsetZ = 0f;
public int projectileSortingOrder = 10;
[Header("Ally Skill Projectile")]
[Tooltip("友军技能释放的弹道特效")]
public GameObject allySkillProjectilePrefab;
[Tooltip("友军技能弹道颜色控制")]
public Gradient allySkillProjectileColor;
[Tooltip("友军技能弹道移动时间")]
public float allySkillProjectileDuration = 0.5f;
[Tooltip("友军技能弹道缩放")]
public float allySkillProjectileScale = 1.0f;
[Tooltip("友军技能弹道层级")]
public int allySkillProjectileSortingOrder = 15;
[Tooltip("友军技能弹道速度曲线")]
public AnimationCurve allySkillSpeedCurve = AnimationCurve.Linear(0, 0, 1, 1);
[Tooltip("友军技能弹道到达时的随机偏移范围 - X轴")]
public float allySkillRandomOffsetX = 0f;
[Tooltip("友军技能弹道到达时的随机偏移范围 - Y轴")]
public float allySkillRandomOffsetY = 0f;
[Tooltip("友军技能弹道到达时的随机偏移范围 - Z轴")]
public float allySkillRandomOffsetZ = 0f;
public float koFxScale = 1f;
[Header("Enemy Hurt Shake Settings")]
public Vector3 hitShakeAmplitude = new Vector3(10f, 10f, 0f);
public Vector3 hitShakeFrequency = new Vector3(20f, 20f, 0f);
@@ -352,6 +372,52 @@ public class GfxController : MonoBehaviour
StartCoroutine(MoveProjectileCoroutine(projectile, startTransform, endTransform, targetRandomOffset, onComplete));
}
/// <summary>
/// 触发友军技能弹道:从施法者飞向目标友军
/// </summary>
public void PlayAllySkillProjectile(GameObject source, GameObject target, Action<Vector3> onComplete = null)
{
if (source == null || target == null) return;
GameObject prefab = allySkillProjectilePrefab != null ? allySkillProjectilePrefab : projectileFX;
if (prefab == null)
{
Debug.LogWarning("[GfxController] allySkillProjectilePrefab 未分配且无默认 projectileFX");
onComplete?.Invoke(target.transform.position);
return;
}
// 核心修正:将逻辑物体映射到 UI 挂载点
GameObject visualSource = ResolveGfxMountPoint(source);
GameObject visualTarget = ResolveGfxMountPoint(target);
Transform startTransform = visualSource != null ? visualSource.transform : source.transform;
Transform endTransform = visualTarget != null ? visualTarget.transform : target.transform;
GameObject projectile = Instantiate(prefab, startTransform.position, Quaternion.identity);
projectile.transform.SetParent(this.transform, true);
projectile.transform.localScale = Vector3.one * allySkillProjectileScale;
// 应用层级(复用 projectileTransparency
ApplyTransparencyAndRender(projectile, projectileTransparency, allySkillProjectileSortingOrder);
// 应用颜色
ApplyColorToEffect(projectile, allySkillProjectileColor);
// 计算随机偏移
Vector3 targetRandomOffset = Vector3.zero;
if (allySkillRandomOffsetX > 0f || allySkillRandomOffsetY > 0f || allySkillRandomOffsetZ > 0f)
{
targetRandomOffset = new Vector3(
UnityEngine.Random.Range(-allySkillRandomOffsetX, allySkillRandomOffsetX),
UnityEngine.Random.Range(-allySkillRandomOffsetY, allySkillRandomOffsetY),
UnityEngine.Random.Range(-allySkillRandomOffsetZ, allySkillRandomOffsetZ)
);
}
StartCoroutine(MoveAllySkillProjectileCoroutine(projectile, startTransform, endTransform, targetRandomOffset, onComplete));
}
/// <summary>
/// 将逻辑战斗物体(Ally/Enemy)映射到 GfxController 中定义的 UI 挂载点
/// </summary>
@@ -442,6 +508,64 @@ public class GfxController : MonoBehaviour
}
}
private IEnumerator MoveAllySkillProjectileCoroutine(GameObject projectile, Transform start, Transform end, Vector3 targetOffset, Action<Vector3> onComplete)
{
float elapsed = 0f;
Vector3 startPos = start.position;
Vector3 lastEndPos = startPos;
while (elapsed < allySkillProjectileDuration)
{
if (projectile == null)
{
onComplete?.Invoke(lastEndPos);
yield break;
}
elapsed += Time.deltaTime;
float normalizedTime = Mathf.Clamp01(elapsed / allySkillProjectileDuration);
// 使用动画曲线计算插值比例
float t = allySkillSpeedCurve.Evaluate(normalizedTime);
// 如果目标还在,更新目标位置(支持动态移动的目标)
Vector3 currentEndPos = end != null ? end.position + targetOffset : projectile.transform.position;
lastEndPos = currentEndPos;
projectile.transform.position = Vector3.Lerp(startPos, currentEndPos, t);
// 可选:让拖尾朝向移动方向
if (t > 0)
{
Vector3 direction = currentEndPos - startPos;
if (direction != Vector3.zero)
{
projectile.transform.rotation = Quaternion.LookRotation(Vector3.forward, direction);
}
}
yield return null;
}
// 到达终点,触发回调并传回终点坐标
onComplete?.Invoke(lastEndPos);
// 到达后销毁
if (projectile != null)
{
ParticleSystem[] ps = projectile.GetComponentsInChildren<ParticleSystem>();
if (ps.Length > 0)
{
foreach (var p in ps) p.Stop(true, ParticleSystemStopBehavior.StopEmitting);
Destroy(projectile, 1.0f); // 给一点时间让残余粒子消失
}
else
{
Destroy(projectile);
}
}
}
/// <summary>
/// 为特效物体及其子物体中的 TrailRenderer 和 ParticleSystem 应用颜色渐变
/// </summary>
@@ -117,12 +117,7 @@ public class groundParticularController : MonoBehaviour
// 持续发射逻辑
UpdateContinuousEmit();
// 强制打印当前状态
if (Time.frameCount % 60 == 0)
{
string audioStatus = musicSource != null ? (musicSource.isPlaying ? "Playing" : "Paused/Stopped") : "Null";
Debug.Log($"[GroundParticular] Vol: {_currentAverageVolume:F3}, Status: {audioStatus}");
}
// 起点缩放抖动
if (startPoint != null)
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d87980531d67fe1469509364d757fbf7
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 61d1849be94993246800b76bb72489de
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,125 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public enum PlayerBudeffIconType
{
ot_maxHP_up,
ot_maxHP_down,
ot_maxMana_up,
ot_maxMana_down,
ot_bleeding,
ot_deephurt,
ot_scoreEfficiency_up,
ot_scoreEfficiency_down,
ot_atk_up,
ot_atk_down,
ot_defend_up,
ot_defend_down,
ot_vulnerability,
dmg_redirect_toSelf,
dmg_redirect_toAdjacent
}
public class PlayerBudeffPrefab : MonoBehaviour
{
[Header("basic")]
public Image budeff_img;
public TextMeshProUGUI thisBuff_numText;
[Header("sprites")]
public Sprite ot_maxHP_up;
public Sprite ot_maxHP_down;
public Sprite ot_maxMana_up;
public Sprite ot_maxMana_down;
public Sprite ot_bleeding;
public Sprite ot_deephurt;
public Sprite ot_scoreEfficiency_up;
public Sprite ot_scoreEfficiency_down;
public Sprite ot_atk_up;
public Sprite ot_atk_down;
public Sprite ot_defend_up;
public Sprite ot_defend_down;
public Sprite ot_vulnerability;
public Sprite dmg_redirect_toSelf;
public Sprite dmg_redirect_toAdjacent;
[Header("num colors")]
public Color ot_maxHP_up_color;
public Color ot_maxHP_down_color;
public Color ot_maxMana_up_color;
public Color ot_maxMana_down_color;
public Color ot_bleeding_color;
public Color ot_deephurt_color;
public Color ot_scoreEfficiency_up_color;
public Color ot_scoreEfficiency_down_color;
public Color ot_atk_up_color;
public Color ot_atk_down_color;
public Color ot_defend_up_color;
public Color ot_defend_down_color;
public Color ot_vulnerability_color;
public Color dmg_redirect_toSelf_color;
public Color dmg_redirect_toAdjacent_color;
public void Apply(PlayerBudeffIconType type, string numText)
{
if (budeff_img != null)
{
budeff_img.sprite = GetSprite(type);
budeff_img.enabled = budeff_img.sprite != null;
}
if (thisBuff_numText != null)
{
thisBuff_numText.text = numText ?? string.Empty;
thisBuff_numText.color = GetColor(type);
thisBuff_numText.enabled = !string.IsNullOrEmpty(thisBuff_numText.text);
}
}
private Sprite GetSprite(PlayerBudeffIconType type)
{
switch (type)
{
case PlayerBudeffIconType.ot_maxHP_up: return ot_maxHP_up;
case PlayerBudeffIconType.ot_maxHP_down: return ot_maxHP_down;
case PlayerBudeffIconType.ot_maxMana_up: return ot_maxMana_up;
case PlayerBudeffIconType.ot_maxMana_down: return ot_maxMana_down;
case PlayerBudeffIconType.ot_bleeding: return ot_bleeding;
case PlayerBudeffIconType.ot_deephurt: return ot_deephurt;
case PlayerBudeffIconType.ot_scoreEfficiency_up: return ot_scoreEfficiency_up;
case PlayerBudeffIconType.ot_scoreEfficiency_down: return ot_scoreEfficiency_down;
case PlayerBudeffIconType.ot_atk_up: return ot_atk_up;
case PlayerBudeffIconType.ot_atk_down: return ot_atk_down;
case PlayerBudeffIconType.ot_defend_up: return ot_defend_up;
case PlayerBudeffIconType.ot_defend_down: return ot_defend_down;
case PlayerBudeffIconType.ot_vulnerability: return ot_vulnerability;
case PlayerBudeffIconType.dmg_redirect_toSelf: return dmg_redirect_toSelf;
case PlayerBudeffIconType.dmg_redirect_toAdjacent: return dmg_redirect_toAdjacent;
default: return null;
}
}
private Color GetColor(PlayerBudeffIconType type)
{
switch (type)
{
case PlayerBudeffIconType.ot_maxHP_up: return ot_maxHP_up_color;
case PlayerBudeffIconType.ot_maxHP_down: return ot_maxHP_down_color;
case PlayerBudeffIconType.ot_maxMana_up: return ot_maxMana_up_color;
case PlayerBudeffIconType.ot_maxMana_down: return ot_maxMana_down_color;
case PlayerBudeffIconType.ot_bleeding: return ot_bleeding_color;
case PlayerBudeffIconType.ot_deephurt: return ot_deephurt_color;
case PlayerBudeffIconType.ot_scoreEfficiency_up: return ot_scoreEfficiency_up_color;
case PlayerBudeffIconType.ot_scoreEfficiency_down: return ot_scoreEfficiency_down_color;
case PlayerBudeffIconType.ot_atk_up: return ot_atk_up_color;
case PlayerBudeffIconType.ot_atk_down: return ot_atk_down_color;
case PlayerBudeffIconType.ot_defend_up: return ot_defend_up_color;
case PlayerBudeffIconType.ot_defend_down: return ot_defend_down_color;
case PlayerBudeffIconType.ot_vulnerability: return ot_vulnerability_color;
case PlayerBudeffIconType.dmg_redirect_toSelf: return dmg_redirect_toSelf_color;
case PlayerBudeffIconType.dmg_redirect_toAdjacent: return dmg_redirect_toAdjacent_color;
default: return Color.white;
}
}
}
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using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class budeff_appr : MonoBehaviour
{
public Image this_ot_effect_image;
[Header("animationControllers")]
public float floatDelay = 0.2f;
public float floatDistance = 40f;
public float fadeDuration = 0.6f;
private RectTransform _rectTransform;
private CanvasGroup _canvasGroup;
private Coroutine _animateCoroutine;
private void Awake()
{
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_canvasGroup = GetComponent<CanvasGroup>();
if (_canvasGroup == null) _canvasGroup = gameObject.AddComponent<CanvasGroup>();
_canvasGroup.alpha = 1f;
}
private void OnEnable()
{
if (_animateCoroutine != null) StopCoroutine(_animateCoroutine);
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}
public void ApplySprite(Sprite sprite)
{
if (this_ot_effect_image != null)
{
this_ot_effect_image.sprite = sprite;
this_ot_effect_image.enabled = sprite != null;
var c = this_ot_effect_image.color;
c.a = 1f;
this_ot_effect_image.color = c;
}
if (_canvasGroup != null) _canvasGroup.alpha = 1f;
}
private IEnumerator Animate()
{
float delay = Mathf.Max(0f, floatDelay);
if (delay > 0f) yield return new WaitForSeconds(delay);
float duration = Mathf.Max(0.0001f, fadeDuration);
bool useAnchored = _rectTransform != null;
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t += Time.deltaTime;
yield return null;
}
if (_canvasGroup != null) _canvasGroup.alpha = 0f;
Destroy(gameObject);
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using UnityEngine;
public class iNumberPrefabController : MonoBehaviour
{
public enum InstantNumberType
{
Damage,
Heal,
ManaPlus,
ManaMinus,
IscorePlus,
IscoreMinus
}
public static iNumberPrefabController Instance { get; private set; }
[Header("Number Prefab")]
public GameObject ally_number_prefab;
public GameObject enemy_number_prefab;
[Header("gameobject")]
public GameObject enemy_number_toput;
public GameObject ally01_number_toput;
public GameObject ally02_number_toput;
public GameObject ally03_number_toput;
public GameObject ally04_number_toput;
public GameObject ally05_number_toput;
private bool _warnedMissingPrefab;
private bool _warnedMissingParents;
private void Awake()
{
if (Instance == null) Instance = this;
else if (Instance != this) { Destroy(gameObject); return; }
}
private void Start()
{
TryAutoBindParentsFromTeamUI();
TryAutoBindPrefabFromScene();
}
private void TryAutoBindParentsFromTeamUI()
{
var ui = teamUIController.Instance;
if (ui == null) return;
if (enemy_number_toput == null) enemy_number_toput = ui.objectFather_enemy;
if (ally01_number_toput == null) ally01_number_toput = ui.objectFather_ally01;
if (ally02_number_toput == null) ally02_number_toput = ui.objectFather_ally02;
if (ally03_number_toput == null) ally03_number_toput = ui.objectFather_ally03;
if (ally04_number_toput == null) ally04_number_toput = ui.objectFather_ally04;
if (ally05_number_toput == null) ally05_number_toput = ui.objectFather_ally05;
}
private void TryAutoBindPrefabFromScene()
{
if (ally_number_prefab == null)
{
var foundAlly = GameObject.Find("player_instant_prefab_ally");
if (foundAlly == null) foundAlly = GameObject.Find("player_instant_prefab");
if (foundAlly != null && foundAlly.GetComponent<playerInstantNumbersPrefab>() != null) ally_number_prefab = foundAlly;
}
if (enemy_number_prefab == null)
{
var foundEnemy = GameObject.Find("player_instant_prefab_enemy");
if (foundEnemy != null && foundEnemy.GetComponent<playerInstantNumbersPrefab>() != null) enemy_number_prefab = foundEnemy;
}
}
public static void SpawnForAllyStatic(int slotIndex, InstantNumberType type, int signedValue)
{
if (Instance == null) return;
Instance.SpawnForAllySlot(slotIndex, type, signedValue);
}
public static void SpawnForEnemyStatic(InstantNumberType type, int signedValue)
{
if (Instance == null) return;
Instance.SpawnForEnemy(type, signedValue);
}
public void SpawnForTarget(GameObject target, InstantNumberType type, int signedValue)
{
if (target == null) return;
if (signedValue == 0) return;
var ally = target.GetComponent<AllyCombatant>();
if (ally != null)
{
SpawnForAllySlot(ally.slotIndex, type, signedValue);
return;
}
var enemy = target.GetComponent<EnemyCombatant>();
if (enemy != null)
{
SpawnForEnemy(type, signedValue);
return;
}
}
public void SpawnForAllySlot(int slotIndex, InstantNumberType type, int signedValue)
{
if (signedValue == 0) return;
var parent = GetAllyParent(slotIndex);
if (parent == null)
{
WarnMissingParentsOnce();
return;
}
SpawnUnder(parent.transform, ally_number_prefab, type, signedValue);
}
public void SpawnForEnemy(InstantNumberType type, int signedValue)
{
if (signedValue == 0) return;
if (enemy_number_toput == null)
{
WarnMissingParentsOnce();
return;
}
SpawnUnder(enemy_number_toput.transform, enemy_number_prefab, type, signedValue);
}
private GameObject GetAllyParent(int slotIndex)
{
switch (slotIndex)
{
case 0: return ally01_number_toput;
case 1: return ally02_number_toput;
case 2: return ally03_number_toput;
case 3: return ally04_number_toput;
case 4: return ally05_number_toput;
default: return null;
}
}
private void SpawnUnder(Transform parent, GameObject prefab, InstantNumberType type, int signedValue)
{
if (prefab == null)
{
WarnMissingPrefabOnce();
return;
}
if (parent == null)
{
WarnMissingParentsOnce();
return;
}
var go = Instantiate(prefab, parent, false);
if (go == null) return;
if (prefab.scene.IsValid())
{
if (prefab.activeSelf) prefab.SetActive(false);
}
var view = go.GetComponent<playerInstantNumbersPrefab>();
if (view != null) view.Play(type, signedValue);
}
private void WarnMissingPrefabOnce()
{
if (_warnedMissingPrefab) return;
_warnedMissingPrefab = true;
Debug.LogWarning("[iNumberPrefabController] number_prefab is null (no instant number popup will be shown).");
}
private void WarnMissingParentsOnce()
{
if (_warnedMissingParents) return;
_warnedMissingParents = true;
Debug.LogWarning("[iNumberPrefabController] number parent objects are not assigned (no instant number popup will be shown).");
}
}
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using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class playerInstantNumbersPrefab : MonoBehaviour
{
[Header("displaying")]
public TextMeshProUGUI numberText;
public Image numberImage;
[Tooltip("If enabled, the corresponding sprite (e.g. heart, sword) will be shown next to the number.")]
public bool showPopupSprite = true;
[Header("instant sprites")]
public Sprite iDamageSprite;
public Sprite iHealSprite;
public Sprite iManaPlusSprite;
public Sprite iManaMinusSprite;
public Sprite iIscorePlusSprite;
public Sprite iIscoreMinusSprite;
[Header("colors")]
public Color iDamageColor;
public Color iHealColor;
public Color iManaPlusColor;
public Color iManaMinusColor;
public Color iIscorePlusColor;
public Color iIscoreMinusColor;
[Header("animationControllers")]
public float this_prefab_gravity = -9.81f;
public float x_ofst;
public float y_ofst;
public float xy_rdm_spawnP;
public float rdm_rotation_range;
public float rdm_scale_min = 1f;
public float rdm_scale_max = 1f;
public float jump_force;
public float fadeout_awaitTime;
public float fadeout_time = 0.25f;
private RectTransform _rectTransform;
private CanvasGroup _canvasGroup;
private Coroutine _animationCoroutine;
private void Awake()
{
_rectTransform = transform as RectTransform;
_canvasGroup = GetComponent<CanvasGroup>();
if (_canvasGroup == null) _canvasGroup = gameObject.AddComponent<CanvasGroup>();
_canvasGroup.alpha = 1f;
}
public void Play(iNumberPrefabController.InstantNumberType type, int signedValue)
{
ApplyVisual(type, signedValue);
if (_animationCoroutine != null) StopCoroutine(_animationCoroutine);
_animationCoroutine = StartCoroutine(Animate());
}
private void ApplyVisual(iNumberPrefabController.InstantNumberType type, int signedValue)
{
if (numberText != null)
{
string prefix = signedValue > 0 ? "+" : signedValue < 0 ? "-" : "";
numberText.text = prefix + Mathf.Abs(signedValue).ToString();
}
Sprite sprite = null;
Color color = Color.white;
switch (type)
{
case iNumberPrefabController.InstantNumberType.Damage:
sprite = iDamageSprite;
color = iDamageColor;
break;
case iNumberPrefabController.InstantNumberType.Heal:
sprite = iHealSprite;
color = iHealColor;
break;
case iNumberPrefabController.InstantNumberType.ManaPlus:
sprite = iManaPlusSprite;
color = iManaPlusColor;
break;
case iNumberPrefabController.InstantNumberType.ManaMinus:
sprite = iManaMinusSprite;
color = iManaMinusColor;
break;
case iNumberPrefabController.InstantNumberType.IscorePlus:
sprite = iIscorePlusSprite;
color = iIscorePlusColor;
break;
case iNumberPrefabController.InstantNumberType.IscoreMinus:
sprite = iIscoreMinusSprite;
color = iIscoreMinusColor;
break;
}
color.a = 1f;
if (numberText != null) numberText.color = color;
if (numberImage != null)
{
if (showPopupSprite && sprite != null)
{
numberImage.sprite = sprite;
numberImage.enabled = true;
// Preserve original color logic: maintain RGB, reset Alpha
var ic = numberImage.color;
ic.a = 1f;
numberImage.color = ic;
}
else
{
numberImage.enabled = false;
}
}
if (_canvasGroup != null) _canvasGroup.alpha = 1f;
}
private IEnumerator Animate()
{
Vector3 startLocalPos = Vector3.zero;
Vector2 startAnchoredPos = Vector2.zero;
bool useAnchored = _rectTransform != null;
if (useAnchored) startAnchoredPos = _rectTransform.anchoredPosition;
else startLocalPos = transform.localPosition;
Vector2 baseOffset = new Vector2(x_ofst, y_ofst);
Vector2 randomOffset = Random.insideUnitCircle * xy_rdm_spawnP;
Vector2 finalOffset = baseOffset + randomOffset;
if (useAnchored) _rectTransform.anchoredPosition = startAnchoredPos + finalOffset;
else transform.localPosition = startLocalPos + new Vector3(finalOffset.x, finalOffset.y, 0f);
float zRot = Random.Range(-rdm_rotation_range, rdm_rotation_range);
transform.localRotation = Quaternion.Euler(0f, 0f, zRot);
float scale = Random.Range(rdm_scale_min, rdm_scale_max);
transform.localScale = new Vector3(scale, scale, 1f);
float vy = jump_force;
float gravity = this_prefab_gravity;
float fadeDelay = Mathf.Max(0f, fadeout_awaitTime);
float fadeDuration = Mathf.Max(0.0001f, fadeout_time);
float t = 0f;
while (t < fadeDelay + fadeDuration)
{
float dt = Time.deltaTime;
vy += gravity * dt;
if (useAnchored)
{
var p = _rectTransform.anchoredPosition;
p.y += vy * dt;
_rectTransform.anchoredPosition = p;
}
else
{
var p = transform.localPosition;
p.y += vy * dt;
transform.localPosition = p;
}
if (t >= fadeDelay)
{
float ft = (t - fadeDelay) / fadeDuration;
float a = Mathf.Lerp(1f, 0f, ft);
if (_canvasGroup != null) _canvasGroup.alpha = a;
}
t += dt;
yield return null;
}
Destroy(gameObject);
}
}
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@@ -228,7 +228,7 @@ public class settlementController : MonoBehaviour
good_barFill_Image.fillAmount = (float)sm.countGood / noteCountSum;
miss_barFill_Image.fillAmount = (float)sm.countMiss / noteCountSum;
gameNote_rate.text = "宸插畬鎴? " + noteCountSum.ToString() + "/" + bmm.parsedNoteAmount.ToString();
gameNote_rate.text = "已完成 " + noteCountSum.ToString() + "/" + bmm.parsedNoteAmount.ToString();
perfectHitPercent_Text.text = ((float)sm.countPerfect / noteCountSum * 100).ToString("F1") + "%";
greatHitPercent_Text.text = ((float)sm.countGreat / noteCountSum * 100).ToString("F1") + "%";