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。
@@ -1,4 +1,4 @@
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using System;
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using System;
|
||||
using UnityEngine;
|
||||
|
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[Serializable]
|
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|
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@@ -6,6 +6,18 @@ using TMPro;
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|
||||
public class BeatmapManager : MonoBehaviour
|
||||
{
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||||
public static BeatmapManager Instance { get; private set; }
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||||
private void Awake()
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{
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if (Instance != null && Instance != this)
|
||||
{
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||||
Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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// static holder to accept SongData passed from previous scene before this manager exists
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public static SongData pendingSongData = null;
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public static int pendingDifficulty = -1;
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@@ -45,6 +57,9 @@ public class BeatmapManager : MonoBehaviour
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// Documentation text normalized.
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public teamUIController uiController;
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[Header("Enemy Ball UI")]
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public load_enemyBall_light enemyBallLoader;
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[Header("UI Display")]
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public Text gameplay_songname;
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@@ -232,6 +247,9 @@ public class BeatmapManager : MonoBehaviour
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// No globalDelaySeconds available in this path. Call NoteSpawner directly.
|
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noteSpawner.LoadBeatmap(beatmap);
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ApplyTrackScoreCaps(beatmap);
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|
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// Also setup enemies if loading this way
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SetupEnemiesAndHP();
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||||
}
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// Documentation text normalized.
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@@ -477,17 +495,29 @@ public class BeatmapManager : MonoBehaviour
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||||
|
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List<int> enemyIds = new List<int>();
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// 优先从 SO 读取
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if (assignedSongData != null && assignedSongData.enemyList != null && assignedSongData.enemyList.Count > 0)
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if (assignedSongData != null && assignedSongData.chartFiles != null)
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||||
{
|
||||
enemyIds = new List<int>(assignedSongData.enemyList);
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foreach (var entry in assignedSongData.chartFiles)
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{
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if (entry.difficulty == assignedDifficulty)
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{
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if (entry.enemyConfigList != null && entry.enemyConfigList.Count > 0)
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{
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foreach (var config in entry.enemyConfigList)
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{
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enemyIds.Add(config.enemyID);
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}
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}
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break;
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}
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||||
}
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||||
}
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||||
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||||
// 确保 5 个槽位:截断或补 0
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while (enemyIds.Count < 5) enemyIds.Add(0);
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if (enemyIds.Count > 5) enemyIds = enemyIds.GetRange(0, 5);
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uiController.enemySlotIds = enemyIds;
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uiController.PopulateEnemySOsFromIds();
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Debug.Log($"[BeatmapManager] SyncEnemyListToUI: {string.Join(",", enemyIds)}");
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}
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@@ -500,15 +530,31 @@ public class BeatmapManager : MonoBehaviour
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}
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||||
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||||
List<int> enemyIds = new List<int>();
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||||
List<float> activePercentages = new List<float>();
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||||
bool foundInDifficulty = false;
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|
||||
// 优先使用 SongData SO 中配置的敌人列表
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if (assignedSongData != null && assignedSongData.enemyList != null && assignedSongData.enemyList.Count > 0)
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if (assignedSongData != null && assignedSongData.chartFiles != null)
|
||||
{
|
||||
enemyIds = new List<int>(assignedSongData.enemyList);
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||||
Debug.Log($"[BeatmapManager] Using enemyList from SongData SO: {string.Join(",", enemyIds)}");
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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);
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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();
|
||||
}
|
||||
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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
|
||||
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|
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
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@@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 61d1849be94993246800b76bb72489de
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userData:
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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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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 50, y: 50}
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m_Pivot: {x: 0.5, y: 0.5}
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@@ -0,0 +1,178 @@
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using UnityEngine;
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||||
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||||
public class iNumberPrefabController : MonoBehaviour
|
||||
{
|
||||
public enum InstantNumberType
|
||||
{
|
||||
Damage,
|
||||
Heal,
|
||||
ManaPlus,
|
||||
ManaMinus,
|
||||
IscorePlus,
|
||||
IscoreMinus
|
||||
}
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public static iNumberPrefabController Instance { get; private set; }
|
||||
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||||
[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).");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8134ffb255f789a4c9428f266fe6429b
|
||||
@@ -0,0 +1,183 @@
|
||||
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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mipmaps:
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mipMapMode: 0
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sRGBTexture: 1
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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streamingMipmapsPriority: 0
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