技能主要更新,修复卡顿并加入动画,以及各种其他更新。

This commit is contained in:
2026-02-07 21:05:17 +08:00
parent abeca51be5
commit 1ac3cd0104
1349 changed files with 1526749 additions and 24850 deletions
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text: "\u6211\u4EEC\u5E94\u5F53\u6362\u4E00\u4F4D\u8BB0\u5F55\u5BF9\u8C61\u4E86\u5417\uFF1F\u60A8\u600E\u4E48\u770B\uFF1F"
iconPath: "Assets/artworks/Ul_Ul/\u65B0\u7248\u4E3B\u754C\u9762\uFF082\uFF09/\u4EBA\u7269"
icon: {fileID: 5821097586682317675, guid: 09e1042a09db1fe4ba98cf5206808e4c, type: 3}
- path: UI_DIALOG
text: "\u8868\u8FBE\u4E86\u8FD9\u4E48\u591A\u770B\u6CD5\uFF0C\u60A8\u4F3C\u4E4E\u5BF9\u8BB0\u5F55\u5BF9\u8C61\u5F88\u611F\u5174\u8DA3......"
iconPath: "Assets/artworks/Ul_Ul/\u65B0\u7248\u4E3B\u754C\u9762\uFF082\uFF09/\u663E\u793A"
icon: {fileID: -6318459175609278756, guid: af49d64b5542b75479bf4eb5f1273689, type: 3}
- path: Image_Character
text: "\u60A8\u5DF2\u786E\u5B9A\u4E86\u5979/\u4ED6\u662F\u6211\u4EEC\u76EE\u524D\u9636\u6BB5\u6700\u91CD\u8981\u7684\u8BB0\u5F55\u5BF9\u8C61\uFF0C\u6211\u76F8\u4FE1\u60A8\u7684\u9009\u62E9\u4E0D\u4F1A\u6709\u8BEF\u3002"
iconPath: "Assets/artworks/Ul_Ul/\u65B0\u7248\u4E3B\u754C\u9762\uFF082\uFF09/\u4EBA\u7269"
icon: {fileID: 5821097586682317675, guid: 09e1042a09db1fe4ba98cf5206808e4c, type: 3}
- path: Button_NOTEBOOK
text: "\u60A8\u53EF\u4EE5\u5728\u7CFB\u7EDF\u4E2D\u8BB0\u5F55\u4E00\u4E9B\u5728\u5DE5\u4F5C\u4E0A\u60A8\u4F1A\u611F\u5174\u8DA3\u7684\u5185\u5BB9\uFF0C\u6BD4\u5982\u5076\u50CF\uFF0C\u590D\u6F14\uFF0C\u6216\u662F\u5BF9\u8FC7\u53BB\u7684\u67D0\u4E9B\u4E8B\u7269\u7684\u770B\u6CD5\uFF0C\u751A\u81F3\u662F\u6211...\u4E0D\u8FC7\u653E\u5FC3\uFF0C\u516C\u53F8\u6CA1\u6709\u6279\u51C6\u6211\u62E5\u6709\u6D89\u5165\u60A8\u79C1\u4EBA\u7A7A\u95F4\u7684\u6743\u9650\uFF0C\u4F46\u6211\u8FD8\u662F\u4E0D\u592A\u559C\u6B22\u6709\u4EBA\u5728\u6211\u80CC\u540E\u5077\u5077\u6478\u6478\u5730\u8BAE\u8BBA\u6211\u7684\u597D\u574F......"
iconPath: "Assets/artworks/Ul_Ul/\u65B0\u7248\u4E3B\u754C\u9762\uFF082\uFF09/\u8BB0\u4E8B\u672C1_0"
icon: {fileID: 0}
- path: Button_IDOL
text: "\u60A8\u53EF\u4EE5\u5728\u8FD9\u91CC\u67E5\u770B\u5076\u50CF\uFF0C\u4E5F\u5C31\u662F\u8BB0\u5F55\u5BF9\u8C61\u4EEC\u73B0\u5DF2\u6709\u6216\u5DF2\u8BB0\u5F55\u7684\u6218\u6597\u590D\u6F14\u6863\u6848\u3002"
iconPath: "Assets/artworks/Ul_Ul/\u65B0\u7248\u4E3B\u754C\u9762\uFF082\uFF09/\u4EBA\u7269"
icon: {fileID: 5821097586682317675, guid: 09e1042a09db1fe4ba98cf5206808e4c, type: 3}
- path: Button_STORY
text: "\u6545\u4E8B\u521B\u4F5C\uFF1F\u8FD9\u4E5F\u662F\u516C\u53F8\u4E0B\u9063\u4E0E\u60A8\u7684\u5DE5\u4F5C\u5417\uFF1F\u4ED6\u4EEC\u679C\u771F\u662F\u60F3\u8981\u4E3A\u4E86\u76C8\u5229\u4E0D\u62E9\u624B\u6BB5\u554A\uFF0C\u4ED6\u4EEC\u96BE\u9053\u4E0D\u4F1A\u8003\u8651\u5F53\u4E0B\u57CE\u5E02\u5BF9\u8FC7\u53BB\u7684\u8BA4\u540C\u5417\uFF1F"
iconPath: "Assets/artworks/Ul_Ul/\u8BBE\u7F6E/\u8BBE\u7F6E \u56FE\u5F62/\u6545\u4E8B\u521B\u4F5C"
icon: {fileID: 21300000, guid: d10bdaaf1f0600a41a6437eeddd29077, type: 3}
- path: Button_Start
text: "\u6863\u6848\u4E13\u5458\uFF0C\u8FD8\u662F\u8001\u6837\u5B50\uFF0C\u6211\u6765\u8BB0\u5F55\u8FC7\u7A0B\uFF0C\u4F60\u6765\u4E0B\u8FBE\u547D\u4EE4\u3002"
iconPath: "Assets/artworks/Ul_Ul/\u65B0\u7248\u4E3B\u754C\u9762\uFF082\uFF09/Jiantou1"
icon: {fileID: 2618833490949172851, guid: ed80f03282cf5e742b057fe22a4db4e3, type: 3}
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 5b5342398355460459d5cbf932f3b8cf
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externalObjects: {}
mainObjectFileID: 11400000
userData:
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@@ -0,0 +1,77 @@
{
"entries": [
{
"paths": [
"UI_DAILY_TASKS/TASK_1/Get_1",
"UI_DAILY_TASKS/TASK_2/Get_2",
"UI_DAILY_TASKS/TASK_3/Get_3",
"UI_DAILY_TASKS/Get_Receive ALL"
],
"text": "完成计划,便可以推进工作进展,您可以通过完成计划的“报酬”来协助我们进行下一步工作。",
"icon": "Assets/artworks/Ul_Ul/新版主界面(2/货币"
},
{
"paths": [
"UI_DAILY_TASKS"
],
"text": "工作需有计划地进行,我已为您准备好了今日计划,请您过目。",
"icon": "Assets/artworks/Ul_Ul/新版主界面(2/记事本1_0"
},
{
"paths": [
"MusicPic"
],
"text": "这些是我从房间里搜集来的,您挑两首?不必在意我对您品味的看法。不过在某些情况下...我是会切掉的哦。",
"icon": "Assets/artworks/Ul_Ul/新版主界面(2/音乐"
},
{
"paths": [
"Button_CHARACTER_SET"
],
"text": "我们应当换一位记录对象了吗?您怎么看?",
"icon": "Assets/artworks/Ul_Ul/新版主界面(2/人物"
},
{
"paths": [
"UI_DIALOG"
],
"text": "表达了这么多看法,您似乎对记录对象很感兴趣......",
"icon": "Assets/artworks/Ul_Ul/新版主界面(2/显示"
},
{
"paths": [
"Image_Character"
],
"text": "您已确定了她/他是我们目前阶段最重要的记录对象,我相信您的选择不会有误。",
"icon": "Assets/artworks/Ul_Ul/新版主界面(2/人物"
},
{
"paths": [
"Button_NOTEBOOK"
],
"text": "您可以在系统中记录一些在工作上您会感兴趣的内容,比如偶像,复演,或是对过去的某些事物的看法,甚至是我...不过放心,公司没有批准我拥有涉入您私人空间的权限,但我还是不太喜欢有人在我背后偷偷摸摸地议论我的好坏......",
"icon": "Assets/artworks/Ul_Ul/新版主界面(2/记事本1_0"
},
{
"paths": [
"Button_IDOL"
],
"text": "您可以在这里查看偶像,也就是记录对象们现已有或已记录的战斗复演档案。",
"icon": "Assets/artworks/Ul_Ul/新版主界面(2/人物"
},
{
"paths": [
"Button_STORY"
],
"text": "故事创作?这也是公司下遣与您的工作吗?他们果真是想要为了盈利不择手段啊,他们难道不会考虑当下城市对过去的认同吗?",
"icon": "Assets/artworks/Ul_Ul/设置/设置 图形/故事创作"
},
{
"paths": [
"Button_Start"
],
"text": "档案专员,还是老样子,我来记录过程,你来下达命令。",
"icon": "Assets/artworks/Ul_Ul/新版主界面(2/Jiantou1"
}
]
}
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settlementMusic: {fileID: 8300000, guid: fd23a47f2915a8f4c93568f74bac21c8, type: 3}
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@@ -13,14 +13,13 @@ using UnityEngine.UI;
public class preload_allScene : MonoBehaviour
{
[Header("Preload settings")]
public string[] scenesToPreload = new string[0];
public string[] resourcesToPreload = new string[0];
[Header("UI")]
public Text progressText;
[Tooltip("Optional Image whose fillAmount will be driven by the overall progress (0..1)")]
public Image progressFillImage;
[Tooltip("Optional Text to show current loading item: '正在加载:xxx'")]
[Tooltip("Optional Text to show current loading item: 'ڼأxxx'")]
public Text loadingInfoText;
[Header("Behavior")]
@@ -33,22 +32,13 @@ public class preload_allScene : MonoBehaviour
[Tooltip("Delay before starting fade-out after completion")] public float fadeOutDelay = 0f;
[Header("Throttle")]
[Tooltip("Max concurrent resource loads")]
public int maxConcurrentResourceLoads = 2;
[Tooltip("Max concurrent scene loads")]
public int maxConcurrentSceneLoads = 1;
[Tooltip("Max milliseconds spent per frame on driver work (approx)")]
public int maxMilliSecondsPerFrame = 4;
// internal queues and trackers
private Queue<string> sceneQueue = new Queue<string>();
private Queue<string> resourceQueue = new Queue<string>();
// scenes currently loading (progress < ~0.9)
private List<(string sceneName, AsyncOperation op)> loadingSceneOps = new List<(string, AsyncOperation)>();
// scenes loaded to 0.9 and waiting activation
private List<(string sceneName, AsyncOperation op)> readySceneOps = new List<(string, AsyncOperation)>();
private List<(string path, ResourceRequest rr)> activeResourceReqs = new List<(string, ResourceRequest)>();
private List<Object> loadedResources = new List<Object>();
@@ -57,7 +47,18 @@ public class preload_allScene : MonoBehaviour
void Awake()
{
fadeOutObject.SetActive(true);
Debug.Log("[preload_allScene] Awake called. Forcing Time.timeScale = 1.");
Time.timeScale = 1f; // Ensure time is running so fades and DOTween work
if (fadeOutObject != null)
{
fadeOutObject.SetActive(true);
}
else
{
Debug.LogWarning("[preload_allScene] fadeOutObject is not assigned!");
}
// if UI not assigned, try to auto-find Text components
if (progressText == null)
{
@@ -87,12 +88,9 @@ public class preload_allScene : MonoBehaviour
void Start()
{
// fadeOutObject.SetActive(true);
// auto-start if configured OR there are items to preload
if (startOnAwake || (scenesToPreload != null && scenesToPreload.Length > 0) || (resourcesToPreload != null && resourcesToPreload.Length > 0))
{
StartPreload();
}
Debug.Log("[preload_allScene] Start called. resourcesToPreload count: " + (resourcesToPreload?.Length ?? 0));
// Always call StartPreload to ensure the screen fades out even if no resources are listed
StartPreload();
}
public void StartPreload()
@@ -100,26 +98,32 @@ public class preload_allScene : MonoBehaviour
if (preloadCoroutine != null) return;
// fill queues
sceneQueue.Clear();
resourceQueue.Clear();
if (scenesToPreload != null)
{
foreach (var s in scenesToPreload)
if (!string.IsNullOrWhiteSpace(s)) sceneQueue.Enqueue(s);
}
if (resourcesToPreload != null)
{
foreach (var r in resourcesToPreload)
if (!string.IsNullOrWhiteSpace(r)) resourceQueue.Enqueue(r);
}
Debug.Log($"Preload starting. Scenes queued: {sceneQueue.Count}, Resources queued: {resourceQueue.Count}");
Debug.Log($"Preload starting. Resources queued: {resourceQueue.Count}");
// ensure UI shows 0%
UpdateProgressText(0f);
UpdateLoadingInfo("");
// If nothing to preload, just show 100% and fade out immediately
if (resourceQueue.Count == 0)
{
UpdateProgressText(1f);
UpdateLoadingInfo("Loading Complete");
if (fadeOutObject != null)
{
StartCoroutine(FadeAndDisableCoroutine());
}
return;
}
preloadCoroutine = StartCoroutine(PreloadRoutine());
}
@@ -135,40 +139,15 @@ public class preload_allScene : MonoBehaviour
private IEnumerator PreloadRoutine()
{
// Start initial batch
while (sceneQueue.Count > 0 || resourceQueue.Count > 0 || loadingSceneOps.Count > 0 || activeResourceReqs.Count > 0)
while (resourceQueue.Count > 0 || activeResourceReqs.Count > 0)
{
float frameStart = Time.realtimeSinceStartup;
// start scene ops up to concurrency
while (loadingSceneOps.Count < maxConcurrentSceneLoads && sceneQueue.Count > 0)
{
string sceneName = sceneQueue.Dequeue();
UpdateLoadingInfo($"正在加载:{sceneName}");
AsyncOperation op = null;
try
{
op = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
}
catch (System.Exception ex)
{
Debug.LogWarning($"Preload: failed to start loading scene '{sceneName}': {ex}");
}
if (op != null)
{
op.allowSceneActivation = false;
loadingSceneOps.Add((sceneName, op));
Debug.Log($"Preload: started scene load '{sceneName}'");
}
if ((Time.realtimeSinceStartup - frameStart) * 1000f > maxMilliSecondsPerFrame) break;
}
// start resource reqs up to concurrency
while (activeResourceReqs.Count < maxConcurrentResourceLoads && resourceQueue.Count > 0)
{
string path = resourceQueue.Dequeue();
UpdateLoadingInfo($"正在加载:{path}");
UpdateLoadingInfo($"Loading: {path}");
ResourceRequest rr = null;
try
{
@@ -204,36 +183,19 @@ public class preload_allScene : MonoBehaviour
if ((Time.realtimeSinceStartup - frameStart) * 1000f > maxMilliSecondsPerFrame) break;
}
// Poll loading scenes and move to ready list when reach ~0.9
for (int i = loadingSceneOps.Count - 1; i >= 0; i--)
{
var (sceneName, op) = loadingSceneOps[i];
if (op.progress >= 0.89f)
{
// move to ready list so we free a slot for next scene
readySceneOps.Add((sceneName, op));
loadingSceneOps.RemoveAt(i);
Debug.Log($"Preload: scene '{sceneName}' reached 0.9 and moved to ready list");
}
if ((Time.realtimeSinceStartup - frameStart) * 1000f > maxMilliSecondsPerFrame) break;
}
// Update progress calculation
float overall = CalculateOverallProgress();
UpdateProgressText(overall);
// If there are no active resource requests, no loading scenes, no queued scenes/resources, and ready scenes are present (they are considered loaded), we're done
bool anyLoadingScenes = loadingSceneOps.Count > 0 || sceneQueue.Count > 0;
// If there are no active resource requests and no queued resources, we're done
bool anyActiveResources = activeResourceReqs.Count > 0 || resourceQueue.Count > 0;
if (!anyLoadingScenes && !anyActiveResources)
if (!anyActiveResources)
{
// All loading work started and finished; readySceneOps contains scenes at 0.9 waiting activation
UpdateProgressText(1f);
UpdateLoadingInfo("加载完成");
UpdateLoadingInfo("Loading Complete");
preloadCoroutine = null;
Debug.Log("Preload complete (throttled). Scenes ready: " + readySceneOps.Count + ", resources cached: " + loadedResources.Count);
Debug.Log("Preload complete (throttled). Resources cached: " + loadedResources.Count);
// start fade+disable if configured
if (fadeOutObject != null)
@@ -250,7 +212,7 @@ public class preload_allScene : MonoBehaviour
// if we exit loop, also mark complete
UpdateProgressText(1f);
UpdateLoadingInfo("加载完成");
UpdateLoadingInfo("Loading Complete");
preloadCoroutine = null;
if (fadeOutObject != null)
{
@@ -263,26 +225,10 @@ public class preload_allScene : MonoBehaviour
float sum = 0f;
int items = 0;
// queued scenes count as 0
items += sceneQueue.Count;
// loading scenes contribute normalized progress
items += loadingSceneOps.Count;
// ready scenes count as completed (1)
items += readySceneOps.Count;
items += resourceQueue.Count + activeResourceReqs.Count;
if (items == 0) return 1f;
foreach (var (sceneName, op) in loadingSceneOps)
{
float p = Mathf.Clamp01(op.progress / 0.9f);
sum += p;
}
// ready scenes are counted as full
sum += readySceneOps.Count * 1f;
foreach (var (path, rr) in activeResourceReqs)
{
sum += rr.progress; // 0..1
@@ -352,19 +298,19 @@ public class preload_allScene : MonoBehaviour
// if there's no CanvasGroup, just disable after delay
if (fadeCanvasGroup == null)
{
if (fadeOutDelay > 0f) yield return new WaitForSeconds(fadeOutDelay);
if (fadeOutDelay > 0f) yield return new WaitForSecondsRealtime(fadeOutDelay);
fadeOutObject.SetActive(false);
yield break;
}
// optionally wait before fading
if (fadeOutDelay > 0f) yield return new WaitForSeconds(fadeOutDelay);
if (fadeOutDelay > 0f) yield return new WaitForSecondsRealtime(fadeOutDelay);
float startAlpha = fadeCanvasGroup.alpha;
float elapsed = 0f;
while (elapsed < fadeOutDuration)
{
elapsed += Time.deltaTime;
elapsed += Time.unscaledDeltaTime;
float frac = Mathf.Clamp01(elapsed / Mathf.Max(0.0001f, fadeOutDuration));
fadeCanvasGroup.alpha = Mathf.Lerp(startAlpha, 0f, frac);
yield return null;
@@ -378,24 +324,4 @@ public class preload_allScene : MonoBehaviour
// finally disable the GameObject
fadeOutObject.SetActive(false);
}
/// <summary>
/// Activate a previously preloaded additive scene by name (sets allowSceneActivation=true)
/// </summary>
public void ActivatePreloadedScene(string sceneName)
{
for (int i = 0; i < readySceneOps.Count; i++)
{
if (readySceneOps[i].sceneName == sceneName)
{
readySceneOps[i].op.allowSceneActivation = true;
// remove from ready list so further activations don't re-trigger
readySceneOps.RemoveAt(i);
return;
}
}
// fallback: if scene loaded and already in SceneManager, nothing to do
Debug.LogWarning($"ActivatePreloadedScene: scene '{sceneName}' not found among ready preloaded ops.");
}
}
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@@ -12,7 +12,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: bdd198d96872f3b42bdfc7e262ff2eed, type: 3}
m_Name: 30201_ayano
m_EditorClassIdentifier:
ally_heroName: "\u963F\u96C5\u8BFA"
ally_heroName: "\u9065\u96EA\u97F3"
ally_heroDesignation: "\u963F\u5440\u9A87\u6B7B\u6211\u529B"
ally_heroID: 30201
ally_heroImage: {fileID: -7736830374416659762, guid: 991800b03b1fd7f44ad3b3e8eb63d7e0, type: 3}
@@ -25,140 +25,187 @@ MonoBehaviour:
ally_heroThemeColor: {r: 0.10588236, g: 0.09411766, b: 0.17254902, a: 0}
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levelID: 1
attack: 10
maxHP: 100
damageResistance: 0
maxHP: 600
damageResistance: 0.05
maxMana: 100
scoreEfficiency: 0
scoreEfficiency: 0.05
requiredEXP: 0
skill_slot_limited: 1
manaGainGood: 3
manaGainGreat: 2
manaGainPerfect: 1
manaGainOnMiss: 5
manaGainGood: 2
manaGainGreat: 3
manaGainPerfect: 5
manaGainOnMiss: 1
damageMultiplierGood: 0.5
damageMultiplierGreat: 0.75
damageMultiplierPerfect: 1
missHpLossBase: 10
- levelName: Level 2
- levelName: B
levelID: 2
attack: 0
maxHP: 100
damageResistance: 0
maxMana: 0
scoreEfficiency: 0
attack: 15
maxHP: 1000
damageResistance: 0.05
maxMana: 100
scoreEfficiency: 0.07
requiredEXP: 200
skill_slot_limited: 2
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
manaGainOnMiss: 5
damageMultiplierGood: 0.5
damageMultiplierGreat: 0.75
damageMultiplierPerfect: 1
missHpLossBase: 10
- levelName: Level 3
levelID: 3
attack: 770
maxHP: 678
damageResistance: 0
maxMana: 100
scoreEfficiency: 0.8
requiredEXP: 500
skill_slot_limited: 3
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 4
manaGainOnMiss: 6
damageMultiplierGood: 0.8
damageMultiplierGreat: 0.9
damageMultiplierPerfect: 1
missHpLossBase: 10
- levelName: Level 4
levelID: 4
attack: 0
maxHP: 100
damageResistance: 0
maxMana: 0
scoreEfficiency: 0
requiredEXP: 1000
skill_slot_limited: 4
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
manaGainOnMiss: 5
manaGainGood: 4
manaGainGreat: 6
manaGainPerfect: 10
manaGainOnMiss: 2
damageMultiplierGood: 0.7
damageMultiplierGreat: 0.8
damageMultiplierPerfect: 1
missHpLossBase: 10
ally_currentEXP: 987
- levelName: A
levelID: 3
attack: 30
maxHP: 1400
damageResistance: 0.05
maxMana: 100
scoreEfficiency: 0.1
requiredEXP: 500
skill_slot_limited: 3
manaGainGood: 6
manaGainGreat: 12
manaGainPerfect: 15
manaGainOnMiss: 3
damageMultiplierGood: 0.85
damageMultiplierGreat: 0.95
damageMultiplierPerfect: 1
missHpLossBase: 10
- levelName: S
levelID: 4
attack: 40
maxHP: 1800
damageResistance: 0.05
maxMana: 100
scoreEfficiency: 0.13
requiredEXP: 1000
skill_slot_limited: 15
manaGainGood: 8
manaGainGreat: 15
manaGainPerfect: 20
manaGainOnMiss: 4
damageMultiplierGood: 1
damageMultiplierGreat: 1
damageMultiplierPerfect: 1
missHpLossBase: 10
ally_currentEXP: 1200
availableSkills: []
selectedSkillIndices: 00000000
primarySkillIndex: 0
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thisSkill_levelLimit: 1
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