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:
FloatGaming
2026-02-07 21:05:17 +08:00
parent abeca51be5
commit 1ac3cd0104
1349 changed files with 1526749 additions and 24850 deletions
+127 -23
View File
@@ -1,22 +1,34 @@
using UnityEngine;
using System.Collections.Generic;
using System.Collections;
public class SongDataLibrary : MonoBehaviour
{
public static SongDataLibrary Instance;
private Dictionary<int, SongData> songDataDictionary = new Dictionary<int, SongData>();
// 指定存放在 "song_songIndex" 目录下的各个子文件夹名称
// 例如:如果你有 Assets/Resources/song_songIndex/FolderA FolderB,则在 Inspector 中填写 { "FolderA", "FolderB" }
// ָ "song_songIndex" Ŀ¼µĸļ
// Assets/Resources/song_songIndex/FolderA FolderB Inspector д { "FolderA", "FolderB" }
public string[] subfolderNames;
[Header("Song List")]
[SerializeField] SongList songList;
[SerializeField] bool useSongListIfAvailable = true;
[Header("Async Load Settings")]
[SerializeField] int yieldEvery = 16;
[SerializeField] bool logLoadProgress = false;
public bool IsLoaded { get; private set; }
public bool IsLoading { get; private set; }
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
LoadSongData();
StartCoroutine(LoadSongDataCoroutine());
}
else
{
@@ -24,49 +36,141 @@ public class SongDataLibrary : MonoBehaviour
}
}
private void LoadSongData()
private IEnumerator LoadSongDataCoroutine()
{
// 先加载直接放在 "song_songIndex" 目录下的 SongData
SongData[] assets = Resources.LoadAll<SongData>("song_songIndex");
foreach (SongData data in assets)
if (IsLoading || IsLoaded)
{
if (!songDataDictionary.ContainsKey(data.songID))
yield break;
}
IsLoading = true;
songDataDictionary.Clear();
// Allow one frame to render before heavy load begins
yield return null;
// prefer SongList if available to avoid heavy Resources.LoadAll
if (useSongListIfAvailable)
{
if (songList == null)
{
songDataDictionary.Add(data.songID, data);
Debug.Log("加载到 SongData, songID: " + data.songID + ", 名称: " + data.songName);
SongSelectUI ui = Object.FindAnyObjectByType<SongSelectUI>();
if (ui != null)
{
songList = ui.songList;
}
}
else
if (songList != null && songList.songs != null && songList.songs.Count > 0)
{
Debug.LogWarning("重复的 songID: " + data.songID);
yield return LoadFromList(songList.songs, "songList");
IsLoaded = true;
IsLoading = false;
yield break;
}
}
// 再遍历每个子文件夹,加载其中的 SongData
foreach (string subfolder in subfolderNames)
yield return LoadFromPath("song_songIndex", "root");
if (subfolderNames != null)
{
SongData[] subAssets = Resources.LoadAll<SongData>("song_songIndex/" + subfolder);
foreach (SongData data in subAssets)
for (int i = 0; i < subfolderNames.Length; i++)
{
if (!songDataDictionary.ContainsKey(data.songID))
string subfolder = subfolderNames[i];
if (string.IsNullOrEmpty(subfolder))
{
songDataDictionary.Add(data.songID, data);
Debug.Log("从 " + subfolder + " 加载到 SongData, songID: " + data.songID + ", 名称: " + data.songName);
continue;
}
else
yield return LoadFromPath("song_songIndex/" + subfolder, subfolder);
// yield a frame between folders to reduce hitch
yield return null;
}
}
IsLoaded = true;
IsLoading = false;
}
private IEnumerator LoadFromPath(string path, string label)
{
SongData[] assets = Resources.LoadAll<SongData>(path);
if (assets == null || assets.Length == 0)
{
if (logLoadProgress)
{
Debug.Log("SongDataLibrary: no assets found at '" + path + "'");
}
yield break;
}
int yielded = 0;
foreach (SongData data in assets)
{
if (data == null)
{
continue;
}
if (!songDataDictionary.ContainsKey(data.songID))
{
songDataDictionary.Add(data.songID, data);
if (logLoadProgress)
{
Debug.LogWarning("重复的 songID: " + data.songID);
Debug.Log("Loaded SongData [" + label + "] songID: " + data.songID + ", name: " + data.songName);
}
}
else if (logLoadProgress)
{
Debug.LogWarning("Duplicate songID: " + data.songID);
}
yielded++;
if (yieldEvery > 0 && (yielded % yieldEvery) == 0)
{
// yield to spread work across frames
yield return null;
}
}
}
public SongData GetSongDataByID(int songID)
private IEnumerator LoadFromList(List<SongData> list, string label)
{
if (list == null || list.Count == 0)
{
yield break;
}
int yielded = 0;
for (int i = 0; i < list.Count; i++)
{
SongData data = list[i];
if (data == null) continue;
if (!songDataDictionary.ContainsKey(data.songID))
{
songDataDictionary.Add(data.songID, data);
if (logLoadProgress)
{
Debug.Log("Loaded SongData [" + label + "] songID: " + data.songID + ", name: " + data.songName);
}
}
else if (logLoadProgress)
{
Debug.LogWarning("Duplicate songID: " + data.songID);
}
yielded++;
if (yieldEvery > 0 && (yielded % yieldEvery) == 0)
{
yield return null;
}
}
}
public SongData GetSongDataByID(int songID)
{
if (songDataDictionary.ContainsKey(songID))
{
return songDataDictionary[songID];
}
Debug.LogError("未找到 songID: " + songID);
Debug.LogError("δҵ songID: " + songID);
return null;
}
}