notebook实装功能,galgame继续,一些bug修复

This commit is contained in:
2026-03-06 02:08:43 +08:00
parent 9011fa022e
commit 1f4077cf21
468 changed files with 50175 additions and 11402 deletions
+468 -1
View File
@@ -23,10 +23,26 @@ public class GameManager : MonoBehaviour
[Header("canvas")]
public GameObject startCanvas;
public CanvasGroup cg_startCanvas;
public GameObject extraStartObject;
private CanvasGroup extraStartCG;
public float canvasFadeTime;
private Coroutine fade_canvasGroup;
public CanvasGroup settleCG;
[Header("Start Canvas Anim")]
[SerializeField] private bool enableStartCanvasDetailedAnim = true;
[SerializeField] private float startCanvasBtmFadeIn = 0.28f;
[SerializeField] private float startCanvasBtmFadeOut = 0.22f;
[SerializeField] private int startCanvasFlashCount = 2;
[SerializeField] private float startCanvasFlashUnit = 0.055f;
[SerializeField] private float startCanvasImageFadeIn = 0.2f;
[SerializeField] private float startCanvasMoveInDuration = 0.3f;
[SerializeField] private float startCanvasMoveOutDuration = 0.22f;
[SerializeField] private float startCanvasMoveStagger = 0.06f;
[SerializeField] private float startCanvasMoveOffsetY = 80f;
[SerializeField] private float startCanvasPanelExitOffsetY = 120f;
[SerializeField] private float startCanvasEntryGap = 0.04f;
[Header("buttons")]
public Button startGame;
public Button backtoSelectingPage;
@@ -67,6 +83,35 @@ public class GameManager : MonoBehaviour
private SongData currentSong;
private bool timeRecorded = false;
private Coroutine startCanvasIntroRoutine;
private bool startCanvasIntroCompleted = false;
private bool startCanvasExitStarted = false;
private RectTransform startupCanvasRoot;
private RectTransform startup_btm;
private RectTransform startup_boarder;
private RectTransform startup_image;
private RectTransform startup_text;
private RectTransform startup_start;
private RectTransform startup_escape;
private RectTransform startup_tips;
private RectTransform startup_uiBack;
private CanvasGroup startup_btmCg;
private CanvasGroup startup_boarderCg;
private CanvasGroup startup_imageCg;
private CanvasGroup startup_textCg;
private CanvasGroup startup_startCg;
private CanvasGroup startup_escapeCg;
private CanvasGroup startup_tipsCg;
private CanvasGroup startup_uiBackCg;
private Vector2 startup_boarderBasePos;
private Vector2 startup_imageBasePos;
private Vector2 startup_textBasePos;
private Vector2 startup_startBasePos;
private Vector2 startup_escapeBasePos;
private void SubscribeToPauseManager()
{
if (pauseSubscribed) return;
@@ -299,8 +344,15 @@ public class GameManager : MonoBehaviour
Debug.LogWarning("[GameManager] No SongData found for statistics tracking");
}
// Start a new per-level skill timeline log (overwrites previous level log).
string skillLogSessionName = currentSong != null ? currentSong.songName : "UnknownSong";
GameplaySkillLogger.BeginSession(skillLogSessionName);
Debug.Log($"[GameManager] Skill timeline log reset: {GameplaySkillLogger.LogFilePath}");
// Ensure start canvas and its CanvasGroup are active and visible at scene start
if (startCanvas != null && !startCanvas.activeSelf) startCanvas.SetActive(true);
if (startCanvas != null && startCanvas.transform.localScale.sqrMagnitude < 0.0001f)
startCanvas.transform.localScale = Vector3.one;
if (cg_startCanvas != null)
{
cg_startCanvas.alpha = 1f;
@@ -308,6 +360,18 @@ public class GameManager : MonoBehaviour
cg_startCanvas.blocksRaycasts = true;
}
// Initialize extra start object and its CanvasGroup
if (extraStartObject != null)
{
extraStartCG = extraStartObject.GetComponent<CanvasGroup>();
}
startCanvasExitStarted = false;
startCanvasIntroCompleted = false;
InitializeStartCanvasAnimRefs();
PrepareStartCanvasEntryState();
StartStartCanvasIntro();
// Try to apply assigned SongData (if any) to background and UI after scene load
StartCoroutine(WaitAndApplyAssignedSong(2f));
@@ -477,12 +541,28 @@ public class GameManager : MonoBehaviour
StopCoroutine(fade_canvasGroup);
fade_canvasGroup = null;
}
if (startCanvasIntroRoutine != null)
{
StopCoroutine(startCanvasIntroRoutine);
startCanvasIntroRoutine = null;
}
}
// Start the fade coroutine for the start canvas group (safe to call multiple times)
private void StartFadeStartCanvas()
{
if (cg_startCanvas == null || startCanvas == null) return;
if (startCanvasExitStarted) return;
startCanvasExitStarted = true;
if (startCanvasIntroRoutine != null)
{
StopCoroutine(startCanvasIntroRoutine);
startCanvasIntroRoutine = null;
}
SetStartButtonsInteractable(false);
if (fade_canvasGroup != null) StopCoroutine(fade_canvasGroup);
fade_canvasGroup = StartCoroutine(FadeStartCanvasCoroutine(canvasFadeTime));
}
@@ -491,13 +571,70 @@ public class GameManager : MonoBehaviour
{
if (cg_startCanvas == null || startCanvas == null) yield break;
if (enableStartCanvasDetailedAnim)
{
ApplyStartCanvasEntryFinalState();
// text / START / escape: sequential move down + fade out
yield return StartCoroutine(AnimateMoveAndFade(startup_text, startup_textCg, startup_textBasePos, startup_textBasePos + new Vector2(0f, -startCanvasMoveOffsetY), 1f, 0f, startCanvasMoveOutDuration, false));
yield return WaitRealtime(startCanvasMoveStagger);
yield return StartCoroutine(AnimateMoveAndFade(startup_start, startup_startCg, startup_startBasePos, startup_startBasePos + new Vector2(0f, -startCanvasMoveOffsetY), 1f, 0f, startCanvasMoveOutDuration, false));
yield return WaitRealtime(startCanvasMoveStagger);
yield return StartCoroutine(AnimateMoveAndFade(startup_escape, startup_escapeCg, startup_escapeBasePos, startup_escapeBasePos + new Vector2(0f, -startCanvasMoveOffsetY), 1f, 0f, startCanvasMoveOutDuration, false));
// TIPS / UIback: flicker out
Coroutine tipsOut = null;
Coroutine uiBackOut = null;
if (startup_tipsCg != null) tipsOut = StartCoroutine(FlashOut(startup_tipsCg, startCanvasFlashCount, startCanvasFlashUnit));
if (startup_uiBackCg != null) uiBackOut = StartCoroutine(FlashOut(startup_uiBackCg, startCanvasFlashCount, startCanvasFlashUnit));
// boarder + Image: wait for text/START/escape, then move down + fade
Coroutine boarderOut = StartCoroutine(AnimateMoveAndFade(startup_boarder, startup_boarderCg, startup_boarderBasePos, startup_boarderBasePos + new Vector2(0f, -startCanvasPanelExitOffsetY), 1f, 0f, startCanvasMoveOutDuration, false));
Coroutine imageOut = StartCoroutine(AnimateMoveAndFade(startup_image, startup_imageCg, startup_imageBasePos, startup_imageBasePos + new Vector2(0f, -startCanvasPanelExitOffsetY), 1f, 0f, startCanvasMoveOutDuration, false));
if (boarderOut != null || imageOut != null)
yield return WaitRealtime(startCanvasMoveOutDuration + 0.01f);
if (tipsOut != null || uiBackOut != null)
yield return WaitRealtime(startCanvasFlashUnit * Mathf.Max(2, startCanvasFlashCount * 2) + 0.01f);
// btm fade out at last
yield return StartCoroutine(FadeCanvasGroupAlpha(startup_btmCg, 1f, 0f, startCanvasBtmFadeOut, false));
cg_startCanvas.alpha = 0f;
cg_startCanvas.interactable = false;
cg_startCanvas.blocksRaycasts = false;
startCanvas.SetActive(false);
if (extraStartCG != null)
{
extraStartCG.alpha = 0f;
extraStartCG.interactable = false;
extraStartCG.blocksRaycasts = false;
if (extraStartObject != null) extraStartObject.SetActive(false);
}
fade_canvasGroup = null;
yield break;
}
float elapsed = 0f;
float startA = cg_startCanvas.alpha;
while (elapsed < duration)
{
elapsed += Time.unscaledDeltaTime;
float frac = Mathf.Clamp01(elapsed / Mathf.Max(0.0001f, duration));
cg_startCanvas.alpha = Mathf.Lerp(startA, 0f, frac);
float currentAlpha = Mathf.Lerp(startA, 0f, frac);
cg_startCanvas.alpha = currentAlpha;
if (extraStartCG != null)
{
extraStartCG.alpha = currentAlpha;
// Sync raycast state with alpha
bool visible = currentAlpha > 0.001f;
extraStartCG.interactable = visible;
extraStartCG.blocksRaycasts = visible;
}
yield return null;
}
@@ -505,9 +642,339 @@ public class GameManager : MonoBehaviour
cg_startCanvas.interactable = false;
cg_startCanvas.blocksRaycasts = false;
startCanvas.SetActive(false);
if (extraStartCG != null)
{
extraStartCG.alpha = 0f;
extraStartCG.interactable = false;
extraStartCG.blocksRaycasts = false;
if (extraStartObject != null) extraStartObject.SetActive(false);
}
fade_canvasGroup = null;
}
private void StartStartCanvasIntro()
{
if (!enableStartCanvasDetailedAnim)
{
ApplyStartCanvasEntryFinalState();
startCanvasIntroCompleted = true;
SetStartButtonsInteractable(true);
return;
}
if (startCanvasIntroRoutine != null)
{
StopCoroutine(startCanvasIntroRoutine);
startCanvasIntroRoutine = null;
}
startCanvasIntroRoutine = StartCoroutine(StartCanvasIntroCoroutine());
}
private IEnumerator StartCanvasIntroCoroutine()
{
startCanvasIntroCompleted = false;
SetStartButtonsInteractable(false);
yield return StartCoroutine(FadeCanvasGroupAlpha(startup_btmCg, 0f, 1f, startCanvasBtmFadeIn, false));
float flashDuration = startCanvasFlashUnit * Mathf.Max(2, startCanvasFlashCount * 2);
Coroutine boarderIn = null;
Coroutine tipsIn = null;
Coroutine uiBackIn = null;
if (startup_boarderCg != null) boarderIn = StartCoroutine(FlashIn(startup_boarderCg, startCanvasFlashCount, startCanvasFlashUnit, false));
if (startup_tipsCg != null) tipsIn = StartCoroutine(FlashIn(startup_tipsCg, startCanvasFlashCount, startCanvasFlashUnit, false));
if (startup_uiBackCg != null) uiBackIn = StartCoroutine(FlashIn(startup_uiBackCg, startCanvasFlashCount, startCanvasFlashUnit, false));
if (boarderIn != null || tipsIn != null || uiBackIn != null)
yield return WaitRealtime(flashDuration + 0.01f);
yield return WaitRealtime(startCanvasEntryGap);
yield return StartCoroutine(FadeCanvasGroupAlpha(startup_imageCg, 0f, 1f, startCanvasImageFadeIn, false));
Vector2 textFrom = startup_textBasePos + new Vector2(0f, -startCanvasMoveOffsetY);
Vector2 startFrom = startup_startBasePos + new Vector2(0f, -startCanvasMoveOffsetY);
Vector2 escapeFrom = startup_escapeBasePos + new Vector2(0f, -startCanvasMoveOffsetY);
yield return StartCoroutine(AnimateMoveAndFade(startup_text, startup_textCg, textFrom, startup_textBasePos, 0f, 1f, startCanvasMoveInDuration, false));
yield return WaitRealtime(startCanvasMoveStagger);
yield return StartCoroutine(AnimateMoveAndFade(startup_start, startup_startCg, startFrom, startup_startBasePos, 0f, 1f, startCanvasMoveInDuration, true));
yield return WaitRealtime(startCanvasMoveStagger);
yield return StartCoroutine(AnimateMoveAndFade(startup_escape, startup_escapeCg, escapeFrom, startup_escapeBasePos, 0f, 1f, startCanvasMoveInDuration, true));
startCanvasIntroCompleted = true;
SetStartButtonsInteractable(true);
startCanvasIntroRoutine = null;
}
private void InitializeStartCanvasAnimRefs()
{
startupCanvasRoot = null;
startup_btm = null;
startup_boarder = null;
startup_image = null;
startup_text = null;
startup_start = null;
startup_escape = null;
startup_tips = null;
startup_uiBack = null;
startup_btmCg = null;
startup_boarderCg = null;
startup_imageCg = null;
startup_textCg = null;
startup_startCg = null;
startup_escapeCg = null;
startup_tipsCg = null;
startup_uiBackCg = null;
if (startCanvas == null) return;
Transform root = startCanvas.transform;
startupCanvasRoot = FindRectByName(root, "startupCanvas");
if (startupCanvasRoot == null) startupCanvasRoot = root as RectTransform;
if (startupCanvasRoot == null) return;
startup_btm = FindDirectChildRectByName(startupCanvasRoot, "btm");
startup_boarder = FindDirectChildRectByName(startupCanvasRoot, "boarder");
startup_image = FindDirectChildRectByName(startupCanvasRoot, "Image");
startup_text = FindDirectChildRectByName(startupCanvasRoot, "text");
startup_start = FindDirectChildRectByName(startupCanvasRoot, "START");
startup_escape = FindDirectChildRectByName(startupCanvasRoot, "escape");
startup_tips = FindDirectChildRectByName(startupCanvasRoot, "TIPS");
startup_uiBack = FindDirectChildRectByName(startupCanvasRoot, "UIback");
if (startup_tips == null) startup_tips = FindRectByName(startupCanvasRoot, "TIPS");
if (startup_uiBack == null) startup_uiBack = FindRectByName(startupCanvasRoot, "UIback");
startup_btmCg = GetOrAddCanvasGroup(startup_btm);
startup_boarderCg = GetOrAddCanvasGroup(startup_boarder);
startup_imageCg = GetOrAddCanvasGroup(startup_image);
startup_textCg = GetOrAddCanvasGroup(startup_text);
startup_startCg = GetOrAddCanvasGroup(startup_start);
startup_escapeCg = GetOrAddCanvasGroup(startup_escape);
startup_tipsCg = GetOrAddCanvasGroup(startup_tips);
startup_uiBackCg = GetOrAddCanvasGroup(startup_uiBack);
if (startup_boarder != null) startup_boarderBasePos = startup_boarder.anchoredPosition;
if (startup_image != null) startup_imageBasePos = startup_image.anchoredPosition;
if (startup_text != null) startup_textBasePos = startup_text.anchoredPosition;
if (startup_start != null) startup_startBasePos = startup_start.anchoredPosition;
if (startup_escape != null) startup_escapeBasePos = startup_escape.anchoredPosition;
}
private void PrepareStartCanvasEntryState()
{
if (cg_startCanvas == null || startCanvas == null) return;
if (!startCanvas.activeSelf) startCanvas.SetActive(true);
cg_startCanvas.alpha = 1f;
cg_startCanvas.interactable = true;
cg_startCanvas.blocksRaycasts = true;
if (extraStartCG != null)
{
if (extraStartObject != null && !extraStartObject.activeSelf) extraStartObject.SetActive(true);
extraStartCG.alpha = 1f;
extraStartCG.interactable = true;
extraStartCG.blocksRaycasts = true;
}
if (!enableStartCanvasDetailedAnim)
{
ApplyStartCanvasEntryFinalState();
return;
}
SetCanvasGroupAlpha(startup_btmCg, 0f, false);
SetCanvasGroupAlpha(startup_boarderCg, 0f, false);
SetCanvasGroupAlpha(startup_imageCg, 0f, false);
SetCanvasGroupAlpha(startup_textCg, 0f, false);
SetCanvasGroupAlpha(startup_startCg, 0f, true);
SetCanvasGroupAlpha(startup_escapeCg, 0f, true);
SetCanvasGroupAlpha(startup_tipsCg, 0f, false);
SetCanvasGroupAlpha(startup_uiBackCg, 0f, false);
if (startup_boarder != null) startup_boarder.anchoredPosition = startup_boarderBasePos;
if (startup_image != null) startup_image.anchoredPosition = startup_imageBasePos;
if (startup_text != null) startup_text.anchoredPosition = startup_textBasePos + new Vector2(0f, -startCanvasMoveOffsetY);
if (startup_start != null) startup_start.anchoredPosition = startup_startBasePos + new Vector2(0f, -startCanvasMoveOffsetY);
if (startup_escape != null) startup_escape.anchoredPosition = startup_escapeBasePos + new Vector2(0f, -startCanvasMoveOffsetY);
}
private void ApplyStartCanvasEntryFinalState()
{
if (startup_boarder != null) startup_boarder.anchoredPosition = startup_boarderBasePos;
if (startup_image != null) startup_image.anchoredPosition = startup_imageBasePos;
if (startup_text != null) startup_text.anchoredPosition = startup_textBasePos;
if (startup_start != null) startup_start.anchoredPosition = startup_startBasePos;
if (startup_escape != null) startup_escape.anchoredPosition = startup_escapeBasePos;
SetCanvasGroupAlpha(startup_btmCg, 1f, false);
SetCanvasGroupAlpha(startup_boarderCg, 1f, false);
SetCanvasGroupAlpha(startup_imageCg, 1f, false);
SetCanvasGroupAlpha(startup_textCg, 1f, false);
SetCanvasGroupAlpha(startup_startCg, 1f, true);
SetCanvasGroupAlpha(startup_escapeCg, 1f, true);
SetCanvasGroupAlpha(startup_tipsCg, 1f, false);
SetCanvasGroupAlpha(startup_uiBackCg, 1f, false);
}
private void SetStartButtonsInteractable(bool interactable)
{
if (startGame != null) startGame.interactable = interactable;
if (backtoSelectingPage != null) backtoSelectingPage.interactable = interactable;
}
private IEnumerator AnimateMoveAndFade(RectTransform rt, CanvasGroup cg, Vector2 from, Vector2 to, float fromAlpha, float toAlpha, float duration, bool allowRaycastWhenVisible)
{
if (rt == null || cg == null) yield break;
float dur = Mathf.Max(0.01f, duration);
float elapsed = 0f;
rt.anchoredPosition = from;
SetCanvasGroupAlpha(cg, fromAlpha, allowRaycastWhenVisible);
while (elapsed < dur)
{
elapsed += Time.unscaledDeltaTime;
float t = EaseOutCubic(Mathf.Clamp01(elapsed / dur));
rt.anchoredPosition = Vector2.LerpUnclamped(from, to, t);
float a = Mathf.LerpUnclamped(fromAlpha, toAlpha, t);
SetCanvasGroupAlpha(cg, a, allowRaycastWhenVisible);
yield return null;
}
rt.anchoredPosition = to;
SetCanvasGroupAlpha(cg, toAlpha, allowRaycastWhenVisible);
}
private IEnumerator FadeCanvasGroupAlpha(CanvasGroup cg, float fromAlpha, float toAlpha, float duration, bool allowRaycastWhenVisible)
{
if (cg == null) yield break;
float dur = Mathf.Max(0.01f, duration);
float elapsed = 0f;
SetCanvasGroupAlpha(cg, fromAlpha, allowRaycastWhenVisible);
while (elapsed < dur)
{
elapsed += Time.unscaledDeltaTime;
float t = EaseOutCubic(Mathf.Clamp01(elapsed / dur));
float a = Mathf.LerpUnclamped(fromAlpha, toAlpha, t);
SetCanvasGroupAlpha(cg, a, allowRaycastWhenVisible);
yield return null;
}
SetCanvasGroupAlpha(cg, toAlpha, allowRaycastWhenVisible);
}
private IEnumerator FlashIn(CanvasGroup cg, int flashes, float unitDuration, bool allowRaycastWhenVisible)
{
if (cg == null) yield break;
int count = Mathf.Max(1, flashes);
float step = Mathf.Max(0.01f, unitDuration);
SetCanvasGroupAlpha(cg, 0f, allowRaycastWhenVisible);
for (int i = 0; i < count; i++)
{
SetCanvasGroupAlpha(cg, 1f, allowRaycastWhenVisible);
yield return WaitRealtime(step);
if (i < count - 1)
{
SetCanvasGroupAlpha(cg, 0f, allowRaycastWhenVisible);
yield return WaitRealtime(step);
}
}
SetCanvasGroupAlpha(cg, 1f, allowRaycastWhenVisible);
}
private IEnumerator FlashOut(CanvasGroup cg, int flashes, float unitDuration)
{
if (cg == null) yield break;
int count = Mathf.Max(1, flashes);
float step = Mathf.Max(0.01f, unitDuration);
SetCanvasGroupAlpha(cg, 1f, false);
for (int i = 0; i < count; i++)
{
SetCanvasGroupAlpha(cg, 0f, false);
yield return WaitRealtime(step);
if (i < count - 1)
{
SetCanvasGroupAlpha(cg, 1f, false);
yield return WaitRealtime(step);
}
}
SetCanvasGroupAlpha(cg, 0f, false);
}
private IEnumerator WaitRealtime(float duration)
{
float elapsed = 0f;
float dur = Mathf.Max(0f, duration);
while (elapsed < dur)
{
elapsed += Time.unscaledDeltaTime;
yield return null;
}
}
private static float EaseOutCubic(float t)
{
float inv = 1f - t;
return 1f - inv * inv * inv;
}
private static CanvasGroup GetOrAddCanvasGroup(RectTransform rt)
{
if (rt == null) return null;
CanvasGroup cg = rt.GetComponent<CanvasGroup>();
if (cg == null) cg = rt.gameObject.AddComponent<CanvasGroup>();
return cg;
}
private static void SetCanvasGroupAlpha(CanvasGroup cg, float alpha, bool allowRaycastWhenVisible)
{
if (cg == null) return;
float a = Mathf.Clamp01(alpha);
cg.alpha = a;
bool visible = a > 0.001f;
cg.interactable = visible && allowRaycastWhenVisible;
cg.blocksRaycasts = visible && allowRaycastWhenVisible;
}
private static RectTransform FindDirectChildRectByName(Transform root, string exactName)
{
if (root == null || string.IsNullOrEmpty(exactName)) return null;
for (int i = 0; i < root.childCount; i++)
{
Transform c = root.GetChild(i);
if (c == null) continue;
if (string.Equals(c.name, exactName, System.StringComparison.OrdinalIgnoreCase))
return c as RectTransform;
}
return null;
}
private static RectTransform FindRectByName(Transform root, string exactName)
{
Transform t = FindDescendantByName(root, exactName);
return t as RectTransform;
}
private static Transform FindDescendantByName(Transform root, string exactName)
{
if (root == null || string.IsNullOrEmpty(exactName)) return null;
Transform[] all = root.GetComponentsInChildren<Transform>(true);
for (int i = 0; i < all.Length; i++)
{
Transform t = all[i];
if (t == null) continue;
if (string.Equals(t.name, exactName, System.StringComparison.OrdinalIgnoreCase))
return t;
}
return null;
}
private void OnAllNotesSpawned()
{
// All notes have been spawned - trigger settlement decision logic