修复小问题 结算装了一点
This commit is contained in:
@@ -23,11 +23,3 @@ MonoBehaviour:
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@@ -46,10 +46,10 @@ MonoBehaviour:
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@@ -58,10 +58,10 @@ MonoBehaviour:
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@@ -70,10 +70,10 @@ MonoBehaviour:
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File diff suppressed because it is too large
Load Diff
@@ -123,6 +123,9 @@ public class ScoreManager : MonoBehaviour
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}
|
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// Optionally update any UI for pm sums here if teamUIController exposes fields (not implemented by default)
|
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// Ensure total is recalculated when pm/idol aggregates change so totalScore reflects pm + idol
|
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RecalculateTotal();
|
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}
|
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public void RecalculateTotal()
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@@ -148,7 +151,12 @@ public class ScoreManager : MonoBehaviour
|
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sum += currents[i - 1];
|
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}
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totalScore = sum;
|
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// totalScore should include both pm (per-note) and idol aggregates maintained by ScoreManager
|
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long combined = (long)allSum_pmScore + (long)allSum_idolScore;
|
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// clamp to int range
|
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totalScore = (int)Mathf.Min((float)combined, (float)int.MaxValue - 1f);
|
||||
|
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// update UI if available
|
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if (teamUIController.Instance != null)
|
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{
|
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|
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@@ -1,10 +1,22 @@
|
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using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
public class settlementController : MonoBehaviour
|
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{
|
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[Header("文本")]
|
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[Header("结算界面之爹")]
|
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[SerializeField] private BeatmapManager bmm;
|
||||
[SerializeField] private ScoreManager sm;
|
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private SongData thisSong_so;
|
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private int maxScore_sum = 2000000;
|
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[Header("跳转之按钮")]
|
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public Button exit_toSelectSongs;
|
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public Button replay_thisGame;
|
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public Button display_rankList;
|
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public Button share_toSocialMedia;
|
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|
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[Header("文本和进度条")]
|
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public Text songName_Text;
|
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[Tooltip("当前关卡的进度百分比")]
|
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public Text thisLevel_currentPercentage_Text;
|
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@@ -12,6 +24,8 @@ public class settlementController : MonoBehaviour
|
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public Text pmScoreSum_Text;
|
||||
public Text idolScoreSum_Text;
|
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|
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public Image thisLevel_progressBar_Image;
|
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|
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[Header("奖励内容信息")]
|
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public Text reward_playerEXP_Text;
|
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public Text reward_money_Text;
|
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@@ -20,16 +34,61 @@ public class settlementController : MonoBehaviour
|
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[Header("给多少钱")]
|
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[SerializeField] private long moneyToGive_thisLevel;
|
||||
|
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// 得到音符统计
|
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[Header("击打情况统计")]
|
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public Text perfectHitCount_Text;
|
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public Text perfectHitPercent_Text;
|
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public Image perfect_barFill_Image;
|
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|
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public Text greatHitCount_Text;
|
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public Text greatHitPercent_Text;
|
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public Image great_barFill_Image;
|
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|
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public Text goodHitCount_Text;
|
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public Text goodHitPercent_Text;
|
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public Image good_barFill_Image;
|
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|
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public Text missHitCount_Text;
|
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public Text missHitPercent_Text;
|
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public Image miss_barFill_Image;
|
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|
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// Start is called once before the first execution of Update after the MonoBehaviour is created
|
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void Start()
|
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void getThisSong_info()
|
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{
|
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|
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thisSong_so = bmm.assignedSongData;
|
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}
|
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|
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// Update is called once per frame
|
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void Update()
|
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public void startSettlement_uiUpdate()
|
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{
|
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getThisSong_info();
|
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if(!sm)
|
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{
|
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|
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|
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finalScore_Text.text = (sm.allSum_pmScore + sm.allSum_idolScore).ToString();
|
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pmScoreSum_Text.text = sm.allSum_pmScore.ToString();
|
||||
idolScoreSum_Text.text = sm.allSum_idolScore.ToString();
|
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thisLevel_currentPercentage_Text.text = ((float)(sm.allSum_pmScore + sm.allSum_idolScore) / maxScore_sum * 100).ToString("F2") + "%";
|
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thisLevel_progressBar_Image.fillAmount = (float)(sm.allSum_pmScore + sm.allSum_idolScore) / maxScore_sum;
|
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|
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int noteCountSum = sm.countPerfect + sm.countGreat + sm.countGood + sm.countMiss;
|
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|
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perfectHitCount_Text.text = sm.countPerfect.ToString();
|
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greatHitCount_Text.text = sm.countGreat.ToString();
|
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goodHitCount_Text.text = sm.countGood.ToString();
|
||||
missHitCount_Text.text = sm.countMiss.ToString();
|
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|
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perfect_barFill_Image.fillAmount = (float)sm.countPerfect / noteCountSum;
|
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great_barFill_Image.fillAmount = (float)sm.countGreat / noteCountSum;
|
||||
good_barFill_Image.fillAmount = (float)sm.countGood / noteCountSum;
|
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miss_barFill_Image.fillAmount = (float)sm.countMiss / noteCountSum;
|
||||
|
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perfectHitPercent_Text.text = ((float)sm.countPerfect / noteCountSum * 100).ToString("F1") + "%";
|
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greatHitPercent_Text.text = ((float)sm.countGreat / noteCountSum * 100).ToString("F1") + "%";
|
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goodHitPercent_Text.text = ((float)sm.countGood / noteCountSum * 100).ToString("F1") + "%";
|
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missHitPercent_Text.text = ((float)sm.countMiss / noteCountSum * 100).ToString("F1") + "%";
|
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}
|
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|
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}
|
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}
|
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@@ -7,7 +7,7 @@ public class SongButton : MonoBehaviour
|
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{
|
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[Header("thisSong_so")]
|
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public ScriptableObject thisSong_so;
|
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[Header("展示的信息")]
|
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[Header("展示的信息")]
|
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public Text songNameText;
|
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public Text multiNameText;
|
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public Text joinTime_and_dlcName_Text;
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@@ -16,7 +16,7 @@ public class SongButton : MonoBehaviour
|
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public Text difficultyIDText;
|
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public Text songIDText;
|
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public Image buttonImage;
|
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[Header("头图")]
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[Header("头图")]
|
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public Image profileImage;
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public int song_songSerialID;
|
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[Header("select mark")]
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@@ -50,7 +50,7 @@ public class SongButton : MonoBehaviour
|
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|
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public void SetButtonData(string songName, int highestScore, int difficultyID, Sprite songSprite, int songID)
|
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{
|
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Debug.Log("SetButtonData 被调用, songID 参数: " + songID);
|
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Debug.Log("SetButtonData 被调用, songID 参数: " + songID);
|
||||
|
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var sd = SongDataLibrary.Instance != null ? SongDataLibrary.Instance.GetSongDataByID(songID) : null;
|
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if (sd != null)
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@@ -58,18 +58,18 @@ public class SongButton : MonoBehaviour
|
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if (songNameText != null) songNameText.text = sd.songName;
|
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|
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if (multiNameText != null)
|
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multiNameText.text = "音乐:" + sd.artistName + " | 曲绘:" + sd.painter + " | 制谱:" + sd.level_creator;
|
||||
multiNameText.text = "音乐:" + sd.artistName + " | 曲绘:" + sd.painter + " | 制谱:" + sd.level_creator;
|
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|
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if (joinTime_and_dlcName_Text != null)
|
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{
|
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string join = string.IsNullOrEmpty(sd.thisLevel_addDateString) ? "未知" : sd.thisLevel_addDateString;
|
||||
string dlc = string.IsNullOrEmpty(sd.belongsTo_whichDLC) ? "未归档DLC" : sd.belongsTo_whichDLC;
|
||||
joinTime_and_dlcName_Text.text = "歌曲收录时间:" + join + " | " + "所属DLC:" + dlc;
|
||||
string join = string.IsNullOrEmpty(sd.thisLevel_addDateString) ? "未知" : sd.thisLevel_addDateString;
|
||||
string dlc = string.IsNullOrEmpty(sd.belongsTo_whichDLC) ? "未归档DLC" : sd.belongsTo_whichDLC;
|
||||
joinTime_and_dlcName_Text.text = "歌曲收录时间:" + join + " | " + "所属DLC:" + dlc;
|
||||
}
|
||||
|
||||
if (songOverallDescriptionText != null)
|
||||
{
|
||||
songOverallDescriptionText.text = string.IsNullOrEmpty(sd.thisLevel_overallDescription) ? "暂无歌曲简介。" : sd.thisLevel_overallDescription;
|
||||
songOverallDescriptionText.text = string.IsNullOrEmpty(sd.thisLevel_overallDescription) ? "暂无歌曲简介。" : sd.thisLevel_overallDescription;
|
||||
}
|
||||
|
||||
int bestTotal = 0;
|
||||
@@ -98,18 +98,25 @@ public class SongButton : MonoBehaviour
|
||||
|
||||
if (highestScoreText != null) highestScoreText.text = bestTotal.ToString();
|
||||
|
||||
string diffDisplay = bestDiff.ToString();
|
||||
if (sd.chartFiles != null)
|
||||
// Determine displayed difficulty: show the highest difficultyLEVEL present in chartFiles (if any)
|
||||
string diffDisplay = "0";
|
||||
if (sd.chartFiles != null && sd.chartFiles.Count > 0)
|
||||
{
|
||||
float maxLevel = float.MinValue;
|
||||
foreach (var entry in sd.chartFiles)
|
||||
{
|
||||
if (entry != null && entry.difficulty == bestDiff)
|
||||
if (entry == null) continue;
|
||||
if (entry.difficultyLEVEL > maxLevel)
|
||||
{
|
||||
diffDisplay = entry.difficultyLEVEL.ToString();
|
||||
break;
|
||||
maxLevel = entry.difficultyLEVEL;
|
||||
}
|
||||
}
|
||||
if (maxLevel != float.MinValue)
|
||||
{
|
||||
diffDisplay = maxLevel.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
if (difficultyIDText != null) difficultyIDText.text = diffDisplay;
|
||||
|
||||
if (buttonImage != null) buttonImage.sprite = sd.backgroudPIC;
|
||||
@@ -129,7 +136,7 @@ public class SongButton : MonoBehaviour
|
||||
}
|
||||
|
||||
song_songSerialID = songID;
|
||||
if (songIDText != null) songIDText.text = "数据库索引号:" + song_songSerialID.ToString();
|
||||
if (songIDText != null) songIDText.text = "数据库索引号:" + song_songSerialID.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -144,7 +151,7 @@ public class SongButton : MonoBehaviour
|
||||
|
||||
public void OnSongButtonClick()
|
||||
{
|
||||
Debug.Log("点击按钮的 song_songSerialID: " + song_songSerialID);
|
||||
Debug.Log("点击按钮的 song_songSerialID: " + song_songSerialID);
|
||||
SongData selectedSong = SongDataLibrary.Instance.GetSongDataByID(song_songSerialID);
|
||||
if (selectedSong != null)
|
||||
{
|
||||
@@ -173,7 +180,7 @@ public class SongButton : MonoBehaviour
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID);
|
||||
Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -8,7 +8,22 @@ public class selected_songInfo : MonoBehaviour
|
||||
{
|
||||
public Image t_songCoverImage;
|
||||
public Image btm_songCoverImage;
|
||||
[Header("极简信息")]
|
||||
public Text songNameText;
|
||||
public Text currentDifficulty;
|
||||
public Text sumScore_thisDifficulty;
|
||||
public Text total_gameTime;
|
||||
private int maxDifficulty = 22;
|
||||
|
||||
public Image c_DifficultyImage;
|
||||
public Image c_imageMask;
|
||||
[Header("分级颜色")]
|
||||
public Color _0to5d5;
|
||||
public Color _5d5to11;
|
||||
public Color _11to16d5;
|
||||
public Color _16d5to22;
|
||||
public Color _equal22;
|
||||
|
||||
[Header("对应的难度按钮")]
|
||||
public List<Button> difficultyButtons = new List<Button>();
|
||||
[Header("对应的难度文本")]
|
||||
@@ -156,6 +171,61 @@ public class selected_songInfo : MonoBehaviour
|
||||
|
||||
// set difficulty button backgrounds according to currently selected difficulty in the song SO
|
||||
SetDifficultyButtonBackground(song.thisLevel_selectedDifficultyID);
|
||||
|
||||
// Update currentDifficulty text and colored difficulty bar
|
||||
float difficultyLevel = GetDifficultyLevel(song, song.thisLevel_selectedDifficultyID);
|
||||
if (currentDifficulty != null)
|
||||
{
|
||||
currentDifficulty.text = difficultyLevel.ToString("0.0");
|
||||
}
|
||||
|
||||
if (c_DifficultyImage != null)
|
||||
{
|
||||
// fill amount is ratio of difficultyLevel / maxDifficulty
|
||||
float fill = Mathf.Clamp01(difficultyLevel / (float)maxDifficulty);
|
||||
c_DifficultyImage.fillAmount = fill;
|
||||
|
||||
// choose color by ranges: left-closed, right-open, intervals of 5.5
|
||||
// [0,5.5), [5.5,11), [11,16.5), [16.5,22), exactly 22 -> equal color
|
||||
Color chosen = _0to5d5;
|
||||
if (Mathf.Approximately(difficultyLevel, maxDifficulty))
|
||||
{
|
||||
chosen = _equal22;
|
||||
}
|
||||
else if (difficultyLevel >= 16.5f)
|
||||
{
|
||||
chosen = _16d5to22;
|
||||
}
|
||||
else if (difficultyLevel >= 11f)
|
||||
{
|
||||
chosen = _11to16d5;
|
||||
}
|
||||
else if (difficultyLevel >= 5.5f)
|
||||
{
|
||||
chosen = _5d5to11;
|
||||
}
|
||||
else if (difficultyLevel >= 0)
|
||||
{
|
||||
chosen = _0to5d5;
|
||||
}
|
||||
else
|
||||
{
|
||||
chosen = Color.white;
|
||||
}
|
||||
|
||||
// ensure color is opaque
|
||||
chosen.a = 1f;
|
||||
|
||||
// apply color to the mask image if available, otherwise fall back to the difficulty image
|
||||
if (c_imageMask != null)
|
||||
{
|
||||
c_imageMask.color = chosen;
|
||||
}
|
||||
else
|
||||
{
|
||||
c_DifficultyImage.color = chosen;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -246,6 +316,9 @@ public class selected_songInfo : MonoBehaviour
|
||||
SongDataHolder.SelectedSongData.thisLevel_selectedDifficultyID = Mathf.Clamp(index, 0, 3);
|
||||
// immediately update UI to reflect new selection
|
||||
SetDifficultyButtonBackground(SongDataHolder.SelectedSongData.thisLevel_selectedDifficultyID);
|
||||
|
||||
// refresh displayed song info so currentDifficulty / difficulty bar update to new difficulty
|
||||
UpdateSelectedSongDisplay();
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -716,4 +789,26 @@ public class selected_songInfo : MonoBehaviour
|
||||
Debug.LogWarning("selected_songInfo: PauseManager not found when requesting pause");
|
||||
}
|
||||
}
|
||||
|
||||
// Helper to get difficulty level (float) from SongData for a given difficulty id
|
||||
private float GetDifficultyLevel(SongData song, int difficultyId)
|
||||
{
|
||||
if (song == null) return 0f;
|
||||
if (song.chartFiles != null)
|
||||
{
|
||||
foreach (var entry in song.chartFiles)
|
||||
{
|
||||
if (entry != null && entry.difficulty == difficultyId)
|
||||
{
|
||||
return entry.difficultyLEVEL;
|
||||
}
|
||||
}
|
||||
}
|
||||
// fallback: try dictionary if available
|
||||
if (song.difficultyNumberMap != null && song.difficultyNumberMap.ContainsKey(difficultyId))
|
||||
{
|
||||
return (float)song.difficultyNumberMap[difficultyId];
|
||||
}
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user