修复小问题 结算装了一点

This commit is contained in:
FloatGaming
2026-01-14 10:02:45 +08:00
parent 2f9d4aae0c
commit 271a576289
15 changed files with 48793 additions and 850 deletions
@@ -1,10 +1,22 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using UnityEngine.Serialization;
public class settlementController : MonoBehaviour
{
[Header("文本")]
[Header("结算界面之爹")]
[SerializeField] private BeatmapManager bmm;
[SerializeField] private ScoreManager sm;
private SongData thisSong_so;
private int maxScore_sum = 2000000;
[Header("跳转之按钮")]
public Button exit_toSelectSongs;
public Button replay_thisGame;
public Button display_rankList;
public Button share_toSocialMedia;
[Header("文本和进度条")]
public Text songName_Text;
[Tooltip("当前关卡的进度百分比")]
public Text thisLevel_currentPercentage_Text;
@@ -12,6 +24,8 @@ public class settlementController : MonoBehaviour
public Text pmScoreSum_Text;
public Text idolScoreSum_Text;
public Image thisLevel_progressBar_Image;
[Header("奖励内容信息")]
public Text reward_playerEXP_Text;
public Text reward_money_Text;
@@ -20,16 +34,61 @@ public class settlementController : MonoBehaviour
[Header("给多少钱")]
[SerializeField] private long moneyToGive_thisLevel;
// 得到音符统计
[Header("击打情况统计")]
public Text perfectHitCount_Text;
public Text perfectHitPercent_Text;
public Image perfect_barFill_Image;
public Text greatHitCount_Text;
public Text greatHitPercent_Text;
public Image great_barFill_Image;
public Text goodHitCount_Text;
public Text goodHitPercent_Text;
public Image good_barFill_Image;
public Text missHitCount_Text;
public Text missHitPercent_Text;
public Image miss_barFill_Image;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
void getThisSong_info()
{
thisSong_so = bmm.assignedSongData;
}
// Update is called once per frame
void Update()
public void startSettlement_uiUpdate()
{
getThisSong_info();
if(!sm)
{
songName_Text.text = bmm.parsedTitle;
finalScore_Text.text = (sm.allSum_pmScore + sm.allSum_idolScore).ToString();
pmScoreSum_Text.text = sm.allSum_pmScore.ToString();
idolScoreSum_Text.text = sm.allSum_idolScore.ToString();
thisLevel_currentPercentage_Text.text = ((float)(sm.allSum_pmScore + sm.allSum_idolScore) / maxScore_sum * 100).ToString("F2") + "%";
thisLevel_progressBar_Image.fillAmount = (float)(sm.allSum_pmScore + sm.allSum_idolScore) / maxScore_sum;
int noteCountSum = sm.countPerfect + sm.countGreat + sm.countGood + sm.countMiss;
perfectHitCount_Text.text = sm.countPerfect.ToString();
greatHitCount_Text.text = sm.countGreat.ToString();
goodHitCount_Text.text = sm.countGood.ToString();
missHitCount_Text.text = sm.countMiss.ToString();
perfect_barFill_Image.fillAmount = (float)sm.countPerfect / noteCountSum;
great_barFill_Image.fillAmount = (float)sm.countGreat / noteCountSum;
good_barFill_Image.fillAmount = (float)sm.countGood / noteCountSum;
miss_barFill_Image.fillAmount = (float)sm.countMiss / noteCountSum;
perfectHitPercent_Text.text = ((float)sm.countPerfect / noteCountSum * 100).ToString("F1") + "%";
greatHitPercent_Text.text = ((float)sm.countGreat / noteCountSum * 100).ToString("F1") + "%";
goodHitPercent_Text.text = ((float)sm.countGood / noteCountSum * 100).ToString("F1") + "%";
missHitPercent_Text.text = ((float)sm.countMiss / noteCountSum * 100).ToString("F1") + "%";
}
}
}