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
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+9 -1
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@@ -123,6 +123,9 @@ public class ScoreManager : MonoBehaviour
}
// Optionally update any UI for pm sums here if teamUIController exposes fields (not implemented by default)
// Ensure total is recalculated when pm/idol aggregates change so totalScore reflects pm + idol
RecalculateTotal();
}
public void RecalculateTotal()
@@ -148,7 +151,12 @@ public class ScoreManager : MonoBehaviour
sum += currents[i - 1];
}
totalScore = sum;
// totalScore should include both pm (per-note) and idol aggregates maintained by ScoreManager
long combined = (long)allSum_pmScore + (long)allSum_idolScore;
// clamp to int range
totalScore = (int)Mathf.Min((float)combined, (float)int.MaxValue - 1f);
// update UI if available
if (teamUIController.Instance != null)
{
@@ -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") + "%";
}
}
}
@@ -7,7 +7,7 @@ public class SongButton : MonoBehaviour
{
[Header("thisSong_so")]
public ScriptableObject thisSong_so;
[Header("展示的信息")]
[Header("展示的信息")]
public Text songNameText;
public Text multiNameText;
public Text joinTime_and_dlcName_Text;
@@ -16,7 +16,7 @@ public class SongButton : MonoBehaviour
public Text difficultyIDText;
public Text songIDText;
public Image buttonImage;
[Header("头图")]
[Header("头图")]
public Image profileImage;
public int song_songSerialID;
[Header("select mark")]
@@ -50,7 +50,7 @@ public class SongButton : MonoBehaviour
public void SetButtonData(string songName, int highestScore, int difficultyID, Sprite songSprite, int songID)
{
Debug.Log("SetButtonData 被调用, songID 参数: " + songID);
Debug.Log("SetButtonData 被调用, songID 参数: " + songID);
var sd = SongDataLibrary.Instance != null ? SongDataLibrary.Instance.GetSongDataByID(songID) : null;
if (sd != null)
@@ -58,18 +58,18 @@ public class SongButton : MonoBehaviour
if (songNameText != null) songNameText.text = sd.songName;
if (multiNameText != null)
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;
if (joinTime_and_dlcName_Text != null)
{
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);
}
}
+95
View File
@@ -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;
}
}