长音符再修复 加入了关卡连接 优化了一些默认加载
This commit is contained in:
@@ -161,6 +161,15 @@ public class SongButton : MonoBehaviour
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{
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selectedInfo.UpdateSelectedSongDisplay();
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}
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// Save per-DLC selected song index to PlayerPrefs
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string dlcKey = SongSelectUI.CurrentDlcKey;
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if (string.IsNullOrEmpty(dlcKey)) dlcKey = "default_0";
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string prefsKey = "song_selected_" + dlcKey;
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int index = GetIndexAmongSongButtons();
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PlayerPrefs.SetInt(prefsKey, index);
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PlayerPrefs.Save();
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Debug.Log($"SongButton: saved selected song index {index} for key {prefsKey}");
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}
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else
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{
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@@ -168,6 +177,23 @@ public class SongButton : MonoBehaviour
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}
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}
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private int GetIndexAmongSongButtons()
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{
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// Use parent traversal to find only SongButton siblings, to avoid mismatch when other UI children exist.
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var parent = transform.parent;
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if (parent == null) return 0;
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int idx = 0;
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for (int i = 0; i < parent.childCount; i++)
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{
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var child = parent.GetChild(i);
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var sb = child != null ? child.GetComponent<SongButton>() : null;
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if (sb == null) continue;
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if (sb == this) return idx;
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idx++;
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}
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return 0;
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}
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private void FadeInSelectedBorder()
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{
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if (selected_boarder != null)
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@@ -12,9 +12,4 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 7c972c378bd4832459dead70062eeb5c, type: 3}
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m_Name: SongList
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m_EditorClassIdentifier:
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songs:
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- {fileID: 11400000, guid: 955a44007aeca3245a438a8af3e97e04, type: 2}
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- {fileID: 11400000, guid: 23248216085203145b3c154e9da5a0dd, type: 2}
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- {fileID: 11400000, guid: 0737633aca7fca844b2b4ae0572dcc87, type: 2}
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- {fileID: 11400000, guid: e8e4a1801ca7b1f47b60f5d67f792d7b, type: 2}
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- {fileID: 11400000, guid: 958379745549ed54ba4da95ba82b0049, type: 2}
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songs: []
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@@ -2,6 +2,7 @@
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using UnityEngine.UI;
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using TMPro;
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using UnityEngine.SceneManagement;
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using System.Collections;
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using System.Collections.Generic;
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public class SongSelectUI : MonoBehaviour
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@@ -13,6 +14,12 @@ public class SongSelectUI : MonoBehaviour
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[SerializeField] Button button_Main;
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[SerializeField] string ui_Main_Scene_Name = "UI_UI";
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// Current DLC key used for per-DLC saved song selection
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public static string CurrentDlcKey = "dlc_default_0";
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// Track pending restore to avoid multiple overlapping restores
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private Coroutine restoreCoroutine;
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void Start()
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{
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if (songList == null || songButtonPrefab == null || contentPanel == null)
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@@ -35,6 +42,9 @@ public class SongSelectUI : MonoBehaviour
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{
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InstantiateSongButton(song);
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}
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if (restoreCoroutine != null) StopCoroutine(restoreCoroutine);
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restoreCoroutine = StartCoroutine(RestoreSelectedSongNextFrame());
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}
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// Instantiate from a provided list (used by dlcButton to show DLC songs)
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@@ -45,6 +55,63 @@ public class SongSelectUI : MonoBehaviour
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if (list == null) return;
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foreach (var song in list)
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InstantiateSongButton(song);
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// After populating, attempt to restore per-DLC selected song (next frame to avoid stale objects)
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if (restoreCoroutine != null) StopCoroutine(restoreCoroutine);
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restoreCoroutine = StartCoroutine(RestoreSelectedSongNextFrame());
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}
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private IEnumerator RestoreSelectedSongNextFrame()
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{
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// Wait one frame so Destroy() in ClearSongList fully completes and stale SongButtons are gone.
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yield return null;
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RestoreSelectedSongForCurrentDlc();
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restoreCoroutine = null;
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}
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private void RestoreSelectedSongForCurrentDlc()
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{
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// read saved index using CurrentDlcKey
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string dlcKey = (string.IsNullOrEmpty(CurrentDlcKey) ? "default_0" : CurrentDlcKey);
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string key = "song_selected_" + dlcKey;
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// collect song buttons under contentPanel
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var allSongButtons = contentPanel.GetComponentsInChildren<SongButton>(true);
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if (allSongButtons == null || allSongButtons.Length == 0)
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{
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Debug.LogWarning("SongSelectUI.RestoreSelectedSongForCurrentDlc: no song buttons found to restore selection");
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return;
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}
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// Ensure every DLC has a default persisted value (0)
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int savedIndex;
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if (!PlayerPrefs.HasKey(key))
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{
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PlayerPrefs.SetInt(key, 0);
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PlayerPrefs.Save();
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savedIndex = 0;
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}
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else
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{
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savedIndex = PlayerPrefs.GetInt(key, 0);
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}
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if (savedIndex < 0) savedIndex = 0;
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if (savedIndex >= allSongButtons.Length) savedIndex = 0;
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var btn = allSongButtons[savedIndex];
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if (btn == null)
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{
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// hard fallback to first
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btn = allSongButtons[0];
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}
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if (btn != null)
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{
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// simulate click
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btn.OnSongButtonClick();
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Debug.Log($"SongSelectUI: restored and clicked song index={savedIndex} for key={key}, totalButtons={allSongButtons.Length}");
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}
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}
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private void ClearSongList()
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@@ -193,7 +193,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -131.06, y: 2}
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m_SizeDelta: {x: 80, y: 80}
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m_SizeDelta: {x: 70, y: 70}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &4297944811495197019
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CanvasRenderer:
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@@ -270,6 +270,7 @@ RectTransform:
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- {fileID: 570804039580569020}
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- {fileID: 333634122881333044}
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- {fileID: 3306384613169609027}
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- {fileID: 4819405071236471537}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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@@ -376,7 +377,9 @@ MonoBehaviour:
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dlcID: {fileID: 115205934777297662}
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dlcProducer: {fileID: 2931296379136689410}
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dlcPubliushDate: {fileID: 3713972282091736206}
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dlc_nowSelectedImageBoarder: {fileID: 2824183749825073581}
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dlcDescription: {fileID: 0}
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dlcDataSO: {fileID: 0}
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dlcContent:
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- {fileID: 0}
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editorSearchFolder: Assets/Resources/dlc_dlcIndex
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@@ -460,6 +463,81 @@ MonoBehaviour:
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: dlcNameHere
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--- !u!1 &6799314756353582751
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4819405071236471537}
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- component: {fileID: 9008192983113540843}
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- component: {fileID: 2824183749825073581}
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m_Layer: 5
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m_Name: boarder
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &4819405071236471537
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6799314756353582751}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 5010078828579475845}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -0.0897, y: 1}
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m_SizeDelta: {x: 364.8207, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &9008192983113540843
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6799314756353582751}
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m_CullTransparentMesh: 1
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--- !u!114 &2824183749825073581
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6799314756353582751}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 0.2264151, g: 0.2264151, b: 0.2264151, a: 1}
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_Sprite: {fileID: 21300000, guid: 7f3b1220317607e44bbb8f0e1998044a, type: 3}
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m_Type: 1
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m_PreserveAspect: 0
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m_FillCenter: 0
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 3
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--- !u!1 &8646457970808721701
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GameObject:
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m_ObjectHideFlags: 0
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@@ -494,8 +572,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 98.09924, y: -37.3367}
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m_SizeDelta: {x: 160, y: 16}
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m_AnchoredPosition: {x: 94.8, y: -36.5}
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m_SizeDelta: {x: 160, y: 12}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2498827089920741302
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CanvasRenderer:
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||||
@@ -527,7 +605,7 @@ MonoBehaviour:
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||||
m_Calls: []
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||||
m_FontData:
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||||
m_Font: {fileID: 12800000, guid: 775c674e81662c644b64550d2e8f74e0, type: 3}
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m_FontSize: 14
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m_FontSize: 12
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m_FontStyle: 0
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m_BestFit: 0
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||||
m_MinSize: 1
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@@ -11,6 +11,7 @@ public class dlcButton : MonoBehaviour
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public Text dlcID;
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public Text dlcProducer;
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public Text dlcPubliushDate;
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public Image dlc_nowSelectedImageBoarder;
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[Header("介绍")]
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public Text dlcDescription;
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@@ -26,6 +27,14 @@ public class dlcButton : MonoBehaviour
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private Button _btn;
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// Selection management (shared across all dlcButton instances)
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private static List<dlcButton> allButtons = new List<dlcButton>();
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private static int selectedIndex = -1;
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private const string PlayerPrefsKey = "dlc_selected_index";
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// instance index in registration order
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private int instanceIndex = -1;
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void Awake()
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{
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_btn = GetComponent<Button>();
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@@ -34,49 +43,141 @@ public class dlcButton : MonoBehaviour
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_btn.onClick.RemoveAllListeners();
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_btn.onClick.AddListener(OnButtonClicked_ShowSongs);
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}
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// register this button for centralized selection handling
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RegisterInstance();
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// ensure border initial state
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if (dlc_nowSelectedImageBoarder != null)
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{
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var c = dlc_nowSelectedImageBoarder.color;
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c.a = 0f;
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dlc_nowSelectedImageBoarder.color = c;
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dlc_nowSelectedImageBoarder.gameObject.SetActive(false);
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}
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Debug.Log($"dlcButton.Awake: registered '{gameObject.name}' as index {instanceIndex}");
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}
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// Resolve dlcData after all buttons have been instantiated
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public void ResolveDlcData()
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private void RegisterInstance()
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{
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Debug.Log($"dlcButton.ResolveDlcData called on '{gameObject.name}'");
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if (dlcDataSO != null)
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if (!allButtons.Contains(this))
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{
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Debug.Log($"dlcButton: dlcDataSO already assigned on '{gameObject.name}' -> {dlcDataSO.name}");
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ApplyDlcData(dlcDataSO);
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return;
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}
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instanceIndex = allButtons.Count;
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allButtons.Add(this);
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int id = 0;
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if (dlcID != null && int.TryParse(dlcID.text, out id))
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{
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Debug.Log($"dlcButton: Resolving by dlcID text {id} for '{gameObject.name}'");
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LoadDlcDataById(id);
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return;
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}
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string goName = gameObject.name;
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if (!string.IsNullOrEmpty(goName))
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{
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var parts = goName.Split('_');
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int parsed = 0;
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if (parts.Length > 0 && int.TryParse(parts[0], out parsed))
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// If no selectedIndex loaded yet, load from PlayerPrefs default 0
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if (selectedIndex == -1)
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{
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Debug.Log($"dlcButton: Resolving by GameObject name prefix {parsed} for '{gameObject.name}'");
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LoadDlcDataById(parsed);
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selectedIndex = PlayerPrefs.GetInt(PlayerPrefsKey, 0);
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}
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// If this instance matches the persisted selection, apply selection
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if (instanceIndex == selectedIndex)
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{
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// ensure other buttons are deselected
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ApplySelectionToAll(instanceIndex);
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||||
}
|
||||
else
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{
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Debug.LogWarning($"dlcButton.ResolveDlcData: could not parse id from GameObject name '{goName}'");
|
||||
// ensure unselected visual
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SetSelectedVisual(false, immediate: true);
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}
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}
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||||
}
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private void UnregisterInstance()
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||||
{
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if (allButtons.Contains(this))
|
||||
{
|
||||
int idx = allButtons.IndexOf(this);
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allButtons.Remove(this);
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||||
|
||||
// if removed index was before selectedIndex, adjust saved index
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||||
if (idx >= 0 && idx < instanceIndex)
|
||||
{
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||||
// nothing: instanceIndex only used at registration time
|
||||
}
|
||||
}
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||||
}
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||||
|
||||
void OnDestroy()
|
||||
{
|
||||
UnregisterInstance();
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||||
}
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||||
|
||||
// Ensure only one button is selected and persist the index
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||||
public void Select()
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||||
{
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||||
ApplySelectionToAll(instanceIndex);
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||||
selectedIndex = instanceIndex;
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||||
PlayerPrefs.SetInt(PlayerPrefsKey, selectedIndex);
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||||
PlayerPrefs.Save();
|
||||
Debug.Log($"dlcButton.Select: '{gameObject.name}' selected (index {instanceIndex}) and saved to PlayerPrefs");
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||||
}
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||||
|
||||
private static void ApplySelectionToAll(int selectIdx)
|
||||
{
|
||||
for (int i = 0; i < allButtons.Count; i++)
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||||
{
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||||
var btn = allButtons[i];
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||||
if (btn == null) continue;
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||||
bool shouldSelect = (i == selectIdx);
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||||
btn.SetSelectedVisual(shouldSelect);
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}
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||||
}
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||||
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||||
// fades the border in or out; if immediate, set without coroutine
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||||
private Coroutine borderFadeCoroutine = null;
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||||
private void SetSelectedVisual(bool selected, bool immediate = false)
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||||
{
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||||
if (dlc_nowSelectedImageBoarder == null) return;
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||||
|
||||
if (borderFadeCoroutine != null)
|
||||
{
|
||||
StopCoroutine(borderFadeCoroutine);
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||||
borderFadeCoroutine = null;
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||||
}
|
||||
|
||||
if (immediate)
|
||||
{
|
||||
dlc_nowSelectedImageBoarder.gameObject.SetActive(selected);
|
||||
var c = dlc_nowSelectedImageBoarder.color;
|
||||
c.a = selected ? 1f : 0f;
|
||||
dlc_nowSelectedImageBoarder.color = c;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"dlcButton.ResolveDlcData: no dlcID text and no name to parse for '{gameObject.name}'");
|
||||
dlc_nowSelectedImageBoarder.gameObject.SetActive(true);
|
||||
borderFadeCoroutine = StartCoroutine(FadeBorder(dlc_nowSelectedImageBoarder, selected ? 1f : 0f, 0.25f));
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator<YieldInstruction> FadeBorder(Image img, float targetAlpha, float duration)
|
||||
{
|
||||
if (img == null) yield break;
|
||||
float startAlpha = img.color.a;
|
||||
float t = 0f;
|
||||
// if fading out, ensure we start from current alpha
|
||||
while (t < duration)
|
||||
{
|
||||
t += Time.unscaledDeltaTime;
|
||||
float a = Mathf.Lerp(startAlpha, targetAlpha, Mathf.Clamp01(t / duration));
|
||||
var c = img.color;
|
||||
c.a = a;
|
||||
img.color = c;
|
||||
yield return null;
|
||||
}
|
||||
var final = img.color;
|
||||
final.a = targetAlpha;
|
||||
img.color = final;
|
||||
if (Mathf.Approximately(targetAlpha, 0f))
|
||||
{
|
||||
img.gameObject.SetActive(false);
|
||||
}
|
||||
borderFadeCoroutine = null;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// Do not auto-resolve here anymore. Resolution will be triggered externally after instantiation of all buttons.
|
||||
@@ -84,6 +185,27 @@ public class dlcButton : MonoBehaviour
|
||||
|
||||
public void OnButtonClicked_ShowSongs()
|
||||
{
|
||||
// set current DLC key for SongSelectUI to allow per-DLC song selection restore
|
||||
string dlcKey = null;
|
||||
if (dlcDataSO != null)
|
||||
{
|
||||
dlcKey = "dlc_" + dlcDataSO.dlcID;
|
||||
}
|
||||
else if (dlcID != null && int.TryParse(dlcID.text, out int parsedId))
|
||||
{
|
||||
dlcKey = "dlc_" + parsedId;
|
||||
}
|
||||
else
|
||||
{
|
||||
dlcKey = "dlc_instance_" + instanceIndex;
|
||||
}
|
||||
|
||||
// assign to SongSelectUI static key
|
||||
try { SongSelectUI.CurrentDlcKey = dlcKey; } catch { }
|
||||
|
||||
// mark selection first
|
||||
Select();
|
||||
|
||||
var s = GameObject.FindObjectOfType<SongSelectUI>();
|
||||
if (s != null)
|
||||
{
|
||||
@@ -262,4 +384,45 @@ public class dlcButton : MonoBehaviour
|
||||
|
||||
Debug.Log($"dlcButton: Loaded {dlcContent.Count} SongData entries for DLC id={id} (fallback search)");
|
||||
}
|
||||
|
||||
// Resolve dlcData after all buttons have been instantiated
|
||||
public void ResolveDlcData()
|
||||
{
|
||||
Debug.Log($"dlcButton.ResolveDlcData called on '{gameObject.name}'");
|
||||
|
||||
if (dlcDataSO != null)
|
||||
{
|
||||
Debug.Log($"dlcButton: dlcDataSO already assigned on '{gameObject.name}' -> {dlcDataSO.name}");
|
||||
ApplyDlcData(dlcDataSO);
|
||||
return;
|
||||
}
|
||||
|
||||
int id = 0;
|
||||
if (dlcID != null && int.TryParse(dlcID.text, out id))
|
||||
{
|
||||
Debug.Log($"dlcButton: Resolving by dlcID text {id} for '{gameObject.name}'");
|
||||
LoadDlcDataById(id);
|
||||
return;
|
||||
}
|
||||
|
||||
string goName = gameObject.name;
|
||||
if (!string.IsNullOrEmpty(goName))
|
||||
{
|
||||
var parts = goName.Split('_');
|
||||
int parsed = 0;
|
||||
if (parts.Length > 0 && int.TryParse(parts[0], out parsed))
|
||||
{
|
||||
Debug.Log($"dlcButton: Resolving by GameObject name prefix {parsed} for '{gameObject.name}'");
|
||||
LoadDlcDataById(parsed);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"dlcButton.ResolveDlcData: could not parse id from GameObject name '{goName}'");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"dlcButton.ResolveDlcData: no dlcID text and no name to parse for '{gameObject.name}'");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -113,5 +113,29 @@ public class loadDlcListPrefab : MonoBehaviour
|
||||
if (b != null)
|
||||
b.ResolveDlcData();
|
||||
}
|
||||
|
||||
// Restore last selected DLC button from PlayerPrefs and simulate a click on it
|
||||
int savedIndex = PlayerPrefs.GetInt("dlc_selected_index", 0);
|
||||
if (allButtons != null && allButtons.Length > 0)
|
||||
{
|
||||
if (savedIndex < 0) savedIndex = 0;
|
||||
if (savedIndex >= allButtons.Length) savedIndex = 0;
|
||||
|
||||
var savedBtn = allButtons[savedIndex];
|
||||
if (savedBtn != null)
|
||||
{
|
||||
// simulate a user clicking the button: this will Select() and display its songs
|
||||
savedBtn.OnButtonClicked_ShowSongs();
|
||||
Debug.Log($"loadDlcListPrefab: restored and clicked saved dlc button index={savedIndex} name={savedBtn.gameObject.name}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"loadDlcListPrefab: saved dlc button at index {savedIndex} was null");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("loadDlcListPrefab: no dlc buttons found after RefreshUI");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,24 +2,128 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.Collections;
|
||||
|
||||
public class selected_songInfo : MonoBehaviour
|
||||
{
|
||||
public Image t_songCoverImage;
|
||||
public Image btm_songCoverImage;
|
||||
public Text songNameText;
|
||||
[Header("")]
|
||||
[Header("对应的难度按钮")]
|
||||
public List<Button> difficultyButtons = new List<Button>();
|
||||
[Header("对应的难度文本")]
|
||||
public List<Text> difficultyTexts = new List<Text>();
|
||||
[Header("enter detail page")]
|
||||
public Button enterDetailPageButton;
|
||||
[Header("quick enter game play")]
|
||||
public Button quickEnter_gamePlay;
|
||||
[Header("指定image背景色")]
|
||||
public Sprite buttons_bgImage;
|
||||
[Header("black mask")]
|
||||
public Image blackMaskImage;
|
||||
|
||||
// store the original sprites so we don't overwrite the designer's setup
|
||||
private List<Sprite> originalButtonSprites = new List<Sprite>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Debug.LogWarning("selected_songInfo.Awake called");
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
Debug.LogWarning("selected_songInfo.OnEnable called");
|
||||
// register listeners here to ensure binding even if Start wasn't called yet
|
||||
if (enterDetailPageButton != null)
|
||||
{
|
||||
enterDetailPageButton.onClick.RemoveListener(OnEnterDetailPageClicked);
|
||||
enterDetailPageButton.onClick.AddListener(OnEnterDetailPageClicked);
|
||||
Debug.LogWarning("enterDetailPageButton listener added");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("enterDetailPageButton is null in OnEnable");
|
||||
}
|
||||
|
||||
if (quickEnter_gamePlay != null)
|
||||
{
|
||||
quickEnter_gamePlay.onClick.RemoveListener(OnQuickEnterClicked);
|
||||
quickEnter_gamePlay.onClick.AddListener(OnQuickEnterClicked);
|
||||
Debug.LogWarning("quickEnter_gamePlay listener added");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("quickEnter_gamePlay is null in OnEnable");
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
Debug.LogWarning("selected_songInfo.OnDisable called");
|
||||
if (enterDetailPageButton != null)
|
||||
{
|
||||
enterDetailPageButton.onClick.RemoveListener(OnEnterDetailPageClicked);
|
||||
}
|
||||
if (quickEnter_gamePlay != null)
|
||||
{
|
||||
quickEnter_gamePlay.onClick.RemoveListener(OnQuickEnterClicked);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
Debug.LogWarning("selected_songInfo.OnDestroy called");
|
||||
// ensure we remove sceneLoaded subscription if still present
|
||||
SceneManager.sceneLoaded -= OnSceneLoadedAfterQuickEnter;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (enterDetailPageButton != null)
|
||||
Debug.LogWarning("selected_songInfo.Start called");
|
||||
|
||||
// ensure black mask is transparent and inactive at start
|
||||
if (blackMaskImage != null)
|
||||
{
|
||||
enterDetailPageButton.onClick.AddListener(OnEnterDetailPageClicked);
|
||||
var c = blackMaskImage.color;
|
||||
c.a = 0f;
|
||||
blackMaskImage.color = c;
|
||||
blackMaskImage.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
// capture original sprites for difficulty buttons before we make any changes
|
||||
originalButtonSprites.Clear();
|
||||
if (difficultyButtons != null)
|
||||
{
|
||||
foreach (var btn in difficultyButtons)
|
||||
{
|
||||
if (btn == null)
|
||||
{
|
||||
originalButtonSprites.Add(null);
|
||||
continue;
|
||||
}
|
||||
var img = btn.GetComponent<Image>();
|
||||
originalButtonSprites.Add(img != null ? img.sprite : null);
|
||||
}
|
||||
}
|
||||
|
||||
// attach click listeners to difficulty buttons (map list index 0..n-1 -> difficulty 0..n-1)
|
||||
if (difficultyButtons != null)
|
||||
{
|
||||
for (int i = 0; i < difficultyButtons.Count; i++)
|
||||
{
|
||||
var btn = difficultyButtons[i];
|
||||
if (btn == null) continue;
|
||||
int idx = i; // capture
|
||||
btn.onClick.RemoveAllListeners();
|
||||
btn.onClick.AddListener(() => OnDifficultyButtonClicked(idx));
|
||||
}
|
||||
}
|
||||
|
||||
UpdateSelectedSongDisplay();
|
||||
|
||||
// Diagnostic: confirm Start ran and key refs
|
||||
Debug.LogWarning($"selected_songInfo.Start: quickEnter_gamePlay is {(quickEnter_gamePlay == null ? "NULL" : "ASSIGNED")}, enterDetail assigned={(enterDetailPageButton == null ? "NULL" : "ASSIGNED")}, blackMask assigned={(blackMaskImage == null ? "NULL" : "ASSIGNED")}");
|
||||
Debug.LogWarning($"selected_songInfo.Start: SongDataHolder.SelectedSongData is {(SongDataHolder.SelectedSongData == null ? "NULL" : SongDataHolder.SelectedSongData.songName)}");
|
||||
}
|
||||
|
||||
public void UpdateSelectedSongDisplay()
|
||||
@@ -49,6 +153,9 @@ public class selected_songInfo : MonoBehaviour
|
||||
{
|
||||
songNameText.text = song.songName;
|
||||
}
|
||||
|
||||
// set difficulty button backgrounds according to currently selected difficulty in the song SO
|
||||
SetDifficultyButtonBackground(song.thisLevel_selectedDifficultyID);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -67,6 +174,82 @@ public class selected_songInfo : MonoBehaviour
|
||||
{
|
||||
songNameText.text = "未选择歌曲";
|
||||
}
|
||||
|
||||
// restore original difficulty button backgrounds and text colors
|
||||
SetDifficultyButtonBackground(-1);
|
||||
}
|
||||
}
|
||||
|
||||
private void EnsureOriginalSpritesCount()
|
||||
{
|
||||
if (difficultyButtons == null) return;
|
||||
while (originalButtonSprites.Count < difficultyButtons.Count)
|
||||
{
|
||||
var btn = difficultyButtons[originalButtonSprites.Count];
|
||||
if (btn == null) originalButtonSprites.Add(null);
|
||||
else
|
||||
{
|
||||
var img = btn.GetComponent<Image>();
|
||||
originalButtonSprites.Add(img != null ? img.sprite : null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SetDifficultyButtonBackground(int selectedDifficulty)
|
||||
{
|
||||
if (difficultyButtons == null || difficultyButtons.Count == 0) return;
|
||||
|
||||
EnsureOriginalSpritesCount();
|
||||
|
||||
for (int i = 0; i < difficultyButtons.Count; i++)
|
||||
{
|
||||
var btn = difficultyButtons[i];
|
||||
if (btn == null) continue;
|
||||
var img = btn.GetComponent<Image>();
|
||||
if (img == null) continue;
|
||||
|
||||
if (i == selectedDifficulty)
|
||||
{
|
||||
// apply highlight sprite to selected button
|
||||
if (buttons_bgImage != null)
|
||||
{
|
||||
img.sprite = buttons_bgImage;
|
||||
img.color = Color.white;
|
||||
}
|
||||
// set corresponding text (if exists) to white
|
||||
if (difficultyTexts != null && i < difficultyTexts.Count && difficultyTexts[i] != null)
|
||||
{
|
||||
difficultyTexts[i].color = Color.white;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// restore original sprite if we recorded one; otherwise leave as-is
|
||||
if (i < originalButtonSprites.Count)
|
||||
{
|
||||
img.sprite = originalButtonSprites[i];
|
||||
}
|
||||
// set corresponding text (if exists) to black
|
||||
if (difficultyTexts != null && i < difficultyTexts.Count && difficultyTexts[i] != null)
|
||||
{
|
||||
difficultyTexts[i].color = Color.black;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDifficultyButtonClicked(int index)
|
||||
{
|
||||
// map button index 0..3 to song SO difficulty 0..3
|
||||
if (SongDataHolder.SelectedSongData != null)
|
||||
{
|
||||
SongDataHolder.SelectedSongData.thisLevel_selectedDifficultyID = Mathf.Clamp(index, 0, 3);
|
||||
// immediately update UI to reflect new selection
|
||||
SetDifficultyButtonBackground(SongDataHolder.SelectedSongData.thisLevel_selectedDifficultyID);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("No song selected - difficulty button click ignored.");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -81,4 +264,456 @@ public class selected_songInfo : MonoBehaviour
|
||||
Debug.LogWarning("No song selected, cannot enter detail page.");
|
||||
}
|
||||
}
|
||||
|
||||
private void OnQuickEnterClicked()
|
||||
{
|
||||
// use SongData from holder or SongButton; ensure selection exists
|
||||
SongData sd = FindSongDataFromSelectedButton();
|
||||
if (sd == null) sd = SongDataHolder.SelectedSongData;
|
||||
if (sd == null)
|
||||
{
|
||||
Debug.LogWarning("No song selected - cannot quick enter gameplay.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Validate that the selected difficulty has a chart file before proceeding
|
||||
var chart = sd.GetChartFile(sd.thisLevel_selectedDifficultyID);
|
||||
if (chart == null)
|
||||
{
|
||||
Debug.LogError($"QuickEnter aborted: Song '{sd.songName}' has no chart file for difficulty {sd.thisLevel_selectedDifficultyID}.");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.LogWarning($"QuickEnter clicked, selected song: {sd.songName} id={sd.songID} difficulty={sd.thisLevel_selectedDifficultyID}");
|
||||
|
||||
// pass selection to BeatmapManager pending fields so newly loaded scene picks it up
|
||||
BeatmapManager.SetPendingSong(sd, sd.thisLevel_selectedDifficultyID);
|
||||
|
||||
// keep selected in holder to make it accessible in new scene
|
||||
SongDataHolder.SelectedSongData = sd;
|
||||
|
||||
// mark this object to persist across scene load so callbacks/coroutines are valid
|
||||
DontDestroyOnLoad(this.gameObject);
|
||||
// start fade and load sequence
|
||||
StartCoroutine(QuickEnterSequence());
|
||||
}
|
||||
|
||||
private IEnumerator QuickEnterSequence()
|
||||
{
|
||||
Debug.LogWarning("QuickEnterSequence started: beginning fade");
|
||||
// Fade black mask in over 0.25 seconds
|
||||
float duration = 0.25f;
|
||||
if (blackMaskImage != null)
|
||||
{
|
||||
// if mask is inactive, ensure its alpha is zero before activating
|
||||
if (!blackMaskImage.gameObject.activeSelf)
|
||||
{
|
||||
Color cc = blackMaskImage.color;
|
||||
cc.a = 0f;
|
||||
blackMaskImage.color = cc;
|
||||
blackMaskImage.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// active: explicitly set alpha to 0 to start fade from transparent
|
||||
Color cc = blackMaskImage.color;
|
||||
cc.a = 0f;
|
||||
blackMaskImage.color = cc;
|
||||
}
|
||||
|
||||
float t = 0f;
|
||||
Color c = blackMaskImage.color;
|
||||
while (t < duration)
|
||||
{
|
||||
t += Time.deltaTime;
|
||||
float alpha = Mathf.Clamp01(t / duration);
|
||||
c.a = alpha;
|
||||
blackMaskImage.color = c;
|
||||
yield return null;
|
||||
}
|
||||
c.a = 1f;
|
||||
blackMaskImage.color = c;
|
||||
}
|
||||
|
||||
Debug.LogWarning("Fade complete, loading gameplay scene...");
|
||||
// after black screen, load gameplay scene asynchronously and wait for completion
|
||||
SceneManager.sceneLoaded += OnSceneLoadedAfterQuickEnter;
|
||||
var asyncOp = SceneManager.LoadSceneAsync("gamePlay_gamePlay");
|
||||
if (asyncOp != null)
|
||||
{
|
||||
// wait until load completes
|
||||
while (!asyncOp.isDone)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// fallback to synchronous load
|
||||
SceneManager.LoadScene("gamePlay_gamePlay");
|
||||
}
|
||||
|
||||
yield break;
|
||||
}
|
||||
|
||||
private SongData FindSongDataFromSelectedButton()
|
||||
{
|
||||
var allButtons = FindObjectsOfType<SongButton>();
|
||||
Debug.LogWarning($"FindSongDataFromSelectedButton: found {allButtons.Length} SongButton instances");
|
||||
foreach (var sb in allButtons)
|
||||
{
|
||||
if (sb == null) continue;
|
||||
try
|
||||
{
|
||||
// log selection marker info for each button to help debugging
|
||||
var field = sb.GetType().GetField("selected_boarder", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public);
|
||||
Image img = null;
|
||||
if (field != null) img = field.GetValue(sb) as Image;
|
||||
float alpha = img != null ? img.color.a : -1f;
|
||||
Debug.LogWarning($"SongButton id field value for '{sb.name}': selected_boarder alpha={alpha}");
|
||||
|
||||
if (img != null && img.color.a > 0.5f)
|
||||
{
|
||||
// prefer thisSong_so if present
|
||||
var soField = sb.GetType().GetField("thisSong_so", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic);
|
||||
if (soField != null)
|
||||
{
|
||||
var soObj = soField.GetValue(sb);
|
||||
if (soObj != null && soObj is SongData)
|
||||
{
|
||||
Debug.LogWarning($"Selected SongButton has thisSong_so assigned: {((SongData)soObj).songName}");
|
||||
return soObj as SongData;
|
||||
}
|
||||
}
|
||||
|
||||
// fallback: use song id on SongButton
|
||||
var idField = sb.GetType().GetField("song_songSerialID", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic);
|
||||
if (idField != null)
|
||||
{
|
||||
int id = (int)idField.GetValue(sb);
|
||||
Debug.LogWarning($"Selected SongButton id = {id}");
|
||||
var sd = SongDataLibrary.Instance != null ? SongDataLibrary.Instance.GetSongDataByID(id) : null;
|
||||
if (sd != null)
|
||||
{
|
||||
Debug.LogWarning($"Found SongData by id: {sd.songName}");
|
||||
return sd;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogWarning("Exception while inspecting SongButton: " + ex.Message);
|
||||
}
|
||||
}
|
||||
Debug.LogWarning("FindSongDataFromSelectedButton: no selected SongButton found");
|
||||
return null;
|
||||
}
|
||||
|
||||
private void OnSceneLoadedAfterQuickEnter(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
// If this object has been destroyed, unsubscribe and bail out safely
|
||||
if (!this)
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoadedAfterQuickEnter;
|
||||
return;
|
||||
}
|
||||
|
||||
// only handle target gameplay scene
|
||||
if (scene.name != "gamePlay_gamePlay")
|
||||
{
|
||||
// unsubscribe anyway
|
||||
SceneManager.sceneLoaded -= OnSceneLoadedAfterQuickEnter;
|
||||
return;
|
||||
}
|
||||
|
||||
// If the black mask reference exists but the GameObject is disabled, ensure its alpha is 0
|
||||
if (blackMaskImage != null && !blackMaskImage.gameObject.activeSelf)
|
||||
{
|
||||
var cc = blackMaskImage.color;
|
||||
cc.a = 0f;
|
||||
blackMaskImage.color = cc;
|
||||
}
|
||||
|
||||
// perform setup: load chart JSON from selected SongData's selected difficulty and set audio
|
||||
SongData selected = null;
|
||||
|
||||
// Prefer SongButton's assigned SO if available
|
||||
selected = FindSongDataFromSelectedButton();
|
||||
|
||||
// Fallback to SongDataHolder
|
||||
if (selected == null) selected = SongDataHolder.SelectedSongData;
|
||||
|
||||
if (selected == null)
|
||||
{
|
||||
Debug.LogWarning("OnSceneLoadedAfterQuickEnter: SelectedSongData is null");
|
||||
SceneManager.sceneLoaded -= OnSceneLoadedAfterQuickEnter;
|
||||
// allow this object to be destroyed now
|
||||
Destroy(this.gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
// find managers in the new scene
|
||||
var beatmapManager = FindObjectOfType<BeatmapManager>();
|
||||
var gameManager = FindObjectOfType<GameManager>();
|
||||
|
||||
Debug.LogWarning($"selected song: {selected.songName} (id {selected.songID}), difficulty {selected.thisLevel_selectedDifficultyID}");
|
||||
|
||||
// get chart TextAsset from SongData for current selected difficulty
|
||||
TextAsset chartAsset = selected.GetChartFile(selected.thisLevel_selectedDifficultyID);
|
||||
if (chartAsset == null)
|
||||
{
|
||||
Debug.LogWarning($"Chart file for difficulty {selected.thisLevel_selectedDifficultyID} not found on SongData {selected.songName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Chart asset found, size={chartAsset.text?.Length ?? 0} chars");
|
||||
}
|
||||
|
||||
// parse beatmap only and assign music, but DO NOT start spawning until player starts
|
||||
if (beatmapManager != null && chartAsset != null)
|
||||
{
|
||||
Debug.LogWarning("Parsing chart JSON via BeatmapManager.ParseJsonOnly");
|
||||
bool parsed = false;
|
||||
try
|
||||
{
|
||||
parsed = beatmapManager.ParseJsonOnly(chartAsset.text);
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogWarning("Exception during ParseJsonOnly: " + ex.Message + "\n" + ex.StackTrace);
|
||||
}
|
||||
Debug.LogWarning($"ParseJsonOnly returned {parsed}");
|
||||
if (!parsed)
|
||||
{
|
||||
Debug.LogWarning("Failed to parse chart JSON from SongData chart file.");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Beatmap parsed: beatmap is {(beatmapManager.beatmap != null ? "NOT null" : "null")}, parsedMusicFile={beatmapManager.parsedMusicFile}, globalDelaySeconds={beatmapManager.globalDelaySeconds}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (beatmapManager == null) Debug.LogWarning("BeatmapManager not found in gameplay scene");
|
||||
}
|
||||
|
||||
// assign audio clip to GameManager.musicSource if available
|
||||
if (gameManager != null)
|
||||
{
|
||||
if (selected.audioFile != null && gameManager.musicSource != null)
|
||||
{
|
||||
gameManager.musicSource.clip = selected.audioFile;
|
||||
gameManager.musicSource.loop = false;
|
||||
// make sure AudioSource won't auto-play due to inspector settings
|
||||
gameManager.musicSource.playOnAwake = false;
|
||||
// warm up audio by playing muted so decoding happens before unpause
|
||||
try
|
||||
{
|
||||
gameManager.musicSource.mute = true;
|
||||
gameManager.musicSource.Play();
|
||||
Debug.LogWarning("Warmed audio playback (muted) after assigning SongData.audioFile");
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogWarning("Failed to Play() for warmup: " + ex.Message);
|
||||
}
|
||||
|
||||
Debug.LogWarning("Assigned SongData.audioFile to GameManager.musicSource.clip (playOnAwake disabled)");
|
||||
|
||||
// Request PauseManager-driven pause (centralized)
|
||||
RequestPauseManagerPause();
|
||||
}
|
||||
else
|
||||
{
|
||||
// try to load by parsedMusicFile similar to pressStart normal mode
|
||||
if (gameManager.musicSource != null && beatmapManager != null && !string.IsNullOrEmpty(beatmapManager.parsedMusicFile))
|
||||
{
|
||||
Debug.LogWarning($"Attempting Resources.Load for audio: {beatmapManager.parsedMusicFile}");
|
||||
var ac = Resources.Load<AudioClip>(beatmapManager.parsedMusicFile);
|
||||
if (ac != null)
|
||||
{
|
||||
gameManager.musicSource.clip = ac;
|
||||
gameManager.musicSource.playOnAwake = false;
|
||||
// warm up audio by playing muted
|
||||
try
|
||||
{
|
||||
gameManager.musicSource.mute = true;
|
||||
gameManager.musicSource.Play();
|
||||
Debug.LogWarning("Warmed audio playback (muted) after Resources.Load");
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogWarning("Failed to Play() for warmup after Resources.Load: " + ex.Message);
|
||||
}
|
||||
|
||||
Debug.LogWarning("Loaded audio via Resources.Load(parsedMusicFile) and disabled playOnAwake");
|
||||
|
||||
RequestPauseManagerPause();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Resources.Load failed for '{beatmapManager.parsedMusicFile}'");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("No audio assigned: selected.audioFile null and parsedMusicFile empty or musicSource missing");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ensure PauseManager pause is requested; the RequestPauseManagerPause call above will have already
|
||||
// attempted to pause the game if audio was set. If not yet requested, call it now to reuse PauseManager.
|
||||
RequestPauseManagerPause();
|
||||
|
||||
// Start coroutine to wait for player input (Space) to begin playback and spawning
|
||||
// Use a safe host for coroutine in case this MonoBehaviour is destroyed unexpectedly
|
||||
var pauseMgr = PauseManager.Instance ?? FindObjectOfType<PauseManager>();
|
||||
MonoBehaviour coroutineHost = (pauseMgr as MonoBehaviour) ?? (gameManager as MonoBehaviour) ?? (beatmapManager as MonoBehaviour) ?? this;
|
||||
if (coroutineHost != null)
|
||||
{
|
||||
Debug.LogWarning("Starting WaitForPlayerStartAndBegin coroutine on host: " + coroutineHost.name);
|
||||
coroutineHost.StartCoroutine(WaitForPlayerStartAndBegin(beatmapManager, gameManager));
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("No valid coroutine host found to start WaitForPlayerStartAndBegin.");
|
||||
}
|
||||
|
||||
// unsubscribe from sceneLoaded
|
||||
SceneManager.sceneLoaded -= OnSceneLoadedAfterQuickEnter;
|
||||
}
|
||||
|
||||
private IEnumerator WaitForPlayerStartAndBegin(BeatmapManager beatmapManager, GameManager gameManager)
|
||||
{
|
||||
Debug.LogWarning("Waiting for player to press Space to start playback...");
|
||||
// Wait until player presses Space
|
||||
while (!Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Debug.LogWarning("Player pressed Space. Preparing to start playback.");
|
||||
|
||||
// wait for NotePool prewarm to complete (block until finished to avoid hitch)
|
||||
if (NotePool.Instance != null)
|
||||
{
|
||||
Debug.LogWarning("Waiting for NotePool prewarm to finish (blocking)...");
|
||||
while (!NotePool.Instance.IsPrewarmed)
|
||||
{
|
||||
yield return null;
|
||||
}
|
||||
Debug.LogWarning("NotePool prewarm completed.");
|
||||
}
|
||||
|
||||
// ensure audio has been warmed (attempt play muted if not already playing)
|
||||
if (gameManager != null && gameManager.musicSource != null && gameManager.musicSource.clip != null && !gameManager.musicSource.isPlaying)
|
||||
{
|
||||
try
|
||||
{
|
||||
gameManager.musicSource.mute = true;
|
||||
gameManager.musicSource.Play();
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
|
||||
// Prewarm particle systems via AnimationController to avoid first-play hitch
|
||||
var anim = AnimationController.Global ?? FindObjectOfType<AnimationController>();
|
||||
if (anim != null)
|
||||
{
|
||||
Debug.LogWarning("Starting AnimationController particle prewarm (will wait until complete)...");
|
||||
// yield until the prewarm completes
|
||||
yield return StartCoroutine(anim.PrewarmParticlesRoutine(2));
|
||||
Debug.LogWarning("AnimationController particle prewarm complete.");
|
||||
}
|
||||
|
||||
// Unpause via PauseManager
|
||||
var pauseMgr = PauseManager.Instance ?? FindObjectOfType<PauseManager>();
|
||||
pauseMgr?.Pause(false);
|
||||
|
||||
// small buffer to avoid hitching immediately after unpause: wait configured realtime delay from GameManager
|
||||
float unpauseBuffer = 3f;
|
||||
if (gameManager != null) unpauseBuffer = Mathf.Max(0f, gameManager.playbackStartDelay);
|
||||
yield return new WaitForSecondsRealtime(unpauseBuffer);
|
||||
|
||||
// Start spawning notes
|
||||
if (beatmapManager != null && beatmapManager.beatmap != null)
|
||||
{
|
||||
Debug.LogWarning("Calling beatmapManager.LoadBeatmap");
|
||||
beatmapManager.LoadBeatmap(beatmapManager.beatmap);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Cannot start beatmap: beatmapManager or beatmap is null.");
|
||||
}
|
||||
|
||||
// fade out black mask in gameManager if available
|
||||
if (gameManager != null)
|
||||
{
|
||||
gameManager.StartCoroutine(gameManager.FadeOutBlackMask(0.25f));
|
||||
}
|
||||
|
||||
// Play audio using GameManager.musicSource with delay
|
||||
if (gameManager != null && gameManager.musicSource != null)
|
||||
{
|
||||
float delay = beatmapManager != null ? beatmapManager.globalDelaySeconds : 0f;
|
||||
if (gameManager.musicSource.clip != null)
|
||||
{
|
||||
Debug.LogWarning($"Starting audio playback with delay {delay}");
|
||||
// Use GameManager helper to ensure unmute and start playback reliably
|
||||
try { gameManager.PlayMusicWithDelay(delay); }
|
||||
catch (System.Exception ex) { Debug.LogWarning("Failed to start music via GameManager.PlayMusicWithDelay: " + ex); }
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("GameManager.musicSource.clip is null; skipping audio playback.");
|
||||
}
|
||||
}
|
||||
|
||||
// done with this helper object - allow it to be destroyed
|
||||
Destroy(this.gameObject);
|
||||
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Debug helper: press F1 at runtime to print diagnostic state to Console (warnings)
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.F1))
|
||||
{
|
||||
Debug.LogWarning("selected_songInfo.DebugTrigger: F1 pressed - dumping diagnostic info");
|
||||
Debug.LogWarning($"GameObject activeInHierarchy={gameObject.activeInHierarchy}, enabled={enabled}");
|
||||
Debug.LogWarning($"quickEnter_gamePlay assigned={(quickEnter_gamePlay==null?"NULL":"ASSIGNED")}");
|
||||
Debug.LogWarning($"enterDetailPageButton assigned={(enterDetailPageButton==null?"NULL":"ASSIGNED")}");
|
||||
Debug.LogWarning($"blackMaskImage assigned={(blackMaskImage==null?"NULL":"ASSIGNED")}");
|
||||
Debug.LogWarning($"SongDataHolder.SelectedSongData={(SongDataHolder.SelectedSongData==null?"NULL":SongDataHolder.SelectedSongData.songName)}");
|
||||
var allButtons = FindObjectsOfType<SongButton>();
|
||||
Debug.LogWarning($"Found {allButtons.Length} SongButton instances in scene");
|
||||
for (int i = 0; i < allButtons.Length; i++)
|
||||
{
|
||||
var sb = allButtons[i];
|
||||
if (sb == null) continue;
|
||||
Debug.LogWarning($" [{i}] name={sb.name} active={sb.gameObject.activeInHierarchy}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper to centralize PauseManager pause request so selected_songInfo reuses PauseManager implementation
|
||||
private bool pauseRequested = false;
|
||||
private void RequestPauseManagerPause()
|
||||
{
|
||||
if (pauseRequested) return;
|
||||
var pm = PauseManager.Instance ?? FindObjectOfType<PauseManager>();
|
||||
if (pm != null)
|
||||
{
|
||||
pm.Pause(true);
|
||||
Debug.LogWarning("selected_songInfo: PauseManager.Pause(true) requested (centralized)");
|
||||
pauseRequested = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("selected_songInfo: PauseManager not found when requesting pause");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user