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:
FloatGaming
2026-01-13 11:22:39 +08:00
parent 2738089af1
commit 2f9d4aae0c
426 changed files with 299413 additions and 1050 deletions
@@ -2,6 +2,7 @@
using UnityEngine.UI;
using TMPro;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
public class SongSelectUI : MonoBehaviour
@@ -13,6 +14,12 @@ public class SongSelectUI : MonoBehaviour
[SerializeField] Button button_Main;
[SerializeField] string ui_Main_Scene_Name = "UI_UI";
// Current DLC key used for per-DLC saved song selection
public static string CurrentDlcKey = "dlc_default_0";
// Track pending restore to avoid multiple overlapping restores
private Coroutine restoreCoroutine;
void Start()
{
if (songList == null || songButtonPrefab == null || contentPanel == null)
@@ -35,6 +42,9 @@ public class SongSelectUI : MonoBehaviour
{
InstantiateSongButton(song);
}
if (restoreCoroutine != null) StopCoroutine(restoreCoroutine);
restoreCoroutine = StartCoroutine(RestoreSelectedSongNextFrame());
}
// Instantiate from a provided list (used by dlcButton to show DLC songs)
@@ -45,6 +55,63 @@ public class SongSelectUI : MonoBehaviour
if (list == null) return;
foreach (var song in list)
InstantiateSongButton(song);
// After populating, attempt to restore per-DLC selected song (next frame to avoid stale objects)
if (restoreCoroutine != null) StopCoroutine(restoreCoroutine);
restoreCoroutine = StartCoroutine(RestoreSelectedSongNextFrame());
}
private IEnumerator RestoreSelectedSongNextFrame()
{
// Wait one frame so Destroy() in ClearSongList fully completes and stale SongButtons are gone.
yield return null;
RestoreSelectedSongForCurrentDlc();
restoreCoroutine = null;
}
private void RestoreSelectedSongForCurrentDlc()
{
// read saved index using CurrentDlcKey
string dlcKey = (string.IsNullOrEmpty(CurrentDlcKey) ? "default_0" : CurrentDlcKey);
string key = "song_selected_" + dlcKey;
// collect song buttons under contentPanel
var allSongButtons = contentPanel.GetComponentsInChildren<SongButton>(true);
if (allSongButtons == null || allSongButtons.Length == 0)
{
Debug.LogWarning("SongSelectUI.RestoreSelectedSongForCurrentDlc: no song buttons found to restore selection");
return;
}
// Ensure every DLC has a default persisted value (0)
int savedIndex;
if (!PlayerPrefs.HasKey(key))
{
PlayerPrefs.SetInt(key, 0);
PlayerPrefs.Save();
savedIndex = 0;
}
else
{
savedIndex = PlayerPrefs.GetInt(key, 0);
}
if (savedIndex < 0) savedIndex = 0;
if (savedIndex >= allSongButtons.Length) savedIndex = 0;
var btn = allSongButtons[savedIndex];
if (btn == null)
{
// hard fallback to first
btn = allSongButtons[0];
}
if (btn != null)
{
// simulate click
btn.OnSongButtonClick();
Debug.Log($"SongSelectUI: restored and clicked song index={savedIndex} for key={key}, totalButtons={allSongButtons.Length}");
}
}
private void ClearSongList()