修复问题,优化bug和游戏,resource资源拆迁

This commit is contained in:
FloatGaming
2026-02-24 20:59:38 +08:00
parent d5c8966abd
commit 332307d18c
740 changed files with 6964 additions and 23604 deletions
+49 -12
View File
@@ -1,9 +1,12 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public static class BgmRuntimeBootstrap
{
private const string RuntimeAudioListenerName = "__RuntimeAudioListener";
private static readonly List<Transform> _transformBuffer = new List<Transform>(512);
private static readonly List<Transform> _transformStack = new List<Transform>(512);
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
private static void Bootstrap()
@@ -32,6 +35,17 @@ public static class BgmRuntimeBootstrap
}
private static void RemoveBgmParticlesInLoadedScenes()
{
int sceneCount = SceneManager.sceneCount;
for (int i = 0; i < sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (!scene.IsValid() || !scene.isLoaded) continue;
RemoveBgmParticlesInScene(scene);
}
}
private static void RemoveBgmParticlesInScene(Scene scene)
{
var emitters = Object.FindObjectsByType<BgmParticleEmitter>(FindObjectsInactive.Include, FindObjectsSortMode.None);
for (int i = 0; i < emitters.Length; i++)
@@ -42,12 +56,11 @@ public static class BgmRuntimeBootstrap
Object.Destroy(e.gameObject);
}
var all = Resources.FindObjectsOfTypeAll<Transform>();
for (int i = 0; i < all.Length; i++)
CollectTransformsInScene(scene, _transformBuffer);
for (int i = 0; i < _transformBuffer.Count; i++)
{
var t = all[i];
if (t == null) continue;
if (!t.gameObject.scene.IsValid() || !t.gameObject.scene.isLoaded) continue;
var t = _transformBuffer[i];
if (t == null || t.gameObject.scene != scene) continue;
if (t.name.Equals("BgmParticles", System.StringComparison.OrdinalIgnoreCase))
Object.Destroy(t.gameObject);
}
@@ -147,15 +160,39 @@ public static class BgmRuntimeBootstrap
if (string.IsNullOrEmpty(objectName))
return null;
Transform[] all = Object.FindObjectsByType<Transform>(FindObjectsInactive.Include, FindObjectsSortMode.None);
for (int i = 0; i < all.Length; i++)
CollectTransformsInScene(scene, _transformBuffer);
for (int i = 0; i < _transformBuffer.Count; i++)
{
Transform t = all[i];
if (t == null || t.gameObject.scene != scene)
continue;
if (string.Equals(t.name, objectName, System.StringComparison.OrdinalIgnoreCase))
return t.gameObject;
var t = _transformBuffer[i];
if (t == null || t.gameObject.scene != scene) continue;
if (string.Equals(t.name, objectName, System.StringComparison.OrdinalIgnoreCase)) return t.gameObject;
}
return null;
}
private static void CollectTransformsInScene(Scene scene, List<Transform> buffer)
{
buffer.Clear();
_transformStack.Clear();
var roots = scene.GetRootGameObjects();
for (int i = 0; i < roots.Length; i++)
{
var root = roots[i];
if (root == null) continue;
_transformStack.Add(root.transform);
while (_transformStack.Count > 0)
{
int last = _transformStack.Count - 1;
var t = _transformStack[last];
_transformStack.RemoveAt(last);
if (t == null) continue;
buffer.Add(t);
int childCount = t.childCount;
for (int c = 0; c < childCount; c++)
{
_transformStack.Add(t.GetChild(c));
}
}
}
}
}
+2 -1
View File
@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -664,6 +664,7 @@ public class SkillBuilder : MonoBehaviour
if (result != null)
{
result.LoadEquippedSkillsFromLocal();
if (_allyHeroSoBySlotCache == null) _allyHeroSoBySlotCache = new Dictionary<int, AllyHero_SO>(8);
_allyHeroSoBySlotCache[slotIndex] = result;
}
+31 -1
View File
@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
using System.Collections.Generic;
[CreateAssetMenu(fileName = "NewAllyHero", menuName = "SO_Data/AllyHero")]
@@ -171,4 +171,34 @@ public class AllyHero_SO : ScriptableObject
if (best == null) return levelStats[0];
return best;
}
[System.Serializable]
private class EquippedSkillGroupIDsPayload
{
public int[] equippedSkillGroupIDs;
}
private string GetEquippedSkillsPrefsKey()
{
return "ally_equippedSkillGroupIDs_" + ally_heroID;
}
public void SaveEquippedSkillsToLocal()
{
var payload = new EquippedSkillGroupIDsPayload { equippedSkillGroupIDs = equippedSkillGroupIDs ?? new int[0] };
string json = JsonUtility.ToJson(payload);
PlayerPrefs.SetString(GetEquippedSkillsPrefsKey(), json);
PlayerPrefs.Save();
}
public void LoadEquippedSkillsFromLocal()
{
string key = GetEquippedSkillsPrefsKey();
if (!PlayerPrefs.HasKey(key)) return;
string json = PlayerPrefs.GetString(key, "");
if (string.IsNullOrEmpty(json)) return;
var payload = JsonUtility.FromJson<EquippedSkillGroupIDsPayload>(json);
if (payload == null) return;
equippedSkillGroupIDs = payload.equippedSkillGroupIDs ?? new int[0];
}
}
@@ -5,6 +5,7 @@ using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using Bansonic;
public class UI_SongsSelect_RuntimeFeatures : MonoBehaviour
{
@@ -331,6 +332,7 @@ public class UI_SongsSelect_RuntimeFeatures : MonoBehaviour
if (chart == null)
{
Debug.LogError($"[Songs_Select] Enter gameplay cancelled: chart missing for '{song.songName}' difficulty {difficulty}.");
gNotice.error.display("本歌曲本难度未找到");
return;
}
+116 -38
View File
@@ -38,8 +38,25 @@ public class NoteSpawner : MonoBehaviour
public int calibrateChecks = 2;
[Tooltip("Interval (seconds realtime) between calibration checks.")]
public float calibrateInterval = 0.01f;
private WaitForSecondsRealtime calibrateWait;
private float calibrateWaitSeconds = float.NaN;
private class NoteCalibrationJob
{
public NoteController controller;
public GameObject obj;
public int remaining;
public float nextTime;
}
private class HoldCalibrationJob
{
public HoldNote hold;
public Vector3 spawnPos;
public int remaining;
public float nextTime;
}
private readonly List<NoteCalibrationJob> noteCalibrationJobs = new List<NoteCalibrationJob>();
private readonly List<HoldCalibrationJob> holdCalibrationJobs = new List<HoldCalibrationJob>();
private Coroutine calibrationRunner;
// Documentation text normalized.
[Header("Early compensation (experimental)")]
@@ -183,6 +200,7 @@ public class NoteSpawner : MonoBehaviour
Debug.LogError("加载的谱面为空!");
return;
}
noteIndexToHoldId.Clear();
// initialize JudgeManager total note count (count each NoteData as one logical note;
// long notes are counted once as a single logical note)
@@ -320,8 +338,7 @@ public class NoteSpawner : MonoBehaviour
noteController.ConfigureAbsolutePositioning(initialPosition, realtimeHit, travelTime, 0f);
}
// Schedule calibration for short note to correct any drift
StartCoroutine(CalibrateNoteAfterSpawn(noteController));
EnqueueNoteCalibration(noteController);
}
else
{
@@ -424,7 +441,7 @@ public class NoteSpawner : MonoBehaviour
// Immediately calibrate position and schedule additional checks to correct any offset
Vector3 calibSpawnPos = spawnPoint.position;
holdSeg.CalibratePosition(calibSpawnPos, calibrateTolerance);
StartCoroutine(CalibrateAfterSpawn(holdSeg, calibSpawnPos));
EnqueueHoldCalibration(holdSeg, calibSpawnPos);
}
else
{
@@ -456,7 +473,7 @@ public class NoteSpawner : MonoBehaviour
// schedule calibration for end as well to be safe
Vector3 calibEndPos = spawnPoint.position;
holdEnd.CalibratePosition(calibEndPos, calibrateTolerance);
StartCoroutine(CalibrateAfterSpawn(holdEnd, calibEndPos));
EnqueueHoldCalibration(holdEnd, calibEndPos);
}
else
{
@@ -598,47 +615,108 @@ public class NoteSpawner : MonoBehaviour
}
// --- end of duplicated methods removal ---
private IEnumerator CalibrateAfterSpawn(HoldNote seg, Vector3 spawnPos)
private void EnqueueNoteCalibration(NoteController noteController)
{
if (seg == null) yield break;
for (int i = 0; i < Mathf.Max(1, calibrateChecks); i++)
if (noteController == null) return;
int checks = Mathf.Max(1, calibrateChecks);
if (checks <= 0) return;
GameObject obj = noteController.gameObject;
noteCalibrationJobs.Add(new NoteCalibrationJob
{
yield return GetCalibrateWait();
if (seg == null || !seg.gameObject.activeSelf) yield break;
seg.CalibratePosition(spawnPos, calibrateTolerance);
}
controller = noteController,
obj = obj,
remaining = checks,
nextTime = Time.unscaledTime + Mathf.Max(0f, calibrateInterval)
});
StartCalibrationRunner();
}
/// <summary>
/// Documentation text normalized.
private IEnumerator CalibrateNoteAfterSpawn(NoteController noteController)
private void EnqueueHoldCalibration(HoldNote hold, Vector3 spawnPos)
{
if (noteController == null) yield break;
GameObject noteObj = noteController.gameObject;
for (int i = 0; i < Mathf.Max(1, calibrateChecks); i++)
if (hold == null) return;
int checks = Mathf.Max(1, calibrateChecks);
if (checks <= 0) return;
holdCalibrationJobs.Add(new HoldCalibrationJob
{
yield return GetCalibrateWait();
if (noteObj == null || !noteObj.activeSelf) yield break;
Vector3 expected = noteController.GetExpectedPosition(Time.time);
float distanceDeviation = Vector3.Distance(noteObj.transform.position, expected);
if (distanceDeviation > calibrateTolerance)
hold = hold,
spawnPos = spawnPos,
remaining = checks,
nextTime = Time.unscaledTime + Mathf.Max(0f, calibrateInterval)
});
StartCalibrationRunner();
}
private void StartCalibrationRunner()
{
if (calibrationRunner != null) return;
calibrationRunner = StartCoroutine(CalibrationRunner());
}
private IEnumerator CalibrationRunner()
{
while (noteCalibrationJobs.Count > 0 || holdCalibrationJobs.Count > 0)
{
float now = Time.unscaledTime;
for (int i = noteCalibrationJobs.Count - 1; i >= 0; i--)
{
noteObj.transform.position = expected;
if (JudgeManager.IsDebugEnabled) Debug.Log($"[NoteSpawner] Calibrated short note position, deviation was {distanceDeviation:F4}");
}
}
}
var job = noteCalibrationJobs[i];
if (job == null || job.controller == null || job.obj == null || !job.obj.activeSelf)
{
noteCalibrationJobs.RemoveAt(i);
continue;
}
private WaitForSecondsRealtime GetCalibrateWait()
{
if (calibrateWait == null || calibrateWaitSeconds != calibrateInterval)
{
calibrateWaitSeconds = calibrateInterval;
calibrateWait = new WaitForSecondsRealtime(calibrateInterval);
if (now >= job.nextTime)
{
Vector3 expected = job.controller.GetExpectedPosition(Time.time);
float distanceDeviation = Vector3.Distance(job.obj.transform.position, expected);
if (distanceDeviation > calibrateTolerance)
{
job.obj.transform.position = expected;
if (JudgeManager.IsDebugEnabled) Debug.Log($"[NoteSpawner] Calibrated short note position, deviation was {distanceDeviation:F4}");
}
job.remaining--;
if (job.remaining <= 0)
{
noteCalibrationJobs.RemoveAt(i);
}
else
{
job.nextTime = now + Mathf.Max(0f, calibrateInterval);
}
}
}
for (int i = holdCalibrationJobs.Count - 1; i >= 0; i--)
{
var job = holdCalibrationJobs[i];
if (job == null || job.hold == null || !job.hold.gameObject.activeSelf)
{
holdCalibrationJobs.RemoveAt(i);
continue;
}
if (now >= job.nextTime)
{
job.hold.CalibratePosition(job.spawnPos, calibrateTolerance);
job.remaining--;
if (job.remaining <= 0)
{
holdCalibrationJobs.RemoveAt(i);
}
else
{
job.nextTime = now + Mathf.Max(0f, calibrateInterval);
}
}
}
yield return null;
}
return calibrateWait;
calibrationRunner = null;
}
private float CalculateSpeed(float noteTravelTime)
@@ -176,6 +176,20 @@ public class GfxController : MonoBehaviour
// 触发受击震动效果
TriggerShake(target, isEnemy);
GameObject visualParent = null;
if (isEnemy && enemyObject != null)
{
visualParent = enemyObject;
}
else if (!isEnemy)
{
visualParent = ResolveGfxMountPoint(target);
}
if (visualParent == null)
{
visualParent = parent != null ? parent : ResolveGfxMountPoint(target);
}
// 如果是敌人,触发闪红效果 (使用 teamUIController 已有的逻辑)
if (isEnemy && teamUIController.Instance != null)
{
@@ -203,9 +217,6 @@ public class GfxController : MonoBehaviour
}
}
// 尝试自动解析挂载点,如果未提供 parent
GameObject visualParent = parent != null ? parent : ResolveGfxMountPoint(target);
// 根据身份选择参数
float offsetX = isEnemy ? enemyOffsetX : allyOffsetX;
float offsetY = isEnemy ? enemyOffsetY : allyOffsetY;
@@ -348,7 +359,7 @@ public class GfxController : MonoBehaviour
// 在源物体位置实例化
GameObject projectile = Instantiate(projectileFX, startTransform.position, Quaternion.identity);
// 如果是在 UI 环境下,设置正确的父物体(通常是 GfxController 所在的 Canvas 层级
// --- 核心修正:挂载到 GfxController (即当前脚本所在的 Canvas 层级物体) ---
projectile.transform.SetParent(this.transform, true);
projectile.transform.localScale = Vector3.one * projectileScale;
@@ -746,16 +757,9 @@ public class GfxController : MonoBehaviour
/// <returns>是否成功启动弹道逻辑。如果返回 false,调用方应执行保底扣血。</returns>
public bool PlayEnemyAttackOnMiss(int allySlotIndex, float damageAmount, AllyCombatant allyInstance)
{
// 尝试自动寻找敌人挂载点,如果未分配
if (enemyObject == null || !enemyObject.activeInHierarchy)
{
var enemy = GameObject.Find("thisEnemy");
if (enemy != null) enemyObject = enemy;
}
if (enemyObject == null || !enemyObject.activeInHierarchy)
{
Debug.LogWarning("[GfxController] enemyObject 为空且未能在场景中找到 'thisEnemy',无法播放 Miss 攻击特效。");
Debug.LogWarning("[GfxController] enemyObject 为空或未激活,无法播放 Miss 攻击特效。");
return false;
}
@@ -775,7 +779,7 @@ public class GfxController : MonoBehaviour
// 生成弹道
GameObject projectile = Instantiate(projectilePrefab, enemyObject.transform.position, Quaternion.identity);
projectile.transform.SetParent(this.transform, true);
projectile.transform.SetParent(enemyObject.transform, true);
projectile.transform.localScale = Vector3.one * enemyAttackProjectileScale;
// 应用层级
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