超大量的更新 修复很多问题,gameplay特效初步
This commit is contained in:
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class UI_SongsSelect_RuntimeFeatures : MonoBehaviour
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{
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[Header("Scene")]
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[SerializeField] private string requiredSceneName = "Songs_Select";
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[SerializeField] private string gameplaySceneName = "gamePlay_gamePlay";
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[Header("Targets")]
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[SerializeField] private string enterButtonName = "bottom";
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[SerializeField] private string enterButtonParentName = "enterBar";
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[SerializeField] private string autoPlayToggleName = "enableAutoPlayToggle";
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[SerializeField] private string difficultiesRootName = "horizontalDifficultiesLayouts";
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[Header("Difficulty Indicator Pop")]
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[SerializeField] private float diffPopScaleFrom = 1.25f;
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[SerializeField] private float diffPopTime = 0.26f;
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[SerializeField] private float diffPopFadeInTime = 0.08f;
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[SerializeField] private Ease diffPopEase = Ease.OutBack;
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[Header("Difficulty ID Roll")]
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[SerializeField] private string difficultyIdName = "difficultyID";
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[SerializeField] private string difficultyIdGroundName = "difficultyIDGround";
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[SerializeField] private float difficultyIdStepDelayFast = 0.03f;
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[SerializeField] private float difficultyIdStepDelaySlow = 0.11f;
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[SerializeField] private bool difficultyIdUseUnscaledTime = true;
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private Button enterButton;
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private UnityAction enterAction;
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private Toggle autoPlayToggle;
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private UnityAction<bool> autoPlayToggleAction;
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private Coroutine bindRoutine;
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private Coroutine bgmKeepAliveRoutine;
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private Coroutine difficultyIdRollCoroutine;
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private readonly Dictionary<Button, UnityAction> diffActions = new Dictionary<Button, UnityAction>();
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private readonly Dictionary<Toggle, UnityAction<bool>> diffToggleActions = new Dictionary<Toggle, UnityAction<bool>>();
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private readonly List<Text> difficultyIdDisplayTexts = new List<Text>();
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private int difficultyIdDisplayed = int.MinValue;
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private float nextDifficultyIdRefreshTime = 0f;
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private void OnEnable()
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{
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var bgm = BgmPlaybackManager.Instance ?? BgmPlaybackManager.EnsureInstance();
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if (bgm != null)
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{
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bgm.autoPlay = true;
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if (bgm.audioSource != null)
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{
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bgm.audioSource.mute = false;
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if (bgm.audioSource.volume <= 0.001f)
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bgm.audioSource.volume = 1f;
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}
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bgm.EnsurePlaying();
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}
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if (bindRoutine != null)
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{
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StopCoroutine(bindRoutine);
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bindRoutine = null;
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}
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if (bgmKeepAliveRoutine != null)
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StopCoroutine(bgmKeepAliveRoutine);
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bgmKeepAliveRoutine = StartCoroutine(EnsureBgmAliveRoutine());
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RebindSoon();
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ResolveDifficultyIdDisplayTexts();
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RefreshDifficultyIdDisplay(forceInstant: true);
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}
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private void OnDisable()
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{
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if (bindRoutine != null)
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{
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StopCoroutine(bindRoutine);
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bindRoutine = null;
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}
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if (bgmKeepAliveRoutine != null)
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{
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StopCoroutine(bgmKeepAliveRoutine);
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bgmKeepAliveRoutine = null;
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}
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if (difficultyIdRollCoroutine != null)
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{
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StopCoroutine(difficultyIdRollCoroutine);
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difficultyIdRollCoroutine = null;
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}
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Unbind();
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}
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private void Update()
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{
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if (!IsInRequiredScene())
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return;
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if (Time.unscaledTime < nextDifficultyIdRefreshTime)
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return;
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nextDifficultyIdRefreshTime = Time.unscaledTime + 0.06f;
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RefreshDifficultyIdDisplay(forceInstant: false);
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}
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private IEnumerator EnsureBgmAliveRoutine()
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{
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while (enabled)
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{
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if (IsInRequiredScene())
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{
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var bgm = BgmPlaybackManager.Instance ?? BgmPlaybackManager.EnsureInstance();
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if (bgm != null)
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{
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bgm.autoPlay = true;
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if (bgm.audioSource != null)
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{
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bgm.audioSource.mute = false;
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if (bgm.audioSource.volume <= 0.001f)
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bgm.audioSource.volume = 1f;
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}
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bgm.EnsurePlaying();
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}
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}
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yield return new WaitForSecondsRealtime(0.25f);
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}
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bgmKeepAliveRoutine = null;
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}
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public void RebindSoon()
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{
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if (bindRoutine != null)
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StopCoroutine(bindRoutine);
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bindRoutine = StartCoroutine(BindRoutine());
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}
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private IEnumerator BindRoutine()
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{
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// Wait a few frames so scene-internal scripts finish wiring first.
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yield return null;
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TryBindAll();
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yield return null;
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TryBindAll();
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yield return null;
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TryBindAll();
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bindRoutine = null;
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}
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private void TryBindAll()
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{
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if (!IsInRequiredScene())
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return;
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DisableDecorativeDifficultyRaycasts();
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ResolveDifficultyIdDisplayTexts();
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BindEnterButton();
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BindAutoPlayToggle();
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BindDifficultyButtons();
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RefreshDifficultyIdDisplay(forceInstant: false);
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}
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private bool IsInRequiredScene()
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{
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Scene scene = gameObject.scene;
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if (!scene.IsValid() || !scene.isLoaded)
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scene = SceneManager.GetActiveScene();
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return string.IsNullOrEmpty(requiredSceneName) || scene.name == requiredSceneName;
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}
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private void BindEnterButton()
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{
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Button next = FindEnterButton();
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if (next == null)
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return;
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if (enterButton != null && enterAction != null && enterButton != next)
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enterButton.onClick.RemoveListener(enterAction);
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enterButton = next;
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if (enterAction == null)
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enterAction = OnEnterGameplayClicked;
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enterButton.onClick.RemoveListener(enterAction);
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enterButton.onClick.AddListener(enterAction);
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}
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private void BindAutoPlayToggle()
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{
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Transform tr = FindInCurrentSceneByName(autoPlayToggleName);
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if (tr == null)
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return;
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Toggle toggle = tr.GetComponent<Toggle>();
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if (toggle == null)
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return;
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if (autoPlayToggle != null && autoPlayToggleAction != null && autoPlayToggle != toggle)
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autoPlayToggle.onValueChanged.RemoveListener(autoPlayToggleAction);
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autoPlayToggle = toggle;
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if (autoPlayToggleAction == null)
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autoPlayToggleAction = OnAutoPlayToggleChanged;
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autoPlayToggle.onValueChanged.RemoveListener(autoPlayToggleAction);
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autoPlayToggle.onValueChanged.AddListener(autoPlayToggleAction);
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autoPlayToggle.SetIsOnWithoutNotify(GameConfig.autoPlayEnabled);
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EnsureSelectableClickable(autoPlayToggle);
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}
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private void OnAutoPlayToggleChanged(bool isOn)
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{
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GameConfig.SetAutoPlayEnabled(isOn);
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}
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private void BindDifficultyButtons()
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{
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foreach (var kv in diffActions)
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{
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if (kv.Key != null && kv.Value != null)
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kv.Key.onClick.RemoveListener(kv.Value);
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}
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diffActions.Clear();
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foreach (var kv in diffToggleActions)
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{
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if (kv.Key != null && kv.Value != null)
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kv.Key.onValueChanged.RemoveListener(kv.Value);
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}
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diffToggleActions.Clear();
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Transform root = FindInCurrentSceneByName(difficultiesRootName);
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if (root == null)
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return;
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EnsureAncestorCanvasGroupsAllowInput(root);
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Button[] buttons = root.GetComponentsInChildren<Button>(true);
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for (int i = 0; i < buttons.Length; i++)
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{
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Button btn = buttons[i];
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if (btn == null)
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continue;
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EnsureSelectableClickable(btn);
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UnityAction action = () => StartCoroutine(PlayDifficultyPopDeferred(btn.transform));
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btn.onClick.RemoveListener(action);
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btn.onClick.AddListener(action);
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diffActions[btn] = action;
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}
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Toggle[] toggles = root.GetComponentsInChildren<Toggle>(true);
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for (int i = 0; i < toggles.Length; i++)
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{
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Toggle tg = toggles[i];
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if (tg == null)
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continue;
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EnsureSelectableClickable(tg);
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UnityAction<bool> action = isOn =>
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{
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if (isOn)
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StartCoroutine(PlayDifficultyPopDeferred(tg.transform));
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};
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tg.onValueChanged.RemoveListener(action);
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tg.onValueChanged.AddListener(action);
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diffToggleActions[tg] = action;
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}
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// Explicitly unlock known difficulty buttons that users reported as unclickable.
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ForceEnableNamedSelectable(root, "HD");
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ForceEnableNamedSelectable(root, "IN");
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}
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private IEnumerator PlayDifficultyPopDeferred(Transform buttonRoot)
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{
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yield return null;
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if (buttonRoot == null)
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yield break;
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RectTransform target = FindDifficultyIndicator(buttonRoot);
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if (target == null)
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yield break;
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Vector3 baseScale = target.localScale;
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CanvasGroup group = target.GetComponent<CanvasGroup>();
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if (group == null)
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group = target.gameObject.AddComponent<CanvasGroup>();
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target.DOKill();
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group.DOKill();
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float baseAlpha = group.alpha > 0f ? group.alpha : 1f;
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target.localScale = baseScale * Mathf.Max(1.01f, diffPopScaleFrom);
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group.alpha = 0f;
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Sequence seq = DOTween.Sequence().SetUpdate(true);
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seq.Append(group.DOFade(baseAlpha, Mathf.Max(0.01f, diffPopFadeInTime)));
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seq.Join(target.DOScale(baseScale, Mathf.Max(0.01f, diffPopTime)).SetEase(diffPopEase));
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}
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private RectTransform FindDifficultyIndicator(Transform buttonRoot)
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{
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if (buttonRoot == null)
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return null;
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Transform candidate =
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FindChildByName(buttonRoot, "selected_bottom") ??
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FindChildByName(buttonRoot, "selected") ??
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FindChildByName(buttonRoot, "indicator") ??
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FindChildByName(buttonRoot, "mark") ??
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FindChildByName(buttonRoot, "bottom");
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RectTransform rt = candidate as RectTransform;
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if (rt == null)
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rt = buttonRoot as RectTransform;
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return rt;
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}
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private void OnEnterGameplayClicked()
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{
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SongData song = ResolveSelectedSong();
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if (song == null)
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{
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Debug.LogWarning("[Songs_Select] Enter gameplay cancelled: no selected song.");
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return;
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}
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int difficulty = Mathf.Clamp(song.thisLevel_selectedDifficultyID, 0, 3);
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TextAsset chart = song.GetChartFile(difficulty);
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if (chart == null)
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{
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Debug.LogError($"[Songs_Select] Enter gameplay cancelled: chart missing for '{song.songName}' difficulty {difficulty}.");
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return;
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}
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SongDataHolder.SelectedSongData = song;
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BeatmapManager.SetPendingSong(song, difficulty);
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Time.timeScale = 1f;
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SceneManager.LoadScene(gameplaySceneName, LoadSceneMode.Single);
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}
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private SongData ResolveSelectedSong()
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{
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if (SongDataHolder.SelectedSongData != null)
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return SongDataHolder.SelectedSongData;
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SongButton[] buttons = UnityEngine.Object.FindObjectsByType<SongButton>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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for (int i = 0; i < buttons.Length; i++)
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{
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SongButton sb = buttons[i];
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if (sb == null || sb.gameObject.scene != gameObject.scene)
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continue;
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if (sb.selected_boarder != null && sb.selected_boarder.color.a > 0.5f)
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{
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SongData selected = sb.thisSong_so as SongData;
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if (selected != null)
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return selected;
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}
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}
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return null;
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}
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private Button FindEnterButton()
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{
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Scene scene = gameObject.scene;
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Transform[] all = UnityEngine.Object.FindObjectsByType<Transform>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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for (int i = 0; i < all.Length; i++)
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{
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Transform t = all[i];
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if (t == null || t.gameObject.scene != scene)
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continue;
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if (!string.Equals(t.name, enterButtonName, System.StringComparison.OrdinalIgnoreCase))
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continue;
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if (!HasAncestorNamed(t, enterButtonParentName))
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continue;
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Button btn = t.GetComponent<Button>();
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if (btn != null)
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return btn;
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}
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return null;
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}
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private bool HasAncestorNamed(Transform tr, string name)
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{
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Transform p = tr != null ? tr.parent : null;
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while (p != null)
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{
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if (string.Equals(p.name, name, System.StringComparison.OrdinalIgnoreCase))
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return true;
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p = p.parent;
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}
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return false;
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}
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private Transform FindInCurrentSceneByName(string objectName)
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{
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if (string.IsNullOrEmpty(objectName))
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return null;
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Scene scene = gameObject.scene;
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Transform[] all = UnityEngine.Object.FindObjectsByType<Transform>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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for (int i = 0; i < all.Length; i++)
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{
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Transform t = all[i];
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if (t == null || t.gameObject.scene != scene)
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continue;
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if (string.Equals(t.name, objectName, System.StringComparison.OrdinalIgnoreCase))
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return t;
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}
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return null;
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}
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private Transform FindChildByName(Transform root, string name)
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{
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if (root == null || string.IsNullOrEmpty(name))
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return null;
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Transform[] children = root.GetComponentsInChildren<Transform>(true);
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for (int i = 0; i < children.Length; i++)
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{
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Transform child = children[i];
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if (child != null && string.Equals(child.name, name, System.StringComparison.OrdinalIgnoreCase))
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return child;
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}
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return null;
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}
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private void EnsureSelectableClickable(Selectable selectable)
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{
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if (selectable == null) return;
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selectable.interactable = true;
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if (selectable.targetGraphic != null)
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selectable.targetGraphic.raycastTarget = true;
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EnsureAncestorCanvasGroupsAllowInput(selectable.transform);
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}
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private void EnsureAncestorCanvasGroupsAllowInput(Transform leaf)
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{
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Transform t = leaf;
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int safety = 0;
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while (t != null && safety++ < 16)
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{
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CanvasGroup cg = t.GetComponent<CanvasGroup>();
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if (cg != null && cg.alpha > 0.001f)
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{
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cg.interactable = true;
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cg.blocksRaycasts = true;
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}
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t = t.parent;
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}
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}
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private void ForceEnableNamedSelectable(Transform root, string objectName)
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{
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if (root == null || string.IsNullOrEmpty(objectName)) return;
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Transform target = FindChildByName(root, objectName);
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if (target == null) return;
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Button btn = target.GetComponent<Button>();
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if (btn != null) EnsureSelectableClickable(btn);
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Toggle tg = target.GetComponent<Toggle>();
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if (tg != null) EnsureSelectableClickable(tg);
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}
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private void DisableDecorativeDifficultyRaycasts()
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{
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Scene scene = gameObject.scene;
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Text[] allTexts = UnityEngine.Object.FindObjectsByType<Text>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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for (int i = 0; i < allTexts.Length; i++)
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{
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Text txt = allTexts[i];
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if (txt == null || txt.gameObject.scene != scene) continue;
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string n = txt.name;
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if (!string.Equals(n, "difficultyID", System.StringComparison.OrdinalIgnoreCase) &&
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!string.Equals(n, "difficultyIDGround", System.StringComparison.OrdinalIgnoreCase))
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continue;
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txt.raycastTarget = false;
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}
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}
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private void ResolveDifficultyIdDisplayTexts()
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{
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difficultyIdDisplayTexts.Clear();
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Scene scene = gameObject.scene;
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Text[] allTexts = UnityEngine.Object.FindObjectsByType<Text>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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for (int i = 0; i < allTexts.Length; i++)
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{
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Text txt = allTexts[i];
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if (txt == null || txt.gameObject.scene != scene)
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continue;
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string n = txt.name;
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if (!string.Equals(n, difficultyIdName, System.StringComparison.OrdinalIgnoreCase) &&
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!string.Equals(n, difficultyIdGroundName, System.StringComparison.OrdinalIgnoreCase))
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continue;
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txt.raycastTarget = false;
|
||||
difficultyIdDisplayTexts.Add(txt);
|
||||
}
|
||||
}
|
||||
|
||||
private void RefreshDifficultyIdDisplay(bool forceInstant)
|
||||
{
|
||||
int target = GetCurrentDifficultyDisplayValue();
|
||||
|
||||
if (difficultyIdDisplayTexts.Count == 0)
|
||||
ResolveDifficultyIdDisplayTexts();
|
||||
if (difficultyIdDisplayTexts.Count == 0)
|
||||
return;
|
||||
|
||||
if (forceInstant || difficultyIdDisplayed == int.MinValue)
|
||||
{
|
||||
difficultyIdDisplayed = target;
|
||||
ApplyDifficultyIdDisplayValue(target);
|
||||
return;
|
||||
}
|
||||
|
||||
if (target == difficultyIdDisplayed)
|
||||
{
|
||||
ApplyDifficultyIdDisplayValue(target);
|
||||
return;
|
||||
}
|
||||
|
||||
if (difficultyIdRollCoroutine != null)
|
||||
{
|
||||
StopCoroutine(difficultyIdRollCoroutine);
|
||||
difficultyIdRollCoroutine = null;
|
||||
}
|
||||
|
||||
difficultyIdRollCoroutine = StartCoroutine(RollDifficultyIdDisplay(difficultyIdDisplayed, target));
|
||||
}
|
||||
|
||||
private int GetCurrentDifficultyDisplayValue()
|
||||
{
|
||||
SongData song = ResolveSelectedSong();
|
||||
if (song == null)
|
||||
return 0;
|
||||
|
||||
int difficulty = Mathf.Clamp(song.thisLevel_selectedDifficultyID, 0, 3);
|
||||
float level = GetDifficultyLevel(song, difficulty);
|
||||
int rounded = Mathf.RoundToInt(level);
|
||||
return Mathf.Max(0, rounded);
|
||||
}
|
||||
|
||||
private float GetDifficultyLevel(SongData song, int difficultyId)
|
||||
{
|
||||
if (song == null)
|
||||
return 0f;
|
||||
|
||||
if (song.chartFiles != null)
|
||||
{
|
||||
for (int i = 0; i < song.chartFiles.Count; i++)
|
||||
{
|
||||
ChartFileEntry entry = song.chartFiles[i];
|
||||
if (entry == null || entry.difficulty != difficultyId)
|
||||
continue;
|
||||
return entry.difficultyLEVEL;
|
||||
}
|
||||
}
|
||||
|
||||
if (song.difficultyNumberMap != null && song.difficultyNumberMap.ContainsKey(difficultyId))
|
||||
return song.difficultyNumberMap[difficultyId];
|
||||
|
||||
return 0f;
|
||||
}
|
||||
|
||||
private void ApplyDifficultyIdDisplayValue(int value)
|
||||
{
|
||||
string text = value.ToString();
|
||||
for (int i = 0; i < difficultyIdDisplayTexts.Count; i++)
|
||||
{
|
||||
Text t = difficultyIdDisplayTexts[i];
|
||||
if (t == null)
|
||||
continue;
|
||||
|
||||
t.text = text;
|
||||
t.raycastTarget = false;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator RollDifficultyIdDisplay(int from, int target)
|
||||
{
|
||||
int distance = Mathf.Abs(target - from);
|
||||
if (distance <= 0)
|
||||
{
|
||||
difficultyIdDisplayed = target;
|
||||
ApplyDifficultyIdDisplayValue(target);
|
||||
difficultyIdRollCoroutine = null;
|
||||
yield break;
|
||||
}
|
||||
|
||||
int dir = target > from ? 1 : -1;
|
||||
int current = from;
|
||||
for (int i = 1; i <= distance; i++)
|
||||
{
|
||||
current += dir;
|
||||
difficultyIdDisplayed = current;
|
||||
ApplyDifficultyIdDisplayValue(current);
|
||||
|
||||
float progress = distance <= 1 ? 1f : (float)i / distance;
|
||||
float eased = progress * progress; // fast first, then slow
|
||||
float delay = Mathf.Lerp(difficultyIdStepDelayFast, difficultyIdStepDelaySlow, eased);
|
||||
if (difficultyIdUseUnscaledTime)
|
||||
yield return new WaitForSecondsRealtime(Mathf.Max(0.005f, delay));
|
||||
else
|
||||
yield return new WaitForSeconds(Mathf.Max(0.005f, delay));
|
||||
}
|
||||
|
||||
difficultyIdDisplayed = target;
|
||||
ApplyDifficultyIdDisplayValue(target);
|
||||
difficultyIdRollCoroutine = null;
|
||||
}
|
||||
|
||||
private void Unbind()
|
||||
{
|
||||
if (enterButton != null && enterAction != null)
|
||||
enterButton.onClick.RemoveListener(enterAction);
|
||||
if (autoPlayToggle != null && autoPlayToggleAction != null)
|
||||
autoPlayToggle.onValueChanged.RemoveListener(autoPlayToggleAction);
|
||||
|
||||
foreach (var kv in diffActions)
|
||||
{
|
||||
if (kv.Key != null && kv.Value != null)
|
||||
kv.Key.onClick.RemoveListener(kv.Value);
|
||||
}
|
||||
diffActions.Clear();
|
||||
foreach (var kv in diffToggleActions)
|
||||
{
|
||||
if (kv.Key != null && kv.Value != null)
|
||||
kv.Key.onValueChanged.RemoveListener(kv.Value);
|
||||
}
|
||||
diffToggleActions.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
static class UI_SongsSelect_RuntimeFeaturesBootstrap
|
||||
{
|
||||
private const string SceneName = "Songs_Select";
|
||||
private const string HostName = "__SongsSelectRuntimeFeaturesHost";
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||||
private static void Init()
|
||||
{
|
||||
SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
}
|
||||
|
||||
private static void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
if (scene.name != SceneName)
|
||||
return;
|
||||
|
||||
GameObject host = FindHostInScene(scene, HostName);
|
||||
if (host == null)
|
||||
{
|
||||
host = new GameObject(HostName);
|
||||
SceneManager.MoveGameObjectToScene(host, scene);
|
||||
}
|
||||
|
||||
UI_SongsSelect_RuntimeFeatures features = host.GetComponent<UI_SongsSelect_RuntimeFeatures>();
|
||||
if (features == null)
|
||||
features = host.AddComponent<UI_SongsSelect_RuntimeFeatures>();
|
||||
|
||||
features.RebindSoon();
|
||||
}
|
||||
|
||||
private static GameObject FindHostInScene(Scene scene, string hostName)
|
||||
{
|
||||
if (!scene.IsValid() || !scene.isLoaded)
|
||||
return null;
|
||||
|
||||
Transform[] all = UnityEngine.Object.FindObjectsByType<Transform>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
||||
for (int i = 0; i < all.Length; i++)
|
||||
{
|
||||
Transform t = all[i];
|
||||
if (t == null || t.gameObject.scene != scene)
|
||||
continue;
|
||||
if (t.name == hostName)
|
||||
return t.gameObject;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user