超大量的更新 修复很多问题,gameplay特效初步

This commit is contained in:
FloatGaming
2026-02-14 23:46:20 +08:00
parent ef8eb67259
commit 3a7a0b4669
360 changed files with 85670 additions and 4144 deletions
+7 -7
View File
@@ -1,14 +1,14 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
public class audioMerger : MonoBehaviour
{
[Header("sv object")]
public GameObject sv_audioSettings;
[Header("所有声音给我站一边")]
[Tooltip("因为静音键我要出现")]
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Toggle enableGlobalMute_toggle;
[Header("一堆slider")]
[Header("Inspector")]
public Slider mainVolumn_slider;
public Slider noteHit_slider;
public Slider musicInGame_slider;
@@ -16,7 +16,7 @@ public class audioMerger : MonoBehaviour
public Slider skillEffect_slider;
public Slider uiInteration_slider;
public Slider cvVolumn_slider;
[Header("配套的一堆text")]
[Header("Inspector")]
public Text mainVolumn_text;
public Text noteHit_text;
public Text musicInGame_text;
@@ -45,7 +45,7 @@ public class audioMerger : MonoBehaviour
if (sv_audioSettings != null)
{
// 非模式:当 toggle 为开启 (isOn == true) 时,禁用 sv_audioSettings
// Documentation text normalized.
sv_audioSettings.SetActive(!isOn);
}
}
@@ -65,7 +65,7 @@ public class audioMerger : MonoBehaviour
PlayerPrefs.SetInt(PlayerPrefKey_EnableGlobalMute, isOn ? 1 : 0);
PlayerPrefs.Save();
// 应用非模式:当 toggle 为开启时,禁用 sv_audioSettings
// Documentation text normalized.
if (sv_audioSettings != null)
{
sv_audioSettings.SetActive(!isOn);
@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -7,7 +7,7 @@ using UnityEngine.EventSystems;
public class controllerSettings : MonoBehaviour
{
[Header("按键绑定")]
[Header("Inspector")]
public Button[] keyButtons; // assign 5 buttons in Inspector
public Text errorText; // UI text to show error/success messages
[Header("Message Colors")]
@@ -15,7 +15,7 @@ public class controllerSettings : MonoBehaviour
public Color messageSuccessColor = Color.green;
private Coroutine messageCoroutine = null;
[Header("音符流动速度滑动变阻器")]
[Header("Inspector")]
public Slider noteSpeedMultipler_slider;
public Text noteSpeedMultipler_valueText;
public Button noteSpeed_DecreaseButton;
@@ -194,7 +194,7 @@ public class controllerSettings : MonoBehaviour
// start blinking underscore on the clicked button
blinkCoroutine = StartCoroutine(BlinkUnderscore(index));
// show persistent prompt
ShowPersistentMessage("按下新按键", messageErrorColor);
ShowPersistentMessage("按下新按键", messageErrorColor);
}
private IEnumerator BlinkUnderscore(int index)
@@ -229,7 +229,7 @@ public class controllerSettings : MonoBehaviour
if (existing == key)
{
// conflict: reject and keep waiting
string msg = $"按键冲突:{KeyBindingManager.GetDisplayName(key)}已被分配给按键{i+1}。";
string msg = $"按键冲突:{KeyBindingManager.GetDisplayName(key)}已被分配给按键{i+1}。";
ShowMessage(msg, messageErrorColor, 2f);
StartCoroutine(FlashButtonInvalid(rebindingIndex));
return;
@@ -244,7 +244,7 @@ public class controllerSettings : MonoBehaviour
// clear persistent prompt and show success message
ClearMessage();
ShowMessage("按键设置已保存", messageSuccessColor, 2f);
ShowMessage("按键设置已保存", messageSuccessColor, 2f);
// finish
previousKeyValid = false;
@@ -316,7 +316,7 @@ public class controllerSettings : MonoBehaviour
KeyBindingManager.ChangeKeyBinding(colors[rebindingIndex], previousKey);
InputManager.Instance?.RefreshKeyLabels();
ClearMessage();
ShowMessage("按键设置已保存", messageSuccessColor, 2f);
ShowMessage("按键设置已保存", messageSuccessColor, 2f);
}
previousKeyValid = false;
previousKey = KeyCode.None;
+9 -9
View File
@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System;
@@ -66,7 +66,7 @@ public class graphicSettings : MonoBehaviour
{
if (resolution_Dropdown == null) return;
if (tempFreeResOptionIndex >= 0) return;
var opt = new Dropdown.OptionData("ɷֱ");
var opt = new Dropdown.OptionData("自定义分辨率");
resolution_Dropdown.options.Add(opt);
tempFreeResOptionIndex = resolution_Dropdown.options.Count - 1;
}
@@ -84,7 +84,7 @@ public class graphicSettings : MonoBehaviour
{
if (screenMode_Dropdown == null) return;
var options = new List<string>() { "(ɴ)", (Ӧ)", "ޱ߿򴰿" };
var options = new List<string>() { "窗口化(可调整大小)", "全屏(独占模式)", "无边框窗口" };
screenMode_Dropdown.ClearOptions();
screenMode_Dropdown.AddOptions(options);
@@ -271,7 +271,7 @@ public class graphicSettings : MonoBehaviour
foreach (var r in availableResolutions)
{
options.Add($"{r.x} {r.y}");
options.Add($"{r.x} x {r.y}");
}
resolution_Dropdown.ClearOptions();
@@ -303,7 +303,7 @@ public class graphicSettings : MonoBehaviour
{
Screen.SetResolution(cw, ch, Screen.fullScreenMode, Screen.currentResolution.refreshRateRatio);
EnsureTempFreeOptionExists();
resolution_Dropdown.options[tempFreeResOptionIndex].text = $"{cw} {ch}";
resolution_Dropdown.options[tempFreeResOptionIndex].text = $"{cw} x {ch}";
resolution_Dropdown.SetValueWithoutNotify(tempFreeResOptionIndex);
}
else
@@ -336,7 +336,7 @@ public class graphicSettings : MonoBehaviour
else
{
EnsureTempFreeOptionExists();
resolution_Dropdown.options[tempFreeResOptionIndex].text = $"{Screen.width} {Screen.height}";
resolution_Dropdown.options[tempFreeResOptionIndex].text = $"{Screen.width} x {Screen.height}";
resolution_Dropdown.SetValueWithoutNotify(tempFreeResOptionIndex);
}
}
@@ -372,7 +372,7 @@ public class graphicSettings : MonoBehaviour
{
if (frameRate_Dropdown == null) return;
var fpsOptions = new List<string>() { "24", "30", "60", "90", "120", "144", "165", "210", "240", "300", "", "ֱͬ" };
var fpsOptions = new List<string>() { "24", "30", "60", "90", "120", "144", "165", "210", "240", "300", "无限制", "垂直同步" };
frameRate_Dropdown.ClearOptions();
frameRate_Dropdown.AddOptions(fpsOptions);
@@ -432,13 +432,13 @@ public class graphicSettings : MonoBehaviour
}
else if (index == fpsValues.Length)
{
//
// Documentation text normalized.
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = -1; // unlimited / platform default
}
else if (index == fpsValues.Length + 1)
{
// ֱͬ
// Documentation text normalized.
QualitySettings.vSyncCount = 1; // enable vsync
Application.targetFrameRate = -1;
}
+29 -29
View File
@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
using System.IO;
using System.Text.RegularExpressions;
@@ -45,13 +45,13 @@ public class readDeviceInfo : MonoBehaviour
private void read_deviceInfo()
{
System.Text.StringBuilder sb = new System.Text.StringBuilder();
StringBuilder sb = new StringBuilder();
void AddEntry(string title, object value)
{
string str;
if (value == null) str = "";
else if (value is bool b) str = b ? "" : "";
else if (value is bool b) str = b ? "" : "";
else str = value.ToString();
sb.AppendLine($"<b>{title}</b>");
@@ -59,47 +59,47 @@ public class readDeviceInfo : MonoBehaviour
sb.AppendLine();
}
AddEntry("ƽ̨", Application.platform.ToString());
AddEntry("Ŀ¼", Application.dataPath);
AddEntry("persistent ·", Application.persistentDataPath);
AddEntry("平台", Application.platform.ToString());
AddEntry("数据目录", Application.dataPath);
AddEntry("persistent 数据路径", Application.persistentDataPath);
AddEntry("ϵͳ", SystemInfo.operatingSystem);
AddEntry("", SystemInfo.deviceName);
AddEntry("ͺ", SystemInfo.deviceModel);
AddEntry("豸ΨһID", SystemInfo.deviceUniqueIdentifier);
AddEntry("操作系统", SystemInfo.operatingSystem);
AddEntry("设备名称", SystemInfo.deviceName);
AddEntry("设备型号", SystemInfo.deviceModel);
AddEntry("设备唯一ID", SystemInfo.deviceUniqueIdentifier);
AddEntry("CPU", SystemInfo.processorType);
AddEntry("CPU", SystemInfo.processorCount);
AddEntry("ϵͳڴ (MB)", SystemInfo.systemMemorySize);
AddEntry("CPU核心数", SystemInfo.processorCount);
AddEntry("系统内存 (MB)", SystemInfo.systemMemorySize);
AddEntry("ͼ", SystemInfo.graphicsDeviceName);
AddEntry("ͼӦ", SystemInfo.graphicsDeviceVendor);
AddEntry("图形设备名称", SystemInfo.graphicsDeviceName);
AddEntry("图形设备供应商", SystemInfo.graphicsDeviceVendor);
AddEntry("DirectX", SystemInfo.graphicsDeviceType.ToString());
AddEntry("Դ (MB)", SystemInfo.graphicsMemorySize);
AddEntry("显存 (MB)", SystemInfo.graphicsMemorySize);
AddEntry("Ļֱ", $"{Screen.currentResolution.width} x {Screen.currentResolution.height} @ {Screen.currentResolution.refreshRateRatio.value:0.##}Hz");
AddEntry("ĻDPI", Screen.dpi);
AddEntry("ʾģʽ", Screen.fullScreenMode.ToString());
AddEntry("屏幕分辨率", $"{Screen.currentResolution.width} x {Screen.currentResolution.height} @ {Screen.currentResolution.refreshRateRatio.value:0.##}Hz");
AddEntry("屏幕DPI", Screen.dpi);
AddEntry("显示模式", Screen.fullScreenMode.ToString());
try
{
AddEntry("ص", $"{SystemInfo.batteryLevel * 100:F0}%");
AddEntry("Battery Level", $"{SystemInfo.batteryLevel * 100:F0}%");
}
catch
{
AddEntry("״̬", "֧");
AddEntry("Battery Status", "Not Supported");
}
AddEntry("", "v1.1h02e");
AddEntry("СϷ", "v1.301");
AddEntry("Ϸ", "code::testingVersion1062");
AddEntry("¼", "Steam Client");
AddEntry("主程序版本", "v1.1h02e");
AddEntry("内置小游戏版本", "v1.301");
AddEntry("游戏代码版本", "code::testingVersion1062");
AddEntry("登录渠道", "Steam Client");
AddEntry(".NET Framework", "8.0 +");
AddEntry("ߴ", SystemInfo.maxTextureSize);
AddEntry("Max Texture Size", SystemInfo.maxTextureSize);
AddEntry("ų́", Application.runInBackground);
AddEntry("߳Ⱦ", SystemInfo.graphicsMultiThreaded);
AddEntry("启用后台运行", Application.runInBackground);
AddEntry("启用多线程渲染", SystemInfo.graphicsMultiThreaded);
string output = sb.ToString();
@@ -138,7 +138,7 @@ public class readDeviceInfo : MonoBehaviour
{
#if UNITY_EDITOR
string desktop = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
string path = UnityEditor.EditorUtility.SaveFilePanel("Ϣ", desktop, "device_info", "txt");
string path = UnityEditor.EditorUtility.SaveFilePanel("保存设备信息", desktop, "device_info", "txt");
return string.IsNullOrEmpty(path) ? null : path;
#elif UNITY_STANDALONE_WIN
try
@@ -152,7 +152,7 @@ public class readDeviceInfo : MonoBehaviour
ofn.fileTitle = new string('\0', 260);
ofn.maxFileTitle = ofn.fileTitle.Length;
ofn.initialDir = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
ofn.title = "Ϣ";
ofn.title = "保存设备信息";
ofn.defExt = "txt";
ofn.flags = OpenFileNameFlags.OFN_OVERWRITEPROMPT;
@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
@@ -10,45 +10,53 @@ public class selectSettingsOptions : MonoBehaviour
public Button escButton;
public GameObject selfGO;
[Header("用户")]
[Header("Inspector")]
public Button userSettingsButton;
public GameObject userSettingsGameObject;
public Image userSettings_selectedMark;
[Header("画面设置")]
[Header("Inspector")]
public Button graphicSettingsButton;
public GameObject graphicSettingsGameObject;
public Image graphicSettings_selectedMark;
[Header("声音设置")]
[Header("Inspector")]
public Button audioSettingsButton;
public GameObject audioSettingsGameObject;
public Image audioSettings_selectedMark;
[Header("操作设置")]
[Header("Inspector")]
public Button controlSettingsButton;
public GameObject controlSettingsGameObject;
public Image controlSettings_selectedMark;
[Header("游戏设置")]
[Header("Inspector")]
public Button gameSettingsButton;
public GameObject gameSettingsGameObject;
public Image gameSettings_selectedMark;
[Header("关于")]
[Header("Inspector")]
public Button aboutUsButton;
public GameObject aboutUsGameObject;
public Image aboutUs_selectedMark;
[Header("设备信息")]
[Header("Inspector")]
public Button deviceInfoButton;
public GameObject deviceInfoGameObject;
public Image deviceInfo_selectedMark;
[Header("Fade Settings")]
[Tooltip("时间(秒)")] public float fadeDuration = 0.25f;
[Tooltip("Hover alpha when mouse over (0-1)")] public float hoverAlpha = 0.75f;
[Tooltip("Alpha when selected (常亮)")] public float selectedAlpha = 1f;
[Tooltip("Hover alpha when mouse over (0-1).")]
[Range(0f, 1f)]
public float hoverAlpha = 0.75f;
[Tooltip("Selected mark alpha when option is selected (0-1).")]
[Range(0f, 1f)]
public float selectedAlpha = 1f;
[Tooltip("Fade duration in seconds.")]
[Min(0f)]
public float fadeDuration = 0.1f;
// internal state
private class OptionEntry
+12 -12
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@@ -1,28 +1,28 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
public class userSettings : MonoBehaviour
{
[Header("登陆渠道")]
[Tooltip("渠道")]
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Text user_login_source_text;
[Tooltip("渠道ID")]
[Tooltip("Documentation text normalized.")]
public Text user_source_uid_text;
[Header("语言设置")]
[Tooltip("当前语言")]
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Dropdown language_dropdown;
[Header("存档管理")]
[Tooltip("导出存档")]
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Button export_saveData_button;
[Tooltip("导入存档")]
[Tooltip("Documentation text normalized.")]
public Button import_saveData_button;
[Tooltip("清理存档")]
[Tooltip("Documentation text normalized.")]
public Button clearup_saveData_button;
[Header("查看详细高光")]
[Tooltip("查看按钮")]
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Button view_detailedHighlight_button;
// Start is called once before the first execution of Update after the MonoBehaviour is created