超大量的更新 修复很多问题,gameplay特效初步
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -7,7 +7,7 @@ using UnityEngine.EventSystems;
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public class controllerSettings : MonoBehaviour
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{
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[Header("按键绑定")]
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[Header("Inspector")]
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public Button[] keyButtons; // assign 5 buttons in Inspector
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public Text errorText; // UI text to show error/success messages
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[Header("Message Colors")]
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@@ -15,7 +15,7 @@ public class controllerSettings : MonoBehaviour
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public Color messageSuccessColor = Color.green;
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private Coroutine messageCoroutine = null;
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[Header("音符流动速度滑动变阻器")]
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[Header("Inspector")]
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public Slider noteSpeedMultipler_slider;
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public Text noteSpeedMultipler_valueText;
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public Button noteSpeed_DecreaseButton;
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@@ -194,7 +194,7 @@ public class controllerSettings : MonoBehaviour
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// start blinking underscore on the clicked button
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blinkCoroutine = StartCoroutine(BlinkUnderscore(index));
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// show persistent prompt
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ShowPersistentMessage("按下新按键", messageErrorColor);
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ShowPersistentMessage("按下新按键", messageErrorColor);
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}
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private IEnumerator BlinkUnderscore(int index)
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@@ -229,7 +229,7 @@ public class controllerSettings : MonoBehaviour
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if (existing == key)
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{
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// conflict: reject and keep waiting
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string msg = $"按键冲突:{KeyBindingManager.GetDisplayName(key)}已被分配给按键{i+1}。";
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string msg = $"按键冲突:{KeyBindingManager.GetDisplayName(key)}已被分配给按键{i+1}。";
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ShowMessage(msg, messageErrorColor, 2f);
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StartCoroutine(FlashButtonInvalid(rebindingIndex));
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return;
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@@ -244,7 +244,7 @@ public class controllerSettings : MonoBehaviour
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// clear persistent prompt and show success message
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ClearMessage();
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ShowMessage("按键设置已保存", messageSuccessColor, 2f);
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ShowMessage("按键设置已保存", messageSuccessColor, 2f);
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// finish
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previousKeyValid = false;
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@@ -316,7 +316,7 @@ public class controllerSettings : MonoBehaviour
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KeyBindingManager.ChangeKeyBinding(colors[rebindingIndex], previousKey);
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InputManager.Instance?.RefreshKeyLabels();
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ClearMessage();
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ShowMessage("按键设置已保存", messageSuccessColor, 2f);
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ShowMessage("按键设置已保存", messageSuccessColor, 2f);
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}
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previousKeyValid = false;
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previousKey = KeyCode.None;
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