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 UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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using System.Collections;
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@@ -8,7 +8,7 @@ public class SongButton : MonoBehaviour
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{
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[Header("thisSong_so")]
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public ScriptableObject thisSong_so;
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[Header("显示信息")]
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[Header("Inspector")]
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public Text songNameText;
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public Text multiNameText;
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public Text joinTime_and_dlcName_Text;
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@@ -19,14 +19,14 @@ public class SongButton : MonoBehaviour
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public Text songIDText;
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public Image buttonImage;
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public Image scoreLevelImage;
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[Header("头像")]
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[Header("Inspector")]
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public Image profileImage;
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public int song_songSerialID;
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[Header("select mark")]
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public Image selected_boarder;
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public Image fade_image;
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[Header("评分阈值")]
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[Header("Inspector")]
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public float easePercent = 1f;
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public float ssPercent = 0.95f;
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public float sPercent = 0.9f;
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@@ -36,7 +36,7 @@ public class SongButton : MonoBehaviour
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public float dPercent = 0.5f;
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public float ePercent = 0.4f;
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public float fPercent = 0.3f;
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[Header("评级图")]
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[Header("Inspector")]
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public Sprite easeSprite;
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public Sprite ssSprite;
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public Sprite sSprite;
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@@ -91,21 +91,21 @@ public class SongButton : MonoBehaviour
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if (songNameText != null) songNameText.text = sd.songName;
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if (multiNameText != null)
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multiNameText.text = "作曲:" + sd.artistName + " | 画师:" + sd.painter + " | 制谱:" + sd.level_creator;
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multiNameText.text = "Artist: " + sd.artistName + " | Illustrator: " + sd.painter + " | Charter: " + sd.level_creator;
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if (joinTime_and_dlcName_Text != null)
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{
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string join = string.IsNullOrEmpty(sd.thisLevel_addDateString) ? "未知" : sd.thisLevel_addDateString;
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string dlc = string.IsNullOrEmpty(sd.belongsTo_whichDLC) ? "未知DLC" : sd.belongsTo_whichDLC;
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joinTime_and_dlcName_Text.text = "上线时间:" + join + " | " + "所属DLC:" + dlc;
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string join = string.IsNullOrEmpty(sd.thisLevel_addDateString) ? "Unknown" : sd.thisLevel_addDateString;
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string dlc = string.IsNullOrEmpty(sd.belongsTo_whichDLC) ? "Unknown DLC" : sd.belongsTo_whichDLC;
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joinTime_and_dlcName_Text.text = "Release: " + join + " | DLC: " + dlc;
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}
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if (songOverallDescriptionText != null)
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{
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songOverallDescriptionText.text = string.IsNullOrEmpty(sd.thisLevel_overallDescription) ? "关卡简介:" : sd.thisLevel_overallDescription;
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songOverallDescriptionText.text = string.IsNullOrEmpty(sd.thisLevel_overallDescription) ? "" : sd.thisLevel_overallDescription;
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}
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// 使用 SongData 提供的统一方法获取全难度最高分及其对应的难度名称
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// Documentation text normalized.
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int bestTotal = 0;
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int bestDiff = -1;
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string bestDiffName = "";
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@@ -115,7 +115,7 @@ public class SongButton : MonoBehaviour
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if (highestScoreText != null) highestScoreText.text = bestTotal.ToString();
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// 在指定位置展示该最高分所属的难度名称
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// Documentation text normalized.
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if (highestScoreDifficultyText != null)
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{
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highestScoreDifficultyText.text = string.IsNullOrEmpty(bestDiffName) ? "" : "(" + bestDiffName + ")";
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@@ -127,7 +127,7 @@ public class SongButton : MonoBehaviour
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Sprite chosenSprite = null;
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float baseScore = 2000000f;
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// 如果从来没玩过(总分为0),显示未完成图
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// Documentation text normalized.
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if (bestTotal <= 0)
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{
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chosenSprite = ufSprite;
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@@ -198,7 +198,7 @@ public class SongButton : MonoBehaviour
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}
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song_songSerialID = songID;
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if (songIDText != null) songIDText.text = "歌曲识别号:" + song_songSerialID.ToString();
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if (songIDText != null) songIDText.text = "Song ID: " + song_songSerialID.ToString();
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}
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else
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{
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