主界面添加,许多bug修复。祝贺黑盒1如期开始

This commit is contained in:
FloatGaming
2026-03-02 04:34:13 +08:00
parent e11cc1da7a
commit 3c1d263ef1
308 changed files with 59216 additions and 32756 deletions
@@ -5,6 +5,7 @@ using System.IO;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using UnityEngine.Audio;
public class BgmPlaybackManager : MonoBehaviour
{
@@ -12,6 +13,7 @@ public class BgmPlaybackManager : MonoBehaviour
[Header("Audio")]
public AudioSource audioSource;
public AudioMixerGroup outputMixerGroup;
public AudioClip clip;
[Tooltip("Optional playlist. If empty, will load all clips in Resources/BGM.")]
public List<AudioClip> playlist = new List<AudioClip>();
@@ -49,6 +51,9 @@ public class BgmPlaybackManager : MonoBehaviour
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();
if (outputMixerGroup != null)
audioSource.outputAudioMixerGroup = outputMixerGroup;
audioSource.playOnAwake = false;
audioSource.loop = loop;
@@ -96,6 +101,9 @@ public class BgmPlaybackManager : MonoBehaviour
if (audioSource == null)
audioSource = gameObject.AddComponent<AudioSource>();
if (outputMixerGroup != null)
audioSource.outputAudioMixerGroup = outputMixerGroup;
audioSource.loop = loop;
if (audioSource.clip == null && clip != null)
+11
View File
@@ -4,6 +4,7 @@ using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.SceneManagement;
using UnityEngine.Audio;
using Object = UnityEngine.Object;
[ExecuteAlways]
@@ -61,6 +62,9 @@ public class BgmUiBinder : MonoBehaviour
public Vector2 pointerEndPos = new Vector2(195.3f, -87.05f);
public Vector2 spectrumPosition = new Vector2(-238.9f, -111.5f);
[Header("Audio")]
public AudioMixerGroup outputMixerGroup;
private readonly List<TMP_Text> timeTmps = new List<TMP_Text>();
private readonly List<Text> timeTexts = new List<Text>();
@@ -104,6 +108,8 @@ public class BgmUiBinder : MonoBehaviour
if (Application.isPlaying)
{
var mgr = BgmPlaybackManager.EnsureInstance();
if (outputMixerGroup != null)
mgr.outputMixerGroup = outputMixerGroup;
mgr.EnsurePlaying();
}
}
@@ -129,6 +135,11 @@ public class BgmUiBinder : MonoBehaviour
Canvas sceneCanvas = FindSceneCanvas();
var controller = Object.FindAnyObjectByType<btmandtopController>();
if (controller != null && controller.bgmMixerGroup != null)
{
outputMixerGroup = controller.bgmMixerGroup;
}
if (controller != null && controller.musicPicRoot != null)
{
SetMusicRoot(controller.musicPicRoot, sceneCanvas);
+228 -12
View File
@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -6,6 +6,9 @@ using System.IO;
using System.Text;
using System.Text.RegularExpressions;
using UnityEngine.UI;
using TMPro;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class pressStart : MonoBehaviour
{
@@ -24,6 +27,28 @@ public class pressStart : MonoBehaviour
// UI text to show status
public Text statusText;
public Text warningText;
[Header("New UI Buttons")]
public Button startButton;
public Button helpButton;
public Button closeButton;
public Button exitButton;
public GameObject helpContentObject;
[Header("Fade Settings")]
public CanvasGroup mainCanvasGroup;
public float fadeDelay = 0f;
public float fadeDuration = 1f;
[Header("TMP Flashing Settings")]
public TextMeshProUGUI flashingText;
public float flashInterval = 0.5f;
[Header("Start Sequence Settings")]
public Volume globalVolume;
public Image fadeOutImage;
public float startButtonDelay = 6f; // 6秒后才允许点击 Start
// polling
private Coroutine pollCoroutine;
private float pollInterval = 3f;
@@ -40,6 +65,147 @@ public class pressStart : MonoBehaviour
// Ensure status text shows idle
UpdateStatus("Press Enter to continue.", Color.green);
// Bind buttons
if (startButton != null)
{
startButton.onClick.AddListener(OnStartButtonClick);
}
if (helpButton != null)
{
helpButton.onClick.AddListener(OnHelpButtonClick);
}
if (closeButton != null)
{
closeButton.onClick.AddListener(OnCloseButtonClick);
}
if (exitButton != null)
{
exitButton.onClick.AddListener(OnExitButtonClick);
}
if (helpContentObject != null)
{
helpContentObject.SetActive(false);
}
// Initialize fadeOutImage
if (fadeOutImage != null)
{
Color c = fadeOutImage.color;
c.a = 0f;
fadeOutImage.color = c;
fadeOutImage.gameObject.SetActive(false);
}
// Initialize Global Volume Bloom intensity to 0
if (globalVolume != null && globalVolume.profile.TryGet<Bloom>(out var bloom))
{
bloom.intensity.Override(0f);
}
// Initialize CanvasGroup and start fade-in
if (mainCanvasGroup != null)
{
mainCanvasGroup.alpha = 0f;
StartCoroutine(FadeInMainCanvasGroup());
}
// Start flashing logic
if (flashingText != null)
{
StartCoroutine(FlashTMPText());
}
// Start button delay logic
if (startButton != null)
{
StartCoroutine(StartButtonActivationDelay());
}
}
private IEnumerator StartButtonActivationDelay()
{
if (startButton == null) yield break;
// 初始禁用按钮
startButton.interactable = false;
// 等待指定时间 (使用 unscaledTime 以防 timeScale 为 0)
yield return new WaitForSecondsRealtime(startButtonDelay);
// 启用按钮
startButton.interactable = true;
Debug.Log("[pressStart] Start button is now active.");
}
private IEnumerator FlashTMPText()
{
if (flashingText == null) yield break;
float elapsed = 0f;
while (true)
{
elapsed += Time.deltaTime;
// 使用 Mathf.PingPong 在 0 到 1 之间往复
// 除以 flashInterval 可以控制循环的速度
float alpha = Mathf.PingPong(elapsed / flashInterval, 1f);
Color color = flashingText.color;
color.a = alpha;
flashingText.color = color;
yield return null;
}
}
private IEnumerator FadeInMainCanvasGroup()
{
if (fadeDelay > 0)
yield return new WaitForSeconds(fadeDelay);
float elapsed = 0f;
while (elapsed < fadeDuration)
{
elapsed += Time.deltaTime;
mainCanvasGroup.alpha = Mathf.Lerp(0f, 1f, elapsed / fadeDuration);
yield return null;
}
mainCanvasGroup.alpha = 1f;
}
private void OnStartButtonClick()
{
Debug.Log("[pressStart] Start button clicked.");
HandleGameStartLogic();
}
private void OnHelpButtonClick()
{
if (helpContentObject != null)
{
bool isActive = helpContentObject.activeSelf;
helpContentObject.SetActive(!isActive);
Debug.Log("[pressStart] Help button clicked. Help content active: " + !isActive);
}
}
private void OnCloseButtonClick()
{
if (helpContentObject != null)
{
helpContentObject.SetActive(false);
Debug.Log("[pressStart] Close button clicked. Help content hidden.");
}
}
private void OnExitButtonClick()
{
Debug.Log("[pressStart] Exit button clicked. Application quitting.");
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
// Update is called once per frame
@@ -51,32 +217,82 @@ public class pressStart : MonoBehaviour
if (!(Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter)))
return;
// 如果按钮未激活 (还在倒计时),不允许通过键盘进入
if (startButton != null && !startButton.interactable)
{
Debug.Log("[pressStart] Start request ignored. Button is not active yet.");
return;
}
HandleGameStartLogic();
}
private void HandleGameStartLogic()
{
bool requestTestMode = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
if (requestTestMode)
{
Debug.Log("[pressStart] Enter+Shift detected, starting test mode polling.");
Debug.Log("[pressStart] Enter+Shift or button start requested, starting test mode polling.");
GameConfig.testMode = true;
if (pollCoroutine != null) StopCoroutine(pollCoroutine);
pollCoroutine = StartCoroutine(PollForBanflagAndProceed());
return;
}
if (check_enterNextScene)
{
Debug.Log("[pressStart] Second input detected, loading UI_UI scene. Forcing Time.timeScale = 1.");
Time.timeScale = 1f; // Ensure time is running for next scene
SceneManager.LoadScene("UI_UI");
return;
}
Debug.Log("[pressStart] First input detected, setting check_enterNextScene = true");
// 修改为点击一次即可开始进入游戏序列
Debug.Log("[pressStart] Start requested, initiating transition sequence.");
GameConfig.testMode = false;
if (warningText != null)
{
warningText.gameObject.SetActive(true);
warningText.text = WARNING_TEXT_CONTENT;
}
check_enterNextScene = true;
// 启动进入游戏的异步序列
StartCoroutine(StartGameTransitionSequence());
}
private IEnumerator StartGameTransitionSequence()
{
// 1. 0.5秒内将 Global Volume 的 Bloom Intensity 从 0 变到 3
if (globalVolume != null && globalVolume.profile.TryGet<Bloom>(out var bloom))
{
float elapsed = 0f;
float duration = 0.5f;
float startVal = bloom.intensity.value;
float targetVal = 3f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
bloom.intensity.Override(Mathf.Lerp(startVal, targetVal, elapsed / duration));
yield return null;
}
bloom.intensity.Override(targetVal);
}
// 2. 结束变 3 后,将 Image 的不透明度在 0.5 秒内从 0 变到 255 (alpha = 1)
if (fadeOutImage != null)
{
fadeOutImage.gameObject.SetActive(true);
float elapsed = 0f;
float duration = 0.5f;
Color color = fadeOutImage.color;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
color.a = Mathf.Lerp(0f, 1f, elapsed / duration);
fadeOutImage.color = color;
yield return null;
}
color.a = 1f;
fadeOutImage.color = color;
}
// 3. 切换场景
Debug.Log("[pressStart] Transition sequence complete. Loading UI_UI scene.");
Time.timeScale = 1f;
SceneManager.LoadScene("UI_UI");
}
private IEnumerator PollForBanflagAndProceed()
+151 -28
View File
@@ -9,8 +9,11 @@ using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using DG.Tweening;
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;
using Bansonic;
class UI_Panel_Character : MonoBehaviour
{
[SerializeField] float anim_Time = 0.5f;
@@ -22,6 +25,11 @@ class UI_Panel_Character : MonoBehaviour
[SerializeField] Image Image_Character_Illustration;
[SerializeField] Image Image_Character_Illustration_BG;
[Header("buttons")]
public Button change_thisHero_skin;
public Button thisHero_detail;
public Button confirm_thisHero;
[Header("Data Paths")]
[Tooltip("Path relative to Resources folder for Editor mode")]
public string editorResourcePath = "so/ally";
@@ -37,36 +45,98 @@ class UI_Panel_Character : MonoBehaviour
gameObject.SetActive(false);
}
}
private Vector2 originalIllustrationPos;
private Vector2 originalIllustrationBGPos;
private bool hasCachedPositions = false;
private const string SAVED_HERO_ID_KEY = "SelectedMainHeroID";
void Start()
{
if (Image_Character_Illustration.transform.parent.TryGetComponent(out CanvasGroup canvasGroup))
UnityEngine.Debug.Log($"[UI_Panel_Character] Start called. Illustration: {Image_Character_Illustration}");
// 初始化按钮监听
if (change_thisHero_skin != null)
change_thisHero_skin.onClick.AddListener(() => gNotice.warning.display("此版本未开放皮肤切换功能"));
if (thisHero_detail != null)
thisHero_detail.onClick.AddListener(() => gNotice.warning.display("此版本未开放详情查看功能"));
if (confirm_thisHero != null)
confirm_thisHero.onClick.AddListener(OnConfirmHeroClicked);
if (Image_Character_Illustration != null)
{
canvasGroup.alpha = 0;
}
else if(canvasGroup == null)
{
// Documentation text normalized.
return;
// 设置为图示的数值:Pos X: 376, Pos Y: -306
Image_Character_Illustration.rectTransform.anchoredPosition = new Vector2(376, -306);
originalIllustrationPos = Image_Character_Illustration.rectTransform.anchoredPosition;
if (Image_Character_Illustration.transform.parent.TryGetComponent(out CanvasGroup canvasGroup))
{
canvasGroup.alpha = 0;
}
}
if (Image_Character_Illustration_BG != null)
{
// 设置运行时 X 值为 376
Vector2 pos = Image_Character_Illustration_BG.rectTransform.anchoredPosition;
pos.x = 376;
Image_Character_Illustration_BG.rectTransform.anchoredPosition = pos;
originalIllustrationBGPos = Image_Character_Illustration_BG.rectTransform.anchoredPosition;
}
hasCachedPositions = true;
foreach (var item in ui_Anim)
{
item.speed = Anim_Speed;
if (item != null) item.speed = Anim_Speed;
}
content_Character_Slot.Get_Childrens_Component<UI_Button_Character_Head_Slot>(true, true);
if (content_Character_Slot != null)
content_Character_Slot.Get_Childrens_Component<UI_Button_Character_Head_Slot>(true, true);
// Load AllyHero_SO data
string path = Application.isEditor ? editorResourcePath : runtimeResourcePath;
var loadedData = Resources.LoadAll<AllyHero_SO>(path);
allyHeroList = new List<AllyHero_SO>(loadedData);
UnityEngine.Debug.Log($"[UI_Panel_Character] Loaded {allyHeroList.Count} heroes from {path}");
// Ensure consistent order with UI_Panel_Main
allyHeroList.Sort((a, b) => a.ally_heroID.CompareTo(b.ally_heroID));
// 读取保存的角色 ID
int savedHeroID = PlayerPrefs.GetInt(SAVED_HERO_ID_KEY, -1);
int initialIndex = 0;
for (int i = 0; i < allyHeroList.Count; i++)
{
var obj = Instantiate(button_Character_Slot_Prefab, content_Character_Slot);
// Register UI sounds for the newly instantiated button
UISystemBootstrap.RegisterHierarchy(obj.gameObject);
var data = allyHeroList[i];
obj.image.sprite = data.ally_hero_squareProfile;
// 如果 ID 匹配,设置初始索引
if (savedHeroID != -1 && data.ally_heroID == savedHeroID)
{
initialIndex = i;
}
if (obj.image != null)
{
obj.image.sprite = data.ally_heroSelectIcon;
obj.image.preserveAspect = true; // 保持比例,防止拉伸变形
obj.image.type = Image.Type.Simple; // 确保是普通显示模式
// 确保 RectTransform 撑满父物体并居中
obj.image.rectTransform.anchorMin = Vector2.zero;
obj.image.rectTransform.anchorMax = Vector2.one;
obj.image.rectTransform.sizeDelta = Vector2.zero;
obj.image.rectTransform.anchoredPosition = Vector2.zero;
}
if (obj.TryGetComponent(out UI_Button_Character_Head_Slot head_Slot))
{
head_Slot.index = i;
@@ -74,12 +144,52 @@ class UI_Panel_Character : MonoBehaviour
obj.onClick.AddListener(() => Set_Character_Index(capturedIndex));
}
}
// 应用初始索引(来自保存的 ID 或默认 0)
UI_Panel_Main.Singleton.Character_Index = initialIndex;
// Initial character display
Set_Character();
}
public void Set_Character_Index(int index)
{
if (UI_Panel_Main.Singleton.Character_Index == index) return;
UI_Panel_Main.Singleton.Character_Index = index;
Set_Character();
// 人性化逻辑:点击头像即自动设为看板并保存,并显示提示内容
SaveCurrentCharacter(true);
}
private void OnConfirmHeroClicked()
{
if (SaveCurrentCharacter(true))
{
// 确认按钮逻辑:保存后禁用自身物体(隐藏面板)
gameObject.SetActive(false);
}
}
private bool SaveCurrentCharacter(bool showNotice)
{
int currentIndex = UI_Panel_Main.Singleton.Character_Index;
if (allyHeroList != null && currentIndex >= 0 && currentIndex < allyHeroList.Count)
{
int heroID = allyHeroList[currentIndex].ally_heroID;
PlayerPrefs.SetInt(SAVED_HERO_ID_KEY, heroID);
PlayerPrefs.Save();
if (showNotice)
{
gNotice.alarm.display($"已将 {allyHeroList[currentIndex].ally_heroName} 设置为记录对象。");
}
// 同步更新主面板的看板图
UI_Panel_Main.Singleton.Character_Index = currentIndex;
return true;
}
return false;
}
private void OnEnable()
{
@@ -102,27 +212,40 @@ class UI_Panel_Character : MonoBehaviour
int index = UI_Panel_Main.Singleton.Character_Index;
if (allyHeroList == null || index < 0 || index >= allyHeroList.Count) return;
var data = allyHeroList[index];
var pos1 = Image_Character_Illustration.rectTransform.anchoredPosition;
Image_Character_Illustration.sprite = data.ally_hero_HD_image;
DOTween.To(value =>
{ Image_Character_Illustration.rectTransform.anchoredPosition = new Vector2(value, pos1.y); },
startValue: Image_Character_Illustration.rectTransform.anchoredPosition.x - 200,
pos1.x, anim_Time);
// Image_Character_Illustration.SetNativeSize(); // 注释掉以保持自适应而不改变大小
var pos = Image_Character_Illustration_BG.rectTransform.anchoredPosition;
Image_Character_Illustration_BG.sprite = data.ally_hero_HD_image;
DOTween.To(value =>
{ Image_Character_Illustration_BG.rectTransform.anchoredPosition = new Vector2(value, pos.y); },
startValue: Image_Character_Illustration_BG.rectTransform.anchoredPosition.x - 200,
pos.x, anim_Time);
// Image_Character_Illustration_BG.SetNativeSize(); // 注释掉以保持自适应而不改变大小
Image_Character_Illustration_BG.transform.localScale = new(2.7f, 2.7f, 2.7f);
// 停止之前的 Tween 以防冲突
Image_Character_Illustration.rectTransform.DOKill();
Image_Character_Illustration_BG.rectTransform.DOKill();
text_Character_Name.DOKill();
var data = allyHeroList[index];
// 使用初始缓存的坐标,防止频繁点击导致的偏移累积
Vector2 targetPos1 = hasCachedPositions ? originalIllustrationPos : Image_Character_Illustration.rectTransform.anchoredPosition;
Image_Character_Illustration.sprite = data.ally_hero_HD_image;
// 动画:从左侧 200 像素滑入到目标位置
float startX1 = targetPos1.x - 200;
Image_Character_Illustration.rectTransform.anchoredPosition = new Vector2(startX1, targetPos1.y);
Image_Character_Illustration.rectTransform.DOAnchorPos(targetPos1, anim_Time)
.SetEase(Ease.OutCubic)
.SetLink(Image_Character_Illustration.gameObject);
Vector2 targetPosBG = hasCachedPositions ? originalIllustrationBGPos : Image_Character_Illustration_BG.rectTransform.anchoredPosition;
Image_Character_Illustration_BG.sprite = data.ally_hero_HD_image;
float startXBG = targetPosBG.x - 200;
Image_Character_Illustration_BG.rectTransform.anchoredPosition = new Vector2(startXBG, targetPosBG.y);
Image_Character_Illustration_BG.rectTransform.DOAnchorPos(targetPosBG, anim_Time)
.SetEase(Ease.OutCubic)
.SetLink(Image_Character_Illustration_BG.gameObject);
Image_Character_Illustration_BG.transform.localScale = Vector3.one;
string text = data.ally_heroName;
var t = DOTween.To(() => string.Empty, value => text_Character_Name.text = value, text, anim_Time).SetEase(Ease.Linear);
t.SetOptions(true);
text_Character_Name.text = string.Empty;
text_Character_Name.DOText(text, anim_Time)
.SetEase(Ease.Linear)
.SetLink(text_Character_Name.gameObject);
}
IEnumerator C_Character_Illustration_Anim(CanvasGroup canvasGroup, Action onHide)
{
+11
View File
@@ -270,6 +270,17 @@ public class UI_Panel_Main : Singleton_Mono<UI_Panel_Main>
yield return null;
// 读取保存的角色 ID 并初始化索引
int savedHeroID = PlayerPrefs.GetInt("SelectedMainHeroID", -1);
if (savedHeroID != -1)
{
int foundIndex = data_List.FindIndex(h => h.ally_heroID == savedHeroID);
if (foundIndex != -1)
{
character_Index = foundIndex;
}
}
Character_Index = character_Index;
if(Character_Index >= 0 && Character_Index < data_List.Count)
Set_Character_Illustration(Get_Character_Image_Data(Character_Index).ally_hero_HD_image);
@@ -258,7 +258,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 0
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 0
m_OnCullStateChanged:
@@ -4732,6 +4732,7 @@ GameObject:
- component: {fileID: 8671031786275937763}
- component: {fileID: 5224241407313794548}
- component: {fileID: 61231020966361337}
- component: {fileID: 3093056817030257919}
- component: {fileID: 2510911207525280717}
m_Layer: 5
m_Name: btm and top
@@ -4854,6 +4855,7 @@ MonoBehaviour:
guideSprites: []
button_Music: {fileID: 5472029888669800656}
musicPicRoot: {fileID: 0}
bgmMixerGroup: {fileID: -1352833484795664833, guid: 1ec6b149cf654494d8d97065d8f2ccac, type: 2}
showMusicPicInUI: 1
uiSceneName: UI_UI
musicPicFadeTime: 0.25
@@ -4884,6 +4886,18 @@ MonoBehaviour:
- sceneName:
backTargetScene:
depth: 4
--- !u!114 &3093056817030257919
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 5054239668136224504}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 76ce63b908338a84c8a3aa071b90c46b, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!114 &2510911207525280717
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -4,6 +4,7 @@ using UnityEngine.Events;
using UnityEngine.SceneManagement;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using UnityEngine.Audio;
using Bansonic;
public class btmandtopController : MonoBehaviour, ICancelHandler
@@ -40,6 +41,7 @@ public class btmandtopController : MonoBehaviour, ICancelHandler
public Button button_Music;
[Header("MusicPic")]
public RectTransform musicPicRoot;
public AudioMixerGroup bgmMixerGroup;
public bool showMusicPicInUI = false;
public string uiSceneName = "UI_UI";
public float musicPicFadeTime = 0.25f;
+75 -1
View File
@@ -1,9 +1,59 @@
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Music_Mgr : Singleton_Mono<Music_Mgr>
{
private void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// 现在这两个场景是不合规的,需要停止播放
bool isDisallowedScene = scene.name == "Main_main" || scene.name == "gamePlay_gamePlay";
if (isDisallowedScene)
{
// 如果是不合规场景且正在播放,则停止
if (AudioSource != null && AudioSource.isPlaying)
{
AudioSource.Stop();
}
}
else
{
// 如果是合规场景(其他所有场景)且当前没在播放,则尝试播放
if (AudioSource != null && !AudioSource.isPlaying)
{
if (Music_Cur != null)
{
AudioSource.Play();
}
else if (Music_Data_List != null && Music_Data_List.Count > 0)
{
Play(Music_Data_List[0]);
}
}
}
// 切换场景后,如果存在播放器UI,确保其显示正确的数据
if (Music_Cur != null)
{
var players = Object.FindObjectsByType<MusicPlayer>(FindObjectsInactive.Include, FindObjectsSortMode.None);
foreach (var player in players)
{
player.Refresh(Music_Cur);
}
}
}
public static string Get_Time_Max(AudioClip clip)
{
@@ -68,9 +118,33 @@ public class Music_Mgr : Singleton_Mono<Music_Mgr>
}
public void Play(Music_Data data)
{
if (data == null) return;
Music_Cur = data;
AudioSource.clip = data.Clip;
AudioSource.Play();
// 刷新所有正在显示的 MusicPlayer UI
var players = Object.FindObjectsByType<MusicPlayer>(FindObjectsInactive.Include, FindObjectsSortMode.None);
foreach (var player in players)
{
player.Refresh(data);
}
}
public void Next()
{
if (Music_Data_List == null || Music_Data_List.Count == 0) return;
int index = Music_Data_List.IndexOf(Music_Cur);
index = (index + 1) % Music_Data_List.Count;
Play(Music_Data_List[index]);
}
public void Last()
{
if (Music_Data_List == null || Music_Data_List.Count == 0) return;
int index = Music_Data_List.IndexOf(Music_Cur);
index = (index - 1 + Music_Data_List.Count) % Music_Data_List.Count;
Play(Music_Data_List[index]);
}
protected override bool Is_Singleton_Auto()
{
@@ -60,6 +60,7 @@ public class UI_Panel_Music : MonoBehaviour
foreach (var item in music_Data_List)
{
var slot = Instantiate(prefab_Music_Slot, group_Music.transform);
UISystemBootstrap.RegisterHierarchy(slot.gameObject);
slot.Refresh(item);
music_Slot_List.Add(slot);
}
@@ -29,7 +29,7 @@ public class NoteSpawner : MonoBehaviour
// Documentation text normalized.
[Tooltip("Multiplier applied to visual fall speed. Changing this will automatically adjust spawn timing so notes still arrive at their original beat times.")]
[Range(0.8f, 1.25f)]
[Range(0.5f, 2f)]
public float speedMultiplier = 1f;
[Header("Calibration")]
@@ -78,8 +78,8 @@ public class NoteSpawner : MonoBehaviour
public GameObject animations;
// optional: constants for runtime clamping (kept for internal use)
private const float SpeedMultiplierMin = 0.8f;
private const float SpeedMultiplierMax = 1.25f;
private const float SpeedMultiplierMin = 0.5f;
private const float SpeedMultiplierMax = 2f;
public NoteJudgeConfig judgeConfig; // Documentation text normalized.
private Beatmap beatmap;
@@ -408,8 +408,8 @@ public class NoteSpawner : MonoBehaviour
// pass realtime hit time (startTime + note.time) and delay 0, include globalHitDelay
holdNote.Setup(holdNoteId, noteData.trackIndex, noteSpeed, baseHit, 0f, false, scheduledEndTime, noteData.color, key, "start", travelTime, judgeConfig, noteData);
// compute visual scale for hold segments so pieces visually connect across speedMultiplier changes
float visualScale = 0.9f * sm + 0.1f; // linear fit: f(1)=1, f(2)=1.9
// 使用流速倍率 sm 直接进行缩放,确保长条音符在 0.5-2.0 范围内依然能完美衔接
float visualScale = sm;
holdNote.ApplyVisualScale(visualScale);
// inform hold note of visual speed so it can adapt judgement windows if needed
holdNote.visualSpeedMultiplier = sm;
@@ -440,8 +440,8 @@ public class NoteSpawner : MonoBehaviour
// Documentation text normalized.
holdSeg.Setup(holdNoteId, noteData.trackIndex, noteSpeed, baseHit, segmentDelay, false, scheduledEndTime, noteData.color, key, "middle", travelTime, judgeConfig, noteData);
// apply same visual scale so middle pieces visually connect
float visualScaleMid = 0.9f * sm + 0.1f;
// 应用与开始段一致的流速缩放
float visualScaleMid = sm;
holdSeg.ApplyVisualScale(visualScaleMid);
holdSeg.visualSpeedMultiplier = sm;
@@ -472,8 +472,8 @@ public class NoteSpawner : MonoBehaviour
{
holdEnd.Setup(holdNoteId, noteData.trackIndex, noteSpeed, baseHit, endDelay, true, scheduledEndTime, noteData.color, key, "end", travelTime, judgeConfig, noteData);
// apply visual scale to end piece as well
float visualScaleEnd = 0.9f * sm + 0.1f;
// 同样应用流速缩放
float visualScaleEnd = sm;
holdEnd.ApplyVisualScale(visualScaleEnd);
holdEnd.visualSpeedMultiplier = sm;
+123 -11
View File
@@ -1,8 +1,19 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Audio;
public class audioMerger : MonoBehaviour
{
[Header("Audio Mixer")]
public AudioMixer mainMixer;
[Header("Exposed Parameters")]
public string masterParam = "Master_Vol";
public string noteHitParam = "noteHit_sfx_Vol";
public string musicInGameParam = "inGameMusic_Vol";
public string musicOutGameParam = "outGameMusic_Vol";
public string uiInterationParam = "button_sfx_Vol";
[Header("sv object")]
public GameObject sv_audioSettings;
[Header("Inspector")]
@@ -25,11 +36,27 @@ public class audioMerger : MonoBehaviour
public Text uiInteration_text;
public Text cvVolumn_text;
// PlayerPrefs key for storing the toggle state
// PlayerPrefs keys
const string PlayerPrefKey_EnableGlobalMute = "EnableGlobalMute";
const string Key_MainVol = "Volume_Main";
const string Key_NoteHitVol = "Volume_NoteHit";
const string Key_MusicInGameVol = "Volume_MusicInGame";
const string Key_MusicOutGameVol = "Volume_MusicOutGame";
const string Key_UiVol = "Volume_UI";
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
Initialize();
}
void OnEnable()
{
// Ensure state is correct whenever the UI is shown
Initialize();
}
void Initialize()
{
// Load saved state (default: false)
bool isOn = PlayerPrefs.GetInt(PlayerPrefKey_EnableGlobalMute, 0) == 1;
@@ -37,7 +64,6 @@ public class audioMerger : MonoBehaviour
// Apply to toggle (if available) and sv_audioSettings
if (enableGlobalMute_toggle != null)
{
// Prevent accidentally invoking listeners while initializing
enableGlobalMute_toggle.onValueChanged.RemoveAllListeners();
enableGlobalMute_toggle.isOn = isOn;
enableGlobalMute_toggle.onValueChanged.AddListener(OnEnableGlobalMuteChanged);
@@ -45,9 +71,73 @@ public class audioMerger : MonoBehaviour
if (sv_audioSettings != null)
{
// Documentation text normalized.
sv_audioSettings.SetActive(!isOn);
}
InitializeSliders();
}
void InitializeSliders()
{
// Initialize 5 main sliders
SetupSlider(mainVolumn_slider, mainVolumn_text, Key_MainVol, masterParam);
SetupSlider(noteHit_slider, noteHit_text, Key_NoteHitVol, noteHitParam);
SetupSlider(musicInGame_slider, musicInGame_text, Key_MusicInGameVol, musicInGameParam);
SetupSlider(musicOutGame_slider, musicOutGame_text, Key_MusicOutGameVol, musicOutGameParam);
SetupSlider(uiInteration_slider, uiInteration_text, Key_UiVol, uiInterationParam);
}
void SetupSlider(Slider slider, Text text, string prefKey, string mixerParam)
{
if (slider == null) return;
// Ensure slider range is 0 to 1
slider.minValue = 0f;
slider.maxValue = 1f;
// Load saved value (default 1.0f for 100% / 0dB)
float savedVal = PlayerPrefs.GetFloat(prefKey, 1.0f);
slider.value = savedVal;
// Update display and mixer initially
UpdateSliderEffect(slider.value, text, mixerParam);
// Add listener
slider.onValueChanged.RemoveAllListeners();
slider.onValueChanged.AddListener((val) => {
UpdateSliderEffect(val, text, mixerParam);
PlayerPrefs.SetFloat(prefKey, val);
PlayerPrefs.Save();
});
}
void UpdateSliderEffect(float value, Text text, string mixerParam)
{
// 1. Update Text (Linear percentage)
if (text != null)
{
text.text = Mathf.RoundToInt(value * 100f).ToString() + "%";
}
// 2. Update Mixer (Logarithmic)
if (mainMixer != null && !string.IsNullOrEmpty(mixerParam))
{
// Check Global Mute state from PlayerPrefs directly for robustness
bool isMuted = PlayerPrefs.GetInt(PlayerPrefKey_EnableGlobalMute, 0) == 1;
// If this is Master and Global Mute is ON, don't update mixer to anything other than -80dB
if (mixerParam == masterParam && isMuted)
{
mainMixer.SetFloat(mixerParam, -80f);
return;
}
// Normal volume application
float clampedValue = Mathf.Clamp(value, 0.0001f, 1.0f);
float dB = Mathf.Log10(clampedValue) * 20f;
mainMixer.SetFloat(mixerParam, dB);
}
}
void OnDestroy()
@@ -56,25 +146,47 @@ public class audioMerger : MonoBehaviour
{
enableGlobalMute_toggle.onValueChanged.RemoveListener(OnEnableGlobalMuteChanged);
}
// Remove listeners from sliders to be safe
RemoveSliderListeners(mainVolumn_slider);
RemoveSliderListeners(noteHit_slider);
RemoveSliderListeners(musicInGame_slider);
RemoveSliderListeners(musicOutGame_slider);
RemoveSliderListeners(uiInteration_slider);
}
void RemoveSliderListeners(Slider slider)
{
if (slider != null) slider.onValueChanged.RemoveAllListeners();
}
// Listener called when the toggle value changes
void OnEnableGlobalMuteChanged(bool isOn)
{
// Save to PlayerPrefs
// 1. Save state
PlayerPrefs.SetInt(PlayerPrefKey_EnableGlobalMute, isOn ? 1 : 0);
PlayerPrefs.Save();
// Documentation text normalized.
// 2. UI visual feedback
if (sv_audioSettings != null)
{
sv_audioSettings.SetActive(!isOn);
}
}
// Update is called once per frame
void Update()
{
// 3. Apply mute/unmute to Master
if (mainMixer != null)
{
if (isOn)
{
// Mute: set to -80dB
mainMixer.SetFloat(masterParam, -80f);
}
else
{
// Unmute: restore from PlayerPrefs (Key_MainVol)
float savedVal = PlayerPrefs.GetFloat(Key_MainVol, 1.0f);
UpdateSliderEffect(savedVal, mainVolumn_text, masterParam);
}
}
}
}
@@ -34,8 +34,8 @@ public class controllerSettings : MonoBehaviour
private bool previousKeyValid = false;
// slider range
private const float NoteSpeedMin = 0.8f;
private const float NoteSpeedMax = 1.25f;
private const float NoteSpeedMin = 0.5f;
private const float NoteSpeedMax = 2f;
private const string NoteSpeedPrefKey = "noteSpeedMultiplier";
// continuous change
@@ -441,7 +441,9 @@ public class controllerSettings : MonoBehaviour
{
if (noteSpeedMultipler_valueText != null)
{
noteSpeedMultipler_valueText.text = value.ToString("F3");
// 将 0.5-2.0 映射为 50%-200% 的百分比显示
int percentage = Mathf.RoundToInt(value * 100f);
noteSpeedMultipler_valueText.text = $"{percentage}%";
}
}