主界面添加,许多bug修复。祝贺黑盒1如期开始
This commit is contained in:
@@ -9,8 +9,11 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using DG.Tweening;
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using JetBrains.Annotations;
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using UnityEngine;
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using UnityEngine.UI;
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using Bansonic;
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class UI_Panel_Character : MonoBehaviour
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{
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[SerializeField] float anim_Time = 0.5f;
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@@ -22,6 +25,11 @@ class UI_Panel_Character : MonoBehaviour
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[SerializeField] Image Image_Character_Illustration;
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[SerializeField] Image Image_Character_Illustration_BG;
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[Header("buttons")]
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public Button change_thisHero_skin;
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public Button thisHero_detail;
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public Button confirm_thisHero;
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[Header("Data Paths")]
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[Tooltip("Path relative to Resources folder for Editor mode")]
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public string editorResourcePath = "so/ally";
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@@ -37,36 +45,98 @@ class UI_Panel_Character : MonoBehaviour
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gameObject.SetActive(false);
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}
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}
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private Vector2 originalIllustrationPos;
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private Vector2 originalIllustrationBGPos;
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private bool hasCachedPositions = false;
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private const string SAVED_HERO_ID_KEY = "SelectedMainHeroID";
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void Start()
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{
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if (Image_Character_Illustration.transform.parent.TryGetComponent(out CanvasGroup canvasGroup))
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UnityEngine.Debug.Log($"[UI_Panel_Character] Start called. Illustration: {Image_Character_Illustration}");
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// 初始化按钮监听
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if (change_thisHero_skin != null)
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change_thisHero_skin.onClick.AddListener(() => gNotice.warning.display("此版本未开放皮肤切换功能"));
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if (thisHero_detail != null)
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thisHero_detail.onClick.AddListener(() => gNotice.warning.display("此版本未开放详情查看功能"));
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if (confirm_thisHero != null)
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confirm_thisHero.onClick.AddListener(OnConfirmHeroClicked);
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if (Image_Character_Illustration != null)
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{
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canvasGroup.alpha = 0;
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}
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else if(canvasGroup == null)
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{
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// Documentation text normalized.
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return;
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// 设置为图示的数值:Pos X: 376, Pos Y: -306
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Image_Character_Illustration.rectTransform.anchoredPosition = new Vector2(376, -306);
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originalIllustrationPos = Image_Character_Illustration.rectTransform.anchoredPosition;
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if (Image_Character_Illustration.transform.parent.TryGetComponent(out CanvasGroup canvasGroup))
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{
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canvasGroup.alpha = 0;
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}
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}
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if (Image_Character_Illustration_BG != null)
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{
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// 设置运行时 X 值为 376
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Vector2 pos = Image_Character_Illustration_BG.rectTransform.anchoredPosition;
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pos.x = 376;
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Image_Character_Illustration_BG.rectTransform.anchoredPosition = pos;
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originalIllustrationBGPos = Image_Character_Illustration_BG.rectTransform.anchoredPosition;
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}
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hasCachedPositions = true;
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foreach (var item in ui_Anim)
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{
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item.speed = Anim_Speed;
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if (item != null) item.speed = Anim_Speed;
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}
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content_Character_Slot.Get_Childrens_Component<UI_Button_Character_Head_Slot>(true, true);
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if (content_Character_Slot != null)
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content_Character_Slot.Get_Childrens_Component<UI_Button_Character_Head_Slot>(true, true);
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// Load AllyHero_SO data
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string path = Application.isEditor ? editorResourcePath : runtimeResourcePath;
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var loadedData = Resources.LoadAll<AllyHero_SO>(path);
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allyHeroList = new List<AllyHero_SO>(loadedData);
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UnityEngine.Debug.Log($"[UI_Panel_Character] Loaded {allyHeroList.Count} heroes from {path}");
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// Ensure consistent order with UI_Panel_Main
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allyHeroList.Sort((a, b) => a.ally_heroID.CompareTo(b.ally_heroID));
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// 读取保存的角色 ID
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int savedHeroID = PlayerPrefs.GetInt(SAVED_HERO_ID_KEY, -1);
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int initialIndex = 0;
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for (int i = 0; i < allyHeroList.Count; i++)
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{
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var obj = Instantiate(button_Character_Slot_Prefab, content_Character_Slot);
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// Register UI sounds for the newly instantiated button
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UISystemBootstrap.RegisterHierarchy(obj.gameObject);
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var data = allyHeroList[i];
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obj.image.sprite = data.ally_hero_squareProfile;
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// 如果 ID 匹配,设置初始索引
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if (savedHeroID != -1 && data.ally_heroID == savedHeroID)
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{
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initialIndex = i;
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}
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if (obj.image != null)
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{
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obj.image.sprite = data.ally_heroSelectIcon;
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obj.image.preserveAspect = true; // 保持比例,防止拉伸变形
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obj.image.type = Image.Type.Simple; // 确保是普通显示模式
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// 确保 RectTransform 撑满父物体并居中
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obj.image.rectTransform.anchorMin = Vector2.zero;
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obj.image.rectTransform.anchorMax = Vector2.one;
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obj.image.rectTransform.sizeDelta = Vector2.zero;
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obj.image.rectTransform.anchoredPosition = Vector2.zero;
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}
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if (obj.TryGetComponent(out UI_Button_Character_Head_Slot head_Slot))
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{
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head_Slot.index = i;
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@@ -74,12 +144,52 @@ class UI_Panel_Character : MonoBehaviour
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obj.onClick.AddListener(() => Set_Character_Index(capturedIndex));
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}
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}
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// 应用初始索引(来自保存的 ID 或默认 0)
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UI_Panel_Main.Singleton.Character_Index = initialIndex;
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// Initial character display
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Set_Character();
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}
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public void Set_Character_Index(int index)
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{
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if (UI_Panel_Main.Singleton.Character_Index == index) return;
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UI_Panel_Main.Singleton.Character_Index = index;
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Set_Character();
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// 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
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SaveCurrentCharacter(true);
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}
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private void OnConfirmHeroClicked()
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{
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if (SaveCurrentCharacter(true))
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{
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// 确认按钮逻辑:保存后禁用自身物体(隐藏面板)
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gameObject.SetActive(false);
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}
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}
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private bool SaveCurrentCharacter(bool showNotice)
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{
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int currentIndex = UI_Panel_Main.Singleton.Character_Index;
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if (allyHeroList != null && currentIndex >= 0 && currentIndex < allyHeroList.Count)
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{
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int heroID = allyHeroList[currentIndex].ally_heroID;
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PlayerPrefs.SetInt(SAVED_HERO_ID_KEY, heroID);
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PlayerPrefs.Save();
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if (showNotice)
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{
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gNotice.alarm.display($"已将 {allyHeroList[currentIndex].ally_heroName} 设置为记录对象。");
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}
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// 同步更新主面板的看板图
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UI_Panel_Main.Singleton.Character_Index = currentIndex;
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return true;
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}
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return false;
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}
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private void OnEnable()
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{
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@@ -102,27 +212,40 @@ class UI_Panel_Character : MonoBehaviour
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int index = UI_Panel_Main.Singleton.Character_Index;
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if (allyHeroList == null || index < 0 || index >= allyHeroList.Count) return;
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var data = allyHeroList[index];
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var pos1 = Image_Character_Illustration.rectTransform.anchoredPosition;
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Image_Character_Illustration.sprite = data.ally_hero_HD_image;
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DOTween.To(value =>
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{ Image_Character_Illustration.rectTransform.anchoredPosition = new Vector2(value, pos1.y); },
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startValue: Image_Character_Illustration.rectTransform.anchoredPosition.x - 200,
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pos1.x, anim_Time);
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// Image_Character_Illustration.SetNativeSize(); // 注释掉以保持自适应而不改变大小
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var pos = Image_Character_Illustration_BG.rectTransform.anchoredPosition;
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Image_Character_Illustration_BG.sprite = data.ally_hero_HD_image;
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DOTween.To(value =>
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{ Image_Character_Illustration_BG.rectTransform.anchoredPosition = new Vector2(value, pos.y); },
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startValue: Image_Character_Illustration_BG.rectTransform.anchoredPosition.x - 200,
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pos.x, anim_Time);
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// Image_Character_Illustration_BG.SetNativeSize(); // 注释掉以保持自适应而不改变大小
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Image_Character_Illustration_BG.transform.localScale = new(2.7f, 2.7f, 2.7f);
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// 停止之前的 Tween 以防冲突
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Image_Character_Illustration.rectTransform.DOKill();
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Image_Character_Illustration_BG.rectTransform.DOKill();
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text_Character_Name.DOKill();
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var data = allyHeroList[index];
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// 使用初始缓存的坐标,防止频繁点击导致的偏移累积
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Vector2 targetPos1 = hasCachedPositions ? originalIllustrationPos : Image_Character_Illustration.rectTransform.anchoredPosition;
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Image_Character_Illustration.sprite = data.ally_hero_HD_image;
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// 动画:从左侧 200 像素滑入到目标位置
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float startX1 = targetPos1.x - 200;
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Image_Character_Illustration.rectTransform.anchoredPosition = new Vector2(startX1, targetPos1.y);
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Image_Character_Illustration.rectTransform.DOAnchorPos(targetPos1, anim_Time)
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.SetEase(Ease.OutCubic)
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.SetLink(Image_Character_Illustration.gameObject);
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Vector2 targetPosBG = hasCachedPositions ? originalIllustrationBGPos : Image_Character_Illustration_BG.rectTransform.anchoredPosition;
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Image_Character_Illustration_BG.sprite = data.ally_hero_HD_image;
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float startXBG = targetPosBG.x - 200;
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Image_Character_Illustration_BG.rectTransform.anchoredPosition = new Vector2(startXBG, targetPosBG.y);
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Image_Character_Illustration_BG.rectTransform.DOAnchorPos(targetPosBG, anim_Time)
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.SetEase(Ease.OutCubic)
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.SetLink(Image_Character_Illustration_BG.gameObject);
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Image_Character_Illustration_BG.transform.localScale = Vector3.one;
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string text = data.ally_heroName;
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var t = DOTween.To(() => string.Empty, value => text_Character_Name.text = value, text, anim_Time).SetEase(Ease.Linear);
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t.SetOptions(true);
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text_Character_Name.text = string.Empty;
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text_Character_Name.DOText(text, anim_Time)
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.SetEase(Ease.Linear)
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.SetLink(text_Character_Name.gameObject);
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}
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IEnumerator C_Character_Illustration_Anim(CanvasGroup canvasGroup, Action onHide)
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{
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@@ -270,6 +270,17 @@ public class UI_Panel_Main : Singleton_Mono<UI_Panel_Main>
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yield return null;
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// 读取保存的角色 ID 并初始化索引
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int savedHeroID = PlayerPrefs.GetInt("SelectedMainHeroID", -1);
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if (savedHeroID != -1)
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{
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int foundIndex = data_List.FindIndex(h => h.ally_heroID == savedHeroID);
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if (foundIndex != -1)
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{
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character_Index = foundIndex;
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}
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}
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Character_Index = character_Index;
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if(Character_Index >= 0 && Character_Index < data_List.Count)
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Set_Character_Illustration(Get_Character_Image_Data(Character_Index).ally_hero_HD_image);
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@@ -258,7 +258,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 0
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 0
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m_OnCullStateChanged:
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@@ -4732,6 +4732,7 @@ GameObject:
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- component: {fileID: 8671031786275937763}
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- component: {fileID: 5224241407313794548}
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- component: {fileID: 61231020966361337}
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- component: {fileID: 3093056817030257919}
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- component: {fileID: 2510911207525280717}
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m_Layer: 5
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m_Name: btm and top
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@@ -4854,6 +4855,7 @@ MonoBehaviour:
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guideSprites: []
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button_Music: {fileID: 5472029888669800656}
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musicPicRoot: {fileID: 0}
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bgmMixerGroup: {fileID: -1352833484795664833, guid: 1ec6b149cf654494d8d97065d8f2ccac, type: 2}
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showMusicPicInUI: 1
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uiSceneName: UI_UI
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musicPicFadeTime: 0.25
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@@ -4884,6 +4886,18 @@ MonoBehaviour:
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- sceneName:
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backTargetScene:
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depth: 4
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--- !u!114 &3093056817030257919
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5054239668136224504}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 76ce63b908338a84c8a3aa071b90c46b, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!114 &2510911207525280717
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -4,6 +4,7 @@ using UnityEngine.Events;
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using UnityEngine.SceneManagement;
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using UnityEngine.EventSystems;
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using System.Collections.Generic;
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using UnityEngine.Audio;
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using Bansonic;
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public class btmandtopController : MonoBehaviour, ICancelHandler
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@@ -40,6 +41,7 @@ public class btmandtopController : MonoBehaviour, ICancelHandler
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public Button button_Music;
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[Header("MusicPic")]
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public RectTransform musicPicRoot;
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public AudioMixerGroup bgmMixerGroup;
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public bool showMusicPicInUI = false;
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public string uiSceneName = "UI_UI";
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public float musicPicFadeTime = 0.25f;
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@@ -1,9 +1,59 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class Music_Mgr : Singleton_Mono<Music_Mgr>
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{
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private void OnEnable()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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private void OnDisable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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// 现在这两个场景是不合规的,需要停止播放
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bool isDisallowedScene = scene.name == "Main_main" || scene.name == "gamePlay_gamePlay";
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if (isDisallowedScene)
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{
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// 如果是不合规场景且正在播放,则停止
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if (AudioSource != null && AudioSource.isPlaying)
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{
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AudioSource.Stop();
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}
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}
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else
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{
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// 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
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if (AudioSource != null && !AudioSource.isPlaying)
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{
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if (Music_Cur != null)
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{
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AudioSource.Play();
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}
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else if (Music_Data_List != null && Music_Data_List.Count > 0)
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{
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Play(Music_Data_List[0]);
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}
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}
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}
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// 切换场景后,如果存在播放器UI,确保其显示正确的数据
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if (Music_Cur != null)
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{
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var players = Object.FindObjectsByType<MusicPlayer>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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foreach (var player in players)
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{
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player.Refresh(Music_Cur);
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}
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}
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}
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public static string Get_Time_Max(AudioClip clip)
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{
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@@ -68,9 +118,33 @@ public class Music_Mgr : Singleton_Mono<Music_Mgr>
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}
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public void Play(Music_Data data)
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{
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if (data == null) return;
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Music_Cur = data;
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AudioSource.clip = data.Clip;
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AudioSource.Play();
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// 刷新所有正在显示的 MusicPlayer UI
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var players = Object.FindObjectsByType<MusicPlayer>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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foreach (var player in players)
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{
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player.Refresh(data);
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}
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}
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public void Next()
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{
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if (Music_Data_List == null || Music_Data_List.Count == 0) return;
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int index = Music_Data_List.IndexOf(Music_Cur);
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index = (index + 1) % Music_Data_List.Count;
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Play(Music_Data_List[index]);
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}
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public void Last()
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{
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if (Music_Data_List == null || Music_Data_List.Count == 0) return;
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int index = Music_Data_List.IndexOf(Music_Cur);
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index = (index - 1 + Music_Data_List.Count) % Music_Data_List.Count;
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Play(Music_Data_List[index]);
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}
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protected override bool Is_Singleton_Auto()
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{
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@@ -60,6 +60,7 @@ public class UI_Panel_Music : MonoBehaviour
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foreach (var item in music_Data_List)
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{
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var slot = Instantiate(prefab_Music_Slot, group_Music.transform);
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UISystemBootstrap.RegisterHierarchy(slot.gameObject);
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slot.Refresh(item);
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music_Slot_List.Add(slot);
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}
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Reference in New Issue
Block a user