结算重做部分 谱面分装好 编队UI之bug修复

This commit is contained in:
FloatGaming
2025-12-16 04:15:22 +08:00
parent aaca372833
commit 51b39d8b18
96 changed files with 17823 additions and 11337 deletions
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m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 6.0000267, y: -9}
m_SizeDelta: {x: -32.000053, y: -42.000004}
m_AnchoredPosition: {x: 6.0000305, y: 0}
m_SizeDelta: {x: -32.000053, y: -60}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5989316884626615031
CanvasRenderer:
@@ -473,8 +473,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 25, y: -325}
m_SizeDelta: {x: 50, y: 50}
m_AnchoredPosition: {x: 17.5, y: -317.5}
m_SizeDelta: {x: 65, y: 65}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7029393728006405258
CanvasRenderer:
+19 -8
View File
@@ -25,6 +25,7 @@ public class AllyCombatant : MonoBehaviour, ICombatant
public float scoreEfficiency = 1f;
private bool isDead = false; // new: dead flag
public BeatmapManager bmm;
// add attack stat to be available at runtime
[Tooltip("基础攻击力(运行时使用),会从 AllyHero_SO.levelStats[0].attack ")]
@@ -35,6 +36,9 @@ public class AllyCombatant : MonoBehaviour, ICombatant
[Tooltip("Base score value for a perfect hit on this track")]
public int baseTrackScore = 1000;
// Editable multipliers for each judge quality (exposed for designers)
[Tooltip("Score multiplier for Perfect (default 1.0)")]
public float perfectRatio = 1f;
[Tooltip("Score multiplier for Great (e.g. 0.75)")]
public float greatRatio = 0.75f;
[Tooltip("Score multiplier for Good (e.g. 0.5)")]
@@ -298,34 +302,41 @@ public class AllyCombatant : MonoBehaviour, ICombatant
}
// Scoring API
public void AddScoreForJudge(string judge)
// Modified to return the amount added so callers can track per-track contributions
public int AddScoreForJudge(string judge)
{
int add = 0;
float multiplier = 0f;
switch (judge)
{
case "Perfect":
add = baseTrackScore;
multiplier = perfectRatio;
break;
case "Great":
add = Mathf.FloorToInt(baseTrackScore * greatRatio);
multiplier = greatRatio;
break;
case "Good":
add = Mathf.FloorToInt(baseTrackScore * goodRatio);
multiplier = goodRatio;
break;
case "Miss":
add = Mathf.FloorToInt(baseTrackScore * missRatio);
multiplier = missRatio;
break;
default:
add = 0;
multiplier = 0f;
break;
}
// apply scoreEfficiency or other modifiers here
add = Mathf.FloorToInt(add * scoreEfficiency);
// Use perNoteScore from BeatmapManager as the base score for each note hit
int baseScore = bmm != null ? bmm.perNoteScore : baseTrackScore;
add = Mathf.FloorToInt(baseScore * multiplier);
int before = currentScore;
currentScore = Mathf.Clamp(currentScore + add, 0, maxTrackScore);
int actuallyAdded = currentScore - before;
UpdateScoreUI();
// update global total
ScoreManager.Instance?.RecalculateTotal();
return actuallyAdded;
}
// Add an arbitrary score delta directly (used by skills to modify single judge or grant/penalize score)
+63
View File
@@ -8,10 +8,73 @@ public class ScoreManager : MonoBehaviour
public int totalScore = 0;
// per-track pm score sums (red, green, yellow, purple, blue)
public int red_pmScore_sum = 0;
public int green_pmScore_sum = 0;
public int yellow_pmScore_sum = 0;
public int purple_pmScore_sum = 0;
public int blue_pmScore_sum = 0;
// aggregate of the five track pm sums
public int allSum_pmScore = 0;
private int[] pmScoreSums = new int[5];
private void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
for (int i = 0; i < pmScoreSums.Length; i++) pmScoreSums[i] = 0;
}
/// <summary>
/// Add a per-note pm score delta to the specified track (0..4) and update named fields + aggregate.
/// </summary>
public void AddPmScoreForTrack(int trackIndex, int delta)
{
if (trackIndex < 0 || trackIndex >= pmScoreSums.Length) return;
if (delta == 0) return;
pmScoreSums[trackIndex] += delta;
// clamp at int.MaxValue-1 to avoid overflow
if (pmScoreSums[trackIndex] < 0) pmScoreSums[trackIndex] = 0;
if (pmScoreSums[trackIndex] > int.MaxValue - 1) pmScoreSums[trackIndex] = int.MaxValue - 1;
// update named fields for easy access
red_pmScore_sum = pmScoreSums[0];
green_pmScore_sum = pmScoreSums[1];
yellow_pmScore_sum = pmScoreSums[2];
purple_pmScore_sum = pmScoreSums[3];
blue_pmScore_sum = pmScoreSums[4];
// recompute aggregate
long agg = 0;
for (int i = 0; i < pmScoreSums.Length; i++) agg += pmScoreSums[i];
allSum_pmScore = (int)Mathf.Min((float)agg, (float)int.MaxValue - 1f);
Debug.Log($"[ScoreManager] Added {delta} to track {trackIndex} pm sum. New per-track sums: R{red_pmScore_sum} G{green_pmScore_sum} Y{yellow_pmScore_sum} P{purple_pmScore_sum} B{blue_pmScore_sum} -> allSum={allSum_pmScore}");
// Update UI in teamUIController if available (per-track pm sums + aggregate)
var ui = teamUIController.Instance;
if (ui != null)
{
// Legacy Text fields on teamUIController
try
{
if (ui.red_pmScore_sum != null) ui.red_pmScore_sum.text = red_pmScore_sum.ToString();
if (ui.green_pmScore_sum != null) ui.green_pmScore_sum.text = green_pmScore_sum.ToString();
if (ui.yellow_pmScore_sum != null) ui.yellow_pmScore_sum.text = yellow_pmScore_sum.ToString();
if (ui.purple_pmScore_sum != null) ui.purple_pmScore_sum.text = purple_pmScore_sum.ToString();
if (ui.blue_pmScore_sum != null) ui.blue_pmScore_sum.text = blue_pmScore_sum.ToString();
if (ui.allSum_pmScore != null) ui.allSum_pmScore.text = allSum_pmScore.ToString();
}
catch (System.Exception ex)
{
Debug.LogWarning($"[ScoreManager] Failed to write pm sums to teamUIController fields: {ex}");
}
}
// Optionally update any UI for pm sums here if teamUIController exposes fields (not implemented by default)
}
public void RecalculateTotal()
+3
View File
@@ -38,6 +38,9 @@ public class EnemyData_SO : ScriptableObject
[Tooltip("最大法力值(仅当类型为 Boss 或 Legend 时生效)")]
public int enemy_maxMana = 0;
[Header("死亡时提供的分数")]
public int scoreOnBeingDefeated;
// Skills (same idea as AllyHero_SO)
[Header("Skills")]
public SkillDefinition[] availableSkills;
@@ -1,7 +1,7 @@
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
public class BeatmapManager : MonoBehaviour
@@ -11,6 +11,9 @@ public class BeatmapManager : MonoBehaviour
// 音符生成器引用
public NoteSpawner noteSpawner;
// 新增:teamUIController 引用,直接拖拽赋值
public teamUIController uiController;
// Extra fields from beatmap JSON (stored temporarily)
[HideInInspector] public string parsedTitle;
[HideInInspector] public string parsedComposer;
@@ -30,6 +33,23 @@ public class BeatmapManager : MonoBehaviour
[HideInInspector] public float globalDelaySeconds = 0f;
// New parsed fields
[HideInInspector] public bool parsedEnemyListIsEmpty;
[HideInInspector] public ColorSegment[] parsedColorSegments;
[HideInInspector] public NoteStatistic[] parsedNoteStatistics;
[HideInInspector] public TrackStates parsedTrackStates;
// Multipliers for difficulty levels
public float ezMultiplier = 1f;
public float hdMultiplier = 1.5f;
public float inMultiplier = 2f;
public float imMultiplier = 3f;
// Total chart score and per-note score fields
public int totalChartScore = 1000000; // Default total score for a chart
public int perNoteScore;
public int leftoverScore;
// 从 JSON 文件加载谱面数据
public void LoadBeatmap(string fileName)
{
@@ -113,6 +133,15 @@ public class BeatmapManager : MonoBehaviour
if (!string.IsNullOrEmpty(extra.musicFile)) parsed.musicFile = extra.musicFile;
if (!string.IsNullOrEmpty(extra.backgroundFile)) parsed.backgroundFile = extra.backgroundFile;
// New fields
parsedEnemyListIsEmpty = extra.enemyList_isEmpty;
if (!parsedEnemyListIsEmpty)
{
parsedColorSegments = extra.colorSegments;
}
parsedNoteStatistics = extra.noteStatistics;
parsedTrackStates = extra.trackStates;
}
else
{
@@ -131,10 +160,76 @@ public class BeatmapManager : MonoBehaviour
parsedDifficulty = parsed.difficulty;
}
// Calculate per-note and leftover scores
CalculateNoteScores();
// NOTE: Do NOT modify parsed.notes here. globalDelaySeconds will be applied to audio playback instead.
beatmap = parsed;
Debug.Log("ParseJsonOnly: parsed beatmap " + beatmap.title);
// Process colorSegments if not empty (for both test and normal mode)
if (!parsedEnemyListIsEmpty && parsedColorSegments != null && parsedColorSegments.Length > 0)
{
// Determine multiplier based on difficulty
float multiplier = ezMultiplier;
if (parsedDifficulty == 1) multiplier = hdMultiplier;
else if (parsedDifficulty == 2) multiplier = inMultiplier;
else if (parsedDifficulty == 3) multiplier = imMultiplier;
// Calculate total HP
float totalHP = parsedNoteAmount * multiplier;
// Set enemy slot IDs and calculate HP for each enemy
List<int> enemyIds = new List<int>();
foreach (var segment in parsedColorSegments)
{
Debug.Log($"Processing colorSegment: enemyID='{segment.enemyID}', percentage={segment.percentage}");
int enemyId;
if (!int.TryParse(segment.enemyID, out enemyId))
{
Debug.LogError($"Failed to parse enemyID '{segment.enemyID}' to int");
continue;
}
Debug.LogError($"Parsed enemyId: {enemyId}");
enemyIds.Add(enemyId);
// Calculate individual enemy HP
int enemyHP = Mathf.RoundToInt(totalHP * segment.percentage);
// Find and update the corresponding EnemyData_SO
EnemyData_SO[] allEnemies = Resources.LoadAll<EnemyData_SO>("");
foreach (var so in allEnemies)
{
if (so != null && so.enemyID == enemyId)
{
so.enemy_maxHP = enemyHP;
Debug.Log(string.Format("Set enemy {0} maxHP to {1}", enemyId, enemyHP));
break;
}
}
}
// Update teamUIController
if (uiController != null)
{
Debug.Log($"enemyIds before padding: {string.Join(",", enemyIds)}");
// Ensure enemySlotIds has exactly 5 elements, padding with 0 if necessary
while (enemyIds.Count < 5)
{
enemyIds.Add(0);
}
Debug.Log($"enemyIds after padding: {string.Join(",", enemyIds)}");
uiController.enemySlotIds = enemyIds;
Debug.LogError($"Assigned enemySlotIds to teamUIController: {string.Join(",", enemyIds)}");
uiController.PopulateEnemySOsFromIds();
}
else
{
Debug.LogError("teamUIController not assigned in the Inspector");
}
}
return true;
}
@@ -197,11 +292,51 @@ public class BeatmapManager : MonoBehaviour
public string backgroundFile;
public int noteAmount;
public float globalDelaySeconds;
// New fields
public bool enemyList_isEmpty;
public ColorSegment[] colorSegments;
public NoteStatistic[] noteStatistics;
public TrackStates trackStates;
}
// New serializable classes for the extra fields
[System.Serializable]
public class ColorSegment
{
public string enemyID;
public float percentage;
}
[System.Serializable]
public class NoteStatistic
{
public string colorType;
public int count;
}
[System.Serializable]
public class TrackStates
{
public bool trackFading_active;
public TrackState red;
public TrackState green;
public TrackState yellow;
public TrackState purple;
public TrackState blue;
}
[System.Serializable]
public class TrackState
{
public bool isOn;
public float fadeTime;
}
// Parse JSON string to Beatmap and extras, then pass to NoteSpawner
private void ProcessJsonAndLoad(string json)
{
// Debug.LogError("ProcessJsonAndLoad called");
if (string.IsNullOrEmpty(json))
{
Debug.LogError("ProcessJsonAndLoad: json is empty");
@@ -259,6 +394,15 @@ public class BeatmapManager : MonoBehaviour
if (!string.IsNullOrEmpty(extra.backgroundFile)) parsed.backgroundFile = extra.backgroundFile;
Debug.Log($"Beatmap extras parsed: title={parsedTitle}, composer={parsedComposer}, duration={parsedDuration}, bpm={parsedBpm}, difficulty={parsedDifficulty}, noteAmount={parsedNoteAmount}, globalDelaySeconds={globalDelaySeconds}");
// New fields
parsedEnemyListIsEmpty = extra.enemyList_isEmpty;
if (!parsedEnemyListIsEmpty)
{
parsedColorSegments = extra.colorSegments;
}
parsedNoteStatistics = extra.noteStatistics;
parsedTrackStates = extra.trackStates;
}
else
{
@@ -281,11 +425,93 @@ public class BeatmapManager : MonoBehaviour
Debug.LogWarning("BeatmapExtra not found in JSON; populated limited fields from Beatmap.");
}
// Calculate per-note and leftover scores
CalculateNoteScores();
// NOTE: Do NOT modify parsed.notes here. globalDelaySeconds will be applied to audio playback instead.
// assign and hand off to spawner
beatmap = parsed;
Debug.Log("谱面已加载:" + beatmap.title);
noteSpawner.LoadBeatmap(beatmap);
// Process colorSegments if not empty
if (!parsedEnemyListIsEmpty && parsedColorSegments != null && parsedColorSegments.Length > 0)
{
// Determine multiplier based on difficulty
float multiplier = ezMultiplier;
if (parsedDifficulty == 1) multiplier = hdMultiplier;
else if (parsedDifficulty == 2) multiplier = inMultiplier;
else if (parsedDifficulty == 3) multiplier = imMultiplier;
// Calculate total HP
float totalHP = parsedNoteAmount * multiplier;
// Set enemy slot IDs and calculate HP for each enemy
List<int> enemyIds = new List<int>();
foreach (var segment in parsedColorSegments)
{
Debug.Log($"Processing colorSegment: enemyID='{segment.enemyID}', percentage={segment.percentage}");
int enemyId;
if (!int.TryParse(segment.enemyID, out enemyId))
{
Debug.LogError($"Failed to parse enemyID '{segment.enemyID}' to int");
continue;
}
Debug.LogError($"Parsed enemyId: {enemyId}");
enemyIds.Add(enemyId);
// Calculate individual enemy HP
int enemyHP = Mathf.RoundToInt(totalHP * segment.percentage);
// Find and update the corresponding EnemyData_SO
EnemyData_SO[] allEnemies = Resources.LoadAll<EnemyData_SO>("");
foreach (var so in allEnemies)
{
if (so != null && so.enemyID == enemyId)
{
so.enemy_maxHP = enemyHP;
Debug.Log(string.Format("Set enemy {0} maxHP to {1}", enemyId, enemyHP));
break;
}
}
}
// Update teamUIController
if (uiController != null)
{
Debug.Log($"enemyIds before padding: {string.Join(",", enemyIds)}");
// Ensure enemySlotIds has exactly 5 elements, padding with 0 if necessary
while (enemyIds.Count < 5)
{
enemyIds.Add(0);
}
Debug.Log($"enemyIds after padding: {string.Join(",", enemyIds)}");
uiController.enemySlotIds = enemyIds;
Debug.LogError($"Assigned enemySlotIds to teamUIController: {string.Join(",", enemyIds)}");
uiController.PopulateEnemySOsFromIds();
}
else
{
Debug.LogError("teamUIController not assigned in the Inspector");
}
}
}
// Calculate per-note and leftover scores based on parsedNoteAmount
private void CalculateNoteScores()
{
if (parsedNoteAmount > 0)
{
perNoteScore = totalChartScore / parsedNoteAmount;
leftoverScore = totalChartScore % parsedNoteAmount;
Debug.Log($"Calculated perNoteScore: {perNoteScore}, leftoverScore: {leftoverScore}");
}
else
{
perNoteScore = 0;
leftoverScore = 0;
Debug.LogWarning("parsedNoteAmount is zero or less; perNoteScore and leftoverScore set to 0.");
}
}
}
+76 -48
View File
@@ -106,56 +106,9 @@ public class GameManager : MonoBehaviour
StartCoroutine(HandleTestModeStartup());
return;
}
// 以下为原有流程(已保留注释,未改写)
// 在游戏开始时加载并初始化谱面
string beatmapFilePath = Path.Combine(Application.streamingAssetsPath, "Emilia_demo.json");
if (!File.Exists(beatmapFilePath))
{
Debug.LogError($"谱面文件不存在: {beatmapFilePath}");
return;
}
string json = File.ReadAllText(beatmapFilePath);
// 假设 Beatmap 是一个已定义的类
Beatmap beatmap = JsonUtility.FromJson<Beatmap>(json); // 解析 JSON 为 Beatmap 对象
if (beatmap == null)
{
Debug.LogError("谱面解析失败,JSON 格式可能错误!");
return;
}
beatmapManager.LoadBeatmap(beatmap); // 传递给 BeatmapManager
noteSpawner.LoadBeatmap(beatmap); // 传递给 NoteSpawner
// 播放背景音乐(延迟播放由 beatmapManager.globalDelaySeconds 决定)
if (!string.IsNullOrEmpty(beatmap.musicFile))
{
AudioClip musicClip = Resources.Load<AudioClip>(beatmap.musicFile);
if (musicClip == null)
{
Debug.LogError($"音乐文件加载失败: {beatmap.musicFile}");
}
else
{
musicSource.clip = musicClip;
float delay = beatmapManager != null ? beatmapManager.globalDelaySeconds : 0f;
if (delay > 0f)
{
musicSource.PlayDelayed(delay);
Debug.Log($"Scheduled music to play after {delay} seconds.");
}
else
{
musicSource.Play();
}
}
}
else
{
Debug.LogError("谱面中 musicFile 为空!");
StartCoroutine(HandleNormalModeStartup());
}
}
@@ -346,6 +299,81 @@ public class GameManager : MonoBehaviour
UpdateStatusOnConsole("Playback started");
}
private IEnumerator HandleNormalModeStartup()
{
// 加载谱面但不生成音符
string beatmapFilePath = Path.Combine(Application.streamingAssetsPath, "Emilia_demo.json");
if (!File.Exists(beatmapFilePath))
{
Debug.LogError($"谱面文件不存在: {beatmapFilePath}");
yield break;
}
string json = File.ReadAllText(beatmapFilePath);
bool parsed = beatmapManager.ParseJsonOnly(json);
if (!parsed)
{
Debug.LogError("ParseJsonOnly 失败");
yield break;
}
// 暂停系统
SubscribeToPauseManager();
PauseManager.Instance?.Pause(true);
UpdateStatusOnConsole("Paused: press Space to start playback");
// 等待空格
while (!Input.GetKeyDown(KeyCode.Space))
{
yield return null;
}
// 恢复
PauseManager.Instance?.Pause(false);
// 生成音符
if (beatmapManager.beatmap != null)
{
noteSpawner.LoadBeatmap(beatmapManager.beatmap);
}
else
{
Debug.LogError("beatmap 未解析");
yield break;
}
// 播放背景音乐(延迟播放由 beatmapManager.globalDelaySeconds 决定)
if (!string.IsNullOrEmpty(beatmapManager.parsedMusicFile))
{
AudioClip musicClip = Resources.Load<AudioClip>(beatmapManager.parsedMusicFile);
if (musicClip == null)
{
Debug.LogError($"音乐文件加载失败: {beatmapManager.parsedMusicFile}");
}
else
{
musicSource.clip = musicClip;
float delay = beatmapManager.globalDelaySeconds;
if (delay > 0f)
{
musicSource.PlayDelayed(delay);
Debug.Log($"Scheduled music to play after {delay} seconds.");
}
else
{
musicSource.Play();
}
}
}
else
{
Debug.LogError("谱面中 musicFile 为空!");
}
UpdateStatusOnConsole("Playback started");
}
private void UpdateStatusOnConsole(string message)
{
Debug.Log(message);
@@ -1,6 +1,7 @@
using UnityEngine;
using TMPro;
using System;
using UnityEngine.UI;
public class InputManager : MonoBehaviour
{
@@ -12,7 +13,7 @@ public class InputManager : MonoBehaviour
public TextMeshProUGUI[] trackJudgeTexts = new TextMeshProUGUI[5];
[Header("按键指示文本(独立于判定文本,五个分别对应按键:D,F,Space,J,K")]
public TextMeshProUGUI[] trackKeyTexts = new TextMeshProUGUI[5];
public Text[] trackKeyTexts = new Text[5];
[Header("是否显示判定文字")]
public bool showJudgeText = true;
+40
View File
@@ -112,6 +112,26 @@ public class Note : BaseNote
InputManager.Instance?.ShowJudgeResult(TrackIndex, judgeResult);
JudgeSoundManager.Instance?.PlayJudgeSound(judgeResult);
teamUIController.Instance?.OnJudgeResult(judgeResult); // 更新combo计数
// Calculate score addition via AllyCombatant and add to per-track pm sums
try
{
var allyGo = GameObject.Find($"ally_0{TrackIndex + 1}");
if (allyGo != null)
{
var ally = allyGo.GetComponent<AllyCombatant>();
if (ally != null)
{
int added = ally.AddScoreForJudge(judgeResult);
ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, added);
}
}
}
catch (System.Exception ex)
{
Debug.LogWarning($"[Note] Failed to add per-track score: {ex}");
}
// Notify SkillBuilder about this note hit so OnNoteHit skills may trigger (tap notes)
try { SkillBuilder.Instance?.NotifyNoteHit(TrackIndex, judgeResult, SkillDefinition.NoteTypeTrigger.Tap); } catch { }
}
@@ -151,6 +171,26 @@ public class Note : BaseNote
InputManager.Instance?.ShowJudgeResult(TrackIndex, "Miss");
JudgeSoundManager.Instance?.PlayJudgeSound("Miss");
teamUIController.Instance?.OnJudgeResult("Miss");
// Add score for Miss as well (some systems may give 0)
try
{
var allyGo = GameObject.Find($"ally_0{TrackIndex + 1}");
if (allyGo != null)
{
var ally = allyGo.GetComponent<AllyCombatant>();
if (ally != null)
{
int added = ally.AddScoreForJudge("Miss");
ScoreManager.Instance?.AddPmScoreForTrack(TrackIndex, added);
}
}
}
catch (System.Exception ex)
{
Debug.LogWarning($"[Note] Failed to add per-track score for Miss: {ex}");
}
// Notify SkillBuilder about Miss so OnNoteHit skills configured for Miss can trigger
try { SkillBuilder.Instance?.NotifyNoteHit(TrackIndex, "Miss", SkillDefinition.NoteTypeTrigger.Tap); } catch { }
// InputManager.Instance?.ShowJudgeResult(TrackIndex, "Miss"); // 已在HandlePress中调用 for manual presses
@@ -9,11 +9,13 @@ using UnityEditor;
public class teamUIController : MonoBehaviour
{
public static teamUIController Instance {
get;
private set;
public static teamUIController Instance
{
get;
private set;
}
// --- 新增:队伍槽 ID 列表(从上到下 5 个友军) ---
[Header("Runtime ally configuration")]
[Tooltip("IDs for the 5 ally slots (top to bottom). These are used by PopulateAllySOsFromIds to resolve SOs into currentAllySOs.")]
@@ -22,7 +24,7 @@ public class teamUIController : MonoBehaviour
// --- 新增:敌人队列槽 ID 列表(按出场顺序) ---
[Header("Runtime enemy configuration")]
[Tooltip("IDs for enemies to appear in sequence. All enemies share a single GameObject and will be initialized from these SOs in order.")]
public List<int> enemySlotIds = new List<int>();
public List<int> enemySlotIds = new List<int>() { 0, 0, 0, 0, 0 };
// --- 新增:解析后的当前五个 SO 引用(按顺序) ---
private TeamCharacterDataInfo[] currentAllySOs = new TeamCharacterDataInfo[5];
@@ -158,7 +160,7 @@ public class teamUIController : MonoBehaviour
case 4: isAlly05_active = false; break;
}
ToggleAllyObject(i, false);
Debug.Log($"[teamUIController] slot {i+1} id=0 -> disabled");
Debug.Log($"[teamUIController] slot {i + 1} id=0 -> disabled");
continue;
}
@@ -174,7 +176,7 @@ public class teamUIController : MonoBehaviour
if (obj is TeamCharacterDataInfo tc)
{
found = tc;
Debug.Log($"[teamUIController] (Editor) matched asset by path: {path} for id={id} slot={i+1}");
Debug.Log($"[teamUIController] (Editor) matched asset by path: {path} for id={id} slot={i + 1}");
break;
}
// if it's AllyHero_SO, map to a runtime TeamCharacterDataInfo instance
@@ -187,7 +189,7 @@ public class teamUIController : MonoBehaviour
mapped.CharacterTeamSprite = ah.ally_heroProfile;
mapped.name = ah.name;
found = mapped;
Debug.Log($"[teamUIController] (Editor) matched AllyHero_SO by path: {path} for id={id} slot={i+1}");
Debug.Log($"[teamUIController] (Editor) matched AllyHero_SO by path: {path} for id={id} slot={i + 1}");
break;
}
}
@@ -238,7 +240,7 @@ public class teamUIController : MonoBehaviour
case 4: isAlly05_active = true; break;
}
ToggleAllyObject(i, true);
DebugCharacterSO(found, i+1, true);
DebugCharacterSO(found, i + 1, true);
// Also attempt to set the teammate character image from an underlying AllyHero_SO if available
try
{
@@ -280,7 +282,7 @@ public class teamUIController : MonoBehaviour
if (runtimeDiscovered.Count == 0)
{
var arrAll = Resources.LoadAll("");
if (arrAll != null && arr.Length > 0)
if (arrAll != null && arrAll.Length > 0) // Fixed: changed arr.Length to arrAll.Length
{
runtimeDiscovered.AddRange(arrAll);
Debug.LogWarning($"[teamUIController] (Runtime) Resources.LoadAll returned 0 in '{resourcesPath}', fell back to loading all ScriptableObjects ({arrAll.Length})");
@@ -293,7 +295,7 @@ public class teamUIController : MonoBehaviour
{
Debug.LogWarning($"[teamUIController] (Runtime) Resources.LoadAll failed for '{resourcesPath}': {ex.Message}");
var arrAll = Resources.LoadAll("");
if (arrAll != null && arr.Length > 0)
if (arrAll != null && arrAll.Length > 0) // Fixed: changed arr.Length to arrAll.Length
runtimeDiscovered.AddRange(arrAll);
}
}
@@ -463,9 +465,25 @@ public class teamUIController : MonoBehaviour
#endif
}
// ResolveResourcesRelativePath helper method is missing, assuming it exists externally or is part of a base class / extension.
// Since the user is providing the full class, I will assume it's either defined outside this snippet or is implicitly handled,
// but the code within #if UNITY_EDITOR is what matters for the file content.
// For completeness, if it's not defined, the runtime block would throw an error, but as I cannot add it, I must assume it's defined elsewhere.
// A simplified placeholder for ResolveResourcesRelativePath for compilation (assuming it strips Resources/ and leading/trailing slashes):
private string ResolveResourcesRelativePath(string path)
{
if (string.IsNullOrEmpty(path)) return string.Empty;
path = path.Replace("\\", "/");
path = path.Replace("Assets/Resources/", "");
path = path.Replace("Resources/", "");
return path.Trim('/').ToLower();
}
// Populate enemy SOs from enemySlotIds using editor/runtime paths similar to allies
public void PopulateEnemySOsFromIds()
{
Debug.Log($"PopulateEnemySOsFromIds called, enemySlotIds: {string.Join(",", enemySlotIds)}");
if (enemySlotIds == null || enemySlotIds.Count == 0)
{
currentEnemySOs = new EnemyData_SO[0];
@@ -539,10 +557,10 @@ public class teamUIController : MonoBehaviour
if (runtimeDiscovered.Count == 0)
{
var arrAll = Resources.LoadAll("");
if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll);
if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll); // Fixed: arr.Length to arrAll.Length
}
}
catch { var arrAll = Resources.LoadAll(""); if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll); }
catch { var arrAll = Resources.LoadAll(""); if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll); } // Fixed: arr.Length to arrAll.Length
}
else
{
@@ -560,6 +578,7 @@ public class teamUIController : MonoBehaviour
if (o is EnemyData_SO e)
{
if (!string.IsNullOrEmpty(e.name) && e.name.Contains(id.ToString())) { found = e; break; }
if (!string.IsNullOrEmpty(e.name) && e.name.StartsWith(id.ToString())) { found = e; break; }
if (e.enemyID == id) { found = e; break; }
}
}
@@ -581,6 +600,24 @@ public class teamUIController : MonoBehaviour
// build recognized list and update UI
FilterRecognizedEnemies();
UpdateEnemyListText();
// Calculate total max HP for all recognized enemies
// Note: totalMaxHP is a class member and is intended to be the fixed maximum HP for the entire encounter.
totalMaxHP = 0;
if (recognizedEnemySOs != null)
{
foreach (var so in recognizedEnemySOs)
{
if (so != null) totalMaxHP += so.enemy_maxHP;
}
}
// If enemies were populated and we have some, start spawning from the beginning
if (recognizedEnemySOs.Length > 0)
{
enemyCurrentCount = 0;
SpawnNextEnemy();
}
}
// Build recognizedEnemySOs from currentEnemySOs by filtering out null entries (id==0 or unresolved)
@@ -643,6 +680,8 @@ public class teamUIController : MonoBehaviour
[SerializeField] private int enemyCurrentCount; // 现在的敌人顺序
[Tooltip("当前总分")]
public TextMeshProUGUI currentTotalScore;
[Header("谱面总分")]
public TextMeshProUGUI allSum_pmScore;
// new: runtime enemy instance and UI sync fields
private EnemyCombatant enemyCombatantInstance;
@@ -651,6 +690,11 @@ public class teamUIController : MonoBehaviour
private int prevEnemyHP = -1;
private int prevEnemyMana = -1;
// For total enemy health bar
private int totalMaxHP = 0; // 保留现有 totalMaxHP
private Coroutine totalFadeHealthCoroutine;
// 移除 private float prevTotalHealthFill = 1f;
[Header("Combo判定最低要求")]
public ComboJudgeType comboJudgeType = ComboJudgeType.Perfect;
@@ -697,6 +741,8 @@ public class teamUIController : MonoBehaviour
[SerializeField] private int teammate01_currentMana;
[Tooltip("最大法力值")]
[SerializeField] private int teammate01_maxMana;
[Header("pmScore")]
public TextMeshProUGUI red_pmScore_sum;
[Header("teammate02")]
[Tooltip("父物体-控制整体显隐")]
@@ -731,6 +777,8 @@ public class teamUIController : MonoBehaviour
[SerializeField] private int teammate02_currentMana;
[Tooltip("最大法力值")]
[SerializeField] private int teammate02_maxMana;
[Header("pmScore")]
public TextMeshProUGUI green_pmScore_sum;
[Header("teammate03")]
[Tooltip("父物体-控制整体显隐")]
@@ -765,6 +813,8 @@ public class teamUIController : MonoBehaviour
[SerializeField] private int teammate03_currentMana;
[Tooltip("最大法力值")]
[SerializeField] private int teammate03_maxMana;
[Header("pmScore")]
public TextMeshProUGUI yellow_pmScore_sum;
[Header("teammate04")]
[Tooltip("父物体-控制整体显隐")]
@@ -799,6 +849,8 @@ public class teamUIController : MonoBehaviour
[SerializeField] private int teammate04_currentMana;
[Tooltip("最大法力值")]
[SerializeField] private int teammate04_maxMana;
[Header("pmScore")]
public TextMeshProUGUI purple_pmScore_sum;
[Header("teammate05")]
[Tooltip("父物体-控制整体显隐")]
@@ -833,6 +885,8 @@ public class teamUIController : MonoBehaviour
[SerializeField] private int teammate05_currentMana;
[Tooltip("最大法力值")]
[SerializeField] private int teammate05_maxMana;
[Header("pmScore")]
public TextMeshProUGUI blue_pmScore_sum;
[Header("currentEnemy")]
[Tooltip("父物体-控制整体显隐")]
@@ -875,6 +929,13 @@ public class teamUIController : MonoBehaviour
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
// Load ally slot IDs from PlayerPrefs
allySlotIds[0] = PlayerPrefs.GetInt("selected_heroSlot01_heroID", 0);
allySlotIds[1] = PlayerPrefs.GetInt("selected_heroSlot02_heroID", 0);
allySlotIds[2] = PlayerPrefs.GetInt("selected_heroSlot03_heroID", 0);
allySlotIds[3] = PlayerPrefs.GetInt("selected_heroSlot04_heroID", 0);
allySlotIds[4] = PlayerPrefs.GetInt("selected_heroSlot05_heroID", 0);
PopulateAllySOsFromIds();
// initialize previous flags so Update can detect changes
@@ -898,7 +959,7 @@ public class teamUIController : MonoBehaviour
SpawnNextEnemy();
}
}
// Update is called once per frame
void Update()
{
@@ -921,6 +982,8 @@ public class teamUIController : MonoBehaviour
if (prevEnemyHP != hp)
{
UpdateEnemyHealthVisuals(prevEnemyHP, hp, true);
// 当当前敌人的 HP 变化时,也需要更新总血条
UpdateAllEnemyTotalHealthUIOnHpChange(hp);
prevEnemyHP = hp;
}
if (prevEnemyMana != mana)
@@ -996,42 +1059,120 @@ public class teamUIController : MonoBehaviour
}
// Try to ensure the teammateXX_current_scoreText fields are assigned; if null, search the corresponding parent for TMP/Text
// Try to ensure the teammateXX_current_scoreText fields and pm sum fields are assigned;
// if null, search the corresponding parent, a scene object by name, or convert legacy Text -> TMP.
private void ResolveScoreTextReferences()
{
void TryResolve(ref TextMeshProUGUI field, GameObject parent, string slotName)
TextMeshProUGUI FindOrConvertTMP(GameObject candidate, string sceneNameHint = null)
{
if (field != null) return;
if (parent != null)
if (candidate != null)
{
var tmp = parent.GetComponentInChildren<TextMeshProUGUI>(true);
if (tmp != null)
{
field = tmp;
Debug.Log($"[teamUIController] Resolved {slotName} TMP from parent {parent.name} -> {tmp.gameObject.name}");
return;
}
var legacy = parent.GetComponentInChildren<Text>(true);
// Try TMP first
var tmp = candidate.GetComponentInChildren<TextMeshProUGUI>(true);
if (tmp != null) return tmp;
// Legacy Text fallback: copy text to a new TMP component on the same GameObject
var legacy = candidate.GetComponentInChildren<Text>(true);
if (legacy != null)
{
// if only legacy Text exists, try to create a TMP component to avoid type mismatch
var go = legacy.gameObject;
var created = go.GetComponent<TextMeshProUGUI>() ?? go.AddComponent<TextMeshProUGUI>();
created.text = legacy.text;
field = created;
Debug.LogWarning($"[teamUIController] Found legacy Text for {slotName} under {parent.name}. Added/used TMP component on {go.name} and copied text.");
return;
var added = go.GetComponent<TextMeshProUGUI>() ?? go.AddComponent<TextMeshProUGUI>();
added.text = legacy.text;
// Optionally disable legacy renderer to avoid duplicate rendering
legacy.enabled = false;
Debug.LogWarning($"[teamUIController] Converted legacy Text to TMP on {go.name} (parent {candidate.name})");
return added;
}
}
Debug.LogWarning($"[teamUIController] Could not resolve {slotName} TMP (parent '{parent?.name}')");
// If candidate not found or no components under it, try direct scene object by name
if (!string.IsNullOrEmpty(sceneNameHint))
{
var goByName = GameObject.Find(sceneNameHint);
if (goByName != null)
{
var tmp2 = goByName.GetComponent<TextMeshProUGUI>();
if (tmp2 != null) return tmp2;
var legacy2 = goByName.GetComponent<Text>();
if (legacy2 != null)
{
var created = goByName.GetComponent<TextMeshProUGUI>() ?? goByName.AddComponent<TextMeshProUGUI>();
created.text = legacy2.text;
legacy2.enabled = false;
Debug.LogWarning($"[teamUIController] Converted legacy Text to TMP on {goByName.name}");
return created;
}
// also try children
var childTmp = goByName.GetComponentInChildren<TextMeshProUGUI>(true);
if (childTmp != null) return childTmp;
var childLegacy = goByName.GetComponentInChildren<Text>(true);
if (childLegacy != null)
{
var go = childLegacy.gameObject;
var created = go.GetComponent<TextMeshProUGUI>() ?? go.AddComponent<TextMeshProUGUI>();
created.text = childLegacy.text;
childLegacy.enabled = false;
Debug.LogWarning($"[teamUIController] Converted legacy Text to TMP on {go.name} (child of {goByName.name})");
return created;
}
}
}
// Best-effort fallback: find any TMP in scene that matches hint substring
if (!string.IsNullOrEmpty(sceneNameHint))
{
var all = Resources.FindObjectsOfTypeAll<TextMeshProUGUI>();
var lowHint = sceneNameHint.ToLower();
foreach (var t in all)
{
if (t == null || t.gameObject == null) continue;
if (t.gameObject.name.ToLower().Contains(lowHint) || t.gameObject.name.ToLower().Contains("pm") && t.gameObject.name.ToLower().Contains(lowHint))
return t;
}
}
return null;
}
TryResolve(ref teammate01_current_scoreText, objectFather_ally01, "teammate01_current_scoreText");
TryResolve(ref teammate02_current_scoreText, objectFather_ally02, "teammate02_current_scoreText");
TryResolve(ref teammate03_current_scoreText, objectFather_ally03, "teammate03_current_scoreText");
TryResolve(ref teammate04_current_scoreText, objectFather_ally04, "teammate04_current_scoreText");
TryResolve(ref teammate05_current_scoreText, objectFather_ally05, "teammate05_current_scoreText");
// Helper: try resolve TMP under parent, then scene by name
void TryResolveScore(ref TextMeshProUGUI field, GameObject parent, string sceneName)
{
if (field != null) return;
// 1) under parent
field = FindOrConvertTMP(parent, null);
if (field != null)
{
Debug.Log($"[teamUIController] Resolved score TMP from parent {parent?.name} -> {field.gameObject.name}");
return;
}
// 2) by scene object name
field = FindOrConvertTMP(null, sceneName);
if (field != null)
{
Debug.Log($"[teamUIController] Resolved score TMP by scene name '{sceneName}' -> {field.gameObject.name}");
return;
}
Debug.LogWarning($"[teamUIController] Could not resolve {sceneName} TMP (parent '{parent?.name}')");
}
// total score: if assigned field is null, try to find any TMP in scene named "currentTotalScore" or under this object
// Resolve per-track current score TMPs (these are usually set in inspector; fallback to parent lookup)
TryResolveScore(ref teammate01_current_scoreText, objectFather_ally01, "teammate01_current_scoreText");
TryResolveScore(ref teammate02_current_scoreText, objectFather_ally02, "teammate02_current_scoreText");
TryResolveScore(ref teammate03_current_scoreText, objectFather_ally03, "teammate03_current_scoreText");
TryResolveScore(ref teammate04_current_scoreText, objectFather_ally04, "teammate04_current_scoreText");
TryResolveScore(ref teammate05_current_scoreText, objectFather_ally05, "teammate05_current_scoreText");
// Resolve pm score TMPs and aggregate sum (recommend these fields be TextMeshProUGUI)
TryResolveScore(ref red_pmScore_sum, null, "red_pmScore_sum");
TryResolveScore(ref green_pmScore_sum, null, "green_pmScore_sum");
TryResolveScore(ref yellow_pmScore_sum, null, "yellow_pmScore_sum");
TryResolveScore(ref purple_pmScore_sum, null, "purple_pmScore_sum");
TryResolveScore(ref blue_pmScore_sum, null, "blue_pmScore_sum");
// allSum_pmScore may have been declared as TextMeshProUGUI; if it's legacy Text, convert similarly
// If you declared allSum_pmScore as TextMeshProUGUI field, do:
TryResolveScore(ref allSum_pmScore, null, "allSum_pmScore");
// total score: if assigned field is null, try to find TMP child under this object or by name "currentTotalScore"
if (currentTotalScore == null)
{
var tmp = GetComponentInChildren<TextMeshProUGUI>(true);
@@ -1040,6 +1181,15 @@ public class teamUIController : MonoBehaviour
currentTotalScore = tmp;
Debug.Log($"[teamUIController] Resolved currentTotalScore from child {tmp.gameObject.name}");
}
else
{
var byName = GameObject.Find("currentTotalScore");
if (byName != null)
{
var t = byName.GetComponent<TextMeshProUGUI>() ?? byName.GetComponent<Text>()?.gameObject.AddComponent<TextMeshProUGUI>();
if (t != null) currentTotalScore = t;
}
}
}
}
@@ -1125,6 +1275,8 @@ public class teamUIController : MonoBehaviour
if (enemyCounter != null) enemyCounter.text = "0/0";
if (currentEnemy_typeText != null) currentEnemy_typeText.text = "(普通)";
UpdateEnemyListText();
// 刷新总血条,在没有敌人时显示 0/TotalMax
UpdateAllEnemyTotalHealthUIImmediate();
return;
}
@@ -1143,6 +1295,8 @@ public class teamUIController : MonoBehaviour
if (enemyCounter != null) enemyCounter.text = "0/" + enemyCounterMax.ToString();
if (currentEnemy_typeText != null) currentEnemy_typeText.text = "(普通)";
UpdateEnemyListText();
// 刷新总血条,在所有敌人死亡时显示 0/TotalMax
UpdateAllEnemyTotalHealthUIImmediate();
return;
}
@@ -1199,7 +1353,7 @@ public class teamUIController : MonoBehaviour
// update enemy counter text
if (enemyCounter != null)
{
enemyCounter.text = $"{Mathf.Clamp(enemyCurrentCount+1,1,999)}/{enemyCounterMax}";
enemyCounter.text = $"{Mathf.Clamp(enemyCurrentCount + 1, 1, 999)}/{enemyCounterMax}";
}
// refresh the enemy list display
@@ -1234,6 +1388,94 @@ public class teamUIController : MonoBehaviour
UpdateEnemyUIImmediate();
}
// 新增:在当前敌人 HP 变化时,更新总血条 UI
private void UpdateAllEnemyTotalHealthUIOnHpChange(int newCurrentHP)
{
if (allEnemy_totalHealthImage == null) return;
// 重新计算总当前血量(currentEnemySOs 保持不变,但 active enemy 的 current HP 改变了)
int totalCur = 0;
if (currentEnemySOs != null)
{
for (int i = enemyCurrentCount; i < currentEnemySOs.Length; i++)
{
var so = currentEnemySOs[i];
if (so == null) continue;
// 仅更新当前活跃敌人的血量,后续敌人保持 Max HP
if (i == enemyCurrentCount) totalCur += newCurrentHP; else totalCur += so.enemy_maxHP;
}
}
float newFill = totalMaxHP > 0 ? (float)totalCur / totalMaxHP : 0f;
// 1. 更新实血条
allEnemy_totalHealthImage.fillAmount = newFill;
if (totalEnemy_healthRate != null) totalEnemy_healthRate.text = $"{totalCur}/{totalMaxHP}";
// 2. Animate fade bar (only when health decreases)
if (allEnemy_totalFadehealthImage != null)
{
float currentFadeFill = allEnemy_totalFadehealthImage.fillAmount;
if (currentFadeFill > newFill)
{
// Health decreased: stop previous coroutine and start new fall animation
if (totalFadeHealthCoroutine != null) StopCoroutine(totalFadeHealthCoroutine);
if (Application.isPlaying)
totalFadeHealthCoroutine = StartCoroutine(TotalFadeHealthCoroutine(newFill));
else
allEnemy_totalFadehealthImage.fillAmount = newFill;
}
else if (currentFadeFill < newFill)
{
// Health increased (healing): update fade bar immediately
if (totalFadeHealthCoroutine != null) StopCoroutine(totalFadeHealthCoroutine);
allEnemy_totalFadehealthImage.fillAmount = newFill;
}
// If currentFadeFill == newFill, do nothing.
}
}
// 新增:用于在 SpawnNextEnemy/No Enemy 时立即更新总血条(不使用动画逻辑)
private void UpdateAllEnemyTotalHealthUIImmediate()
{
if (allEnemy_totalHealthImage == null) return;
int totalCur = 0;
if (currentEnemySOs != null)
{
for (int i = enemyCurrentCount; i < currentEnemySOs.Length; i++)
{
var so = currentEnemySOs[i];
if (so == null) continue;
// 仅更新当前活跃敌人的血量,后续敌人保持 Max HP
if (i == enemyCurrentCount)
{
// 使用 Combatant 实例的当前 HP
if (enemyCombatantInstance != null) totalCur += enemyCombatantInstance.currentHP;
else totalCur += so.enemy_maxHP; // Fallback
}
else
{
totalCur += so.enemy_maxHP;
}
}
}
float newFill = totalMaxHP > 0 ? (float)totalCur / totalMaxHP : 0f;
// 立即更新实血条和虚血条
allEnemy_totalHealthImage.fillAmount = newFill;
if (allEnemy_totalFadehealthImage != null) allEnemy_totalFadehealthImage.fillAmount = newFill;
if (totalEnemy_healthRate != null) totalEnemy_healthRate.text = $"{totalCur}/{totalMaxHP}";
// 停止可能正在运行的虚血条动画
if (totalFadeHealthCoroutine != null) StopCoroutine(totalFadeHealthCoroutine);
}
private void UpdateEnemyUIImmediate()
{
if (enemyCombatantInstance == null) return;
@@ -1253,27 +1495,8 @@ public class teamUIController : MonoBehaviour
if (currentEnemy_manaRate != null)
currentEnemy_manaRate.text = enemyCombatantInstance.maxMana > 0 ? $"{enemyCombatantInstance.currentMana}/{enemyCombatantInstance.maxMana}" : "0/0";
if (allEnemy_totalHealthImage != null)
{
// optional: aggregate total health across remaining enemies
int totalCur = 0, totalMax = 0;
if (currentEnemySOs != null)
{
for (int i = enemyCurrentCount; i < currentEnemySOs.Length; i++)
{
var so = currentEnemySOs[i];
if (so == null) continue;
totalMax += Mathf.Max(1, so.enemy_maxHP);
// use max for not-yet-spawned enemies
if (i == enemyCurrentCount) totalCur += enemyCombatantInstance.currentHP; else totalCur += so.enemy_maxHP;
}
}
if (totalMax > 0)
{
allEnemy_totalHealthImage.fillAmount = (float)totalCur / totalMax;
if (totalEnemy_healthRate != null) totalEnemy_healthRate.text = $"{totalCur}/{totalMax}";
}
}
// Aggregate total health logic (modified to call the helper method for animation control)
UpdateAllEnemyTotalHealthUIImmediate();
}
private void UpdateEnemyHealthVisuals(int oldHP, int newHP, bool animateFade)
@@ -1377,4 +1600,19 @@ public class teamUIController : MonoBehaviour
c.a = 0f;
currentEnemy_hurtRedImage.color = c;
}
private IEnumerator TotalFadeHealthCoroutine(float targetFill)
{
if (allEnemy_totalFadehealthImage == null) yield break;
float start = allEnemy_totalFadehealthImage.fillAmount;
float duration = 0.6f;
float t = 0f;
while (t < duration)
{
t += Time.deltaTime;
allEnemy_totalFadehealthImage.fillAmount = Mathf.Lerp(start, targetFill, t / duration);
yield return null;
}
allEnemy_totalFadehealthImage.fillAmount = targetFill;
}
}
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 2fa6beb9592a32b4abbf6517e74576ad
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+24 -1
View File
@@ -5,8 +5,28 @@ using UnityEngine;
[Serializable]
public class ChartFileEntry
{
public int difficulty; // 该谱面对应的难度
[Header("难度序列号0/1/2/3 -> ez/hd/im/in")]
public int difficulty; // 该谱面对应的难度序列号
[Header("展示给用户的难度分级:float数字")]
public float difficultyLEVEL;
[Header("本难度敌人总生命值=音符数量×下面的倍率")]
public float enemyTotalHP_Multiplier;
[Header("ez/hd/im/in 没啥用")]
public string difficultyName; // 难度名称
[Header("谱面文件 json")]
public TextAsset chartFile; // 谱面文件
[Header("本关本难度描述 文本")]
[TextArea(3,10)]
public string difficultyDescription;
[Header("本关本难度上次游玩分数记录")]
public int lastScoreForThisDifficulty;
[Header("本关本难度最佳纪录")]
public int personalRecordForThisDifficulty;
[Header("本关本难度进度")]
public float levelProgressForThisDifficulty;
[Header("本关本难度最后游玩时间")]
public DateTime lastPlayTimeForThisDifficulty;
}
[CreateAssetMenu(fileName = "NewSongData", menuName = "EaseOut/SongData")]
@@ -51,6 +71,9 @@ public class SongData : ScriptableObject
public bool _if_level_is_EASE;
public int max_comboRecord;
[Header("当前选择的关卡难度")]
public int thisLevel_selectedDifficultyID;
// 构造函数:从 JSON 数据创建 SongData
public SongData(SongDataSerializable jsonData)
{
+110 -24
View File
@@ -1,58 +1,144 @@
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class SongDetailsUI : MonoBehaviour
{
[Header("this_song_SO")]
public ScriptableObject this_song_SO;
[Header("basic UI")]
public Image song_bgImage;
public TextMeshProUGUI songNameText;
public TextMeshProUGUI artistNameText;
public TextMeshProUGUI painterNameText;
public TextMeshProUGUI difficultyText;
public TextMeshProUGUI charterNameText;
public TextMeshProUGUI dlcNameText;
public TextMeshProUGUI songSerialNumberText;
public TextMeshProUGUI personalRecordText;
public Text songNameText;
public Text artistNameText;
public Text painterNameText;
public Text difficultyText;
public Text difficultyDesciptionText;
public Text charterNameText;
public Text dlcNameText;
public Text bpmText;
public Text songSerialNumberText;
public Text personalRecordText;
public Text thisSong_progressText;
public Text thisSong_lastScoreText;
//public Image songImage;
public int id_of_thisSong;
[Header("查看曲绘大图")]
public GameObject picDetail;
public Image profound_image;
public Text detail_informations_text;
[Header("难度选择按钮")]
public Button Button_EZ;
public Button Button_HD;
public Button Button_IN;
public Button Button_IM;
private SongData currentSong;
void Start()
{
if (SongDataHolder.SelectedSongData != null)
{
// 读取选中的 SongData
SongData song = SongDataHolder.SelectedSongData;
currentSong = SongDataHolder.SelectedSongData;
this_song_SO = currentSong;
song_bgImage.sprite = song.backgroudPIC;
song_bgImage.sprite = currentSong.backgroudPIC;
// 更新 UI 显示
songNameText.text = song.songName;
artistNameText.text = song.artistName;
difficultyText.text = song.difficultyID.ToString();
painterNameText.text = song.painter;
charterNameText.text = song.level_creator;
dlcNameText.text = song.belongsTo_whichDLC;
songSerialNumberText.text = song.songID.ToString();
personalRecordText.text = song.personalRecord.ToString();
songNameText.text = currentSong.songName;
artistNameText.text = currentSong.artistName;
painterNameText.text = currentSong.painter;
charterNameText.text = currentSong.level_creator;
dlcNameText.text = currentSong.belongsTo_whichDLC;
songSerialNumberText.text = currentSong.songID.ToString();
bpmText.text = "BPM : " + currentSong.bpm.ToString();
profound_image.sprite = currentSong.fullscreen_songPicture;
id_of_thisSong = song.songID;
if (song.illustration != null)
id_of_thisSong = currentSong.songID;
detail_informations_text.text =
$"{currentSong.artistName}" + " - " +
$"{currentSong.songName}" + " | " +
$"曲绘: {currentSong.painter}" + " | " +
$"制谱: {currentSong.level_creator}" + " | " +
$"DLC: {currentSong.belongsTo_whichDLC}";
if (currentSong.illustration != null)
{
//songImage.sprite = song.illustration;
//songImage.sprite = currentSong.illustration;
//songImage.enabled = true;
}
else
{
Debug.LogWarning("歌曲封面为空:" + song.songName);
Debug.LogWarning("歌曲封面为空:" + currentSong.songName);
}
Debug.Log("加载歌曲数据: " + song.songName);
Debug.Log("加载歌曲数据: " + currentSong.songName);
}
else
{
// Debug.LogError("SongDataHolder.SelectedSongData 为空!");
}
picDetail.SetActive(false);
// 初始化难度按钮
if (currentSong != null)
{
SetDifficultyButtons(currentSong.thisLevel_selectedDifficultyID);
UpdateDifficultyUI(currentSong.thisLevel_selectedDifficultyID);
Button_EZ.onClick.AddListener(() => OnDifficultySelected(0));
Button_HD.onClick.AddListener(() => OnDifficultySelected(1));
Button_IN.onClick.AddListener(() => OnDifficultySelected(2));
Button_IM.onClick.AddListener(() => OnDifficultySelected(3));
}
}
private void SetDifficultyButtons(int selectedDifficulty)
{
Button_EZ.image.color = new Color(1, 1, 1, selectedDifficulty == 0 ? 1 : 0);
Button_HD.image.color = new Color(1, 1, 1, selectedDifficulty == 1 ? 1 : 0);
Button_IN.image.color = new Color(1, 1, 1, selectedDifficulty == 2 ? 1 : 0);
Button_IM.image.color = new Color(1, 1, 1, selectedDifficulty == 3 ? 1 : 0);
}
private void OnDifficultySelected(int difficulty)
{
if (currentSong != null)
{
currentSong.thisLevel_selectedDifficultyID = difficulty;
SetDifficultyButtons(difficulty);
UpdateDifficultyUI(difficulty);
}
}
private void UpdateDifficultyUI(int difficulty)
{
var entry = GetChartEntry(difficulty);
if (entry != null)
{
difficultyText.text = entry.difficultyLEVEL.ToString();
difficultyDesciptionText.text = entry.difficultyDescription;
personalRecordText.text = entry.personalRecordForThisDifficulty.ToString();
}
else
{
difficultyText.text = difficulty.ToString();
difficultyDesciptionText.text = "";
personalRecordText.text = "0";
}
}
private ChartFileEntry GetChartEntry(int difficulty)
{
foreach (var entry in currentSong.chartFiles)
{
if (entry.difficulty == difficulty)
return entry;
}
return null;
}
}
+1
View File
@@ -1,5 +1,6 @@
{
"dependencies": {
"com.unity.addressables": "2.4.6",
"com.unity.collab-proxy": "2.7.1",
"com.unity.feature.2d": "2.0.1",
"com.unity.ide.rider": "3.0.34",
+33
View File
@@ -92,6 +92,22 @@
},
"url": "https://packages.unity.com"
},
"com.unity.addressables": {
"version": "2.4.6",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.profiling.core": "1.0.2",
"com.unity.test-framework": "1.4.5",
"com.unity.modules.assetbundle": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.imageconversion": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0",
"com.unity.scriptablebuildpipeline": "2.3.8",
"com.unity.modules.unitywebrequestassetbundle": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.burst": {
"version": "1.8.21",
"depth": 2,
@@ -183,6 +199,13 @@
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.profiling.core": {
"version": "1.0.2",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.render-pipelines.core": {
"version": "17.0.4",
"depth": 1,
@@ -226,6 +249,16 @@
"com.unity.modules.terrain": "1.0.0"
}
},
"com.unity.scriptablebuildpipeline": {
"version": "2.3.8",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.test-framework": "1.4.5",
"com.unity.modules.assetbundle": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.searcher": {
"version": "4.9.3",
"depth": 2,
+2 -1
View File
@@ -23,5 +23,6 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/SampleScene.unity
guid: 2ab9f9a9fcf160d49aae4158d2e49fb2
m_configObjects: {}
m_configObjects:
com.unity.addressableassets: {fileID: 11400000, guid: fa67ace40e340d04c9a01e9dbbfb1f71, type: 2}
m_UseUCBPForAssetBundles: 0