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
+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()