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CharacterTeamSprite; + public Sprite CharacterRoleSprite; +} diff --git a/Assets/TeamCharacterDataBase/script/TeamCharacterDataInfo.cs.meta b/Assets/TeamCharacterDataBase/script/TeamCharacterDataInfo.cs.meta new file mode 100644 index 00000000..0b6488b1 --- /dev/null +++ b/Assets/TeamCharacterDataBase/script/TeamCharacterDataInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5976726b6b1585d4bae159d4a817b84e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TeamCharacterDataBase/script/TeamCharacterLevelData.cs b/Assets/TeamCharacterDataBase/script/TeamCharacterLevelData.cs new file mode 100644 index 00000000..8769036d --- /dev/null +++ b/Assets/TeamCharacterDataBase/script/TeamCharacterLevelData.cs @@ -0,0 +1,11 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +[CreateAssetMenu(fileName = 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b/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs @@ -0,0 +1,8 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +[CreateAssetMenu(fileName = "CharacterList", menuName = "TeamCharacter/TeamCharacterList")] +public class TeamCharacterList : ScriptableObject +{ + public List characters=new List(); +} diff --git a/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs.meta b/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs.meta new file mode 100644 index 00000000..0b2747bf --- /dev/null +++ b/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eaf4c7edaf0b74e49a85771b8c5b85eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/artworks/Songs_Select/team_SettingResource/prefab/chacterCard.prefab b/Assets/artworks/Songs_Select/team_SettingResource/prefab/chacterCard.prefab index 3fd31b4a..83a4bd6f 100644 --- a/Assets/artworks/Songs_Select/team_SettingResource/prefab/chacterCard.prefab +++ b/Assets/artworks/Songs_Select/team_SettingResource/prefab/chacterCard.prefab @@ -65,7 +65,7 @@ MonoBehaviour: m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_Sprite: {fileID: 21300000, guid: 84ef05cda680d7a40a5108f0a5bcc1c9, type: 3} + m_Sprite: {fileID: 0} m_Type: 0 m_PreserveAspect: 0 m_FillCenter: 1 @@ -86,7 +86,6 @@ GameObject: - component: {fileID: 3228097016014596376} - component: {fileID: 4065988666777179856} - component: {fileID: 2921092759260112579} - - component: {fileID: 2111168341660587780} m_Layer: 5 m_Name: levelIcon m_TagString: Untagged @@ -141,7 +140,7 @@ MonoBehaviour: m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_Sprite: {fileID: 21300000, guid: cc6dc195a4e12f74e93a76d0a812c100, type: 3} + m_Sprite: {fileID: 0} m_Type: 0 m_PreserveAspect: 0 m_FillCenter: 1 @@ -151,50 +150,6 @@ MonoBehaviour: m_FillOrigin: 0 m_UseSpriteMesh: 0 m_PixelsPerUnitMultiplier: 1 ---- !u!114 &2111168341660587780 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 227430959558785920} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 4e29b1a8efbd4b44bb3f3716e73f07ff, type: 3} - m_Name: - m_EditorClassIdentifier: - m_Navigation: - m_Mode: 3 - m_WrapAround: 0 - m_SelectOnUp: {fileID: 0} - m_SelectOnDown: {fileID: 0} - m_SelectOnLeft: {fileID: 0} - m_SelectOnRight: {fileID: 0} - m_Transition: 1 - m_Colors: - m_NormalColor: {r: 1, g: 1, b: 1, a: 1} - m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1} - m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1} - m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1} - m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608} - m_ColorMultiplier: 1 - m_FadeDuration: 0.1 - m_SpriteState: - m_HighlightedSprite: {fileID: 0} - m_PressedSprite: {fileID: 0} - m_SelectedSprite: {fileID: 0} - m_DisabledSprite: {fileID: 0} - m_AnimationTriggers: - m_NormalTrigger: Normal - m_HighlightedTrigger: Highlighted - m_PressedTrigger: Pressed - m_SelectedTrigger: Selected - m_DisabledTrigger: Disabled - m_Interactable: 1 - m_TargetGraphic: {fileID: 2921092759260112579} - m_OnClick: - m_PersistentCalls: - m_Calls: [] --- !u!1 &2949374534111508497 GameObject: m_ObjectHideFlags: 0 @@ -247,11 +202,11 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 31ac798fff192ba4b92574fbc38f7d35, type: 3} m_Name: m_EditorClassIdentifier: + characterID: 0 charactCard: {fileID: 2949374534111508497} characterImage: {fileID: 1068789348870044308} levelIcon: {fileID: 2921092759260112579} occupationIcon: {fileID: 3273503338186152757} - characterName: --- !u!1 &3298850994316689979 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/scripts/Team/Character.cs b/Assets/scripts/Team/Character.cs deleted file mode 100644 index d6e7fb08..00000000 --- a/Assets/scripts/Team/Character.cs +++ /dev/null @@ -1,35 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class Character -{ - /// - /// 角色名称 - /// - public string name{get; set;} - /// - /// 职业 - /// - public string occupation{get; set;} - /// - /// 突破等级 - /// - public string boundaryLevel{get; set;} - /// - /// 技能名称 - /// - public string SkillName{get; set;} - /// - /// 是否为队长 - /// - public bool isLeader{get; set;} - - public Character(string name, string occupation, string boundaryLevel, string skillName) - { - this.name = name; - this.occupation = occupation; - this.boundaryLevel = boundaryLevel; - this.SkillName = skillName; - } -} diff --git a/Assets/scripts/Team/CharacterCardView.cs b/Assets/scripts/Team/CharacterCardView.cs index 60af0a2f..3d08aff2 100644 --- a/Assets/scripts/Team/CharacterCardView.cs +++ b/Assets/scripts/Team/CharacterCardView.cs @@ -5,11 +5,11 @@ using UnityEngine.UI; public class CharacterCardView : MonoBehaviour { + public int characterID; public GameObject charactCard; public Image characterImage; public Image levelIcon; public Image occupationIcon; - public string characterName; void Start() { @@ -17,11 +17,6 @@ public class CharacterCardView : MonoBehaviour characterImage.sprite = null; levelIcon.sprite = null; } - /// - /// 根据角色名称获取角色介绍信息 - /// - void checkCharacterInformation() - { - Debug.Log("尝试获取角色介绍:"+characterName); - } + + } diff --git a/Assets/scripts/Team/TeamManager.cs b/Assets/scripts/Team/TeamManager.cs index f6395cf0..264cd76b 100644 --- a/Assets/scripts/Team/TeamManager.cs +++ b/Assets/scripts/Team/TeamManager.cs @@ -1,6 +1,7 @@ using System; using System.Collections; using System.Collections.Generic; +using Unity.Collections; using UnityEngine; public class TeamManager : MonoBehaviour @@ -9,13 +10,13 @@ public class TeamManager : MonoBehaviour public teamSettingPanel teamSettingPanelInstance; /// - /// 当前玩家存档下的所有编队配置 + /// 当前玩家存档下的所有编队配置,key为编队索引,value为该编队的角色列表,表内只有角色ID /// - public Dictionary> currentTeamSettings = new Dictionary>(); + public Dictionary currentTeamSettings = new Dictionary(); /// /// 玩家存档下已经解锁的角色信息列表 /// - public List SelectableCharacterList = new List(); + public List SelectableCharacterList = new List(); /// /// 根据此字段来在编队信息页显示已有编队 /// @@ -43,40 +44,44 @@ public class TeamManager : MonoBehaviour void testTeamSetting() { - SelectableCharacterList.Add(new Character("YUETAO","default","C","pure dissidents")); - SelectableCharacterList.Add(new Character("AYANO","default","B","default skillName")); - SelectableCharacterList.Add(new Character("YUETAO","default","C","pure dissidents")); - SelectableCharacterList.Add(new Character("AYANO","default","S","default skillName")); + SelectableCharacterList.Add(new CharacterView(1001001,"C")); + SelectableCharacterList.Add(new CharacterView(1001002,"S")); + SelectableCharacterList.Add(new CharacterView(1001001,"C")); + SelectableCharacterList.Add(new CharacterView(1001002,"C")); //手动向currentTeamSettings和SelectableCharacterList添加测试数据 - currentTeamSettings.Add(0,new List()); - currentTeamSettings[0].Add(new Character("YUETAO","default","C","pure dissidents")); - currentTeamSettings[0].Add(new Character("AYANO","default","B","default skillName")); - currentTeamSettings[0].Add(new Character("YUETAO","default","C","pure dissidents")); - currentTeamSettings[0].Add(new Character("YUETAO","default","C","pure dissidents")); + currentTeamSettings.Add(0,new TeamSetting(new List(),1001001)); + currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C")); + currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"S")); + currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C")); + currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"C")); + + currentTeamSettings.Add(1,new TeamSetting(new List(),1001002)); + currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C")); + currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"B")); + currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C")); + currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"A")); + currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"A")); - currentTeamSettings.Add(1,new List()); - currentTeamSettings[1].Add(new Character("YUETAO","default","C","pure dissidents")); - currentTeamSettings[1].Add(new Character("AYANO","default","B","default skillName")); - currentTeamSettings[1].Add(new Character("YUETAO","default","C","pure dissidents")); - currentTeamSettings[1].Add(new Character("YUETAO","default","C","pure dissidents")); Debug.Log("testTeamSetting ready"); } - + public void openTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(true); + public void closeTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(false); + void Start() { - if(teamSettingPanelInstance == null) - { - teamSettingPanelInstance = teamSettingPanel.Instance; - } + // if(teamSettingPanelInstance == null) + // { + // teamSettingPanelInstance = teamSettingPanel.Instance; + // } testTeamSetting();//接入玩家存档后请注释掉此行 } /// /// 读取玩家存档信息后可直接在此写入编队信息 /// /// - public void setcurrentTeamSettings(Dictionary> playerTeamSettings) + public void setcurrentTeamSettings(Dictionary playerTeamSettings) { currentTeamSettings = playerTeamSettings; } @@ -84,12 +89,12 @@ public class TeamManager : MonoBehaviour /// 依据选定的队伍预设索引来获得队伍信息 /// /// - public List getCurrentSelectedTeam() + public TeamSetting getCurrentSelectedTeam() { return currentTeamSettings[currentSelectedTeam]; } - public void setCurrentSelectedTeam(List newTeamData, int teamIndex) + public void setCurrentSelectedTeam(TeamSetting newTeamData, int teamIndex) { currentTeamSettings[teamIndex] = newTeamData; } @@ -108,11 +113,11 @@ public class TeamManager : MonoBehaviour /// public void swapTeamElements(int firstIndex, int secondIndex) { - List newCurrentTeam = getCurrentSelectedTeam(); - Character temp = newCurrentTeam[firstIndex]; + List newCurrentTeam = getCurrentSelectedTeam().teamIdList; + CharacterView temp = newCurrentTeam[firstIndex]; newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex]; newCurrentTeam[secondIndex] = temp; - currentTeamSettings[currentSelectedTeam] = newCurrentTeam; + currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam; } diff --git a/Assets/scripts/Team/TeamSetting.cs b/Assets/scripts/Team/TeamSetting.cs new file mode 100644 index 00000000..ef2c2d2a --- /dev/null +++ b/Assets/scripts/Team/TeamSetting.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +/// +/// 适用于编队系统数据层,存储单个队伍的信息 +/// +public class TeamSetting +{ + public TeamSetting(List teamList, int leaderId) + { + this.teamIdList = teamIdList; + LeaderId = leaderId; + } + + + public List teamIdList = new List(); + + /// + /// 队长 + /// + public int LeaderId{get; set;} + +} + +public class CharacterView +{ + public CharacterView(int characterId, string currentBoundaryLevel) + { + this.characterId = characterId; + this.currentBoundaryLevel = currentBoundaryLevel; + } + + public int characterId{get; set;} + public string currentBoundaryLevel{get; set;} +} diff --git a/Assets/scripts/Team/Character.cs.meta b/Assets/scripts/Team/TeamSetting.cs.meta similarity index 100% rename from Assets/scripts/Team/Character.cs.meta rename to Assets/scripts/Team/TeamSetting.cs.meta diff --git a/Assets/scripts/Team/teamCharacterView.cs b/Assets/scripts/Team/teamCharacterView.cs index 08b62f82..6a7d1e0e 100644 --- a/Assets/scripts/Team/teamCharacterView.cs +++ b/Assets/scripts/Team/teamCharacterView.cs @@ -8,6 +8,7 @@ using UnityEngine.UI; //适用于编队 列表 public class teamCharacterView : MonoBehaviour { + public int characterID; public GameObject character; public GameObject controlButton; public Image levelIcon; @@ -24,7 +25,9 @@ public class teamCharacterView : MonoBehaviour { character = gameObject; levelIcon.sprite=null; + levelIcon.color = new Color(levelIcon.color.r, levelIcon.color.g, levelIcon.color.b, 0); charcterImg.sprite=null; + charcterImg.color = new Color(charcterImg.color.r, charcterImg.color.g, charcterImg.color.b, 0); controlButton.SetActive(isSelected); } /// diff --git a/Assets/scripts/Team/teamSettingPanel.cs b/Assets/scripts/Team/teamSettingPanel.cs index 6b622965..98a14823 100644 --- a/Assets/scripts/Team/teamSettingPanel.cs +++ b/Assets/scripts/Team/teamSettingPanel.cs @@ -1,7 +1,9 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; using utils; +using Transform = UnityEngine.Transform; public class teamSettingPanel : MonoBehaviour { @@ -16,6 +18,16 @@ public class teamSettingPanel : MonoBehaviour [SerializeField] public GameObject[] teamElementsObj; /// + /// team用角色数据库总表 + /// + [SerializeField] + public TeamCharacterList teamCharacterList; + /// + /// 等级贴图表 + /// + [SerializeField] + public TeamCharacterLevelData teamCharacterLevelData; + /// /// 左侧角色选择页组件 /// [SerializeField] @@ -47,6 +59,9 @@ public class teamSettingPanel : MonoBehaviour { teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus; } + StartCoroutine(UpdateTeamSettingAfterOneFrame()); + // updateTeamSettingElements(); + StartCoroutine(UpdateSelectableCharacterAfterOneFrame()); } void OnDestroy() { @@ -57,27 +72,102 @@ public class teamSettingPanel : MonoBehaviour } public void openTeamSettingPanel() { - updateTeamSettingElements(); - getSelectableCharacterList(); //根据获取的队伍信息处理ui组件 //可在此补充ui动画信息 + StartCoroutine(UpdateTeamSettingAfterOneFrame()); + // updateTeamSettingElements(); + StartCoroutine(UpdateSelectableCharacterAfterOneFrame()); teamSettingPanelObj.SetActive(true); + // getSelectableCharacterList(); + } + private IEnumerator UpdateTeamSettingAfterOneFrame() + { + yield return null; + + updateTeamSettingElements(); + foreach (var obj in teamElementsObj) + { + if (obj != null) + { + var t = obj.GetComponent(); + if (t != null && t.charcterImg != null) + { + LayoutRebuilder.ForceRebuildLayoutImmediate(t.charcterImg.rectTransform); + } + } + } + } + private IEnumerator UpdateSelectableCharacterAfterOneFrame() + { + yield return null; + + updateSelectableCharacterViewList(); + //获取content下的所有子对象,并重新布局 + // foreach (Transform child in teamCharacterViewContent.transform) + // { + // if (child != null) + // { + // var t = child.GetComponent(); + // if (t != null && t.characterImage != null) + // { + // LayoutRebuilder.ForceRebuildLayoutImmediate(t.characterImage.rectTransform); + // } + // } + // } + RectTransform rt = teamCharacterViewContent.GetComponent(); + LayoutRebuilder.ForceRebuildLayoutImmediate(rt); } public void closeTeamSettingPanel() { teamSettingPanelObj.SetActive(false); - Transform transform; - for (int i = 0; i < teamCharacterViewContent.transform.childCount; i++) + } + public TeamCharacterDataInfo getCharacterViewInfo(int characterID) + { + if (teamCharacterList == null) { - transform = teamCharacterViewContent.transform.GetChild(i); - GameObject.Destroy(transform.gameObject); + Debug.LogError("teamCharacterList 缺失"); + return null; + } + foreach (TeamCharacterDataInfo tcdi in teamCharacterList.characters) + { + if(tcdi.CharacterID==characterID) + { + return tcdi; + } + } + Debug.LogWarning($"未找到{characterID}对应的角色信息");; + return null; + } + + public Sprite getLevelSprite(string level) + { + if(level==null) + { + Debug.LogWarning("level为空,无法获取对应等级贴图"); + return null; + } + + switch (level) + { + case "S": + return teamCharacterLevelData.LevelSSprite; + case "A": + return teamCharacterLevelData.LevelASprite; + case "B": + return teamCharacterLevelData.LevelBSprite; + case "C": + return teamCharacterLevelData.LevelCSprite; + default: + Debug.LogWarning($"未找到对应等级贴图,当前等级为:{level}"); + return null; } } public void updateTeamSettingElements() { - List currentTeam = teamManager.getCurrentSelectedTeam(); + TeamSetting currentSelectedTeam = teamManager.getCurrentSelectedTeam(); + List currentTeam = currentSelectedTeam.teamIdList; for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++) { if(teamElementsObj[i]!=null && currentTeam[i]!=null) @@ -85,13 +175,20 @@ public class teamSettingPanel : MonoBehaviour teamCharacterView t = teamElementsObj[i].GetComponent(); if(t!=null) { - Sprite sprite; - sprite = FileUtils.getImage($"TeamCharacters/TeamCharacterImg/{currentTeam[i].name}"); - t.charcterImg.sprite = sprite; - sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{currentTeam[i].boundaryLevel}"); - t.levelIcon.sprite = sprite; - t.isLeader.SetActive(currentTeam[i].isLeader); - t.notLeader.SetActive(!currentTeam[i].isLeader); + t.characterID= currentTeam[i].characterId; + TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID); + + t.charcterImg.sprite = tcdi.CharacterTeamSprite; + t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,255f); + + t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel); + t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,255f); + if(currentSelectedTeam.LeaderId==currentTeam[i].characterId) + { + t.isLeader.SetActive(true); + t.notLeader.SetActive(false); + } + t.skillName.text = tcdi.CharacterSkillName; } } } @@ -99,19 +196,25 @@ public class teamSettingPanel : MonoBehaviour /// /// 获取当前可选入队伍的角色列表,并显示在界面上 /// - public void getSelectableCharacterList() + public void updateSelectableCharacterViewList() { - List selectAbleCharacters = teamManager.SelectableCharacterList; - foreach (Character c in selectAbleCharacters) + foreach (Transform child in teamCharacterViewContent.transform) + { + Destroy(child.gameObject); + } + List selectAbleCharacters = teamManager.SelectableCharacterList; + foreach (CharacterView c in selectAbleCharacters) //id and level { GameObject characterObj = Instantiate(teamCharacterPrefab, teamCharacterViewContent.transform); CharacterCardView ccv = characterObj.GetComponent(); - if (ccv != null) + TeamCharacterDataInfo tcdi = getCharacterViewInfo(c.characterId); + if (ccv != null&& tcdi!=null) { - ccv.characterName = c.name; - ccv.characterImage.sprite = FileUtils.getImage($"TeamCharacters/CharacterImg/{c.name}"); - ccv.levelIcon.sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{c.boundaryLevel}"); - ccv.occupationIcon.sprite = FileUtils.getImage($"TeamCharacters/OccupationIcon/{c.occupation}"); + ccv.characterID = tcdi.CharacterID; + ccv.characterImage.sprite =tcdi.CharacterCardSprite; + ccv.levelIcon.sprite = getLevelSprite(c.currentBoundaryLevel); + ccv.occupationIcon.sprite = tcdi.CharacterRoleSprite; + Debug.Log($"{ccv.characterID}--{ccv.characterImage.sprite.name}--{ccv.levelIcon.sprite.name}--{ccv.gameObject.name}"); } } } diff --git a/Assets/songsDatabase/SongDataController/SongButton.cs b/Assets/songsDatabase/SongDataController/SongButton.cs index 58da522b..5e21a092 100644 --- a/Assets/songsDatabase/SongDataController/SongButton.cs +++ b/Assets/songsDatabase/SongDataController/SongButton.cs @@ -5,14 +5,14 @@ using UnityEngine.SceneManagement; public class SongButton : MonoBehaviour { - public TextMeshProUGUI songNameText; // ı - public TextMeshProUGUI highestScoreText; // ߷ı - public TextMeshProUGUI difficultyIDText; // ѶIDı + public TextMeshProUGUI songNameText; // 歌曲名称文本 + public TextMeshProUGUI highestScoreText; // 个人最高分文本 + public TextMeshProUGUI difficultyIDText; // 难度ID文本 public TextMeshProUGUI songIDText; - public Image buttonImage; // ť Image ñͼ - public int song_songSerialID; // ťӦĸID + public Image buttonImage; // 按钮的 Image 组件,用于设置背景图像 + public int song_songSerialID; // 按钮对应的歌曲ID - // ðť + // 设置按钮的数据 public void Start() { @@ -20,7 +20,7 @@ public class SongButton : MonoBehaviour } public void SetButtonData(string songName, int highestScore, int difficultyID, Sprite songSprite, int songID) { - Debug.Log("SetButtonData , songID : " + songID); + Debug.Log("SetButtonData 被调用, songID 参数: " + songID); songNameText.text = songName; highestScoreText.text = "PR: " + highestScore.ToString(); difficultyIDText.text = "" + difficultyID.ToString(); @@ -30,10 +30,10 @@ public class SongButton : MonoBehaviour } - // ť¼ song_songSerialID ҶӦ SongDataݵ¸ + // 按钮点击事件:根据 song_songSerialID 查找对应的 SongData,并传递到下个场景 public void OnSongButtonClick() { - Debug.Log("ť song_songSerialID: " + song_songSerialID); + Debug.Log("点击按钮的 song_songSerialID: " + song_songSerialID); SongData selectedSong = SongDataLibrary.Instance.GetSongDataByID(song_songSerialID); if (selectedSong != null) { @@ -42,7 +42,7 @@ public class SongButton : MonoBehaviour } else { - Debug.LogError("δҵӦ SongData, songID: " + song_songSerialID); + Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID); } }