重做粗略选曲界面 浮动小游戏可开关
修复一些小bug和加入部分新功能
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@@ -1,36 +1,134 @@
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using UnityEngine;
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using TMPro;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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public class SongButton : MonoBehaviour
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{
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public TextMeshProUGUI songNameText; // 歌曲名称文本
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public TextMeshProUGUI highestScoreText; // 个人最高分文本
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public TextMeshProUGUI difficultyIDText; // 难度ID文本
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public TextMeshProUGUI songIDText;
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public Image buttonImage; // 按钮的 Image 组件,用于设置背景图像
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public int song_songSerialID; // 按钮对应的歌曲ID
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// 设置按钮的数据
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[Header("thisSong_so")]
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public ScriptableObject thisSong_so;
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[Header("展示的信息")]
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public Text songNameText;
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public Text multiNameText;
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public Text joinTime_and_dlcName_Text;
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public Text songOverallDescriptionText;
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public Text highestScoreText;
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public Text difficultyIDText;
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public Text songIDText;
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public Image buttonImage;
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[Header("头图")]
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public Image profileImage;
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public int song_songSerialID;
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public void Start()
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{
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}
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public void SetButtonData(string songName, int highestScore, int difficultyID, Sprite songSprite, int songID)
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{
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Debug.Log("SetButtonData 被调用, songID 参数: " + songID);
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songNameText.text = songName;
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highestScoreText.text = "PR: " + highestScore.ToString();
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difficultyIDText.text = "" + difficultyID.ToString();
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buttonImage.sprite = songSprite;
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song_songSerialID = songID;
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songIDText.text = "Song ID: " + song_songSerialID.ToString();
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// try to load SongData by id and populate fields from SO when available
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var sd = SongDataLibrary.Instance != null ? SongDataLibrary.Instance.GetSongDataByID(songID) : null;
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if (sd != null)
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{
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// song name
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if (songNameText != null) songNameText.text = sd.songName;
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// multi name text: 音乐:artist | 曲绘:painter | 制谱:level_creator
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if (multiNameText != null)
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multiNameText.text = "音乐:" + sd.artistName + " | 曲绘:" + sd.painter + " | 制谱:" + sd.level_creator;
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// song join time and DLC
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if (joinTime_and_dlcName_Text != null)
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{
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string join = string.IsNullOrEmpty(sd.thisLevel_addDateString) ? "未知" : sd.thisLevel_addDateString;
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string dlc = string.IsNullOrEmpty(sd.belongsTo_whichDLC) ? "未归档DLC" : sd.belongsTo_whichDLC;
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joinTime_and_dlcName_Text.text = "歌曲收录时间:" + join + " | " + "所属DLC:" + dlc;
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}
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// song overall description
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if (songOverallDescriptionText != null)
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{
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songOverallDescriptionText.text = string.IsNullOrEmpty(sd.thisLevel_overallDescription) ? "暂无歌曲简介。" : sd.thisLevel_overallDescription;
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}
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// compute highest total (chart personal + idol) and its difficulty
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int bestTotal = 0;
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int bestDiff = -1;
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if (sd.personalRecordMap != null)
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{
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foreach (var kvp in sd.personalRecordMap)
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{
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int diff = kvp.Key;
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int p = kvp.Value;
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int i = sd.GetIdolRecord(diff);
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int combined = p + i;
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if (combined > bestTotal)
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{
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bestTotal = combined;
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bestDiff = diff;
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}
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}
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}
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// fallback: use stored personalRecord and selected difficulty if maps empty
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if (bestDiff == -1)
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{
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bestTotal = sd.personalRecord;
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bestDiff = sd.thisLevel_selectedDifficultyID;
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}
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if (highestScoreText != null) highestScoreText.text = bestTotal.ToString();
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// difficultyIDText: show difficultyLEVEL from ChartFileEntry of bestDiff if available, else show numeric id
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string diffDisplay = bestDiff.ToString();
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if (sd.chartFiles != null)
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{
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foreach (var entry in sd.chartFiles)
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{
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if (entry != null && entry.difficulty == bestDiff)
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{
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diffDisplay = entry.difficultyLEVEL.ToString();
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break;
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}
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}
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}
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if (difficultyIDText != null) difficultyIDText.text = diffDisplay;
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// button image
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if (buttonImage != null) buttonImage.sprite = sd.backgroudPIC;
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// profile image: use card_profileImage from SO
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if (profileImage != null)
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{
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profileImage.sprite = sd.card_profileImage;
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if (sd.card_profileImage != null)
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{
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profileImage.color = new Color(profileImage.color.r, profileImage.color.g, profileImage.color.b, 1f);
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profileImage.enabled = true;
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}
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else
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{
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// hide if no sprite
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profileImage.enabled = false;
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}
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}
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song_songSerialID = songID;
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if (songIDText != null) songIDText.text = "数据库索引号:" + song_songSerialID.ToString();
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}
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else
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{
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// fallback to original behavior if SO not found
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if (songNameText != null) songNameText.text = songName;
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if (highestScoreText != null) highestScoreText.text = "PR: " + highestScore.ToString();
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if (difficultyIDText != null) difficultyIDText.text = difficultyID.ToString();
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if (buttonImage != null) buttonImage.sprite = songSprite;
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song_songSerialID = songID;
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if (songIDText != null) songIDText.text = "Song ID: " + song_songSerialID.ToString();
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}
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}
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// 按钮点击事件:根据 song_songSerialID 查找对应的 SongData,并传递到下个场景
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public void OnSongButtonClick()
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{
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Debug.Log("点击按钮的 song_songSerialID: " + song_songSerialID);
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@@ -45,5 +143,4 @@ public class SongButton : MonoBehaviour
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Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID);
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}
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}
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}
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@@ -2,6 +2,7 @@
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using UnityEngine.UI;
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using TMPro;
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using UnityEngine.SceneManagement;
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using System.Collections.Generic;
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public class SongSelectUI : MonoBehaviour
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{
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@@ -9,9 +10,9 @@ public class SongSelectUI : MonoBehaviour
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public GameObject songButtonPrefab; // 歌曲按钮的 Prefab (Button)
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public Transform contentPanel; // 滚动视图的 Content 面板
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[SerializeField] Button button_Main;
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[SerializeField] string ui_Main_Scene_Name = "UI_UI";
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void Start()
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{
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if (songList == null || songButtonPrefab == null || contentPanel == null)
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@@ -21,77 +22,80 @@ public class SongSelectUI : MonoBehaviour
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}
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button_Main.onClick.AddListener(
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() => SceneManager.LoadScene(ui_Main_Scene_Name, LoadSceneMode.Single));
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DisplaySongs();
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() => SceneManager.LoadScene(ui_Main_Scene_NAME(), LoadSceneMode.Single));
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// Do not populate the song list at start. DLC buttons will request songs when clicked.
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}
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// 显示所有歌曲
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void DisplaySongs()
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// 显示所有歌曲 (kept for manual use)
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public void DisplaySongs()
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{
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// 清空现有按钮
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foreach (Transform child in contentPanel)
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{
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Destroy(child.gameObject);
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}
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ClearSongList();
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// 为每首歌曲创建一个按钮
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foreach (SongData song in songList.songs)
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{
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GameObject songButtonObj = Instantiate(songButtonPrefab, contentPanel);
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songButtonObj.transform.SetParent(contentPanel, false); // 确保 UI 结构正确
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// 获取 SongButton 组件
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SongButton songButton = songButtonObj.GetComponent<SongButton>();
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if (songButton != null)
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{
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// 调用 SetButtonData 赋值
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songButton.SetButtonData(song.songName, song.personalRecord, song.difficultyID, song.illustration, song.songID);
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Debug.Log(" SetButtonData 被调用,songID: " + song.songID);
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}
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else
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{
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Debug.LogError(" SongButton 组件未找到!");
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}
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// **获取组件**
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Image songImage = songButtonObj.GetComponentInChildren<Image>(); // 获取图片组件
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TMP_Text[] texts = songButtonObj.GetComponentsInChildren<TMP_Text>();
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if (songImage != null && song.illustration != null)
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{
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songImage.sprite = song.illustration; // 设置歌曲图片
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songImage.enabled = true;
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Debug.Log(" 设置图片:" + song.songName);
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}
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else
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{
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Debug.LogWarning(" Illustration 为空:" + song.songName);
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}
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if (texts.Length >= 4)
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{
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texts[0].text = song.songName;
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texts[1].text = "Record : " + song.personalRecord;
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texts[3].text = "" + song.difficultyID;
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texts[2].text = "SongID : " + song.songID.ToString();
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Debug.Log(" 设置文本:" + song.songName);
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}
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else
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{
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Debug.LogWarning("TextMeshPro 组件未找到");
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}
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// **添加按钮事件**
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Button button = songButtonObj.GetComponent<Button>();
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button.onClick.AddListener(() => songButton.OnSongButtonClick());
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InstantiateSongButton(song);
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}
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}
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// 处理点击事件
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void OnSongButtonClicked(SongData song)
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// Instantiate from a provided list (used by dlcButton to show DLC songs)
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public void DisplaySongsFromList(List<SongData> list)
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{
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ClearSongList();
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Debug.Log("🎵 选择歌曲:" + song.songName);
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if (list == null) return;
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foreach (var song in list)
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InstantiateSongButton(song);
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}
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private void ClearSongList()
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{
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if (contentPanel == null) return;
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for (int i = contentPanel.childCount - 1; i >= 0; i--)
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying) DestroyImmediate(contentPanel.GetChild(i).gameObject);
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else Destroy(contentPanel.GetChild(i).gameObject);
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#else
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Destroy(contentPanel.GetChild(i).gameObject);
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#endif
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}
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}
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private void InstantiateSongButton(SongData song)
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{
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if (songButtonPrefab == null || contentPanel == null) return;
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GameObject songButtonObj = Instantiate(songButtonPrefab, contentPanel);
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songButtonObj.transform.SetParent(contentPanel, false);
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SongButton songButton = songButtonObj.GetComponent<SongButton>();
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if (songButton != null)
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{
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songButton.SetButtonData(song.songName, song.personalRecord, song.difficultyID, song.illustration, song.songID);
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}
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Image songImage = songButtonObj.GetComponentInChildren<Image>();
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TMP_Text[] texts = songButtonObj.GetComponentsInChildren<TMP_Text>();
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if (songImage != null && song.illustration != null)
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{
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songImage.sprite = song.illustration;
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songImage.enabled = true;
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}
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if (texts.Length >= 4)
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{
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texts[0].text = song.songName;
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texts[1].text = "Record : " + song.personalRecord;
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texts[3].text = "" + song.difficultyID;
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texts[2].text = "SongID : " + song.songID.ToString();
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}
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Button button = songButtonObj.GetComponent<Button>();
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if (button != null && songButton != null)
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button.onClick.AddListener(() => songButton.OnSongButtonClick());
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}
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// helper to avoid hardcoding scene name string in delegate - keeps serializer-friendly field
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private string ui_Main_Scene_NAME() => ui_Main_Scene_Name;
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}
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@@ -0,0 +1,7 @@
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using UnityEngine;
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using UnityEngine.UI;
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public class columnCardPrefab : MonoBehaviour
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{
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public Text columnNameText;
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}
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@@ -0,0 +1,2 @@
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Reference in New Issue
Block a user