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
This commit is contained in:
FloatGaming
2025-12-30 03:26:39 +08:00
parent e8ac354f8d
commit e7f4ac72d5
243 changed files with 18884 additions and 1897 deletions
File diff suppressed because it is too large Load Diff
@@ -1,36 +1,134 @@
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class SongButton : MonoBehaviour
{
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; // 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
// 设置按钮的数据
[Header("thisSong_so")]
public ScriptableObject thisSong_so;
[Header("展示的信息")]
public Text songNameText;
public Text multiNameText;
public Text joinTime_and_dlcName_Text;
public Text songOverallDescriptionText;
public Text highestScoreText;
public Text difficultyIDText;
public Text songIDText;
public Image buttonImage;
[Header("头图")]
public Image profileImage;
public int song_songSerialID;
public void Start()
{
}
public void SetButtonData(string songName, int highestScore, int difficultyID, Sprite songSprite, int songID)
{
Debug.Log("SetButtonData 被调用, songID 参数: " + songID);
songNameText.text = songName;
highestScoreText.text = "PR: " + highestScore.ToString();
difficultyIDText.text = "" + difficultyID.ToString();
buttonImage.sprite = songSprite;
song_songSerialID = songID;
songIDText.text = "Song ID: " + song_songSerialID.ToString();
// try to load SongData by id and populate fields from SO when available
var sd = SongDataLibrary.Instance != null ? SongDataLibrary.Instance.GetSongDataByID(songID) : null;
if (sd != null)
{
// song name
if (songNameText != null) songNameText.text = sd.songName;
// multi name text: 音乐:artist | 曲绘:painter | 制谱:level_creator
if (multiNameText != null)
multiNameText.text = "音乐:" + sd.artistName + " | 曲绘:" + sd.painter + " | 制谱:" + sd.level_creator;
// song join time and DLC
if (joinTime_and_dlcName_Text != null)
{
string join = string.IsNullOrEmpty(sd.thisLevel_addDateString) ? "未知" : sd.thisLevel_addDateString;
string dlc = string.IsNullOrEmpty(sd.belongsTo_whichDLC) ? "未归档DLC" : sd.belongsTo_whichDLC;
joinTime_and_dlcName_Text.text = "歌曲收录时间:" + join + " | " + "所属DLC" + dlc;
}
// song overall description
if (songOverallDescriptionText != null)
{
songOverallDescriptionText.text = string.IsNullOrEmpty(sd.thisLevel_overallDescription) ? "暂无歌曲简介。" : sd.thisLevel_overallDescription;
}
// compute highest total (chart personal + idol) and its difficulty
int bestTotal = 0;
int bestDiff = -1;
if (sd.personalRecordMap != null)
{
foreach (var kvp in sd.personalRecordMap)
{
int diff = kvp.Key;
int p = kvp.Value;
int i = sd.GetIdolRecord(diff);
int combined = p + i;
if (combined > bestTotal)
{
bestTotal = combined;
bestDiff = diff;
}
}
}
// fallback: use stored personalRecord and selected difficulty if maps empty
if (bestDiff == -1)
{
bestTotal = sd.personalRecord;
bestDiff = sd.thisLevel_selectedDifficultyID;
}
if (highestScoreText != null) highestScoreText.text = bestTotal.ToString();
// difficultyIDText: show difficultyLEVEL from ChartFileEntry of bestDiff if available, else show numeric id
string diffDisplay = bestDiff.ToString();
if (sd.chartFiles != null)
{
foreach (var entry in sd.chartFiles)
{
if (entry != null && entry.difficulty == bestDiff)
{
diffDisplay = entry.difficultyLEVEL.ToString();
break;
}
}
}
if (difficultyIDText != null) difficultyIDText.text = diffDisplay;
// button image
if (buttonImage != null) buttonImage.sprite = sd.backgroudPIC;
// profile image: use card_profileImage from SO
if (profileImage != null)
{
profileImage.sprite = sd.card_profileImage;
if (sd.card_profileImage != null)
{
profileImage.color = new Color(profileImage.color.r, profileImage.color.g, profileImage.color.b, 1f);
profileImage.enabled = true;
}
else
{
// hide if no sprite
profileImage.enabled = false;
}
}
song_songSerialID = songID;
if (songIDText != null) songIDText.text = "数据库索引号:" + song_songSerialID.ToString();
}
else
{
// fallback to original behavior if SO not found
if (songNameText != null) songNameText.text = songName;
if (highestScoreText != null) highestScoreText.text = "PR: " + highestScore.ToString();
if (difficultyIDText != null) difficultyIDText.text = difficultyID.ToString();
if (buttonImage != null) buttonImage.sprite = songSprite;
song_songSerialID = songID;
if (songIDText != null) songIDText.text = "Song ID: " + song_songSerialID.ToString();
}
}
// 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("点击按钮的 song_songSerialID: " + song_songSerialID);
@@ -45,5 +143,4 @@ public class SongButton : MonoBehaviour
Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID);
}
}
}
@@ -2,6 +2,7 @@
using UnityEngine.UI;
using TMPro;
using UnityEngine.SceneManagement;
using System.Collections.Generic;
public class SongSelectUI : MonoBehaviour
{
@@ -9,9 +10,9 @@ public class SongSelectUI : MonoBehaviour
public GameObject songButtonPrefab; // 歌曲按钮的 Prefab (Button)
public Transform contentPanel; // 滚动视图的 Content 面板
[SerializeField] Button button_Main;
[SerializeField] string ui_Main_Scene_Name = "UI_UI";
void Start()
{
if (songList == null || songButtonPrefab == null || contentPanel == null)
@@ -21,77 +22,80 @@ public class SongSelectUI : MonoBehaviour
}
button_Main.onClick.AddListener(
() => SceneManager.LoadScene(ui_Main_Scene_Name, LoadSceneMode.Single));
DisplaySongs();
() => SceneManager.LoadScene(ui_Main_Scene_NAME(), LoadSceneMode.Single));
// Do not populate the song list at start. DLC buttons will request songs when clicked.
}
// 显示所有歌曲
void DisplaySongs()
// 显示所有歌曲 (kept for manual use)
public void DisplaySongs()
{
// 清空现有按钮
foreach (Transform child in contentPanel)
{
Destroy(child.gameObject);
}
ClearSongList();
// 为每首歌曲创建一个按钮
foreach (SongData song in songList.songs)
{
GameObject songButtonObj = Instantiate(songButtonPrefab, contentPanel);
songButtonObj.transform.SetParent(contentPanel, false); // 确保 UI 结构正确
// 获取 SongButton 组件
SongButton songButton = songButtonObj.GetComponent<SongButton>();
if (songButton != null)
{
// 调用 SetButtonData 赋值
songButton.SetButtonData(song.songName, song.personalRecord, song.difficultyID, song.illustration, song.songID);
Debug.Log(" SetButtonData 被调用,songID: " + song.songID);
}
else
{
Debug.LogError(" SongButton 组件未找到!");
}
// **获取组件**
Image songImage = songButtonObj.GetComponentInChildren<Image>(); // 获取图片组件
TMP_Text[] texts = songButtonObj.GetComponentsInChildren<TMP_Text>();
if (songImage != null && song.illustration != null)
{
songImage.sprite = song.illustration; // 设置歌曲图片
songImage.enabled = true;
Debug.Log(" 设置图片:" + song.songName);
}
else
{
Debug.LogWarning(" Illustration 为空:" + song.songName);
}
if (texts.Length >= 4)
{
texts[0].text = song.songName;
texts[1].text = "Record : " + song.personalRecord;
texts[3].text = "" + song.difficultyID;
texts[2].text = "SongID : " + song.songID.ToString();
Debug.Log(" 设置文本:" + song.songName);
}
else
{
Debug.LogWarning("TextMeshPro 组件未找到");
}
// **添加按钮事件**
Button button = songButtonObj.GetComponent<Button>();
button.onClick.AddListener(() => songButton.OnSongButtonClick());
InstantiateSongButton(song);
}
}
// 处理点击事件
void OnSongButtonClicked(SongData song)
// Instantiate from a provided list (used by dlcButton to show DLC songs)
public void DisplaySongsFromList(List<SongData> list)
{
ClearSongList();
Debug.Log("🎵 选择歌曲:" + song.songName);
if (list == null) return;
foreach (var song in list)
InstantiateSongButton(song);
}
private void ClearSongList()
{
if (contentPanel == null) return;
for (int i = contentPanel.childCount - 1; i >= 0; i--)
{
#if UNITY_EDITOR
if (!Application.isPlaying) DestroyImmediate(contentPanel.GetChild(i).gameObject);
else Destroy(contentPanel.GetChild(i).gameObject);
#else
Destroy(contentPanel.GetChild(i).gameObject);
#endif
}
}
private void InstantiateSongButton(SongData song)
{
if (songButtonPrefab == null || contentPanel == null) return;
GameObject songButtonObj = Instantiate(songButtonPrefab, contentPanel);
songButtonObj.transform.SetParent(contentPanel, false);
SongButton songButton = songButtonObj.GetComponent<SongButton>();
if (songButton != null)
{
songButton.SetButtonData(song.songName, song.personalRecord, song.difficultyID, song.illustration, song.songID);
}
Image songImage = songButtonObj.GetComponentInChildren<Image>();
TMP_Text[] texts = songButtonObj.GetComponentsInChildren<TMP_Text>();
if (songImage != null && song.illustration != null)
{
songImage.sprite = song.illustration;
songImage.enabled = true;
}
if (texts.Length >= 4)
{
texts[0].text = song.songName;
texts[1].text = "Record : " + song.personalRecord;
texts[3].text = "" + song.difficultyID;
texts[2].text = "SongID : " + song.songID.ToString();
}
Button button = songButtonObj.GetComponent<Button>();
if (button != null && songButton != null)
button.onClick.AddListener(() => songButton.OnSongButtonClick());
}
// helper to avoid hardcoding scene name string in delegate - keeps serializer-friendly field
private string ui_Main_Scene_NAME() => ui_Main_Scene_Name;
}
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