Files
bansonic_beta_main/Assets/scripts/settings/userSettings.cs
T

198 lines
6.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Bansonic;
using UnityEngine.SceneManagement;
using Steamworks;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class userSettings : MonoBehaviour
{
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Text user_login_source_text;
[Tooltip("Documentation text normalized.")]
public Text user_source_uid_text;
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Dropdown language_dropdown;
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Button export_saveData_button;
[Tooltip("Documentation text normalized.")]
public Button import_saveData_button;
[Tooltip("Documentation text normalized.")]
public Button clearup_saveData_button;
[Header("Inspector")]
[Tooltip("Documentation text normalized.")]
public Button view_detailedHighlight_button;
private const string RuntimeResourcesPath = "song_songIndex";
private const string EditorAssetsPath = "Assets/Resources/song_songIndex";
[SerializeField] private float clearupConfirmSeconds = 5f;
private int clearupClickCount = 0;
private float clearupExpireTime;
private void Start()
{
UpdateUserInfoDisplay();
}
private void UpdateUserInfoDisplay()
{
if (SteamManager.Initialized)
{
if (user_login_source_text != null)
{
// 获取 Steam 的测试分支名 (Beta branch)
string branch;
if (SteamApps.GetCurrentBetaName(out branch, 64))
{
user_login_source_text.text = "(Steam) " + branch;
}
else
{
user_login_source_text.text = "(Steam) public"; // 默认分支
}
}
if (user_source_uid_text != null)
{
CSteamID steamID = SteamUser.GetSteamID();
string personaName = SteamFriends.GetPersonaName();
user_source_uid_text.text = string.Format("{0} ({1})", personaName, steamID.m_SteamID.ToString());
}
}
else
{
if (user_login_source_text != null)
user_login_source_text.text = "Unknown Server";
if (user_source_uid_text != null)
user_source_uid_text.text = "Unknown User";
}
}
private void OnEnable()
{
if (clearup_saveData_button != null)
clearup_saveData_button.onClick.AddListener(OnClearupSaveDataClicked);
if (export_saveData_button != null) export_saveData_button.onClick.AddListener(ResetClearupCounter);
if (import_saveData_button != null) import_saveData_button.onClick.AddListener(ResetClearupCounter);
if (view_detailedHighlight_button != null) view_detailedHighlight_button.onClick.AddListener(ResetClearupCounter);
if (language_dropdown != null) language_dropdown.onValueChanged.AddListener(_ => ResetClearupCounter());
ResetClearupCounter();
}
private void OnDisable()
{
if (clearup_saveData_button != null)
clearup_saveData_button.onClick.RemoveListener(OnClearupSaveDataClicked);
if (export_saveData_button != null) export_saveData_button.onClick.RemoveListener(ResetClearupCounter);
if (import_saveData_button != null) import_saveData_button.onClick.RemoveListener(ResetClearupCounter);
if (view_detailedHighlight_button != null) view_detailedHighlight_button.onClick.RemoveListener(ResetClearupCounter);
if (language_dropdown != null) language_dropdown.onValueChanged.RemoveListener(_ => ResetClearupCounter());
ResetClearupCounter();
}
private void Update()
{
if (clearupClickCount > 0 && Time.unscaledTime > clearupExpireTime)
{
ResetClearupCounter();
}
}
private void ResetClearupCounter()
{
clearupClickCount = 0;
}
private void OnClearupSaveDataClicked()
{
if (clearupClickCount > 0 && Time.unscaledTime > clearupExpireTime)
{
ResetClearupCounter();
}
clearupClickCount++;
clearupExpireTime = Time.unscaledTime + clearupConfirmSeconds;
if (clearupClickCount == 1)
{
gNotice.warning.display("此操作将重置存档");
}
else if (clearupClickCount == 2)
{
gNotice.error.display("再次点击以确认此危险操作");
}
else if (clearupClickCount >= 3)
{
ResetClearupCounter();
StartCoroutine(ClearSongDataRoutine());
}
}
private IEnumerator ClearSongDataRoutine()
{
Dictionary<int, SongData> songs = new Dictionary<int, SongData>();
SongData[] runtimeSongs = Resources.LoadAll<SongData>(RuntimeResourcesPath);
if (runtimeSongs != null)
{
for (int i = 0; i < runtimeSongs.Length; i++)
{
SongData so = runtimeSongs[i];
if (so != null && !songs.ContainsKey(so.songID))
songs.Add(so.songID, so);
if ((i % 24) == 0)
yield return null;
}
}
#if UNITY_EDITOR
string[] guids = AssetDatabase.FindAssets("t:SongData", new[] { EditorAssetsPath });
if (guids != null)
{
for (int i = 0; i < guids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
SongData so = AssetDatabase.LoadAssetAtPath<SongData>(path);
if (so != null && !songs.ContainsKey(so.songID))
songs.Add(so.songID, so);
if ((i % 24) == 0)
yield return null;
}
}
#endif
int index = 0;
foreach (var kvp in songs)
{
SongData so = kvp.Value;
if (so != null)
so.ClearSaveDataAndReload();
index++;
if ((index % 16) == 0)
yield return null;
}
#if UNITY_EDITOR
AssetDatabase.SaveAssets();
#endif
// 完成后返回主界面
SceneManager.LoadScene("Main_main");
}
}