Files
bansonic_beta_main/Assets/songsDatabase/SongDetailsUI.cs
T

252 lines
8.9 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class SongDetailsUI : MonoBehaviour
{
[Header("this_song_SO")]
public ScriptableObject this_song_SO;
[Header("basic UI")]
public Image song_bgImage;
public Text songNameText;
public Text artistNameText;
public Text painterNameText;
public Text difficultyText;
public Text difficultyDesciptionText;
public Text charterNameText;
public Text dlcNameText;
public TextMeshProUGUI bpmText;
public Text songSerialNumberText;
public Text personalRecordText;
// Documentation text normalized.
public Text chartScoreText;
public Text thisSong_progressText;
public Text thisSong_lastScoreText; // will show last run total score if available
public Text idolRecordText;
public TextMeshProUGUI timeSpentText;
public TextMeshProUGUI enterTimeText;
public Text difficultyIdText;
public Image progressImage;
public GameObject progressNumberObject;
public TextMeshProUGUI progressPercentText;
public Image rankLevel_img;
public RankConfig rc;
//public Image songImage;
public int id_of_thisSong;
[Header("Inspector")]
public GameObject picDetail;
public Image profound_image;
public Text detail_informations_text;
[Header("Inspector")]
public Button Button_EZ;
public Button Button_HD;
public Button Button_IN;
public Button Button_IM;
private SongData currentSong;
void Start()
{
if (SongDataHolder.SelectedSongData != null)
{
// Documentation text normalized.
currentSong = SongDataHolder.SelectedSongData;
this_song_SO = currentSong;
song_bgImage.sprite = currentSong.backgroudPIC;
// Documentation text normalized.
songNameText.text = currentSong.songName;
artistNameText.text = currentSong.artistName;
painterNameText.text = currentSong.painter;
charterNameText.text = currentSong.level_creator;
dlcNameText.text = currentSong.belongsTo_whichDLC;
songSerialNumberText.text = currentSong.songID.ToString();
bpmText.text = "BPM : " + currentSong.bpm.ToString();
profound_image.sprite = currentSong.fullscreen_songPicture;
if (timeSpentText != null) timeSpentText.text = "PlayTime: " + currentSong.time_totalPlayingTime.ToString("F0") + "s";
if (enterTimeText != null) enterTimeText.text = "PlayCount: " + currentSong.game_enterTimes.ToString();
id_of_thisSong = currentSong.songID;
detail_informations_text.text =
$"{currentSong.artistName}" + " - " +
$"{currentSong.songName}" + " | " +
$"曲绘: {currentSong.painter}" + " | " +
$"制谱: {currentSong.level_creator}" + " | " +
$"DLC: {currentSong.belongsTo_whichDLC}";
if (currentSong.illustration != null)
{
//songImage.sprite = currentSong.illustration;
//songImage.enabled = true;
}
else
{
Debug.LogWarning("歌曲封面为空:" + currentSong.songName);
}
Debug.Log("加载歌曲数据: " + currentSong.songName);
}
else
{
// Documentation text normalized.
}
picDetail.SetActive(false);
// Documentation text normalized.
if (currentSong != null)
{
SetDifficultyButtons(currentSong.thisLevel_selectedDifficultyID);
UpdateDifficultyUI(currentSong.thisLevel_selectedDifficultyID);
Button_EZ.onClick.AddListener(() => OnDifficultySelected(0));
Button_HD.onClick.AddListener(() => OnDifficultySelected(1));
Button_IN.onClick.AddListener(() => OnDifficultySelected(2));
Button_IM.onClick.AddListener(() => OnDifficultySelected(3));
}
}
private void SetDifficultyButtons(int selectedDifficulty)
{
Button_EZ.image.color = new Color(1, 1, 1, selectedDifficulty == 0 ? 1 : 0);
Button_HD.image.color = new Color(1, 1, 1, selectedDifficulty == 1 ? 1 : 0);
Button_IN.image.color = new Color(1, 1, 1, selectedDifficulty == 2 ? 1 : 0);
Button_IM.image.color = new Color(1, 1, 1, selectedDifficulty == 3 ? 1 : 0);
}
private void OnDifficultySelected(int difficulty)
{
if (currentSong != null)
{
currentSong.thisLevel_selectedDifficultyID = difficulty;
SetDifficultyButtons(difficulty);
UpdateDifficultyUI(difficulty);
}
}
private void UpdateDifficultyUI(int difficulty)
{
var entry = GetChartEntry(difficulty);
if (entry != null)
{
difficultyText.text = entry.difficultyLEVEL.ToString();
difficultyDesciptionText.text = entry.difficultyDescription;
if (difficultyIdText != null)
difficultyIdText.text = entry.difficultyLEVEL.ToString();
if (progressImage != null)
progressImage.fillAmount = entry.levelProgressForThisDifficulty;
UpdateProgressUI(entry.levelProgressForThisDifficulty);
// read values from SongData (SO)
int chartPersonal = currentSong.GetPersonalRecord(difficulty); // Documentation text normalized.
int idol = currentSong.GetIdolRecord(difficulty); // Documentation text normalized.
// Determine total: prefer stored total if present (>0), otherwise compute chartPersonal + idol
int total;
if (entry.totalPersonalRecordForThisDifficulty > 0)
{
total = entry.totalPersonalRecordForThisDifficulty;
}
else
{
total = chartPersonal + idol;
}
// show total (personalRecord) and idol separately
personalRecordText.text = total.ToString();
if (idolRecordText != null)
idolRecordText.text = idol.ToString();
// Documentation text normalized.
if (chartScoreText != null)
chartScoreText.text = chartPersonal.ToString();
// show last run total score if UI text provided
if (thisSong_lastScoreText != null)
{
int lastRun = currentSong.GetChartScore(difficulty);
thisSong_lastScoreText.text = lastRun.ToString();
}
if (rankLevel_img != null && rc != null)
rankLevel_img.sprite = rc.GetRankSprite(total);
// also keep per-entry convenience fields in sync for inspector visibility
entry.chartPersonalRecordForThisDifficulty = chartPersonal;
entry.idolPersonalRecordForThisDifficulty = idol;
entry.totalPersonalRecordForThisDifficulty = total;
}
else
{
difficultyText.text = difficulty.ToString();
if (difficultyIdText != null)
difficultyIdText.text = difficulty.ToString();
if (progressImage != null)
progressImage.fillAmount = 0f;
UpdateProgressUI(0f);
difficultyDesciptionText.text = "";
personalRecordText.text = "0";
if (idolRecordText != null)
idolRecordText.text = "0";
if (chartScoreText != null)
chartScoreText.text = "0";
if (thisSong_lastScoreText != null)
thisSong_lastScoreText.text = "0";
if (rankLevel_img != null && rc != null)
rankLevel_img.sprite = rc.defaultSprite;
}
}
private void UpdateProgressUI(float progress)
{
// 1. Update Text (can exceed 100%)
if (progressPercentText != null)
{
progressPercentText.text = Mathf.FloorToInt(progress * 100f).ToString() + "%";
}
// 2. Clamp for visual elements (fillAmount and Object position)
float clampedProgress = Mathf.Clamp01(progress);
// Update fillAmount again just in case, though handled in caller
if (progressImage != null)
{
progressImage.fillAmount = clampedProgress;
}
// 3. Update Object Position (Linear transformation: 0% -> -785, 100% -> -195)
if (progressNumberObject != null)
{
RectTransform rect = progressNumberObject.GetComponent<RectTransform>();
if (rect != null)
{
float targetX = Mathf.Lerp(-785f, -195f, clampedProgress);
Vector2 anchoredPos = rect.anchoredPosition;
anchoredPos.x = targetX;
rect.anchoredPosition = anchoredPos;
}
}
}
private ChartFileEntry GetChartEntry(int difficulty)
{
foreach (var entry in currentSong.chartFiles)
{
if (entry.difficulty == difficulty)
return entry;
}
return null;
}
}