800 lines
28 KiB
C#
800 lines
28 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using System.Collections.Generic;
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using UnityEngine.Serialization;
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using UnityEngine.SceneManagement;
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using System.Collections;
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using UnityEngine.Audio;
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using UnityEditor;
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public class settlementController : MonoBehaviour
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{
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[Header("Inspector")]
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[SerializeField] private BeatmapManager bmm;
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[SerializeField] private ScoreManager sm;
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public GameManager gm;
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private SongData thisSong_so;
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private int maxScore_sum = 2000000;
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[Header("1000000")]
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public int _1000000 = 1000000;
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[Header("song image")]
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[SerializeField] private Image thisSong_backPic;
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[Header("Inspector")]
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public Button exit_toSelectSongs;
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public Button replay_thisGame;
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public Button display_rankList;
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public Button share_toSocialMedia;
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[Header("Text And Progress")]
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public Text songName_Text;
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[Tooltip("Documentation text normalized.")]
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public Text thisLevel_currentPercentage_Text;
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public Text finalScore_Text;
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public Text pmScoreSum_Text;
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public Text idolScoreSum_Text;
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public Text accuracy_Text;
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public Image thisLevel_progressBar_Image;
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[Header("Accuracy Weights")]
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public float perfect_weight = 1f;
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public float great_weight = 0.6666667f;
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public float good_weight = 0.333333f;
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public float miss_weight = 0;
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[Header("Inspector")]
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public Text reward_playerEXP_Text;
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public Text reward_money_Text;
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public Text reward_idolEXP_bottle_Text;
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[Header("Inspector")]
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public loadSettlementTeamPrefab settlementTeamLoader;
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public Image mvp_hero_hd_image;
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[Header("Inspector")]
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[SerializeField] private long moneyToGive_thisLevel;
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// Documentation text normalized.
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[Header("Inspector")]
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public Text perfectHitCount_Text;
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public Text perfectHitPercent_Text;
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public Image perfect_barFill_Image;
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public Text greatHitCount_Text;
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public Text greatHitPercent_Text;
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public Image great_barFill_Image;
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public Text goodHitCount_Text;
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public Text goodHitPercent_Text;
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public Image good_barFill_Image;
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public Text missHitCount_Text;
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public Text missHitPercent_Text;
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public Image miss_barFill_Image;
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public Text gameNote_rate;
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[Header("Timing Statistics")]
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public Text earlyHitCount_Text;
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public Text lateHitCount_Text;
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public Text avgOffset_Text;
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[Header("Inspector")]
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[Tooltip("Settlement background music clip used during the settlement flow.")]
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public AudioSource settlementAudioSource;
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[Tooltip("Original gameplay music source (usually the chart song). ")]
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public AudioSource oriGameMusicSource;
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[Tooltip("Documentation text normalized.")]
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public AudioMixer gameMusicMixer;
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[Tooltip("Documentation text normalized.")]
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public string lowpassParamName = "inGameMusic_lowpass";
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[Tooltip("Duration of lowpass transition in seconds.")]
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public float lowpassFadeDuration = 2f;
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[Tooltip("Settlement CanvasGroup used for fade-in.")]
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public CanvasGroup settlementCanvasGroup;
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[Header("Inspector")]
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[Tooltip("Settlement control manager object.")]
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public GameObject cdm;
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private Coroutine musicTransitionCoroutine;
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private Coroutine canvasFadeCoroutine;
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private bool settlementUiInitialized = false;
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private void Awake()
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{
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// Documentation text normalized.
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if (replay_thisGame != null)
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{
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replay_thisGame.onClick.AddListener(OnReplayButtonClicked);
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}
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if (exit_toSelectSongs != null)
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{
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exit_toSelectSongs.onClick.AddListener(OnExitButtonClicked);
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}
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// Documentation text normalized.
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if (cdm != null)
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{
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cdm.SetActive(false);
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if (JudgeManager.IsDebugEnabled) Debug.Log("[SettlementController] CDM object disabled at startup");
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}
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else
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{
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Debug.LogWarning("[SettlementController] CDM object is not assigned");
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}
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}
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private void Start()
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{
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// Documentation text normalized.
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if (gameMusicMixer != null && !string.IsNullOrEmpty(lowpassParamName))
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{
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try { gameMusicMixer.SetFloat(lowpassParamName, 22000f); }
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catch { }
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}
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}
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private void OnDestroy()
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{
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if (replay_thisGame != null)
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{
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replay_thisGame.onClick.RemoveListener(OnReplayButtonClicked);
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}
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if (exit_toSelectSongs != null)
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{
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exit_toSelectSongs.onClick.RemoveListener(OnExitButtonClicked);
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}
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// Documentation text normalized.
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if (musicTransitionCoroutine != null)
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{
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StopCoroutine(musicTransitionCoroutine);
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musicTransitionCoroutine = null;
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}
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// Documentation text normalized.
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if (canvasFadeCoroutine != null)
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{
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StopCoroutine(canvasFadeCoroutine);
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canvasFadeCoroutine = null;
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}
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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public void getThisSong_info()
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{
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if (bmm != null)
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{
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thisSong_so = bmm.assignedSongData;
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}
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}
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public void startSettlement_uiUpdate()
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{
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if (settlementUiInitialized)
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{
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Debug.Log("[SettlementController] startSettlement_uiUpdate ignored: settlement already initialized.");
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return;
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}
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settlementUiInitialized = true;
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// Documentation text normalized.
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InitializeSettlementCanvas();
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// Documentation text normalized.
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if (cdm != null)
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{
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cdm.SetActive(true);
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Debug.Log("[SettlementController] CDM object enabled at settlement start");
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}
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getThisSong_info();
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// --- Statistics: Record total play time at settlement ---
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if (gm != null) gm.RecordTotalPlayTime();
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else { var activeGM = FindAnyObjectByType<GameManager>(); if (activeGM != null) activeGM.RecordTotalPlayTime(); }
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// Documentation text normalized.
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PrepareSettlementMusic();
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if(sm != null)
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{
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songName_Text.text = bmm.parsedTitle;
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thisSong_backPic.sprite = bmm.assignedSongData.fullscreen_songPicture;
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finalScore_Text.text = (sm.allSum_pmScore + sm.allSum_idolScore).ToString();
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pmScoreSum_Text.text = sm.allSum_pmScore.ToString();
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idolScoreSum_Text.text = sm.allSum_idolScore.ToString();
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thisLevel_currentPercentage_Text.text = ((float)(sm.allSum_pmScore + sm.allSum_idolScore) / _1000000 * 100).ToString("F2") + "%";
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thisLevel_progressBar_Image.fillAmount = (float)(sm.allSum_pmScore + sm.allSum_idolScore) / _1000000;
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int noteCountSum = sm.countPerfect + sm.countGreat + sm.countGood + sm.countMiss;
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perfectHitCount_Text.text = sm.countPerfect.ToString();
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greatHitCount_Text.text = sm.countGreat.ToString();
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goodHitCount_Text.text = sm.countGood.ToString();
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missHitCount_Text.text = sm.countMiss.ToString();
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perfect_barFill_Image.fillAmount = (float)sm.countPerfect / noteCountSum;
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great_barFill_Image.fillAmount = (float)sm.countGreat / noteCountSum;
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good_barFill_Image.fillAmount = (float)sm.countGood / noteCountSum;
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miss_barFill_Image.fillAmount = (float)sm.countMiss / noteCountSum;
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gameNote_rate.text = "已完成 " + noteCountSum.ToString() + "/" + bmm.parsedNoteAmount.ToString();
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perfectHitPercent_Text.text = ((float)sm.countPerfect / noteCountSum * 100).ToString("F1") + "%";
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greatHitPercent_Text.text = ((float)sm.countGreat / noteCountSum * 100).ToString("F1") + "%";
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goodHitPercent_Text.text = ((float)sm.countGood / noteCountSum * 100).ToString("F1") + "%";
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missHitPercent_Text.text = ((float)sm.countMiss / noteCountSum * 100).ToString("F1") + "%";
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accuracy_Text.text = ((float)(sm.countPerfect * perfect_weight + sm.countGreat * great_weight + sm.countGood * good_weight + sm.countMiss * miss_weight) / noteCountSum * 100).ToString("F3") + "%";
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// Timing Statistics
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if (earlyHitCount_Text != null) earlyHitCount_Text.text = sm.countEarly.ToString();
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if (lateHitCount_Text != null) lateHitCount_Text.text = sm.countLate.ToString();
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if (avgOffset_Text != null)
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{
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float avg = sm.offsetCount > 0 ? sm.totalOffsetMs / sm.offsetCount : 0f;
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avgOffset_Text.text = avg.ToString("F2") + " ms";
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}
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}
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else Debug.LogError("score manager is null");
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// --- Achievement System: Load and display achievements ---
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if (InGamePerformanceManager.Instance != null)
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{
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// Calculate total cure, damage and mana from teamUIController
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float totalCure = 0;
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float totalDamage = 0;
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float totalMana = 0;
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if (teamUIController.Instance != null)
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{
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if (teamUIController.Instance.totalHealProvided != null)
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{
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foreach (float heal in teamUIController.Instance.totalHealProvided)
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{
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totalCure += heal;
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}
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}
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if (teamUIController.Instance.totalDamageDealt != null)
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{
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foreach (float dmg in teamUIController.Instance.totalDamageDealt)
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{
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totalDamage += dmg;
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}
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}
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if (teamUIController.Instance.totalManaRestored != null)
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{
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foreach (float mana in teamUIController.Instance.totalManaRestored)
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{
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totalMana += mana;
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}
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}
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Debug.Log($"[SettlementController] Stats Aggregated - Cure: {totalCure}, Damage: {totalDamage}, Mana: {totalMana}");
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}
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// Update achievement categories
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InGamePerformanceManager.Instance.UpdateTotalCure(totalCure);
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InGamePerformanceManager.Instance.UpdateTotalDamage(totalDamage);
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InGamePerformanceManager.Instance.UpdateTotalManaRestored(totalMana);
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if (sm != null) InGamePerformanceManager.Instance.UpdateTotalScore(sm.allSum_pmScore + sm.allSum_idolScore);
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// Load and display achievement prefabs
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InGamePerformanceManager.Instance.LoadArchievePrefab();
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}
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// Persist run results into the SongData SO for this difficulty
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// (update personal / idol / total records and per-entry progress if improved)
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getThisSong_info(); // ensure thisSong_so set
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if (thisSong_so != null && bmm != null)
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{
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int diff = bmm.assignedDifficulty;
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if (diff >= 0)
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{
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int pm = sm != null ? sm.allSum_pmScore : 0;
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int idol = sm != null ? sm.allSum_idolScore : 0;
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thisSong_so.ApplySettlementResult(diff, pm, idol, _1000000);
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}
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}
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// Populate settlement team cards if a loader is assigned
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if (settlementTeamLoader == null)
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{
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// try to auto-locate loader in scene if not assigned in inspector
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settlementTeamLoader = FindAnyObjectByType<loadSettlementTeamPrefab>();
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}
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if (settlementTeamLoader != null)
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{
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// ensure loader has key references
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if (settlementTeamLoader.sm == null) settlementTeamLoader.sm = sm ?? ScoreManager.Instance;
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if (settlementTeamLoader.tuic == null) settlementTeamLoader.tuic = teamUIController.Instance;
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if (settlementTeamLoader.gm == null) settlementTeamLoader.gm = gm ?? FindAnyObjectByType<GameManager>();
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try { settlementTeamLoader.PopulateSettlementCards(); }
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catch (System.Exception ex) { Debug.LogWarning("Failed to PopulateSettlementCards: " + ex); }
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}
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// Documentation text normalized.
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// Documentation text normalized.
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SetMvpHeroImageFromTopScorer();
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StartMusicTransition();
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// Documentation text normalized.
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StartCanvasFadeIn();
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}
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/// <summary>
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/// Documentation text normalized.
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/// </summary>
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private void InitializeSettlementCanvas()
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{
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if (settlementCanvasGroup != null)
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{
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settlementCanvasGroup.alpha = 0f;
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settlementCanvasGroup.interactable = false;
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settlementCanvasGroup.blocksRaycasts = false;
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Debug.Log("[SettlementController] Settlement canvas initialized to transparent state");
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}
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else
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{
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Debug.LogWarning("[SettlementController] settlementCanvasGroup is not assigned, cannot initialize");
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}
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}
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// Documentation text normalized.
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private static AllyHero_SO[] _cachedAllyHeroSOs;
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/// <summary>
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/// Documentation text normalized.
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/// </summary>
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private void PrepareSettlementMusic()
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{
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if (thisSong_so == null)
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{
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Debug.LogWarning("[SettlementController] thisSong_so is null, cannot prepare settlement music");
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return;
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}
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if (settlementAudioSource == null)
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{
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Debug.LogWarning("[SettlementController] settlementAudioSource is not assigned, cannot prepare settlement music");
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return;
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}
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dlcData[] allDlcs = Resources.LoadAll<dlcData>("");
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dlcData foundDlc = null;
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for (int i = 0; i < allDlcs.Length; i++)
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{
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dlcData dlc = allDlcs[i];
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if (dlc == null || dlc.songList == null) continue;
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if (!dlc.songList.Contains(thisSong_so)) continue;
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foundDlc = dlc;
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break;
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}
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if (foundDlc == null)
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{
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Debug.LogWarning($"[SettlementController] No DLC found containing song '{thisSong_so.songName}'");
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return;
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}
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if (foundDlc.settlementMusic == null)
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{
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Debug.LogWarning($"[SettlementController] DLC '{foundDlc.dlcName}' does not have settlement music assigned");
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return;
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}
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bool clipChanged = settlementAudioSource.clip != foundDlc.settlementMusic;
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if (clipChanged)
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{
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settlementAudioSource.Stop();
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settlementAudioSource.clip = foundDlc.settlementMusic;
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settlementAudioSource.time = 0f;
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}
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settlementAudioSource.loop = true;
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settlementAudioSource.playOnAwake = false;
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settlementAudioSource.volume = 1f;
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settlementAudioSource.mute = false;
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Debug.Log($"[SettlementController] Prepared settlement music from DLC '{foundDlc.dlcName}': {foundDlc.settlementMusic.name}");
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}
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/// <summary>
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/// Documentation text normalized.
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/// </summary>
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private void StartMusicTransition()
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{
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if (musicTransitionCoroutine != null)
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{
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StopCoroutine(musicTransitionCoroutine);
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}
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musicTransitionCoroutine = StartCoroutine(MusicTransitionRoutine());
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}
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/// <summary>
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/// Documentation text normalized.
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/// Documentation text normalized.
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/// Documentation text normalized.
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/// </summary>
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private IEnumerator MusicTransitionRoutine()
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{
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float elapsed = 0f;
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float transitionDuration = Mathf.Max(0.01f, lowpassFadeDuration);
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float startVolume = (oriGameMusicSource != null) ? oriGameMusicSource.volume : 1f;
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bool settlementMusicStarted = false;
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float settlementStartVolume = 0f;
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// Start settlement music immediately to avoid delayed playback at settlement start.
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if (settlementAudioSource != null && settlementAudioSource.clip != null)
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{
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try
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{
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settlementAudioSource.mute = false;
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if (!settlementAudioSource.isPlaying)
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{
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settlementAudioSource.volume = 0f;
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settlementAudioSource.Play();
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settlementStartVolume = 0f;
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}
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else
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{
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settlementStartVolume = Mathf.Clamp01(settlementAudioSource.volume);
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}
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settlementMusicStarted = true;
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Debug.Log($"[SettlementController] Settlement music active: {settlementAudioSource.clip.name}");
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"[SettlementController] Failed to start settlement music immediately: {ex.Message}");
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}
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}
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if (oriGameMusicSource != null)
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{
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Debug.Log($"[SettlementController] Starting game-music fade out over {transitionDuration}s");
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while (elapsed < transitionDuration)
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{
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elapsed += Time.unscaledDeltaTime;
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float t = Mathf.Clamp01(elapsed / transitionDuration);
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oriGameMusicSource.volume = Mathf.Lerp(startVolume, 0f, t);
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if (settlementMusicStarted && settlementAudioSource != null)
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settlementAudioSource.volume = Mathf.Lerp(settlementStartVolume, 1f, t);
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yield return null;
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}
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oriGameMusicSource.volume = 0f;
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oriGameMusicSource.Pause();
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Debug.Log("[SettlementController] Game music fade complete, game music paused.");
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}
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else
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{
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Debug.LogWarning("[SettlementController] oriGameMusicSource not assigned, skipping game music fade");
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if (settlementMusicStarted && settlementAudioSource != null)
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settlementAudioSource.volume = 1f;
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}
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if (!settlementMusicStarted && settlementAudioSource != null && settlementAudioSource.clip != null)
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{
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try
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{
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settlementAudioSource.mute = false;
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settlementAudioSource.volume = 1f;
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settlementAudioSource.Play();
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Debug.Log($"[SettlementController] Settlement music started: {settlementAudioSource.clip.name}");
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"[SettlementController] Failed to start settlement music: {ex.Message}");
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}
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}
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musicTransitionCoroutine = null;
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}
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/// <summary>
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/// Documentation text normalized.
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/// </summary>
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private void StartCanvasFadeIn()
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{
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if (canvasFadeCoroutine != null)
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{
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StopCoroutine(canvasFadeCoroutine);
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}
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canvasFadeCoroutine = StartCoroutine(CanvasFadeInRoutine());
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}
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/// <summary>
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/// Documentation text normalized.
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/// </summary>
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private IEnumerator CanvasFadeInRoutine()
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{
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if (settlementCanvasGroup == null)
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{
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Debug.LogWarning("[SettlementController] settlementCanvasGroup is not assigned, cannot fade in");
|
|
yield break;
|
|
}
|
|
|
|
float fadeDuration = 0.25f;
|
|
float elapsed = 0f;
|
|
float startAlpha = settlementCanvasGroup.alpha;
|
|
float targetAlpha = 1f;
|
|
|
|
Debug.Log($"[SettlementController] Starting CanvasGroup fade-in from {startAlpha} to {targetAlpha} over {fadeDuration}s");
|
|
|
|
while (elapsed < fadeDuration)
|
|
{
|
|
elapsed += Time.unscaledDeltaTime;
|
|
float t = Mathf.Clamp01(elapsed / fadeDuration);
|
|
settlementCanvasGroup.alpha = Mathf.Lerp(startAlpha, targetAlpha, t);
|
|
yield return null;
|
|
}
|
|
|
|
// Documentation text normalized.
|
|
settlementCanvasGroup.alpha = targetAlpha;
|
|
settlementCanvasGroup.interactable = true;
|
|
settlementCanvasGroup.blocksRaycasts = true;
|
|
|
|
Debug.Log("[SettlementController] CanvasGroup fade-in complete");
|
|
|
|
canvasFadeCoroutine = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Documentation text normalized.
|
|
/// </summary>
|
|
private void OnReplayButtonClicked()
|
|
{
|
|
Debug.Log("[SettlementController] Replay button clicked - restarting current game");
|
|
|
|
// Documentation text normalized.
|
|
if (bmm == null)
|
|
{
|
|
Debug.LogError("[SettlementController] BeatmapManager is null, cannot replay");
|
|
return;
|
|
}
|
|
|
|
if (bmm.assignedSongData == null)
|
|
{
|
|
Debug.LogError("[SettlementController] AssignedSongData is null, cannot replay");
|
|
return;
|
|
}
|
|
|
|
// Documentation text normalized.
|
|
SongData songToReplay = bmm.assignedSongData;
|
|
int difficultyToReplay = bmm.assignedDifficulty;
|
|
|
|
if (difficultyToReplay < 0)
|
|
{
|
|
Debug.LogError("[SettlementController] AssignedDifficulty is invalid, cannot replay");
|
|
return;
|
|
}
|
|
|
|
Debug.Log($"[SettlementController] Reloading song: {songToReplay.songName}, difficulty: {difficultyToReplay}");
|
|
|
|
// Documentation text normalized.
|
|
if (settlementAudioSource != null && settlementAudioSource.isPlaying)
|
|
{
|
|
settlementAudioSource.Stop();
|
|
}
|
|
|
|
// Documentation text normalized.
|
|
BeatmapManager.SetPendingSong(songToReplay, difficultyToReplay);
|
|
|
|
// Documentation text normalized.
|
|
StartCoroutine(LoadSceneAsync(SceneManager.GetActiveScene().name));
|
|
}
|
|
|
|
private IEnumerator LoadSceneAsync(string sceneName)
|
|
{
|
|
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);
|
|
while (!asyncLoad.isDone)
|
|
{
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Documentation text normalized.
|
|
/// </summary>
|
|
private void OnExitButtonClicked()
|
|
{
|
|
Debug.Log("[SettlementController] Exit button clicked - returning to song selection");
|
|
|
|
// Documentation text normalized.
|
|
if (settlementAudioSource != null && settlementAudioSource.isPlaying)
|
|
{
|
|
settlementAudioSource.Stop();
|
|
}
|
|
|
|
// Documentation text normalized.
|
|
BeatmapManager.pendingSongData = null;
|
|
BeatmapManager.pendingDifficulty = -1;
|
|
|
|
// Ensure time scale restored
|
|
try { Time.timeScale = 1f; } catch {}
|
|
|
|
// If GameManager and its blackMaskImage available, start coroutine on gm to fade to black then load
|
|
if (gm != null && gm.blackMaskImage != null)
|
|
{
|
|
gm.StartCoroutine(FadeToBlackAndLoadOnGM("selectYourSongFirst", 0.25f));
|
|
}
|
|
else
|
|
{
|
|
StartCoroutine(LoadSceneAsync("selectYourSongFirst"));
|
|
}
|
|
}
|
|
|
|
// Coroutine that will be started on the GameManager instance so that the gm's MonoBehaviour runs it
|
|
private IEnumerator FadeToBlackAndLoadOnGM(string sceneName, float duration)
|
|
{
|
|
if (gm == null || gm.blackMaskImage == null)
|
|
{
|
|
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);
|
|
while (!asyncLoad.isDone) yield return null;
|
|
yield break;
|
|
}
|
|
|
|
var blackMask = gm.blackMaskImage;
|
|
|
|
// ensure image active
|
|
if (!blackMask.gameObject.activeSelf) blackMask.gameObject.SetActive(true);
|
|
float startA = blackMask.color.a;
|
|
float elapsed = 0f;
|
|
|
|
// enable raycast target while fading to block input
|
|
try { blackMask.raycastTarget = true; } catch {}
|
|
|
|
while (elapsed < duration)
|
|
{
|
|
elapsed += Time.unscaledDeltaTime;
|
|
float frac = Mathf.Clamp01(elapsed / Mathf.Max(0.0001f, duration));
|
|
Color c = blackMask.color;
|
|
c.a = Mathf.Lerp(startA, 1f, frac);
|
|
blackMask.color = c;
|
|
yield return null;
|
|
}
|
|
|
|
// ensure fully opaque
|
|
Color fc = blackMask.color;
|
|
fc.a = 1f;
|
|
blackMask.color = fc;
|
|
|
|
// load target scene
|
|
AsyncOperation asyncOp = SceneManager.LoadSceneAsync(sceneName);
|
|
while (!asyncOp.isDone)
|
|
{
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Documentation text normalized.
|
|
/// Documentation text normalized.
|
|
/// </summary>
|
|
private void SetMvpHeroImageFromTopScorer()
|
|
{
|
|
if (mvp_hero_hd_image == null)
|
|
{
|
|
Debug.LogWarning("[SettlementController] mvp_hero_hd_image is not assigned");
|
|
return;
|
|
}
|
|
|
|
int topIndex = -1;
|
|
int[] scores = new int[5];
|
|
|
|
if (sm != null)
|
|
{
|
|
scores[0] = sm.red_pmScore_sum;
|
|
scores[1] = sm.green_pmScore_sum;
|
|
scores[2] = sm.yellow_pmScore_sum;
|
|
scores[3] = sm.purple_pmScore_sum;
|
|
scores[4] = sm.blue_pmScore_sum;
|
|
}
|
|
else
|
|
{
|
|
// fallback: read AllyCombatant.currentScore from scene
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
var go = GameObject.Find($"ally_0{ i+1 }");
|
|
if (go != null)
|
|
{
|
|
var ac = go.GetComponent<AllyCombatant>();
|
|
scores[i] = ac != null ? ac.currentScore : 0;
|
|
}
|
|
else scores[i] = 0;
|
|
}
|
|
}
|
|
|
|
int max = -1;
|
|
for (int i = 0; i < scores.Length; i++)
|
|
{
|
|
if (scores[i] > max)
|
|
{
|
|
max = scores[i];
|
|
topIndex = i;
|
|
}
|
|
}
|
|
|
|
if (topIndex < 0 || max <= 0)
|
|
{
|
|
Debug.Log("[SettlementController] No top scorer found or scores are all zero");
|
|
// hide image
|
|
mvp_hero_hd_image.sprite = null;
|
|
mvp_hero_hd_image.color = new Color(mvp_hero_hd_image.color.r, mvp_hero_hd_image.color.g, mvp_hero_hd_image.color.b, 0f);
|
|
return;
|
|
}
|
|
|
|
// Try to resolve AllyHero_SO for the winning slot
|
|
AllyHero_SO heroSO = null;
|
|
// try SkillBuilder cache
|
|
if (SkillBuilder.Instance != null)
|
|
{
|
|
try { heroSO = SkillBuilder.Instance.GetAllyHeroSOBySlot(topIndex); }
|
|
catch { heroSO = null; }
|
|
}
|
|
|
|
// fallback: use teamUIController slot ids to find hero id -> load SO
|
|
if (heroSO == null && teamUIController.Instance != null && teamUIController.Instance.allySlotIds != null)
|
|
{
|
|
int allyId = -1;
|
|
if (topIndex >= 0 && topIndex < teamUIController.Instance.allySlotIds.Count)
|
|
allyId = teamUIController.Instance.allySlotIds[topIndex];
|
|
if (allyId > 0)
|
|
{
|
|
if (_cachedAllyHeroSOs == null || _cachedAllyHeroSOs.Length == 0)
|
|
{
|
|
_cachedAllyHeroSOs = Resources.LoadAll<AllyHero_SO>("");
|
|
}
|
|
foreach (var a in _cachedAllyHeroSOs)
|
|
{
|
|
if (a != null && a.ally_heroID == allyId) { heroSO = a; break; }
|
|
}
|
|
}
|
|
}
|
|
|
|
// final fallback: try direct Resources lookup by scanning all and picking first non-null for slot
|
|
if (heroSO == null)
|
|
{
|
|
if (_cachedAllyHeroSOs == null || _cachedAllyHeroSOs.Length == 0)
|
|
{
|
|
_cachedAllyHeroSOs = Resources.LoadAll<AllyHero_SO>("");
|
|
}
|
|
if (_cachedAllyHeroSOs != null && _cachedAllyHeroSOs.Length > 0)
|
|
{
|
|
// attempt to match by name or just pick first
|
|
heroSO = _cachedAllyHeroSOs[0] as AllyHero_SO;
|
|
}
|
|
}
|
|
|
|
if (heroSO != null && heroSO.ally_hero_HD_image != null)
|
|
{
|
|
mvp_hero_hd_image.sprite = heroSO.ally_hero_HD_image;
|
|
mvp_hero_hd_image.color = new Color(mvp_hero_hd_image.color.r, mvp_hero_hd_image.color.g, mvp_hero_hd_image.color.b, 1f);
|
|
Debug.Log($"[SettlementController] MVP assigned from slot {topIndex+1} with score {max}: {heroSO.ally_heroName}");
|
|
}
|
|
else
|
|
{
|
|
mvp_hero_hd_image.sprite = null;
|
|
mvp_hero_hd_image.color = new Color(mvp_hero_hd_image.color.r, mvp_hero_hd_image.color.g, mvp_hero_hd_image.color.b, 0f);
|
|
Debug.LogWarning("[SettlementController] MVP SO or HD image not found");
|
|
}
|
|
}
|
|
}
|