Files
bansonic_beta_main/Assets/songsDatabase/SongDetailsUI.cs
T

145 lines
4.7 KiB
C#

using UnityEngine;
using UnityEngine.UI;
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 Text bpmText;
public Text songSerialNumberText;
public Text personalRecordText;
public Text thisSong_progressText;
public Text thisSong_lastScoreText;
//public Image songImage;
public int id_of_thisSong;
[Header("查看曲绘大图")]
public GameObject picDetail;
public Image profound_image;
public Text detail_informations_text;
[Header("难度选择按钮")]
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)
{
// 读取选中的 SongData
currentSong = SongDataHolder.SelectedSongData;
this_song_SO = currentSong;
song_bgImage.sprite = currentSong.backgroudPIC;
// 更新 UI 显示
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;
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
{
// Debug.LogError("SongDataHolder.SelectedSongData 为空!");
}
picDetail.SetActive(false);
// 初始化难度按钮
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;
personalRecordText.text = entry.personalRecordForThisDifficulty.ToString();
}
else
{
difficultyText.text = difficulty.ToString();
difficultyDesciptionText.text = "";
personalRecordText.text = "0";
}
}
private ChartFileEntry GetChartEntry(int difficulty)
{
foreach (var entry in currentSong.chartFiles)
{
if (entry.difficulty == difficulty)
return entry;
}
return null;
}
}