330 lines
12 KiB
C#
330 lines
12 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.SceneManagement;
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using System.Collections;
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using DG.Tweening;
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public class SongButton : MonoBehaviour
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{
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[Header("thisSong_so")]
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public ScriptableObject thisSong_so;
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[Header("显示信息")]
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public Text songNameText;
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public Text multiNameText;
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public Text joinTime_and_dlcName_Text;
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public Text songOverallDescriptionText;
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public Text highestScoreText;
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public Text highestScoreDifficultyText;
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public Text difficultyIDText;
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public Text songIDText;
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public Image buttonImage;
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public Image scoreLevelImage;
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[Header("头像")]
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public Image profileImage;
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public int song_songSerialID;
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[Header("select mark")]
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public Image selected_boarder;
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public Image fade_image;
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[Header("评分阈值")]
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public float easePercent = 1f;
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public float ssPercent = 0.95f;
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public float sPercent = 0.9f;
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public float aPercent = 0.8f;
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public float bPercent = 0.7f;
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public float cPercent = 0.6f;
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public float dPercent = 0.5f;
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public float ePercent = 0.4f;
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public float fPercent = 0.3f;
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[Header("评级图")]
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public Sprite easeSprite;
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public Sprite ssSprite;
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public Sprite sSprite;
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public Sprite aSprite;
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public Sprite bSprite;
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public Sprite cSprite;
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public Sprite dSprite;
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public Sprite eSprite;
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public Sprite fSprite;
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public Sprite ufSprite;
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[Header("Fade Image Settings")]
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public float minAlpha = 0f;
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public float maxAlpha = 1f;
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public float blinkDuration = 0.5f;
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private static SongButton currentSelected;
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private Coroutine fadeCoroutine;
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private Coroutine blinkCoroutine;
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public void Start()
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{
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if (selected_boarder != null)
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{
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Color c = selected_boarder.color;
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c.a = 0f;
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selected_boarder.color = c;
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}
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if (fade_image != null)
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{
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Color c = fade_image.color;
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c.a = 0f;
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fade_image.color = c;
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}
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}
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public void SetButtonData(string songName, int highestScore, int difficultyID, Sprite songSprite, int songID)
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{
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Debug.Log("SetButtonData called, songID: " + songID);
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var sd = SongDataLibrary.Instance != null ? SongDataLibrary.Instance.GetSongDataByID(songID) : null;
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if (sd != null)
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{
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if (songNameText != null) songNameText.text = sd.songName;
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if (multiNameText != null)
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multiNameText.text = "作曲:" + sd.artistName + " | 画师:" + sd.painter + " | 制谱:" + sd.level_creator;
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if (joinTime_and_dlcName_Text != null)
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{
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string join = string.IsNullOrEmpty(sd.thisLevel_addDateString) ? "未知" : sd.thisLevel_addDateString;
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string dlc = string.IsNullOrEmpty(sd.belongsTo_whichDLC) ? "未知DLC" : sd.belongsTo_whichDLC;
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joinTime_and_dlcName_Text.text = "上线时间:" + join + " | " + "所属DLC:" + dlc;
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}
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if (songOverallDescriptionText != null)
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{
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songOverallDescriptionText.text = string.IsNullOrEmpty(sd.thisLevel_overallDescription) ? "关卡简介:" : sd.thisLevel_overallDescription;
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}
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// 使用 SongData 提供的统一方法获取全难度最高分及其对应的难度名称
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int bestTotal = 0;
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int bestDiff = -1;
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string bestDiffName = "";
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sd.GetAbsoluteHighestScore(out bestTotal, out bestDiff, out bestDiffName);
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if (bestTotal < 0) bestTotal = 0;
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if (highestScoreText != null) highestScoreText.text = bestTotal.ToString();
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// 在指定位置展示该最高分所属的难度名称
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if (highestScoreDifficultyText != null)
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{
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highestScoreDifficultyText.text = string.IsNullOrEmpty(bestDiffName) ? "" : "(" + bestDiffName + ")";
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}
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// Assign scoreLevelImage based on thresholds relative to 2,000,000
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if (scoreLevelImage != null)
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{
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Sprite chosenSprite = null;
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float baseScore = 2000000f;
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// 如果从来没玩过(总分为0),显示未完成图
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if (bestTotal <= 0)
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{
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chosenSprite = ufSprite;
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}
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else
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{
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// Evaluate from top to bottom thresholds
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if (bestTotal >= baseScore * easePercent && easeSprite != null)
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chosenSprite = easeSprite;
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else if (bestTotal >= baseScore * ssPercent && ssSprite != null)
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chosenSprite = ssSprite;
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else if (bestTotal >= baseScore * sPercent && sSprite != null)
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chosenSprite = sSprite;
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else if (bestTotal >= baseScore * aPercent && aSprite != null)
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chosenSprite = aSprite;
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else if (bestTotal >= baseScore * bPercent && bSprite != null)
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chosenSprite = bSprite;
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else if (bestTotal >= baseScore * cPercent && cSprite != null)
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chosenSprite = cSprite;
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else if (bestTotal >= baseScore * dPercent && dSprite != null)
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chosenSprite = dSprite;
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else if (bestTotal >= baseScore * ePercent && eSprite != null)
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chosenSprite = eSprite;
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else if (bestTotal >= baseScore * fPercent && fSprite != null)
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chosenSprite = fSprite;
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else
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chosenSprite = ufSprite;
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}
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scoreLevelImage.sprite = chosenSprite;
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}
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// Determine displayed difficulty: show the highest difficultyLEVEL present in chartFiles (if any)
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string diffDisplay = "0";
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if (sd.chartFiles != null && sd.chartFiles.Count > 0)
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{
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float maxLevel = float.MinValue;
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foreach (var entry in sd.chartFiles)
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{
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if (entry == null) continue;
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if (entry.difficultyLEVEL > maxLevel)
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{
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maxLevel = entry.difficultyLEVEL;
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}
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}
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if (maxLevel != float.MinValue)
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{
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diffDisplay = maxLevel.ToString();
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}
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}
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if (difficultyIDText != null) difficultyIDText.text = diffDisplay;
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if (buttonImage != null) buttonImage.sprite = sd.backgroudPIC;
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if (profileImage != null)
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{
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profileImage.sprite = sd.card_profileImage;
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if (sd.card_profileImage != null)
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{
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profileImage.color = new Color(profileImage.color.r, profileImage.color.g, profileImage.color.b, 1f);
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profileImage.enabled = true;
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}
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else
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{
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profileImage.enabled = false;
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}
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}
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song_songSerialID = songID;
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if (songIDText != null) songIDText.text = "歌曲识别号:" + song_songSerialID.ToString();
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}
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else
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{
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if (songNameText != null) songNameText.text = songName;
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if (highestScoreText != null) highestScoreText.text = "PR: " + highestScore.ToString();
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if (difficultyIDText != null) difficultyIDText.text = difficultyID.ToString();
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if (buttonImage != null) buttonImage.sprite = songSprite;
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song_songSerialID = songID;
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if (songIDText != null) songIDText.text = "Song ID: " + song_songSerialID.ToString();
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}
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}
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public void OnSongButtonClick()
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{
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Debug.Log("Song button clicked, song_songSerialID: " + song_songSerialID);
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SongData selectedSong = SongDataLibrary.Instance.GetSongDataByID(song_songSerialID);
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if (selectedSong != null)
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{
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if (currentSelected != null && currentSelected != this)
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{
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currentSelected.FadeOutSelectedBorder();
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}
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currentSelected = this;
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FadeInSelectedBorder();
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SongDataHolder.SelectedSongData = selectedSong;
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var selectedInfo = FindObjectOfType<selected_songInfo>();
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if (selectedInfo != null)
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{
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selectedInfo.UpdateSelectedSongDisplay();
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}
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// Save per-DLC selected song index to PlayerPrefs
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string dlcKey = SongSelectUI.CurrentDlcKey;
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if (string.IsNullOrEmpty(dlcKey)) dlcKey = "default_0";
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string prefsKey = "song_selected_" + dlcKey;
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int index = GetIndexAmongSongButtons();
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PlayerPrefs.SetInt(prefsKey, index);
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PlayerPrefs.Save();
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Debug.Log($"SongButton: saved selected song index {index} for key {prefsKey}");
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}
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else
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{
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Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID);
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}
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}
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private int GetIndexAmongSongButtons()
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{
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// Use parent traversal to find only SongButton siblings, to avoid mismatch when other UI children exist.
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var parent = transform.parent;
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if (parent == null) return 0;
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int idx = 0;
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for (int i = 0; i < parent.childCount; i++)
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{
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var child = parent.GetChild(i);
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var sb = child != null ? child.GetComponent<SongButton>() : null;
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if (sb == null) continue;
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if (sb == this) return idx;
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idx++;
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}
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return 0;
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}
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private void FadeInSelectedBorder()
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{
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if (selected_boarder != null)
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{
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if (fadeCoroutine != null) StopCoroutine(fadeCoroutine);
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fadeCoroutine = StartCoroutine(FadeImage(selected_boarder, selected_boarder.color.a, 1f, 0.3f));
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}
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if (fade_image != null)
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{
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if (blinkCoroutine != null) StopCoroutine(blinkCoroutine);
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blinkCoroutine = StartCoroutine(BlinkFadeImage());
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}
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}
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private void FadeOutSelectedBorder()
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{
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if (selected_boarder != null)
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{
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if (fadeCoroutine != null) StopCoroutine(fadeCoroutine);
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fadeCoroutine = StartCoroutine(FadeImage(selected_boarder, selected_boarder.color.a, 0f, 0.3f));
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}
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if (fade_image != null)
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{
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if (blinkCoroutine != null) StopCoroutine(blinkCoroutine);
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fadeCoroutine = StartCoroutine(FadeImage(fade_image, fade_image.color.a, 0f, 0.3f));
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}
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}
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private IEnumerator FadeImage(Image img, float startAlpha, float endAlpha, float duration)
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{
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if (img == null) yield break;
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float time = 0f;
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Color color = img.color;
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while (time < duration)
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{
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time += Time.deltaTime;
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float alpha = Mathf.Lerp(startAlpha, endAlpha, time / duration);
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color.a = alpha;
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img.color = color;
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yield return null;
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}
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color.a = endAlpha;
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img.color = color;
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}
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private IEnumerator BlinkFadeImage()
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{
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if (fade_image == null) yield break;
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Color color = fade_image.color;
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while (true)
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{
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float time = 0f;
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while (time < blinkDuration / 2f)
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{
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time += Time.deltaTime;
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float alpha = Mathf.Lerp(minAlpha, maxAlpha, time / (blinkDuration / 2f));
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color.a = alpha;
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fade_image.color = color;
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yield return null;
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}
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time = 0f;
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while (time < blinkDuration / 2f)
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{
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time += Time.deltaTime;
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float alpha = Mathf.Lerp(maxAlpha, minAlpha, time / (blinkDuration / 2f));
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color.a = alpha;
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fade_image.color = color;
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yield return null;
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}
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}
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}
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}
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