786 lines
29 KiB
C#
786 lines
29 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("�������֮��")]
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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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[SerializeField] private Image thisSong_backPic;
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[Header("��ת֮��ť")]
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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("�ı��ͽ�����")]
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public Text songName_Text;
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[Tooltip("��ǰ�ؿ��Ľ��Ȱٷֱ�")]
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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("ȷ���㷨")]
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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("����������Ϣ")]
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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("�Ŷӽ���")]
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public loadSettlementTeamPrefab settlementTeamLoader;
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public Image mvp_hero_hd_image;
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[Header("������Ǯ")]
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[SerializeField] private long moneyToGive_thisLevel;
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// �õ�����ͳ��
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[Header("�������ͳ��")]
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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("��������ϵͳ")]
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[Tooltip("�������ֲ��������½���")]
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public AudioSource settlementAudioSource;
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[Tooltip("��Ϸ���ֲ�������ԭ��Ϸ���֣�")]
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public AudioSource oriGameMusicSource;
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[Tooltip("��Ƶ�����������ڵ�ͨ�˲���������")]
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public AudioMixer gameMusicMixer;
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[Tooltip("��Ƶ�������е�ͨ�˲�����������")]
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public string lowpassParamName = "inGameMusic_lowpass";
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[Tooltip("��ͨ�˲�����������ʱ�䣨�룩")]
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public float lowpassFadeDuration = 2f;
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[Tooltip("������� CanvasGroup�����ڵ���Ч����")]
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public CanvasGroup settlementCanvasGroup;
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[Header("����������")]
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[Tooltip("������")]
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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 void Awake()
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{
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// Setup button listeners
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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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// ���� CDM �����ڿ�ʼʱ���ֽ���״̬��
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if (cdm != null)
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{
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cdm.SetActive(false);
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if (GameConfig.verboseLogs) 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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// 确保 LowPass 在开始时处于原始位置(通常是 22000Hz,即不滤波)
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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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// ֹͣ���ֹ���Э��
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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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// ֹͣ CanvasGroup ����Э��
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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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// --- �������ڽ������̿�ʼʱ���� CanvasGroup Ϊ�� ---
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InitializeSettlementCanvas();
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// --- ���������ý��������� ---
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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 = FindObjectOfType<GameManager>(); if (activeGM != null) activeGM.RecordTotalPlayTime(); }
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// ���������֣���UI����֮ǰ��
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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) / maxScore_sum * 100).ToString("F2") + "%";
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thisLevel_progressBar_Image.fillAmount = (float)(sm.allSum_pmScore + sm.allSum_idolScore) / maxScore_sum;
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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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// 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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int total = pm + idol;
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// 更新最高分 (仅当本次总分更高时)
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thisSong_so.UpdateDifficultyRecord(diff, pm, idol);
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// 更新上次游玩分数
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thisSong_so.UpdateChartScore(diff, total);
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// 更新进度 (仅当进步时)
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if (thisSong_so.chartFiles != null)
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{
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var entry = thisSong_so.chartFiles.Find(e => e != null && e.difficulty == diff);
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if (entry != null)
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{
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// 进度计算 (0..1)
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float newProgress = Mathf.Clamp01((float)total / (float)maxScore_sum);
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if (newProgress > entry.levelProgressForThisDifficulty)
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{
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entry.levelProgressForThisDifficulty = newProgress;
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}
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if (thisSong_so.thisLevel_selectedDifficultyID == diff)
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{
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thisSong_so.current_levelProgress = Mathf.Max(thisSong_so.current_levelProgress, entry.levelProgressForThisDifficulty);
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}
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}
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}
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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 = FindObjectOfType<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 ?? FindObjectOfType<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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// ��ʼ���ֹ��ɣ��ڽ���UI��ʾ��
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// ��ѡ�� MVP ������ͼƬ
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SetMvpHeroImageFromTopScorer();
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StartMusicTransition();
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// --- �ģ�������ĩβ��ʼ CanvasGroup ���� ---
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StartCanvasFadeIn();
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}
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/// <summary>
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/// ��ʼ��������� CanvasGroup Ϊ��״̬
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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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/// <summary>
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/// ������dlcData�з����Ұ�����ǰ������DLC��������������
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/// </summary>
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private void PrepareSettlementMusic()
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{
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// --- �ģ��Ƴ� CanvasGroup ���ã������ڽ�����ĩβ�ŵ��� ---
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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 ScriptableObjects
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dlcData[] allDlcs = Resources.LoadAll<dlcData>("");
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dlcData foundDlc = null;
|
||
|
||
// ��������DLC�����Ұ�����ǰ������DLC
|
||
foreach (var dlc in allDlcs)
|
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{
|
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if (dlc == null || dlc.songList == null) continue;
|
||
|
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if (dlc.songList.Contains(thisSong_so))
|
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{
|
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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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Debug.LogWarning($"[SettlementController] No DLC found containing song '{thisSong_so.songName}'");
|
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return;
|
||
}
|
||
|
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if (foundDlc.settlementMusic == null)
|
||
{
|
||
Debug.LogWarning($"[SettlementController] DLC '{foundDlc.dlcName}' does not have settlement music assigned");
|
||
return;
|
||
}
|
||
|
||
// ���ý������ֵ�AudioSource
|
||
settlementAudioSource.clip = foundDlc.settlementMusic;
|
||
settlementAudioSource.loop = true;
|
||
settlementAudioSource.playOnAwake = false;
|
||
|
||
// ��������ͣ���ȴ�����
|
||
settlementAudioSource.volume = 1f;
|
||
settlementAudioSource.mute = true;
|
||
settlementAudioSource.Stop();
|
||
|
||
Debug.Log($"[SettlementController] Prepared settlement music from DLC '{foundDlc.dlcName}': {foundDlc.settlementMusic.name}");
|
||
|
||
// --- �ģ��Ƴ� CanvasGroup ������ã������ڽ�����ĩβ�ŵ��� ---
|
||
}
|
||
|
||
/// <summary>
|
||
/// ��ʼ���ֹ��ɣ�������Ϸ���֣�ͨ����ͨ�˲�������Ȼ�Ž�������
|
||
/// </summary>
|
||
private void StartMusicTransition()
|
||
{
|
||
if (musicTransitionCoroutine != null)
|
||
{
|
||
StopCoroutine(musicTransitionCoroutine);
|
||
}
|
||
musicTransitionCoroutine = StartCoroutine(MusicTransitionRoutine());
|
||
}
|
||
|
||
/// <summary>
|
||
/// ���ֹ���Э�̣�
|
||
/// 1. ����Ϸ���ֵĵ�ͨ�˲�����22000Hz����0Hz��ͬʱ��������0
|
||
/// 2. ������ֹͣԭ���ֲ���ʼ���Ž�������
|
||
/// </summary>
|
||
private IEnumerator MusicTransitionRoutine()
|
||
{
|
||
float elapsed = 0f;
|
||
float startLowpass = 22000f;
|
||
float endLowpass = 0f;
|
||
|
||
// --- ��������¼��ʼ���� ---
|
||
float startVolume = (oriGameMusicSource != null) ? oriGameMusicSource.volume : 1f;
|
||
|
||
// ���ԭ��Ϸ����Դ�ͻ����������ڣ�����е�ͨ�˲�����������������
|
||
if (oriGameMusicSource != null && gameMusicMixer != null && !string.IsNullOrEmpty(lowpassParamName))
|
||
{
|
||
Debug.Log($"[SettlementController] Starting lowpass and volume fade over {lowpassFadeDuration}s");
|
||
|
||
while (elapsed < lowpassFadeDuration)
|
||
{
|
||
elapsed += Time.unscaledDeltaTime;
|
||
float t = Mathf.Clamp01(elapsed / Mathf.Max(0.0001f, lowpassFadeDuration));
|
||
|
||
// 1. ���õ�ͨ�˲���
|
||
float currentLowpass = Mathf.Lerp(startLowpass, endLowpass, t);
|
||
try { gameMusicMixer.SetFloat(lowpassParamName, currentLowpass); }
|
||
catch (System.Exception ex) { Debug.LogWarning($"Mixer error: {ex.Message}"); }
|
||
|
||
// 2. --- �ģ�ƽ���������� ---
|
||
oriGameMusicSource.volume = Mathf.Lerp(startVolume, 0f, t);
|
||
|
||
yield return null;
|
||
}
|
||
|
||
// ȷ������״̬
|
||
try { gameMusicMixer.SetFloat(lowpassParamName, endLowpass); } catch { }
|
||
|
||
// --- �ģ��������㲢��ͣ/ֹͣ ---
|
||
oriGameMusicSource.volume = 0f;
|
||
oriGameMusicSource.Pause(); // ����ʹ�� .Stop()
|
||
|
||
Debug.Log("[SettlementController] Lowpass and volume fade complete, game music paused.");
|
||
}
|
||
else
|
||
{
|
||
Debug.LogWarning("[SettlementController] oriGameMusicSource or gameMusicMixer not assigned, skipping fade");
|
||
}
|
||
|
||
// ������ɺ�ʼ���Ž�������
|
||
if (settlementAudioSource != null && settlementAudioSource.clip != null)
|
||
{
|
||
try
|
||
{
|
||
settlementAudioSource.mute = false;
|
||
settlementAudioSource.Play();
|
||
Debug.Log($"[SettlementController] Settlement music started: {settlementAudioSource.clip.name}");
|
||
|
||
// --- 一旦结算音乐开始播放,立刻将 LowPass 设置回原位确保音频正常 ---
|
||
if (gameMusicMixer != null && !string.IsNullOrEmpty(lowpassParamName))
|
||
{
|
||
gameMusicMixer.SetFloat(lowpassParamName, 22000f);
|
||
Debug.Log("[SettlementController] Reset lowpass to 22000Hz for normal audio quality.");
|
||
}
|
||
}
|
||
catch (System.Exception ex)
|
||
{
|
||
Debug.LogWarning($"[SettlementController] Failed to start settlement music: {ex.Message}");
|
||
}
|
||
}
|
||
|
||
musicTransitionCoroutine = null;
|
||
}
|
||
|
||
/// <summary>
|
||
/// ��ʼ CanvasGroup ����Ч��
|
||
/// </summary>
|
||
private void StartCanvasFadeIn()
|
||
{
|
||
if (canvasFadeCoroutine != null)
|
||
{
|
||
StopCoroutine(canvasFadeCoroutine);
|
||
}
|
||
canvasFadeCoroutine = StartCoroutine(CanvasFadeInRoutine());
|
||
}
|
||
|
||
/// <summary>
|
||
/// CanvasGroup ����Э�̣�0.25���ڴ� alpha=0 ���뵽 alpha=1
|
||
/// </summary>
|
||
private IEnumerator CanvasFadeInRoutine()
|
||
{
|
||
if (settlementCanvasGroup == null)
|
||
{
|
||
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($"[SettlementController] Starting CanvasGroup fade-in from {startAlpha} to {targetAlpha} over {fadeDuration}s");
|
||
|
||
while (elapsed < fadeDuration)
|
||
{
|
||
elapsed += Time.unscaledDeltaTime;
|
||
float t = Mathf.Clamp01(elapsed / fadeDuration);
|
||
settlementCanvasGroup.alpha = Mathf.Lerp(startAlpha, targetAlpha, t);
|
||
yield return null;
|
||
}
|
||
|
||
// ȷ������״̬
|
||
settlementCanvasGroup.alpha = targetAlpha;
|
||
settlementCanvasGroup.interactable = true;
|
||
settlementCanvasGroup.blocksRaycasts = true;
|
||
|
||
Debug.Log("[SettlementController] CanvasGroup fade-in complete");
|
||
|
||
canvasFadeCoroutine = null;
|
||
}
|
||
|
||
/// <summary>
|
||
/// ����������ǰ��Ϸ - ���¼������桢���ֺͳ�ʼ��������Ϸ״̬
|
||
/// </summary>
|
||
private void OnReplayButtonClicked()
|
||
{
|
||
Debug.Log("[SettlementController] Replay button clicked - restarting current game");
|
||
|
||
// ��֤��Ҫ������
|
||
if (bmm == null)
|
||
{
|
||
Debug.LogError("[SettlementController] BeatmapManager is null, cannot replay");
|
||
return;
|
||
}
|
||
|
||
if (bmm.assignedSongData == null)
|
||
{
|
||
Debug.LogError("[SettlementController] AssignedSongData is null, cannot replay");
|
||
return;
|
||
}
|
||
|
||
// ���浱ǰ�ؿ���Ϣ���������¼��أ�
|
||
SongData songToReplay = bmm.assignedSongData;
|
||
int difficultyToReplay = bmm.assignedDifficulty;
|
||
|
||
if (difficultyToReplay < 0)
|
||
{
|
||
Debug.LogError("[SettlementController] AssignedDifficulty is invalid, cannot replay");
|
||
return;
|
||
}
|
||
|
||
Debug.Log($"[SettlementController] Reloading song: {songToReplay.songName}, difficulty: {difficultyToReplay}");
|
||
|
||
// ֹͣ��������
|
||
if (settlementAudioSource != null && settlementAudioSource.isPlaying)
|
||
{
|
||
settlementAudioSource.Stop();
|
||
}
|
||
|
||
// ���� BeatmapManager Ϊ��һ������������
|
||
BeatmapManager.SetPendingSong(songToReplay, difficultyToReplay);
|
||
|
||
// ���¼��ص�ǰ������GamePlay_gamePlay��
|
||
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
|
||
}
|
||
|
||
/// <summary>
|
||
/// ����ѡ�����
|
||
/// </summary>
|
||
private void OnExitButtonClicked()
|
||
{
|
||
Debug.Log("[SettlementController] Exit button clicked - returning to song selection");
|
||
|
||
// ֹͣ��������
|
||
if (settlementAudioSource != null && settlementAudioSource.isPlaying)
|
||
{
|
||
settlementAudioSource.Stop();
|
||
}
|
||
|
||
// ����κδ�����������
|
||
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
|
||
{
|
||
SceneManager.LoadScene("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)
|
||
{
|
||
SceneManager.LoadScene(sceneName);
|
||
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
|
||
SceneManager.LoadScene(sceneName);
|
||
}
|
||
|
||
/// <summary>
|
||
/// ���ݸ���ɫ�������ѡ����߷ֵĽ�ɫ�������� AllyHero_SO �е� ally_hero_HD_image ��ֵ�� mvp_hero_hd_image
|
||
/// ����ʹ�� ScoreManager �� per-track pm sums��������������˵����� AllyCombatant.currentScore
|
||
/// </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)
|
||
{
|
||
var arr = Resources.LoadAll<AllyHero_SO>("");
|
||
foreach (var a in arr)
|
||
{
|
||
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)
|
||
{
|
||
var arr = Resources.LoadAll<AllyHero_SO>("");
|
||
if (arr != null && arr.Length > 0)
|
||
{
|
||
// attempt to match by name or just pick first
|
||
heroSO = arr[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");
|
||
}
|
||
}
|
||
}
|