剧情+对话完善

This commit is contained in:
SoulliesOfficial
2026-07-21 15:24:42 -04:00
parent 8f230831e9
commit 810d019619
161 changed files with 7271 additions and 1893 deletions

View File

@@ -9,7 +9,6 @@ namespace Ichni.UI
{
public RectTransform chapterContainer;
public HorizontalLayoutGroup containerLayoutGroup;
public Button settingsButton;
public GameObject chapterSelectionUIPrefab;
protected override void Awake()
@@ -18,11 +17,6 @@ namespace Ichni.UI
fadeInStartAction = Initialize;
settingsButton.onClick.AddListener(() =>
{
FadeOut();
MenuManager.instance.settingsUIPage.FadeIn();
});
}
private void Initialize()
@@ -41,4 +35,4 @@ namespace Ichni.UI
}
}
}
}
}

View File

@@ -0,0 +1,54 @@
using Ichni.UI;
using UnityEngine;
using UnityEngine.UI;
namespace Ichni.Menu
{
/// <summary>
/// 可挂载在任意菜单页面上的通用设置入口。
/// <para>按钮默认从父级自动查找 <see cref="UIPageBase"/> 作为来源页面;如按钮不在页面层级之下,
/// 可在 Inspector 中手动指定 sourcePage。点击后由 SettingsUIPage 记录来源,因此返回时会回到正确页面。</para>
/// </summary>
[RequireComponent(typeof(Button))]
public class SettingsButton : MonoBehaviour
{
[SerializeField, Tooltip("打开设置页前需要隐藏的来源页面。留空时自动从父级寻找 UIPageBase。")]
private UIPageBase sourcePage;
private Button _button;
private void Awake()
{
_button = GetComponent<Button>();
if (sourcePage == null)
sourcePage = GetComponentInParent<UIPageBase>();
}
private void OnEnable()
{
_button.onClick.AddListener(OpenSettings);
}
private void OnDisable()
{
_button.onClick.RemoveListener(OpenSettings);
}
/// <summary>
/// 打开全局 SettingsUIPage。设置页引用未配置时仅输出警告保留当前页面避免点击后丢失界面。
/// </summary>
private void OpenSettings()
{
SettingsUIPage settingsPage = MenuManager.instance != null
? MenuManager.instance.settingsUIPage
: null;
if (settingsPage == null)
{
Debug.LogWarning("[SettingsButton] SettingsUIPage 未配置,无法打开设置页。", this);
return;
}
settingsPage.OpenFrom(sourcePage);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9fad765e8a5d4c47a434e22e06254b7e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -10,6 +10,10 @@ namespace Ichni.Menu
public Button backButton;
public SettingsWindowController settingsWindowController;
public OffsetEditor offsetEditor;
// 设置页不再假定只能从章节选择页进入。该引用只保存本次打开设置时的来源,
// 不需要写入存档;关闭设置页后即清空。
private UIPageBase _returnPage;
protected override void Awake()
{
@@ -19,8 +23,20 @@ namespace Ichni.Menu
{
FadeOut();
SettingsManager.instance.SaveGameSettings();
MenuManager.instance.chapterSelectionUIPage.FadeIn();
(_returnPage ?? MenuManager.instance.chapterSelectionUIPage)?.FadeIn();
_returnPage = null;
});
}
/// <summary>
/// 由独立的 <see cref="SettingsButton"/> 调用,记录打开设置页的来源并切换页面。
/// 这样章节选择页、剧情页及未来其它页面都可复用同一个设置按钮逻辑。
/// </summary>
public void OpenFrom(UIPageBase sourcePage)
{
_returnPage = sourcePage;
sourcePage?.FadeOut();
FadeIn();
}
}
}

View File

@@ -49,6 +49,19 @@ namespace Ichni.Menu
public bool isDuringSnap = false;
public RectTransform closestTab;
// 仅供 Story SongBlock 在“下一次初始化列表”时指定初始歌曲;不写入章节缓存,
// 以免剧情入口覆盖玩家平时在该章节记录的歌曲/难度选择。
private SongItemData _initialSongSelectionOverride;
/// <summary>
/// 请求下一次 <see cref="InitializeList"/> 自动选中指定歌曲。
/// 此请求是一次性的:无论目标是否仍存在,初始化完成后都会清除。
/// </summary>
public void RequestInitialSongSelection(SongItemData song)
{
_initialSongSelectionOverride = song;
}
public void InitializeList()
{
// FadeOut 通常已经清理过旧 Tab但这里仍保持幂等防止重复初始化时残留旧引用或重复 UI。
@@ -66,6 +79,7 @@ namespace Ichni.Menu
MenuManager.instance.songSelectionUIPage.selectedSong = null;
MenuManager.instance.songSelectionUIPage.selectedSave = null;
MenuManager.instance.songSelectionUIPage.difficultySelectionContainer.SetUp(null);
_initialSongSelectionOverride = null;
return;
}
@@ -106,6 +120,32 @@ namespace Ichni.Menu
menuInformationRecorder.SetRecordForChapter(currentChapter, resolvedSong, preferredDifficultyIndex);
}
}
// Story SongBlock 的目标歌曲优先于常规章节缓存,但只影响本次页面打开。
// 先比对对象引用,再按稳定 songName 兼容热更新或重建后的 SongItemData 实例。
if (_initialSongSelectionOverride != null)
{
int overrideIndex = songItems.FindIndex(item => item != null &&
item.GetComponent<SongSelectionTab>()?.connectedSong == _initialSongSelectionOverride);
if (overrideIndex < 0 && !string.IsNullOrEmpty(_initialSongSelectionOverride.songName))
{
overrideIndex = songItems.FindIndex(item => item != null &&
item.GetComponent<SongSelectionTab>()?.connectedSong?.songName ==
_initialSongSelectionOverride.songName);
}
if (overrideIndex >= 0)
{
songIndex = overrideIndex;
}
else
{
Debug.LogWarning($"[SongListControllerUI] 请求自动选中的歌曲 '{_initialSongSelectionOverride.songName}' 不在当前章节列表中,已保留常规缓存选择。");
}
_initialSongSelectionOverride = null;
}
StartCoroutine(SnapToItem(songItems[songIndex], true));
closestTab = songItems[songIndex];

View File

@@ -1,5 +1,6 @@
using DG.Tweening;
using Ichni.RhythmGame;
using Ichni.Story;
using Ichni.UI;
using SLSUtilities.WwiseAssistance;
using UnityEngine.Events;
@@ -46,8 +47,13 @@ namespace Ichni.Menu
backButton.onClick.AddListener(() =>
{
FadeOut();
MenuManager.instance.chapterSelectionUIPage.FadeIn();
SongSelectionManager.instance.StopPreviewSong();
// 仅当本次选曲由剧情 SongBlock 发起时返回剧情页;普通选曲保持原有的章节选择返回逻辑。
if (StoryManager.instance != null && StoryManager.instance.TryReturnFromSongSelection())
StoryManager.instance.storyUIPage.FadeIn();
else
MenuManager.instance.chapterSelectionUIPage.FadeIn();
});
songInfoUI.SetUp();