存档重构,游戏内容解锁机制;教程完善(未完成)

This commit is contained in:
SoulliesOfficial
2026-07-18 16:51:18 -04:00
parent d48ef1e65e
commit dda354ebb9
123 changed files with 4032 additions and 558 deletions

View File

@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using DG.Tweening;
using Ichni.RhythmGame;
using Sirenix.OdinInspector;
using SLSUtilities.WwiseAssistance;
using TMPro;
@@ -53,11 +54,21 @@ namespace Ichni.Menu
{
MenuManager.instance.songSelectionUIPage.selectedDifficulty = difficultyData;
MenuManager.instance.songSelectionUIPage.songInfoUI.SetCharter(difficultyData.charterName);
MenuManager.instance.songSelectionUIPage.songInfoUI.SetBeatmapInfo(
MenuManager.instance.songSelectionUIPage.selectedSave.beatmapSaves[difficultyData.difficultyIndex]);
if (MenuManager.instance.songSelectionUIPage.selectedSave.TryGetBeatmapSave(
difficultyData.saveDifficultyId, out BeatmapSave beatmapSave))
{
MenuManager.instance.songSelectionUIPage.songInfoUI.SetBeatmapInfo(beatmapSave);
}
else
{
// 当前内容尚未创建该难度的记录时UI 只显示空成绩,不在展示路径修改存档。
MenuManager.instance.songSelectionUIPage.songInfoUI.SetBeatmapInfo(new BeatmapSave(0f, false, false));
}
MenuInformationRecorder.instance.songSelectionRecords[ChapterSelectionManager.instance.currentChapter] =
new SongSelectionRecord(MenuManager.instance.songSelectionUIPage.selectedSong, difficultyData);
MenuInformationRecorder.instance.SetRecordForChapter(
ChapterSelectionManager.instance.currentChapter,
MenuManager.instance.songSelectionUIPage.selectedSong,
MenuManager.instance.songSelectionUIPage.selectedSong.difficultyDataList.IndexOf(difficultyData));
if (container.selectedButton == this)
{
@@ -67,7 +78,6 @@ namespace Ichni.Menu
MenuManager.instance.songSelectionUIPage.difficultySelectionContainer.selectedButton?.Deselect();
MenuManager.instance.songSelectionUIPage.difficultySelectionContainer.selectedButton = this;
MenuInformationRecorder.instance.GetRecordOfThisChapter().difficultyIndex = difficultyData.difficultyIndex;
AudioManager.Post(AK.EVENTS.SELECTDIFFICULTY);

View File

@@ -1,5 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
namespace Ichni.Menu
@@ -9,28 +9,123 @@ namespace Ichni.Menu
public List<DifficultySelectionButton> buttons;
public DifficultySelectionButton selectedButton;
/// <summary>
/// 在当前歌曲中解析一个可实际游玩的难度。
/// <para>preferredListIndex 是 <see cref="SongSelectionRecord.difficultyListIndex"/>,即难度在当前歌曲
/// List 中的位置;它不能替代 <see cref="DifficultyData.saveDifficultyId"/>,后者是游戏记录的稳定 ID。</para>
/// <para>规则:只考虑已配置 Button 且 <c>isAvailable</c> 为 true 的难度,优先选择与目标位置距离最小者;
/// 距离相同则选择位置较低者。因此目标难度不存在时,玩家会落到最接近、且偏低的可用难度。</para>
/// </summary>
private bool TryResolveAvailableDifficultyIndex(
IReadOnlyList<DifficultyData> difficulties,
int preferredListIndex,
out int resolvedListIndex)
{
resolvedListIndex = -1;
if (difficulties == null || buttons == null)
{
return false;
}
int candidateCount = Mathf.Min(difficulties.Count, buttons.Count);
long bestDistance = long.MaxValue;
for (int index = 0; index < candidateCount; index++)
{
DifficultyData difficulty = difficulties[index];
if (difficulty == null || !difficulty.isAvailable || buttons[index] == null)
{
continue;
}
long distance = Math.Abs((long)index - preferredListIndex);
if (distance < bestDistance || (distance == bestDistance && index < resolvedListIndex))
{
bestDistance = distance;
resolvedListIndex = index;
}
}
return resolvedListIndex >= 0;
}
/// <summary>
/// 清除当前的难度选择,并同时关闭标准的进入游戏按钮。
/// SongSelectionTab 的快速进入入口也会单独检查 <c>selectedDifficulty</c>,避免绕过此 UI 状态。
/// </summary>
private void ClearDifficultySelection()
{
selectedButton?.Deselect();
selectedButton = null;
SongSelectionUIPage songSelectionUIPage = MenuManager.instance.songSelectionUIPage;
songSelectionUIPage.selectedDifficulty = null;
songSelectionUIPage.playSongUI.SetEnterGameAvailable(false);
}
/// <summary>
/// 根据当前歌曲刷新难度按钮,并将章节内存缓存解析为一个实际可玩的难度。
/// 该方法用于首次进入、从游戏返回以及拖动切歌,所以所有自动难度回退都必须经过此处。
/// </summary>
public void SetUp(List<DifficultyData> difficulties)
{
int difficultyCount = difficulties.Count;
int difficultyCount = difficulties?.Count ?? 0;
int buttonCount = buttons?.Count ?? 0;
for (var i = 0; i < buttons.Count; i++)
ClearDifficultySelection();
if (difficultyCount > buttonCount)
{
buttons[i].gameObject.SetActive(i < difficultyCount);
Debug.LogError($"Song '{MenuManager.instance.songSelectionUIPage.selectedSong?.songName}' has {difficultyCount} difficulties but only {buttonCount} difficulty buttons. " +
"Only difficulties with configured buttons can be selected.");
}
for (int i = 0; i < difficultyCount; i++)
for (int i = 0; i < buttonCount; i++)
{
buttons[i].SetUp(difficulties[i]);
DifficultySelectionButton button = buttons[i];
if (button == null)
{
Debug.LogError($"Difficulty button at index {i} is missing.");
continue;
}
bool hasDifficulty = i < difficultyCount && difficulties[i] != null;
button.gameObject.SetActive(hasDifficulty);
if (hasDifficulty)
{
// SetUp 会进一步按 isAvailable 隐藏不可用难度。
button.SetUp(difficulties[i]);
}
}
SongSelectionRecord songSelectionRecord = MenuInformationRecorder.instance.GetRecordOfThisChapter();
if (songSelectionRecord.difficultyIndex >= difficultyCount)
if (difficultyCount == 0)
{
songSelectionRecord.difficultyIndex = difficultyCount - 1;
Debug.LogWarning($"Song '{MenuManager.instance.songSelectionUIPage.selectedSong?.songName}' has no configured difficulties.");
return;
}
buttons[songSelectionRecord.difficultyIndex % buttons.Count].Select();
if (!MenuInformationRecorder.instance.TryGetRecordOfThisChapter(out SongSelectionRecord songSelectionRecord))
{
Debug.LogWarning("Cannot select a difficulty because the current chapter has no valid song selection record.");
return;
}
if (!TryResolveAvailableDifficultyIndex(difficulties, songSelectionRecord.difficultyListIndex, out int resolvedListIndex))
{
Debug.LogWarning($"Song '{MenuManager.instance.songSelectionUIPage.selectedSong?.songName}' has no available difficulty to select.");
return;
}
// Select 会把实际选中的难度写回章节缓存;之后继续切歌时,以这次真实选择作为新的偏好。
buttons[resolvedListIndex].Select();
// 难度可用不等于内容已解锁。保持按钮状态与统一授权服务一致,
// 而 PlaySongUI / 快速点击仍会在真正进入前再次检查,形成双层防御。
UnlockSaveModule unlockSaveModule = GameSaveManager.instance?.UnlockSaveModule;
bool canEnterSong = unlockSaveModule != null && unlockSaveModule.CanEnterSong(
ChapterSelectionManager.instance?.currentChapter,
MenuManager.instance.songSelectionUIPage.selectedSong);
MenuManager.instance.songSelectionUIPage.playSongUI.SetEnterGameAvailable(canEnterSong);
}
}
}
}

View File

@@ -19,12 +19,37 @@ namespace Ichni.Menu
enterGameButton.onClick.AddListener(EnterGame);
}
/// <summary>
/// 设置标准 Play 按钮是否允许进入游戏。
/// 当当前歌曲没有可用难度时由 DifficultySelectionContainer 关闭;歌曲锁定仍沿用原有的独立判断。
/// </summary>
public void SetEnterGameAvailable(bool isAvailable)
{
enterGameButton.interactable = isAvailable;
}
private void EnterGame()
{
if (MenuManager.instance.songSelectionUIPage.songListController.selectedTab.isLocked)
SongSelectionUIPage songSelectionUIPage = MenuManager.instance.songSelectionUIPage;
SongSelectionTab selectedTab = songSelectionUIPage.songListController.selectedTab;
// 即使 Button 的 interactable 状态被错误地恢复,也不能把空难度传给 InformationTransistor。
if (songSelectionUIPage.selectedSong == null || songSelectionUIPage.selectedDifficulty == null || selectedTab == null)
{
return;
}
// 不能只读取 Tab 的旧显示状态。解锁 Key 可能刚被剧情授予,或 UI 状态被其它逻辑改写;
// 标准 Play 与快速点击都会回到 UnlockSaveModule 的同一最终授权判断。
UnlockSaveModule unlockSaveModule = GameSaveManager.instance?.UnlockSaveModule;
if (unlockSaveModule == null || !unlockSaveModule.CanEnterSong(
ChapterSelectionManager.instance?.currentChapter,
songSelectionUIPage.selectedSong))
{
return;
}
selectedTab.RefreshUnlockState();
if (MenuManager.instance.isEnteringGame)
{
@@ -34,9 +59,9 @@ namespace Ichni.Menu
MenuManager.instance.isEnteringGame = true;
InformationTransistor.instance.SetInformation(
ChapterSelectionManager.instance.currentChapter,
MenuManager.instance.songSelectionUIPage.selectedSong,
MenuManager.instance.songSelectionUIPage.selectedDifficulty);
ChapterSelectionManager.instance.currentChapter,
songSelectionUIPage.selectedSong,
songSelectionUIPage.selectedDifficulty);
AudioManager.Post(AK.EVENTS.ENTERTOGAME);
SongSelectionManager.instance.StopPreviewSong();
@@ -61,4 +86,4 @@ namespace Ichni.Menu
arrowSeq.Play();
}
}
}
}

View File

@@ -51,24 +51,63 @@ namespace Ichni.Menu
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。
ClearSongTabs();
GenerateSongTabs();
if (songItems.Count == 0)
{
// 空 Chapter 是内容异常;运行时只进入安全状态,不访问 songItems[0],也不允许进入游戏。
selectedTab = null;
closestTab = null;
topBound = content.anchoredPosition.y;
bottomBound = content.anchoredPosition.y;
targetPosition = content.anchoredPosition;
MenuManager.instance.songSelectionUIPage.selectedSong = null;
MenuManager.instance.songSelectionUIPage.selectedSave = null;
MenuManager.instance.songSelectionUIPage.difficultySelectionContainer.SetUp(null);
return;
}
Canvas.ForceUpdateCanvases();
topBound = (songItems.Count * 144f + (songItems.Count - 1) * 60f) - 72f; //topBound中144为tab高度60为tab间距72为tab高度的一半
bottomBound = 72f; //bottomBound中72为tab高度的一半
int songIndex = 0;
if (MenuInformationRecorder.instance.songSelectionRecords.TryGetValue(ChapterSelectionManager.instance.currentChapter, out var record))
int preferredDifficultyIndex = 0;
ChapterSelectionUnit currentChapter = ChapterSelectionManager.instance.currentChapter;
MenuInformationRecorder menuInformationRecorder = MenuInformationRecorder.instance;
if (menuInformationRecorder.TryGetRecordOfThisChapter(out SongSelectionRecord record))
{
songIndex = ChapterSelectionManager.instance.currentChapter.songs.FindIndex(song => song.songName == record.song.songName);
}
if (songItems.Count > 0)
{
StartCoroutine(SnapToItem(songItems[songIndex], true));
preferredDifficultyIndex = record.difficultyListIndex;
SongItemData cachedSong = record.song;
bool cacheNeedsRepair = false;
// 优先按对象引用恢复;若缓存来自内容热更新/重建,再按 songName 进行兼容匹配。
songIndex = songItems.FindIndex(item => item != null && item.GetComponent<SongSelectionTab>()?.connectedSong == cachedSong);
if (songIndex < 0 && !string.IsNullOrEmpty(cachedSong?.songName))
{
songIndex = songItems.FindIndex(item => item != null &&
item.GetComponent<SongSelectionTab>()?.connectedSong?.songName == cachedSong.songName);
cacheNeedsRepair = songIndex >= 0;
}
// 缓存歌曲已经被删除或改名时,立即修正缓存;难度由 SnapToItem 内的统一回退机制继续解析。
if (songIndex < 0)
{
songIndex = 0;
cacheNeedsRepair = true;
}
if (cacheNeedsRepair)
{
SongItemData resolvedSong = songItems[songIndex].GetComponent<SongSelectionTab>().connectedSong;
menuInformationRecorder.SetRecordForChapter(currentChapter, resolvedSong, preferredDifficultyIndex);
}
}
StartCoroutine(SnapToItem(songItems[songIndex], true));
closestTab = songItems[songIndex];
targetPosition = content.anchoredPosition;
@@ -181,13 +220,20 @@ namespace Ichni.Menu
{
public void ClearSongTabs()
{
StopAllCoroutines();
foreach (RectTransform item in songItems)
{
Destroy(item.gameObject);
if (item != null)
{
Destroy(item.gameObject);
}
}
songItems.Clear();
selectedTab = null;
closestTab = null;
velocity = Vector2.zero;
isDragging = false;
SnapCoroutine = null;
targetPosition = content.anchoredPosition;
isDuringSnap = false;
}
@@ -195,8 +241,19 @@ namespace Ichni.Menu
public void GenerateSongTabs()
{
ChapterSelectionUnit chapterUnit = ChapterSelectionManager.instance.currentChapter;
if (chapterUnit == null || chapterUnit.songs == null)
{
return;
}
foreach (SongItemData song in chapterUnit.songs)
{
if (song == null)
{
Debug.LogWarning("Skipped an empty song entry while generating song selection tabs.");
continue;
}
SongSelectionTab tab = Instantiate(songItemPrefab, content).GetComponent<SongSelectionTab>();
songItems.Add(tab.GetComponent<RectTransform>());
tab.SetUpTab(song);
@@ -330,4 +387,4 @@ namespace Ichni.Menu
isDuringSnap = false;
}
}
}
}

View File

@@ -16,6 +16,10 @@ namespace Ichni.Menu
{
private SongListControllerUI songListController => MenuManager.instance.songSelectionUIPage.songListController;
/// <summary>
/// 供锁标识和预览滤镜使用的运行时状态。进入歌曲前必须调用 <see cref="RefreshUnlockState"/>
/// 重新计算,不能把缓存的显示状态当作最终授权结果。
/// </summary>
public bool isLocked;
public SongItemData connectedSong;
@@ -38,13 +42,26 @@ namespace Ichni.Menu
songNameText.text = song.displaySongName;
composerNameText.text = song.composer;
isLocked = !GameSaveManager.instance.SongSaveModule.CheckStoryKey(song.storyUnlockKey);
lockMark.gameObject.SetActive(isLocked);
RefreshUnlockState();
quickSwitchButton.onClick.AddListener(() =>
{
if (MenuManager.instance.songSelectionUIPage.songListController.selectedTab == this)
{
SongSelectionUIPage songSelectionUIPage = MenuManager.instance.songSelectionUIPage;
// 快速进入会绕过 PlaySongUI 的 Button.interactable必须在此处重复保护空难度状态。
if (songSelectionUIPage.selectedSong == null || songSelectionUIPage.selectedDifficulty == null)
{
return;
}
// 快速进入与标准 Play 共用统一的章节 + 歌曲授权检查,不能因 UI 状态过期而绕过锁定。
if (!RefreshUnlockState())
{
return;
}
if (MenuManager.instance.isEnteringGame)
{
return;
@@ -53,9 +70,9 @@ namespace Ichni.Menu
MenuManager.instance.isEnteringGame = true;
InformationTransistor.instance.SetInformation(
ChapterSelectionManager.instance.currentChapter,
MenuManager.instance.songSelectionUIPage.selectedSong,
MenuManager.instance.songSelectionUIPage.selectedDifficulty);
ChapterSelectionManager.instance.currentChapter,
songSelectionUIPage.selectedSong,
songSelectionUIPage.selectedDifficulty);
AudioManager.Post(AK.EVENTS.ENTERTOGAME);
SongSelectionManager.instance.StopPreviewSong();
@@ -74,6 +91,25 @@ namespace Ichni.Menu
});
}
/// <summary>
/// 重新计算当前 Tab 是否锁定,并同步锁图标。
/// 章节本身被锁定时,即使歌曲规则无条件开放,也仍然视为不可进入。
/// </summary>
/// <returns>返回 true 表示当前章节和歌曲均允许进入。</returns>
public bool RefreshUnlockState()
{
UnlockSaveModule unlockSaveModule = GameSaveManager.instance?.UnlockSaveModule;
ChapterSelectionUnit currentChapter = ChapterSelectionManager.instance?.currentChapter;
isLocked = unlockSaveModule == null || !unlockSaveModule.CanEnterSong(currentChapter, connectedSong);
if (lockMark != null)
{
lockMark.gameObject.SetActive(isLocked);
}
return !isLocked;
}
private void Update()
{
RectTransform centerPoint = songListController.centerPoint;
@@ -113,4 +149,4 @@ namespace Ichni.Menu
}
}
}
}
}

View File

@@ -55,8 +55,6 @@ namespace Ichni.Menu
private void Start()
{
MenuInformationRecorder.instance.GetRecordOfThisChapter().difficultyIndex = 0;
Sequence framesSeq = DOTween.Sequence();
framesSeq.Append(DOTween.To(() => framePositionOffset, x => framePositionOffset = x, 1f, 1f)
.SetEase(Ease.Linear)
@@ -73,4 +71,4 @@ namespace Ichni.Menu
public DifficultyData selectedDifficulty;
public SongStatusSave selectedSave;
}
}
}