微调
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@@ -35,6 +35,8 @@ namespace Ichni.UI
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if (action == null)
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{
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Debug.LogError($"在InputActionAsset中未找到名为 '{actionName}' 的Action。");
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inputActions.Enable();
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waitingForInputCover.SetActive(false);
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return;
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}
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@@ -48,12 +48,20 @@ namespace Ichni.UI
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this.title = title;
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this.subTitle = subTitle;
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titleText.gameObject.SetActive(true);
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titleText.GetComponent<Localize>().SetTerm(title);
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var titleLoc = titleText.GetComponent<Localize>();
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if (titleLoc != null)
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titleLoc.SetTerm(title);
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else
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titleText.text = title;
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if (subTitle != "")
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{
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subTitleText.gameObject.SetActive(true);
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subTitleText.GetComponent<Localize>().SetTerm(subTitle);
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var subLoc = subTitleText.GetComponent<Localize>();
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if (subLoc != null)
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subLoc.SetTerm(subTitle);
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else
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subTitleText.text = subTitle;
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}
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else
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{
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@@ -15,7 +15,15 @@ namespace Ichni.UI
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{
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base.SetUp(title, subTitle);
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buttonText.GetComponent<Localize>().SetTerm(textContent);
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var localize = buttonText.GetComponent<Localize>();
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if (localize != null)
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{
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localize.SetTerm(textContent);
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}
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else
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{
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buttonText.text = textContent;
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}
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button.onClick.AddListener(() =>
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{
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@@ -1,5 +1,6 @@
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.Diagnostics;
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using Ichni.Menu;
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using UnityEngine;
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@@ -24,8 +25,11 @@ namespace Ichni.UI
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languageDropdown.SetUp(gameSettings.languageIndex, MenuManager.instance.displayLanguageList, "Menu UI/Settings_Language");
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languageDropdown.updateValueAction = () =>
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{
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BuildHangTracer.Log("UI_DROPDOWN", $"[Dropdown] 玩家选择语言索引: {languageDropdown.selectedIndex}");
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gameSettings.languageIndex = languageDropdown.selectedIndex;
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BuildHangTracer.Log("UI_DROPDOWN", "[Dropdown] 即将调用 SettingsManager.ApplyLanguageSettings()");
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SettingsManager.instance.ApplyLanguageSettings();
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BuildHangTracer.Log("UI_DROPDOWN", "[Dropdown] SettingsManager.ApplyLanguageSettings() 调用完成返回");
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};
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}
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@@ -45,12 +45,14 @@ namespace Ichni.Menu
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public partial class RebindingWindow
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{
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private const string RebindsSaveKey = "Rebinds";
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public void LoadBindings()
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{
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// 检查EasySave中是否存在存档
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if (ES3.FileExists(rebindsFilePath))
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if (ES3.FileExists(rebindsFilePath) && ES3.KeyExists(RebindsSaveKey, rebindsFilePath))
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{
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string rebindsJson = ES3.Load<string>("Rebinds", rebindsFilePath);
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string rebindsJson = ES3.Load<string>(RebindsSaveKey, rebindsFilePath);
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inputActions.LoadBindingOverridesFromJson(rebindsJson);
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Debug.Log("键位已从EasySave加载。");
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}
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@@ -66,7 +68,7 @@ namespace Ichni.Menu
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public void SaveBindings()
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{
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string rebindsJson = inputActions.SaveBindingOverridesAsJson();
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ES3.Save("Rebinds", rebindsJson, rebindsFilePath);
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ES3.Save(RebindsSaveKey, rebindsJson, rebindsFilePath);
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Debug.Log("键位已保存到EasySave。");
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}
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}
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@@ -79,10 +81,15 @@ namespace Ichni.Menu
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// 移除所有覆盖(即恢复到Asset文件中的原始设置)
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inputActions.RemoveAllBindingOverrides();
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// 从EasySave中删除存档
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if (ES3.KeyExists("Rebind", rebindsFilePath))
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// 从EasySave中删除存档Key与文件
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if (ES3.KeyExists(RebindsSaveKey, rebindsFilePath))
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{
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ES3.DeleteKey("Rebind", rebindsFilePath);
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ES3.DeleteKey(RebindsSaveKey, rebindsFilePath);
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}
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if (ES3.FileExists(rebindsFilePath))
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{
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ES3.DeleteFile(rebindsFilePath);
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}
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Debug.Log("所有键位已重置为默认值。");
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@@ -1,9 +1,6 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using SLSUtilities.WwiseAssistance;
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using UniRx;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -51,12 +48,8 @@ namespace Ichni.Menu
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selectedTab.RefreshUnlockState();
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if (MenuManager.instance.isEnteringGame)
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{
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if (!MenuManager.instance.TryReserveGameEntry())
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return;
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}
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MenuManager.instance.isEnteringGame = true;
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InformationTransistor.instance.SetInformation(
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ChapterSelectionManager.instance.currentChapter,
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@@ -77,10 +70,7 @@ namespace Ichni.Menu
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arrowSeq.OnComplete(() =>
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{
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MenuManager.instance.transitionUIPage.FadeIn();
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Observable.Timer(TimeSpan.FromSeconds(0.6f)).Subscribe(_ =>
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{
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MenuManager.instance.EnterGame();
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});
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MenuManager.instance.ScheduleCurrentGameSceneLoad();
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});
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arrowSeq.Play();
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@@ -1,11 +1,8 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using DG.Tweening;
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using Sirenix.OdinInspector;
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using SLSUtilities.WwiseAssistance;
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using TMPro;
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using UniRx;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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@@ -62,12 +59,8 @@ namespace Ichni.Menu
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return;
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}
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if (MenuManager.instance.isEnteringGame)
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{
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if (!MenuManager.instance.TryReserveGameEntry())
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return;
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}
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MenuManager.instance.isEnteringGame = true;
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InformationTransistor.instance.SetInformation(
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ChapterSelectionManager.instance.currentChapter,
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@@ -78,11 +71,7 @@ namespace Ichni.Menu
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SongSelectionManager.instance.StopPreviewSong();
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MenuManager.instance.transitionUIPage.FadeIn();
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Observable.Timer(TimeSpan.FromSeconds(0.6f)).Subscribe(_ =>
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{
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MenuManager.instance.EnterGame();
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});
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MenuManager.instance.ScheduleCurrentGameSceneLoad();
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}
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else
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{
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