剧情+对话完善
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@@ -1,18 +1,22 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Collections.Generic;
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 单首歌曲的持久化容器。
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/// <see cref="isCompleted"/> 只表示玩家曾完成过该歌曲;具体难度的成绩、Revision 与 Max Combo
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/// <see cref="isTried"/> 表示玩家曾确认进入过该歌曲;<see cref="isCompleted"/> 只表示玩家曾完成过一次有效结算。
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/// Story SongBlock 使用 isTried,而具体难度的成绩、Revision 与 Max Combo
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/// 由 <see cref="beatmapSavesByDifficultyId"/> 中对应稳定难度 ID 的 <see cref="BeatmapSave"/> 管理。
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/// </summary>
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public class SongStatusSave
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{
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/// <summary>
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/// 玩家是否曾确认进入过本曲的 GameScene。
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/// 该字段不代表结算成功,也不要求存在判定;它让 Story SongBlock 能在切场景、退出游戏或重新打开章节后,
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/// 通过持久化的歌曲记录稳定恢复“已尝试”状态。
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/// </summary>
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public bool isTried;
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/// <summary>至少有一次有效结算完成;谱面 Revision 变化不会回退该流程状态。</summary>
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public bool isCompleted;
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@@ -28,11 +32,12 @@ namespace Ichni.RhythmGame
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public SongStatusSave()
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{
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}
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public SongStatusSave(bool isCompleted, string additionalInfo, Dictionary<int, BeatmapSave> beatmapSavesByDifficultyId)
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{
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// 已拥有有效结算的歌曲必然也已尝试,避免两个状态出现矛盾。
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isTried = isCompleted;
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this.isCompleted = isCompleted;
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this.additionalInfo = additionalInfo;
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this.beatmapSavesByDifficultyId = beatmapSavesByDifficultyId;
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