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objectReference: {fileID: 0} + - target: {fileID: 5073264385384676794, guid: 8a274db7aa7755b4e8787654931287d1, + type: 3} + propertyPath: 'm_ActiveFontFeatures.Array.data[0]' + value: 1801810542 + objectReference: {fileID: 0} - target: {fileID: 6957248862450417298, guid: 8a274db7aa7755b4e8787654931287d1, type: 3} propertyPath: m_Pivot.x diff --git a/Assets/Scripts/DataCore/GameElements_BM/Note/JudgeUnit/TouchAreaJudgeUnit_BM.cs b/Assets/Scripts/DataCore/GameElements_BM/Note/JudgeUnit/TouchAreaJudgeUnit_BM.cs index 7d0a5261..09624043 100644 --- a/Assets/Scripts/DataCore/GameElements_BM/Note/JudgeUnit/TouchAreaJudgeUnit_BM.cs +++ b/Assets/Scripts/DataCore/GameElements_BM/Note/JudgeUnit/TouchAreaJudgeUnit_BM.cs @@ -21,7 +21,7 @@ namespace Ichni.RhythmGame.Beatmap #if UNITY_STANDALONE return new FullScreenNearTimeJudgeUnit(attachedNote); #elif UNITY_ANDROID || UNITY_IOS - if (SettingsManager.instance.gameSettings.ShouldUseFullScreenJudge()) + if (SettingsManager.instance.ShouldUseFullScreenJudge()) { return new FullScreenNearTimeJudgeUnit(attachedNote); } @@ -30,7 +30,7 @@ namespace Ichni.RhythmGame.Beatmap return new TouchAreaJudgeUnit(attachedNote, areaRadius); } #else - return SettingsManager.instance.gameSettings.ShouldUseFullScreenJudge() + return SettingsManager.instance.ShouldUseFullScreenJudge() ? new FullScreenNearTimeJudgeUnit(attachedNote) : new TouchAreaJudgeUnit(attachedNote, areaRadius); #endif diff --git a/Assets/Scripts/Game/Base/ProjectFiles/BeatmapContainer.cs b/Assets/Scripts/Game/Base/ProjectFiles/BeatmapContainer.cs index 9e4fca08..dc19ce2a 100644 --- a/Assets/Scripts/Game/Base/ProjectFiles/BeatmapContainer.cs +++ b/Assets/Scripts/Game/Base/ProjectFiles/BeatmapContainer.cs @@ -32,6 +32,47 @@ namespace Ichni.RhythmGame } } + /// + /// Rebuilds the list of elements whose active state is driven by a finite time duration. + /// This preserves the existing runtime filter, while avoiding a LINQ allocation during + /// every project load. + /// + public void RebuildRuntimeTimeDurations() + { + List runtimeTimeDurations = GameManager.Instance.timeDurations; + runtimeTimeDurations.Clear(); + + float songLength = GameManager.Instance.songInformation.songLength; + for (int i = 0; i < gameElementList.Count; i++) + { + if (gameElementList[i] is not IHaveTimeDurationSubmodule timeDurationHost) + { + continue; + } + + TimeDurationSubmodule timeDuration = timeDurationHost.timeDurationSubmodule; + if (timeDuration != null && + (timeDuration.startTime > 0f || timeDuration.endTime < songLength)) + { + runtimeTimeDurations.Add(timeDuration); + } + } + } + + /// + /// Immediately applies the active state for the registered time-duration elements. + /// Used at loading-state boundaries so the first rendered frame already matches the + /// current song timeline. + /// + public void SyncRuntimeTimeDurationStates(float songTime) + { + List runtimeTimeDurations = GameManager.Instance.timeDurations; + for (int i = 0; i < runtimeTimeDurations.Count; i++) + { + runtimeTimeDurations[i]?.DetectAndSwitchActiveState(songTime); + } + } + public void SetUpInspector() { throw new System.NotImplementedException(); @@ -43,4 +84,4 @@ namespace Ichni.RhythmGame } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Game/Base/VFXObject.cs b/Assets/Scripts/Game/Base/VFXObject.cs new file mode 100644 index 00000000..a240afc8 --- /dev/null +++ b/Assets/Scripts/Game/Base/VFXObject.cs @@ -0,0 +1,113 @@ +using System.Collections.Generic; +using Sirenix.OdinInspector; +using SLSUtilities.LeanPoolAssistance; +using UnityEngine; + +namespace Ichni +{ + /// + /// 面向对象池特效的通用质量控制组件。 + /// + /// 挂载在由 LeanPool 生成与回收的 VFX 根节点上。每次 时会先恢复受管理子对象的 + /// Prefab 初始激活状态,再依据当前 关闭非必要的视觉子树。 + /// 设置切换仅影响之后新生成的 VFX,不会中断正在播放的效果。 + /// + public class VFXObject : PooledObject + { + [Title("VFX Quality")] + [Tooltip("Medium 与 Low 都会关闭的次要视觉子树。应放入高频、长寿命或大面积覆盖的装饰层。")] + public List disableAtMediumAndLower = new List(); + + [Tooltip("仅 Low 会额外关闭的视觉子树。Medium 仍保留这些效果以维持基本演出层次。")] + public List disableAtLowOnly = new List(); + + // 仅缓存两个质量列表中出现过的对象。没有被列出的子对象永远不受本组件控制。 + private readonly Dictionary originalActiveStates = new Dictionary(); + private bool qualityObjectsCached; + + private void Awake() + { + CacheOriginalActiveStates(); + } + + /// + /// 对象从 LeanPool 取出时执行一次质量裁剪。 + /// 先恢复原始状态可避免同一个对象先以 Low 生成、回收后再以 High 生成时仍错误保持隐藏。 + /// + public override void OnSpawn() + { + // LeanPool 的 Broadcast IPoolable 模式或错误的重复通知不应重新裁剪一个已播放的效果。 + if (spawnExecuted) + { + return; + } + + CacheOriginalActiveStates(); + RestoreOriginalActiveStates(); + ApplyCurrentQuality(); + base.OnSpawn(); + } + + /// + /// 读取生成瞬间的 VFX Quality 并关闭对应的完整视觉子树。 + /// 未初始化 SettingsManager 的编辑器预览或独立加载流程默认使用 High,保持作者配置的完整视觉。 + /// + private void ApplyCurrentQuality() + { + VfxQuality currentQuality = SettingsManager.instance?.settingsSaveData?.vfxQuality ?? VfxQuality.High; + + if (currentQuality <= VfxQuality.Medium) + { + SetObjectsActive(disableAtMediumAndLower, false); + } + + if (currentQuality == VfxQuality.Low) + { + SetObjectsActive(disableAtLowOnly, false); + } + } + + /// + /// 记录 Quality 列表对象在 Prefab 中的初始激活状态。 + /// 这样即使某个对象本来就由作者设为 inactive,也不会在下一次 Spawn 时被强制打开。 + /// + private void CacheOriginalActiveStates() + { + if (qualityObjectsCached) + { + return; + } + + CacheOriginalActiveStates(disableAtMediumAndLower); + CacheOriginalActiveStates(disableAtLowOnly); + qualityObjectsCached = true; + } + + private void CacheOriginalActiveStates(List qualityObjects) + { + foreach (GameObject qualityObject in qualityObjects) + { + if (!originalActiveStates.ContainsKey(qualityObject)) + { + originalActiveStates.Add(qualityObject, qualityObject.activeSelf); + } + } + } + + private void RestoreOriginalActiveStates() + { + foreach (KeyValuePair originalState in originalActiveStates) + { + originalState.Key.SetActive(originalState.Value); + } + } + + private static void SetObjectsActive(List qualityObjects, bool isActive) + { + foreach (GameObject qualityObject in qualityObjects) + { + qualityObject.SetActive(isActive); + } + } + } +} diff --git a/Assets/Scripts/Game/Base/VFXObject.cs.meta b/Assets/Scripts/Game/Base/VFXObject.cs.meta new file mode 100644 index 00000000..48da1a4f --- /dev/null +++ b/Assets/Scripts/Game/Base/VFXObject.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 922e341faf5784c41b3b0466e0468972 \ No newline at end of file diff --git a/Assets/Scripts/Game/GameElements/GeneralEffects/MusicEffects/HighPassFilterEffect.cs b/Assets/Scripts/Game/GameElements/GeneralEffects/MusicEffects/HighPassFilterEffect.cs index 19dbd3f9..223fdf9a 100644 --- a/Assets/Scripts/Game/GameElements/GeneralEffects/MusicEffects/HighPassFilterEffect.cs +++ b/Assets/Scripts/Game/GameElements/GeneralEffects/MusicEffects/HighPassFilterEffect.cs @@ -68,6 +68,12 @@ namespace Ichni.RhythmGame public override void Execute() { + // 玩家关闭游戏内音乐特效时,不再覆盖 SettingsManager 已归零的 RTPC。 + if (!SettingsManager.instance.settingsSaveData.enableInGameAudioEffects) + { + return; + } + // 在 10Hz(无效果)与 peak Hz(最强截止)之间基于曲线插值 float intensity = intensityCurve != null ? intensityCurve.Evaluate(effectProgressPercent) : 0f; float currentFreq = Mathf.Lerp(MinFrequency, peak, intensity); diff --git a/Assets/Scripts/Game/GameElements/GeneralEffects/MusicEffects/LowPassFilterEffect.cs b/Assets/Scripts/Game/GameElements/GeneralEffects/MusicEffects/LowPassFilterEffect.cs index 5a1f1a07..08221b62 100644 --- a/Assets/Scripts/Game/GameElements/GeneralEffects/MusicEffects/LowPassFilterEffect.cs +++ b/Assets/Scripts/Game/GameElements/GeneralEffects/MusicEffects/LowPassFilterEffect.cs @@ -66,6 +66,12 @@ namespace Ichni.RhythmGame public override void Execute() { + // 玩家关闭游戏内音乐特效时,不再覆盖 SettingsManager 已归零的 RTPC。 + if (!SettingsManager.instance.settingsSaveData.enableInGameAudioEffects) + { + return; + } + // 在 22000Hz(无效果)与 bottom Hz(最强截止)之间基于曲线插值 float intensity = intensityCurve != null ? intensityCurve.Evaluate(effectProgressPercent) : 0f; float currentFreq = Mathf.Lerp(MaxFrequency, bottom, intensity); diff --git a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Hold.cs b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Hold.cs index 7e6a74f2..a66f3a26 100644 --- a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Hold.cs +++ b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/Hold.cs @@ -87,7 +87,7 @@ namespace Ichni.RhythmGame if (!GameManager.Instance.songPlayer.isUpdating || isFinalJudged) return true; - if (SettingsManager.instance.gameSettings.autoPlay && isFirstJudged) ExecuteProcessJudge(); + if (SettingsManager.instance.settingsSaveData.autoPlay && isFirstJudged) ExecuteProcessJudge(); if (isHolding) { @@ -109,7 +109,7 @@ namespace Ichni.RhythmGame UpdateHoldEffects(); - if (SettingsManager.instance.gameSettings.autoPlay && !isFirstJudged && currentSongTime >= exactJudgeTime) + if (SettingsManager.instance.settingsSaveData.autoPlay && !isFirstJudged && currentSongTime >= exactJudgeTime) { ExecuteStartJudge(currentSongTime); } @@ -227,7 +227,7 @@ namespace Ichni.RhythmGame protected override void SetJudgeArea() { - if (!SettingsManager.instance.gameSettings.debugMode || NoteJudgeSubmodule == null) return; + if (!SettingsManager.instance.settingsSaveData.debugMode || NoteJudgeSubmodule == null) return; if (isDuringJudging && !isFirstJudged) { diff --git a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/NoteBase.cs b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/NoteBase.cs index 3cbedd8b..16dad60d 100644 --- a/Assets/Scripts/Game/GameElements/Notes/NoteObjects/NoteBase.cs +++ b/Assets/Scripts/Game/GameElements/Notes/NoteObjects/NoteBase.cs @@ -201,7 +201,7 @@ namespace Ichni.RhythmGame } // AutoPlay - if (SettingsManager.instance.gameSettings.autoPlay && !isFirstJudged && currentSongTime >= exactJudgeTime) + if (SettingsManager.instance.settingsSaveData.autoPlay && !isFirstJudged && currentSongTime >= exactJudgeTime) { ExecuteStartJudge(currentSongTime); } @@ -239,7 +239,7 @@ namespace Ichni.RhythmGame protected virtual void SetJudgeArea() { - if (!SettingsManager.instance.gameSettings.debugMode || NoteJudgeSubmodule?.judgeUnitList == null) return; + if (!SettingsManager.instance.settingsSaveData.debugMode || NoteJudgeSubmodule?.judgeUnitList == null) return; if (isDuringJudging && !isFirstJudged) { diff --git a/Assets/Scripts/Game/GameElements/Track/Track.cs b/Assets/Scripts/Game/GameElements/Track/Track.cs index 1f730a0f..be84508e 100644 --- a/Assets/Scripts/Game/GameElements/Track/Track.cs +++ b/Assets/Scripts/Game/GameElements/Track/Track.cs @@ -63,7 +63,7 @@ namespace Ichni.RhythmGame if(trackRendererSubmodule != null) { - trackRendererSubmodule.meshGenerator.autoUpdate = false; + trackRendererSubmodule.meshGenerator.autoUpdate = true; } } #endregion @@ -83,7 +83,7 @@ namespace Ichni.RhythmGame } #region [IScheduledElement] Scheduler Interface - public void ScheduledUpdate(UpdatePhase phase, float songTime) + public override void ScheduledUpdate(UpdatePhase phase, float songTime) { ManualUpdate(songTime); } diff --git a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule/TrackRendererSubmodule.cs b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule/TrackRendererSubmodule.cs index d24434bc..b7f73b17 100644 --- a/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule/TrackRendererSubmodule.cs +++ b/Assets/Scripts/Game/GameElements/Track/TrackSubmodules/TrackRendererSubmodule/TrackRendererSubmodule.cs @@ -89,10 +89,10 @@ namespace Ichni.RhythmGame return; } - if (forceImmediateRebuild) + /*if (forceImmediateRebuild) { meshGenerator.RebuildImmediate(); - } + }*/ } public void RequestMeshRebuild() diff --git a/Assets/Scripts/Manager/GameInputManager.cs b/Assets/Scripts/Manager/GameInputManager.cs index e153061d..ed26f6fc 100644 --- a/Assets/Scripts/Manager/GameInputManager.cs +++ b/Assets/Scripts/Manager/GameInputManager.cs @@ -100,7 +100,7 @@ namespace Ichni.RhythmGame private void OnTap(int id, Vector2 position) { - if (SettingsManager.instance.gameSettings.debugMode) + if (SettingsManager.instance.settingsSaveData.debugMode) { GenerateTapMark(id, position); } @@ -110,7 +110,7 @@ namespace Ichni.RhythmGame private void OnTouch(int id, Vector2 position) { - if (SettingsManager.instance.gameSettings.debugMode) + if (SettingsManager.instance.settingsSaveData.debugMode) { GenerateTouchMark(id, position); } @@ -120,7 +120,7 @@ namespace Ichni.RhythmGame private void OnSwipe(int id, Vector2 position, bool isGeneric, bool isFirst, Vector2 direction) { - if (SettingsManager.instance.gameSettings.debugMode) + if (SettingsManager.instance.settingsSaveData.debugMode) { GenerateSwipeMark(id, position, isGeneric, isFirst, direction); @@ -378,7 +378,7 @@ namespace Ichni.RhythmGame if (_activeTouches.ContainsKey(touchId)) { _activeTouches.Remove(touchId); - if (SettingsManager.instance.gameSettings.debugMode) + if (SettingsManager.instance.settingsSaveData.debugMode) { GenerateEndMark(position); } @@ -390,7 +390,7 @@ namespace Ichni.RhythmGame if (_activeTouches.ContainsKey(touchId)) { _activeTouches.Remove(touchId); - if (SettingsManager.instance.gameSettings.debugMode) + if (SettingsManager.instance.settingsSaveData.debugMode) { GenerateCanceledMark(position); } @@ -540,4 +540,4 @@ namespace Ichni.RhythmGame ss.Play(); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Manager/GameManager.cs b/Assets/Scripts/Manager/GameManager.cs index 9b21f93e..17a2a1b4 100644 --- a/Assets/Scripts/Manager/GameManager.cs +++ b/Assets/Scripts/Manager/GameManager.cs @@ -54,7 +54,7 @@ namespace Ichni public SummaryPageCanvas summaryPageCanvas; public float SongTime => songPlayer.isStarting ? 0 : - songPlayer.songTimeSegment - songInformation.offset - (SettingsManager.instance.gameSettings.beatmapOffset / 1000f); + songPlayer.songTimeSegment - songInformation.offset - (SettingsManager.instance.settingsSaveData.beatmapOffset / 1000f); public bool IsPlaying => songPlayer != null && songPlayer.isPlaying; diff --git a/Assets/Scripts/Manager/PostProcessingManager.cs b/Assets/Scripts/Manager/PostProcessingManager.cs index 90277e58..557c8c70 100644 --- a/Assets/Scripts/Manager/PostProcessingManager.cs +++ b/Assets/Scripts/Manager/PostProcessingManager.cs @@ -5,6 +5,7 @@ using System.Linq; using System.Reflection; using Sirenix.OdinInspector; using SLSUtilities.General; +using SLSUtilities.Rendering.PostProcessing; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; @@ -13,6 +14,11 @@ namespace Ichni { public class PostProcessingManager : Singleton { + /// + /// 当前已加载的 GameScene 后处理管理器。MenuScene 等未创建该对象的场景会返回 null。 + /// + public static PostProcessingManager Instance => instance; + public static Volume GlobalVolume => instance.globalVolume; [ShowInInspector] @@ -26,6 +32,29 @@ namespace Ichni // Force instantiate the volume profile on awake so it doesn't happen mid-game _ = globalVolume.profile; } + + // GameScene 的 Global Volume 创建时,重新应用已加载的玩家设置,覆盖场景切换时的默认值。 + SettingsManager.instance?.ApplyPostProcessingSettings(); + } + + /// + /// 将全局后处理状态与 Anime Bloom 档位写入 GameScene 的运行时 Profile。 + /// Volume.profile 会提供运行时实例,因此不会修改磁盘上的 SampleSceneProfile 资产。 + /// + public void ApplySettings(bool enablePostProcessing, BloomQuality bloomQuality) + { + globalVolume.enabled = enablePostProcessing; + + if (!enablePostProcessing || !globalVolume.profile.TryGet(out AnimeBloom animeBloom)) + { + return; + } + + animeBloom.active = bloomQuality != BloomQuality.Off; + if (animeBloom.active) + { + animeBloom.diffusion.value = bloomQuality == BloomQuality.Performance ? 5 : 8; + } } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Manager/ProjectLoader.cs b/Assets/Scripts/Manager/ProjectLoader.cs index 9628bf46..b4f1dc66 100644 --- a/Assets/Scripts/Manager/ProjectLoader.cs +++ b/Assets/Scripts/Manager/ProjectLoader.cs @@ -1,7 +1,6 @@ using System; using System.Collections; using System.Collections.Generic; -using System.Linq; using DG.Tweening; using Ichni.RhythmGame; using Ichni.RhythmGame.Beatmap; @@ -51,8 +50,7 @@ namespace Ichni fakeLoadPercent = 0f; Observable.EveryUpdate() - .Where(_ => ThemeBundleManager.instance.waitingBundleAmount.Value == 0 && - GameManager.Instance.gameLoadingCanvas.allPartsSet) + .Where(_ => ThemeBundleManager.instance.waitingBundleAmount.Value == 0 && GameManager.Instance.gameLoadingCanvas.allPartsSet) .First() .Subscribe(_ => { @@ -72,6 +70,8 @@ namespace Ichni { fakeLoadObserver.Dispose(); + GameManager.Instance.beatmapContainer.RebuildRuntimeTimeDurations(); + Observable.Timer(TimeSpan.FromSeconds(1f)).First().Subscribe(_ => { GameManager.Instance.gameLoadingCanvas.FadeOut(); @@ -79,33 +79,27 @@ namespace Ichni GameManager.Instance.songPlayer.isStarting = true; GameManager.Instance.beatmapContainer.gameElementList.ForEach(element => element.BeforeStart()); - - GameManager.Instance.gameUICanvas.readyText.DOFade(1, 0.5f) - .SetLoops(4, LoopType.Yoyo).SetEase(Ease.InOutFlash).Play(); + // isStarting maps the Ready screen to song time zero. Apply the + // duration-controlled active states before that screen becomes visible. + GameManager.Instance.beatmapContainer.SyncRuntimeTimeDurationStates(GameManager.Instance.SongTime); + GameManager.Instance.gameUICanvas.readyText.DOFade(1, 0.5f).SetLoops(4, LoopType.Yoyo).SetEase(Ease.InOutFlash).Play(); Observable.Timer(TimeSpan.FromSeconds(2)).First().Subscribe(_ => { GameManager.Instance.songPlayer.isDelaying = true; GameManager.Instance.songPlayer.isStarting = false; + // SongInformation.delay can make this timeline position negative. + // Re-sync immediately after the state switch so negative-time + // elements are correct before the first scheduler tick. + GameManager.Instance.beatmapContainer.SyncRuntimeTimeDurationStates(GameManager.Instance.SongTime); Observable.NextFrame().Subscribe(_ => { - GameManager.Instance.timeDurations = GameManager.Instance.beatmapContainer.gameElementList - .Select(x => (x as IHaveTimeDurationSubmodule)?.timeDurationSubmodule) - .Where(x => x != null && (x.startTime > 0 || x.endTime < GameManager.Instance.songInformation.songLength)).ToList(); GameManager.Instance.beatmapContainer.gameElementList.ForEach(element => element.WhenStart()); }); }); }); }); - }); - - /*Observable.EveryUpdate() - .Where(_ => !GameManager.Instance.audioManager.isStarting) - .First() - .Subscribe(_ => - { - - });*/ + }); } public void Load(string chapterName, string musicName, string difficultyName) @@ -143,4 +137,4 @@ namespace Ichni } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Manager/SongPlayer.cs b/Assets/Scripts/Manager/SongPlayer.cs index cba89600..b3154773 100644 --- a/Assets/Scripts/Manager/SongPlayer.cs +++ b/Assets/Scripts/Manager/SongPlayer.cs @@ -154,6 +154,16 @@ namespace Ichni StopMusicEvent.Post(gameObject); } + /// + /// 清除由谱面音乐特效写入的滤波 RTPC。 + /// SettingsManager 在玩家关闭游戏内音乐特效时调用此方法,确保设置立即生效。 + /// + public void ResetInGameAudioEffects() + { + HighPassFilter.SetValue(gameObject, 0f); + LowPassFilter.SetValue(gameObject, 0f); + } + private void OnMusicEvent(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info) { Debug.Log(in_type + " " + in_info); diff --git a/Assets/Scripts/Menu/MenuManager.cs b/Assets/Scripts/Menu/MenuManager.cs index 99629175..3ab17271 100644 --- a/Assets/Scripts/Menu/MenuManager.cs +++ b/Assets/Scripts/Menu/MenuManager.cs @@ -3,7 +3,6 @@ using System.Collections; using System.Collections.Generic; using AK.Wwise; using Ichni.Menu; -using Ichni.Menu.UI; using Ichni.Story; using Ichni.Story.UI; using Ichni.UI; @@ -24,7 +23,6 @@ namespace Ichni public LoginPage loginPage; public ChapterSelectionUIPage chapterSelectionUIPage; public StoryUIPage storyUIPage; - public SelectionBoxUIPage selectionBoxUIPage; // dialogUIPage 已随旧对话系统移除;阶段 3 将接入新的 VN 对话页面引用 public SongSelectionUIPage songSelectionUIPage; public TransitionUIPage transitionUIPage; @@ -88,7 +86,7 @@ namespace Ichni // 返回目标是一次性运行态信息。无论是否能恢复页面,都不能让它在下次重进菜单时重复生效。 information?.ClearMenuReturnDestination(); - Application.targetFrameRate = SettingsManager.instance.gameSettings.targetFrame; + Application.targetFrameRate = SettingsManager.instance.settingsSaveData.targetFrame; asyncOperation = SceneManager.LoadSceneAsync("GameScene"); asyncOperation.allowSceneActivation = false; } diff --git a/Assets/Scripts/Menu/MessagePage/MessageUIPage.cs b/Assets/Scripts/Menu/MessagePage/MessageUIPage.cs index 970c77db..1c94d7c5 100644 --- a/Assets/Scripts/Menu/MessagePage/MessageUIPage.cs +++ b/Assets/Scripts/Menu/MessagePage/MessageUIPage.cs @@ -1,13 +1,15 @@ using System.Collections.Generic; using Ichni.Menu.UI; using Ichni.UI; +using Sirenix.OdinInspector; using UnityEngine; namespace Ichni.Story.UI { /// - /// 用于在剧情系统中管理并顺序展示 MessageBox 的独立 UI 页面。 - /// 支持动态实例化给定的 MessageBox Prefab,并在所有消息展示完毕后进行大页面的 FadeOut。 + /// 剧情与菜单共用的弹窗页面。 + /// MessageBox 与 SelectionBox 共用同一遮罩、容器和显示队列:两者不会重叠, + /// 后续系统只需向本页提交“消息”或“选项”请求,无需再创建平行的 UIPage。 /// public class MessageUIPage : UIPageBase { @@ -20,16 +22,28 @@ namespace Ichni.Story.UI [Tooltip("生成的 MessageBox 挂载在哪?如果不填,默认挂载在自己身上")] public Transform messageContainer; - // 用于排队的内部消息数据结构 - private struct PendingMessage + [Tooltip("通用多选弹窗预制体。TutorialBlock、奖励选择等系统都通过本页动态生成它。")] + public SelectionBox defaultSelectionBoxPrefab; + + private enum PopupType { - public string title; - public string content; - public MessageBox customPrefab; // 支持未来传入不同种类的 Prefab + Message, + Selection } - private Queue _messageQueue = new Queue(); - private MessageBox _currentActiveBox; + // 用于统一排队的内部弹窗数据结构。 + private struct PendingPopup + { + public PopupType type; + public string title; + public string content; + public MessageBox messagePrefab; + public List selectionOptions; + } + + private readonly Queue _popupQueue = new(); + private MessageBox _currentMessageBox; + private SelectionBox _currentSelectionBox; private bool _isPageActive = false; protected override void Awake() @@ -71,6 +85,83 @@ namespace Ichni.Story.UI EnqueueMessage(title, content, defaultMessageBoxPrefab); } + /// + /// Inspector 专用的运行时调试入口。 + /// 通过正常队列创建一条基础测试文本,因此可以同时验证新 Prefab 的布局、 + /// 入退场动画、输入拦截与队列收尾,而不会绕过正式流程或污染剧情数据。 + /// + [Button("调试:创建空 MessageBox", ButtonSizes.Medium)] + private void DebugCreateEmptyMessageBox() + { + if (!Application.isPlaying) + { + Debug.LogWarning("[MessageUIPage] 空 MessageBox 调试按钮只能在 Play Mode 中使用。", this); + return; + } + + ShowCustomMessage( + "MessageBox Debug", + "这是一条用于检查基础布局、文本换行与 Rail 动效的测试文本。\n\n" + + "This is a basic MessageBox test message."); + } + + /// + /// Inspector 专用的运行时调试入口。 + /// 通过正常队列创建一条基础测试文本,因此可以同时验证新 Prefab 的布局、 + /// 入退场动画、输入拦截与队列收尾,而不会绕过正式流程或污染剧情数据。 + /// + [Button("调试:创建空 SelectionBox", ButtonSizes.Medium)] + private void DebugCreateEmptySelectionBox() + { + if (!Application.isPlaying) + { + Debug.LogWarning("[MessageUIPage] 空 SelectionBox 调试按钮只能在 Play Mode 中使用。", this); + return; + } + + ShowSelectionBox( + "SelectionBox Debug", + "这是一条用于检查基础布局、文本换行与 Rail 动效的测试文本。\n\n" + + "This is a basic SelectionBox test message.", + new List + { + new SelectionBoxOption("Option 1", () => Debug.Log("Option 1 selected")), + new SelectionBoxOption("Option 2", () => Debug.Log("Option 2 selected")), + new SelectionBoxOption("Option 3", () => Debug.Log("Option 3 selected")) + }); + } + + /// + /// 将一组运行时选项加入通用弹窗队列。 + /// 若 MessageBox 或其它 SelectionBox 正在显示,选项会按提交顺序等待,而不会叠在同一遮罩上。 + /// + public bool ShowSelectionBox(string title, string content, IReadOnlyList options) + { + if (defaultSelectionBoxPrefab == null) + { + Debug.LogError("[MessageUIPage] 未配置 defaultSelectionBoxPrefab,无法显示选项框。"); + return false; + } + + if (options == null || options.Count == 0) + { + Debug.LogWarning("[MessageUIPage] 未提供任何 SelectionBoxOption,忽略空选项框。"); + return false; + } + + _popupQueue.Enqueue(new PendingPopup + { + type = PopupType.Selection, + title = title, + content = content, + // 复制调用方传入的列表,防止调用方随后改动集合而改变已排队的玩家选择。 + selectionOptions = new List(options) + }); + + BeginQueueIfNeeded(); + return true; + } + /// /// 将指定消息入队。如果是空闲状态,则唤醒大页面并开始处理队列。 /// @@ -82,22 +173,30 @@ namespace Ichni.Story.UI return; } - _messageQueue.Enqueue(new PendingMessage + _popupQueue.Enqueue(new PendingPopup { + type = PopupType.Message, title = title, content = content, - customPrefab = prefab + messagePrefab = prefab }); - // 如果当前页面没有在显示中,则开始整体流程 - if (!_isPageActive) - { - _isPageActive = true; - - // 唤醒大页面(执行 UIPageBase 的渐入并拦截底层射线) - this.FadeIn(0.5f, false, ShowNextInQueue); - } - + BeginQueueIfNeeded(); + } + + /// + /// 若当前没有弹窗,激活共享遮罩后开始依次显示队列。遮罩从出现瞬间拦截输入, + /// 避免 UIPageBase 默认淡入结束前的短暂底层点击窗口。 + /// + private void BeginQueueIfNeeded() + { + if (_isPageActive) return; + + _isPageActive = true; + mainCanvasGroup.gameObject.SetActive(true); + mainCanvasGroup.interactable = true; + mainCanvasGroup.blocksRaycasts = true; + FadeIn(0f, false, ShowNextInQueue); } /// @@ -105,40 +204,85 @@ namespace Ichni.Story.UI /// private void ShowNextInQueue() { - if (_messageQueue.Count == 0) + if (_popupQueue.Count == 0) { - // 队列处理完毕,大页面整体退场 - _currentActiveBox = null; + // 队列处理完毕,大页面整体退场。 + _currentMessageBox = null; + _currentSelectionBox = null; _isPageActive = false; - this.FadeOut(); + FadeOut(0f); return; } - PendingMessage msg = _messageQueue.Dequeue(); - - // 实例化预制体 - _currentActiveBox = Instantiate(msg.customPrefab, messageContainer); - - // 订阅“当这个消息框彻底结束关闭时”的事件 - _currentActiveBox.onAllMessagesClosed.AddListener(() => + PendingPopup popup = _popupQueue.Dequeue(); + if (popup.type == PopupType.Selection) { - // 销毁旧实例 - if (_currentActiveBox != null) - { - Destroy(_currentActiveBox.gameObject); - } - - // 检查并显示下一个 - ShowNextInQueue(); - }); + ShowSelectionPopup(popup); + return; + } - // 配置并启动 MessageBox - _currentActiveBox.Clear(); - _currentActiveBox.AddInfo(msg.title, msg.content, null); - - // MessageBox.SetUp() 内部会激活自己并执行自己的 FadeIn - _currentActiveBox.gameObject.SetActive(true); - _currentActiveBox.SetUp(); + ShowMessagePopup(popup); + } + + private void ShowMessagePopup(PendingPopup popup) + { + if (popup.messagePrefab == null) + { + Debug.LogError("[MessageUIPage] 队列中的 MessageBox Prefab 已丢失,跳过该消息。"); + ShowNextInQueue(); + return; + } + + MessageBox messageBox = Instantiate(popup.messagePrefab, messageContainer); + _currentMessageBox = messageBox; + + // MessageBox 只显示一条消息;队列顺序始终由本页统一管理。 + messageBox.Closed += HandleMessageBoxClosed; + messageBox.gameObject.SetActive(true); + messageBox.SetUp(popup.title, popup.content); + } + + private void HandleMessageBoxClosed(MessageBox messageBox) + { + messageBox.Closed -= HandleMessageBoxClosed; + Destroy(messageBox.gameObject); + + if (_currentMessageBox == messageBox) + _currentMessageBox = null; + + ShowNextInQueue(); + } + + private void ShowSelectionPopup(PendingPopup popup) + { + if (defaultSelectionBoxPrefab == null) + { + Debug.LogError("[MessageUIPage] 队列中的 SelectionBox Prefab 已丢失,跳过该选项框。"); + ShowNextInQueue(); + return; + } + + SelectionBox selectionBox = Instantiate(defaultSelectionBoxPrefab, messageContainer); + _currentSelectionBox = selectionBox; + selectionBox.Closed += HandleSelectionBoxClosed; + + if (!selectionBox.SetUp(popup.title, popup.content, popup.selectionOptions)) + { + selectionBox.Closed -= HandleSelectionBoxClosed; + Destroy(selectionBox.gameObject); + _currentSelectionBox = null; + ShowNextInQueue(); + } + } + + private void HandleSelectionBoxClosed(SelectionBox selectionBox) + { + if (selectionBox != _currentSelectionBox) return; + + selectionBox.Closed -= HandleSelectionBoxClosed; + Destroy(selectionBox.gameObject); + _currentSelectionBox = null; + ShowNextInQueue(); } } } diff --git a/Assets/Scripts/NewStorySystem/Dialogue/StoryDialogueController.cs b/Assets/Scripts/NewStorySystem/Dialogue/StoryDialogueController.cs index 04ad22e1..31242515 100644 --- a/Assets/Scripts/NewStorySystem/Dialogue/StoryDialogueController.cs +++ b/Assets/Scripts/NewStorySystem/Dialogue/StoryDialogueController.cs @@ -156,8 +156,8 @@ namespace Ichni.Story.Dialogue { action?.Invoke(); } - - MessageUIPage.instance.FadeIn(); + // MessageUIPage 会在收到第一项消息/选项请求时自行开启统一队列与淡入, + // 此处不能再次直接 FadeIn,否则会与当前弹窗流程重复播放页面动画。 } if (storyUIPage != null) diff --git a/Assets/Scripts/NewStorySystem/Progress/StoryProgress.cs b/Assets/Scripts/NewStorySystem/Progress/StoryProgress.cs index 5eb2ab19..a29734f0 100644 --- a/Assets/Scripts/NewStorySystem/Progress/StoryProgress.cs +++ b/Assets/Scripts/NewStorySystem/Progress/StoryProgress.cs @@ -55,7 +55,8 @@ namespace Ichni.Story if (!TrySetBoolAndSave(tutorialBlock.tutorialProgressVariable, true)) return false; - // completedBlockIds 只负责教程节点自身的 Completed 外观与不可重复点击; + // completedBlockIds 只负责教程节点自身的 Completed 外观; + // Completed TutorialBlock 仍可点击,以便玩家重复进入教程。 // 后续节点应在 StoryData 中以 VariableCondition 读取上面的剧情变量。 treeController.OnBlockCompleted(tutorialBlock.blockId); return true; diff --git a/Assets/Scripts/NewStorySystem/Progress/TutorialFlowController.cs b/Assets/Scripts/NewStorySystem/Progress/TutorialFlowController.cs index f04d89b7..cc0d7524 100644 --- a/Assets/Scripts/NewStorySystem/Progress/TutorialFlowController.cs +++ b/Assets/Scripts/NewStorySystem/Progress/TutorialFlowController.cs @@ -1,5 +1,6 @@ using Ichni.Menu; using Ichni.Menu.UI; +using Ichni.Story.UI; using System.Collections.Generic; using UnityEngine; @@ -13,7 +14,7 @@ namespace Ichni.Story public static class TutorialFlowController { /// - /// 由 点击时调用。配置无效或 SelectionBox 页面未配置时只报错,不修改剧情进度。 + /// 由 点击时调用。配置无效或 MessageUIPage 未配置时只报错,不修改剧情进度。 /// public static void RequestTutorial(StoryBlockDefinition tutorialBlock) { @@ -23,17 +24,16 @@ namespace Ichni.Story return; } - MenuManager menuManager = MenuManager.instance; - SelectionBoxUIPage selectionBoxPage = menuManager?.selectionBoxUIPage; - if (selectionBoxPage == null) + MessageUIPage messageUIPage = MessageUIPage.instance; + if (messageUIPage == null) { - Debug.LogWarning("[TutorialFlowController] MenuManager 未配置 SelectionBoxUIPage,教程不会被解锁。"); + Debug.LogWarning("[TutorialFlowController] MessageUIPage 未就绪,教程不会被解锁。"); return; } // TutorialFlowController 只描述“有哪些选择、各自触发什么效果”; // 具体按钮由通用 SelectionBox 在运行时生成,后续其它系统可复用同一 UI。 - selectionBoxPage.Show( + messageUIPage.ShowSelectionBox( tutorialBlock.tutorialName, string.Empty, new List @@ -105,7 +105,8 @@ namespace Ichni.Story string.IsNullOrWhiteSpace(tutorialBlock.tutorialProgressVariable) || tutorialBlock.tutorialDifficultySaveId < 0) { - Debug.LogWarning($"[TutorialFlowController] TutorialBlock '{tutorialBlock?.blockId}' 的 Tutorial Key、Progress Variable 或 Difficulty Save ID 未配置完整。"); + Debug.LogWarning($"[TutorialFlowController] TutorialBlock '{tutorialBlock?.blockId}' 的 Tutorial Key、Progress Variable 或 Difficulty Save ID 未配置完整。\n" + + $"Tutorial Key:{tutorialBlock.tutorialKey}, Progress Variable:{tutorialBlock.tutorialProgressVariable}, Difficulty Save ID:{tutorialBlock.tutorialDifficultySaveId}"); return false; } diff --git a/Assets/Scripts/NewStorySystem/Tree/TutorialBlockView.cs b/Assets/Scripts/NewStorySystem/Tree/TutorialBlockView.cs index 72b3aa7b..537cf6fe 100644 --- a/Assets/Scripts/NewStorySystem/Tree/TutorialBlockView.cs +++ b/Assets/Scripts/NewStorySystem/Tree/TutorialBlockView.cs @@ -4,8 +4,9 @@ using UnityEngine; namespace Ichni.Story.UI { /// - /// 教程块视图。点击后由 显示确认窗口, + /// 教程块视图。点击后由 请求通用 SelectionBox, /// 玩家选择游玩或跳过时都会写入教程剧情变量并刷新故事树。 + /// 节点处于 Completed 时仍保持可点击,方便玩家随时回顾教程。 /// public class TutorialBlockView : StoryBlockView { @@ -25,16 +26,5 @@ namespace Ichni.Story.UI TutorialFlowController.RequestTutorial(definition); } - /// - /// 已处理的教程不再重复弹出“游玩 / 跳过”确认窗口。 - /// 教程重玩将来应由独立的教程入口提供,不复用剧情进度节点。 - /// - public override void ApplyState(StoryBlockState newState) - { - base.ApplyState(newState); - - if (button != null && newState == StoryBlockState.Completed) - button.interactable = false; - } } } diff --git a/Assets/Scripts/Settings/GameSettings.cs b/Assets/Scripts/Settings/GameSettings.cs deleted file mode 100644 index 3e4d626f..00000000 --- a/Assets/Scripts/Settings/GameSettings.cs +++ /dev/null @@ -1,78 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Localization.Settings; -using UnityEngine.Rendering; -using UnityEngine.Rendering.Universal; - -namespace Ichni -{ - public class GameSettings - { - public int masterVolume = 50; - public int musicVolume = 50; - public int soundEffectVolume = 50; - public int uiVolume = 50; - - public int targetFrame = 60; - public int resolutionLevel = 3; - - public int beatmapOffset = 0; - - public int languageIndex = 0; - - public bool debugMode = false; - public bool judgeType = false; - public bool autoPlay = false; - - public bool ShouldUseFullScreenJudge() - { - return judgeType || InformationTransistor.instance?.difficulty?.ForceFullScreenJudge == true; - } - - public GameSettings() - { - - } - - public GameSettings(int masterVolume, int musicVolume, int soundEffectVolume, int uiVolume, - int beatmapOffset, int targetFrame, int resolutionLevel, int languageIndex, bool debugMode, - bool judgeType, bool autoPlay) - { - this.masterVolume = masterVolume; - this.musicVolume = musicVolume; - this.soundEffectVolume = soundEffectVolume; - this.uiVolume = uiVolume; - this.beatmapOffset = beatmapOffset; - this.targetFrame = targetFrame; - this.resolutionLevel = resolutionLevel; - this.languageIndex = languageIndex; - this.debugMode = debugMode; - this.judgeType = judgeType; - this.autoPlay = autoPlay; - } - - public void ApplyVolume() - { - AkSoundEngine.SetRTPCValue("MasterVolume", masterVolume); - AkSoundEngine.SetRTPCValue("MusicVolume", musicVolume); - AkSoundEngine.SetRTPCValue("SoundFXVolume", soundEffectVolume); - AkSoundEngine.SetRTPCValue("UIVolume", uiVolume); - } - - public void ApplyGraphic() - { - Application.targetFrameRate = targetFrame; - UniversalRenderPipelineAsset currentUrpAsset = GraphicsSettings.defaultRenderPipeline as UniversalRenderPipelineAsset; - currentUrpAsset.renderScale = 0.5f + 0.1f * resolutionLevel; - } - - public void ApplyLanguage() - { - I2.Loc.LocalizationManager.CurrentLanguage = MenuManager.instance.languageList[languageIndex]; - LocalizationSettings.SelectedLocale = LocalizationSettings.AvailableLocales.Locales[languageIndex]; - I2.Loc.LocalizationManager.UpdateSources(); - } - } -} diff --git a/Assets/Scripts/Settings/SettingsManager.cs b/Assets/Scripts/Settings/SettingsManager.cs index 39f4d7fe..964cfb18 100644 --- a/Assets/Scripts/Settings/SettingsManager.cs +++ b/Assets/Scripts/Settings/SettingsManager.cs @@ -1,17 +1,34 @@ using Ichni.Menu; +using System.Collections.Generic; using Sirenix.OdinInspector; using UnityEngine; +using UnityEngine.Localization.Settings; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +using UnityEngine.SceneManagement; using UnityEngine.Serialization; namespace Ichni { public class SettingsManager : SerializedMonoBehaviour { + private const string SettingsSaveFileName = "SettingsSave.json"; + private const string SettingsSaveKey = "SettingsSave"; + + private const string PerformantQualityName = "Performant"; + private const string BalancedQualityName = "Balanced"; + private const string HighFidelityQualityName = "High Fidelity"; + public static SettingsManager instance; [FormerlySerializedAs("settingsPage")] public SettingsUIPage settingsUIPage; - public GameSettings gameSettings; + + [FormerlySerializedAs("gameSettings")] + public SettingsSaveData settingsSaveData; + + // 记录相机在玩家关闭后处理前的原始状态。重新开启时必须恢复原始值,不能无条件将所有相机改为开启。 + private readonly Dictionary postProcessingCameraStates = new Dictionary(); private void Awake() { @@ -19,6 +36,8 @@ namespace Ichni { instance = this; DontDestroyOnLoad(gameObject); + SceneManager.sceneLoaded += OnSceneLoaded; + RenderPipelineManager.beginCameraRendering += ApplyPostProcessingSettingBeforeCameraRender; } else { @@ -26,6 +45,18 @@ namespace Ichni } } + private void OnDestroy() + { + if (instance != this) + { + return; + } + + SceneManager.sceneLoaded -= OnSceneLoaded; + RenderPipelineManager.beginCameraRendering -= ApplyPostProcessingSettingBeforeCameraRender; + instance = null; + } + private void Start() { LoadGameSettings(); @@ -34,27 +65,269 @@ namespace Ichni [Button] public void SaveGameSettings() { - string savePath = Application.persistentDataPath + "/GameData/GameSettings.json"; - ES3.Save("GameSettings", gameSettings, savePath); + string savePath = Application.persistentDataPath + "/GameData/" + SettingsSaveFileName; + ES3.Save(SettingsSaveKey, settingsSaveData, savePath); } [Button] public void LoadGameSettings() { - string savePath = Application.persistentDataPath + "/GameData/GameSettings.json"; + string savePath = Application.persistentDataPath + "/GameData/" + SettingsSaveFileName; if (ES3.FileExists(savePath)) { - gameSettings = ES3.Load("GameSettings", savePath); + // 保留原有 ES3 Key,确保本次数据模型重命名不会让已有本地设置失效。 + settingsSaveData = ES3.Load(SettingsSaveKey, savePath); } else { - gameSettings = new GameSettings( - 50, 50, 50, 50, - 0, 60, 3, 0, false, false, false); + settingsSaveData = CreateDefaultSettingsSaveData(); } - - gameSettings.ApplyVolume(); - gameSettings.ApplyGraphic(); + + ApplyAudioSettings(); + ApplyGraphicSettings(); + } + + /// + /// 将音频分类的当前设置写入 Wwise RTPC。 + /// + public void ApplyAudioSettings() + { + AkSoundEngine.SetRTPCValue("MasterVolume", settingsSaveData.masterVolume); + AkSoundEngine.SetRTPCValue("MusicVolume", settingsSaveData.musicVolume); + AkSoundEngine.SetRTPCValue("SoundFXVolume", settingsSaveData.soundEffectVolume); + AkSoundEngine.SetRTPCValue("UIVolume", settingsSaveData.uiVolume); + ApplyInGameAudioEffectsSettings(); + } + + /// + /// 应用游戏内音乐特效开关。关闭时立即清除歌曲正在使用的高通与低通滤波, + /// 防止设置变更后残留上一帧的 RTPC 值。 + /// + public void ApplyInGameAudioEffectsSettings() + { + if (settingsSaveData.enableInGameAudioEffects) + { + return; + } + + GameManager.Instance?.songPlayer?.ResetInGameAudioEffects(); + } + + /// + /// 将现有图形设置应用到运行时。更细的 Quality、VSync 与平台策略会在 Graphics 分类重构时接入。 + /// + public void ApplyGraphicSettings() + { + int qualityLevelIndex = GetQualityLevelIndex(settingsSaveData.graphicsQualityPreset); + if (QualitySettings.GetQualityLevel() != qualityLevelIndex) + { + QualitySettings.SetQualityLevel(qualityLevelIndex, true); + } + + Application.targetFrameRate = settingsSaveData.targetFrame; + UniversalRenderPipelineAsset currentUrpAsset = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; + currentUrpAsset.renderScale = 0.5f + 0.1f * settingsSaveData.renderScaleLevel; + ApplyDisplaySettings(); + ApplyPostProcessingSettings(); + } + + /// + /// 应用后处理总开关与 Bloom 档位。 + /// 关闭总开关时,已存在的 URP 相机会直接关闭 renderPostProcessing,并关闭 GameScene 的 Global Volume。 + /// 这样既不会执行原生后处理,也不会执行 ScriptablePostProcessor 的自定义 Render Pass。 + /// + public void ApplyPostProcessingSettings() + { + bool enablePostProcessing = settingsSaveData.enablePostProcessing; + UniversalAdditionalCameraData[] cameraDataList = + FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); + + foreach (UniversalAdditionalCameraData cameraData in cameraDataList) + { + int instanceId = cameraData.GetInstanceID(); + if (!postProcessingCameraStates.ContainsKey(instanceId)) + { + postProcessingCameraStates.Add(instanceId, cameraData.renderPostProcessing); + } + + cameraData.renderPostProcessing = enablePostProcessing && postProcessingCameraStates[instanceId]; + } + + if (PostProcessingManager.Instance != null) + { + PostProcessingManager.Instance.ApplySettings(enablePostProcessing, settingsSaveData.bloomQuality); + } + } + + /// + /// 处理场景切换后新加载的相机与 Global Volume。SettingsManager 会跨场景保留, + /// 因此不能只在首次读取存档时应用一次图形设置。 + /// + private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode) + { + if (settingsSaveData != null) + { + ApplyPostProcessingSettings(); + } + } + + /// + /// 兜底处理运行时晚于场景加载创建的相机(例如 Theme 或演出对象中的相机)。 + /// 仅在玩家关闭后处理时执行,保证该相机在首次渲染前也不会运行后处理。 + /// + private void ApplyPostProcessingSettingBeforeCameraRender(ScriptableRenderContext context, Camera camera) + { + if (settingsSaveData == null || settingsSaveData.enablePostProcessing || + !camera.TryGetComponent(out UniversalAdditionalCameraData cameraData)) + { + return; + } + + int instanceId = cameraData.GetInstanceID(); + if (!postProcessingCameraStates.ContainsKey(instanceId)) + { + postProcessingCameraStates.Add(instanceId, cameraData.renderPostProcessing); + } + + cameraData.renderPostProcessing = false; + } + + /// + /// 将 VSync、窗口模式和分辨率立即应用到 Standalone / Unity Editor。 + /// 移动端由系统管理显示模式与分辨率,因此不执行这些设置。 + /// + public void ApplyDisplaySettings() + { +#if UNITY_STANDALONE || UNITY_EDITOR + QualitySettings.vSyncCount = settingsSaveData.vSyncEnabled ? 1 : 0; + + if (settingsSaveData.displayResolutionWidth <= 0 || settingsSaveData.displayResolutionHeight <= 0) + { + settingsSaveData.displayResolutionWidth = Screen.width; + settingsSaveData.displayResolutionHeight = Screen.height; + } + + Screen.SetResolution(settingsSaveData.displayResolutionWidth, settingsSaveData.displayResolutionHeight, + GetFullScreenMode(settingsSaveData.displayMode)); +#endif + } + + /// + /// 首次创建设置存档时,继承 Project Settings 为当前平台指定的默认 Quality Level。 + /// 之后玩家的选择由 SettingsSaveData 持久化,不会在下次启动时被平台默认值覆盖。 + /// + private SettingsSaveData CreateDefaultSettingsSaveData() + { + SettingsSaveData defaultSettings = new SettingsSaveData(); + defaultSettings.graphicsQualityPreset = GetGraphicsQualityPreset(QualitySettings.GetQualityLevel()); +#if UNITY_STANDALONE || UNITY_EDITOR + defaultSettings.displayMode = GetGraphicsDisplayMode(Screen.fullScreenMode); + defaultSettings.displayResolutionWidth = Screen.width; + defaultSettings.displayResolutionHeight = Screen.height; +#endif + return defaultSettings; + } + + private FullScreenMode GetFullScreenMode(GraphicsDisplayMode displayMode) + { + return displayMode switch + { + GraphicsDisplayMode.Fullscreen => FullScreenMode.ExclusiveFullScreen, + GraphicsDisplayMode.Windowed => FullScreenMode.Windowed, + _ => FullScreenMode.FullScreenWindow + }; + } + + private GraphicsDisplayMode GetGraphicsDisplayMode(FullScreenMode fullScreenMode) + { + return fullScreenMode switch + { + FullScreenMode.ExclusiveFullScreen => GraphicsDisplayMode.Fullscreen, + FullScreenMode.Windowed => GraphicsDisplayMode.Windowed, + _ => GraphicsDisplayMode.BorderlessFullscreen + }; + } + + /// + /// 将存档枚举映射到 Project Settings 中同名的 Quality Level。 + /// 若配置缺失,回退到 Balanced;这是移动端的首发默认档位。 + /// + private int GetQualityLevelIndex(GraphicsQualityPreset qualityPreset) + { + string qualityName = GetQualityName(qualityPreset); + string[] qualityNames = QualitySettings.names; + for (int index = 0; index < qualityNames.Length; index++) + { + if (qualityNames[index] == qualityName) + { + return index; + } + } + + Debug.LogWarning($"[SettingsManager] 未找到 Quality Level '{qualityName}',回退至 Balanced。"); + return FindQualityLevelOrFallback(BalancedQualityName); + } + + /// + /// 将当前 Quality Level 索引转换为可保存的枚举。未知的自定义档位统一按 Balanced 保存。 + /// + private GraphicsQualityPreset GetGraphicsQualityPreset(int qualityLevelIndex) + { + string[] qualityNames = QualitySettings.names; + if (qualityLevelIndex < 0 || qualityLevelIndex >= qualityNames.Length) + { + return GraphicsQualityPreset.Balanced; + } + + return qualityNames[qualityLevelIndex] switch + { + PerformantQualityName => GraphicsQualityPreset.Performant, + HighFidelityQualityName => GraphicsQualityPreset.HighFidelity, + _ => GraphicsQualityPreset.Balanced + }; + } + + private int FindQualityLevelOrFallback(string qualityName) + { + string[] qualityNames = QualitySettings.names; + for (int index = 0; index < qualityNames.Length; index++) + { + if (qualityNames[index] == qualityName) + { + return index; + } + } + + return Mathf.Clamp(QualitySettings.GetQualityLevel(), 0, qualityNames.Length - 1); + } + + private string GetQualityName(GraphicsQualityPreset qualityPreset) + { + return qualityPreset switch + { + GraphicsQualityPreset.Performant => PerformantQualityName, + GraphicsQualityPreset.HighFidelity => HighFidelityQualityName, + _ => BalancedQualityName + }; + } + + /// + /// 将当前语言索引应用到既有的 I2 与 Unity Localization 管线。 + /// 语言将于 Localization 重构时改为稳定的 Locale ID;本阶段只迁移数据承载方式。 + /// + public void ApplyLanguageSettings() + { + I2.Loc.LocalizationManager.CurrentLanguage = MenuManager.instance.languageList[settingsSaveData.languageIndex]; + LocalizationSettings.SelectedLocale = LocalizationSettings.AvailableLocales.Locales[settingsSaveData.languageIndex]; + I2.Loc.LocalizationManager.UpdateSources(); + } + + /// + /// 判断本谱面是否启用全屏判定。谱面强制要求的配置优先于玩家开关。 + /// + public bool ShouldUseFullScreenJudge() + { + return settingsSaveData.judgeType || InformationTransistor.instance?.difficulty?.ForceFullScreenJudge == true; } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/Settings/SettingsSaveData.cs b/Assets/Scripts/Settings/SettingsSaveData.cs new file mode 100644 index 00000000..304aa89d --- /dev/null +++ b/Assets/Scripts/Settings/SettingsSaveData.cs @@ -0,0 +1,129 @@ +using System; +using UnityEngine.Serialization; + +namespace Ichni +{ + /// + /// 与 Project Settings 中同名 Quality Level 对应的玩家图形档位。 + /// 枚举值仅用于设置存档与 UI 顺序;实际应用时由 SettingsManager 按名称查找 Quality Level, + /// 因此调整 Project Settings 的档位顺序不会错误切换到其他渲染 Asset。 + /// + public enum GraphicsQualityPreset + { + Performant = 0, + Balanced = 1, + HighFidelity = 2 + } + + /// + /// PC 显示模式。移动端不使用此设置,相关 UI 也不会显示。 + /// + public enum GraphicsDisplayMode + { + Fullscreen = 0, + BorderlessFullscreen = 1, + Windowed = 2 + } + + /// + /// Anime Bloom 的质量档位。 + /// Off 会保持其他后处理可用,但不执行 Bloom;Performance 与 Standard 分别使用预先确定的 + /// Diffusion 值。具体数值由 统一应用,避免散落在 UI 或谱面代码中。 + /// + public enum BloomQuality + { + Off = 0, + Performance = 1, + Standard = 2 + } + + /// + /// Note 与其他演出特效将使用的全局质量档位。 + /// 本阶段先完成存档、UI 与运行时读取入口;各特效物体后续按自身开销实现 Low / Medium / High 的实际降级策略。 + /// + public enum VfxQuality + { + Low = 0, + Medium = 1, + High = 2 + } + + /// + /// 玩家设置的唯一持久化数据模型。 + /// + /// 此类只保存设置值,不负责将音量、图形或语言应用到运行时; + /// 运行时应用逻辑统一由 处理。 + /// 后续按 Audio、Gameplay、Graphics 等类别拆分字段时,必须保留 + /// ,并在 SettingsManager 中补充对应的迁移逻辑。 + /// + [Serializable] + public class SettingsSaveData + { + /// + /// 设置存档结构版本。当前为首次建立 SettingsSaveData 的 V1。 + /// + public const int CurrentSchemaVersion = 1; + + public int schemaVersion = CurrentSchemaVersion; + + // Audio + public int masterVolume = 50; + public int musicVolume = 50; + public int soundEffectVolume = 50; + public int uiVolume = 50; + + /// + /// 是否启用游戏内音乐特效。当前控制 HighPassFilterEffect 与 LowPassFilterEffect; + /// 关闭时会立即清除正在歌曲上的滤波 RTPC,后续同类特效也应复用此开关。 + /// + public bool enableInGameAudioEffects = true; + + // Graphics + /// + /// 玩家选择的 Quality Preset。新存档会读取当前平台在 Project Settings 中配置的默认档位。 + /// + public GraphicsQualityPreset graphicsQualityPreset = GraphicsQualityPreset.Balanced; + + public int targetFrame = 60; + + /// + /// URP Render Scale 档位,0–5 分别对应 0.5–1.0。 + /// 保留 FormerlySerializedAs 以兼容场景中旧的字段名;预发布 ES3 存档可直接重置。 + /// + [FormerlySerializedAs("resolutionLevel")] + public int renderScaleLevel = 3; + + /// + /// 后处理总开关。关闭后,所有 URP 相机都会停用 post-processing,Global Volume 也不会参与计算; + /// 因此原生与自定义后处理都不会产生渲染开销。 + /// + public bool enablePostProcessing = true; + + /// + /// Anime Bloom 的质量档位。默认 Standard,对应 Diffusion 8。 + /// + public BloomQuality bloomQuality = BloomQuality.Standard; + + /// + /// 后续 Note / 演出特效读取的质量档位。默认 High,以保持当前未分级特效的视觉基线。 + /// + public VfxQuality vfxQuality = VfxQuality.High; + + // Desktop display settings. These values are saved on every platform but only applied on PC and in the Unity Editor. + public bool vSyncEnabled = false; + public GraphicsDisplayMode displayMode = GraphicsDisplayMode.BorderlessFullscreen; + public int displayResolutionWidth = 0; + public int displayResolutionHeight = 0; + + // Gameplay + public int beatmapOffset = 0; + + // Localization + public int languageIndex = 0; + + // Developer settings. 这些字段会在后续分类重构时迁出正式 Release 设置。 + public bool debugMode = false; + public bool judgeType = false; + public bool autoPlay = false; + } +} diff --git a/Assets/Scripts/Settings/GameSettings.cs.meta b/Assets/Scripts/Settings/SettingsSaveData.cs.meta similarity index 83% rename from Assets/Scripts/Settings/GameSettings.cs.meta rename to Assets/Scripts/Settings/SettingsSaveData.cs.meta index 328a63ee..154b2a66 100644 --- a/Assets/Scripts/Settings/GameSettings.cs.meta +++ b/Assets/Scripts/Settings/SettingsSaveData.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: c2ca67619927cac4a91d5b0612d6f7eb +guid: a52b8dd62f9e43b69cd3fa97ad8ed71c MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/UI/Base/Dropdown.cs b/Assets/Scripts/UI/Base/Dropdown.cs index 2e3dcd27..dbf32077 100644 --- a/Assets/Scripts/UI/Base/Dropdown.cs +++ b/Assets/Scripts/UI/Base/Dropdown.cs @@ -12,9 +12,9 @@ namespace Ichni.UI public int selectedIndex; public string selectedOption; - public void SetUp(int initialValue, List options, string title = "") + public void SetUp(int initialValue, List options, string title = "", bool preservePrefabTitle = false) { - base.SetUp(title); + base.SetUp(title, preservePrefabTitle: preservePrefabTitle); this.options = options; this.dropdown.items = new List(); @@ -45,4 +45,4 @@ namespace Ichni.UI dropdown.UpdateItemLayout(); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Base/SettingsUIElementBase.cs b/Assets/Scripts/UI/Base/SettingsUIElementBase.cs index 57bc0371..e94fbc27 100644 --- a/Assets/Scripts/UI/Base/SettingsUIElementBase.cs +++ b/Assets/Scripts/UI/Base/SettingsUIElementBase.cs @@ -19,8 +19,18 @@ namespace Ichni.UI public UnityAction updateValueAction; - public virtual void SetUp(string title = "", string subTitle = "") + /// + /// 初始化设置控件的标题区域。 + /// 用于已经由 Unity Localization 直接驱动标题的控件: + /// 运行时代码不会覆盖或隐藏 Prefab 中的本地化标题。 + /// + public virtual void SetUp(string title = "", string subTitle = "", bool preservePrefabTitle = false) { + if (preservePrefabTitle) + { + return; + } + if (title != "") { SetTitle(title, subTitle); @@ -51,4 +61,4 @@ namespace Ichni.UI } } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Base/Switch.cs b/Assets/Scripts/UI/Base/Switch.cs index 44d136b6..83b4e9a0 100644 --- a/Assets/Scripts/UI/Base/Switch.cs +++ b/Assets/Scripts/UI/Base/Switch.cs @@ -7,9 +7,9 @@ namespace Ichni.UI public bool value; public SwitchManager switchManager; - public void SetUp(bool initialValue, string title = "") + public void SetUp(bool initialValue, string title = "", bool preservePrefabTitle = false) { - base.SetUp(title); + base.SetUp(title, preservePrefabTitle: preservePrefabTitle); switchManager.onValueChanged.AddListener(isOn => { @@ -34,4 +34,4 @@ namespace Ichni.UI return value; } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Elements/MessageBox.cs b/Assets/Scripts/UI/Elements/MessageBox.cs index f5698618..80e948a2 100644 --- a/Assets/Scripts/UI/Elements/MessageBox.cs +++ b/Assets/Scripts/UI/Elements/MessageBox.cs @@ -1,158 +1,323 @@ using System; -using System.Collections; -using System.Collections.Generic; using DG.Tweening; -using Sirenix.OdinInspector; using SLSUtilities.WwiseAssistance; using TMPro; using UnityEngine; -using UnityEngine.Events; -using UnityEngine.Serialization; using UnityEngine.UI; namespace Ichni.Menu.UI { - public partial class MessageBox : SerializedMonoBehaviour + /// + /// 单条文本提示框。 + /// 多条弹窗的 FIFO 顺序由 MessageUIPage 统一管理;本类只负责当前一条消息的布局、 + /// 入退场视觉和确认输入,避免与 UIPage 的队列职责重复。 + /// + public sealed class MessageBox : MonoBehaviour { - public CanvasGroup canvasGroup; + [Header("Base")] + [SerializeField] private CanvasGroup canvasGroup; + [SerializeField] private Button receiveButton; - [Tooltip("当该消息框结束所有消息并彻底淡出消失时触发。")] - public UnityEvent onAllMessagesClosed = new UnityEvent(); + [Header("Text")] + [SerializeField] private TMP_Text titleText; + [SerializeField] private TMP_Text contentText; - public int infoIndex; - public List infos; - - public Sprite defaultIcon; - public Image iconImage; - public TMP_Text titleText; - public TMP_Text contentText; - - public Button receiveButton; - - public Tweener fadeTweener; + [Header("Layout References")] + [Tooltip("可变高度的最终布局节点。动画期间不会修改它、Title 或 Content 的 RectTransform。")] + [SerializeField] private RectTransform messageBody; + [SerializeField] private RectTransform backgroundVisual; + [SerializeField] private RectMask2D titleTextMask; + [SerializeField] private RectTransform contentLayoutRoot; + [SerializeField] private RectMask2D contentTextMask; + [SerializeField] private RectTransform railRoot; + [SerializeField] private RectTransform leftRail; + [SerializeField] private RectTransform rightRail; - private void Start() + [Header("Content Height Limit")] + [SerializeField, Min(0f)] private float maximumBodyHeight = 600f; + [SerializeField, Min(1f)] private float minimumContentFontSize = 18f; + + [Header("Animation")] + [Tooltip("背景与文本 Mask 从中心展开前的延迟;Rail 的默认延迟为 0,因此会先行动。")] + [SerializeField, Min(0f)] private float bodyOpenDelay = 0.1f; + [SerializeField, Min(0f)] private float bodyOpenDuration = 0.5f; + [SerializeField, Min(0f)] private float railOpenDelay; + [SerializeField, Min(0f)] private float railOpenDuration = 0.5f; + [SerializeField, Min(0f)] private float bodyCloseDelay; + [SerializeField, Min(0f)] private float bodyCloseDuration = 0.5f; + [SerializeField, Min(0f)] private float railCloseDelay = 0.1f; + [SerializeField, Min(0f)] private float railCloseDuration = 0.5f; + [SerializeField, Min(0f)] private float closedMaskHorizontalPadding = 520f; + [SerializeField] private Ease bodyEase = Ease.OutCubic; + [SerializeField] private Ease railEase = Ease.OutQuart; + + /// + /// 退场动画结束后触发。MessageUIPage 订阅它以销毁当前实例并继续 FIFO 队列。 + /// + public event Action Closed; + + private Sequence transitionSequence; + private CanvasGroup leftRailCanvasGroup; + private CanvasGroup rightRailCanvasGroup; + private Vector2 backgroundOpenSizeDelta; + private Vector2 leftRailOpenPosition; + private Vector2 rightRailOpenPosition; + private float contentMaximumFontSize; + + private void Awake() { - receiveButton.onClick.AddListener(()=>PlayNextMessage(true)); - receiveButton.GetComponent().sizeDelta = new Vector2(Screen.width, Screen.height); + backgroundOpenSizeDelta = backgroundVisual.sizeDelta; + leftRailOpenPosition = leftRail.anchoredPosition; + rightRailOpenPosition = rightRail.anchoredPosition; + leftRailCanvasGroup = leftRail.GetComponent(); + rightRailCanvasGroup = rightRail.GetComponent(); + contentMaximumFontSize = contentText.fontSize; + + receiveButton.onClick.AddListener(HandleReceiveButtonClicked); } - public void SetUp() + private void OnDestroy() { - if (infos.Count == 0) + transitionSequence?.Kill(); + receiveButton.onClick.RemoveListener(HandleReceiveButtonClicked); + } + + /// + /// 写入唯一一条待显示文本,并播放入场动画。 + /// 多条提示请分别提交给 MessageUIPage,而不要在一个 MessageBox 中追加消息。 + /// + public void SetUp(string title, string content) + { + titleText.text = title ?? string.Empty; + contentText.text = content ?? string.Empty; + + RefreshLayoutAndFitContentText(); + Open(); + } + + private void HandleReceiveButtonClicked() + { + AudioManager.Post(AK.EVENTS.CONFIRM); + Close(); + } + + /// + /// 使用最终宽度计算文字换行与内容高度。正文超过 maximumBodyHeight 时, + /// 通过二分查找缩小至可容纳的最大字号;不会引入滚动或截断内容。 + /// + private void RefreshLayoutAndFitContentText() + { + SetOpenVisualState(); + ForceRebuildLayout(); + + if (maximumBodyHeight <= 0f) { return; } - - infoIndex = 0; - PlayNextMessage(); - FadeIn(); - } - - public void SetUpIcon(Sprite icon) - { - iconImage.sprite = icon; - } - public void AddInfo(string title, string content, UnityAction action = null, Sprite icon = null) - { - MessageBoxInfo info = new MessageBoxInfo(icon, title, content, action); - infos.Add(info); - } + contentText.enableAutoSizing = false; + contentText.fontSize = contentMaximumFontSize; + ForceRebuildLayout(); - public void PlayNextMessage(bool playAudio = false) - { - if (playAudio) + if (messageBody.rect.height <= maximumBodyHeight) { - AudioManager.Post(AK.EVENTS.CONFIRM); - } - - if (infoIndex >= infos.Count) - { - FadeOut(); return; } - - infos[infoIndex].action?.Invoke(); - - if (titleText != null) titleText.text = infos[infoIndex].title; - if (contentText != null) contentText.text = infos[infoIndex].content; - - this.iconImage.sprite = infos[infoIndex].icon != null ? infos[infoIndex].icon : defaultIcon; - infoIndex++; - } - - public void Clear() - { - infos = new List(); - infoIndex = 0; - iconImage.sprite = defaultIcon; - titleText.text = string.Empty; - contentText.text = string.Empty; - } - } - public partial class MessageBox - { - // 废弃对 I2.Loc 参数化功能的支持 - // public void SetParameter(string paramName, string paramValue, bool localize = false) - // { - // } - } + float minimumFontSize = Mathf.Min(minimumContentFontSize, contentMaximumFontSize); + float lowerBound = minimumFontSize; + float upperBound = contentMaximumFontSize; + float bestFontSize = minimumFontSize; - public partial class MessageBox - { - public void FadeIn(float duration = 0.5f, bool ignoreTimeScale = false) + // 字号与内容高度单调相关;六次二分已足够平滑且只在弹窗创建时执行。 + for (int iteration = 0; iteration < 6; iteration++) + { + float candidate = (lowerBound + upperBound) * 0.5f; + contentText.fontSize = candidate; + ForceRebuildLayout(); + + if (messageBody.rect.height <= maximumBodyHeight) + { + bestFontSize = candidate; + lowerBound = candidate; + } + else + { + upperBound = candidate; + } + } + + contentText.fontSize = bestFontSize; + ForceRebuildLayout(); + + if (messageBody.rect.height > maximumBodyHeight) + { + Debug.LogWarning( + $"[MessageBox] 正文在最小字号 {minimumFontSize:F1} 下仍超过最大高度 {maximumBodyHeight:F1};" + + "已保留完整内容并允许消息框继续增高。", + this); + } + } + + private void ForceRebuildLayout() { + Canvas.ForceUpdateCanvases(); + LayoutRebuilder.ForceRebuildLayoutImmediate(contentLayoutRoot); + LayoutRebuilder.ForceRebuildLayoutImmediate(messageBody); + Canvas.ForceUpdateCanvases(); + } + + /// + /// 恢复最终视觉尺寸以完成布局。这里不会改变 MessageBox、Title 或 Content 的尺寸, + /// 因此 TMP 在展开和收拢全过程都不会重新换行。 + /// + private void SetOpenVisualState() + { + backgroundVisual.sizeDelta = backgroundOpenSizeDelta; + titleTextMask.padding = Vector4.zero; + contentTextMask.padding = Vector4.zero; + leftRail.anchoredPosition = leftRailOpenPosition; + rightRail.anchoredPosition = rightRailOpenPosition; + leftRailCanvasGroup.alpha = 1f; + rightRailCanvasGroup.alpha = 1f; + } + + private void SetClosedVisualState() + { + backgroundVisual.sizeDelta = GetClosedBackgroundSizeDelta(); + titleTextMask.padding = ClosedMaskPadding; + contentTextMask.padding = ClosedMaskPadding; + + float halfRootWidth = railRoot.rect.width * 0.5f; + leftRail.anchoredPosition = new Vector2(halfRootWidth, leftRailOpenPosition.y); + rightRail.anchoredPosition = new Vector2(-halfRootWidth, rightRailOpenPosition.y); + leftRailCanvasGroup.alpha = 0f; + rightRailCanvasGroup.alpha = 0f; + } + + private Vector4 ClosedMaskPadding => + new(closedMaskHorizontalPadding, 0f, closedMaskHorizontalPadding, 0f); + + /// + /// Background 使用左右 Stretch 锚点。以最终实际宽度抵消它的 SizeDelta X, + /// 可将图像视觉收拢到中心而不改变 MessageBox 的布局宽度。 + /// + private Vector2 GetClosedBackgroundSizeDelta() => + new(backgroundOpenSizeDelta.x - backgroundVisual.rect.width, backgroundOpenSizeDelta.y); + + private static Tween CreateMaskPaddingTween(RectMask2D mask, Vector4 targetPadding, float duration, Ease ease) => + DOTween.To(() => mask.padding, value => mask.padding = value, targetPadding, duration).SetEase(ease); + + private static void AddRailTransition( + Sequence sequence, + RectTransform rail, + CanvasGroup railCanvasGroup, + Vector2 targetPosition, + float targetAlpha, + float delay, + float duration, + Ease positionEase) + { + sequence.Insert(delay, rail.DOAnchorPos(targetPosition, duration).SetEase(positionEase)); + sequence.Insert(delay, railCanvasGroup.DOFade(targetAlpha, duration).SetEase(Ease.Linear)); + } + + /// + /// 只展开 Background 与两个文字 Mask;MessageBox、标题、正文均已是最终布局尺寸。 + /// 每个 Sequence 都先 Pause,再在结尾显式调用 Play,符合项目的 DOTween 使用约定。 + /// + private void Open() + { + transitionSequence?.Kill(); + canvasGroup.gameObject.SetActive(true); - - fadeTweener = canvasGroup.DOFade(1f, duration).OnComplete(() => + canvasGroup.alpha = 1f; + canvasGroup.interactable = false; + canvasGroup.blocksRaycasts = false; + SetClosedVisualState(); + + transitionSequence = DOTween.Sequence().SetAutoKill(true).Pause(); + transitionSequence.Insert( + bodyOpenDelay, + backgroundVisual.DOSizeDelta(backgroundOpenSizeDelta, bodyOpenDuration).SetEase(bodyEase)); + transitionSequence.Insert( + bodyOpenDelay, + CreateMaskPaddingTween(titleTextMask, Vector4.zero, bodyOpenDuration, bodyEase)); + transitionSequence.Insert( + bodyOpenDelay, + CreateMaskPaddingTween(contentTextMask, Vector4.zero, bodyOpenDuration, bodyEase)); + AddRailTransition( + transitionSequence, + leftRail, + leftRailCanvasGroup, + leftRailOpenPosition, + 1f, + railOpenDelay, + railOpenDuration, + railEase); + AddRailTransition( + transitionSequence, + rightRail, + rightRailCanvasGroup, + rightRailOpenPosition, + 1f, + railOpenDelay, + railOpenDuration, + railEase); + + transitionSequence.OnComplete(() => { canvasGroup.interactable = true; canvasGroup.blocksRaycasts = true; }); - - if (ignoreTimeScale) - { - fadeTweener.SetUpdate(true); - } - - fadeTweener.Play(); + transitionSequence.Play(); } - - public void FadeOut(float duration = 0.5f, bool ignoreTimeScale = false) + + /// + /// 反向收拢 Background、文字 Mask 和两侧 Rail;完成后通知 MessageUIPage 显示下一项。 + /// + private void Close() { + transitionSequence?.Kill(); canvasGroup.interactable = false; canvasGroup.blocksRaycasts = false; - - fadeTweener = canvasGroup.DOFade(0f, duration).OnComplete(() => + + float halfRootWidth = railRoot.rect.width * 0.5f; + transitionSequence = DOTween.Sequence().SetAutoKill(true).Pause(); + transitionSequence.Insert( + bodyCloseDelay, + backgroundVisual.DOSizeDelta(GetClosedBackgroundSizeDelta(), bodyCloseDuration).SetEase(Ease.InCubic)); + transitionSequence.Insert( + bodyCloseDelay, + CreateMaskPaddingTween(titleTextMask, ClosedMaskPadding, bodyCloseDuration, Ease.InCubic)); + transitionSequence.Insert( + bodyCloseDelay, + CreateMaskPaddingTween(contentTextMask, ClosedMaskPadding, bodyCloseDuration, Ease.InCubic)); + AddRailTransition( + transitionSequence, + leftRail, + leftRailCanvasGroup, + new Vector2(halfRootWidth, leftRailOpenPosition.y), + 0f, + railCloseDelay, + railCloseDuration, + Ease.InQuart); + AddRailTransition( + transitionSequence, + rightRail, + rightRailCanvasGroup, + new Vector2(-halfRootWidth, rightRailOpenPosition.y), + 0f, + railCloseDelay, + railCloseDuration, + Ease.InQuart); + + transitionSequence.OnComplete(() => { canvasGroup.gameObject.SetActive(false); - onAllMessagesClosed?.Invoke(); + Closed?.Invoke(this); }); - - if (ignoreTimeScale) - { - fadeTweener.SetUpdate(true); - } - - fadeTweener.Play(); + transitionSequence.Play(); } } - - public struct MessageBoxInfo - { - public Sprite icon; - public string title; - public string content; - public UnityAction action; - - public MessageBoxInfo(Sprite icon, string title, string content, UnityAction action) - { - this.icon = icon; - this.title = title; - this.content = content; - this.action = action; - } - } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Elements/SelectionBox.cs b/Assets/Scripts/UI/Elements/SelectionBox.cs index c882ce8d..4e214843 100644 --- a/Assets/Scripts/UI/Elements/SelectionBox.cs +++ b/Assets/Scripts/UI/Elements/SelectionBox.cs @@ -4,96 +4,306 @@ using DG.Tweening; using TMPro; using UnityEngine; using UnityEngine.Events; +using UnityEngine.UI; namespace Ichni.Menu.UI { /// - /// 可复用的多选弹窗元素。调用方提供标题、内容与任意数量的 , - /// 本类动态实例化对应按钮,并确保一次显示最多只会执行一个选项回调。 + /// 通用多选弹窗。 + /// 标题、正文与按钮均在播放前完成最终布局;入退场只改变 Background、两处文本 Mask 和 Rail, + /// 因而不会在动画期间触发 TMP 重新换行或按钮布局抖动。 /// - public class SelectionBox : MonoBehaviour + public sealed class SelectionBox : MonoBehaviour { - [Header("Selection Box")] - public CanvasGroup canvasGroup; - public TMP_Text titleText; - public TMP_Text contentText; - public RectTransform optionContainer; - public SelectionBoxButton optionButtonPrefab; + [Header("Base")] + [SerializeField] private CanvasGroup canvasGroup; + [SerializeField] private CanvasGroup optionCanvasGroup; - private readonly List _generatedButtons = new(); - private bool _isResolved; + [Header("Text & Options")] + [SerializeField] private TMP_Text titleText; + [SerializeField] private TMP_Text contentText; + [SerializeField] private RectTransform optionContainer; + [SerializeField] private SelectionBoxButton optionButtonPrefab; + + [Header("Layout References")] + [SerializeField] private RectTransform messageBody; + [SerializeField] private RectTransform backgroundVisual; + [SerializeField] private RectMask2D titleTextMask; + [SerializeField] private RectTransform contentLayoutRoot; + [SerializeField] private RectMask2D contentTextMask; + [SerializeField] private RectTransform railRoot; + [SerializeField] private RectTransform leftRail; + [SerializeField] private RectTransform rightRail; + + [Header("Animation")] + [SerializeField, Min(0f)] private float bodyOpenDelay = 0.1f; + [SerializeField, Min(0f)] private float bodyOpenDuration = 0.5f; + [SerializeField, Min(0f)] private float railOpenDelay; + [SerializeField, Min(0f)] private float railOpenDuration = 0.5f; + [SerializeField, Min(0f)] private float bodyCloseDelay; + [SerializeField, Min(0f)] private float bodyCloseDuration = 0.5f; + [SerializeField, Min(0f)] private float railCloseDelay = 0.1f; + [SerializeField, Min(0f)] private float railCloseDuration = 0.5f; + [SerializeField, Min(0f)] private float closedMaskHorizontalPadding = 600f; + [SerializeField] private Ease bodyEase = Ease.OutCubic; + [SerializeField] private Ease railEase = Ease.OutQuart; /// - /// 选项被选择并且自身淡出结束后触发。页面容器使用它销毁本次生成的 SelectionBox。 + /// 玩家选择任一选项、弹窗完成退场后触发。MessageUIPage 使用它继续共享 FIFO 队列。 /// public event Action Closed; + private readonly List generatedButtons = new(); + private Sequence transitionSequence; + private CanvasGroup leftRailCanvasGroup; + private CanvasGroup rightRailCanvasGroup; + private Vector2 backgroundOpenSizeDelta; + private Vector2 leftRailOpenPosition; + private Vector2 rightRailOpenPosition; + private bool isResolved; + private void Awake() { - canvasGroup ??= GetComponent(); + backgroundOpenSizeDelta = backgroundVisual.sizeDelta; + leftRailOpenPosition = leftRail.anchoredPosition; + rightRailOpenPosition = rightRail.anchoredPosition; + leftRailCanvasGroup = leftRail.GetComponent(); + rightRailCanvasGroup = rightRail.GetComponent(); + } + + private void OnDestroy() + { + transitionSequence?.Kill(); + ClearGeneratedButtons(); } /// - /// 根据运行时选项初始化弹窗。至少需要一个选项;失败时返回 false,且不会显示半配置的弹窗。 + /// 创建本次选择所需的按钮并播放入场动画。空选项没有可执行的玩家选择,因此返回 false。 /// public bool SetUp(string title, string content, IReadOnlyList options) { - if (canvasGroup == null || optionContainer == null || optionButtonPrefab == null || - options == null || options.Count == 0) + if (options == null || options.Count == 0) { - Debug.LogWarning("[SelectionBox] 缺少 CanvasGroup、选项容器、选项按钮预制体,或未提供任何选项。"); + Debug.LogWarning("[SelectionBox] 未提供任何 SelectionBoxOption,忽略空选项框。", this); return false; } ClearGeneratedButtons(); - _isResolved = false; - - if (titleText != null) titleText.text = title ?? string.Empty; - if (contentText != null) contentText.text = content ?? string.Empty; + isResolved = false; + titleText.text = title ?? string.Empty; + contentText.text = content ?? string.Empty; foreach (SelectionBoxOption option in options) { SelectionBoxButton button = Instantiate(optionButtonPrefab, optionContainer); - _generatedButtons.Add(button); + generatedButtons.Add(button); button.SetUp(option.label, () => Select(option.action)); } gameObject.SetActive(true); - canvasGroup.alpha = 0f; - canvasGroup.interactable = true; - canvasGroup.blocksRaycasts = true; - canvasGroup.DOFade(1f, 0.2f).Play(); + RefreshFinalLayout(); + Open(); return true; } private void Select(UnityAction action) { - if (_isResolved) return; - _isResolved = true; + if (isResolved) return; + isResolved = true; - // 先禁用所有输入,再执行回调。回调可以触发存档、场景切换或打开下一层 UI, - // 因而不能让同一帧内的其它按钮再次触发。 + // 先阻断输入,再执行可能触发存档、跳转或新 UI 的业务回调。 canvasGroup.interactable = false; canvasGroup.blocksRaycasts = false; - foreach (SelectionBoxButton button in _generatedButtons) + foreach (SelectionBoxButton button in generatedButtons) { - if (button?.button != null) - button.button.interactable = false; + button.button.interactable = false; } action?.Invoke(); - canvasGroup.DOFade(0f, 0.2f).OnComplete(() => Closed?.Invoke(this)).Play(); + Close(); + } + + /// + /// 在最终尺寸下重建正文、主体和按钮行的布局。后续动画不再改变这些布局节点的尺寸。 + /// + private void RefreshFinalLayout() + { + SetOpenVisualState(); + Canvas.ForceUpdateCanvases(); + LayoutRebuilder.ForceRebuildLayoutImmediate(contentLayoutRoot); + LayoutRebuilder.ForceRebuildLayoutImmediate(messageBody); + LayoutRebuilder.ForceRebuildLayoutImmediate(optionContainer); + Canvas.ForceUpdateCanvases(); + } + + private void SetOpenVisualState() + { + backgroundVisual.sizeDelta = backgroundOpenSizeDelta; + titleTextMask.padding = Vector4.zero; + contentTextMask.padding = Vector4.zero; + optionContainer.localScale = new Vector3(1f, optionContainer.localScale.y, optionContainer.localScale.z); + optionCanvasGroup.alpha = 1f; + optionCanvasGroup.interactable = true; + optionCanvasGroup.blocksRaycasts = true; + leftRail.anchoredPosition = leftRailOpenPosition; + rightRail.anchoredPosition = rightRailOpenPosition; + leftRailCanvasGroup.alpha = 1f; + rightRailCanvasGroup.alpha = 1f; + } + + private void SetClosedVisualState() + { + backgroundVisual.sizeDelta = GetClosedBackgroundSizeDelta(); + titleTextMask.padding = ClosedMaskPadding; + contentTextMask.padding = ClosedMaskPadding; + optionCanvasGroup.alpha = 0f; + optionCanvasGroup.interactable = false; + optionCanvasGroup.blocksRaycasts = false; + + float halfRootWidth = railRoot.rect.width * 0.5f; + leftRail.anchoredPosition = new Vector2(halfRootWidth, leftRailOpenPosition.y); + rightRail.anchoredPosition = new Vector2(-halfRootWidth, rightRailOpenPosition.y); + leftRailCanvasGroup.alpha = 0f; + rightRailCanvasGroup.alpha = 0f; + } + + private Vector4 ClosedMaskPadding => + new(closedMaskHorizontalPadding, 0f, closedMaskHorizontalPadding, 0f); + + private Vector2 GetClosedBackgroundSizeDelta() => + new(backgroundOpenSizeDelta.x - backgroundVisual.rect.width, backgroundOpenSizeDelta.y); + + private static Tween CreateMaskPaddingTween(RectMask2D mask, Vector4 targetPadding, float duration, Ease ease) => + DOTween.To(() => mask.padding, value => mask.padding = value, targetPadding, duration).SetEase(ease); + + private static void AddRailTransition( + Sequence sequence, + RectTransform rail, + CanvasGroup railCanvasGroup, + Vector2 targetPosition, + float targetAlpha, + float delay, + float duration, + Ease positionEase) + { + sequence.Insert(delay, rail.DOAnchorPos(targetPosition, duration).SetEase(positionEase)); + sequence.Insert(delay, railCanvasGroup.DOFade(targetAlpha, duration).SetEase(Ease.Linear)); + } + + private void Open() + { + transitionSequence?.Kill(); + canvasGroup.gameObject.SetActive(true); + canvasGroup.alpha = 1f; + canvasGroup.interactable = false; + canvasGroup.blocksRaycasts = false; + SetClosedVisualState(); + + transitionSequence = DOTween.Sequence().SetAutoKill(true).Pause(); + transitionSequence.Insert( + bodyOpenDelay, + backgroundVisual.DOSizeDelta(backgroundOpenSizeDelta, bodyOpenDuration).SetEase(bodyEase)); + transitionSequence.Insert( + bodyOpenDelay, + CreateMaskPaddingTween(titleTextMask, Vector4.zero, bodyOpenDuration, bodyEase)); + transitionSequence.Insert( + bodyOpenDelay, + CreateMaskPaddingTween(contentTextMask, Vector4.zero, bodyOpenDuration, bodyEase)); + AddRailTransition( + transitionSequence, + leftRail, + leftRailCanvasGroup, + leftRailOpenPosition, + 1f, + railOpenDelay, + railOpenDuration, + railEase); + AddRailTransition( + transitionSequence, + rightRail, + rightRailCanvasGroup, + rightRailOpenPosition, + 1f, + railOpenDelay, + railOpenDuration, + railEase); + + float optionRevealTime = bodyOpenDelay + bodyOpenDuration; + transitionSequence.Insert( + optionRevealTime, + optionCanvasGroup.DOFade(1f, 0.4f).From(0f).SetEase(Ease.Linear)); + transitionSequence.Insert( + optionRevealTime, + optionContainer.DOAnchorPos(Vector2.zero, 0.4f).From(new Vector2(0f, 100f)).SetEase(Ease.OutQuad)); + transitionSequence.OnComplete(() => + { + canvasGroup.interactable = true; + canvasGroup.blocksRaycasts = true; + optionCanvasGroup.interactable = true; + optionCanvasGroup.blocksRaycasts = true; + }); + // 项目约定:DOTween 动画必须由代码显式触发 Play。 + transitionSequence.Play(); + } + + private void Close() + { + transitionSequence?.Kill(); + canvasGroup.interactable = false; + canvasGroup.blocksRaycasts = false; + optionCanvasGroup.interactable = false; + optionCanvasGroup.blocksRaycasts = false; + + float halfRootWidth = railRoot.rect.width * 0.5f; + transitionSequence = DOTween.Sequence().SetAutoKill(true).Pause(); + transitionSequence.Insert( + bodyCloseDelay, + backgroundVisual.DOSizeDelta(GetClosedBackgroundSizeDelta(), bodyCloseDuration).SetEase(Ease.InCubic)); + transitionSequence.Insert( + bodyCloseDelay, + CreateMaskPaddingTween(titleTextMask, ClosedMaskPadding, bodyCloseDuration, Ease.InCubic)); + transitionSequence.Insert( + bodyCloseDelay, + CreateMaskPaddingTween(contentTextMask, ClosedMaskPadding, bodyCloseDuration, Ease.InCubic)); + transitionSequence.Insert( + bodyCloseDelay, + optionContainer.DOScaleX(0f, bodyCloseDuration).SetEase(Ease.InCubic)); + AddRailTransition( + transitionSequence, + leftRail, + leftRailCanvasGroup, + new Vector2(halfRootWidth, leftRailOpenPosition.y), + 0f, + railCloseDelay, + railCloseDuration, + Ease.InQuart); + AddRailTransition( + transitionSequence, + rightRail, + rightRailCanvasGroup, + new Vector2(-halfRootWidth, rightRailOpenPosition.y), + 0f, + railCloseDelay, + railCloseDuration, + Ease.InQuart); + + transitionSequence.OnComplete(() => + { + canvasGroup.gameObject.SetActive(false); + Closed?.Invoke(this); + }); + // 项目约定:DOTween 动画必须由代码显式触发 Play。 + transitionSequence.Play(); } private void ClearGeneratedButtons() { - foreach (SelectionBoxButton button in _generatedButtons) + foreach (SelectionBoxButton button in generatedButtons) { - if (button != null) - Destroy(button.gameObject); + Destroy(button.gameObject); } - _generatedButtons.Clear(); + generatedButtons.Clear(); } } diff --git a/Assets/Scripts/UI/Elements/SelectionBoxUIPage.cs b/Assets/Scripts/UI/Elements/SelectionBoxUIPage.cs deleted file mode 100644 index bad29905..00000000 --- a/Assets/Scripts/UI/Elements/SelectionBoxUIPage.cs +++ /dev/null @@ -1,73 +0,0 @@ -using System.Collections.Generic; -using Ichni.UI; -using UnityEngine; - -namespace Ichni.Menu.UI -{ - /// - /// 通用 SelectionBox 的页面宿主,职责等同于 MessageBox 的页面容器: - /// 显示时动态生成一个 SelectionBox,选择完成后统一淡出并销毁本次实例。 - /// - public class SelectionBoxUIPage : UIPageBase - { - [Header("Selection Box Page")] - public SelectionBox selectionBoxPrefab; - public RectTransform selectionBoxContainer; - - private SelectionBox _currentSelectionBox; - private bool _isShowing; - - /// 当前是否已有一个 SelectionBox 等待玩家选择。 - public bool IsShowing => _isShowing; - - /// - /// 生成并显示一组运行时选项。页面显示期间拒绝重复请求,避免两个弹窗争夺输入。 - /// - public bool Show(string title, string content, IReadOnlyList options) - { - if (_isShowing) - { - Debug.LogWarning("[SelectionBoxUIPage] 已有 SelectionBox 显示中,忽略重复请求。"); - return false; - } - - if (mainCanvasGroup == null || selectionBoxPrefab == null || selectionBoxContainer == null) - { - Debug.LogWarning("[SelectionBoxUIPage] 缺少 CanvasGroup、SelectionBox Prefab 或容器,无法显示选项框。"); - return false; - } - - _currentSelectionBox = Instantiate(selectionBoxPrefab, selectionBoxContainer); - _currentSelectionBox.Closed += HandleSelectionBoxClosed; - if (!_currentSelectionBox.SetUp(title, content, options)) - { - Destroy(_currentSelectionBox.gameObject); - _currentSelectionBox = null; - return false; - } - - _isShowing = true; - - // UIPageBase 默认淡入完成后才开启射线;选择框从出现瞬间就必须阻断底层输入。 - mainCanvasGroup.gameObject.SetActive(true); - mainCanvasGroup.interactable = true; - mainCanvasGroup.blocksRaycasts = true; - FadeIn(); - return true; - } - - private void HandleSelectionBoxClosed(SelectionBox selectionBox) - { - if (selectionBox != _currentSelectionBox) return; - - FadeOut(0.2f, false, () => - { - if (_currentSelectionBox != null) - Destroy(_currentSelectionBox.gameObject); - - _currentSelectionBox = null; - _isShowing = false; - }); - } - } -} diff --git a/Assets/Scripts/UI/Elements/SelectionBoxUIPage.cs.meta b/Assets/Scripts/UI/Elements/SelectionBoxUIPage.cs.meta deleted file mode 100644 index 3cdfe528..00000000 --- a/Assets/Scripts/UI/Elements/SelectionBoxUIPage.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: e8b607f8c5654e1eb3bf1f7ca33fd3a4 diff --git a/Assets/Scripts/UI/Settings/AudioSettingsWindow.cs b/Assets/Scripts/UI/Settings/AudioSettingsWindow.cs index 3362af94..19f39458 100644 --- a/Assets/Scripts/UI/Settings/AudioSettingsWindow.cs +++ b/Assets/Scripts/UI/Settings/AudioSettingsWindow.cs @@ -11,6 +11,7 @@ namespace Ichni.Menu public ValueModifier musicVolumeModifier; public ValueModifier sfxVolumeModifier; public ValueModifier uiVolumeModifier; + public Switch inGameAudioEffectsSwitch; public override void Initialize() { @@ -19,7 +20,7 @@ namespace Ichni.Menu mainVolumeModifier.updateValueAction = () => { gameSettings.masterVolume = mainVolumeModifier.GetValue(); - gameSettings.ApplyVolume(); + SettingsManager.instance.ApplyAudioSettings(); }; musicVolumeModifier.SetUp(gameSettings.musicVolume, 10, "Menu UI/Settings_Music_Volume"); @@ -27,7 +28,7 @@ namespace Ichni.Menu musicVolumeModifier.updateValueAction = () => { gameSettings.musicVolume = musicVolumeModifier.GetValue(); - gameSettings.ApplyVolume(); + SettingsManager.instance.ApplyAudioSettings(); }; sfxVolumeModifier.SetUp(gameSettings.soundEffectVolume, 10, "Menu UI/Settings_SFX_Volume"); @@ -35,7 +36,7 @@ namespace Ichni.Menu sfxVolumeModifier.updateValueAction = () => { gameSettings.soundEffectVolume = sfxVolumeModifier.GetValue(); - gameSettings.ApplyVolume(); + SettingsManager.instance.ApplyAudioSettings(); }; uiVolumeModifier.SetUp(gameSettings.uiVolume, 10, "Menu UI/Settings_UI_Volume"); @@ -43,7 +44,15 @@ namespace Ichni.Menu uiVolumeModifier.updateValueAction = () => { gameSettings.uiVolume = uiVolumeModifier.GetValue(); - gameSettings.ApplyVolume(); + SettingsManager.instance.ApplyAudioSettings(); + }; + + inGameAudioEffectsSwitch.SetUp(gameSettings.enableInGameAudioEffects, + "Menu UI/Settings_InGame_Audio_Effects"); + inGameAudioEffectsSwitch.updateValueAction = () => + { + gameSettings.enableInGameAudioEffects = inGameAudioEffectsSwitch.GetValue(); + SettingsManager.instance.ApplyInGameAudioEffectsSettings(); }; } @@ -53,6 +62,7 @@ namespace Ichni.Menu musicVolumeModifier.SetValue(gameSettings.musicVolume); sfxVolumeModifier.SetValue(gameSettings.soundEffectVolume); uiVolumeModifier.SetValue(gameSettings.uiVolume); + inGameAudioEffectsSwitch.SetValue(gameSettings.enableInGameAudioEffects); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Settings/GamePlaySettingsWindow.cs b/Assets/Scripts/UI/Settings/GamePlaySettingsWindow.cs index 13929962..f0fd83fc 100644 --- a/Assets/Scripts/UI/Settings/GamePlaySettingsWindow.cs +++ b/Assets/Scripts/UI/Settings/GamePlaySettingsWindow.cs @@ -25,7 +25,7 @@ namespace Ichni.UI languageDropdown.updateValueAction = () => { gameSettings.languageIndex = languageDropdown.selectedIndex; - gameSettings.ApplyLanguage(); + SettingsManager.instance.ApplyLanguageSettings(); }; } @@ -34,4 +34,4 @@ namespace Ichni.UI languageDropdown.SetValue(gameSettings.languageIndex); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Settings/GraphicsSettingsWindow.cs b/Assets/Scripts/UI/Settings/GraphicsSettingsWindow.cs index 213a221f..de702d0b 100644 --- a/Assets/Scripts/UI/Settings/GraphicsSettingsWindow.cs +++ b/Assets/Scripts/UI/Settings/GraphicsSettingsWindow.cs @@ -2,22 +2,70 @@ using System.Collections; using System.Collections.Generic; using Ichni.UI; using UnityEngine; +using UnityEngine.Serialization; namespace Ichni.Menu { public class GraphicsSettingsWindow : SettingsWindow { - public ValueModifier resolutionLevelModifier; + private static readonly List QualityPresetOptions = new List + { + "Performant", + "Balanced", + "High Fidelity" + }; + + private static readonly List DisplayModeOptions = new List + { + "Fullscreen", + "Borderless Fullscreen", + "Windowed" + }; + + private static readonly List BloomQualityOptions = new List + { + "Off", + "Performance", + "Standard" + }; + + private static readonly List VfxQualityOptions = new List + { + "Low", + "Medium", + "High" + }; + + private readonly List _availableDisplayResolutions = new List(); + private readonly List _displayResolutionOptions = new List(); + + public Dropdown qualityPresetDropdown; + [FormerlySerializedAs("resolutionLevelModifier")] + public ValueModifier renderScaleModifier; public ValueModifier targetFrameModifier; + public Switch postProcessingSwitch; + public Dropdown bloomQualityDropdown; + public Dropdown vfxQualityDropdown; + public Switch vSyncSwitch; + public Dropdown displayModeDropdown; + public Dropdown displayResolutionDropdown; public override void Initialize() { - resolutionLevelModifier.SetUp(gameSettings.resolutionLevel, 1, "Menu UI/Settings_Resolution_Level"); - resolutionLevelModifier.SetMinMax(0, 5); - resolutionLevelModifier.updateValueAction = () => + qualityPresetDropdown.SetUp((int)gameSettings.graphicsQualityPreset, QualityPresetOptions, + "Menu UI/Settings_Quality_Preset"); + qualityPresetDropdown.updateValueAction = () => { - gameSettings.resolutionLevel = resolutionLevelModifier.GetValue(); - gameSettings.ApplyGraphic(); + gameSettings.graphicsQualityPreset = (GraphicsQualityPreset)qualityPresetDropdown.selectedIndex; + SettingsManager.instance.ApplyGraphicSettings(); + }; + + renderScaleModifier.SetUp(gameSettings.renderScaleLevel, 1, "Menu UI/Settings_Render_Scale"); + renderScaleModifier.SetMinMax(0, 5); + renderScaleModifier.updateValueAction = () => + { + gameSettings.renderScaleLevel = renderScaleModifier.GetValue(); + SettingsManager.instance.ApplyGraphicSettings(); }; targetFrameModifier.SetUp(gameSettings.targetFrame, 30, "Menu UI/Settings_Target_Frame"); @@ -25,14 +73,148 @@ namespace Ichni.Menu targetFrameModifier.updateValueAction = () => { gameSettings.targetFrame = targetFrameModifier.GetValue(); - gameSettings.ApplyGraphic(); + SettingsManager.instance.ApplyGraphicSettings(); }; + + InitializePostProcessingSettings(); + +#if UNITY_STANDALONE || UNITY_EDITOR + InitializeDesktopDisplaySettings(); +#else + vSyncSwitch.gameObject.SetActive(false); + displayModeDropdown.gameObject.SetActive(false); + displayResolutionDropdown.gameObject.SetActive(false); +#endif } public override void SetValuesFromSettings() { - resolutionLevelModifier.SetValue(gameSettings.resolutionLevel); + qualityPresetDropdown.SetValue((int)gameSettings.graphicsQualityPreset); + renderScaleModifier.SetValue(gameSettings.renderScaleLevel); targetFrameModifier.SetValue(gameSettings.targetFrame); + + if (postProcessingSwitch != null) + { + postProcessingSwitch.SetValue(gameSettings.enablePostProcessing); + bloomQualityDropdown.SetValue((int)gameSettings.bloomQuality); + vfxQualityDropdown.SetValue((int)gameSettings.vfxQuality); + } + +#if UNITY_STANDALONE || UNITY_EDITOR + vSyncSwitch.SetValue(gameSettings.vSyncEnabled); + displayModeDropdown.SetValue((int)gameSettings.displayMode); + displayResolutionDropdown.SetValue(GetDisplayResolutionIndex()); +#endif } + + /// + /// 初始化后处理、Bloom 与 VFX 档位。 + /// 三个标题由 Prefab 上的 Unity Localization 组件管理,因此这里保留原有标题显示,不再由脚本写入本地化 Key。 + /// 在旧 Prefab 尚未布置这些控件前保留兼容分支,避免更新脚本后立即破坏既有设置页。 + /// + private void InitializePostProcessingSettings() + { + if (postProcessingSwitch == null) + { + return; + } + + postProcessingSwitch.SetUp(gameSettings.enablePostProcessing, preservePrefabTitle: true); + postProcessingSwitch.updateValueAction = () => + { + gameSettings.enablePostProcessing = postProcessingSwitch.GetValue(); + SettingsManager.instance.ApplyPostProcessingSettings(); + }; + + bloomQualityDropdown.SetUp((int)gameSettings.bloomQuality, BloomQualityOptions, preservePrefabTitle: true); + bloomQualityDropdown.updateValueAction = () => + { + gameSettings.bloomQuality = (BloomQuality)bloomQualityDropdown.selectedIndex; + SettingsManager.instance.ApplyPostProcessingSettings(); + }; + + vfxQualityDropdown.SetUp((int)gameSettings.vfxQuality, VfxQualityOptions, preservePrefabTitle: true); + vfxQualityDropdown.updateValueAction = () => + { + gameSettings.vfxQuality = (VfxQuality)vfxQualityDropdown.selectedIndex; + }; + } + +#if UNITY_STANDALONE || UNITY_EDITOR + private void InitializeDesktopDisplaySettings() + { + BuildDisplayResolutionOptions(); + + vSyncSwitch.SetUp(gameSettings.vSyncEnabled, "Menu UI/Settings_VSync"); + vSyncSwitch.updateValueAction = () => + { + gameSettings.vSyncEnabled = vSyncSwitch.GetValue(); + SettingsManager.instance.ApplyDisplaySettings(); + }; + + displayModeDropdown.SetUp((int)gameSettings.displayMode, DisplayModeOptions, + "Menu UI/Settings_Display_Mode"); + displayModeDropdown.updateValueAction = () => + { + gameSettings.displayMode = (GraphicsDisplayMode)displayModeDropdown.selectedIndex; + SettingsManager.instance.ApplyDisplaySettings(); + }; + + displayResolutionDropdown.SetUp(GetDisplayResolutionIndex(), _displayResolutionOptions, + "Menu UI/Settings_Display_Resolution"); + displayResolutionDropdown.updateValueAction = () => + { + Vector2Int resolution = _availableDisplayResolutions[displayResolutionDropdown.selectedIndex]; + gameSettings.displayResolutionWidth = resolution.x; + gameSettings.displayResolutionHeight = resolution.y; + SettingsManager.instance.ApplyDisplaySettings(); + }; + } + + private void BuildDisplayResolutionOptions() + { + _availableDisplayResolutions.Clear(); + _displayResolutionOptions.Clear(); + + AddDisplayResolution(Screen.width, Screen.height); + foreach (Resolution resolution in Screen.resolutions) + { + AddDisplayResolution(resolution.width, resolution.height); + } + + _availableDisplayResolutions.Sort((left, right) => + { + int pixelCountComparison = (left.x * left.y).CompareTo(right.x * right.y); + return pixelCountComparison != 0 ? pixelCountComparison : left.x.CompareTo(right.x); + }); + + foreach (Vector2Int resolution in _availableDisplayResolutions) + { + _displayResolutionOptions.Add($"{resolution.x} x {resolution.y}"); + } + } + + private void AddDisplayResolution(int width, int height) + { + Vector2Int resolution = new Vector2Int(width, height); + if (!_availableDisplayResolutions.Contains(resolution)) + { + _availableDisplayResolutions.Add(resolution); + } + } + + private int GetDisplayResolutionIndex() + { + Vector2Int savedResolution = new Vector2Int(gameSettings.displayResolutionWidth, + gameSettings.displayResolutionHeight); + int savedResolutionIndex = _availableDisplayResolutions.IndexOf(savedResolution); + if (savedResolutionIndex >= 0) + { + return savedResolutionIndex; + } + + return _availableDisplayResolutions.IndexOf(new Vector2Int(Screen.width, Screen.height)); + } +#endif } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Settings/OffsetEditor.cs b/Assets/Scripts/UI/Settings/OffsetEditor.cs index 351d3017..96216831 100644 --- a/Assets/Scripts/UI/Settings/OffsetEditor.cs +++ b/Assets/Scripts/UI/Settings/OffsetEditor.cs @@ -48,7 +48,7 @@ namespace Ichni.Menu offsetModifier.SetPrefixAndSuffix("", " ms", true); offsetModifier.updateValueAction = () => { - offset = SettingsManager.instance.gameSettings.beatmapOffset = offsetModifier.GetValue(); + offset = SettingsManager.instance.settingsSaveData.beatmapOffset = offsetModifier.GetValue(); largeOffsetHintText.gameObject.SetActive(Mathf.Abs(offset) > 50); }; @@ -71,7 +71,7 @@ namespace Ichni.Menu (uint)AkCallbackType.AK_EnableGetMusicPlayPosition | (uint)AkCallbackType.AK_MusicSyncEntry, OnMusicEvent, null); - offsetModifier.SetValue(SettingsManager.instance.gameSettings.beatmapOffset); + offsetModifier.SetValue(SettingsManager.instance.settingsSaveData.beatmapOffset); } void Update() @@ -141,4 +141,4 @@ namespace Ichni.Menu } } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Settings/SettingsUIPage.cs b/Assets/Scripts/UI/Settings/SettingsUIPage.cs index cf457645..613eeaca 100644 --- a/Assets/Scripts/UI/Settings/SettingsUIPage.cs +++ b/Assets/Scripts/UI/Settings/SettingsUIPage.cs @@ -5,7 +5,7 @@ namespace Ichni.Menu { public class SettingsUIPage : UIPageBase { - GameSettings gameSettings => SettingsManager.instance.gameSettings; + SettingsSaveData gameSettings => SettingsManager.instance.settingsSaveData; public Button backButton; public SettingsWindowController settingsWindowController; @@ -23,4 +23,4 @@ namespace Ichni.Menu }); } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Settings/SettingsWindow.cs b/Assets/Scripts/UI/Settings/SettingsWindow.cs index 8d4a1721..a14dc0d1 100644 --- a/Assets/Scripts/UI/Settings/SettingsWindow.cs +++ b/Assets/Scripts/UI/Settings/SettingsWindow.cs @@ -7,7 +7,7 @@ namespace Ichni.Menu { public abstract class SettingsWindow : SerializedMonoBehaviour { - public GameSettings gameSettings => SettingsManager.instance.gameSettings; + public SettingsSaveData gameSettings => SettingsManager.instance.settingsSaveData; public abstract void Initialize(); @@ -18,4 +18,4 @@ namespace Ichni.Menu } } -} \ No newline at end of file +} diff --git a/Assets/Scripts/UI/Settings/SettingsWindowController.cs b/Assets/Scripts/UI/Settings/SettingsWindowController.cs index 73577170..aa7ac5cd 100644 --- a/Assets/Scripts/UI/Settings/SettingsWindowController.cs +++ b/Assets/Scripts/UI/Settings/SettingsWindowController.cs @@ -11,7 +11,7 @@ namespace Ichni.Menu { public partial class SettingsWindowController : MonoBehaviour { - public GameSettings gameSettings => SettingsManager.instance.gameSettings; + public SettingsSaveData gameSettings => SettingsManager.instance.settingsSaveData; public CanvasGroup canvasGroup; @@ -70,4 +70,4 @@ namespace Ichni.Menu { } -} \ No newline at end of file +} diff --git a/Assets/Settings/SampleSceneProfile.asset b/Assets/Settings/SampleSceneProfile.asset index 4acb4001..661712bc 100644 --- a/Assets/Settings/SampleSceneProfile.asset +++ b/Assets/Settings/SampleSceneProfile.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f7f400ff5aaf88d398b3b9caf2a90d97b5c9687e1ada3a67d2e25a7537362f94 -size 7585 +oid sha256:7aaeb60d0072fe1cf2c898612048bdfcdfea46500675d69f57a091f02eec6b5d +size 7583 diff --git a/Assets/Settings/URP-Balanced-Renderer.asset b/Assets/Settings/URP-Balanced-Renderer.asset index d19a6343..4024334a 100644 --- a/Assets/Settings/URP-Balanced-Renderer.asset +++ b/Assets/Settings/URP-Balanced-Renderer.asset @@ -1,3 +1,3 @@ version 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b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNoteBadBurst.cs index fe133306..e287590b 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNoteBadBurst.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNoteBadBurst.cs @@ -35,8 +35,6 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse { noteVisual.extraPartList[0].gameObject.SetActive(false); } - - LeanPool.Despawn(effectParticle.gameObject, 1); } #endregion } diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNoteGoodBurst.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNoteGoodBurst.cs index 7a013629..e504990e 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNoteGoodBurst.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNoteGoodBurst.cs @@ -35,8 +35,6 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse { noteVisual.extraPartList[0].gameObject.SetActive(false); } - - LeanPool.Despawn(effectParticle.gameObject, 1); } #endregion } diff --git a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNotePerfectBurst.cs b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNotePerfectBurst.cs index ce9b564f..465f9576 100644 --- a/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNotePerfectBurst.cs +++ b/Assets/ThemeBundles/DepartureToMultiverse/Scripts/RuntimeCore/Note/NoteEffect/DTMNotePerfectBurst.cs @@ -29,7 +29,7 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse { note.SetPerfectPosition(); //effectParticle = LeanPool.Spawn(noteVisual.effectPrefabList[0], noteVisual.judgeEffect.transform).GetComponent(); - effectParticle = Object.Instantiate(noteVisual.effectPrefabList[0], noteVisual.judgeEffect.transform).GetComponent(); + effectParticle = LeanPool.Spawn(noteVisual.effectPrefabList[0], noteVisual.judgeEffect.transform).GetComponent(); effectParticle.transform.SetParent(GameManager.Instance.cameraManager.gameCamera.transform); effectParticle.Play(); noteVisual.noteMain.SetActive(false); @@ -38,9 +38,6 @@ namespace Ichni.RhythmGame.ThemeBundles.DepartureToMultiverse { noteVisual.extraPartList[0].gameObject.SetActive(false); } - - //LeanPool.Despawn(effectParticle.gameObject, 1); - Object.Destroy(effectParticle.gameObject, 1); } #endregion } diff --git a/Assets/Wwise/API/Runtime/Plugins/Windows/x86/Profile/AkUnitySoundEngine.dll.meta b/Assets/Wwise/API/Runtime/Plugins/Windows/x86/Profile/AkUnitySoundEngine.dll.meta index 21e19158..b722297d 100644 --- a/Assets/Wwise/API/Runtime/Plugins/Windows/x86/Profile/AkUnitySoundEngine.dll.meta +++ b/Assets/Wwise/API/Runtime/Plugins/Windows/x86/Profile/AkUnitySoundEngine.dll.meta @@ -16,7 +16,7 @@ PluginImporter: 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m_DynamicPanelBehavior: 0 - m_ObjectsLockedBeforeSerialization: - - {fileID: 11400000, guid: f36a8d771b3945a4c9968628b65ac876, type: 2} + m_ObjectsLockedBeforeSerialization: [] m_InstanceIDsLockedBeforeSerialization: m_PreviewResizer: m_CachedPref: 312.99988 m_ControlHash: -371814159 m_PrefName: Preview_InspectorPreview - m_LastInspectedObjectInstanceID: 74056 + m_LastInspectedObjectInstanceID: -1 m_LastVerticalScrollValue: 0 m_GlobalObjectId: m_InspectorMode: 0 m_LockTracker: - m_IsLocked: 1 + m_IsLocked: 0 m_PreviewWindow: {fileID: 0} --- !u!114 &25 MonoBehaviour: @@ -2322,17 +2491,17 @@ MonoBehaviour: m_MinSize: {x: 275, y: 100} m_MaxSize: {x: 4000, y: 4000} m_TitleContent: - m_Text: "\u68C0\u67E5\u5668" - m_Image: {fileID: -2667387946076563598, guid: 0000000000000000d000000000000000, + m_Text: Inspector + m_Image: {fileID: -440750813802333266, guid: 0000000000000000d000000000000000, type: 0} m_Tooltip: - m_TextWithWhitespace: "\u68C0\u67E5\u5668\u200B" + m_TextWithWhitespace: 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-1347227620855488341, guid: 0000000000000000d000000000000000, + m_Text: Lighting + m_Image: {fileID: -1477008817101679558, guid: 0000000000000000d000000000000000, type: 0} m_Tooltip: - m_TextWithWhitespace: "\u5149\u7167\u200B" + m_TextWithWhitespace: "Lighting\u200B" m_Pos: serializedVersion: 2 - x: 1195.3334 + x: 1102.6667 y: 78.66667 - width: 510.33325 + width: 603 height: 787.3333 m_SerializedDataModeController: m_DataMode: 0 diff --git a/docs/release-readiness-roadmap.md b/docs/release-readiness-roadmap.md index e810ec32..7b43dea5 100644 --- a/docs/release-readiness-roadmap.md +++ b/docs/release-readiness-roadmap.md @@ -60,7 +60,7 @@ | UI/UX | 35–50% | Yellow | 已有完整视觉方向和主要页面;响应式、Safe Area、可访问性、占位文本与统一规范未完成 | | Settings / Input | 35–50% | Red | 音量、帧率、Render Scale、Offset、语言、Rebind 已有;存在逻辑缺口与移动端风险 | | 剧情系统与文本 | 20–35% | Red | Yarn/Presenter/Portrait/Save 框架存在;目前只有少量原型文本和不完整 StoryData | -| Localization | 10–25% | Red | 同时使用 I2 与 Unity Localization;源语言配置冲突,多数 Locale 空缺 | +| Localization | 10–25% | Red | 已决策以 Unity Localization 作为唯一正式管线;需迁移既有本地化资源、解除旧系统依赖,并补齐多数 Locale | | Creator 内容管线 | 不纳入本轮 | Gray | 仅在 Official 出现共享数据或导入/导出关联证据时重新纳入 | | QA / Automation | 0–10% | Red | 未发现项目自有自动化测试、Test asmdef、CI 或正式回归证据体系 | | Build / Release Engineering | 5–15% | Red | 缺少可复现 Build Profile、CI、版本/渠道矩阵、发布候选流程和回滚方案 | @@ -89,13 +89,13 @@ ### P1:阻止 Feature Complete / Beta 1. Offline 内容解锁已统一为独立 `UnlockSaveModule`;仍需补齐新档、授予 Key、重启读取与所有入口拦截的 Unity 端到端证据。 -2. Settings 加载未应用语言;I2 与 Unity Localization 依赖相同 Index 顺序,容易错配。 +2. Settings 的语言存档仍为 Index;迁移到 Unity Localization 后应改为稳定 Locale ID,避免 Locale 列表排序造成错配。 3. Rebind 使用 `Rebinds` 保存,但 Reset 查询/删除 `Rebind`,无法正确恢复默认值。 4. `KeyRebindButton` 在找不到 Action 的异常路径中可能不恢复 Input 与 Waiting Cover。 5. Input Actions 缺少完整的 Submit/Back/Controller 导航与 Control Scheme;未发现 `EnhancedTouchSupport.Enable()`,移动端触控需实机验证。 6. UI Scene 内混用 `1920×1080`、`2560×1440` 和 Constant Pixel Size;未发现 `Screen.safeArea` 适配。 7. Scene 中仍存在大量测试值、硬编码中英文、`114514`、`Choice 0`、Test 文案等候选占位内容。 -8. Localization 资产不完整:I2 54 个 Term 中多个语言缺失,且有 5 个引用 Term 与资源命名不一致;Unity UI Table 只有 7 个 Key,除 `en`/`zh-CN` 外其余表为空;Message Table 为空。 +8. Localization 资产不完整:Unity UI Table 只有 7 个 Key,除 `en`/`zh-CN` 外其余表为空;Message Table 为空。迁移期间还需完成旧本地化资产清点、替换与删除验证。 9. `StreamingAssets` 同时包含 Android、iOS、Windows64 ThemeBundle,可能让各平台 Build 携带无关资源。 10. Runtime `Assets` 中保存了大量 PSD、整屏 Mockup 和 120 帧 Loading PNG;需在不破坏引用的前提下分离 Source Art 与 Runtime Export。 @@ -212,13 +212,13 @@ Exit Criteria:首发观察窗口结束,严重问题关闭或已部署修复 | STORY-002 | P0 | Official | 决定 Yarn 真正 Source Language 并修正 Yarn Project/Table | M | DEC-003 | TODO | Locale Contract | | STORY-003 | P0 | Official | 完成首发剧情、角色表、Portrait、Command 与分支条件 | L | REL-002, STORY-002 | TODO | Story Content Audit | | STORY-004 | P1 | Official | 移除 `Test Title` 等原型命令,补充缺失内容验证器 | M | STORY-003 | TODO | Zero-placeholder Report | -| LOC-001 | P0 | Official | 选择 I2/Unity Localization 的职责边界或迁移方案,禁止同 Index 隐式绑定 | L | STORY-002 | TODO | Localization ADR | +| LOC-001 | P0 | Official | 执行 Unity Localization 单一管线迁移:建立 Locale ID 契约、替换旧运行时依赖并验证移除 | L | STORY-002 | TODO | Localization Migration ADR + Runtime Proof | | LOC-002 | P0 | Official | 建立单一 Key Manifest、术语表、Source/Target Locale 规则 | M | LOC-001 | TODO | Key Manifest | -| LOC-003 | P0 | Official | 修复 5 个缺失 I2 Term 引用和现有空翻译 | S | LOC-002 | TODO | Automated Coverage Report | +| LOC-003 | P0 | Official | 完成旧本地化资源迁移/移除,并修复 Unity String Table 中的空翻译与缺失引用 | S | LOC-002 | TODO | Automated Coverage Report | | LOC-004 | P0 | Official | 完成首发语言 100% Key 覆盖并锁定文本 | L | DEC-003, LOC-002 | TODO | Locale Coverage = 100% | | LOC-005 | P1 | Official | 配置 TMP Font/Fallback 并完成溢出、断行、RTL(如适用)和 LQA | L | LOC-004 | TODO | Screenshot Matrix | | SET-001 | P0 | Official | 修复 `Rebinds` / `Rebind` Reset Key 错配 | S | — | TODO | Automated Save Test | -| SET-002 | P0 | Official | Settings Load 时应用语言,并验证 Locale 顺序不再隐式耦合 | M | LOC-001 | TODO | Restart Test | +| SET-002 | P0 | Official | Settings Load 时以 Unity Localization Locale ID 应用语言,并验证 Locale 顺序不再隐式耦合 | M | LOC-001 | TODO | Restart Test | | SET-003 | P1 | Official | 修复 Rebind 异常退出,补 Submit/Back/Controller/Control Scheme | M | — | TODO | Input Matrix | | SET-004 | P1 | Official | 移动端启用/验证 Enhanced Touch、触控取消与多点触控 | M | DEC-001 | TODO | Device Test | | SET-005 | P1 | Official | 增加 Settings Version、Validation、Migration、Atomic Save 与 Reset All | L | — | TODO | Migration Tests | @@ -301,7 +301,7 @@ Exit Criteria:首发观察窗口结束,严重问题关闭或已部署修复 | Song/Tutorial Story 节点为占位 | `Assets/Scripts/NewStorySystem/Tree/SongBlockView.cs`、`TutorialBlockView.cs` | | Chapter 0 引用未定义 `B-2` | `Assets/Story/Chapter0/StoryData_Chapter0.asset` | | Yarn 与 Story Localization 配置冲突 | `Assets/Story/Chapter0/Chapter0.yarnproject`、`Assets/Localization/Story/` | -| I2 Term 覆盖与命名缺口 | `Assets/Resources/I2Languages.asset` | +| 旧本地化资源覆盖与命名缺口 | `Assets/Localization/`、既有本地化资源目录 | | Rebind Reset Key 错配 | `Assets/Scripts/UI/Settings/RebindingWindow.cs` | | Login 被绕过、Localhost API 与 SDK 禁用 | `Assets/Scripts/UI/StartPage/StartUIPage.cs`、`Assets/Scripts/Online/` | | UI 缩放策略混合 | `Assets/Scenes/MenuScene.unity`、`Assets/Scenes/GameScene.unity` | diff --git a/docs/tutorial-block-system.md b/docs/tutorial-block-system.md index aa1c5436..3b126f8b 100644 --- a/docs/tutorial-block-system.md +++ b/docs/tutorial-block-system.md @@ -6,10 +6,10 @@ TutorialBlock 点击后通过通用 `SelectionBox` 动态生成“游玩教程 / 1. 将 TutorialBlock 的 `tutorialProgressVariable` 写为 `true`。 2. 保存全局剧情变量。 -3. 将该 TutorialBlock 标记为 Completed,用于故事树的节点外观和防止重复点击。 +3. 将该 TutorialBlock 标记为 Completed,用于故事树的节点外观;Completed 状态仍允许玩家再次点击回顾教程。 4. 重新计算所有 StoryBlock 的 `UnlockCondition`。 -后续 Block 必须通过 `VariableCondition` 读取教程变量解锁,不要依赖 TutorialBlock 的完成记录。选择“游玩教程”后会进入 GameScene;选择“跳过教程”则留在故事树。教程游玩中退出、失败或关闭游戏不会回退已经确认的解锁状态。 +后续 Block 必须通过 `VariableCondition` 读取教程变量解锁,不要依赖 TutorialBlock 的完成记录。选择“游玩教程”后会进入 GameScene;选择“跳过教程”则留在故事树。教程游玩中退出、失败或关闭游戏不会回退已经确认的解锁状态。教程节点完成后仍可再次点击;重复游玩只会重写相同的已处理状态,不会影响已解锁的后续剧情。 ## 运行时职责 @@ -17,7 +17,7 @@ TutorialBlock 点击后通过通用 `SelectionBox` 动态生成“游玩教程 / |---|---| | `StoryProgress` | 统一执行“写变量、保存、刷新故事树”;`ResolveTutorial` 同时更新教程节点完成状态。 | | `TutorialFlowController` | 验证 TutorialBlock 配置,并临时组装教程所需的两个 `SelectionBoxOption`。 | -| `SelectionBoxUIPage` | 通用多选弹窗页面:动态生成一个 `SelectionBox`,阻断底层输入并在选择后销毁该实例。 | +| `MessageUIPage` | MessageBox 与 SelectionBox 共用的弹窗页面:使用同一遮罩、容器和 FIFO 队列,动态生成并依次显示弹窗。 | | `SelectionBox` / `SelectionBoxButton` | 动态生成任意数量的选项按钮并确保一次显示只执行一个回调。 | | `TutorialCollection` | 用 `tutorialKey` 查询教程曲目的 `SongItemData`。 | | `InformationTransistor` | 用 `MenuReturnDestination` 保存唯一的返回目标,替代旧的两个返回 bool。 | @@ -78,12 +78,27 @@ TutorialBlock 不再需要专属弹窗。只需配置一套可供其它系统复 1. 创建一个 `SelectionBoxButton` Prefab:根节点具有 `Button` 与 `SelectionBoxButton`,子节点具有 `TMP_Text`。将 Button 和文本分别赋给 `button`、`labelText`。 2. 创建一个 `SelectionBox` Prefab:根节点具有 `CanvasGroup` 与 `SelectionBox`;配置标题 `TMP_Text`、可选内容 `TMP_Text`、选项容器 `RectTransform`,并把上一步 Prefab 赋给 `optionButtonPrefab`。 -3. 在 `Assets/Scenes/MenuScene.unity` 创建一个全屏覆盖页:根节点具有 `CanvasGroup` 和 `SelectionBoxUIPage`,初始建议 `alpha = 0`、`interactable = false`、`blocksRaycasts = false`。 -4. 在该覆盖页下创建 `selectionBoxContainer`,并将它赋给 `SelectionBoxUIPage.selectionBoxContainer`;将上一步的 `SelectionBox` Prefab 赋给 `selectionBoxPrefab`。 -5. 选中 `MenuManager`,把该 `SelectionBoxUIPage` 组件拖入新的 `selectionBoxUIPage` 字段。 +3. 打开 `Assets/Scenes/MenuScene.unity` 中现有的 `MessagePage`。该节点已有 `CanvasGroup` 与 `MessageUIPage`,无需创建新的全屏覆盖页或在 `MenuManager` 新增引用。 +4. 将上一步的 `SelectionBox` Prefab 赋给 `MessageUIPage.defaultSelectionBoxPrefab`。它会与现有 `MessageBox` 共用 `messageContainer`。 教程点击时会运行时生成一个 SelectionBox,并生成两个按钮:`游玩教程` 与 `跳过教程`。未来其它非 Yarn 的交互(例如奖励二选一、离开确认、章节分支)可以传入自己的标题、内容和 `SelectionBoxOption` 列表复用这套 UI。按钮正式本地化留待剧情文本与本地化阶段处理。 +### 4. 推荐按钮排版(SelectionBox 宽度 1200) + +建议所有 2~3 个选项统一使用纵向等宽排列,而不是根据数量切换横向布局。这样在英文、日文、韩文和越南文的按钮文字长度不同时,仍有稳定的触控面积和视觉节奏。 + +| 配置项 | 推荐值 | +|---|---| +| `optionContainer` | `VerticalLayoutGroup` | +| 左右 Padding | 72 | +| 上下 Padding | 48 | +| 按钮间距 | 24 | +| 按钮高度 | 112(通过 Button Prefab 的 `LayoutElement.preferredHeight`) | +| 按钮宽度 | 填满可用宽度,约 1056 | +| 对齐方式 | `Middle Center` | + +两按钮时,选项区高度约为 248;三按钮时约为 384,均适合固定宽度 1200 的弹窗。若存在“取消 / 返回”一类非主要操作,应固定放在最后一项,并以较弱的颜色或描边区分,不要仅通过位置变化表达危险性。横向三等分在 1200 宽度下每项只有约 336 宽,对越南文和未来较长的本地化文本余量不足,因此不建议作为通用 SelectionBox 的默认布局。 + ## 验证清单 1. 使用新存档或 StoryTree 的 `DebugResetChapterProgress` 重置 Chapter 0;该调试重置现在也会清除本章节的教程变量。 @@ -92,9 +107,10 @@ TutorialBlock 不再需要专属弹窗。只需配置一套可供其它系统复 4. 重置后选择“游玩教程”:确认进入 Chapter 0 Tutorial 的指定难度,且 `A-0` 在确认按钮点击后已解锁。 5. 在教程暂停页或结算页返回菜单:应回到 Chapter 0 的 StoryPage,而不是 SongSelection 页面。 6. 通过普通选曲进入歌曲后返回菜单:应仍回到 SongSelection 页面,且歌曲/难度缓存不受影响。 +7. 在 TutorialBlock 已完成后再次点击它:应再次显示 SelectionBox,选择“游玩教程”后能够重新进入教程,且后续剧情解锁状态不变化。 ## 配置错误的表现 -以下任一配置缺失时,TutorialBlock 会输出警告且不会解锁后续剧情:`tutorialKey`、`tutorialProgressVariable`、`tutorialDifficultySaveId`、TutorialCollection 中的曲目、可用的目标难度、`SelectionBoxUIPage` 引用、SelectionBox Prefab 或选项按钮 Prefab。 +以下任一配置缺失时,TutorialBlock 会输出警告且不会解锁后续剧情:`tutorialKey`、`tutorialProgressVariable`、`tutorialDifficultySaveId`、TutorialCollection 中的曲目、可用的目标难度、场景中的 `MessageUIPage`、`defaultSelectionBoxPrefab` 或选项按钮 Prefab。 这是一项运行时保护;本阶段不增加导入器或 Editor 阶段的额外防呆校验。