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visibleDotCount / 2; + for (int i = 0; i < dots.Count; i++) + { + RectTransform dot = dots[i]; + int songIndex = firstVisibleSongIndex + i; + if (songIndex < 0 || songIndex >= Count) + { + SetDotVisible(i, false); + continue; + } + + float relativeIndex = songIndex - centerIndex; + float absoluteRelativeIndex = Mathf.Abs(relativeIndex); + bool isVisible = absoluteRelativeIndex <= visibleSongRadius; + + SetDotVisible(i, isVisible); + if (!isVisible) + { + continue; + } + + float y = GetDotY(relativeIndex); + dots[i].anchoredPosition = new Vector2(0f, y); + + float scale = GetDotScale(absoluteRelativeIndex); + dots[i].localScale = Vector3.one * Mathf.Clamp01(scale); + + if (i < dotCanvasGroups.Count && dotCanvasGroups[i] != null) + { + dotCanvasGroups[i].alpha = GetDotAlpha(absoluteRelativeIndex); + } + } + } + + private void RebuildDotsIfNeeded() + { + int targetCount = Mathf.Min(Count, visibleDotCount); + if (displayedCount == targetCount) + { + return; + } + + for (int i = dots.Count - 1; i >= 0; i--) + { + if (dots[i] != null) + { + Destroy(dots[i].gameObject); + } + } + + dots.Clear(); + dotCanvasGroups.Clear(); + + if (DotPfab == null) + { + displayedCount = -1; + return; + } + + for (int i = 0; i < targetCount; i++) + { + GameObject go = Instantiate(DotPfab, transform); + dots.Add(go.GetComponent()); + + CanvasGroup canvasGroup = go.GetComponent(); + if (canvasGroup == null) + { + canvasGroup = go.AddComponent(); + } + + dotCanvasGroups.Add(canvasGroup); + } + + displayedCount = targetCount; + } + + private void SetDotVisible(int dotIndex, bool isVisible) + { + RectTransform dot = dots[dotIndex]; + if (dot.gameObject.activeSelf != isVisible) + { + dot.gameObject.SetActive(isVisible); + } + } + + private float GetDotY(float relativeIndex) + { + float absRelativeIndex = Mathf.Abs(relativeIndex); + if (absRelativeIndex <= 1f) + { + return -relativeIndex * innerOffset; + } + + float scaleRange = Mathf.Max(visibleSongRadius - 1f, 0.0001f); + float outerT = Mathf.Clamp01((absRelativeIndex - 1f) / scaleRange); + float distance = Mathf.Lerp(innerOffset, outerOffset, outerT); + return -Mathf.Sign(relativeIndex) * distance; + } + + private float GetDotScale(float absoluteRelativeIndex) + { + if (absoluteRelativeIndex <= 1f) + { + return Mathf.Lerp(1f, midScale, absoluteRelativeIndex); + } + + float scaleRange = Mathf.Max(visibleSongRadius - 1f, 0.0001f); + float outerT = Mathf.Clamp01((absoluteRelativeIndex - 1f) / scaleRange); + return Mathf.Lerp(midScale, outerScale, outerT); + } + + private float GetDotAlpha(float absoluteRelativeIndex) + { + if (absoluteRelativeIndex <= 1f) + { + return Mathf.Lerp(1f, midAlpha, absoluteRelativeIndex); + } + + float scaleRange = Mathf.Max(visibleSongRadius - 1f, 0.0001f); + float outerT = Mathf.Clamp01((absoluteRelativeIndex - 1f) / scaleRange); + return Mathf.Lerp(midAlpha, outerAlpha, outerT); + } +} diff --git a/Assets/Scripts/UI/SongSelection/SongDotAnimationUI.cs.meta b/Assets/Scripts/UI/SongSelection/SongDotAnimationUI.cs.meta new file mode 100644 index 00000000..22d03a08 --- /dev/null +++ b/Assets/Scripts/UI/SongSelection/SongDotAnimationUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b6ebaa592d5a7fc4594d65a24bd0ec76 \ No newline at end of file diff --git a/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs b/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs index 030558f0..615f2dbf 100644 --- a/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs +++ b/Assets/Scripts/UI/SongSelection/SongListControllerUI.cs @@ -10,34 +10,41 @@ using SLSUtilities.WwiseAssistance; namespace Ichni.Menu { -// 一个完全自定义的列表控制器,实现了拖拽、惯性、边界和吸附 + // 一个完全自定义的列表控制器,实现了拖拽、惯性、边界和吸附 public partial class SongListControllerUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { - [Title("核心组件")] + [Title("核心组件")] [SerializeField] public RectTransform content; [SerializeField] public RectTransform viewport; - [Title("预制体")] - [SerializeField] + [Title("预制体")] + [SerializeField] private GameObject songItemPrefab; - [Title("对齐与动画")] + [Title("对齐与动画")] [SerializeField] public RectTransform centerPoint; [SerializeField] private float snapSpeed = 10f; [SerializeField] private float decelerationRate = 0.15f; - [Title("平滑度优化")] - [SerializeField] [Range(1f, 20f)] + [Title("平滑度优化")] + [SerializeField] + [Range(1f, 20f)] private float dragSmoothing = 16f; // 拖拽平滑度的阻尼值,可在Inspector中调节 - [SerializeField][Range(1f, 20f)] + [SerializeField] + [Range(1f, 20f)] private float releaseSmoothing = 4f; // 松手后平滑度的阻尼值,可在Inspector中调节 - + [Title("甩动判定")] [Tooltip("当松手时的速度大于此值,才会被判定为一次“甩动”并产生惯性")] [SerializeField] private float flickThreshold = 50f; - + [Title("吸附判定")] + [Tooltip("当甩动惯性低于这玩意的时候就吸附")] + [SerializeField] private float SnapThreshold = 10f; + [Tooltip("吸附选项时按当前速度预判的时间,值越大越容易顺着滑动方向吸附到下一首")] + [SerializeField] [Min(0f)] private float snapVelocityProjectionTime = 0.12f; public SongSelectionTab selectedTab; + // 内部变量 public List songItems = new List(); private Vector2 velocity; @@ -47,6 +54,7 @@ namespace Ichni.Menu private Vector2 targetPosition; // 【新增】内容的目标位置 private float targetX = 1500f; public bool isDuringSnap = false; + private bool isSnapRequested = false; public RectTransform closestTab; // 仅供 Story SongBlock 在“下一次初始化列表”时指定初始歌曲;不写入章节缓存, @@ -82,7 +90,7 @@ namespace Ichni.Menu _initialSongSelectionOverride = null; return; } - + Canvas.ForceUpdateCanvases(); topBound = (songItems.Count * 144f + (songItems.Count - 1) * 60f) - 72f; //topBound中,144为tab高度,60为tab间距,72为tab高度的一半 bottomBound = 72f; //bottomBound中,72为tab高度的一半 @@ -146,14 +154,14 @@ namespace Ichni.Menu _initialSongSelectionOverride = null; } - + StartCoroutine(SnapToItem(songItems[songIndex], true)); closestTab = songItems[songIndex]; - + targetPosition = content.anchoredPosition; targetX = -1500f; } - + private void Update() { RectTransform closestItem = closestTab; @@ -167,7 +175,7 @@ namespace Ichni.Menu closestItem = item; } } - + if (closestItem != null && closestTab != closestItem) { closestTab = closestItem; @@ -181,21 +189,20 @@ namespace Ichni.Menu // 如果不在拖拽,则处理惯性 // 注意:我们只在 isDragging 为 false 时处理惯性, // OnEndDrag中已经对速度进行了判断,所以这里的逻辑依然适用 - if (!isDragging && Mathf.Abs(velocity.y) > 0.1f) + if (!isDragging && !isDuringSnap && Mathf.Abs(velocity.y) > 0.1f) { // 将速度施加于目标位置 targetPosition.y += velocity.y * Time.deltaTime; // 速度衰减 velocity *= (1 - decelerationRate); - // 当速度足够小时,停止惯性并触发吸附 - if (Mathf.Abs(velocity.y) <= 0.1f) + // 惯性速度回落到吸附范围后,就请求吸附到最近歌曲。 + if (!isSnapRequested && Mathf.Abs(velocity.y) <= SnapThreshold) { - velocity = Vector2.zero; StartCoroutine(SnapToClosest()); } } - + // 无论何时,都将Content的实际位置平滑地Lerp到目标位置 float damping = isDragging ? dragSmoothing : releaseSmoothing; Vector2 finalPosition = Vector2.Lerp(content.anchoredPosition, targetPosition, Time.deltaTime * damping); @@ -204,15 +211,17 @@ namespace Ichni.Menu // 每次更新后都施加边界限制 ClampContentPosition(); } - + public void OnBeginDrag(PointerEventData eventData) { isDragging = true; velocity = Vector2.zero; StopAllCoroutines(); + isSnapRequested = false; + isDuringSnap = false; // 开始拖拽时,将目标位置与当前位置同步 targetPosition = content.anchoredPosition; - + selectedTab?.SetSelection(false); selectedTab = null; // 清除当前选中的Tab @@ -228,7 +237,7 @@ namespace Ichni.Menu // 【核心修正 #1】计算速度时,只使用Y轴分量 velocity = new Vector2(0, eventData.delta.y / Time.deltaTime); } - + public void OnEndDrag(PointerEventData eventData) { isDragging = false; @@ -244,7 +253,6 @@ namespace Ichni.Menu else { // 速度很小,是“慢速拖拽”,立即开始吸附 - velocity = Vector2.zero; // 清除残余速度 StartCoroutine(SnapToClosest()); } } @@ -255,7 +263,7 @@ namespace Ichni.Menu targetPosition.y = Mathf.Clamp(targetPosition.y, bottomBound, topBound); } } - + public partial class SongListControllerUI { public void ClearSongTabs() @@ -276,8 +284,9 @@ namespace Ichni.Menu SnapCoroutine = null; targetPosition = content.anchoredPosition; isDuringSnap = false; + isSnapRequested = false; } - + public void GenerateSongTabs() { ChapterSelectionUnit chapterUnit = ChapterSelectionManager.instance.currentChapter; @@ -315,7 +324,7 @@ namespace Ichni.Menu } } } - + public void GoToNextTab() { if (closestTab != null) @@ -332,18 +341,79 @@ namespace Ichni.Menu public partial class SongListControllerUI { + /// + /// 列表滚动进度,0 = 第一首,1 = 最后一首。 + /// 基于 content.anchoredPosition.y 在 bottomBound ~ topBound 区间归一化。 + /// + public float ScrollProgress => + songItems.Count <= 1 + ? 0f + : Mathf.InverseLerp(bottomBound, topBound, content.anchoredPosition.y); + + /// + /// 当前列表的连续歌曲索引,0 = 第一首,1 = 第二首。 + /// 拖动或吸附动画中会返回小数,供外部 UI 跟随歌曲滑动。 + /// + public float ContinuousSongIndex + { + get + { + if (songItems.Count <= 1) + { + return 0f; + } + + return Mathf.Clamp(ScrollProgress * (songItems.Count - 1), 0f, songItems.Count - 1); + } + } + + /// + /// 当前列表中的歌曲总数。 + /// + public int SongCount => songItems.Count; + private IEnumerator SnapCoroutine; - + // SnapToClosest 和 SnapToItem 这两个协程也需要微调,以确保它们能正确地与新的平滑系统协作 private IEnumerator SnapToClosest() { + if (isSnapRequested) + { + yield break; + } + + isSnapRequested = true; + // ... (寻找最近项的逻辑不变) ... yield return new WaitForEndOfFrame(); + + float projectedContentY = Mathf.Clamp( + targetPosition.y + velocity.y * snapVelocityProjectionTime, + bottomBound, + topBound); + RectTransform closestItem = FindClosestItemToContentY(projectedContentY); + + velocity = Vector2.zero; + + if (closestItem != null) + { + yield return SnapToItem(closestItem, false); + } + + isSnapRequested = false; + } + + private RectTransform FindClosestItemToContentY(float contentY) + { float minDistance = float.MaxValue; RectTransform closestItem = null; foreach (RectTransform item in songItems) { - float distance = Mathf.Abs(item.position.y - centerPoint.position.y); + Vector3 itemLocalPos = viewport.InverseTransformPoint(item.position); + Vector3 centerLocalPos = viewport.InverseTransformPoint(centerPoint.position); + float localOffsetY = centerLocalPos.y - itemLocalPos.y; + float itemTargetY = Mathf.Clamp(content.anchoredPosition.y + localOffsetY, bottomBound, topBound); + float distance = Mathf.Abs(itemTargetY - contentY); if (distance < minDistance) { minDistance = distance; @@ -351,24 +421,22 @@ namespace Ichni.Menu } } - if (closestItem != null) - { - yield return SnapToItem(closestItem, false); - } + return closestItem; } - + public IEnumerator SnapToTab(SongSelectionTab tab) { selectedTab?.SetSelection(false); selectedTab = null; // 清除当前选中的Tab + isSnapRequested = false; if (isDuringSnap && SnapCoroutine != null) { StopCoroutine(SnapCoroutine); } - + SnapCoroutine = SnapToItem(tab.GetComponent(), false); - + yield return StartCoroutine(SnapCoroutine); } @@ -378,20 +446,20 @@ namespace Ichni.Menu { yield return new WaitForEndOfFrame(); } - + Debug.Log("开始对齐到: " + targetItem.name); - + selectedTab = targetItem.GetComponent(); selectedTab.SetSelection(true); - + SongItemData connectedSong = selectedTab.connectedSong; MenuManager.instance.songSelectionUIPage.selectedSong = connectedSong; MenuManager.instance.songSelectionUIPage.selectedSave = GameSaveManager.instance.SongSaveModule.GetSongStatusSave(connectedSong.songName); - + Vector3 closestItemLocalPos = viewport.InverseTransformPoint(targetItem.position); Vector3 centerPointLocalPos = viewport.InverseTransformPoint(centerPoint.position); float localOffsetY = centerPointLocalPos.y - closestItemLocalPos.y; - + Vector2 finalTargetPosition = content.anchoredPosition + new Vector2(0, localOffsetY); finalTargetPosition.y = Mathf.Clamp(finalTargetPosition.y, bottomBound, topBound); @@ -419,11 +487,11 @@ namespace Ichni.Menu } Debug.Log($"已对齐到: {targetItem.GetComponent().songNameText.text}"); - + SongSelectionManager.instance.SetPreview(connectedSong, selectedTab.isLocked); MenuManager.instance.songSelectionUIPage.difficultySelectionContainer.SetUp(connectedSong.difficultyDataList); MenuManager.instance.songSelectionUIPage.songInfoUI.SetIllustration(connectedSong.illustration, connectedSong.illustratorName); - + isDuringSnap = false; } } diff --git a/Assets/Scripts/UI/SongSelection/SongSelectionUIPage.cs b/Assets/Scripts/UI/SongSelection/SongSelectionUIPage.cs index d639b1df..b8f38faf 100644 --- a/Assets/Scripts/UI/SongSelection/SongSelectionUIPage.cs +++ b/Assets/Scripts/UI/SongSelection/SongSelectionUIPage.cs @@ -16,10 +16,10 @@ namespace Ichni.Menu [Tooltip("从选曲页进入当前章节剧情树的按钮。会优先定位当前选中歌曲对应的 SongBlock;未找到时显示剧情开头。")] public Button enterStoryButton; - + public Gradient2 backgroundFrames; public float framePositionOffset = -1; - + public SongListControllerUI songListController; public PlaySongUI playSongUI; public SongInfoUI songInfoUI; @@ -47,12 +47,12 @@ namespace Ichni.Menu MenuInputManager.OnMoveUp += songListController.GoToFormerTab; MenuInputManager.OnMoveDown += songListController.GoToNextTab; }; - + backButton.onClick.AddListener(ReturnToChapterSelection); if (enterStoryButton != null) enterStoryButton.onClick.AddListener(OpenStoryForSelectedSong); - + songInfoUI.SetUp(); } @@ -93,10 +93,10 @@ namespace Ichni.Menu private 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