存档重构,游戏内容解锁机制;教程完善(未完成)
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@@ -4,6 +4,11 @@ using UnityEngine;
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namespace Ichni.RhythmGame
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{
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/// <summary>
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/// 单次演奏的运行时判定记录。
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/// 本类随 GameScene 重建,只负责本局结算;长期最佳成绩由 SongSaveModule 写入 ES3,
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/// 因此不要把此对象直接当作存档模型使用。
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/// </summary>
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public class PlayingRecorder
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{
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public int perfectCount;
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@@ -17,13 +22,28 @@ namespace Ichni.RhythmGame
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public int currentCombo;
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public int maxCombo;
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/// <summary>本局判定偏差图数据,仅供当前 Summary 使用,不写入存档。</summary>
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public List<float> resultData = new List<float>();
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public bool isFullCombo;
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public bool isAllPerfect;
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/// <summary>
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/// 在进入一局新演奏时重置全部瞬时状态。
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/// 初始化为 100% / FC / AP 是为了让首个非 Perfect 判定能正确打破对应状态;
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/// 无有效判定的空局不会被 SongSaveModule 写入成绩。
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/// </summary>
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public void Initialize()
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{
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if (resultData == null)
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{
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resultData = new List<float>();
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}
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else
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{
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resultData.Clear();
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}
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perfectCount = 0;
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goodCount = 0;
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badCount = 0;
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@@ -105,4 +125,4 @@ namespace Ichni.RhythmGame
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GameManager.Instance.gameUICanvas.UpdateCombo(currentCombo);
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}
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}
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}
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}
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