Story流程+本地化

This commit is contained in:
SoulliesOfficial
2026-07-24 17:56:30 -04:00
parent b0e0a7d5aa
commit de70870682
250 changed files with 5719 additions and 272966 deletions

View File

@@ -25,10 +25,21 @@ namespace Ichni.UI
}
}
public virtual void FadeIn(float duration = 0.5f, bool ignoreTimeScale = false, UnityAction action = null)
/// <summary>
/// 显示页面并播放淡入动画。
/// <paramref name="beforeFadeAction"/> 在 Canvas 已激活、保持完全透明且输入仍被阻断时执行,
/// 适用于需要先完成视口定位、动态布局或数据绑定,再让玩家看见页面的场景。
/// </summary>
public virtual void FadeIn(float duration = 0.5f, bool ignoreTimeScale = false,
UnityAction action = null, UnityAction beforeFadeAction = null)
{
mainCanvasGroup.gameObject.SetActive(true);
// 明确重置为不可见、不可交互状态,保证 beforeFadeAction 的任何布局变化都不会闪现在屏幕上。
mainCanvasGroup.alpha = 0f;
mainCanvasGroup.interactable = false;
mainCanvasGroup.blocksRaycasts = false;
fadeInStartAction?.Invoke();
beforeFadeAction?.Invoke();
Tweener fade = mainCanvasGroup.DOFade(1f, duration).OnComplete(() =>
{
@@ -66,4 +77,4 @@ namespace Ichni.UI
fade.Play();
}
}
}
}

View File

@@ -1,6 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using Ichni.Diagnostics;
using Ichni.Menu;
using UnityEngine;
@@ -22,20 +19,16 @@ namespace Ichni.UI
MenuManager.instance.settingsUIPage.settingsWindowController.buttonsContainer.gameObject.SetActive(false);
};
languageDropdown.SetUp(gameSettings.languageIndex, MenuManager.instance.displayLanguageList, "Menu UI/Settings_Language");
languageDropdown.SetUp(SettingsManager.instance.GetLanguageDropdownIndex(), MenuManager.instance.displayLanguageList, "Menu UI/Settings_Language");
languageDropdown.updateValueAction = () =>
{
BuildHangTracer.Log("UI_DROPDOWN", $"[Dropdown] 玩家选择语言索引: {languageDropdown.selectedIndex}");
gameSettings.languageIndex = languageDropdown.selectedIndex;
BuildHangTracer.Log("UI_DROPDOWN", "[Dropdown] 即将调用 SettingsManager.ApplyLanguageSettings()");
SettingsManager.instance.ApplyLanguageSettings();
BuildHangTracer.Log("UI_DROPDOWN", "[Dropdown] SettingsManager.ApplyLanguageSettings() 调用完成返回");
SettingsManager.instance.SetLanguageByDropdownIndex(languageDropdown.selectedIndex);
};
}
public override void SetValuesFromSettings()
{
languageDropdown.SetValue(gameSettings.languageIndex);
languageDropdown.SetValue(SettingsManager.instance.GetLanguageDropdownIndex());
}
}
}

View File

@@ -70,13 +70,13 @@ namespace Ichni.Menu
public void SetBeatmapInfo(BeatmapSave beatmapSave)
{
accuracyText.text = $"{beatmapSave.accuracy * 100:F2}%";
if (!beatmapSave.isAllPerfect)
{
fullComboMark.gameObject.SetActive(beatmapSave.isFullCombo);
}
allPerfectMark.gameObject.SetActive(beatmapSave.isAllPerfect);
// 两种成绩徽记互斥显示All Perfect 的优先级高于 Full Combo。
// 必须每次都显式设置两个对象;仅在非 All Perfect 时更新 Full Combo 会让 Prefab
// 初始状态或上一次选择谱面的显示状态残留,造成首次进入时同时出现两个徽记。
bool showAllPerfect = beatmapSave.isAllPerfect;
fullComboMark.gameObject.SetActive(!showAllPerfect && beatmapSave.isFullCombo);
allPerfectMark.gameObject.SetActive(showAllPerfect);
}
}
}
}

View File

@@ -3,6 +3,7 @@ using Ichni.RhythmGame;
using Ichni.Story;
using Ichni.UI;
using SLSUtilities.WwiseAssistance;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using UnityEngine.UI.Extensions;
@@ -12,6 +13,9 @@ namespace Ichni.Menu
public partial class SongSelectionUIPage : UIPageBase
{
public Button backButton;
[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;
@@ -44,21 +48,48 @@ namespace Ichni.Menu
MenuInputManager.OnMoveDown += songListController.GoToNextTab;
};
backButton.onClick.AddListener(() =>
{
FadeOut();
SongSelectionManager.instance.StopPreviewSong();
backButton.onClick.AddListener(ReturnToChapterSelection);
// 仅当本次选曲由剧情 SongBlock 发起时返回剧情页;普通选曲保持原有的章节选择返回逻辑。
if (StoryManager.instance != null && StoryManager.instance.TryReturnFromSongSelection())
StoryManager.instance.storyUIPage.FadeIn();
else
MenuManager.instance.chapterSelectionUIPage.FadeIn();
});
if (enterStoryButton != null)
enterStoryButton.onClick.AddListener(OpenStoryForSelectedSong);
songInfoUI.SetUp();
}
private void OnDestroy()
{
backButton.onClick.RemoveListener(ReturnToChapterSelection);
if (enterStoryButton != null)
enterStoryButton.onClick.RemoveListener(OpenStoryForSelectedSong);
}
/// <summary>
/// 选曲页的全局返回语义固定为回到章节选择页。
/// 即使本次页面最初由 Story SongBlock 打开,也不再把 Back 视为“返回剧情树”;
/// 玩家需要使用专门的 <see cref="enterStoryButton"/> 进入剧情。
/// </summary>
private void ReturnToChapterSelection()
{
FadeOut();
SongSelectionManager.instance.StopPreviewSong();
// Story SongBlock 入口上下文只服务于一次“进入游戏后返回剧情”的流程。
// 玩家主动离开选曲页时必须清除它,避免之后普通选曲误继承旧的目标歌曲与返回目的地。
InformationTransistor.instance?.storySongEntryContext?.Clear();
MenuManager.instance.chapterSelectionUIPage.FadeIn();
}
/// <summary>
/// 从选曲页打开当前章节的剧情树。若当前歌曲在 StoryData 中存在对应 SongBlock
/// StoryManager 会把视口定位到该 Block未选中歌曲或没有对应 Block 时则显示剧情开头。
/// </summary>
private void OpenStoryForSelectedSong()
{
ChapterSelectionUnit chapter = ChapterSelectionManager.instance?.currentChapter;
StoryManager.instance?.TryOpenStoryForSong(chapter, selectedSong);
}
private void Start()
{
Sequence framesSeq = DOTween.Sequence();