using Ichni.Menu; using System.Collections; using System.Collections.Generic; using Ichni.Diagnostics; using Sirenix.OdinInspector; using UnityEngine; using UnityEngine.Localization; using UnityEngine.Localization.Settings; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEngine.SceneManagement; using UnityEngine.Serialization; namespace Ichni { [DefaultExecutionOrder(-10000)] 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"; /// /// 与设置界面 Dropdown 顺序严格一致的 Locale Code。 /// 不使用 AvailableLocales.Locales 的返回顺序,因为 Addressables Catalog 的条目顺序不属于稳定存档契约。 /// private static readonly string[] SupportedLocaleCodes = { "zh-CN", "en", "zh-TW", "ja", "ko", "vi-VN", "th" }; public static SettingsManager instance; [FormerlySerializedAs("settingsPage")] public SettingsUIPage settingsUIPage; [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(); // 语言切换请求统一由一个协程串行处理。协程运行期间的新请求只覆盖目标索引。 private Coroutine applyLanguageSettingsCoroutine; private bool isLanguageRoutineRunning; private int pendingLanguageIndex = -1; private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); SceneManager.sceneLoaded += OnSceneLoaded; RenderPipelineManager.beginCameraRendering += ApplyPostProcessingSettingBeforeCameraRender; } else { Destroy(gameObject); } } private void OnDestroy() { if (instance != this) { return; } SceneManager.sceneLoaded -= OnSceneLoaded; RenderPipelineManager.beginCameraRendering -= ApplyPostProcessingSettingBeforeCameraRender; if (applyLanguageSettingsCoroutine != null) { StopCoroutine(applyLanguageSettingsCoroutine); applyLanguageSettingsCoroutine = null; } isLanguageRoutineRunning = false; instance = null; } private void Start() { LoadGameSettings(); } [Button] public void SaveGameSettings() { string savePath = Application.persistentDataPath + "/GameData/" + SettingsSaveFileName; ES3.Save(SettingsSaveKey, settingsSaveData, savePath); } [Button] public void LoadGameSettings() { string savePath = Application.persistentDataPath + "/GameData/" + SettingsSaveFileName; if (ES3.FileExists(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 { settingsSaveData = CreateDefaultSettingsSaveData(); } Debug.Log($"[SettingsManager] 已加载存档:{savePath},当前语言索引={settingsSaveData.languageIndex}"); ApplyAudioSettings(); ApplyGraphicSettings(); ApplyLanguageSettings(); } /// /// 将音频分类的当前设置写入 Wwise RTPC。 /// public void ApplyAudioSettings() { AkUnitySoundEngine.SetRTPCValue("MasterVolume", settingsSaveData.masterVolume); AkUnitySoundEngine.SetRTPCValue("MusicVolume", settingsSaveData.musicVolume); AkUnitySoundEngine.SetRTPCValue("SoundFXVolume", settingsSaveData.soundEffectVolume); AkUnitySoundEngine.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 Unity Localization 管线。 /// 本方法只等待 Unity 官方 InitializationOperation,并在其完成后应用玩家最新一次语言选择。 /// public void ApplyLanguageSettings() { if (settingsSaveData == null) { BuildHangTracer.Log("SETTINGS_MGR", "[ApplyLanguageSettings] settingsSaveData 为空,取消语言切换。"); return; } pendingLanguageIndex = settingsSaveData.languageIndex; if (isLanguageRoutineRunning) { BuildHangTracer.Log( "SETTINGS_MGR", $"[ApplyLanguageSettings] 已有语言切换流程运行,更新待处理索引为 {pendingLanguageIndex}。"); return; } isLanguageRoutineRunning = true; BuildHangTracer.Log( "SETTINGS_MGR", $"[ApplyLanguageSettings] 启动语言切换流程,目标索引={pendingLanguageIndex}。"); //LocalizationSettings.SelectedLocale = LocalizationSettings.AvailableLocales.GetLocale(SupportedLocaleCodes[pendingLanguageIndex]); applyLanguageSettingsCoroutine = StartCoroutine(ApplyLanguageSettingsRoutine()); } private IEnumerator ApplyLanguageSettingsRoutine() { // try/finally 确保协程正常结束、被 StopCoroutine 或发生异常时,运行状态都会被清除。 try { // 避开 Dropdown.onValueChanged 当前同步调用栈。 yield return null; BuildHangTracer.Log( "SETTINGS_COROUTINE", $"[Coroutine] 等待 Unity Localization InitializationOperation。" + $"CurrentState={LocalizationBootstrap.State}"); yield return LocalizationBootstrap.WaitForInitialization(); if (!LocalizationBootstrap.IsReady) { BuildHangTracer.Log( "SETTINGS_COROUTINE", $"[Coroutine] Unity Localization 初始化失败,取消语言切换。" + $"Reason={LocalizationBootstrap.FailureReason}"); pendingLanguageIndex = -1; yield break; } BuildHangTracer.Log( "SETTINGS_COROUTINE", $"[Coroutine] Unity Localization 已就绪。启动 Locale=" + $"{LocalizationSettings.SelectedLocale?.Identifier.Code ?? ""}"); // 处理流程运行期间收到的最新请求。 while (pendingLanguageIndex >= 0) { int requestedLanguageIndex = pendingLanguageIndex; pendingLanguageIndex = -1; if (requestedLanguageIndex < 0 || requestedLanguageIndex >= SupportedLocaleCodes.Length) { BuildHangTracer.Log( "SETTINGS_COROUTINE", $"[Coroutine] 语言索引无效。Index={requestedLanguageIndex}," + $"SupportedCount={SupportedLocaleCodes.Length}。回退到简体中文。"); // 旧版本存档或损坏存档可能留下越界索引。将它修正为稳定的默认值, // 避免首次启动时保持一个不受 SettingsSave 控制的 Locale。 requestedLanguageIndex = 0; settingsSaveData.languageIndex = 0; } string targetLocaleCode = SupportedLocaleCodes[requestedLanguageIndex]; Locale targetLocale = LocalizationSettings.AvailableLocales.GetLocale(targetLocaleCode); Locale currentLocale = LocalizationSettings.SelectedLocale; BuildHangTracer.Log( "SETTINGS_COROUTINE", $"[Coroutine] 准备切换 Locale:" + $"{currentLocale?.Identifier.Code ?? ""} -> " + $"{targetLocale?.Identifier.Code ?? ""}"); if (targetLocale == null) { BuildHangTracer.Log( "SETTINGS_COROUTINE", $"[Coroutine] Localization Settings 中不存在 Locale '{targetLocaleCode}',取消本次切换。"); continue; } if (currentLocale == targetLocale) { BuildHangTracer.Log("SETTINGS_COROUTINE", "[Coroutine] 目标 Locale 与当前 Locale 相同,跳过切换。"); continue; } LocalizationSettings.SelectedLocale = targetLocale; // setter 会同步更新 SelectedLocale,并通知 LocalizedString / LocalizedAsset 按需刷新。 // 初始化已在本协程开头完成,因此此处不会触发同步 Locale 加载。 yield return null; Locale appliedLocale = LocalizationSettings.SelectedLocale; if (appliedLocale == targetLocale) { BuildHangTracer.Log( "SETTINGS_COROUTINE", $"<<< [CRITICAL] SelectedLocale 已切换:{targetLocale.Identifier.Code}"); } else { BuildHangTracer.Log( "SETTINGS_COROUTINE", $"[Coroutine] SelectedLocale 校验失败。Expected={targetLocale.Identifier.Code}," + $"Actual={appliedLocale?.Identifier.Code ?? ""}"); } } } finally { applyLanguageSettingsCoroutine = null; isLanguageRoutineRunning = false; BuildHangTracer.Log( "SETTINGS_COROUTINE", $"[Coroutine] 语言切换流程结束。PendingIndex={pendingLanguageIndex}"); } } /// /// 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; } } }