Files
ichni_Official/Assets/Scripts/Story/StoryUI/Blocks/SongBlockUI.cs
SoulliesOfficial b19469976a Menu基本完成
2025-06-14 14:42:49 -04:00

79 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Ichni.Menu;
using Ichni.RhythmGame;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Ichni.Story.UI
{
public class SongBlockUI : StoryBlockUIBase
{
public string songName;
public Button button;
public TMP_Text songNameText;
public RectTransform beatmapStatusMarkContainer;
public GameObject beatmapStatusMarkPrefab;
public void Initialize(string blockName, Vector2 position, Vector2 positionOffset,
Vector2 size, StoryBlockState state, string songName)
{
base.Initialize(blockName, position, positionOffset, size, state);
this.songName = songName;
songNameText.text = songName;
button.onClick.AddListener(() =>
{
MenuManager.instance.prepareUIPage.SetUpPrepareUIPage(songName);
MenuManager.instance.prepareUIPage.FadeIn();
});
SetUpBeatmapStatusMarks();
}
public override StoryBlockSave GetBlockSave()
{
return new SongBlockSave(blockName, blockPosition, state);
}
public void SetUpBeatmapStatusMarks()
{
SongStatusSave songStatusSave = GameSaveManager.instance.SongSaveModule.songStatusSaves[songName];
string chapter = ChapterSelectionManager.instance.currentChapter;
ChapterSelectionUnit cpt = ChapterSelectionManager.instance.chapters.First(c => c.chapterIndex == chapter);
SongItemData song = cpt.songs.First(s => s.songName == this.songName);
foreach (DifficultyData difficulty in song.difficultyDataList)
{
foreach (KeyValuePair<string, BeatmapSave> beatmapSave in songStatusSave.beatmapSaves)
{
if (beatmapSave.Key == difficulty.difficultyName)
{
if (beatmapSave.Value.isAllPerfect)
{
GameObject mark = Instantiate(beatmapStatusMarkPrefab, beatmapStatusMarkContainer);
mark.GetComponent<Image>().color = difficulty.color;
mark.transform.GetChild(0).GetComponent<TMP_Text>().color = difficulty.color;
mark.transform.GetChild(0).GetComponent<TMP_Text>().text = "AP";
break;
}
if (beatmapSave.Value.isFullCombo)
{
GameObject mark = Instantiate(beatmapStatusMarkPrefab, beatmapStatusMarkContainer);
mark.GetComponent<Image>().color = difficulty.color;
mark.transform.GetChild(0).GetComponent<TMP_Text>().color = difficulty.color;
mark.transform.GetChild(0).GetComponent<TMP_Text>().text = "FC";
break;
}
}
}
}
}
}
}