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ichni_Official/Assets/Scripts/Saving/SongStatusSave.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Collections.Generic;
namespace Ichni.RhythmGame
{
/// <summary>
/// 单首歌曲的持久化容器。
/// <see cref="isCompleted"/> 只表示玩家曾完成过该歌曲具体难度的成绩、Revision 与 Max Combo
/// 由 <see cref="beatmapSavesByDifficultyId"/> 中对应稳定难度 ID 的 <see cref="BeatmapSave"/> 管理。
/// </summary>
public class SongStatusSave
{
/// <summary>至少有一次有效结算完成;谱面 Revision 变化不会回退该流程状态。</summary>
public bool isCompleted;
/// <summary>预留的歌曲级扩展字段;赋予新语义前须评估 Schema Version 是否需要递增。</summary>
public string additionalInfo;
/// <summary>
/// 以 <c>DifficultyData.saveDifficultyId</c> 为 Key 的谱面成绩。
/// Key 不依赖选曲列表位置,因此重排、隐藏或删除中间难度不会让其他难度的成绩错位。
/// 被内容定义移除的 Key 暂时保留在存档中,但 UI 与章节完成度只读取当前仍存在的难度。
/// </summary>
public Dictionary<int, BeatmapSave> beatmapSavesByDifficultyId = new();
public SongStatusSave()
{
}
public SongStatusSave(bool isCompleted, string additionalInfo, Dictionary<int, BeatmapSave> beatmapSavesByDifficultyId)
{
this.isCompleted = isCompleted;
this.additionalInfo = additionalInfo;
this.beatmapSavesByDifficultyId = beatmapSavesByDifficultyId;
}
/// <summary>只读查询当前定义的难度成绩;不会因 UI 展示而创建新的存档记录。</summary>
public bool TryGetBeatmapSave(int saveDifficultyId, out BeatmapSave beatmapSave)
{
beatmapSave = null;
return saveDifficultyId >= 0 && beatmapSavesByDifficultyId != null &&
beatmapSavesByDifficultyId.TryGetValue(saveDifficultyId, out beatmapSave) && beatmapSave != null;
}
/// <summary>
/// 获取或创建指定稳定难度 ID 的成绩容器。
/// 仅存档写入/内容对账可调用此方法;选曲 UI 应使用 <see cref="TryGetBeatmapSave"/>。
/// </summary>
public BeatmapSave GetOrCreateBeatmapSave(int saveDifficultyId)
{
if (saveDifficultyId < 0)
{
return null;
}
beatmapSavesByDifficultyId ??= new Dictionary<int, BeatmapSave>();
if (!beatmapSavesByDifficultyId.TryGetValue(saveDifficultyId, out BeatmapSave beatmapSave) || beatmapSave == null)
{
beatmapSave = new BeatmapSave(0f, false, false);
beatmapSavesByDifficultyId[saveDifficultyId] = beatmapSave;
}
return beatmapSave;
}
}
}