Files
ichni_Official/Assets/Scripts/UI/SongSelection/DifficultySelectionContainer.cs

132 lines
5.9 KiB
C#

using System.Collections.Generic;
using System;
using UnityEngine;
namespace Ichni.Menu
{
public class DifficultySelectionContainer : MonoBehaviour
{
public List<DifficultySelectionButton> buttons;
public DifficultySelectionButton selectedButton;
/// <summary>
/// 在当前歌曲中解析一个可实际游玩的难度。
/// <para>preferredListIndex 是 <see cref="SongSelectionRecord.difficultyListIndex"/>,即难度在当前歌曲
/// List 中的位置;它不能替代 <see cref="DifficultyData.saveDifficultyId"/>,后者是游戏记录的稳定 ID。</para>
/// <para>规则:只考虑已配置 Button 且 <c>isAvailable</c> 为 true 的难度,优先选择与目标位置距离最小者;
/// 距离相同则选择位置较低者。因此目标难度不存在时,玩家会落到最接近、且偏低的可用难度。</para>
/// </summary>
private bool TryResolveAvailableDifficultyIndex(
IReadOnlyList<DifficultyData> difficulties,
int preferredListIndex,
out int resolvedListIndex)
{
resolvedListIndex = -1;
if (difficulties == null || buttons == null)
{
return false;
}
int candidateCount = Mathf.Min(difficulties.Count, buttons.Count);
long bestDistance = long.MaxValue;
for (int index = 0; index < candidateCount; index++)
{
DifficultyData difficulty = difficulties[index];
if (difficulty == null || !difficulty.isAvailable || buttons[index] == null)
{
continue;
}
long distance = Math.Abs((long)index - preferredListIndex);
if (distance < bestDistance || (distance == bestDistance && index < resolvedListIndex))
{
bestDistance = distance;
resolvedListIndex = index;
}
}
return resolvedListIndex >= 0;
}
/// <summary>
/// 清除当前的难度选择,并同时关闭标准的进入游戏按钮。
/// SongSelectionTab 的快速进入入口也会单独检查 <c>selectedDifficulty</c>,避免绕过此 UI 状态。
/// </summary>
private void ClearDifficultySelection()
{
selectedButton?.Deselect();
selectedButton = null;
SongSelectionUIPage songSelectionUIPage = MenuManager.instance.songSelectionUIPage;
songSelectionUIPage.selectedDifficulty = null;
songSelectionUIPage.playSongUI.SetEnterGameAvailable(false);
}
/// <summary>
/// 根据当前歌曲刷新难度按钮,并将章节内存缓存解析为一个实际可玩的难度。
/// 该方法用于首次进入、从游戏返回以及拖动切歌,所以所有自动难度回退都必须经过此处。
/// </summary>
public void SetUp(List<DifficultyData> difficulties)
{
int difficultyCount = difficulties?.Count ?? 0;
int buttonCount = buttons?.Count ?? 0;
ClearDifficultySelection();
if (difficultyCount > buttonCount)
{
Debug.LogError($"Song '{MenuManager.instance.songSelectionUIPage.selectedSong?.songName}' has {difficultyCount} difficulties but only {buttonCount} difficulty buttons. " +
"Only difficulties with configured buttons can be selected.");
}
for (int i = 0; i < buttonCount; i++)
{
DifficultySelectionButton button = buttons[i];
if (button == null)
{
Debug.LogError($"Difficulty button at index {i} is missing.");
continue;
}
bool hasDifficulty = i < difficultyCount && difficulties[i] != null;
button.gameObject.SetActive(hasDifficulty);
if (hasDifficulty)
{
// SetUp 会进一步按 isAvailable 隐藏不可用难度。
button.SetUp(difficulties[i]);
}
}
if (difficultyCount == 0)
{
Debug.LogWarning($"Song '{MenuManager.instance.songSelectionUIPage.selectedSong?.songName}' has no configured difficulties.");
return;
}
if (!MenuInformationRecorder.instance.TryGetRecordOfThisChapter(out SongSelectionRecord songSelectionRecord))
{
Debug.LogWarning("Cannot select a difficulty because the current chapter has no valid song selection record.");
return;
}
if (!TryResolveAvailableDifficultyIndex(difficulties, songSelectionRecord.difficultyListIndex, out int resolvedListIndex))
{
Debug.LogWarning($"Song '{MenuManager.instance.songSelectionUIPage.selectedSong?.songName}' has no available difficulty to select.");
return;
}
// Select 会把实际选中的难度写回章节缓存;之后继续切歌时,以这次真实选择作为新的偏好。
buttons[resolvedListIndex].Select();
// 难度可用不等于内容已解锁。保持按钮状态与统一授权服务一致,
// 而 PlaySongUI / 快速点击仍会在真正进入前再次检查,形成双层防御。
UnlockSaveModule unlockSaveModule = GameSaveManager.instance?.UnlockSaveModule;
bool canEnterSong = unlockSaveModule != null && unlockSaveModule.CanEnterSong(
ChapterSelectionManager.instance?.currentChapter,
MenuManager.instance.songSelectionUIPage.selectedSong);
MenuManager.instance.songSelectionUIPage.playSongUI.SetEnterGameAvailable(canEnterSong);
}
}
}