132 lines
5.9 KiB
C#
132 lines
5.9 KiB
C#
using System.Collections.Generic;
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using System;
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using UnityEngine;
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namespace Ichni.Menu
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{
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public class DifficultySelectionContainer : MonoBehaviour
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{
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public List<DifficultySelectionButton> buttons;
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public DifficultySelectionButton selectedButton;
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/// <summary>
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/// 在当前歌曲中解析一个可实际游玩的难度。
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/// <para>preferredListIndex 是 <see cref="SongSelectionRecord.difficultyListIndex"/>,即难度在当前歌曲
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/// 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>
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/// <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;
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/// 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>
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/// </summary>
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private bool TryResolveAvailableDifficultyIndex(
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IReadOnlyList<DifficultyData> difficulties,
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int preferredListIndex,
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out int resolvedListIndex)
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{
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resolvedListIndex = -1;
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if (difficulties == null || buttons == null)
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{
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return false;
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}
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int candidateCount = Mathf.Min(difficulties.Count, buttons.Count);
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long bestDistance = long.MaxValue;
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for (int index = 0; index < candidateCount; index++)
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{
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DifficultyData difficulty = difficulties[index];
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if (difficulty == null || !difficulty.isAvailable || buttons[index] == null)
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{
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continue;
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}
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long distance = Math.Abs((long)index - preferredListIndex);
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if (distance < bestDistance || (distance == bestDistance && index < resolvedListIndex))
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{
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bestDistance = distance;
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resolvedListIndex = index;
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}
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}
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return resolvedListIndex >= 0;
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}
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/// <summary>
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/// 清除当前的难度选择,并同时关闭标准的进入游戏按钮。
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/// 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。
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/// </summary>
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private void ClearDifficultySelection()
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{
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selectedButton?.Deselect();
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selectedButton = null;
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SongSelectionUIPage songSelectionUIPage = MenuManager.instance.songSelectionUIPage;
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songSelectionUIPage.selectedDifficulty = null;
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songSelectionUIPage.playSongUI.SetEnterGameAvailable(false);
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}
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/// <summary>
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/// 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。
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/// 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。
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/// </summary>
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public void SetUp(List<DifficultyData> difficulties)
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{
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int difficultyCount = difficulties?.Count ?? 0;
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int buttonCount = buttons?.Count ?? 0;
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ClearDifficultySelection();
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if (difficultyCount > buttonCount)
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{
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Debug.LogError($"Song '{MenuManager.instance.songSelectionUIPage.selectedSong?.songName}' has {difficultyCount} difficulties but only {buttonCount} difficulty buttons. " +
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"Only difficulties with configured buttons can be selected.");
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}
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for (int i = 0; i < buttonCount; i++)
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{
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DifficultySelectionButton button = buttons[i];
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if (button == null)
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{
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Debug.LogError($"Difficulty button at index {i} is missing.");
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continue;
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}
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bool hasDifficulty = i < difficultyCount && difficulties[i] != null;
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button.gameObject.SetActive(hasDifficulty);
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if (hasDifficulty)
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{
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// SetUp 会进一步按 isAvailable 隐藏不可用难度。
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button.SetUp(difficulties[i]);
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}
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}
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if (difficultyCount == 0)
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{
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Debug.LogWarning($"Song '{MenuManager.instance.songSelectionUIPage.selectedSong?.songName}' has no configured difficulties.");
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return;
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}
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if (!MenuInformationRecorder.instance.TryGetRecordOfThisChapter(out SongSelectionRecord songSelectionRecord))
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{
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Debug.LogWarning("Cannot select a difficulty because the current chapter has no valid song selection record.");
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return;
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}
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if (!TryResolveAvailableDifficultyIndex(difficulties, songSelectionRecord.difficultyListIndex, out int resolvedListIndex))
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{
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Debug.LogWarning($"Song '{MenuManager.instance.songSelectionUIPage.selectedSong?.songName}' has no available difficulty to select.");
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return;
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}
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// 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。
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buttons[resolvedListIndex].Select();
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// 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,
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// 而 PlaySongUI / 快速点击仍会在真正进入前再次检查,形成双层防御。
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UnlockSaveModule unlockSaveModule = GameSaveManager.instance?.UnlockSaveModule;
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bool canEnterSong = unlockSaveModule != null && unlockSaveModule.CanEnterSong(
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ChapterSelectionManager.instance?.currentChapter,
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MenuManager.instance.songSelectionUIPage.selectedSong);
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MenuManager.instance.songSelectionUIPage.playSongUI.SetEnterGameAvailable(canEnterSong);
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}
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}
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}
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