V3.4.1 整理script位置

This commit is contained in:
2023-10-15 02:16:43 +09:00
parent eabbb656cb
commit 86d6b41ed7
77 changed files with 43272 additions and 302 deletions
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using System.Collections.Generic;
using UnityEngine;
public class StartMenuProbabilityPanel : MonoBehaviour
{
public GameObject singleTargetLevelProbabilityPanel;
public GameObject startSceneData;
private SceneBlocksSet scenePrefabSet;
public List<TargetLevelProbabilityPanel> targetLevelProbabilityPanel = new List<TargetLevelProbabilityPanel>();
private void Start()
{
scenePrefabSet = startSceneData.GetComponent<StartSeneData>().scenePrefabSet;
for (int i = 0; i < scenePrefabSet.targetLevels.Length; i++)
{
Targets nowTarget = scenePrefabSet.targets[i];
targetLevelProbabilityPanel.Add(Instantiate(singleTargetLevelProbabilityPanel, transform).GetComponent<TargetLevelProbabilityPanel>());
targetLevelProbabilityPanel[i].IntializePanels(scenePrefabSet.GetLevelNumber(nowTarget), nowTarget.ToString());
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
public class TargetLevelProbabilityPanel : MonoBehaviour
{
public GameObject singleLevelProbabilityPanel;
public GameObject targetTitleText;
private GameObject titleText;
public List<GameObject> singleLevelPanelsObjs = new List<GameObject>();
public List<SingleLevelProbabilityPanel> singleLevelPanels = new List<SingleLevelProbabilityPanel>();
private int panelNum = 0;
public void IntializePanels(int levelNum, string titleName)
{
// initialize target level probability panel size
float defaultWidth = singleLevelProbabilityPanel.GetComponent<RectTransform>().sizeDelta.x;
float defaultLevelHeight = singleLevelProbabilityPanel.GetComponent<RectTransform>().sizeDelta.y;
float titleHeight = targetTitleText.GetComponent<RectTransform>().sizeDelta.y;
float averageProbability = 1f / levelNum;
float lastLevelProbability = 1f - averageProbability * (levelNum - 1);
// Debug.Log("averageProbability: " + averageProbability);
transform.GetComponent<RectTransform>().sizeDelta = new Vector2(defaultWidth, (defaultLevelHeight * levelNum) + titleHeight);
// create title text
titleText = Instantiate(targetTitleText, transform);
titleText.GetComponent<TextMeshProUGUI>().text = titleName;
// create and initialize single level probability panels
for (int i = 0; i < levelNum; i++)
{
int tempIndex = i;
singleLevelPanelsObjs.Add(Instantiate(singleLevelProbabilityPanel, transform));
singleLevelPanels.Add(singleLevelPanelsObjs[i].GetComponent<SingleLevelProbabilityPanel>());
singleLevelPanels[i].InitializeLevelProbabilityPanel(i, i == levelNum - 1 ? lastLevelProbability : averageProbability);
//add onValueChanged event to slider and input field
singleLevelPanels[i].probabilitySlider.onValueChanged.AddListener((value) => OnProbabilityValueChange(value, tempIndex));
singleLevelPanels[i].inputField.onEndEdit.AddListener((value) => OnProbabilityValueChange(value, tempIndex));
}
panelNum = levelNum;
}
/// <summary>
/// Adds an event trigger entry to an event trigger.
/// </summary>
/// <param name="trigger">The event trigger object.</param>
/// <param name="type">The event trigger type.</param>
/// <param name="action">The event handler method to execute.</param>
private void AddEventTrigger(GameObject gameObject, EventTriggerType triggerType, System.Action<BaseEventData> action)
{
EventTrigger eventTrigger = gameObject.GetComponent<EventTrigger>();
if (eventTrigger == null)
{
eventTrigger = gameObject.AddComponent<EventTrigger>();
}
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = triggerType;
entry.callback.AddListener(new UnityEngine.Events.UnityAction<BaseEventData>(action));
eventTrigger.triggers.Add(entry);
}
/// <summary>
/// On Probability Slider Value Change.Adjust other sliders' value to make sure the total value is 1.
/// </summary>
/// <param name="value">change to this value</param>
/// <param name="exceptedIndex">changed panel index</param>
private void OnProbabilityValueChange<T>(T value, int exceptedIndex)
{
float changedValue = 0f;
switch (value)
{
case float floatValue:
changedValue = floatValue;
break;
case string stringValue:
changedValue = float.Parse(stringValue);
// limit the value between 0 and 1
if(changedValue>1 && changedValue <=100)
{
changedValue /= 100;
}else if(changedValue>100)
{
changedValue = 1;
}
break;
default:
Debug.LogError("Invalid value type!");
throw new ArgumentException("Unsupported value type");
}
float newTotalValue = 0; // new total probability value without locked panel
int unlockedPanelNum = 0;
int remainCorrectionNum = panelNum;
float extraValue = 0; // the extra value after probability value changed
float maxLimitValue = 1; // the max value of unlocked panel permitted
float[] correctionValues = new float[panelNum];
// calculate total probability value
for (int i = 0; i < panelNum; i++)
{
// disable slider listener
singleLevelPanels[i].probabilitySlider.onValueChanged.RemoveAllListeners();
if (singleLevelPanels[i].UnLocked)
{
unlockedPanelNum++;
newTotalValue += (i == exceptedIndex ? changedValue : singleLevelPanels[i].ProbabilityValue);
}
else
{
// delete locked probability value from maxLimitValue
maxLimitValue -= singleLevelPanels[i].ProbabilityValue;
}
}
// only have one panel
if (panelNum == 1)
{
singleLevelPanels[exceptedIndex].SetProbability(1);
enableSliderListener();
return;
}
//only one panel is unlocked
if (unlockedPanelNum == 1)
{
// limit this panel value at maxLimitValue
singleLevelPanels[exceptedIndex].SetProbability(maxLimitValue);
enableSliderListener();
return;
}
// Calculate the average correction value
extraValue = newTotalValue - maxLimitValue;
// initialize correction value to each panel
correctionValues = Enumerable.Repeat(extraValue / (unlockedPanelNum - 1), panelNum).ToArray();
// make sure all probability value is not less than 0 and equal to 1
int iterationCount = 0;
while (remainCorrectionNum > 0)
{
iterationCount++;
(correctionValues, remainCorrectionNum) = reCalculateCorrectionValues(correctionValues, exceptedIndex, changedValue, extraValue, maxLimitValue);
// protect the infinite loop
if (iterationCount >= 100)
{
Debug.LogError("Infinite loop detected!");
break;
}
}
// applicate the value to all unlocked panels excepted the changed one
applyCorrectionValue(correctionValues);
enableSliderListener();
}
/// <summary>
/// enable all sliders' onValueChanged action listener
/// </summary>
private void enableSliderListener()
{
for (int i = 0; i < panelNum; i++)
{
int tempIndex = i;
singleLevelPanels[i].probabilitySlider.onValueChanged.AddListener((value) => OnProbabilityValueChange(value, tempIndex));
}
}
/// <summary>
/// calculate the correction value to each panel,while the total value is not equal to 1
/// </summary>
private (float[], int) reCalculateCorrectionValues(float[] correctionValues, int exceptedIndex, float value, float extraValue, float maxLimitValue)
{
// the number of panels which need to be corrected in next iteration
int remainCorrectionNum = 0;
List<int> reCorrectionIndex = new List<int>();
// the index of the last panel which need to be corrected in this iteration
int lastReCorrectionIndex = 0;
// another extra value after correctionValue applicate to probability value which value also less than 0
// this value will be added to the panel which value is bigger.
float underZeroExtraValueAfterCorrected = 0;
for (int i = 0; i < panelNum; ++i)
{
// if the panel is the changed one
if (i == exceptedIndex)
{
// limit the value under maxLimitValue
correctionValues[i] = value > maxLimitValue ? (singleLevelPanels[i].ProbabilityValue - maxLimitValue) : (singleLevelPanels[i].ProbabilityValue - value);
continue;
}
// if the panel is locked
if (singleLevelPanels[i].IsLocked)
{
correctionValues[i] = 0;
continue;
}
// if the panel is unlocked
// and the probability value is less than 0 or bigger than maxLimitValue
if (singleLevelPanels[i].ProbabilityValue < 0 || singleLevelPanels[i].ProbabilityValue > maxLimitValue)
{
// correct this panel value to 0 or maxLimitValue
correctionValues[i] = singleLevelPanels[i].ProbabilityValue;
}
// probability value will be correct to 0
else if (singleLevelPanels[i].ProbabilityValue == correctionValues[i])
{
// that's good keep this correction value, and add it to the extraValue
underZeroExtraValueAfterCorrected += correctionValues[i];
}
// probability value will be correct over the limit (bigger than maxLimitValue or less than 0)
else if (singleLevelPanels[i].ProbabilityValue - correctionValues[i] < 0 || singleLevelPanels[i].ProbabilityValue - correctionValues[i] > maxLimitValue)
{
// should be corrected to 0 or maxLimitValue,and add it to the extraValue
underZeroExtraValueAfterCorrected += singleLevelPanels[i].ProbabilityValue;
correctionValues[i] = singleLevelPanels[i].ProbabilityValue;
}
// left panels correction value which need to be re-corrected
else
{
lastReCorrectionIndex = i;
reCorrectionIndex.Add(i);
}
}
foreach (int index in reCorrectionIndex)
{
// calculate the average correction value
float newAverageCorrectionValue = (extraValue - underZeroExtraValueAfterCorrected) / reCorrectionIndex.Count;
// if the panel is the last one which need to be corrected.
// Avoidance of floating-point rounding error, the last panel correction value will be the extraValue minus the sum of the other panels correction value
if (index == lastReCorrectionIndex)
{
correctionValues[index] = extraValue - (newAverageCorrectionValue * (reCorrectionIndex.Count - 1));
// still out of limit after correction, correct it to 0 and activate next iteration
if (singleLevelPanels[index].ProbabilityValue - correctionValues[index] < 0 || singleLevelPanels[index].ProbabilityValue - correctionValues[index] > maxLimitValue)
{
correctionValues[index] = singleLevelPanels[index].ProbabilityValue;
remainCorrectionNum++;
}
}
else
{
correctionValues[index] = newAverageCorrectionValue;
// still out of limit after correction, correct it to 0 and activate next iteration
if (singleLevelPanels[index].ProbabilityValue - correctionValues[index] < 0 || singleLevelPanels[index].ProbabilityValue - correctionValues[index] > maxLimitValue)
{
correctionValues[index] = singleLevelPanels[index].ProbabilityValue;
remainCorrectionNum++;
}
}
}
return (correctionValues, remainCorrectionNum);
}
/// <summary>
/// applicate correction value to each panel
/// </summary>
private void applyCorrectionValue(float[] correctionValues)
{
for (int i = 0; i < panelNum; i++)
{
/* if (singleLevelPanels[i].ProbabilityValue - correctionValues[i] < 0)
{
Debug.LogWarning("Probability value is less than 0");
Debug.Log(i);
Debug.Log(singleLevelPanels[i].ProbabilityValue);
Debug.Log(correctionValues[i]);
}*/
singleLevelPanels[i].SetProbability(singleLevelPanels[i].ProbabilityValue - correctionValues[i]);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIColorContainer : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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