From 0aae59262a38c1b510ab0984d11a0bf54c804161 Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Sun, 26 Jul 2026 13:06:25 +0800 Subject: [PATCH] =?UTF-8?q?feat(huoshan):=20=E6=8E=A5=E5=85=A5=E8=A1=A8?= =?UTF-8?q?=E8=BE=BE=E7=95=8C=E9=9D=A2=E5=BA=8F=E5=88=97=E5=B8=A7=E4=B8=8E?= =?UTF-8?q?=E6=9C=AC=E5=9C=B0=E5=8C=96=E6=96=87=E5=AD=97?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/GameContent/Feature_Huoshan.meta | 8 + .../Feature_Huoshan/Expression.meta | 8 + .../Expression/ExpressionScreen_NoText.json | 454 ++++++ .../ExpressionScreen_NoText.json.meta | 7 + .../Expression/ExpressionScreen_NoText.png | 3 + .../ExpressionScreen_NoText.png.meta | 1319 +++++++++++++++++ .../Language/UIText/UIText Shared Data.asset | 16 + Assets/Language/UIText/UIText_en.asset | 16 + Assets/Language/UIText/UIText_ja-JP.asset | 16 + Assets/Language/UIText/UIText_zh-Hans.asset | 16 + .../Art/火山表达模块深入/new.meta | 8 + 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9f16e7c0b1ad4f8ca326cc74d2a7e501, type: 3} + - {fileID: -7585816161148619266, guid: 9f16e7c0b1ad4f8ca326cc74d2a7e501, type: 3} + integrationProgressText: {fileID: 4809132844776029470} + interferenceCountText: {fileID: 700187870001090773} + outputButton: {fileID: 686920449707611471} + screenFont: {fileID: 11400000, guid: f242fb3dde1933640859f1c54591c9c8, type: 2} + objectivePosition: {x: -8.18, y: -4.08} + objectiveSize: {x: 7.4, y: 0.95} + objectiveFontSize: 0.28 + objectiveColor: {r: 0.78, g: 0.91, b: 1, a: 1} --- !u!114 &2138889541 MonoBehaviour: m_ObjectHideFlags: 0 @@ -18055,6 +18132,7 @@ MonoBehaviour: languageDeepPanel2: {fileID: 2141248582} focusSequenceButton: {fileID: 686920449707611471} releaseLogSpriteRenderer: {fileID: 3626916397455914676} + screenPresentation: {fileID: 2138889544} expressionPanelTimelineName: "\u706B\u5C71\u8868\u8FBE\u6A21\u5757/\u706B\u5C71\u8868\u8FBEpanel" expressionConfirmTimelineName: "\u706B\u5C71\u8868\u8FBE\u6A21\u5757/\u706B\u5C71\u8868\u8FBE\u786E\u8BA4" focusZoomScale: 1.6 diff --git a/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs b/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs index 2fb891792..1e36314c8 100644 --- a/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs +++ b/Assets/Scripts/FixSystemNew/States/HuoShanFixCues.cs @@ -32,7 +32,14 @@ namespace AibisDream.FixSystem // 切换到深度表达相机 yield return CameraKit.Instance.SwitchCamera(CameraEnum.ExpressionDeep); yield return UIManager.Instance.GetPanel().FadeOutAsync(0.5f); - yield return TimelineCenter.Instance.PlayTimelineAsync("火山表达模块/火山表达深入"); + if (expressionManager.HasScreenPresentation) + { + yield return expressionManager.PlayScreenDeepAndWait(); + } + else + { + yield return TimelineCenter.Instance.PlayTimelineAsync("火山表达模块/火山表达深入"); + } BubbleSlotKit.Instance.LoadBubbles(BubbleSlotEnum.Expression); } diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs index b9a952490..43ab185db 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionManager.cs @@ -16,6 +16,7 @@ namespace AibisDream [SerializeField] private LanguageParticleManager particleManager; [SerializeField] private GameObject expressionView; [SerializeField] private LogReleasePresentationController logReleasePresentation; + [SerializeField] private ExpressionScreenPresentationController screenPresentation; [Header("默认配置")] [SerializeField] private List defaultAnxietyPhrases = new List @@ -111,9 +112,15 @@ namespace AibisDream logReleasePresentation = GetComponent(); } + if (screenPresentation == null) + { + screenPresentation = GetComponent(); + } + if (particleManager != null) { particleManager.SetPresentationController(logReleasePresentation); + particleManager.SetScreenPresentationController(screenPresentation); } } @@ -123,6 +130,7 @@ namespace AibisDream /// public void OpenView() { + screenPresentation?.ResetImmediate(); // 先设置所有初始状态再打开 if (particleManager != null) { @@ -230,6 +238,16 @@ namespace AibisDream yield return particleManager.WaitUntilExpressionFlowReady(); } + internal IEnumerator PlayScreenDeepAndWait() + { + if (screenPresentation == null) + yield break; + + yield return screenPresentation.PlayDeepAndWait(); + } + + internal bool HasScreenPresentation => screenPresentation != null; + /// /// 从聚焦保持态触发稳定化(概率递增 → 文字锁定 → 排列) /// @@ -256,6 +274,7 @@ namespace AibisDream /// public void CloseView() { + screenPresentation?.ResetImmediate(); ResetScreenGlitchState(); ApplyScreenGlitchProperties(); diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionScreenPresentationController.cs b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionScreenPresentationController.cs new file mode 100644 index 000000000..955936f49 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionScreenPresentationController.cs @@ -0,0 +1,404 @@ +using System.Collections; +using AibisDream.Utility; +using TMPro; +using UnityEngine; +using UnityEngine.Localization.Components; +using UnityEngine.UI; + +namespace AibisDream.MiniGame.Language +{ + /// + /// Drives the full-frame Huoshan expression screen while keeping readable text in TMP. + /// The sprite sheet uses the original 384x216 Aseprite timing and the existing world-space + /// Canvas remains the source of truth for interaction and dynamic language particles. + /// + public sealed class ExpressionScreenPresentationController : MonoBehaviour + { + public enum ScreenState + { + Reset, + Deep, + Panel, + Output, + Floating, + Click, + FocusHidden + } + + private const int DeepFirst = 0; + private const int DeepLast = 14; + private const int UiFlashFirst = 15; + private const int UiFlashLast = 29; + private const int StatusRevealFrame = 21; + private const int RingFirst = 30; + private const int RingLast = 40; + private const int OutputFirst = 41; + private const int OutputLast = 47; + private const int OutputTextRevealFrame = 45; + private const int FloatingFrame = 48; + private const int ClickFirst = 49; + private const int ClickLast = 52; + + private const string ObjectiveLocalizationKey = "huoshan_expression_objective"; + private const string OutputLocalizationKey = "huoshan_expression_output"; + + [Header("Frame Animation")] + [SerializeField] private SpriteRenderer screenRenderer; + [SerializeField] private Sprite[] frames = new Sprite[53]; + + [Header("Existing TMP / Interaction")] + [SerializeField] private TMP_Text integrationProgressText; + [SerializeField] private TMP_Text interferenceCountText; + [SerializeField] private Button outputButton; + [SerializeField] private TMP_FontAsset screenFont; + + [Header("Objective TMP (384x216 reference)")] + [SerializeField] private Vector2 objectivePosition = new Vector2(-8.18f, -4.08f); + [SerializeField] private Vector2 objectiveSize = new Vector2(7.4f, 0.95f); + [SerializeField] private float objectiveFontSize = 0.28f; + [SerializeField] private Color objectiveColor = new Color(0.78f, 0.91f, 1f, 1f); + + private int playbackGeneration; + private TMP_Text objectiveText; + private TMP_Text outputText; + private LocalizeStringEvent objectiveLocalization; + private LocalizeStringEvent outputLocalization; + private Material objectiveMaterial; + private ScreenState state = ScreenState.Reset; + + public ScreenState State => state; + + private void Awake() + { + ResolveSceneReferences(); + ConfigureExistingUiAsTextOnly(); + CreateObjectiveText(); + BindStaticLocalization(); + ResetImmediate(); + } + + private void ResolveSceneReferences() + { + if (screenRenderer == null) + { + SpriteRenderer[] renderers = GetComponentsInChildren(true); + foreach (SpriteRenderer candidate in renderers) + { + if (candidate != null && candidate.gameObject.name == "火山释放log界面") + { + screenRenderer = candidate; + break; + } + } + } + + if (outputButton != null) + { + outputText = outputButton.GetComponentInChildren(true); + } + } + + private void ConfigureExistingUiAsTextOnly() + { + MakeParentImageTransparent(integrationProgressText); + MakeParentImageTransparent(interferenceCountText); + + if (integrationProgressText != null) + integrationProgressText.raycastTarget = false; + if (interferenceCountText != null) + interferenceCountText.raycastTarget = false; + + if (outputButton != null && outputButton.targetGraphic != null) + { + Color color = outputButton.targetGraphic.color; + color.a = 0f; + outputButton.targetGraphic.color = color; + outputButton.targetGraphic.raycastTarget = true; + } + } + + private static void MakeParentImageTransparent(TMP_Text text) + { + if (text == null || text.transform.parent == null) + return; + + Image image = text.transform.parent.GetComponent(); + if (image == null) + return; + + Color color = image.color; + color.a = 0f; + image.color = color; + image.raycastTarget = false; + } + + private void CreateObjectiveText() + { + Canvas canvas = integrationProgressText != null + ? integrationProgressText.GetComponentInParent() + : GetComponentInChildren(true); + if (canvas == null) + { + Debug.LogError("[ExpressionScreenPresentation] ExpressView 下未找到 World Space Canvas,任务描述无法创建。"); + return; + } + + Transform existing = canvas.transform.Find("Expression Objective (TMP)"); + if (existing != null) + { + objectiveText = existing.GetComponent(); + return; + } + + var objectiveObject = new GameObject( + "Expression Objective (TMP)", + typeof(RectTransform), + typeof(CanvasRenderer), + typeof(TextMeshProUGUI)); + objectiveObject.layer = canvas.gameObject.layer; + + RectTransform rect = objectiveObject.GetComponent(); + rect.SetParent(canvas.transform, false); + rect.anchorMin = new Vector2(0.5f, 0.5f); + rect.anchorMax = new Vector2(0.5f, 0.5f); + rect.pivot = new Vector2(0f, 0.5f); + rect.anchoredPosition = objectivePosition; + rect.sizeDelta = objectiveSize; + rect.SetAsFirstSibling(); + + var text = objectiveObject.GetComponent(); + text.font = screenFont; + if (integrationProgressText != null && integrationProgressText.fontSharedMaterial != null) + { + objectiveMaterial = new Material(integrationProgressText.fontSharedMaterial) + { + name = "Huoshan Expression Objective TMP (Runtime)" + }; + text.fontSharedMaterial = objectiveMaterial; + } + text.fontSize = objectiveFontSize; + text.fontStyle = FontStyles.Bold; + text.color = objectiveColor; + text.alignment = TextAlignmentOptions.Left; + text.enableWordWrapping = true; + text.overflowMode = TextOverflowModes.Truncate; + text.raycastTarget = false; + objectiveText = text; + } + + private void BindStaticLocalization() + { + objectiveLocalization = BindLocalizedText(objectiveText, ObjectiveLocalizationKey); + outputLocalization = BindLocalizedText(outputText, OutputLocalizationKey); + } + + private static LocalizeStringEvent BindLocalizedText(TMP_Text text, string entryKey) + { + if (text == null) + return null; + + LocalizeStringEvent localize = text.GetComponent(); + if (localize == null) + localize = text.gameObject.AddComponent(); + + localize.StringReference.SetReference(ConstRef.UITextTable, entryKey); + localize.OnUpdateString.RemoveAllListeners(); + localize.OnUpdateString.AddListener(value => text.text = value); + localize.StringReference.RefreshString(); + return localize; + } + + public IEnumerator PlayDeepAndWait() + { + int generation = BeginPlayback(); + SetOverlayVisibility(false, false, false); + yield return PlayRangeAndWait(DeepFirst, DeepLast, generation); + if (generation != playbackGeneration) + yield break; + state = ScreenState.Deep; + } + + public IEnumerator PlayPanelAndWait() + { + int generation = BeginPlayback(); + yield return PlayRangeAndWait(UiFlashFirst, UiFlashLast, generation, StatusRevealFrame, ShowStatusAndObjective); + if (generation != playbackGeneration) + yield break; + + yield return PlayRangeAndWait(RingFirst, RingLast, generation); + if (generation != playbackGeneration) + yield break; + + ShowStatusAndObjective(); + state = ScreenState.Panel; + } + + public IEnumerator PlayOutputAndWait() + { + int generation = BeginPlayback(); + SetOutputTextVisible(false); + yield return PlayRangeAndWait( + OutputFirst, + OutputLast, + generation, + OutputTextRevealFrame, + () => SetOutputTextVisible(true)); + if (generation != playbackGeneration) + yield break; + + SetFrame(FloatingFrame); + SetOutputTextVisible(true); + state = ScreenState.Floating; + } + + public IEnumerator PlayClickAndWait() + { + int generation = BeginPlayback(); + SetOutputTextVisible(true); + yield return PlayRangeAndWait(ClickFirst, ClickLast, generation); + if (generation != playbackGeneration) + yield break; + state = ScreenState.Click; + } + + public void PrepareForNewRound() + { + StopPlayback(); + SetFrame(DeepFirst); + SetOverlayVisibility(false, false, false); + state = ScreenState.Reset; + } + + public void HideOverlayForFocus() + { + SetOverlayVisibility(false, false, false); + state = ScreenState.FocusHidden; + } + + public void ResetImmediate() + { + StopPlayback(); + SetFrame(DeepFirst); + SetOverlayVisibility(false, false, false); + if (outputButton != null) + { + outputButton.interactable = false; + outputButton.gameObject.SetActive(false); + } + state = ScreenState.Reset; + } + + private int BeginPlayback() + { + StopPlayback(); + return playbackGeneration; + } + + private IEnumerator PlayRangeAndWait( + int firstFrame, + int lastFrame, + int generation, + int revealFrame = -1, + System.Action revealAction = null) + { + for (int frameIndex = firstFrame; frameIndex <= lastFrame; frameIndex++) + { + if (generation != playbackGeneration) + yield break; + + SetFrame(frameIndex); + if (frameIndex == revealFrame) + revealAction?.Invoke(); + yield return new WaitForSeconds(GetFrameDuration(frameIndex)); + } + } + + private void SetFrame(int frameIndex) + { + if (screenRenderer == null || frames == null || + frameIndex < 0 || frameIndex >= frames.Length || frames[frameIndex] == null) + { + return; + } + + screenRenderer.gameObject.SetActive(true); + screenRenderer.enabled = true; + screenRenderer.sprite = frames[frameIndex]; + } + + private static float GetFrameDuration(int frameIndex) + { + switch (frameIndex) + { + case 0: + case 29: + case 47: + case 48: + return 0.3f; + case 16: + case 17: + case 21: + case 25: + case 49: + case 50: + case 51: + case 52: + return 0.05f; + default: + return 0.1f; + } + } + + private void ShowStatusAndObjective() + { + SetOverlayVisibility(true, true, false); + } + + private void SetOverlayVisibility(bool statusVisible, bool objectiveVisible, bool outputVisible) + { + SetStatusTextVisible(integrationProgressText, statusVisible); + SetStatusTextVisible(interferenceCountText, statusVisible); + if (objectiveText != null) + objectiveText.gameObject.SetActive(objectiveVisible); + SetOutputTextVisible(outputVisible); + } + + private static void SetStatusTextVisible(TMP_Text text, bool visible) + { + if (text == null) + return; + + if (visible) + { + var canvasGroup = text.GetComponentInParent(); + if (canvasGroup != null) + canvasGroup.alpha = 1f; + } + + if (text.transform.parent != null) + text.transform.parent.gameObject.SetActive(visible); + text.gameObject.SetActive(visible); + } + + private void SetOutputTextVisible(bool visible) + { + if (outputText != null) + outputText.gameObject.SetActive(visible); + } + + private void StopPlayback() + { + playbackGeneration++; + } + + private void OnDestroy() + { + if (objectiveLocalization != null) + objectiveLocalization.OnUpdateString.RemoveAllListeners(); + if (outputLocalization != null) + outputLocalization.OnUpdateString.RemoveAllListeners(); + if (objectiveMaterial != null) + Destroy(objectiveMaterial); + } + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionScreenPresentationController.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionScreenPresentationController.cs.meta new file mode 100644 index 000000000..811073e3a --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Language/ExpressionScreenPresentationController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5e1287ca2a7d4d2d90c1a668c0f5bb82 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs b/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs index dca7260a6..5e6dedf51 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Language/LanguageParticleManager.cs @@ -5,7 +5,10 @@ using System.Linq; using DG.Tweening; using TMPro; using UnityEngine.UI; +using UnityEngine.Localization; +using UnityEngine.Localization.Settings; using AibisDream; +using AibisDream.Utility; namespace AibisDream.MiniGame.Language { @@ -134,6 +137,7 @@ namespace AibisDream.MiniGame.Language [SerializeField] private Button focusSequenceButton; [Tooltip("火山释放log界面,触发 focus 时对其 SpriteRenderer 做淡出,重新开始时恢复")] [SerializeField] private SpriteRenderer releaseLogSpriteRenderer; + [SerializeField] private ExpressionScreenPresentationController screenPresentation; [Tooltip("开场表达panel Timeline 名称(DirectorName 或 DirectorName/AddressableKey),播完才算表达流程完成")] [SerializeField] private string expressionPanelTimelineName = "火山表达模块/火山表达panel"; [Tooltip("火山表达确认 Timeline 名称,播完才解锁按钮交互")] @@ -250,6 +254,11 @@ namespace AibisDream.MiniGame.Language private float lieEdgeJitter; private float truthGatherProgress; private LogReleasePresentationController presentationController; + private const string IntegrationLocalizationKey = "huoshan_expression_integration"; + private const string InterferenceLocalizationKey = "huoshan_expression_interference"; + private string integrationStatusFormat = "{0}% 语言整合完成度"; + private string interferenceStatusFormat = "{0} 处异常思绪仍在干扰表达"; + private Coroutine statusLocalizationRoutine; private const string LieCompressionTweenId = "HuoshanLieEdgeCompression"; private const string TruthGatherTweenId = "HuoshanTruthGather"; private const string FocusInterferenceTweenId = "HuoshanFocusInterference"; @@ -286,9 +295,51 @@ namespace AibisDream.MiniGame.Language private void Start() { + ResolveScreenPresentation(); + LocalizationSettings.SelectedLocaleChanged += HandleLocaleChanged; + statusLocalizationRoutine = StartCoroutine(RefreshStatusLocalization()); // Start 中不再自动初始化,等待外部调用 InitializeSystem } + private void ResolveScreenPresentation() + { + if (screenPresentation == null) + screenPresentation = GetComponentInParent(true); + } + + private void HandleLocaleChanged(Locale locale) + { + if (!isActiveAndEnabled) + return; + + if (statusLocalizationRoutine != null) + StopCoroutine(statusLocalizationRoutine); + statusLocalizationRoutine = StartCoroutine(RefreshStatusLocalization()); + } + + private IEnumerator RefreshStatusLocalization() + { + yield return LocalizationSettings.InitializationOperation; + + var integrationOperation = LocalizationSettings.StringDatabase.GetLocalizedStringAsync( + ConstRef.UITextTable, + IntegrationLocalizationKey); + yield return integrationOperation; + if (!string.IsNullOrEmpty(integrationOperation.Result)) + integrationStatusFormat = integrationOperation.Result; + + var interferenceOperation = LocalizationSettings.StringDatabase.GetLocalizedStringAsync( + ConstRef.UITextTable, + InterferenceLocalizationKey); + yield return interferenceOperation; + if (!string.IsNullOrEmpty(interferenceOperation.Result)) + interferenceStatusFormat = interferenceOperation.Result; + + statusLocalizationRoutine = null; + if (isInitialized) + UpdateStatusUI(); + } + /// /// 初始化系统(可以由外部调用,用于配置游戏参数) /// @@ -373,6 +424,8 @@ namespace AibisDream.MiniGame.Language if (!isInitialized) yield break; + ResolveScreenPresentation(); + screenPresentation?.PrepareForNewRound(); StopFocusTransitionRoutine(); KillCompletionUiTweens(); resolveTotalDurationOverride = -1f; @@ -1286,7 +1339,15 @@ namespace AibisDream.MiniGame.Language private IEnumerator PlayConfirmTimelineAndUnlockButton() { - if (!string.IsNullOrEmpty(expressionConfirmTimelineName) && TimelineCenter.Instance != null) + ResolveScreenPresentation(); + if (screenPresentation != null) + { + yield return screenPresentation.PlayOutputAndWait(); + if (screenPresentation == null || + screenPresentation.State != ExpressionScreenPresentationController.ScreenState.Floating) + yield break; + } + else if (!string.IsNullOrEmpty(expressionConfirmTimelineName) && TimelineCenter.Instance != null) { yield return TimelineCenter.Instance.PlayTimelineAsync(expressionConfirmTimelineName); } @@ -1303,6 +1364,29 @@ namespace AibisDream.MiniGame.Language if (completionPhase != CompletionPhase.Completed) return; + if (focusSequenceButton != null) + focusSequenceButton.interactable = false; + + ResolveScreenPresentation(); + if (screenPresentation != null) + { + StartCoroutine(PlayClickThenBeginFocus()); + return; + } + + BeginFocusSequence(); + } + + private IEnumerator PlayClickThenBeginFocus() + { + yield return screenPresentation.PlayClickAndWait(); + if (screenPresentation == null || + screenPresentation.State != ExpressionScreenPresentationController.ScreenState.Click) + { + yield break; + } + + screenPresentation.HideOverlayForFocus(); BeginFocusSequence(); } @@ -1837,6 +1921,11 @@ namespace AibisDream.MiniGame.Language presentationController = controller; } + public void SetScreenPresentationController(ExpressionScreenPresentationController controller) + { + screenPresentation = controller; + } + public void BeginLieEdgeCompression(float duration, float jitterAmount) { if (completionPhase != CompletionPhase.FocusHolding) @@ -3153,7 +3242,20 @@ namespace AibisDream.MiniGame.Language /// private IEnumerator PlayExpressionPanelThenReady() { - if (!string.IsNullOrEmpty(expressionPanelTimelineName) && TimelineCenter.Instance != null) + ResolveScreenPresentation(); + if (screenPresentation != null) + { + if (languageDeepPanel1 != null) + languageDeepPanel1.SetActive(true); + if (languageDeepPanel2 != null) + languageDeepPanel2.SetActive(true); + + yield return screenPresentation.PlayPanelAndWait(); + if (screenPresentation == null || + screenPresentation.State != ExpressionScreenPresentationController.ScreenState.Panel) + yield break; + } + else if (!string.IsNullOrEmpty(expressionPanelTimelineName) && TimelineCenter.Instance != null) { // 火山表达 panel timeline 驱动 panel1/2,播放前需先激活(若之前被 fade 过,需重置 alpha) if (languageDeepPanel1 != null) @@ -3301,13 +3403,13 @@ namespace AibisDream.MiniGame.Language { float ratio = CalculateIntegrationRatio(); int percent = Mathf.RoundToInt(ratio * 100f); - integrationProgressText.text = $"{percent}% 语言整合完成度"; + integrationProgressText.text = string.Format(integrationStatusFormat, percent); } if (interferenceCountText != null) { int interferenceCount = CountInterferenceNodes(); - interferenceCountText.text = $"{interferenceCount} 处异常思绪仍在干扰表达"; + interferenceCountText.text = string.Format(interferenceStatusFormat, interferenceCount); } } @@ -3409,6 +3511,11 @@ namespace AibisDream.MiniGame.Language } } + private void OnDestroy() + { + LocalizationSettings.SelectedLocaleChanged -= HandleLocaleChanged; + } + #if UNITY_EDITOR private void OnDrawGizmosSelected() {