feat: SongSelect panel — NAS song list with download/play in Menu.unity
- Add DownloadManager, SongLibrary, SongSelectManager, SongDetailPanel scripts - Rebuild SongSelect panel inside Menu.unity using VRBeatsKit style: left scroll list (ALL/OWNED tabs) + right detail panel (diff buttons, Download/Delete/Play) - SceneBuilder replaced: only ③ Menu — Rebuild SongSelect Panel remains - All UI text in English Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class SongDetailPanel : MonoBehaviour
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{
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[Header("곡 정보")]
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[SerializeField] private TMP_Text titleText;
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[SerializeField] private TMP_Text artistText;
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[SerializeField] private TMP_Text infoText;
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[Header("난이도 버튼")]
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[SerializeField] private Button btnNormal;
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[SerializeField] private Button btnHard;
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[SerializeField] private Button btnExpert;
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[SerializeField] private Button btnExpertPlus;
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[Header("액션 버튼")]
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[SerializeField] private Button downloadButton;
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[SerializeField] private Button deleteButton;
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[SerializeField] private Button playButton;
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[SerializeField] private Button closeButton;
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[Header("진행률")]
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[SerializeField] private GameObject progressGroup;
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[SerializeField] private Slider progressSlider;
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[SerializeField] private TMP_Text progressText;
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[Header("씬 이름")]
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[SerializeField] private string gameSceneName = "Game";
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private static readonly Color SelectedColor = new Color(0.4f, 0.8f, 1f);
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private static readonly Color DeselectedColor = Color.white;
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private SongInfo currentSong;
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private string selectedDifficulty;
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private DownloadManager downloadManager;
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private SongSelectManager selectManager;
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private readonly (string key, Func<SongDetailPanel, Button> btn)[] diffSlots =
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{
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("normal", p => p.btnNormal),
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("hard", p => p.btnHard),
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("expert", p => p.btnExpert),
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("expertplus", p => p.btnExpertPlus),
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};
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// ── Public API ───────────────────────────────────────────
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public void Show(SongInfo song, DownloadManager dm, SongSelectManager sm)
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{
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currentSong = song;
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downloadManager = dm;
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selectManager = sm;
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selectedDifficulty = null;
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titleText.text = song.title;
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artistText.text = song.artist;
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infoText.text = song.duration > 0
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? $"BPM {Mathf.RoundToInt(song.bpm)} | {FormatDuration(song.duration)}"
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: $"BPM {Mathf.RoundToInt(song.bpm)}";
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RefreshUI();
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}
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// ── UI 갱신 ──────────────────────────────────────────────
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private void RefreshUI()
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{
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bool downloaded = SongLibrary.Instance.IsSongDownloaded(currentSong.id);
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foreach (var (key, getBtn) in diffSlots)
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{
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Button btn = getBtn(this);
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bool exists = currentSong.difficulties.Get(key) != null;
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btn.interactable = downloaded && exists;
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btn.onClick.RemoveAllListeners();
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if (downloaded && exists)
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{
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string captured = key;
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btn.onClick.AddListener(() => SelectDifficulty(captured));
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}
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}
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UpdateDiffColors();
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downloadButton.gameObject.SetActive(!downloaded);
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deleteButton.gameObject.SetActive(downloaded);
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playButton.interactable = downloaded && selectedDifficulty != null;
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progressGroup.SetActive(false);
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downloadButton.onClick.RemoveAllListeners();
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downloadButton.onClick.AddListener(OnDownloadClicked);
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deleteButton.onClick.RemoveAllListeners();
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deleteButton.onClick.AddListener(OnDeleteClicked);
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playButton.onClick.RemoveAllListeners();
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playButton.onClick.AddListener(OnPlayClicked);
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if (closeButton != null)
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{
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closeButton.onClick.RemoveAllListeners();
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closeButton.onClick.AddListener(() => gameObject.SetActive(false));
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}
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}
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private void SelectDifficulty(string difficulty)
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{
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selectedDifficulty = difficulty;
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playButton.interactable = true;
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UpdateDiffColors();
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}
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private void UpdateDiffColors()
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{
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foreach (var (key, getBtn) in diffSlots)
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{
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Button btn = getBtn(this);
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var colors = btn.colors;
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colors.normalColor = (key == selectedDifficulty) ? SelectedColor : DeselectedColor;
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btn.colors = colors;
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}
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}
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// ── 다운로드 ──────────────────────────────────────────────
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private void OnDownloadClicked()
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{
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StartCoroutine(DownloadAllCoroutine());
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}
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private IEnumerator DownloadAllCoroutine()
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{
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var diffs = new List<string>();
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foreach (var (key, _) in diffSlots)
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if (currentSong.difficulties.Get(key) != null)
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diffs.Add(key);
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if (diffs.Count == 0) yield break;
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SetInteractable(false);
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progressGroup.SetActive(true);
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downloadButton.gameObject.SetActive(false);
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deleteButton.gameObject.SetActive(false);
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playButton.gameObject.SetActive(false);
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int totalSteps = diffs.Count;
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int doneSteps = 0;
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bool failed = false;
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foreach (string diff in diffs)
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{
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bool stepDone = false;
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downloadManager.DownloadSong(
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currentSong, diff,
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onProgress: p =>
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{
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float overall = (doneSteps + p) / totalSteps;
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progressSlider.value = overall;
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progressText.text = $"{diffs[Mathf.Min(doneSteps, diffs.Count - 1)].ToUpper()} {(int)(overall * 100)}%";
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},
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onComplete: () =>
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{
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SongLibrary.Instance.MarkDownloaded(currentSong.id, diff);
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doneSteps++;
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stepDone = true;
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},
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onError: err =>
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{
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Debug.LogError($"[SongDetailPanel] {err}");
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failed = true;
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stepDone = true;
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});
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yield return new WaitUntil(() => stepDone);
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if (failed) break;
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}
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SetInteractable(true);
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progressGroup.SetActive(false);
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playButton.gameObject.SetActive(true);
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selectManager.RefreshCards();
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RefreshUI();
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if (!failed)
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Debug.Log($"[SongDetailPanel] '{currentSong.title}' 전체 다운로드 완료");
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}
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// ── 삭제 ─────────────────────────────────────────────────
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private void OnDeleteClicked()
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{
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downloadManager.DeleteSong(currentSong.id);
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SongLibrary.Instance.MarkSongRemoved(currentSong.id);
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selectedDifficulty = null;
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selectManager.RefreshCards();
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RefreshUI();
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}
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// ── 플레이 ───────────────────────────────────────────────
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private void OnPlayClicked()
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{
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GameSession.SelectedSong = currentSong;
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GameSession.SelectedDifficulty = selectedDifficulty;
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SceneManager.LoadScene(gameSceneName);
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}
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// ── 유틸 ─────────────────────────────────────────────────
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private void SetInteractable(bool value)
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{
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downloadButton.interactable = value;
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deleteButton.interactable = value;
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playButton.interactable = value && selectedDifficulty != null;
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foreach (var (_, getBtn) in diffSlots)
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getBtn(this).interactable = value;
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}
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private static string FormatDuration(int seconds)
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=> $"{seconds / 60}:{seconds % 60:D2}";
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}
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