Files
BeatSaber/Assets/VRBeatsKit/Scripts/UI/FinalScoreLabel.cs
T

220 lines
8.1 KiB
C#

using UnityEngine;
using TMPro;
namespace VRBeats
{
public class FinalScoreLabel : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI scoreText = null;
[SerializeField] private int length = 10;
private string initialValue = "";
private ScoreManager scoreManager = null;
private GameObject resultRoot = null;
private TextMeshProUGUI rankShadowText = null;
private TextMeshProUGUI rankDepthText = null;
private TextMeshProUGUI rankMainText = null;
private TextMeshProUGUI resultScoreText = null;
private TextMeshProUGUI resultAccuracyText = null;
private TextMeshProUGUI resultComboText = null;
private void Awake()
{
for (int n = 0; n < length; n++)
initialValue += "0";
scoreManager = FindFirstObjectByType<ScoreManager>();
ApplyPopupTextStyle();
BuildResultLayout();
}
public void ShowScore()
{
if (scoreText == null || scoreManager == null)
return;
SetTitleActive(false);
gameObject.CancelAllTweens();
if (resultRoot != null)
{
scoreText.gameObject.SetActive(false);
PopulateResultLayout();
resultRoot.SetActive(true);
}
else
{
scoreText.text = scoreManager.BuildResultSummary(length);
}
}
public void ResetValues()
{
gameObject.CancelAllTweens();
if (resultRoot != null)
resultRoot.SetActive(false);
if (scoreText != null)
scoreText.gameObject.SetActive(true);
SetTitleActive(true);
ApplyPopupTextStyle();
if (scoreText != null)
scoreText.text = initialValue;
}
private void PopulateResultLayout()
{
if (scoreManager == null ||
rankShadowText == null ||
rankDepthText == null ||
rankMainText == null ||
resultScoreText == null ||
resultAccuracyText == null ||
resultComboText == null)
return;
string rank = scoreManager.Rank;
Color mainColor = HexToColor(scoreManager.RankColorHex);
Color depthColor = HexToColor(GetRankDepthColorHex(rank));
rankShadowText.text = rank;
rankDepthText.text = rank;
rankDepthText.color = depthColor;
rankMainText.text = rank;
rankMainText.color = mainColor;
resultScoreText.text =
$"<size=48%><color=#A0C8FF>SCORE</color></size>\n{scoreManager.CurrentScore:N0}";
resultAccuracyText.text =
$"<size=70%><color=#A0C8FF>ACCURACY</color></size> {scoreManager.AccuracyPercent:0.0}%";
resultComboText.text = $"MAX COMBO {scoreManager.MaxCombo}";
}
private void SetTitleActive(bool active)
{
Transform titleObj = scoreText != null
? scoreText.rectTransform.parent?.Find("Title")
: null;
if (titleObj != null)
titleObj.gameObject.SetActive(active);
}
private void ApplyPopupTextStyle()
{
if (scoreText == null)
return;
RectTransform rect = scoreText.rectTransform;
rect.anchorMin = new Vector2(0.5f, 0.5f);
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.anchoredPosition = new Vector2(0.0f, 0.0f);
rect.sizeDelta = new Vector2(620.0f, 250.0f);
scoreText.enableAutoSizing = true;
scoreText.fontSizeMin = 1.2f;
scoreText.fontSizeMax = 5.5f;
scoreText.alignment = TextAlignmentOptions.MidlineLeft;
scoreText.overflowMode = TextOverflowModes.Truncate;
scoreText.textWrappingMode = TextWrappingModes.NoWrap;
scoreText.lineSpacing = -10.0f;
scoreText.color = Color.white;
scoreText.richText = true;
}
private void BuildResultLayout()
{
if (scoreText == null)
return;
Transform parent = scoreText.rectTransform.parent;
if (parent == null)
return;
GameObject root = new GameObject("ResultLayoutRoot");
root.transform.SetParent(parent, false);
RectTransform rootRect = root.AddComponent<RectTransform>();
rootRect.anchorMin = new Vector2(0.5f, 0.5f);
rootRect.anchorMax = new Vector2(0.5f, 0.5f);
rootRect.anchoredPosition = Vector2.zero;
rootRect.sizeDelta = new Vector2(620.0f, 250.0f);
root.SetActive(false);
resultRoot = root;
// Rank badge left side — hierarchy order = draw order (shadow first, main on top)
rankShadowText = MakeTmpLabel(root.transform, "RankShadowText",
new Vector2(-166.0f, 6.0f), new Vector2(200.0f, 200.0f), 14.0f,
new Color(0.0f, 0.0f, 0.0f, 0.55f), TextAlignmentOptions.Midline);
rankDepthText = MakeTmpLabel(root.transform, "RankDepthText",
new Vector2(-168.0f, 8.0f), new Vector2(200.0f, 200.0f), 14.0f,
Color.white, TextAlignmentOptions.Midline);
rankMainText = MakeTmpLabel(root.transform, "RankMainText",
new Vector2(-170.0f, 10.0f), new Vector2(200.0f, 200.0f), 14.0f,
Color.white, TextAlignmentOptions.Midline);
// Score, accuracy, combo right side
resultScoreText = MakeTmpLabel(root.transform, "ResultScoreText",
new Vector2(70.0f, 58.0f), new Vector2(260.0f, 90.0f), 5.5f,
Color.white, TextAlignmentOptions.MidlineLeft);
resultAccuracyText = MakeTmpLabel(root.transform, "ResultAccuracyText",
new Vector2(70.0f, 0.0f), new Vector2(260.0f, 46.0f), 3.4f,
new Color(0.84f, 0.97f, 1.0f, 0.9f), TextAlignmentOptions.MidlineLeft);
resultComboText = MakeTmpLabel(root.transform, "ResultComboText",
new Vector2(70.0f, -52.0f), new Vector2(260.0f, 44.0f), 3.0f,
new Color(0.84f, 0.97f, 1.0f, 1.0f), TextAlignmentOptions.MidlineLeft);
}
private TextMeshProUGUI MakeTmpLabel(Transform parent, string name,
Vector2 pos, Vector2 size, float fontSize, Color color, TextAlignmentOptions align)
{
GameObject go = new GameObject(name);
go.transform.SetParent(parent, false);
RectTransform rect = go.AddComponent<RectTransform>();
rect.anchorMin = new Vector2(0.5f, 0.5f);
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.anchoredPosition = pos;
rect.sizeDelta = size;
TextMeshProUGUI tmp = go.AddComponent<TextMeshProUGUI>();
tmp.fontSize = fontSize;
tmp.color = color;
tmp.alignment = align;
tmp.overflowMode = TextOverflowModes.Overflow;
tmp.textWrappingMode = TextWrappingModes.NoWrap;
tmp.lineSpacing = -8.0f;
tmp.raycastTarget = false;
if (scoreText != null && scoreText.font != null)
{
tmp.font = scoreText.font;
tmp.fontSharedMaterial = scoreText.fontSharedMaterial;
}
return tmp;
}
private static string GetRankDepthColorHex(string rank)
{
switch (rank)
{
case "M": return "#7EEBFF";
case "S+": return "#116BFF";
case "S": return "#B56A16";
case "A": return "#5CAA30";
case "B": return "#B89E20";
case "C": return "#C05A10";
case "D": return "#B02040";
default: return "#606870";
}
}
private static Color HexToColor(string hex)
{
if (ColorUtility.TryParseHtmlString(hex, out Color color))
return color;
return Color.white;
}
}
}