diff --git a/Tools/Dashboard/index.html b/Tools/Dashboard/index.html index 78c51aa00..3bc135023 100644 --- a/Tools/Dashboard/index.html +++ b/Tools/Dashboard/index.html @@ -843,10 +843,10 @@
- +
- + diff --git a/Tools/Dashboard/js/codex_threads.js b/Tools/Dashboard/js/codex_threads.js index 467051cf1..613eda859 100644 --- a/Tools/Dashboard/js/codex_threads.js +++ b/Tools/Dashboard/js/codex_threads.js @@ -40,13 +40,21 @@ function codexPreferredAudioMimeType() { function codexAudioExtension(mimeType) { const lower = (mimeType || '').toLowerCase(); - if (lower.includes('mp4')) return 'm4a'; + if (lower.includes('m4a') || lower.includes('mp4')) return 'm4a'; if (lower.includes('wav')) return 'wav'; if (lower.includes('mpeg') || lower.includes('mp3')) return 'mp3'; if (lower.includes('ogg')) return 'ogg'; return 'webm'; } +function codexLooksLikeAudioFile(file) { + const type = (file?.type || '').toLowerCase(); + if (type.startsWith('audio/')) return true; + if (type.startsWith('video/')) return false; + const name = (file?.name || '').toLowerCase(); + return /\.(m4a|mp3|wav|webm|ogg|aac|flac)$/i.test(name); +} + function codexIsSecureVoiceContext() { return window.isSecureContext || ['localhost', '127.0.0.1', '::1'].includes(window.location.hostname); } @@ -104,11 +112,11 @@ function codexOpenAudioFilePicker(message) { async function codexStartVoiceInput() { if (!codexIsSecureVoiceContext()) { - codexOpenAudioFilePicker('手机 Chrome 需要 HTTPS 才能直接录音,请改用系统录音/音频文件'); + codexSetVoiceStatus('手机局域网 HTTP 页面不能直接录音;请先用语音备忘录录音,再点“上传音频”。'); return; } if (!navigator.mediaDevices?.getUserMedia || !window.MediaRecorder) { - codexOpenAudioFilePicker('当前浏览器不能直接录音,请改用系统录音/音频文件'); + codexSetVoiceStatus('当前浏览器不能直接录音;请点“上传音频”选择录音文件。'); return; } try { @@ -158,21 +166,22 @@ async function codexToggleVoiceInput() { } } -async function codexFinishVoiceInput(blob) { +async function codexFinishVoiceInput(blob, filename = '') { if (!blob || blob.size === 0) { codexSetVoiceStatus('没有录到声音'); return; } codexSetVoiceStatus('正在转写...'); try { + const mimeType = blob.type || (filename ? '' : 'audio/webm'); const audioBase64 = await codexBlobToBase64(blob); const resp = await fetch('/api/codex/transcribe', { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify({ audioBase64, - mimeType: blob.type || 'audio/webm', - filename: `codex-voice-${Date.now()}.${codexAudioExtension(blob.type)}`, + mimeType, + filename: filename || `codex-voice-${Date.now()}.${codexAudioExtension(mimeType)}`, language: 'zh', }), }); @@ -188,11 +197,11 @@ async function codexFinishVoiceInput(blob) { async function codexHandleAudioFilePicked(event) { const file = event.target?.files?.[0]; if (!file) return; - if (!file.type.startsWith('audio/')) { - codexSetVoiceStatus('请选择音频文件'); + if (!codexLooksLikeAudioFile(file)) { + codexSetVoiceStatus('请选择音频文件,不支持视频'); return; } - await codexFinishVoiceInput(file); + await codexFinishVoiceInput(file, file.name || ''); } async function codexLoadSessions(force = false) { @@ -416,7 +425,7 @@ function codexBind() { const audioPick = document.getElementById('codex-audio-pick'); if (audioPick && !audioPick.dataset.bound) { audioPick.dataset.bound = '1'; - audioPick.addEventListener('click', () => codexOpenAudioFilePicker('选择或录制一段音频后自动转写')); + audioPick.addEventListener('click', () => codexOpenAudioFilePicker('请选择语音备忘录/录音文件,选完会自动转写')); } const audioFile = document.getElementById('codex-audio-file'); if (audioFile && !audioFile.dataset.bound) { diff --git a/Tools/Figma/TH1MainMenuStructure/MAIN_MENU_LOGIC.md b/Tools/Figma/TH1MainMenuStructure/MAIN_MENU_LOGIC.md new file mode 100644 index 000000000..23b6a5568 --- /dev/null +++ b/Tools/Figma/TH1MainMenuStructure/MAIN_MENU_LOGIC.md @@ -0,0 +1,77 @@ +# TH1 Main Menu Logic Summary + +## Entry + +`UIManager.OnGameStart()` publishes `ShowUIOutsideMenu`. + +`UIEventManagerBinder.HandleShowUIOutsideMenu()` receives it and calls: + +`UIOutsideManager.StartNewTask(new UIOutsideTask(ViewControllerManager.UIOutsideMenuController, evt))` + +`UIOutsideManager.StartNewTask()` closes the previous current Outside task, assigns the new task, and opens the controller. + +`UIOutsideMenuController.OnOpen()` calls `WindowScript.SetContent(evt)` and hides the startup fallback image once. + +## Main Menu Setup + +`UIOutsideMenuView.SetContent()` performs the runtime setup: + +- Randomizes `ButtonList` icons by selecting unique `GiantType` values from the implemented force/chess combinations. +- Binds click listeners for every menu button. +- Hides `ResumeButton` by default, then shows it only when `GameArchiveManager.Instance.HasQuickResumeArchive(NetMode.Single)` is true. +- Sets `QQHintVersion` from `ConfigManager.Instance.VersionCfg.CurVersionInfo.FullVersion`. +- Configures the Traditional Chinese Discord hint. +- Plays the `Main` BGM through `AudioManager.Instance.PlayMusic("Main", 1f, 2f, true)`. + +## Button Flow + +| Button | Runtime action | +| --- | --- | +| `StartButton` | Publishes `ShowUIOutsideSelect`. | +| `ResumeButton` | Loads the quick single-player archive, opens loading UI, calls `Main.Instance.ResumeMatch(record, preread)`, then hides menu/all outside UI. | +| `MultiplayButton` | Publishes `ShowUIOutsideMultiplay`. | +| `LibraryButton` | Publishes `ShowUIOutsideLibrary`. | +| `HistoryButton` | Publishes `ShowUIOutsideHistory`. | +| `TutorButton` | Publishes `ShowUIOutsideTutor`. | +| `StoryButton` | Publishes `ShowUIOutsideStory`; binder opens the independent Story controller through `UIOutsideManager.OpenStory()`. | +| `TransReportButton` | Publishes `ShowUIGlobalBugReport`. | +| `QuestionnaireButton` | Found or runtime-created, then publishes `ShowUIOutsideQuestionnaire`. | +| `AnnouncementButton` | Opens `AnnouncementPanel` locally. | +| `AboutButton` | Opens `AboutPanel` locally. | +| `SettingButton` | Opens `SettingPanel` locally. | +| `ShutdownButton` | Opens `ShutdownPanel` locally. | + +## Local Child Panels + +`AnnouncementPanel`: + +- Close by close button or blocking area. +- Builds version tabs from `ConfigManager.Instance.VersionCfg.Versions`. +- Shows selected version content through multilingual text. + +`AboutPanel`: + +- Displays current version. +- Binds external links: Bilibili, website, X, YouTube, Discord. +- Builds staff rows from `Table.Instance.StaffDataAssets.StaffList`. + +`SettingPanel`: + +- Initializes `LanguageOptionGroup` to the current language. +- Treats ZH, TDZH, JP, EN, KR as primary language options. +- Uses option index `5` for `MoreLanguageModule`. +- `ManageButton` hides the local setting panel and publishes `ShowUIOutsideMod`. + +`ShutdownPanel`: + +- Cancel and block close the panel. +- Confirm calls `Application.Quit()` in build or stops Play Mode in editor. + +## Important UI Layer Behavior + +Most Outside screens use `UIOutsideManager.StartNewTask()`, so opening another normal Outside screen closes the previous one. + +Loading is separate from the current Outside task. + +Story, Invited, and Wiki are independent controllers in `UIOutsideManager` and do not follow the ordinary single current-task replacement path. + diff --git a/Tools/Figma/TH1MainMenuStructure/README.md b/Tools/Figma/TH1MainMenuStructure/README.md new file mode 100644 index 000000000..978cd9639 --- /dev/null +++ b/Tools/Figma/TH1MainMenuStructure/README.md @@ -0,0 +1,32 @@ +# TH1 Main Menu Figma Structure Plugin + +This is a local Figma development plugin that recreates the current TH1 main menu structure as editable Figma frames. + +## How to run + +1. Open Figma Desktop. +2. Create or open a blank design file. +3. Go to `Plugins > Development > Import plugin from manifest...`. +4. Select: + + `C:\TH1\TH1\Tools\Figma\TH1MainMenuStructure\manifest.json` + +5. Run `Plugins > Development > TH1 Main Menu Structure`. + +The plugin creates two frames: + +- `TH1 Main Menu - Current Unity Structure` +- `TH1 Main Menu - Logic Flow` + +## Scope + +The generated Figma file is a structural restoration, not a visual redesign. It uses placeholder shapes and labels instead of importing Unity texture assets. + +The structure is based on: + +- `Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideMenuView.cs` +- `Unity/Assets/Scripts/TH1_UI/Controller/Outside/UIOutsideMenuController.cs` +- `Unity/Assets/Scripts/TH1_Core/Events/UIEventManagerBinder.cs` +- `Unity/Assets/Scripts/TH1_UI/Core/UIOutsideManager.cs` +- `Unity/Assets/BundleResources/Prefab/UI/Outside/UIOutsideMenu.prefab` + diff --git a/Tools/Figma/TH1MainMenuStructure/code.js b/Tools/Figma/TH1MainMenuStructure/code.js new file mode 100644 index 000000000..1f07ef20b --- /dev/null +++ b/Tools/Figma/TH1MainMenuStructure/code.js @@ -0,0 +1,265 @@ +async function main() { + await figma.loadFontAsync({ family: "Inter", style: "Regular" }); + await figma.loadFontAsync({ family: "Inter", style: "Medium" }); + await figma.loadFontAsync({ family: "Inter", style: "Bold" }); + + const page = figma.currentPage; + page.name = "TH1 Main Menu Reverse Map"; + + const frames = page.children.filter((node) => + node.name === "TH1 Main Menu - Current Unity Structure" || + node.name === "TH1 Main Menu - Logic Flow" + ); + for (const frame of frames) frame.remove(); + + const layout = createFrame(page, "TH1 Main Menu - Current Unity Structure", 0, 0, 1920, 1080, "#101319"); + const flow = createFrame(page, "TH1 Main Menu - Logic Flow", 2040, 0, 1920, 1080, "#0f1419"); + + drawMenuLayout(layout); + drawLogicFlow(flow); + + figma.viewport.scrollAndZoomIntoView([layout, flow]); + figma.closePlugin("Created TH1 main menu structure and logic flow frames."); +} + +function drawMenuLayout(parent) { + addRect(parent, "Background image: Background / MenuPreview", 0, 0, 1920, 1080, "#171d24", 0); + addRect(parent, "dim overlay", 0, 0, 1920, 1080, "#000000", 0, 0.18); + + addText(parent, "title", "TH1 Main Menu - current Unity structure", 32, 28, 820, 36, 26, "#f5f0d7", "Bold"); + addText(parent, "source note", + "Sources: UIOutsideMenuView.cs, UIOutsideMenuController.cs, UIEventManagerBinder.cs, UIOutsideManager.cs, UIOutsideMenu.prefab", + 32, 66, 1220, 28, 14, "#aab3bd", "Regular"); + + addRect(parent, "GameLogo placeholder", 883, -21, 100, 100, "#d9c07a", 10, 0.95); + addText(parent, "GameLogo text", "GameLogo", 871, 84, 140, 24, 13, "#d9c07a", "Medium", "CENTER"); + + addRect(parent, "Logo image placeholder", 195, 467, 1651, 390, "#2b3542", 12, 0.68, "#d9c07a"); + addText(parent, "Logo label", "Logo image node\nanchored center: x=60, y=-122, size=1651x390", 275, 586, 600, 76, 30, "#f4e8be", "Bold"); + + addRect(parent, "ButtonRow container", 620, 250, 761, 341, "#1b2430", 8, 0.82, "#6e8bb8"); + addText(parent, "ButtonRow label", "ButtonRow - six MenuButton prefab instances", 648, 264, 520, 22, 16, "#b9c8df", "Medium"); + + const buttons = [ + ["StartButton", "Start / 开始", "ShowUIOutsideSelect", 650, 310], + ["MultiplayButton", "Multiplay / 多人", "ShowUIOutsideMultiplay", 1030, 310], + ["ResumeButton", "Resume / 继续", "visible only when quick resume exists", 650, 420], + ["LibraryButton", "Library / 图鉴", "ShowUIOutsideLibrary", 1030, 420], + ["HistoryButton", "History / 历史", "ShowUIOutsideHistory", 650, 530], + ["TutorButton", "Tutor / 教程", "ShowUIOutsideTutor", 1030, 530] + ]; + for (const [name, label, event, x, y] of buttons) { + addButton(parent, name, label, event, x, y, 300, 82); + } + + addButton(parent, "StoryButton", "Story / 序章", "ShowUIOutsideStory", 26, 747, 322, 105, "#4d3844"); + addButton(parent, "TransReport", "Translation / bug feedback", "ShowUIGlobalBugReport", 786, 564, 338, 54, "#314658"); + addButton(parent, "Questionnaire", "Questionnaire / 问卷", "Created or found at runtime, then ShowUIOutsideQuestionnaire", 786, 628, 338, 54, "#314658"); + + addIconButton(parent, "AnnouncementButton / BoardingButton", "updates", 372, 862); + addIconButton(parent, "AboutButton", "about", 1825, 789); + addIconButton(parent, "SettingButton", "settings", 1825, 887); + addIconButton(parent, "ShutdownButton", "quit", 1825, 985); + + addPanel(parent, "SteamHint", "Early access / DEMO copy\nPrefab text: 当前是抢先体验版本", 26, 566, 391, 171); + addPanel(parent, "QQHint / DiscordHint", "Community copy\nZH: QQ group\nTDZH: Discord URL becomes clickable", 26, 886, 392, 179); + + const runtime = createGroupLabel(parent, "Runtime behavior", 1368, 144, 500, 384); + const notes = [ + "SetContent() binds all button listeners each open.", + "ButtonList icons are randomized from GiantType sprites.", + "ResumeButton is hidden unless GameArchiveManager.HasQuickResumeArchive(NetMode.Single).", + "AudioManager.PlayMusic(\"Main\", 1f, 2f, true) starts menu BGM.", + "Traditional Chinese Discord hint opens external URL on click.", + "Startup fallback image is hidden once the menu opens." + ]; + let noteY = 194; + for (const note of notes) { + addText(parent, "runtime note", "- " + note, 1392, noteY, 450, 34, 14, "#d8dfeb", "Regular"); + noteY += 48; + } + + addModal(parent, "AnnouncementPanel", "VersionButtonList + VersionContent\nOpens locally from AnnouncementButton", 1260, 650, "#293647"); + addModal(parent, "AboutPanel", "VersionLabel + external links + StaffArea\nBilibili / Website / X / YouTube / Discord", 1480, 650, "#293647"); + addModal(parent, "SettingPanel", "LanguageOptionGroup\nMoreLanguageModule + ManageButton -> UIOutsideMod", 1260, 840, "#293647"); + addModal(parent, "ShutdownPanel", "CancelButton / CheckButton / BlockButton\nConfirm calls Application.Quit()", 1480, 840, "#293647"); + + addText(parent, "implementation note", + "This frame is a structural restoration. It intentionally uses placeholders instead of copying Unity texture assets into Figma.", + 32, 1030, 1180, 24, 14, "#9aa6b2", "Regular"); +} + +function drawLogicFlow(parent) { + addText(parent, "title", "TH1 Main Menu - logic flow", 32, 28, 760, 36, 26, "#f5f0d7", "Bold"); + addText(parent, "source note", + "Main menu is an OutsideUI task. One current Outside task is replaced by StartNewTask(), while loading and some overlays are independent.", + 32, 66, 1220, 28, 14, "#aab3bd", "Regular"); + + const init = [ + ["UIManager.OnGameStart()", "publishes ShowUIOutsideMenu"], + ["UIEventManagerBinder", "HandleShowUIOutsideMenu"], + ["UIOutsideManager", "StartNewTask(UIOutsideMenuController)"], + ["UIOutsideMenuController.OnOpen()", "WindowScript.SetContent(evt)"], + ["UIOutsideMenuView.SetContent()", "bind buttons, version text, Discord hint, BGM"] + ]; + + let y = 132; + for (let i = 0; i < init.length; i++) { + addFlowCard(parent, init[i][0], init[i][1], 72 + i * 350, y, 290, 100, "#223044"); + if (i < init.length - 1) addArrowText(parent, "->", 372 + i * 350, y + 36); + } + + addSectionLabel(parent, "Button event map", 72, 300); + const events = [ + ["StartButton", "ShowUIOutsideSelect", "Outside task replaced by select screen."], + ["ResumeButton", "ShowUIOutsideLoading -> Main.ResumeMatch -> HideUIOutsideAll", "Only visible when quick single-player archive exists."], + ["MultiplayButton", "ShowUIOutsideMultiplay", "Opens Steam lobby / room flow."], + ["LibraryButton", "ShowUIOutsideLibrary", "Library screen can later open Select."], + ["HistoryButton", "ShowUIOutsideHistory", "History screen can later open Select."], + ["TutorButton", "ShowUIOutsideTutor", "Tutorial selection screen."], + ["StoryButton", "ShowUIOutsideStory", "Uses UIOutsideManager.OpenStory(), independent of current task."], + ["TransReport", "ShowUIGlobalBugReport", "GlobalTop overlay, does not replace menu task."], + ["Questionnaire", "ShowUIOutsideQuestionnaire", "Runtime-created if prefab child is absent."], + ["AnnouncementButton", "AnnouncementPanel.Open()", "Local child panel, version list from VersionCfg."], + ["AboutButton", "AboutPanel.Open()", "Local child panel, external links and staff list."], + ["SettingButton", "SettingPanel.Open()", "Language options; ManageButton opens UIOutsideMod."], + ["ShutdownButton", "ShutdownPanel.Open()", "Confirm exits game or stops editor play mode."] + ]; + + let col = 0; + let row = 0; + for (const [button, event, note] of events) { + const x = 72 + col * 455; + const yy = 340 + row * 112; + addEventCard(parent, button, event, note, x, yy); + row++; + if (row === 6) { + row = 0; + col++; + } + } + + addSectionLabel(parent, "OutsideUI replacement rules", 72, 1030); + addText(parent, "outside rules", + "StartNewTask closes the previous Outside task before opening the new one. Loading uses a separate task. Story, Invited, and Wiki are independent controllers in UIOutsideManager.", + 350, 1028, 1300, 32, 15, "#d8dfeb", "Regular"); +} + +function addButton(parent, name, label, event, x, y, w, h, fill) { + const color = fill || "#34415a"; + addRect(parent, name, x, y, w, h, color, 8, 0.94, "#e2c576"); + addRect(parent, name + " icon mask", x + 14, y + 10, 64, h - 20, "#202733", 6, 1, "#6f7e92"); + addText(parent, name + " label", label, x + 92, y + 13, w - 110, 27, 18, "#fff2c3", "Bold"); + addText(parent, name + " event", event, x + 92, y + 43, w - 110, h - 47, 12, "#c2ccd9", "Regular"); +} + +function addIconButton(parent, name, label, x, y) { + addRect(parent, name, x, y, 64, 64, "#222c37", 32, 1, "#d2bd72"); + addText(parent, name + " glyph", label, x - 12, y + 22, 88, 18, 11, "#f5e6b6", "Medium", "CENTER"); +} + +function addPanel(parent, name, text, x, y, w, h) { + addRect(parent, name, x, y, w, h, "#1c2630", 8, 0.92, "#52687d"); + addText(parent, name + " title", name, x + 18, y + 16, w - 36, 24, 17, "#f4e8be", "Bold"); + addText(parent, name + " text", text, x + 18, y + 52, w - 36, h - 64, 14, "#c7d0dc", "Regular"); +} + +function addModal(parent, name, text, x, y, fill) { + addRect(parent, name, x, y, 180, 140, fill, 8, 0.96, "#e2c576"); + addText(parent, name + " title", name, x + 14, y + 14, 152, 22, 15, "#fff2c3", "Bold"); + addText(parent, name + " body", text, x + 14, y + 42, 152, 86, 11, "#d8dfeb", "Regular"); +} + +function addFlowCard(parent, title, body, x, y, w, h, fill) { + addRect(parent, title, x, y, w, h, fill, 8, 0.97, "#637a94"); + addText(parent, title + " title", title, x + 16, y + 16, w - 32, 24, 16, "#fff2c3", "Bold"); + addText(parent, title + " body", body, x + 16, y + 48, w - 32, 38, 13, "#d8dfeb", "Regular"); +} + +function addEventCard(parent, button, event, note, x, y) { + addRect(parent, button, x, y, 410, 92, "#1d2835", 8, 0.96, "#40576d"); + addText(parent, button + " title", button, x + 14, y + 12, 150, 22, 14, "#f5e6b6", "Bold"); + addText(parent, button + " event", event, x + 168, y + 12, 228, 26, 12, "#9fd1ff", "Medium"); + addText(parent, button + " note", note, x + 14, y + 44, 382, 34, 11, "#c7d0dc", "Regular"); +} + +function addSectionLabel(parent, text, x, y) { + addText(parent, text + " label", text, x, y, 260, 26, 18, "#f5e6b6", "Bold"); + addRect(parent, text + " underline", x, y + 28, 220, 2, "#d2bd72", 0, 0.9); +} + +function addArrowText(parent, text, x, y) { + addText(parent, "arrow", text, x, y, 48, 24, 20, "#d2bd72", "Bold", "CENTER"); +} + +function createGroupLabel(parent, title, x, y, w, h) { + addRect(parent, title, x, y, w, h, "#111821", 8, 0.78, "#40576d"); + addText(parent, title + " title", title, x + 24, y + 22, w - 48, 28, 20, "#f5e6b6", "Bold"); +} + +function createFrame(parent, name, x, y, w, h, fill) { + const frame = figma.createFrame(); + frame.name = name; + frame.x = x; + frame.y = y; + frame.resize(w, h); + frame.fills = [paint(fill)]; + parent.appendChild(frame); + return frame; +} + +function addRect(parent, name, x, y, w, h, fill, radius, opacity, stroke) { + const rect = figma.createRectangle(); + rect.name = name; + rect.x = x; + rect.y = y; + rect.resize(w, h); + rect.cornerRadius = radius || 0; + rect.fills = [paint(fill, opacity == null ? 1 : opacity)]; + if (stroke) { + rect.strokes = [paint(stroke)]; + rect.strokeWeight = 1; + } + parent.appendChild(rect); + return rect; +} + +function addText(parent, name, value, x, y, w, h, size, fill, style, align) { + const text = figma.createText(); + text.name = name; + text.x = x; + text.y = y; + text.resize(w, h); + text.fontName = { family: "Inter", style: style || "Regular" }; + text.fontSize = size; + text.lineHeight = { unit: "AUTO" }; + text.textAlignHorizontal = align || "LEFT"; + text.fills = [paint(fill)]; + text.characters = value; + parent.appendChild(text); + return text; +} + +function paint(hex, opacity) { + const rgb = hexToRgb(hex); + return { + type: "SOLID", + color: { + r: rgb.r / 255, + g: rgb.g / 255, + b: rgb.b / 255 + }, + opacity: opacity == null ? 1 : opacity + }; +} + +function hexToRgb(hex) { + const cleaned = hex.replace("#", ""); + return { + r: parseInt(cleaned.slice(0, 2), 16), + g: parseInt(cleaned.slice(2, 4), 16), + b: parseInt(cleaned.slice(4, 6), 16) + }; +} + +main(); diff --git a/Tools/Figma/TH1MainMenuStructure/manifest.json b/Tools/Figma/TH1MainMenuStructure/manifest.json new file mode 100644 index 000000000..038755e23 --- /dev/null +++ b/Tools/Figma/TH1MainMenuStructure/manifest.json @@ -0,0 +1,7 @@ +{ + "name": "TH1 Main Menu Structure", + "id": "th1-main-menu-structure", + "api": "1.0.0", + "main": "code.js", + "editorType": ["figma"] +} diff --git a/Unity/Assets/BundleResources/DataAssets/QuestionnaireDataAssets.asset b/Unity/Assets/BundleResources/DataAssets/QuestionnaireDataAssets.asset index 9ad9683c6..9f2a70dfd 100644 --- a/Unity/Assets/BundleResources/DataAssets/QuestionnaireDataAssets.asset +++ b/Unity/Assets/BundleResources/DataAssets/QuestionnaireDataAssets.asset @@ -12,341 +12,470 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 9f2a6e7435b94d158cb76d9fd201a10a, type: 3} m_Name: QuestionnaireDataAssets m_EditorClassIdentifier: - DefaultQuestionnaireId: gameplay-feedback-2026-06 + DefaultQuestionnaireId: gameplay-feedback-2026-06-v2 MenuButtonText: "\u4F53\u9A8C\u53CD\u9988" QuestionnaireList: - - QuestionnaireId: gameplay-feedback-2026-06 + - QuestionnaireId: gameplay-feedback-2026-06-v2 + Revision: 1 + Status: 0 + Priority: 100 + StartAtUtc: "" + EndAtUtc: "" + AllowMultipleSubmissions: 1 + MaxSubmissionCount: 0 + MinSubmitIntervalHours: 0 + CanViewHistory: 1 + CanSubmitAfterExpired: 0 + TargetRules: + VersionWhitelist: [] + PlatformWhitelist: [] + LanguageWhitelist: [] + SteamOnly: 0 + BetaOnly: 0 + MinFinishedMatchCount: 0 Title: "TOHOTOPIA\u73A9\u6CD5\u4E0E\u7B56\u7565\u53CD\u9988\u95EE\u5377" - Description: "\u611F\u8C22\u4F60\u613F\u610F\u7559\u4E0B\u53CD\u9988\u3002\u8FD9\u4EFD\u95EE\u5377\u4E3B\u8981\u60F3\u4E86\u89E3\u89C4\u5219\u7406\u89E3\u3001\u7B56\u7565\u6DF1\u5EA6\u3001\u9635\u8425\u5E73\u8861\u3001\u5355\u5C40\u8282\u594F\u548C\u64CD\u4F5C\u8D1F\u62C5\uFF0C\u5927\u7EA6\u9700\u89816-8\u5206\u949F\u3002" + Description: "\u611F\u8C22\u4F60\u613F\u610F\u7559\u4E0B\u53CD\u9988\u3002\u8FD9\u4EFD\u95EE\u5377\u4E3B\u8981\u60F3\u4E86\u89E3\u89C4\u5219\u7406\u89E3\u3001\u7B56\u7565\u6DF1\u5EA6\u3001\u9635\u8425\u4E0E\u82F1\u96C4\u5E73\u8861\u3001\u5355\u5C40\u8282\u594F\u3001\u64CD\u4F5C\u8D1F\u62C5\u548C\u591A\u8BED\u8A00\u4F53\u9A8C\uFF0C\u5927\u7EA6\u9700\u89818-10\u5206\u949F\u3002" SubmitButtonText: "\u63D0\u4EA4" ResubmitButtonText: "\u91CD\u65B0\u586B\u5199" CloseButtonText: "\u5173\u95ED" - SubmittedMessage: "\u5DF2\u63D0\u4EA4\u3002\u4F60\u53EF\u4EE5\u91CD\u65B0\u586B\u5199\uFF0C\u518D\u6B21\u63D0\u4EA4\u4F1A\u8986\u76D6\u672C\u5730\u4E0A\u4E00\u4EFD\u7B54\u5377\u3002" + SubmittedMessage: "已提交。你可以在填写记录中查看这次答卷,也可以再次填写并新增一条记录。" UploadingMessage: "\u5DF2\u4FDD\u5B58\u672C\u5730\u7B54\u5377\uFF0C\u6B63\u5728\u4E0A\u4F20\u5230\u670D\u52A1\u5668..." - UploadSuccessMessage: "\u5DF2\u63D0\u4EA4\u5E76\u4E0A\u4F20\u5230\u670D\u52A1\u5668\u3002\u4F60\u53EF\u4EE5\u91CD\u65B0\u586B\u5199\uFF0C\u518D\u6B21\u63D0\u4EA4\u4F1A\u8986\u76D6\u672C\u5730\u7B54\u5377\u5E76\u4E0A\u4F20\u65B0\u7684\u670D\u52A1\u5668\u8BB0\u5F55\u3002" + UploadSuccessMessage: "已提交并上传到服务器。你可以在填写记录中查看这次答卷,也可以再次填写并上传新的记录。" UploadFailedMessage: "\u5DF2\u5728\u672C\u5730\u4FDD\u5B58\uFF0C\u4F46\u670D\u52A1\u5668\u4E0A\u4F20\u5931\u8D25\u3002\u8BF7\u786E\u8BA4 Steam \u5728\u7EBF\u540E\u7A0D\u540E\u91CD\u65B0\u63D0\u4EA4\u3002" UploadAuthFailedMessage: "\u5DF2\u5728\u672C\u5730\u4FDD\u5B58\uFF0C\u4F46\u5F53\u524D\u65E0\u6CD5\u83B7\u53D6 Steam \u767B\u5F55\u4FE1\u606F\uFF0C\u6682\u65F6\u6CA1\u6709\u4E0A\u4F20\u5230\u670D\u52A1\u5668\u3002" RequiredMessage: "\u8BF7\u5148\u5B8C\u6210\u5E26*\u7684\u5FC5\u7B54\u9898\u3002" - RefillHintText: "\u53EF\u4EE5\u91CD\u65B0\u586B\u5199\uFF0C\u63D0\u4EA4\u540E\u4F1A\u8986\u76D6\u4E0A\u4E00\u6B21\u672C\u5730\u7B54\u5377\u3002" + RefillHintText: "已清空当前填写内容,提交后会新增一条填写记录。" SaveFailedMessage: "\u672C\u5730\u4FDD\u5B58\u5931\u8D25\uFF0C\u8BF7\u7A0D\u540E\u518D\u8BD5\u3002" Questions: - QuestionId: q01 QuestionType: 1 - Title: "\u4F60\u76EE\u524D\u7684\u603B\u6E38\u620F\u65F6\u957F\u5927\u7EA6\u662F\u591A\u5C11\uFF1F" + Title: "你目前的总游戏时长大约是多少?" 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Hint: "" Required: 1 MaxSelectCount: 0 Options: - OptionId: too_fast - Text: "\u504F\u5FEB\uFF0C\u8FD8\u6CA1\u7406\u89E3\u5C31\u88AB\u6253\u5D29" + Text: "偏快,还没理解就被打崩" - OptionId: good - Text: "\u6BD4\u8F83\u5408\u9002" + Text: "比较合适" - OptionId: slow - Text: "\u504F\u6162\uFF0C\u7B49\u5F85\u548C\u91CD\u590D\u64CD\u4F5C\u591A" + Text: "偏慢,等待和重复操作多" - OptionId: depends - Text: "\u4E0D\u540C\u9636\u6BB5\u5DEE\u522B\u5F88\u5927" - - QuestionId: q07 + Text: "不同阶段差别很大" + - QuestionId: q10 QuestionType: 1 - Title: "\u4E00\u5C40\u5230\u4E2D\u540E\u671F\u65F6\uFF0C\u7B56\u7565\u9009\u62E9\u662F\u5426\u8FD8\u6709\u8DA3\uFF1F" + Title: "一局到中后期时,策略选择是否还有趣?" Hint: "" Required: 1 MaxSelectCount: 0 Options: - OptionId: stays_interesting - Text: "\u8D8A\u5230\u540E\u9762\u8D8A\u6709\u535A\u5F08" + Text: "越到后面越有博弈" - OptionId: some_repetition - Text: "\u6709\u8DA3\uFF0C\u4F46\u6709\u4E9B\u91CD\u590D" + Text: "有趣,但有些重复" - OptionId: becomes_single_plan - Text: "\u5BB9\u6613\u53D8\u6210\u56FA\u5B9A\u5957\u8DEF" + Text: "容易变成固定套路" - OptionId: not_reached - Text: "\u8FD8\u6CA1\u73A9\u5230\u8DB3\u591F\u5224\u65AD" - - QuestionId: q08 + Text: "还没玩到足够判断" + - QuestionId: q11 QuestionType: 2 - Title: "\u4F60\u89C9\u5F97\u5F53\u524D\u6700\u6709\u7B56\u7565\u4EF7\u503C\u7684\u51B3\u7B56\u662F\u54EA\u4E9B\uFF1F" - Hint: "\u53EF\u591A\u9009" + Title: "你觉得当前最有策略价值的决策是哪些?" + Hint: "可多选" Required: 0 MaxSelectCount: 0 Options: - OptionId: expansion_timing - Text: "\u63A2\u7D22\u3001\u5360\u57CE\u548C\u6269\u5F20\u65F6\u673A" + Text: "探索、占城和扩张时机" - OptionId: tech_path - Text: "\u79D1\u6280\u987A\u5E8F\u548C\u7ECF\u6D4E\u89C4\u5212" + Text: "科技顺序和经济规划" - OptionId: hero_leveling - Text: "\u82F1\u96C4\u9009\u62E9\u3001\u5347\u7EA7\u548C\u4EFB\u52A1" + Text: "英雄选择、升级和任务" - OptionId: tactical_positioning - Text: "\u6218\u6597\u7AD9\u4F4D\u3001\u5148\u624B\u548C\u53CD\u5236" + Text: "战斗站位、先手和反制" - OptionId: faction_mechanics - Text: "\u9635\u8425\u7279\u8272\u673A\u5236" + Text: "阵营特色机制" - OptionId: diplomacy_timing - Text: "\u5916\u4EA4\u3001\u7ED3\u76DF\u548C\u5BA3\u6218\u65F6\u673A" - - QuestionId: q09 + Text: "外交、结盟和宣战时机" + - QuestionId: q12 QuestionType: 2 - Title: "\u4F60\u89C9\u5F97\u54EA\u4E9B\u4E2D\u540E\u671F\u95EE\u9898\u6700\u660E\u663E\uFF1F" - Hint: "\u53EF\u591A\u9009" + Title: "你觉得哪些中后期问题最明显?" + Hint: "可多选" Required: 0 MaxSelectCount: 0 Options: - OptionId: warship_cannon - Text: "\u6218\u8230/\u70AE\u624B\u7B49\u8FDC\u7A0B\u706B\u529B\u8FC7\u4E8E\u4E3B\u5BFC" + Text: "战舰/炮手等远程火力过于主导" - OptionId: hero_snowball - Text: "\u82F1\u96C4\u6216\u91D1\u5E01\u5347\u7EA7\u6EDA\u96EA\u7403\u592A\u5FEB" + Text: "英雄或金币升级滚雪球太快" - OptionId: tech_runs_out - Text: "\u79D1\u6280\u3001\u6587\u5316\u6216\u5185\u653F\u540E\u671F\u76EE\u6807\u4E0D\u8DB3" + Text: "科技、文化或内政后期目标不足" - OptionId: unit_spam - Text: "\u7206\u5175/\u5806\u5355\u4F4D\u540E\u64CD\u4F5C\u91CF\u592A\u5927" + Text: "爆兵/堆单位后操作量太大" - OptionId: ai_pressure - Text: "AI\u5F3A\u5EA6\u6216\u5175\u529B\u4F53\u611F\u4E0D\u5408\u7406" + Text: "AI强度或兵力体感不合理" - OptionId: not_reached - Text: "\u8FD8\u6CA1\u73A9\u5230\u4E2D\u540E\u671F" - - QuestionId: q10 + Text: "还没玩到中后期" + - QuestionId: q13 QuestionType: 1 - Title: "\u6218\u6597\u7ED3\u679C\u548C\u4F24\u5BB3\u9884\u671F\u5BF9\u4F60\u6765\u8BF4\u662F\u5426\u8DB3\u591F\u6E05\u695A\uFF1F" + Title: "战斗结果和伤害预期对你来说是否足够清楚?" Hint: "" Required: 1 MaxSelectCount: 0 Options: - OptionId: clear - Text: "\u5F88\u6E05\u695A" + Text: "很清楚" - OptionId: mostly_clear - Text: "\u5927\u81F4\u6E05\u695A\uFF0C\u4F46\u5076\u5C14\u4F1A\u610F\u5916" + Text: "大致清楚,但偶尔会意外" - OptionId: unclear - Text: "\u7ECF\u5E38\u4E0D\u77E5\u9053\u4E3A\u4EC0\u4E48\u8FD9\u4E48\u4F24" + Text: "经常不知道为什么这么伤" - OptionId: not_combat_focused - Text: "\u6211\u5F88\u5C11\u5173\u6CE8\u8FD9\u4E2A" - - QuestionId: q11 + Text: "我很少关注这个" + - QuestionId: q14 QuestionType: 2 - Title: "\u54EA\u4E9B\u6218\u6597\u4FE1\u606F\u6700\u9700\u8981\u663E\u793A\u5F97\u66F4\u6E05\u695A\uFF1F" - Hint: "\u53EF\u591A\u9009" + Title: "哪些战斗信息最需要显示得更清楚?" + Hint: "可多选" Required: 0 MaxSelectCount: 0 Options: - OptionId: combat_predict - Text: "\u653B\u51FB\u540E\u53CC\u65B9\u5269\u4F59\u8840\u91CF" + Text: "攻击后双方剩余血量" - OptionId: counterattack - Text: "\u53CD\u51FB\u3001\u8FDE\u6740\u548C\u5148\u624B\u5224\u5B9A" + Text: "反击、连杀和先手判定" - OptionId: terrain_defense - Text: "\u5730\u5F62\u548C\u57CE\u9632\u5BF9\u9632\u5FA1\u7684\u5F71\u54CD" + Text: "地形和城防对防御的影响" - OptionId: aoe_chain - Text: "\u8303\u56F4\u4F24\u5BB3\u548C\u8FDE\u9501\u6548\u679C" + Text: "范围伤害和连锁效果" - OptionId: skill_effects - Text: "\u82F1\u96C4/\u5355\u4F4D\u6280\u80FD\u5BF9\u6218\u6597\u7684\u5F71\u54CD" + Text: "英雄/单位技能对战斗的影响" - OptionId: threat_range - Text: "\u654C\u65B9\u4E0B\u56DE\u5408\u53EF\u80FD\u6253\u5230\u7684\u8303\u56F4" - - QuestionId: q12 + Text: "敌方下回合可能打到的范围" + - QuestionId: q15 QuestionType: 1 - Title: "\u4F60\u89C9\u5F97\u9635\u8425\u4E4B\u95F4\u7684\u73A9\u6CD5\u5DEE\u5F02\u662F\u5426\u8DB3\u591F\u660E\u663E\uFF1F" + Title: "你觉得阵营之间的玩法差异是否足够明显?" Hint: "" Required: 1 MaxSelectCount: 0 Options: - OptionId: very_distinct - Text: "\u5F88\u660E\u663E\uFF0C\u6BCF\u4E2A\u9635\u8425\u90FD\u6709\u81EA\u5DF1\u7684\u6253\u6CD5" + Text: "很明显,每个阵营都有自己的打法" - OptionId: some_distinct - Text: "\u6709\u5DEE\u5F02\uFF0C\u4F46\u90E8\u5206\u9635\u8425\u8FD8\u662F\u50CF" + Text: "有差异,但部分阵营还是像" - OptionId: mostly_same - Text: "\u611F\u89C9\u5927\u591A\u90FD\u662F\u76F8\u4F3C\u5957\u8DEF" + Text: "感觉大多都是相似套路" - OptionId: not_enough_factions - Text: "\u73A9\u8FC7\u7684\u9635\u8425\u8FD8\u4E0D\u591F\u591A" - - QuestionId: q13 + Text: "玩过的阵营还不够多" + - QuestionId: q16 QuestionType: 1 - Title: "\u4F60\u89C9\u5F97\u5F53\u524D\u9635\u8425/\u82F1\u96C4\u5E73\u8861\u6700\u63A5\u8FD1\u54EA\u79CD\u60C5\u51B5\uFF1F" + Title: "你觉得当前阵营/英雄平衡最接近哪种情况?" Hint: "" Required: 1 MaxSelectCount: 0 Options: - OptionId: mostly_fair - Text: "\u5927\u4F53\u516C\u5E73" + Text: "大体公平" - OptionId: new_factions_strong - Text: "\u65B0\u9635\u8425/\u65B0\u82F1\u96C4\u660E\u663E\u66F4\u5F3A" + Text: "新阵营或新英雄明显更强" - OptionId: old_factions_weak - Text: "\u65E9\u671F\u9635\u8425\u6216\u666E\u901A\u5175\u79CD\u660E\u663E\u843D\u540E" + Text: "早期阵营或普通兵种明显落后" - OptionId: specific_outliers - Text: "\u5C11\u6570\u82F1\u96C4/\u6280\u80FD\u7279\u522B\u5931\u8861" + Text: "少数英雄或技能特别失衡" - OptionId: no_judgement - Text: "\u8FD8\u4E0D\u597D\u5224\u65AD" - - QuestionId: q14 + Text: "还不好判断" + - QuestionId: q17 QuestionType: 2 - Title: "\u5982\u679C\u4F60\u89C9\u5F97\u6709\u5931\u8861\u70B9\uFF0C\u4E3B\u8981\u662F\u54EA\u4E9B\uFF1F" - Hint: "\u53EF\u591A\u9009\uFF1B\u6CA1\u611F\u89C9\u5230\u53EF\u8DF3\u8FC7" + Title: "哪些英雄最需要重新检查平衡?" + Hint: "最多选5项;如果选择“没有明显失衡英雄”或“玩过/遇到的英雄还不够多”,建议不要再选具体英雄" Required: 0 - MaxSelectCount: 0 + MaxSelectCount: 5 Options: - - OptionId: koishi_reisen - Text: "\u53E4\u660E\u5730\u604B/\u94C3\u4ED9\u7B49\u82F1\u96C4\u6E05\u573A\u6216\u53CD\u5236\u96BE" - - OptionId: remilia_scarlet - Text: "\u7EA2\u9B54\u9986\u6216\u65E7\u9635\u8425\u5F3A\u5EA6\u4E0D\u8DB3" - - OptionId: viking_new - Text: "\u7EF4\u4EAC/\u534E\u6247/\u5807\u5B50\u7B49\u65B0\u5185\u5BB9\u5F3A\u5EA6\u504F\u9AD8" - - OptionId: hero_gold_level - Text: "\u82F1\u96C4\u91D1\u5E01\u5347\u7EA7\u548C\u7ECF\u6D4E\u6EDA\u96EA\u7403" - - OptionId: warship_cannon_knight - Text: "\u6218\u8230\u3001\u70AE\u624B\u3001\u9A91\u58EB\u7B49\u5173\u952E\u5355\u4F4D" - - OptionId: ai_bonus - Text: "AI\u52A0\u6210\u6216\u9AD8\u96BE\u5EA6\u4F53\u611F" - - QuestionId: q15 + - OptionId: kaguya + Text: "辉夜" + - OptionId: reisen + Text: "铃仙" + - OptionId: tewi + Text: "帝" + - OptionId: eirin + Text: "永琳" + - OptionId: mokou + Text: "妹红" + - OptionId: remilia + Text: "蕾米莉亚" + - OptionId: patchouli + Text: "帕秋莉" + - OptionId: sakuya + Text: "咲夜" + - OptionId: flandre + Text: "芙兰朵露" + - OptionId: meiling + Text: "美铃" + - OptionId: kanako + Text: "神奈子" + - OptionId: suwako + Text: "诹访子" + - OptionId: sanae + Text: "早苗" + - OptionId: aya + Text: "文" + - OptionId: momiji + Text: "椛" + - OptionId: satori + Text: "觉" + - OptionId: koishi + Text: "恋" + - OptionId: utsuho + Text: "空" + - OptionId: yuugi + Text: "勇仪" + - OptionId: rin + Text: "燐" + - OptionId: reimu + Text: "灵梦" + - OptionId: sumireko + Text: "堇子" + - OptionId: kasen + Text: "华扇" + - OptionId: aunn + Text: "阿吽" + - OptionId: suika + Text: "萃香" + - OptionId: none + Text: "没有明显失衡英雄" + - OptionId: not_enough + Text: "玩过或遇到的英雄还不够多" + - QuestionId: q18 QuestionType: 2 - Title: "\u54EA\u4E9B\u64CD\u4F5C\u6700\u8BA9\u4F60\u611F\u5230\u8D1F\u62C5\u6216\u70E6\u8E81\uFF1F" - Hint: "\u53EF\u591A\u9009" + Title: "哪些操作最让你感到负担或烦躁?" + Hint: "可多选" Required: 0 MaxSelectCount: 0 Options: - OptionId: many_units - Text: "\u4E2D\u540E\u671F\u5355\u4F4D\u592A\u591A\uFF0C\u9010\u4E2A\u70B9\u5F88\u7D2F" + Text: "中后期单位太多,逐个点很累" - OptionId: find_idle_units - Text: "\u96BE\u4EE5\u627E\u5230\u672A\u884C\u52A8\u5355\u4F4D\u6216\u82F1\u96C4" + Text: "难以找到未行动单位或英雄" - OptionId: misclick - Text: "\u5BB9\u6613\u8BEF\u70B9\u79FB\u52A8/\u653B\u51FB/\u5360\u9886\u7B49\u4E0D\u53EF\u9006\u64CD\u4F5C" + Text: "容易误点移动、攻击、占领等不可逆操作" - OptionId: pathing_camera - Text: "\u62D6\u5730\u56FE\u3001\u9009\u4E2D\u5355\u4F4D\u6216\u81EA\u52A8\u955C\u5934\u4E0D\u987A" + Text: "拖地图、选中单位或自动镜头不顺" - OptionId: city_unit_overlap - Text: "\u57CE\u5E02\u4E0A\u6709\u5355\u4F4D\u65F6\u4EA4\u4E92\u4E0D\u65B9\u4FBF" + Text: "城市上有单位时交互不方便" - OptionId: waiting_turns - Text: "\u7B49\u5F85AI\u6216\u5176\u4ED6\u73A9\u5BB6\u56DE\u5408\u592A\u4E45" - - QuestionId: q16 + Text: "等待AI或其他玩家回合太久" + - QuestionId: q19 QuestionType: 2 - Title: "\u4F60\u6700\u5E0C\u671B\u4F18\u5148\u589E\u52A0\u54EA\u4E9B\u51CF\u8D1F\u529F\u80FD\uFF1F" - Hint: "\u6700\u591A\u90093\u9879" + Title: "哪些操作体验你最希望继续优化?" + Hint: "最多选3项" Required: 0 MaxSelectCount: 3 Options: - - OptionId: next_idle_unit - Text: "\u4E0B\u4E00\u4E2A\u672A\u884C\u52A8\u5355\u4F4D/\u672A\u5904\u7406\u5355\u4F4D\u63D0\u793A" - - OptionId: undo_safe_actions - Text: "\u672A\u63A2\u8DEF/\u672A\u6218\u6597\u65F6\u7684\u64A4\u9500" - - OptionId: confirmation - Text: "\u653B\u51FB\u53CB\u519B\u3001\u9996\u90FD\u64CD\u4F5C\u7B49\u4E8C\u6B21\u786E\u8BA4" - - OptionId: unit_sleep_skip - Text: "\u4F11\u7720/\u8DF3\u8FC7\u5355\u4F4D\u548C\u81EA\u52A8\u5FAA\u73AF" + - OptionId: idle_unit_hint + Text: "未行动单位提示仍不够明显" + - OptionId: skip_sleep + Text: "跳过或休眠单位的操作还不够顺" + - OptionId: undo_protection + Text: "撤销或误操作保护还不够可靠" - OptionId: better_tooltips - Text: "\u66F4\u8BE6\u7EC6\u7684\u6280\u80FD/\u79D1\u6280/\u5730\u5F62\u63D0\u793A" + Text: "技能、科技、地形说明不够清楚" + - OptionId: combat_prediction + Text: "战斗预测和威胁范围不够清楚" - OptionId: faster_ai - Text: "\u66F4\u5FEB\u7684AI\u56DE\u5408\u548C\u52A8\u753B\u901F\u5EA6\u9009\u9879" - - QuestionId: q17 + Text: "AI、动画、等待节奏仍然偏慢" + - OptionId: camera_selection + Text: "镜头、拖图、选中单位手感不顺" + - QuestionId: q20 QuestionType: 1 - Title: "\u76EE\u524D\u5730\u56FE\u751F\u6210\u548C\u5F00\u5C40\u516C\u5E73\u6027\u5BF9\u4F60\u6765\u8BF4\u5982\u4F55\uFF1F" + Title: "目前地图生成和开局公平性对你来说如何?" Hint: "" Required: 1 MaxSelectCount: 0 Options: - OptionId: fair - Text: "\u5927\u4F53\u516C\u5E73" + Text: "大体公平" - OptionId: sometimes_bad - Text: "\u5076\u5C14\u6709\u5F88\u5DEE\u7684\u51FA\u751F\u70B9\u6216\u5730\u5F62" + Text: "偶尔有很差的出生点或地形" - OptionId: often_bad - Text: "\u7ECF\u5E38\u56E0\u5730\u56FE\u5F71\u54CD\u5F88\u5927" + Text: "经常因地图影响很大" - OptionId: not_notice - Text: "\u6CA1\u6709\u660E\u663E\u611F\u53D7" - - QuestionId: q18 + Text: "没有明显感受" + - QuestionId: q21 QuestionType: 2 - Title: "\u5982\u679C\u4E0B\u4E2A\u7248\u672C\u4E3B\u8981\u4F18\u5316\u73A9\u6CD5\uFF0C\u4F60\u6700\u5E0C\u671B\u4F18\u5148\u505A\u54EA\u4E9B\uFF1F" - Hint: "\u6700\u591A\u90093\u9879" + Title: "如果下个版本主要优化玩法,你最希望优先做哪些?" + Hint: "最多选3项" Required: 1 MaxSelectCount: 3 Options: - OptionId: tutorial_rules - Text: "\u6559\u7A0B\u3001\u56FE\u9274\u548C\u89C4\u5219\u8BF4\u660E" + Text: "教程、图鉴和规则说明" + - OptionId: localization + Text: "翻译质量和多语言支持" - OptionId: combat_readability - Text: "\u6218\u6597\u9884\u6D4B\u3001\u4F24\u5BB3\u516C\u5F0F\u548C\u5A01\u80C1\u8303\u56F4" + Text: "战斗预测、伤害公式和威胁范围" - OptionId: faction_balance - Text: "\u9635\u8425/\u82F1\u96C4/\u5173\u952E\u5355\u4F4D\u5E73\u8861" + Text: "阵营、英雄、关键单位平衡" - OptionId: economy_tech_depth - Text: "\u7ECF\u6D4E\u3001\u79D1\u6280\u548C\u4E2D\u540E\u671F\u76EE\u6807" + Text: "经济、科技和中后期目标" - OptionId: burden_reduction - Text: "\u51CF\u5C11\u91CD\u590D\u64CD\u4F5C\u548C\u8BEF\u64CD\u4F5C" + Text: "减少重复操作和误操作" - OptionId: map_generation - Text: "\u5730\u56FE\u751F\u6210\u548C\u5F00\u5C40\u516C\u5E73" + Text: "地图生成和开局公平" - OptionId: multiplayer_stability - Text: "\u8054\u673A\u7A33\u5B9A\u6027\u548C\u591A\u4EBA\u4F53\u9A8C" - - QuestionId: q19 + Text: "联机稳定性和多人体验" + - OptionId: other + Text: "其他,请在开放反馈中补充" + - QuestionId: q22 QuestionType: 0 - Title: "\u8BF7\u5199\u4E00\u4E2A\u4F60\u89C9\u5F97\u6700\u503C\u5F97\u4FDD\u7559\u6216\u7EE7\u7EED\u5F3A\u5316\u7684\u73A9\u6CD5\u70B9\u3002" - Hint: "\u6BD4\u5982\u67D0\u4E2A\u9635\u8425\u3001\u82F1\u96C4\u6280\u80FD\u3001\u6218\u6597\u535A\u5F08\u6216\u7ECF\u6D4E\u601D\u8DEF" - Required: 0 - MaxSelectCount: 0 - Options: [] - - QuestionId: q20 - QuestionType: 0 - Title: "\u8BF7\u5199\u4E00\u4E2A\u6700\u5F71\u54CD\u4F60\u7EE7\u7EED\u73A9\u7684\u73A9\u6CD5\u95EE\u9898\u6216\u8D1F\u62C5\u3002" - Hint: "\u8D8A\u5177\u4F53\u8D8A\u597D\uFF0C\u6BD4\u5982\u54EA\u4E2A\u9635\u8425/\u82F1\u96C4/\u9636\u6BB5/\u64CD\u4F5C\u8BA9\u4F60\u60F3\u9000\u51FA" + Title: "请补充:最值得保留的玩法点,以及最影响你继续玩的玩法问题或负担。" + Hint: "可以各写一句。比如某个阵营、英雄技能、战斗博弈、经济思路,或某个让你想退出的阶段、操作、英雄、翻译问题。" Required: 0 MaxSelectCount: 0 Options: [] diff --git a/Unity/Assets/Scripts/TH1_Logic/Input/InputLogic.cs b/Unity/Assets/Scripts/TH1_Logic/Input/InputLogic.cs index 4524da992..c3503b175 100644 --- a/Unity/Assets/Scripts/TH1_Logic/Input/InputLogic.cs +++ b/Unity/Assets/Scripts/TH1_Logic/Input/InputLogic.cs @@ -145,7 +145,7 @@ namespace Logic } var camera = Camera.main; if (camera == null || Main.MapData?.MapConfig == null || Main.MapData.GridMap == null || Table.Instance == null) return; - Vector3 mousePosition = camera.ScreenToWorldPoint(Input.mousePosition); + Vector3 mousePosition = camera.ScreenToWorldPoint(UIBlockCameraDrag.ClickScreenPosition); Vector2Int cellPosition = Table.Instance.WorldToGrid(mousePosition); if (cellPosition.x >= Main.MapData.MapConfig.Width || cellPosition.x < 0 || cellPosition.y < 0 || cellPosition.y >= Main.MapData.MapConfig.Height) @@ -191,7 +191,7 @@ namespace Logic } var camera = Camera.main; if (camera == null || Main.MapData?.MapConfig == null || Main.MapData.GridMap == null || Table.Instance == null) return; - Vector3 mousePosition = camera.ScreenToWorldPoint(Input.mousePosition); + Vector3 mousePosition = camera.ScreenToWorldPoint(UIBlockCameraDrag.ClickScreenPosition); Vector2Int cellPosition = Table.Instance.WorldToGrid(mousePosition); if (cellPosition.x >= Main.MapData.MapConfig.Width || cellPosition.x < 0 || cellPosition.y < 0 || cellPosition.y >= Main.MapData.MapConfig.Height) diff --git a/Unity/Assets/Scripts/TH1_UI/UIBlockCameraDrag.cs b/Unity/Assets/Scripts/TH1_UI/UIBlockCameraDrag.cs index d67d0d6e1..2bbab23a1 100644 --- a/Unity/Assets/Scripts/TH1_UI/UIBlockCameraDrag.cs +++ b/Unity/Assets/Scripts/TH1_UI/UIBlockCameraDrag.cs @@ -6,10 +6,14 @@ using UnityEngine.EventSystems; // 例如:UIMouseBlocker,或者就保持 UIBlockCameraDrag 也可以,只要功能上能理解 public class UIBlockCameraDrag : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler { + private const float DragThresholdPixels = 10f; + public static bool IsPointerOnUI = false; public static bool ShouldBlockDrag = false; public static bool MoveEvent = false; public static bool DownUpEvent = false; + public static Vector3 PointerDownScreenPosition; + public static Vector3 ClickScreenPosition; public static Vector3 DragOrigin; public static Vector3 MoveVector; private static UIBlockCameraDrag _activeBlocker; @@ -25,6 +29,8 @@ public class UIBlockCameraDrag : MonoBehaviour, IPointerEnterHandler, IPointerEx ShouldBlockDrag = false; MoveEvent = false; DownUpEvent = false; + PointerDownScreenPosition = Vector3.zero; + ClickScreenPosition = Vector3.zero; DragOrigin = Vector3.zero; MoveVector = Vector3.zero; _activeBlocker = null; @@ -73,6 +79,8 @@ public class UIBlockCameraDrag : MonoBehaviour, IPointerEnterHandler, IPointerEx _activeBlocker = this; ShouldBlockDrag = true; MoveEvent = false; + PointerDownScreenPosition = eventData.position; + ClickScreenPosition = PointerDownScreenPosition; DragOrigin = GetMouseWorldPosition(); MoveVector = Vector3.zero; } @@ -83,7 +91,10 @@ public class UIBlockCameraDrag : MonoBehaviour, IPointerEnterHandler, IPointerEx if (eventData.button == PointerEventData.InputButton.Left) { if ((_activeBlocker == this || _isPointerInside) && !MoveEvent && !BanClick) + { + ClickScreenPosition = PointerDownScreenPosition; DownUpEvent = true; + } IsPointerOnUI = _isPointerInside; ClearDragState(); @@ -101,10 +112,25 @@ public class UIBlockCameraDrag : MonoBehaviour, IPointerEnterHandler, IPointerEx { if (ShouldBlockDrag) { - MoveVector = DragOrigin - GetMouseWorldPosition(); - if (MoveVector.magnitude > 0.01f) + if (!MoveEvent) { + var screenDelta = (Vector2)Input.mousePosition - (Vector2)PointerDownScreenPosition; + if (screenDelta.magnitude <= DragThresholdPixels) + { + MoveVector = Vector3.zero; + return; + } + MoveEvent = true; + DragOrigin = GetMouseWorldPosition(); + MoveVector = Vector3.zero; + return; + } + + MoveVector = DragOrigin - GetMouseWorldPosition(); + if (MoveVector.sqrMagnitude <= Mathf.Epsilon) + { + MoveVector = Vector3.zero; } } } diff --git a/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideMenuView.cs b/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideMenuView.cs index 02093a60d..83e97d314 100644 --- a/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideMenuView.cs +++ b/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideMenuView.cs @@ -142,7 +142,7 @@ namespace TH1_UI.View.Outside StoryButton.onClick.RemoveAllListeners(); StoryButton.onClick.AddListener(OnStoryClicked); BindTransReportButton(); - HideQuestionnaireButton(); + BindQuestionnaireButton(); SettingButton.onClick.RemoveAllListeners(); SettingButton.onClick.AddListener(OnSettingClicked); @@ -282,6 +282,7 @@ namespace TH1_UI.View.Outside } if (QuestionnaireButton == null) return; + QuestionnaireButton.gameObject.SetActive(true); RestoreButtonTargetAlpha(QuestionnaireButton); SetQuestionnaireButtonText(); QuestionnaireButton.onClick.RemoveAllListeners(); diff --git a/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireOptionMono.cs b/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireOptionMono.cs index b21cffcb2..eb4fc4751 100644 --- a/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireOptionMono.cs +++ b/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireOptionMono.cs @@ -39,6 +39,14 @@ namespace TH1_UI.View.Outside Toggle?.SetIsOnWithoutNotify(value); } + public void SetInteractable(bool value) + { + if (Toggle != null) + { + Toggle.interactable = value; + } + } + private void OnToggleChanged(bool value) { _onValueChanged?.Invoke(this, value); diff --git a/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireQuestionMono.cs b/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireQuestionMono.cs index 7506b40a4..fe081ef9b 100644 --- a/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireQuestionMono.cs +++ b/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireQuestionMono.cs @@ -103,6 +103,19 @@ namespace TH1_UI.View.Outside _onAnswerChanged?.Invoke(); } + public void SetReadOnly(bool readOnly) + { + if (OpenInput != null) + { + OpenInput.interactable = !readOnly; + } + + foreach (var item in _optionItems) + { + item.SetInteractable(!readOnly); + } + } + public bool HasAnswer() { if (QuestionInfo == null) return false; diff --git a/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireView.cs b/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireView.cs index 5a218055e..a9e98c7f3 100644 --- a/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireView.cs +++ b/Unity/Assets/Scripts/TH1_UI/View/Outside/UIOutsideQuestionnaireView.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using System.Linq; using Logic.CrashSight; @@ -37,10 +38,25 @@ namespace TH1_UI.View.Outside public ViDelegateAssisstant.Dele OnBtnCloseClick; private readonly List _questionItems = new List(); + private readonly List _listItems = new List(); + private QuestionnaireDataAssets _dataAssets; private QuestionnaireInfo _questionnaireInfo; private QuestionnaireAnswerSheet _currentSheet; private bool _isUploading; + private bool _layoutBuilt; + private bool _showExpired; + + private Transform _sidebarContent; + private Transform _rightBody; + private Transform _rightFooter; + private TextMeshProUGUI _expiredToggleText; + private TextMeshProUGUI _rightHeaderTitle; + private TextMeshProUGUI _rightHeaderSubtitle; + private Button _recordsButton; + private Button _startButton; + private TextMeshProUGUI _recordsButtonText; + private TextMeshProUGUI _startButtonText; protected override void OnInit() { @@ -53,46 +69,25 @@ namespace TH1_UI.View.Outside EnsureLayout(); LoadAssetsIfNeeded(); - _questionnaireInfo = null; - if (_dataAssets != null) - { - if (!string.IsNullOrEmpty(evt.QuestionnaireId)) - { - _dataAssets.GetQuestionnaireInfo(evt.QuestionnaireId, out _questionnaireInfo); - } - - _questionnaireInfo ??= _dataAssets.GetDefaultQuestionnaire(); - } - - if (_questionnaireInfo == null) - { - Debug.LogError("[UIOutsideQuestionnaireView] QuestionnaireDataAssets is missing questionnaire data."); - SetStatus(string.Empty); - return; - } - - TitleText.text = ResolveText(_questionnaireInfo.Title); - DescriptionText.text = ResolveText(_questionnaireInfo.Description); - SubmitButtonText.text = ResolveText(_questionnaireInfo.SubmitButtonText); - RefillButtonText.text = ResolveText(_questionnaireInfo.ResubmitButtonText); - CloseButtonText.text = ResolveText(_questionnaireInfo.CloseButtonText); - - SubmitButton.onClick.RemoveAllListeners(); - SubmitButton.onClick.AddListener(OnSubmitClicked); - RefillButton.onClick.RemoveAllListeners(); - RefillButton.onClick.AddListener(OnRefillClicked); CloseButton.onClick.RemoveAllListeners(); CloseButton.onClick.AddListener(OnCloseClicked); SetUploading(false); - BuildQuestions(); - _currentSheet = QuestionnaireAnswerStore.Instance.GetAnswerSheet(_questionnaireInfo.QuestionnaireId); - ApplyPreviousSheet(_currentSheet); + var selected = ResolveInitialQuestionnaire(evt); + if (selected != null && selected.GetEffectiveStatus(DateTime.UtcNow) == QuestionnaireStatus.Expired) + { + _showExpired = true; + } - var hasSubmitted = _currentSheet != null; - RefillButton.gameObject.SetActive(hasSubmitted); - var submittedMessage = ResolveSubmittedMessage(_currentSheet); - SetStatus(hasSubmitted ? submittedMessage : string.Empty); + BuildQuestionnaireList(); + + if (selected == null) + { + ShowEmptyState("暂无可填写问卷"); + return; + } + + SelectQuestionnaire(selected); } public void OnCloseView() @@ -110,7 +105,8 @@ namespace TH1_UI.View.Outside return raw; } - public static TextMeshProUGUI CreateText(Transform parent, string objectName, string text, float fontSize, Color color, TextAlignmentOptions alignment) + public static TextMeshProUGUI CreateText(Transform parent, string objectName, string text, float fontSize, + Color color, TextAlignmentOptions alignment) { var go = new GameObject(objectName, typeof(RectTransform), typeof(TextMeshProUGUI)); go.transform.SetParent(parent, false); @@ -142,23 +138,425 @@ namespace TH1_UI.View.Outside } } - private void BuildQuestions() + private QuestionnaireInfo ResolveInitialQuestionnaire(ShowUIOutsideQuestionnaire evt) { - foreach (Transform child in QuestionListContent) + if (_dataAssets == null) { - Destroy(child.gameObject); + Debug.LogError("[UIOutsideQuestionnaireView] QuestionnaireDataAssets is missing."); + return null; } - _questionItems.Clear(); - if (_questionnaireInfo.Questions == null) return; - - for (var i = 0; i < _questionnaireInfo.Questions.Count; i++) + QuestionnaireInfo selected = null; + if (!string.IsNullOrEmpty(evt.QuestionnaireId)) { - var question = _questionnaireInfo.Questions[i]; + _dataAssets.GetQuestionnaireInfo(evt.QuestionnaireId, out selected); + } + + selected ??= _dataAssets.GetDefaultQuestionnaire(); + if (selected != null && selected.IsVisibleAt(DateTime.UtcNow)) return selected; + + return GetVisibleQuestionnaires().FirstOrDefault(); + } + + private List GetVisibleQuestionnaires() + { + return _dataAssets != null + ? _dataAssets.GetVisibleQuestionnaires(DateTime.UtcNow) + : new List(); + } + + private void SelectQuestionnaire(QuestionnaireInfo info) + { + if (info == null) + { + ShowEmptyState("暂无可填写问卷"); + return; + } + + _questionnaireInfo = info; + _currentSheet = QuestionnaireAnswerStore.Instance.GetLatestAnswerSheet(info.QuestionnaireId); + if (info.GetEffectiveStatus(DateTime.UtcNow) == QuestionnaireStatus.Expired && !_showExpired) + { + _showExpired = true; + BuildQuestionnaireList(); + } + + UpdateListSelection(); + ShowDetail(); + } + + private void BuildQuestionnaireList() + { + if (_sidebarContent == null) return; + + DestroyChildren(_sidebarContent); + _listItems.Clear(); + + var items = GetVisibleQuestionnaires(); + var featured = items.Where(item => item.GetEffectiveStatus(DateTime.UtcNow) == QuestionnaireStatus.Featured).ToList(); + var longTerm = items.Where(item => item.GetEffectiveStatus(DateTime.UtcNow) == QuestionnaireStatus.LongTerm).ToList(); + var expired = items.Where(item => item.GetEffectiveStatus(DateTime.UtcNow) == QuestionnaireStatus.Expired).ToList(); + + CreateSectionHeader(_sidebarContent, "当期问卷"); + CreateQuestionnaireListItems(featured, "暂无当期问卷"); + CreateDivider(_sidebarContent); + + CreateSectionHeader(_sidebarContent, "长期问卷"); + CreateQuestionnaireListItems(longTerm, "暂无长期问卷"); + CreateDivider(_sidebarContent); + + CreateExpiredHeader(expired.Count); + if (_showExpired) + { + CreateQuestionnaireListItems(expired, "暂无往期问卷"); + } + else if (expired.Count > 0) + { + var hint = CreateText(_sidebarContent, "ExpiredHiddenHint", $"{expired.Count} 份往期问卷已收起", 17f, + new Color(0.62f, 0.66f, 0.64f, 1f), TextAlignmentOptions.Left); + hint.enableWordWrapping = true; + } + + if (items.Count == 0) + { + var empty = CreateText(_sidebarContent, "EmptyList", "暂无可显示问卷", 18f, + new Color(0.74f, 0.76f, 0.72f, 1f), TextAlignmentOptions.Left); + empty.enableWordWrapping = true; + } + } + + private void CreateQuestionnaireListItems(List infos, string emptyText) + { + if (infos == null || infos.Count == 0) + { + var empty = CreateText(_sidebarContent, "Empty", emptyText, 17f, + new Color(0.62f, 0.66f, 0.64f, 1f), TextAlignmentOptions.Left); + empty.enableWordWrapping = true; + return; + } + + foreach (var info in infos) + { + CreateQuestionnaireListItem(info); + } + } + + private void CreateQuestionnaireListItem(QuestionnaireInfo info) + { + var row = new GameObject("QuestionnaireItem", typeof(RectTransform), typeof(Image), typeof(Button), + typeof(VerticalLayoutGroup), typeof(LayoutElement)); + row.transform.SetParent(_sidebarContent, false); + + var image = row.GetComponent(); + image.color = new Color(1f, 1f, 1f, 0.055f); + + var layout = row.GetComponent(); + layout.padding = new RectOffset(12, 12, 10, 10); + layout.spacing = 4f; + layout.childControlWidth = true; + layout.childControlHeight = true; + layout.childForceExpandWidth = true; + layout.childForceExpandHeight = false; + + var layoutElement = row.GetComponent(); + layoutElement.minHeight = 76f; + layoutElement.preferredHeight = 82f; + + var button = row.GetComponent