feat: 添加难度轮盘 UI 和逻辑实现 - #431
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| /// <summary> | ||
| /// 计算椭圆上指定角度对应的局部坐标。 | ||
| /// 角度从正上方开始顺时针增加:x = sin(angle) * radius * scaleX,y = cos(angle) * radius。 | ||
| /// scaleX 为 1 时是正圆,否则是横向拉伸/压缩后的椭圆。 |
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这里为什么是从正上方开始顺时针?不用常见的极坐标约定方式吗
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让 AI 写的临时方案,下个 PR 我打算不再使用椭圆,也不再使用不等间距高度;改为先用 Unity 原生 ScrollRect 来控制 ChartPackLayout 和 ChartLayout 中的等间距纵向位移,然后手动写一个 x=f(y) 的函数来控制每个 item 的横向位移
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添加了难度(谱面)轮盘,确保对于任意玩家设备的 Canvas 高度,始终能完整显示 4 个 item。超出 4 个 item 的部分可向下滚动查看。并接入了 ChartModule 的谱面选择。
滚动的样式目前采用简单的三角函数,后续 PR 优化样式。