This commit is contained in:
wuwenbo 2026-01-31 16:33:09 +08:00
commit 0868e50034
33 changed files with 11300 additions and 12596 deletions

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@ -92,6 +92,8 @@ namespace TH1_Core.Events
EventManager.Subscribe<UpdateUITopTopBar>(HandleUpdateUITopTopBar);
EventManager.Subscribe<ShowUITopSetting>(HandleShowUITopSetting);
EventManager.Subscribe<HideUITopSetting>(HandleHideUITopSetting);
EventManager.Subscribe<ShowUITopWin>(HandleShowUITopWin);
EventManager.Subscribe<HideUITopWin>(HandleHideUITopWin);
@ -163,6 +165,8 @@ namespace TH1_Core.Events
EventManager.Unsubscribe<UpdateUITopTopBar>(HandleUpdateUITopTopBar);
EventManager.Unsubscribe<ShowUITopSetting>(HandleShowUITopSetting);
EventManager.Unsubscribe<HideUITopSetting>(HandleHideUITopSetting);
EventManager.Unsubscribe<ShowUITopWin>(HandleShowUITopWin);
EventManager.Unsubscribe<HideUITopWin>(HandleHideUITopWin);
}
@ -498,7 +502,17 @@ namespace TH1_Core.Events
if (UIManager.Instance.UITopManager.TopBarController == null) return;
UIManager.Instance.UITopManager.SettingController.Close();
}
private void HandleShowUITopWin(ShowUITopWin evt)
{
if (UIManager.Instance.UITopManager.WinController == null) return;
UIManager.Instance.UITopManager.WinController.OpenWithParam(evt);
}
private void HandleHideUITopWin(HideUITopWin evt)
{
if (UIManager.Instance.UITopManager.WinController == null) return;
UIManager.Instance.UITopManager.WinController.Close();
}
private void HandleShowUIBottomRanking(ShowUIBottomRanking evt)
{

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@ -183,6 +183,9 @@ namespace TH1_Core.Events
public struct ShowUITopSetting { }
public struct HideUITopSetting { }
public struct ShowUITopWin { }
public struct HideUITopWin { }
public enum UpdateTopBarType
{
UpdateFaith,

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@ -52,8 +52,6 @@ namespace TH1_Core.Managers
bool _gameInitReady;
public GameObject ROHintWindow;
public WinUI WinUI;
public DebugUI DebugUI;
public GameObject AIPlayingHint;
public HintUI HintUI;
@ -140,12 +138,9 @@ namespace TH1_Core.Managers
//每一局游戏开始前刷新与局内游戏相关的UI
public void OnMatchStart()
{
WinUI = new WinUI();
DebugUI = new DebugUI();
_gameInitReady = true;
ViewControllerManager.OnMatchStart();
//UIOutsideManager.OnMatchStart();
//TODO UI这边全部要更新MatchStart
UIBottomManager.OnMatchStart();
UITopManager.OnMatchStart();
UIInfoManager.OnMatchStart();
@ -162,7 +157,6 @@ namespace TH1_Core.Managers
if(_gameInitReady)
{
//step #2
WinUI?.Update();
DebugUI?.Update();
//如果正在AIPlaying 更新AIHint

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@ -251,6 +251,8 @@ public class PlayerInfo
public string LeaderName;
public Sprite LeaderIllustration;
public Sprite LeaderAvatar;
public Sprite WinPic;
public Sprite LosePic;
public Sprite PopulationSprite;
public List<TechType> TechPool = new List<TechType>();
public List<TechType> TechStart = new List<TechType>();

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@ -56,8 +56,9 @@ namespace Logic.Multilingual
BindFontID();
if (FontID != 0)
{
var font = MultilingualManager.Instance.GetMultilingualFont(FontID);
if (font) text.font = font;
var font = MultilingualManager.Instance.GetMultilingualFont(FontID);
if (font)text.font = font;
MatchTextCfg(text, MultilingualManager.Instance.CurrentType);
}
}
@ -76,6 +77,7 @@ namespace Logic.Multilingual
// TODO 临时转义换色
text.text = text.text.Replace( "**<", "<color=orange>");
text.text = text.text.Replace( ">**", "</color>");
}
}

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@ -34,7 +34,7 @@ namespace Logic.Skill
public override SkillType GetSkillType()
{
return SkillType.ESCAPE;
return SkillType.ESCAPEPRO;
}
public override void OnDamageOther(MapData mapData, SettlementInfo info)

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@ -149,7 +149,7 @@ namespace TH1Renderer
}
//InGame游戏结束时的生命周期
public void OnGameClosed()
public void OnMatchEnd()
{
InGameBubbleManager.OnGameClosed();
}

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@ -0,0 +1,86 @@
// 文件位置建议: Assets/Scripts/TH1_UI/Controller/UIAnnounceMajorEventController.cs
using TH1_Core.Events;
using TH1_Core.Managers;
using TH1_Logic.Core;
using TH1_UI.Controller.Base;
using TH1_UI.View.Bottom;
using TH1_UI.View.Top;
using TH1Renderer;
using UnityEngine;
// 确保这里引用了View脚本的命名空间
namespace TH1_UI.Controller.Top
{
public class UITopWinController : ViewController<UITopWinView> // 泛型参数是对应的View脚本
{
/// <summary>
/// ✅ 【新增】一个空的构造函数,以满足 ViewControllerManager._CreateView 的 new() 泛型约束。
/// </summary>
public UITopWinController() { }
protected override void RegisterEventCallback()
{
base.RegisterEventCallback();
if (WindowScript != null)
{
WindowScript.OnBtnCloseClick += _OnBtnCloseClick;
}
}
protected override void UnregisterEventCallback()
{
if (WindowScript != null)
{
WindowScript.OnBtnCloseClick = null;
}
base.UnregisterEventCallback();
}
protected override void OnOpen()
{
base.OnOpen();
//WindowScript.SetContent();
// 检查暂存的参数是否存在且类型正确
if (_openParameter is ShowUITopWin evt)
{
// 使用接收到的数据设置UI内容
if (WindowScript != null)
{
//Main.PlayerLogic.CalcAllPlayerScore(Main.MapData);
WindowScript.SetContent();
}
}
else
{
// 如果没有参数或参数类型不符,可以提供默认内容或打印警告
Debug.LogWarning("[UIInfoTechTree] Opened without valid parameters.");
if (WindowScript != null)
{
//WindowScript.SetContent("警告", "内容未提供");
}
}
}
public override bool Close()
{
WindowScript.CloseView();
EventManager.Publish(new ShowUIOutsideMenu());
//TODO 位置不应该在这里目前服务于废弃的BubbleManager 后续迭代
MapRenderer.Instance.OnMatchEnd();
return base.Close();
}
void _OnBtnCloseClick()
{
Close();
}
}
}

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@ -1,5 +1,5 @@
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@ -38,6 +38,8 @@ namespace TH1_UI.Core
public static readonly string ViewTopTopBar = "UITopTopBar";
public static readonly string ViewTopSetting = "UITopSetting";
public static readonly string ViewTopWin = "UITopWin";
}
}

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@ -15,6 +15,7 @@ namespace TH1_UI.Core
//直接暴露给外部可以直接操作
public UITopTopBarController TopBarController;
public UITopSettingController SettingController;
public UITopWinController WinController;
// 初始化方法,用于设置初始状态或加载资源
public void Init()
@ -22,6 +23,7 @@ namespace TH1_UI.Core
//Step #1 初始化Controller
TopBarController = ViewControllerManager.UITopTopBarController;
SettingController= ViewControllerManager.UITopSettingController;
WinController = ViewControllerManager.UITopWinController;
}

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@ -68,6 +68,8 @@ namespace TH1_UI.Core
public static UITopTopBarController UITopTopBarController { get { return _topTopBarController; } }
public static UITopSettingController UITopSettingController { get { return _topSettingController; } }
public static UITopWinController UITopWinController { get { return _topWinController; } }
@ -127,6 +129,7 @@ namespace TH1_UI.Core
// ================================================= Top ================================================================
_topTopBarController = _CreateView<UITopTopBarController>("Top", UIResourceName.ViewTopTopBar, ViewDestroyDomain.None,UIRootType.TopUI);
_topSettingController = _CreateView<UITopSettingController>("Top", UIResourceName.ViewTopSetting, ViewDestroyDomain.None,UIRootType.TopUI);
_topWinController = _CreateView<UITopWinController>("Top", UIResourceName.ViewTopWin, ViewDestroyDomain.None,UIRootType.TopUI);
// ================================================= 通用 ================================================================
@ -272,6 +275,8 @@ namespace TH1_UI.Core
private static UIBottomNetController _bottomNetController = null;
private static UITopTopBarController _topTopBarController = null;
private static UITopSettingController _topSettingController = null;
private static UITopWinController _topWinController = null;
static Dictionary<string, IViewControllerInterface> _viewDict = new Dictionary<string, IViewControllerInterface>();

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@ -83,7 +83,7 @@ namespace TH1_UI.View.Bottom
{
if(Main.MapData?.Net.Mode == NetMode.Multi)
LobbyManager.Instance.Lobby?.LeaveLobby();
MapRenderer.Instance.OnGameClosed();
MapRenderer.Instance.OnMatchEnd();
OnBtnCloseClick.Invoke();
//UIManager.Instance.GameUI.MainUI.NeedShow = true;
EventManager.Publish(new ShowUIOutsideMenu());

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@ -0,0 +1,87 @@
using Logic.Audio;
using Logic.Multilingual;
using TH1_Logic.Core;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace TH1_UI.View.Top
{
public class UITopWinView : Base.View
{
//public Button closeButton;
public ViDelegateAssisstant.Dele OnBtnCloseClick;
public Button CloseButton;
public TextMeshProUGUI WinTitle1;
public TextMeshProUGUI WinTitle2;
public TextMeshProUGUI TurnCount;
public TextMeshProUGUI CityCount;
public TextMeshProUGUI Score;
public Image TopbarBG;
public Image WinFlowerDeco;
public Image WinPic;
public Image AvatarImg;
public RectTransform ChatBubble;
public TextMeshProUGUI ChatText;
private Color _winTextColor = Color.white;
private Color _loseTextColor = new Color32(0xC7, 0xC7, 0xC7, 255);
private Color _winTopbarColor = Color.white;
private Color _loseTopbarColor = new Color(0f,0f,0f,0.2f);
protected override void OnInit()
{
base.OnInit();
CloseButton.onClick.RemoveAllListeners();
CloseButton.onClick.AddListener(() => { OnBtnCloseClick.Invoke(); });
//CheckPanel.InitStart(RefreshStatus);
}
//通常一局只会set一次,每次都是完全清空,然后绑定新的一个对局的按钮
public void SetContent()
{
RefreshData();
}
public void RefreshData()
{
if (Main.MapData == null) return;
if (!Main.MapData.CheckIfGameEnd(out var isWin)) return;
MultilingualManager.Instance.SetUIText(WinTitle1,isWin? Table.Instance.TextDataAssets.WinUIWinText: Table.Instance.TextDataAssets.WinUILoseText);
WinTitle1.color = isWin?_winTextColor:_loseTextColor;
MultilingualManager.Instance.SetUIText(WinTitle2,isWin? Table.Instance.TextDataAssets.WinUIWinText: Table.Instance.TextDataAssets.WinUILoseText);
WinTitle2.color = isWin?_winTextColor:_loseTextColor;
if (Table.Instance.PlayerDataAssets.GetPlayerInfo(Main.MapData.PlayerMap.SelfPlayerData, out var info))
{
MultilingualManager.Instance.SetUIText(ChatText,info.GetRandomWinChat());
LayoutRebuilder.ForceRebuildLayoutImmediate(ChatBubble);
}
TopbarBG.color = isWin ? _winTopbarColor : _loseTextColor;
AvatarImg.sprite = info.LeaderAvatar;
WinPic.sprite = isWin ? info.WinPic : info.LosePic;
WinFlowerDeco.gameObject.SetActive(isWin);
CityCount.text = Main.MapData.GetCityCount(Main.MapData.PlayerMap.SelfPlayerData.Id).ToString();
TurnCount.text = Main.MapData.PlayerMap.SelfPlayerData.Turn.ToString();
Score.text = Main.MapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
}
public void CloseView()
{
AudioManager.Instance.StopMusic();
}
}
}

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@ -1,131 +0,0 @@
using UnityEngine;
using TMPro;
using Animancer;
using Logic;
using RuntimeData;
using UnityEngine.UI;
using System.Collections.Generic;
using Logic.Multilingual;
using ParadoxNotion.Design;
using TH1_Core.Events;
using TH1_Core.Managers;
using TH1_Logic.Core;
using TH1_UI;
using TH1Renderer;
using TH1Resource;
using UI;
public class WinUI
{
private GameObject _ROWinUI;
private Button _returnButton;
private bool _curGameDone;
private RectTransform _chat;
private TextMeshProUGUI _chatText;
private Image _topBar;
public WinUI()
{
_ROWinUI = UIManager.Instance.ROUIManager.transform.Find("WinPanel").gameObject;
_ROWinUI.gameObject.SetActive(false);
_returnButton = _ROWinUI.transform.Find("MsgList/Row4/Button").GetComponent<Button>(); // ← 新增按钮
_returnButton.onClick.RemoveAllListeners();
_returnButton.onClick.AddListener(OnReturnClicked); // ← 新增点击监听
var player = Main.MapData.PlayerMap.SelfPlayerData;
Table.Instance.PlayerDataAssets.GetPlayerInfo(player, out var info);
_ROWinUI.transform.Find("CharMask/Char").GetComponent<Image>().sprite = info.LeaderAvatar;
_chat = _ROWinUI.transform.Find("Chat").GetComponent<RectTransform>();
_chatText = _ROWinUI.transform.Find("Chat/Text").GetComponent<TextMeshProUGUI>();
_topBar = _ROWinUI.transform.Find("TopBar").GetComponent<Image>();
_curGameDone = false;
}
public void Show()
{
_ROWinUI.gameObject.SetActive(true);
LayoutRebuilder.ForceRebuildLayoutImmediate(_chat);
var anim = _ROWinUI.GetComponent<AnimancerComponent>();
if (anim != null)
anim.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeIn);
}
public void Update()
{
if (_ROWinUI.activeSelf || _curGameDone)
return;
if (Main.MapData == null) return;
if (!Main.MapData.CheckIfGameEnd(out var isWin)) return;
if (isWin)
{
_curGameDone = true;
var tt = _ROWinUI.transform.Find("Title")?.GetComponent<TextMeshProUGUI>();
if (tt != null)
{
tt.text = "胜利!";
tt.color = Color.white;
if (Table.Instance.PlayerDataAssets.GetPlayerInfo(Main.MapData.PlayerMap.SelfPlayerData, out var info))
{
MultilingualManager.Instance.SetUIText(_chatText,info.GetRandomWinChat());
}
}
/*
MultilingualManager.Instance.SetUIText(_ROWinUI.transform.Find("Title")?.GetComponent<TextMeshProUGUI>(),
Table.Instance.TextDataAssets.WinUIWinText);*/
_ROWinUI.transform.Find("flowerDeco").gameObject.SetActive(true);
_topBar.color = Color.white;
_ROWinUI.transform.Find("MsgList/Row1/Value").GetComponent<TextMeshProUGUI>().text = Main.MapData.GetCityCount(Main.MapData.PlayerMap.SelfPlayerData.Id).ToString();
_ROWinUI.transform.Find("MsgList/Row2/Value").GetComponent<TextMeshProUGUI>().text = Main.MapData.PlayerMap.SelfPlayerData.Turn.ToString();
_ROWinUI.transform.Find("MsgList/Row3/Value").GetComponent<TextMeshProUGUI>().text = Main.MapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
Show();
}
else
{
_curGameDone = true;
var tt = _ROWinUI.transform.Find("Title")?.GetComponent<TextMeshProUGUI>();
if (tt != null)
{
tt.text = "失败...";
tt.color = new Color32(0xC7, 0xC7, 0xC7, 255);
if (Table.Instance.PlayerDataAssets.GetPlayerInfo(Main.MapData.PlayerMap.SelfPlayerData, out var info))
{
MultilingualManager.Instance.SetUIText(_chatText,info.GetRandomLoseChat());
}
}
//TODO 有bug 暂时先用替代方案
/*MultilingualManager.Instance.SetUIText(_ROWinUI.transform.Find("Title")?.GetComponent<TextMeshProUGUI>(),
Table.Instance.TextDataAssets.WinUILoseText);
Debug.Log(Table.Instance.TextDataAssets.WinUILoseText);*/
_topBar.color = new Color(0f,0f,0f,0.2f);
_ROWinUI.transform.Find("flowerDeco").gameObject.SetActive(false);
_ROWinUI.transform.Find("MsgList/Row1/Value").GetComponent<TextMeshProUGUI>().text = Main.MapData.GetCityCount(Main.MapData.PlayerMap.SelfPlayerData.Id).ToString();
_ROWinUI.transform.Find("MsgList/Row2/Value").GetComponent<TextMeshProUGUI>().text = (Main.MapData.PlayerMap.SelfPlayerData.Turn).ToString();
_ROWinUI.transform.Find("MsgList/Row3/Value").GetComponent<TextMeshProUGUI>().text = Main.MapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
Show();
}
// 如果没有正在显示,并且有排队的消息,就开始显示
}
public void OnReturnClicked()
{
Main.Instance.GameLogic.ChangeState(GameState.Menu);
var anim = _ROWinUI.GetComponent<AnimancerComponent>();
if (anim != null)
{
anim.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeOut);
Timer.Instance.TimerRegister(this, () =>
{
_ROWinUI.gameObject.SetActive(false);
},ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length,"WinUI_OnReturnClicked");
}
else
_ROWinUI.gameObject.SetActive(false);
EventManager.Publish(new ShowUIOutsideMenu());
//UIManager.Instance.GameUI.ShowMainUIManager();
//处理MapRenderer和UIManager的生命周期OnGameClosed
MapRenderer.Instance.OnGameClosed();
}
}