Merge branch 'main' of http://10.27.17.121:3000/kawagiri/TH1 into main
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commit
1ee666978f
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MonoBehaviour:
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@ -536,6 +536,7 @@ namespace RuntimeData
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public void AddCulturePoint(int culture)
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{
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PlayerCultureInfo.PlayerCulture += culture;
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EventManager.Publish(new UpdateUITopTopBar() { UpdateType = UpdateTopBarType.UpdateCulture });
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}
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//增加金币(目前处理了逻辑和动画 TODO 现在还是逻辑和动画没有分开,后续还是要分开
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@ -1173,6 +1173,7 @@ namespace Logic.Action
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{
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EventManager.Publish(new UpdateUITopTopBar() { UpdateType = UpdateTopBarType.UpdateCoinPerTurn });
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EventManager.Publish(new UpdateUITopTopBar() { UpdateType = UpdateTopBarType.UpdateTechPerTurn });
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EventManager.Publish(new UpdateUITopTopBar() { UpdateType = UpdateTopBarType.UpdateCulturePerTurn });
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EventManager.Publish(new UpdateUITopTopBar() { UpdateType = UpdateTopBarType.UpdateFaith });
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}
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Main.PlayerLogic.Update(actionParams.MapData);
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@ -36,15 +36,15 @@ namespace Logic.Skill
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public override void OnBeInteractTarget(UnitData origin, UnitData self, GridData grid, MapData mapData)
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{
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bool removed = origin.GetSkill(SkillType.HideState, out _);
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origin.RemoveSkill(SkillType.HideState, mapData);
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bool removed = self.GetSkill(SkillType.HideState, out _);
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self.RemoveSkill(SkillType.HideState, mapData);
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//处理视觉
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if (removed && origin.InMainSight())
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if (removed && self.InMainSight())
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{
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//播放雾气特效
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origin.Grid(mapData)?.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
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//刷新origin的显示
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origin.Renderer(mapData)?.InstantUpdateUnit(true);
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self.Grid(mapData)?.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
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//刷新self的显示
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self.Renderer(mapData)?.InstantUpdateUnit(true);
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}
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}
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@ -54,6 +54,10 @@ namespace Logic.Skill
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// 触发渲染更新,使HideState立即生效
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if (mapData.GetIdentifierBase(originId) is UnitData unitData)
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{
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if (unitData.InMainSight())
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{
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unitData.Grid(mapData)?.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
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}
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unitData.Renderer(mapData)?.InstantUpdateUnit(true);
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}
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}
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@ -1,3 +1,4 @@
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using System.Collections;
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using System.Collections.Generic;
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using Logic.Action;
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using Logic.Audio;
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@ -33,6 +34,7 @@ namespace TH1_UI.View.Info
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public Button CheckButton;
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public Button ReturnButton;
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public Button BlockButton;
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public RectTransform TwoPanelTransform;
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private GiantType _choiceGiantType;
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private bool _alreadyMatchStart;
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@ -135,21 +137,31 @@ namespace TH1_UI.View.Info
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public void SetContent(bool firstOpen = true)
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{
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if (!_alreadyMatchStart) OnMatchStart();
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//Step #1 设置选择英雄框
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UpdatePool();
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//Step #2 设置出战框
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UpdatePickedList();
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//Step #3 通知bottombar 刷新英雄头像
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EventManager.Publish(new UpdateUIBottomBottomBarHeroButtonAvatar());
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//Step #4 处理音乐
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if (firstOpen && Table.Instance.PlayerDataAssets.GetPlayerInfo(Main.MapData.PlayerMap.SelfPlayerData, out var info))
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{
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AudioManager.Instance.PlayMusic(info.MusicName, 1f, 2f, true);
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}
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//Step #5 强制重建布局,修复首次打开时Layout错乱(需延迟到帧末Canvas完成首次计算后)
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LayoutRebuilder.ForceRebuildLayoutImmediate(TwoPanelTransform);
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/*StartCoroutine(DelayedLayoutRebuild());
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}
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private IEnumerator DelayedLayoutRebuild()
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{
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yield return new WaitForEndOfFrame();
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Canvas.ForceUpdateCanvases();*/
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}
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public void UpdatePickedList()
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@ -53,10 +53,15 @@ namespace TH1_UI.View.Top
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public void SetContent()
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{
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UpdateAllInstant();
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// 首次SetContent时强制重建布局,确保所有Panel的位置和大小正确
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if (FatherPanel != null)
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LayoutRebuilder.ForceRebuildLayoutImmediate(FatherPanel);
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}
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public void UpdateAllInstant()
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{
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//注意 开局首次调用本函数,所有city都是空,percoin和pertech perculture都是0,需要controller里的每个update函数来刷新的
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if (Main.MapData?.PlayerMap?.SelfPlayerData == null) return;
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Turn.text = (Main.MapData.PlayerMap.SelfPlayerData.Turn + 1).ToString();
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Faith.text = Main.MapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
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@ -93,6 +98,7 @@ namespace TH1_UI.View.Top
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// 强制根据数据显示/隐藏Culture模块
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bool cultureNeedShow = (culturePerTurn > 0 || Main.MapData.PlayerMap.SelfPlayerData.PlayerCultureInfo.PlayerCulture > 0);
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//cultureNeedShow = true;
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if (CultureTransform != null)
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{
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