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kawagiri 2026-02-11 01:03:54 +08:00
parent 51ab3da138
commit 46feed7c6c
56 changed files with 24134 additions and 90 deletions

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@ -83,6 +83,9 @@ namespace TH1_Core.Events
EventManager.Subscribe<ExecuteUIBottomBottomBarNextButtonClick>(HandleExecuteUIBottomBottomBarNextButtonClick);
EventManager.Subscribe<ShowUIBottomRanking>(HandleShowUIBottomRanking);
EventManager.Subscribe<HideUIBottomRanking>(HandleHideUIBottomRanking);
EventManager.Subscribe<ShowUIBottomTutor>(HandleShowUIBottomTutor);
EventManager.Subscribe<HideUIBottomTutor>(HandleHideUIBottomTutor);
EventManager.Subscribe<ShowUIBottomNet>(HandleShowUIBottomNet);
EventManager.Subscribe<HideUIBottomNet>(HandleHideUIBottomNet);
@ -554,6 +557,16 @@ namespace TH1_Core.Events
UIManager.Instance.UIBottomManager?.BottomRankingController?.Close();
}
private void HandleShowUIBottomTutor(ShowUIBottomTutor evt)
{
UIManager.Instance.UIBottomManager?.BottomTutorController?.OpenWithParam(evt);
}
private void HandleHideUIBottomTutor(HideUIBottomTutor evt)
{
UIManager.Instance.UIBottomManager?.BottomTutorController?.OpenWithParam(evt);
}
private void HandleShowUIBottomNet(ShowUIBottomNet evt)
{
ViewControllerManager.UIBottomNetController?.OpenWithParam(evt);

View File

@ -177,6 +177,9 @@ namespace TH1_Core.Events
public struct ShowUIBottomNet { }
public struct HideUIBottomNet { }
public struct UpdateUIBottomNet { }
public struct ShowUIBottomTutor{}
public struct HideUIBottomTutor{}
// ------------------------------------------------ UITop 相关的事件 ------------------------------------

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@ -0,0 +1,28 @@
using System;
using System.Collections.Generic;
using Logic.Action;
using Logic.Multilingual;
using UnityEngine;
public enum ScenarioType{Tutor}
[Serializable]
[CreateAssetMenu(fileName = "ScenarioDataAssets", menuName = "TH1 Game Data/Scenario Data Asset")]
public class ScenarioDataAssets : ScriptableObject
{
public List<ScenarioPack> ScenarioList;
}
[Serializable]
public class ScenarioPack
{
public ScenarioType ScenarioType;
public Sprite LeaderSprite;
[MultilingualField] public string Name;
[MultilingualField] public string Desc;
public uint levelId;
public Sprite BGImage;
public List<StoryDiagData> DiagList;
}

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@ -0,0 +1,11 @@
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@ -12,8 +12,17 @@ using Unity.VisualScripting;
public enum StoryCharEnum {
remilia,
sakuya,
//Egyptian = 01, French = 02 Germany = 03
None = 0,
EgyptianRemilia = 01011,
EgyptianSakuya = 01011,
FrenshKaguya = 02021,
FrenshMokou = 02025,
GermanyKanako = 03031,
GermanySanae = 03033,
Remilia = 100000,
Sakuya = 100001,
}
;
@ -21,8 +30,17 @@ public enum StoryCharEnum {
[CreateAssetMenu(fileName = "StoryDataAssets", menuName = "TH1 Game Data/Story Data Asset")]
public class StoryDataAssets : ScriptableObject
{
public List<StoryCharData> CharDataList;
public List<StorySheetData> SheetData;
public Sprite GetCharSprite(StoryCharEnum charEnum)
{
foreach(var t in CharDataList)
if (t.CharName == charEnum)
return t.CharSprite;
return null;
}
}
@ -42,4 +60,11 @@ public class StoryDiagData
public string Diag;
}
[Serializable]
public class StoryCharData
{
public StoryCharEnum CharName;
public Sprite CharSprite;
}

View File

@ -88,6 +88,9 @@ public class Table
public ProjectileTypeDataAssets ProjectileTypeDataAssets;
public GeoDataAssets GeoDataAssets;
public MobilityDataAssets MobilityDataAssets;
public ScenarioDataAssets ScenarioDataAssets;
public StoryDataAssets StoryDataAssets;
//public AchievementAsset AchievementAsset;
@ -147,6 +150,9 @@ public class Table
HeroDataAssets = Resources.Load<HeroDataAssets>("Export/HeroDataAssets");
GeoDataAssets = Resources.Load<GeoDataAssets>("Export/GeoDataAssets");
MobilityDataAssets = Resources.Load<MobilityDataAssets>("Export/MobilityDataAssets");
ScenarioDataAssets = Resources.Load<ScenarioDataAssets>("Export/ScenarioDataAssets");
StoryDataAssets = Resources.Load<StoryDataAssets>("Export/StoryDataAssets");
//不用多语言导表
AnimDataAssets = Resources.Load<AnimDataAssets>("DataAssets/AnimDataAssets");

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@ -0,0 +1,87 @@
// 文件位置建议: Assets/Scripts/TH1_UI/Controller/UIAnnounceMajorEventController.cs
using TH1_Core.Events;
using TH1_Logic.Core;
using TH1_Logic.MatchConfig;
using TH1_UI.Controller.Base;
using TH1_UI.View.Bottom;
using UnityEngine;
// 确保这里引用了View脚本的命名空间
namespace TH1_UI.Controller.Bottom
{
public class UIBottomTutorController : ViewController<UIBottomTutorView> // 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 UIBottomTutorController() { }
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 ShowUIBottomTutor evt)
{
// 使用接收到的数据设置UI内容
if (WindowScript != null)
{
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 void OnMatchStart()
{
if (Main.MapData.MatchSettlement.SettlementType == MatchSettlementType.Tutor)
OpenWithParam(new ShowUIBottomTutor());
else
Close();
}
public override bool Close()
{
WindowScript?.CloseView();
return base.Close();
}
void _OnBtnCloseClick()
{
Close();
}
}
}

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@ -1,8 +1,10 @@
// 文件位置建议: Assets/Scripts/TH1_UI/Controller/UIAnnounceMajorEventController.cs
using RuntimeData;
using TH1_Core.Events;
using TH1_Core.Managers;
using TH1_Logic.Core;
using TH1_Logic.MatchConfig;
using TH1_UI.Controller.Base;
using TH1_UI.View.Outside;
using TH1Resource;
@ -28,7 +30,7 @@ namespace TH1_UI.Controller.Outside
if (WindowScript != null)
{
WindowScript.OnBtnCloseClick += _OnBtnCloseClick;
WindowScript.OnStartGame += _OnStartGameClick;
WindowScript.OnBtnStartClick += _OnStartGameClick;
}
}
@ -47,7 +49,7 @@ namespace TH1_UI.Controller.Outside
if (WindowScript != null)
{
WindowScript.OnBtnCloseClick -= _OnBtnCloseClick;
WindowScript.OnStartGame -= _OnStartGameClick;
WindowScript.OnBtnStartClick -= _OnStartGameClick;
}
base.UnregisterEventCallback();
}
@ -84,8 +86,9 @@ namespace TH1_UI.Controller.Outside
Close();
}
void _OnStartGameClick()
void _OnStartGameClick(ScenarioPack pack)
{
Main.Instance.MapConfig = MatchConfigManager.Instance.GetMatchConfig(pack.levelId);
EventManager.Publish(new ShowUIOutsideLoading());
float fadeout = ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length;
float prepare = 2f;

View File

@ -13,6 +13,7 @@ namespace TH1_UI.Core
public UIBottomBottomBarController BottomBarController;
public UIBottomRankingController BottomRankingController;
public UIBottomNetController BottomNetController;
public UIBottomTutorController BottomTutorController;
// 初始化方法,用于设置初始状态或加载资源
@ -22,6 +23,7 @@ namespace TH1_UI.Core
BottomBarController = ViewControllerManager.UIBottomBottomBarController;
BottomRankingController = ViewControllerManager.UIBottomRankingController;
BottomNetController = ViewControllerManager.UIBottomNetController;
BottomTutorController = ViewControllerManager.UIBottomTutorController;
}
@ -29,7 +31,8 @@ namespace TH1_UI.Core
{
BottomBarController.OnMatchStart();
BottomNetController.OnMatchStart();
BottomTutorController.OnMatchStart();
}
public void OnMatchEnd()

View File

@ -37,6 +37,8 @@ namespace TH1_UI.Core
public static readonly string ViewBottomBottomBar = "UIBottomBottomBar";
public static readonly string ViewBottomRanking = "UIBottomRanking";
public static readonly string ViewBottomNet = "UIBottomNet";
public static readonly string ViewBottomTutor = "UIBottomTutor";
public static readonly string ViewTopTopBar = "UITopTopBar";
public static readonly string ViewTopSetting = "UITopSetting";

View File

@ -64,6 +64,7 @@ namespace TH1_UI.Core
public static UIBottomRankingController UIBottomRankingController { get { return _bottomRankingController; } }
public static UIBottomNetController UIBottomNetController { get { return _bottomNetController; } }
public static UIBottomTutorController UIBottomTutorController { get { return _bottomTutorController; } }
// ================================================= Top ================================================================
@ -131,6 +132,7 @@ namespace TH1_UI.Core
_bottomBottomBarController = _CreateView<UIBottomBottomBarController>("Bottom", UIResourceName.ViewBottomBottomBar, ViewDestroyDomain.None,UIRootType.BottomUI);
_bottomRankingController = _CreateView<UIBottomRankingController>("Bottom", UIResourceName.ViewBottomRanking, ViewDestroyDomain.None,UIRootType.BottomUI);
_bottomNetController = _CreateView<UIBottomNetController>("Bottom", UIResourceName.ViewBottomNet, ViewDestroyDomain.None,UIRootType.BottomUI);
_bottomTutorController = _CreateView<UIBottomTutorController>("Bottom", UIResourceName.ViewBottomTutor, ViewDestroyDomain.None,UIRootType.BottomUI);
// ================================================= Top ================================================================
_topTopBarController = _CreateView<UITopTopBarController>("Top", UIResourceName.ViewTopTopBar, ViewDestroyDomain.None,UIRootType.TopUI);
@ -281,6 +283,7 @@ namespace TH1_UI.Core
private static UIBottomBottomBarController _bottomBottomBarController = null;
private static UIBottomRankingController _bottomRankingController = null;
private static UIBottomNetController _bottomNetController = null;
private static UIBottomTutorController _bottomTutorController = null;
private static UITopTopBarController _topTopBarController = null;
private static UITopSettingController _topSettingController = null;
private static UITopWinController _topWinController = null;

View File

@ -0,0 +1,38 @@
using System;
using System.Collections.Generic;
using Logic;
using Logic.Multilingual;
using RuntimeData;
using TH1_Core.Events;
using TH1_Core.Managers;
using TH1_Logic.Core;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems; // 需要引入此命名空间以处理指针事件
namespace TH1_UI.View.Info
{
public class UIBottomTutorMissionRow : MonoBehaviour
{
public Image Medal;
public List<Sprite> MedalSprite;
public Color NormalRankTextColor;
public List<Color> MedalRankTextColor;
private void Awake()
{
}
public void SetContent(int rk, PlayerData player)
{
if (!Table.Instance.PlayerDataAssets.GetPlayerInfo(player, out var playerInfo)) return;
var selfPlayer = Main.MapData.PlayerMap.SelfPlayerData;
}
}
}

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@ -0,0 +1,98 @@
using System;
using System.Collections.Generic;
using Animancer;
using Logic;
using Logic.Action;
using Logic.Audio;
using Logic.CrashSight;
using Logic.Multilingual;
using RuntimeData;
using TH1_Core.Events;
using TH1_Core.Managers;
using TH1_Logic.Core;
using TH1_Logic.Net;
using TH1_Logic.Steam;
using TH1_UI.Components;
using TH1_UI.HintUI;
using TH1_UI.View.Info;
using TH1Renderer;
using TH1Resource;
using TMPro;
using UI.HintUI;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace TH1_UI.View.Bottom
{
public class UIBottomTutorView : Base.View
{
//public Button closeButton;
//public ViDelegateAssisstant.Dele OnBtnCloseClick;
public GameObject RowPrefab;
public Transform RowFather;
//public Button CloseButton;
private List<UIBottomTutorMissionRow> Rows = new List<UIBottomTutorMissionRow>();
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()
{
//Step #1 如果不在游戏中,退出
if (Main.Instance.GameLogic.GetCurState() == GameState.Menu) return;
//Main.MapData.MapConfig.PlayerSettlements
//Step #2 安排好每个row的游戏对象
//Step #3逐个设置
var playerList = new List<PlayerData>(Main.MapData.PlayerMap.PlayerDataList);
playerList.Sort((a, b) => b.PlayerScore.CompareTo(a.PlayerScore));
int i = 0;
foreach(var player in playerList)
{
var row = Rows[i];
row.SetContent(i,player);
i++;
}
}
public void CloseView()
{
//AudioManager.Instance.StopMusic();
}
private void CheckRowMonoCountAndSetActive()
{
var playerCount = Main.MapData.PlayerMap.PlayerDataList.Count;
while (Rows.Count < playerCount)
{
var newRowObj = Instantiate(RowPrefab,RowFather);
var newRow = newRowObj.transform.GetComponent<UIBottomTutorMissionRow>();
if(newRow != null)
Rows.Add(newRow);
}
for (int i = 0; i < Rows.Count; i++)
Rows[i].gameObject.SetActive(i < playerCount);
}
}
}

View File

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@ -171,7 +171,7 @@ namespace TH1_UI.View.Outside
public void OnTutorClicked()
{
EventManager.Publish(new ShowUIOutsideTutor());
}
public void OnHistoryClicked()

View File

@ -0,0 +1,40 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Logic.Multilingual;
using TH1_Logic.Core;
using TH1_Logic.Net;
using TH1_Logic.Steam;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UIOutsideTutorListRowMono : MonoBehaviour
{
public Button CheckButton;
public TextMeshProUGUI Title;
public Image Avatar;
public ScenarioPack ScenarioData;
public void SetContent(ScenarioPack scenarioPack,Action<ScenarioPack> onButtonClick)
{
ScenarioData = scenarioPack;
MultilingualManager.Instance.SetUIText(Title,ScenarioData.Name);
Avatar.sprite = scenarioPack.LeaderSprite;
CheckButton.onClick.RemoveAllListeners();
CheckButton.onClick.AddListener(()=> { onButtonClick.Invoke(ScenarioData); });
}
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -29,19 +29,38 @@ namespace TH1_UI.View.Outside
{
[Header("按钮")]
public Button CloseButton;
public Button SettingButton;
public Button CheckButton;
[Header("关卡详情")]
public TextMeshProUGUI TutorName;
public TextMeshProUGUI TutorDesc;
public RectTransform TutorChat1Bubble;
public RectTransform TutorChat2Bubble;
public TextMeshProUGUI TutorChat1;
public TextMeshProUGUI TutorChat2;
public Image Chat1Avatar;
public Image Chat2Avatar;
//关闭时执行的委托
public ViDelegateAssisstant.Dele OnBtnCloseClick;
//开始游戏时执行的委托(目前委托内容就是执行controller的Close())
public ViDelegateAssisstant.Dele OnStartGame;
public Action<ScenarioPack> OnBtnStartClick;
public GameObject TutorListRowPrefab;
public GameObject TutorListFather;
private List<UIOutsideTutorListRowMono> tutorListRows = new List<UIOutsideTutorListRowMono>();
private ScenarioPack _selectScenario;
protected override void OnInit()
{
base.OnInit();
//清空List下的内容
CheckButton.onClick.RemoveAllListeners();
CheckButton.onClick.AddListener(StartTutor);
CloseButton.onClick.RemoveAllListeners();
CloseButton.onClick.AddListener(()=>{OnBtnCloseClick.Invoke();});
@ -56,16 +75,50 @@ namespace TH1_UI.View.Outside
}
public void SetContent(ShowUIOutsideTutor evt)
{
SetTutorList();
SetTutorSheet(tutorListRows[0]?.ScenarioData);
}
public void SetCivForceInfo(Empire playerEmpire)
public void SetTutorList()
{
int count = 0;
var data = Table.Instance.ScenarioDataAssets;
foreach(var pack in data.ScenarioList)
if (pack.ScenarioType == ScenarioType.Tutor)
{
count++;
if(count > tutorListRows.Count)
{
var obj = GameObject.Instantiate(TutorListRowPrefab, TutorListFather.transform);
var mono = obj.GetComponent<UIOutsideTutorListRowMono>();
tutorListRows.Add(mono);
}
tutorListRows[count - 1]?.gameObject.SetActive(true);
tutorListRows[count - 1]?.SetContent(pack,SetTutorSheet);
}
//Step #5 播放对应音乐
//AudioManager.Instance.PlayMusic(info.MusicName,1f,2f,true);
for(int i = count;i < tutorListRows.Count;i++)
tutorListRows[i].gameObject.SetActive(false);
}
private void SetTutorSheet(ScenarioPack pack)
{
_selectScenario = pack;
MultilingualManager.Instance.SetUIText(TutorName,pack.Name);
MultilingualManager.Instance.SetUIText(TutorDesc,pack.Desc);
MultilingualManager.Instance.SetUIText(TutorChat1,pack.DiagList[0]?.Diag);
MultilingualManager.Instance.SetUIText(TutorChat2,pack.DiagList[1]?.Diag);
LayoutRebuilder.ForceRebuildLayoutImmediate(TutorChat1Bubble);
LayoutRebuilder.ForceRebuildLayoutImmediate(TutorChat2Bubble);
Chat1Avatar.sprite = Table.Instance.StoryDataAssets.GetCharSprite(pack.DiagList[0]?.CharName ??StoryCharEnum.None);
Chat2Avatar.sprite = Table.Instance.StoryDataAssets.GetCharSprite(pack.DiagList[1]?.CharName ??StoryCharEnum.None);
}
public void StartTutor()
{
OnBtnStartClick.Invoke(_selectScenario);
}
}
}

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View File

@ -13,7 +13,7 @@ PlayerSettings:
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: Remilia Command
productName: TOHOTOPIA Demo v0.6.7
productName: TOHOTOPIA Demo
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
@ -54,7 +54,7 @@ PlayerSettings:
mipStripping: 0
numberOfMipsStripped: 0
numberOfMipsStrippedPerMipmapLimitGroup: {}
m_StackTraceTypes: 010000000100000000000000000000000100000001000000
m_StackTraceTypes: 010000000100000001000000010000000100000001000000
iosShowActivityIndicatorOnLoading: -1
androidShowActivityIndicatorOnLoading: -1
iosUseCustomAppBackgroundBehavior: 0
@ -88,7 +88,7 @@ PlayerSettings:
deferSystemGesturesMode: 0
hideHomeButton: 0
submitAnalytics: 1
usePlayerLog: 0
usePlayerLog: 1
dedicatedServerOptimizations: 0
bakeCollisionMeshes: 0
forceSingleInstance: 0
@ -447,7 +447,7 @@ PlayerSettings:
playModeTestRunnerEnabled: 0
runPlayModeTestAsEditModeTest: 0
actionOnDotNetUnhandledException: 1
enableInternalProfiler: 0
enableInternalProfiler: 1
logObjCUncaughtExceptions: 1
enableCrashReportAPI: 0
cameraUsageDescription:
@ -702,12 +702,12 @@ PlayerSettings:
webGLMemoryGeometricGrowthCap: 96
webGLPowerPreference: 2
scriptingDefineSymbols:
Standalone: UNITY;ENABLE_VIEW;NODECANVAS;STEAMWORKS_NET;STEAM_CHANNEL
Standalone: UNITY;ENABLE_VIEW;NODECANVAS;STEAMWORKS_NET;STEAM_CHANNEL;USE_INPUT
additionalCompilerArguments: {}
platformArchitecture: {}
scriptingBackend:
Android: 1
Standalone: 1
Standalone: 0
il2cppCompilerConfiguration: {}
il2cppCodeGeneration: {}
managedStrippingLevel: