百科功能修复
This commit is contained in:
parent
f8a167ad3c
commit
4cff001ad8
@ -1,5 +1,5 @@
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{
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{
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"id": 2,
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@ -705,11 +705,11 @@
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"id": 72,
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"title": "0血",
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"description": "",
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"status": "open",
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"status": "fixed",
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"priority": "medium",
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"module": "",
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"createdAt": 1777718940367,
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"updatedAt": 1777718940367
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"updatedAt": 1777739395268
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@ -720,6 +720,16 @@
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"module": "",
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"createdAt": 1777737738169,
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"updatedAt": 1777737738169
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},
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{
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"id": 74,
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"title": "切语言后,netInfo显示错误",
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"description": "",
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"status": "open",
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"priority": "medium",
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"module": "",
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ZH: Heads-up! The current version of the game is in **<Chinese >**only.**< English
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>**and more languages are on the way. Thank you for your patience and support!
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@ -77,6 +77,10 @@ namespace TH1_Logic.MatchConfig
|
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HasTechAtom,//拥有科技子条目
|
||||
HasInitTechAtom,//拥有初始科技子条目
|
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BelongTech,//科技子条目属于什么科技?
|
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Level1Tech,//阵营科技池里拥有的1级科技
|
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Level2Tech,//阵营科技池里拥有的2级科技
|
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Level3Tech,//阵营科技池里拥有的3级科技
|
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TechBelongEmpire,//一个tech属于哪些帝国
|
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}
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@ -259,6 +263,23 @@ namespace TH1_Logic.MatchConfig
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return item;
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}
|
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// 通过 SkillType 反查对应 Wiki 条目的 Id;找不到返回 0。
|
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// Skill 条目的 wikiId 用递增 raw 编码(见 BuildFromSkill),无法直接用 SkillType 编码,
|
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// 需要遍历查找。技能数量有限,O(n) 可接受。
|
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public uint FindWikiIdBySkillType(SkillType skillType)
|
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{
|
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if (skillType == SkillType.NONE) return 0;
|
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EnsureCache();
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for (int i = 0; i < _allItems.Count; i++)
|
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{
|
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var it = _allItems[i];
|
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if (it == null) continue;
|
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if (WikiId.GetSource(it.Id) != WikiSource.Skill) continue;
|
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if (it.SkillType == skillType) return it.Id;
|
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}
|
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return 0;
|
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}
|
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// 通过 Name 多语言 key 的包含关系筛选;大小写不敏感;keyword 为空时返回空
|
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// 调用方传入 outResult 复用 List 以避免 GC
|
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public void FindByName(string keyword, List<WikiItem> outResult)
|
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@ -316,6 +337,8 @@ namespace TH1_Logic.MatchConfig
|
||||
techDescs.Add(new DescItem { DescType = WikiDescType.PreTech });
|
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if (info.TechAtomList != null && info.TechAtomList.Count > 0)
|
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techDescs.Add(new DescItem { DescType = WikiDescType.HasTechAtom });
|
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if (HasAnyEmpireWithTech(info.TechType))
|
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techDescs.Add(new DescItem { DescType = WikiDescType.TechBelongEmpire });
|
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var item = new WikiItem
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{
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@ -345,6 +368,15 @@ namespace TH1_Logic.MatchConfig
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try { icon = info.GetIcon(CivEnum.Common, ForceEnum.Common); }
|
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catch { icon = null; }
|
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|
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var atomDescs = new List<DescItem>
|
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{
|
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new DescItem { DescType = WikiDescType.Normal, Desc = info.Desc }
|
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};
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// 仅当存在 Tech 把这个 atom 列在 TechAtomList 里时,才追加 BelongTech 段
|
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// 具体的 Tech 名称列表由 WikiDescGroup 的 BelongTech 分支运行时拼。
|
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if (HasOwningTech(info.TechAtom))
|
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atomDescs.Add(new DescItem { DescType = WikiDescType.BelongTech });
|
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|
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var item = new WikiItem
|
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{
|
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Id = WikiId.Encode(WikiSource.TechAtom, (uint)info.TechAtom),
|
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@ -355,10 +387,8 @@ namespace TH1_Logic.MatchConfig
|
||||
Icon = icon,
|
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IconSizeType = info.iconViewSizeType,
|
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HasIcon = icon != null,
|
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DescItems = new List<DescItem>
|
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{
|
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new DescItem { DescType = WikiDescType.Normal, Desc = info.Desc }
|
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}
|
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DescItems = atomDescs,
|
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TechAtomKey = info.TechAtom,
|
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};
|
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outList.Add(item);
|
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}
|
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@ -409,6 +439,22 @@ namespace TH1_Logic.MatchConfig
|
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}
|
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}
|
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|
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// 是否存在某个 TechInfo.TechAtomList 包含此 atom(即此 atom 至少归属一个 Tech)
|
||||
private static bool HasOwningTech(TechAtom atom)
|
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{
|
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var techAssets = Table.Instance?.TechDataAssets;
|
||||
if (techAssets == null) return false;
|
||||
var techList = techAssets.TechList;
|
||||
if (techList == null) return false;
|
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for (int i = 0; i < techList.Count; i++)
|
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{
|
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var t = techList[i];
|
||||
if (t == null || t.TechAtomList == null) continue;
|
||||
if (t.TechAtomList.Contains(atom)) return true;
|
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}
|
||||
return false;
|
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}
|
||||
|
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// 是否存在 TechAtom 通过 EnableAction + TechActions 解锁此 actionId
|
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private static bool HasUnlockingTechAtom(CommonActionId actionId)
|
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{
|
||||
@ -526,6 +572,38 @@ namespace TH1_Logic.MatchConfig
|
||||
}
|
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}
|
||||
|
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// PlayerDataList 中是否存在 TechPool 包含指定 TechType 的 Player;
|
||||
// 用于决定 Tech 条目是否生成 TechBelongEmpire 段
|
||||
private static bool HasAnyEmpireWithTech(global::TechType techType)
|
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{
|
||||
var assets = Table.Instance?.PlayerDataAssets;
|
||||
if (assets?.PlayerDataList == null) return false;
|
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var list = assets.PlayerDataList;
|
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for (int i = 0; i < list.Count; i++)
|
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{
|
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var info = list[i];
|
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if (info == null) continue;
|
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if (string.IsNullOrEmpty(info.ForceName)) continue;
|
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if (info.TechPool == null) continue;
|
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if (info.TechPool.Contains(techType)) return true;
|
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}
|
||||
return false;
|
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}
|
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|
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// PlayerInfo.TechPool 中是否存在指定 CostLevel 的 Tech;用于决定是否生成 LevelXTech 段
|
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private static bool HasTechPoolAtCostLevel(GlobalPlayerInfo info, int costLevel)
|
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{
|
||||
if (info?.TechPool == null) return false;
|
||||
var techAssets = Table.Instance?.TechDataAssets;
|
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if (techAssets == null) return false;
|
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for (int i = 0; i < info.TechPool.Count; i++)
|
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{
|
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if (!techAssets.GetTechInfo(info.TechPool[i], out var techInfo) || techInfo == null) continue;
|
||||
if (techInfo.CostLevel == costLevel) return true;
|
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}
|
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return false;
|
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}
|
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|
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private static void BuildFromPlayer(List<WikiItem> outList)
|
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{
|
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var assets = Table.Instance?.PlayerDataAssets;
|
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@ -545,8 +623,13 @@ namespace TH1_Logic.MatchConfig
|
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{
|
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new DescItem { DescType = WikiDescType.Normal, Desc = info.EmpireDesc }
|
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};
|
||||
if (info.TechPool != null && info.TechPool.Count > 0)
|
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playerDescs.Add(new DescItem { DescType = WikiDescType.PlayerTechPool });
|
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// 把 TechPool 按 CostLevel 拆 3 段,每段一个 CommonGridItemDescGroup
|
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if (HasTechPoolAtCostLevel(info, 1))
|
||||
playerDescs.Add(new DescItem { DescType = WikiDescType.Level1Tech });
|
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if (HasTechPoolAtCostLevel(info, 2))
|
||||
playerDescs.Add(new DescItem { DescType = WikiDescType.Level2Tech });
|
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if (HasTechPoolAtCostLevel(info, 3))
|
||||
playerDescs.Add(new DescItem { DescType = WikiDescType.Level3Tech });
|
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if (info.TechAtomList != null && info.TechAtomList.Count > 0)
|
||||
playerDescs.Add(new DescItem { DescType = WikiDescType.HasInitTechAtom });
|
||||
|
||||
@ -727,6 +810,7 @@ namespace TH1_Logic.MatchConfig
|
||||
[NonSerialized] public SkillType SkillType;
|
||||
[NonSerialized] public GiantType HeroGiantType;
|
||||
[NonSerialized] public TechType TechType;
|
||||
[NonSerialized] public TechAtom TechAtomKey;
|
||||
[NonSerialized] public CommonActionId ActionId;
|
||||
[NonSerialized] public uint ForceId;
|
||||
|
||||
|
||||
@ -19,6 +19,8 @@ public class UnitMono : MonoBehaviour
|
||||
public Image ChessBG;
|
||||
public Image ChessImg;
|
||||
public GameObject UnionBG;
|
||||
//可选:UnionBG 上的 Image 引用,用于改色;不拖时会通过 GetComponent 兜底
|
||||
public Image UnionBGImage;
|
||||
public GameObject Defense;
|
||||
public GameObject SuperDefense;
|
||||
public TextMeshProUGUI UnitInfoName;
|
||||
@ -41,6 +43,11 @@ public class UnitMono : MonoBehaviour
|
||||
public Color UnitBGRed;
|
||||
public Color UnitBGGreen;
|
||||
public Color UnitLowHealth;
|
||||
|
||||
//UnionBG 正常显示颜色(同盟)
|
||||
public Color UnionBGNormalColor = Color.white;
|
||||
//UnionBG 背盟显示颜色(刚背盟还未脱离同盟关系记录)
|
||||
public Color UnionBGBetrayColor = Color.black;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
@ -288,11 +288,25 @@ namespace TH1_Renderer
|
||||
|
||||
|
||||
|
||||
//如果是盟友,额外显示盟友标记
|
||||
|
||||
var showUnionIcon = Main.MapData.SameUnion(playerData.Id, Main.MapData.PlayerMap.SelfPlayerId) &&
|
||||
playerData.Id != Main.MapData.PlayerMap.SelfPlayerId;
|
||||
_unitMono.UnionBG.SetActive(showUnionIcon);
|
||||
//如果是盟友,额外显示盟友标记;背盟状态也显示但用背盟颜色
|
||||
var selfPlayerId = Main.MapData.PlayerMap.SelfPlayerId;
|
||||
bool isSelf = playerData.Id == selfPlayerId;
|
||||
bool sameUnion = Main.MapData.SameUnion(playerData.Id, selfPlayerId);
|
||||
bool sameOrJustBreak = Main.MapData.SameUnionOrJustBreakUnion(playerData.Id, selfPlayerId);
|
||||
bool justBreakUnion = sameOrJustBreak && !sameUnion;
|
||||
bool showUnionIcon = !isSelf && (sameUnion || justBreakUnion);
|
||||
if (_unitMono.UnionBG != null)
|
||||
{
|
||||
_unitMono.UnionBG.SetActive(showUnionIcon);
|
||||
if (showUnionIcon)
|
||||
{
|
||||
var unionImg = _unitMono.UnionBGImage != null
|
||||
? _unitMono.UnionBGImage
|
||||
: _unitMono.UnionBG.GetComponent<UnityEngine.UI.Image>();
|
||||
if (unionImg != null)
|
||||
unionImg.color = justBreakUnion ? _unitMono.UnionBGBetrayColor : _unitMono.UnionBGNormalColor;
|
||||
}
|
||||
}
|
||||
|
||||
//更改兵种显示文字
|
||||
if(Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(_unitData.UnitType,_unitData.GiantType,_unitData.UnitLevel,out var info))
|
||||
|
||||
@ -53,6 +53,11 @@ namespace TH1_UI.Controller.Outside
|
||||
protected override void OnOpen()
|
||||
{
|
||||
base.OnOpen();
|
||||
// Wiki 是浮窗,需要置顶到 OutsideUI 层最上方,避免被其它 OutsideUI view 覆盖
|
||||
if (WindowObj != null)
|
||||
{
|
||||
WindowObj.transform.SetAsLastSibling();
|
||||
}
|
||||
ResetSelection();
|
||||
if (_openParameter is ShowUIOutsideWiki evt)
|
||||
{
|
||||
|
||||
@ -0,0 +1,40 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TH1_UI.View.Outside.WikiSub
|
||||
{
|
||||
// Avatar 版 GridItem:和 UIOutsideWikiDescGroupGridItemMono 同样是"Button + wikiId"
|
||||
// 的可点击条目,区别在于展示一张 Image(如 LeaderAvatar)而不是文本。
|
||||
// wikiId == 0 时点击无操作。
|
||||
public class UIOutsideWikiDescGroupAvatarItemMono : MonoBehaviour
|
||||
{
|
||||
public Button Button;
|
||||
public Image Avatar;
|
||||
|
||||
public uint WikiId { get; private set; }
|
||||
|
||||
public void SetContent(Sprite avatar, uint wikiId)
|
||||
{
|
||||
WikiId = wikiId;
|
||||
|
||||
if (Avatar != null)
|
||||
{
|
||||
Avatar.sprite = avatar;
|
||||
Avatar.enabled = avatar != null;
|
||||
}
|
||||
|
||||
if (Button == null) Button = GetComponent<Button>();
|
||||
if (Button != null)
|
||||
{
|
||||
Button.onClick.RemoveAllListeners();
|
||||
Button.onClick.AddListener(HandleClick);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleClick()
|
||||
{
|
||||
if (WikiId == 0) return;
|
||||
WikiDescGroup.RequestWikiJump(WikiId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3e69d7a1d151fda48b3c1714c1a6f33a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,60 @@
|
||||
using Logic.Skill;
|
||||
using RuntimeData;
|
||||
using TH1_UI.HintUI;
|
||||
using TH1_Logic.MatchConfig;
|
||||
using UI.HintUI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TH1_UI.View.Outside.WikiSub
|
||||
{
|
||||
// Wiki 专用 SkillCircle:相比 UIInfoCommonBaseSkillCircleMono 去掉了 Level/Time/Ban 等
|
||||
// 运行时显示的字段,新增 wikiId 存储和点击跳转逻辑。
|
||||
// - 点击整张卡跳转到 wikiId 对应条目(wikiId==0 时无操作,按钮仍可点)。
|
||||
// - 仅依赖 SkillType + UnitFullType + SkillViewType 的静态信息。
|
||||
public class UIOutsideWikiSkillCircleMono : MonoBehaviour
|
||||
{
|
||||
public Button Button;
|
||||
public Image SkillIcon;
|
||||
public Image SkillIconBG;
|
||||
public HintTrigger HintTrigger;
|
||||
|
||||
public uint WikiId { get; private set; }
|
||||
|
||||
public void SetContent(SkillType skillType, SkillViewType viewType,
|
||||
UnitFullType unitFullType, uint wikiId)
|
||||
{
|
||||
WikiId = wikiId;
|
||||
|
||||
var skillAssets = Table.Instance?.SkillDataAssets;
|
||||
if (skillAssets != null)
|
||||
{
|
||||
if (SkillIcon != null && skillAssets.GetSkillIcon(skillType, unitFullType, out var spr))
|
||||
SkillIcon.sprite = spr;
|
||||
if (SkillIconBG != null)
|
||||
SkillIconBG.color = skillAssets.GetBGColor(viewType, false);
|
||||
}
|
||||
|
||||
if (HintTrigger != null && HintTrigger.DataProvider != null)
|
||||
{
|
||||
HintTrigger.DataProvider.HintDataType = HintDataType.SkillHintData;
|
||||
HintTrigger.DataProvider.SkillTypeData = skillType;
|
||||
HintTrigger.DataProvider.UnitFullType = unitFullType;
|
||||
HintTrigger.DataProvider.SkillParam = null;
|
||||
}
|
||||
|
||||
if (Button == null) Button = GetComponent<Button>();
|
||||
if (Button != null)
|
||||
{
|
||||
Button.onClick.RemoveAllListeners();
|
||||
Button.onClick.AddListener(HandleClick);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleClick()
|
||||
{
|
||||
if (WikiId == 0) return;
|
||||
WikiDescGroup.RequestWikiJump(WikiId);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af78a47a854f5dc4d929a5e3fcb34969
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -4,7 +4,6 @@ using Logic.Multilingual;
|
||||
using Logic.Skill;
|
||||
using RuntimeData;
|
||||
using TH1_Logic.MatchConfig;
|
||||
using TH1_UI.View.Info;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
@ -30,6 +29,7 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
public GameObject UnitSkillGroup;
|
||||
public GameObject HeroUpgradeGroup;
|
||||
public GameObject CommonGridItemDescGroup;
|
||||
public GameObject CommonGridAvatarItemDescGroup;
|
||||
|
||||
// 普通文本模式
|
||||
[Header("Base Desc")]
|
||||
@ -46,31 +46,32 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
public TextMeshProUGUI UnitInfoMobilityTxt;
|
||||
|
||||
// UnitSkill(照搬 UIInfoGridInfoView 的 SkillArea,但用静态版本不依赖 SkillBase)
|
||||
// 用 Wiki 专用 SkillCircle 预制(去掉 Level/Time/Ban,加点击跳转)
|
||||
[Header("UnitSkill")]
|
||||
public Transform SkillCircleArea;
|
||||
public GameObject SkillCirclePrefab;
|
||||
public UIOutsideWikiSkillCircleMono SkillCirclePrefab;
|
||||
|
||||
// HeroUpgrade(照搬 TaskArea,仅显示当前 Level 的 Desc)
|
||||
[Header("HeroUpgrade")]
|
||||
public TextMeshProUGUI HeroUpgradeDescText;
|
||||
|
||||
// CommonGridItemDesc:通用 Grid 列表,支持 TechLock 等场景。
|
||||
// CommonGridItemDesc:通用文本 Grid 列表,支持 TechLock 等场景。
|
||||
// 每个 desc 段会按需要 spawn 多个 GridItem 到 GridGroup 下。
|
||||
[Header("CommonGridItemDesc")]
|
||||
public Transform GridGroup;
|
||||
public UIOutsideWikiDescGroupGridItemMono GridItemPrefab;
|
||||
|
||||
// PlayerTechPool(Force 拥有的 TechPool,按 CostLevel 1/2/3 拆 3 段)
|
||||
[Header("PlayerTechPool")]
|
||||
public GameObject PlayerTechPoolGroup;
|
||||
public TextMeshProUGUI PlayerTechPoolLv1Text;
|
||||
public TextMeshProUGUI PlayerTechPoolLv2Text;
|
||||
public TextMeshProUGUI PlayerTechPoolLv3Text;
|
||||
// CommonGridAvatarItemDesc:图片版 Grid 列表(与 CommonGridItemDesc 完全独立的容器)。
|
||||
// 用于 TechBelongEmpire 等需要展示头像而非文本的场景。
|
||||
[Header("CommonGridAvatarItemDesc")]
|
||||
public Transform AvatarGridGroup;
|
||||
public UIOutsideWikiDescGroupAvatarItemMono AvatarItemPrefab;
|
||||
|
||||
public WikiDescType DescType { get; private set; }
|
||||
|
||||
private readonly List<GameObject> _spawnedSkillCircles = new List<GameObject>();
|
||||
private readonly List<UIOutsideWikiSkillCircleMono> _spawnedSkillCircles = new List<UIOutsideWikiSkillCircleMono>();
|
||||
private readonly List<UIOutsideWikiDescGroupGridItemMono> _spawnedGridItems = new List<UIOutsideWikiDescGroupGridItemMono>();
|
||||
private readonly List<UIOutsideWikiDescGroupAvatarItemMono> _spawnedAvatarItems = new List<UIOutsideWikiDescGroupAvatarItemMono>();
|
||||
|
||||
// 返回 false 表示该 DescItem 在当前条目下没有可显示内容,调用方应销毁此 group。
|
||||
public bool SetContent(WikiItem owner, DescItem descItem)
|
||||
@ -92,8 +93,9 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
SetActiveSafe(UnitSkillGroup, false);
|
||||
SetActiveSafe(HeroUpgradeGroup, false);
|
||||
SetActiveSafe(CommonGridItemDescGroup, false);
|
||||
SetActiveSafe(PlayerTechPoolGroup, false);
|
||||
SetActiveSafe(CommonGridAvatarItemDescGroup, false);
|
||||
ClearGridItems();
|
||||
ClearAvatarItems();
|
||||
|
||||
switch (descItem.DescType)
|
||||
{
|
||||
@ -111,23 +113,39 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
return true;
|
||||
case WikiDescType.PreTech:
|
||||
if (!ApplyPreTech(owner)) return false;
|
||||
SetActiveSafe(BaseDescGroup, true);
|
||||
SetActiveSafe(CommonGridItemDescGroup, true);
|
||||
return true;
|
||||
case WikiDescType.TechLock:
|
||||
if (!ApplyTechLock(owner)) return false;
|
||||
SetActiveSafe(CommonGridItemDescGroup, true);
|
||||
return true;
|
||||
case WikiDescType.PlayerTechPool:
|
||||
if (!ApplyPlayerTechPool(owner)) return false;
|
||||
SetActiveSafe(PlayerTechPoolGroup, true);
|
||||
case WikiDescType.BelongTech:
|
||||
if (!ApplyBelongTech(owner)) return false;
|
||||
SetActiveSafe(CommonGridItemDescGroup, true);
|
||||
return true;
|
||||
case WikiDescType.Level1Tech:
|
||||
if (!ApplyLevelTech(owner, 1)) return false;
|
||||
SetActiveSafe(CommonGridItemDescGroup, true);
|
||||
return true;
|
||||
case WikiDescType.Level2Tech:
|
||||
if (!ApplyLevelTech(owner, 2)) return false;
|
||||
SetActiveSafe(CommonGridItemDescGroup, true);
|
||||
return true;
|
||||
case WikiDescType.Level3Tech:
|
||||
if (!ApplyLevelTech(owner, 3)) return false;
|
||||
SetActiveSafe(CommonGridItemDescGroup, true);
|
||||
return true;
|
||||
case WikiDescType.HasTechAtom:
|
||||
if (!ApplyHasTechAtom(owner)) return false;
|
||||
SetActiveSafe(BaseDescGroup, true);
|
||||
SetActiveSafe(CommonGridItemDescGroup, true);
|
||||
return true;
|
||||
case WikiDescType.TechBelongEmpire:
|
||||
if (!ApplyTechBelongEmpire(owner)) return false;
|
||||
SetActiveSafe(CommonGridAvatarItemDescGroup, true);
|
||||
return true;
|
||||
case WikiDescType.HasInitTechAtom:
|
||||
if (!ApplyHasInitTechAtom(owner)) return false;
|
||||
SetActiveSafe(BaseDescGroup, true);
|
||||
SetActiveSafe(CommonGridItemDescGroup, true);
|
||||
return true;
|
||||
default:
|
||||
SetActiveSafe(BaseDescGroup, true);
|
||||
@ -154,16 +172,14 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
if (TitleText != null) { ResetMultilingual(TitleText); TitleText.text = string.Empty; }
|
||||
if (DescText != null) { ResetMultilingual(DescText); DescText.text = string.Empty; }
|
||||
if (HeroUpgradeDescText != null) { ResetMultilingual(HeroUpgradeDescText); HeroUpgradeDescText.text = string.Empty; }
|
||||
if (PlayerTechPoolLv1Text != null) { ResetMultilingual(PlayerTechPoolLv1Text); PlayerTechPoolLv1Text.text = string.Empty; }
|
||||
if (PlayerTechPoolLv2Text != null) { ResetMultilingual(PlayerTechPoolLv2Text); PlayerTechPoolLv2Text.text = string.Empty; }
|
||||
if (PlayerTechPoolLv3Text != null) { ResetMultilingual(PlayerTechPoolLv3Text); PlayerTechPoolLv3Text.text = string.Empty; }
|
||||
ClearSkillCircles();
|
||||
ClearGridItems();
|
||||
ClearAvatarItems();
|
||||
SetActiveSafe(UnitInfoGroup, false);
|
||||
SetActiveSafe(UnitSkillGroup, false);
|
||||
SetActiveSafe(HeroUpgradeGroup, false);
|
||||
SetActiveSafe(CommonGridItemDescGroup, false);
|
||||
SetActiveSafe(PlayerTechPoolGroup, false);
|
||||
SetActiveSafe(CommonGridAvatarItemDescGroup, false);
|
||||
SetActiveSafe(BaseDescGroup, true);
|
||||
}
|
||||
|
||||
@ -192,42 +208,32 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- PreTech(前置科技列表,逗号拼接) ----------
|
||||
// 走 BaseDescGroup 展示,DescText 内容为 owner.TechType 对应 TechInfo.FatherTechList
|
||||
// 中每个 father 的 TechName 多语言文本,用 ", " 拼接。
|
||||
// 返回 false 表示无可显示前置(拿不到 techInfo / 列表空 / 全部解析失败)
|
||||
// ---------- PreTech(前置科技列表) ----------
|
||||
// 走 CommonGridItemDescGroup/GridGroup:每个 FatherTech 都 spawn 一个 GridItem,
|
||||
// 文字 = TechName,点击 wikiId = WikiId.Encode(WikiSource.Tech, techType)。
|
||||
private bool ApplyPreTech(WikiItem owner)
|
||||
{
|
||||
if (DescText == null) return false;
|
||||
ResetMultilingual(DescText);
|
||||
DescText.text = string.Empty;
|
||||
|
||||
ClearGridItems();
|
||||
if (owner == null) return false;
|
||||
if (GridGroup == null || GridItemPrefab == null) return false;
|
||||
|
||||
var techAssets = Table.Instance?.TechDataAssets;
|
||||
if (techAssets == null) return false;
|
||||
if (!techAssets.GetTechInfo(owner.TechType, out var techInfo) || techInfo == null) return false;
|
||||
var fathers = techInfo.FatherTechList;
|
||||
if (fathers == null || fathers.Count == 0) return false;
|
||||
|
||||
var sb = new System.Text.StringBuilder();
|
||||
int spawned = 0;
|
||||
for (int i = 0; i < fathers.Count; i++)
|
||||
{
|
||||
if (!techAssets.GetTechInfo(fathers[i], out var fatherInfo) || fatherInfo == null) continue;
|
||||
var key = fatherInfo.TechName;
|
||||
if (string.IsNullOrEmpty(key)) continue;
|
||||
if (string.IsNullOrEmpty(fatherInfo.TechName)) continue;
|
||||
|
||||
string text = key;
|
||||
if (uint.TryParse(key, out _))
|
||||
text = MultilingualManager.Instance.GetMultilingualText(key);
|
||||
if (string.IsNullOrEmpty(text)) continue;
|
||||
|
||||
if (sb.Length > 0) sb.Append(", ");
|
||||
sb.Append(text);
|
||||
uint wikiId = WikiId.Encode(WikiSource.Tech, (uint)fathers[i]);
|
||||
SpawnGridItem(fatherInfo.TechName, wikiId);
|
||||
spawned++;
|
||||
}
|
||||
if (sb.Length == 0) return false;
|
||||
|
||||
DescText.text = sb.ToString();
|
||||
return true;
|
||||
return spawned > 0;
|
||||
}
|
||||
|
||||
// ---------- TechLock(解锁此 Action 的 TechAtom,每个生成一个 GridItem) ----------
|
||||
@ -274,6 +280,36 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
return spawned > 0;
|
||||
}
|
||||
|
||||
// ---------- BelongTech(该 TechAtom 归属的 Tech 列表) ----------
|
||||
// 走 CommonGridItemDescGroup/GridGroup:遍历 TechList,找到 TechAtomList 包含
|
||||
// owner.TechAtomKey 的 Tech,每个 spawn 一个 GridItem(文字=TechName,
|
||||
// 点击 wikiId=WikiId.Encode(WikiSource.Tech, techType))。
|
||||
private bool ApplyBelongTech(WikiItem owner)
|
||||
{
|
||||
ClearGridItems();
|
||||
if (owner == null) return false;
|
||||
if (GridGroup == null || GridItemPrefab == null) return false;
|
||||
|
||||
var techAssets = Table.Instance?.TechDataAssets;
|
||||
if (techAssets == null) return false;
|
||||
var techList = techAssets.TechList;
|
||||
if (techList == null) return false;
|
||||
|
||||
int spawned = 0;
|
||||
for (int i = 0; i < techList.Count; i++)
|
||||
{
|
||||
var tech = techList[i];
|
||||
if (tech == null || tech.TechAtomList == null) continue;
|
||||
if (!tech.TechAtomList.Contains(owner.TechAtomKey)) continue;
|
||||
if (string.IsNullOrEmpty(tech.TechName)) continue;
|
||||
|
||||
uint wikiId = WikiId.Encode(WikiSource.Tech, (uint)tech.TechType);
|
||||
SpawnGridItem(tech.TechName, wikiId);
|
||||
spawned++;
|
||||
}
|
||||
return spawned > 0;
|
||||
}
|
||||
|
||||
private void SpawnGridItem(string text, uint wikiId)
|
||||
{
|
||||
var item = Instantiate(GridItemPrefab, GridGroup);
|
||||
@ -282,6 +318,14 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
_spawnedGridItems.Add(item);
|
||||
}
|
||||
|
||||
private void SpawnAvatarItem(Sprite avatar, uint wikiId)
|
||||
{
|
||||
var item = Instantiate(AvatarItemPrefab, AvatarGridGroup);
|
||||
item.transform.localScale = Vector3.one;
|
||||
item.SetContent(avatar, wikiId);
|
||||
_spawnedAvatarItems.Add(item);
|
||||
}
|
||||
|
||||
private void ClearGridItems()
|
||||
{
|
||||
for (int i = 0; i < _spawnedGridItems.Count; i++)
|
||||
@ -294,102 +338,151 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
_spawnedGridItems.Clear();
|
||||
|
||||
// GridGroup 内 prefab 自带的占位子节点也一并清掉,避免和运行时 spawn 的混在一起
|
||||
if (GridGroup != null)
|
||||
ClearChildren(GridGroup);
|
||||
}
|
||||
|
||||
private void ClearAvatarItems()
|
||||
{
|
||||
for (int i = 0; i < _spawnedAvatarItems.Count; i++)
|
||||
{
|
||||
for (int i = GridGroup.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
var child = GridGroup.GetChild(i);
|
||||
if (child == null) continue;
|
||||
child.SetParent(null, false);
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
var it = _spawnedAvatarItems[i];
|
||||
if (it == null) continue;
|
||||
if (it.transform != null) it.transform.SetParent(null, false);
|
||||
Destroy(it.gameObject);
|
||||
}
|
||||
_spawnedAvatarItems.Clear();
|
||||
|
||||
// 同样清理 AvatarGridGroup 下的 prefab 占位子节点
|
||||
ClearChildren(AvatarGridGroup);
|
||||
}
|
||||
|
||||
private static void ClearChildren(Transform parent)
|
||||
{
|
||||
if (parent == null) return;
|
||||
for (int i = parent.childCount - 1; i >= 0; i--)
|
||||
{
|
||||
var child = parent.GetChild(i);
|
||||
if (child == null) continue;
|
||||
child.SetParent(null, false);
|
||||
Destroy(child.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- PlayerTechPool(Force 拥有的 TechPool 按 CostLevel 拆 3 段) ----------
|
||||
// 返回 false 表示该 Force 没有 TechPool 内容
|
||||
private bool ApplyPlayerTechPool(WikiItem owner)
|
||||
// ---------- LevelXTech(Force 的 TechPool 中指定 CostLevel 的 Tech 列表) ----------
|
||||
// 走 CommonGridItemDescGroup/GridGroup:遍历 owner 对应 PlayerInfo.TechPool,
|
||||
// 取 CostLevel == costLevel 的 Tech,每个 spawn 一个 GridItem
|
||||
// (文字 = TechName,点击 wikiId = WikiId.Encode(WikiSource.Tech, techType))。
|
||||
private bool ApplyLevelTech(WikiItem owner, int costLevel)
|
||||
{
|
||||
if (PlayerTechPoolLv1Text != null) { ResetMultilingual(PlayerTechPoolLv1Text); PlayerTechPoolLv1Text.text = string.Empty; }
|
||||
if (PlayerTechPoolLv2Text != null) { ResetMultilingual(PlayerTechPoolLv2Text); PlayerTechPoolLv2Text.text = string.Empty; }
|
||||
if (PlayerTechPoolLv3Text != null) { ResetMultilingual(PlayerTechPoolLv3Text); PlayerTechPoolLv3Text.text = string.Empty; }
|
||||
|
||||
ClearGridItems();
|
||||
if (owner == null) return false;
|
||||
if (GridGroup == null || GridItemPrefab == null) return false;
|
||||
if (!TryGetForcePlayerInfo(owner.ForceId, out var playerInfo)) return false;
|
||||
if (playerInfo.TechPool == null || playerInfo.TechPool.Count == 0) return false;
|
||||
|
||||
var techAssets = Table.Instance?.TechDataAssets;
|
||||
if (techAssets == null) return false;
|
||||
|
||||
var sbLv1 = new System.Text.StringBuilder();
|
||||
var sbLv2 = new System.Text.StringBuilder();
|
||||
var sbLv3 = new System.Text.StringBuilder();
|
||||
|
||||
int spawned = 0;
|
||||
for (int i = 0; i < playerInfo.TechPool.Count; i++)
|
||||
{
|
||||
if (!techAssets.GetTechInfo(playerInfo.TechPool[i], out var techInfo) || techInfo == null) continue;
|
||||
string text = ResolveMultilingual(techInfo.TechName);
|
||||
if (string.IsNullOrEmpty(text)) continue;
|
||||
var techType = playerInfo.TechPool[i];
|
||||
if (!techAssets.GetTechInfo(techType, out var techInfo) || techInfo == null) continue;
|
||||
if (techInfo.CostLevel != costLevel) continue;
|
||||
if (string.IsNullOrEmpty(techInfo.TechName)) continue;
|
||||
|
||||
System.Text.StringBuilder target = null;
|
||||
switch (techInfo.CostLevel)
|
||||
{
|
||||
case 1: target = sbLv1; break;
|
||||
case 2: target = sbLv2; break;
|
||||
case 3: target = sbLv3; break;
|
||||
}
|
||||
if (target == null) continue;
|
||||
if (target.Length > 0) target.Append(", ");
|
||||
target.Append(text);
|
||||
uint wikiId = WikiId.Encode(WikiSource.Tech, (uint)techType);
|
||||
SpawnGridItem(techInfo.TechName, wikiId);
|
||||
spawned++;
|
||||
}
|
||||
|
||||
bool any = sbLv1.Length > 0 || sbLv2.Length > 0 || sbLv3.Length > 0;
|
||||
if (!any) return false;
|
||||
|
||||
if (PlayerTechPoolLv1Text != null) PlayerTechPoolLv1Text.text = sbLv1.ToString();
|
||||
if (PlayerTechPoolLv2Text != null) PlayerTechPoolLv2Text.text = sbLv2.ToString();
|
||||
if (PlayerTechPoolLv3Text != null) PlayerTechPoolLv3Text.text = sbLv3.ToString();
|
||||
return true;
|
||||
return spawned > 0;
|
||||
}
|
||||
|
||||
// ---------- HasTechAtom(Tech 拥有的 TechAtom 名称列表) ----------
|
||||
// 复用 BaseDescGroup 的 DescText
|
||||
// ---------- HasTechAtom(Tech 拥有的 TechAtom 列表) ----------
|
||||
// 走 CommonGridItemDescGroup/GridGroup:每个 TechAtom 都 spawn 一个 GridItem,
|
||||
// 文字 = TechAtomName,点击 wikiId = WikiId.Encode(WikiSource.TechAtom, TechAtom)。
|
||||
private bool ApplyHasTechAtom(WikiItem owner)
|
||||
{
|
||||
if (DescText == null) return false;
|
||||
ResetMultilingual(DescText);
|
||||
DescText.text = string.Empty;
|
||||
|
||||
ClearGridItems();
|
||||
if (owner == null) return false;
|
||||
if (GridGroup == null || GridItemPrefab == null) return false;
|
||||
|
||||
var techAssets = Table.Instance?.TechDataAssets;
|
||||
if (techAssets == null) return false;
|
||||
if (!techAssets.GetTechInfo(owner.TechType, out var techInfo) || techInfo == null) return false;
|
||||
if (techInfo.TechAtomList == null || techInfo.TechAtomList.Count == 0) return false;
|
||||
|
||||
string joined = JoinTechAtomNames(techInfo.TechAtomList);
|
||||
if (string.IsNullOrEmpty(joined)) return false;
|
||||
int spawned = 0;
|
||||
for (int i = 0; i < techInfo.TechAtomList.Count; i++)
|
||||
{
|
||||
var atom = techInfo.TechAtomList[i];
|
||||
if (!techAssets.GetTechAtomInfo(atom, out var atomInfo) || atomInfo == null) continue;
|
||||
if (string.IsNullOrEmpty(atomInfo.TechAtomName)) continue;
|
||||
|
||||
DescText.text = joined;
|
||||
return true;
|
||||
uint wikiId = WikiId.Encode(WikiSource.TechAtom, (uint)atom);
|
||||
SpawnGridItem(atomInfo.TechAtomName, wikiId);
|
||||
spawned++;
|
||||
}
|
||||
return spawned > 0;
|
||||
}
|
||||
|
||||
// ---------- HasInitTechAtom(Force 拥有的初始 TechAtom 名称列表) ----------
|
||||
// 复用 BaseDescGroup 的 DescText
|
||||
// ---------- TechBelongEmpire(拥有此 Tech 的 Empire 列表) ----------
|
||||
// 走 CommonGridItemDescGroup/GridGroup:遍历 PlayerDataList,TechPool 包含
|
||||
// owner.TechType 的 Player,每个 spawn 一个 AvatarItem(图标 = LeaderAvatar,
|
||||
// 点击 wikiId = WikiId.Encode(WikiSource.Player, list index),与 BuildFromPlayer 对齐)。
|
||||
private bool ApplyTechBelongEmpire(WikiItem owner)
|
||||
{
|
||||
ClearAvatarItems();
|
||||
if (owner == null) return false;
|
||||
if (AvatarGridGroup == null || AvatarItemPrefab == null) return false;
|
||||
|
||||
var assets = Table.Instance?.PlayerDataAssets;
|
||||
if (assets == null) return false;
|
||||
var list = assets.PlayerDataList;
|
||||
if (list == null) return false;
|
||||
|
||||
int spawned = 0;
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
var info = list[i];
|
||||
if (info == null) continue;
|
||||
if (string.IsNullOrEmpty(info.ForceName)) continue;
|
||||
if (info.TechPool == null) continue;
|
||||
if (!info.TechPool.Contains(owner.TechType)) continue;
|
||||
|
||||
uint wikiId = WikiId.Encode(WikiSource.Player, (uint)i);
|
||||
SpawnAvatarItem(info.LeaderAvatar, wikiId);
|
||||
spawned++;
|
||||
}
|
||||
return spawned > 0;
|
||||
}
|
||||
|
||||
// ---------- HasInitTechAtom(Force 拥有的初始 TechAtom 列表) ----------
|
||||
// 走 CommonGridItemDescGroup/GridGroup:每个 TechAtom 都 spawn 一个 GridItem,
|
||||
// 文字 = TechAtomName,点击 wikiId = WikiId.Encode(WikiSource.TechAtom, TechAtom)。
|
||||
private bool ApplyHasInitTechAtom(WikiItem owner)
|
||||
{
|
||||
if (DescText == null) return false;
|
||||
ResetMultilingual(DescText);
|
||||
DescText.text = string.Empty;
|
||||
|
||||
ClearGridItems();
|
||||
if (owner == null) return false;
|
||||
if (GridGroup == null || GridItemPrefab == null) return false;
|
||||
if (!TryGetForcePlayerInfo(owner.ForceId, out var playerInfo)) return false;
|
||||
if (playerInfo.TechAtomList == null || playerInfo.TechAtomList.Count == 0) return false;
|
||||
|
||||
string joined = JoinTechAtomNames(playerInfo.TechAtomList);
|
||||
if (string.IsNullOrEmpty(joined)) return false;
|
||||
var techAssets = Table.Instance?.TechDataAssets;
|
||||
if (techAssets == null) return false;
|
||||
|
||||
DescText.text = joined;
|
||||
return true;
|
||||
int spawned = 0;
|
||||
for (int i = 0; i < playerInfo.TechAtomList.Count; i++)
|
||||
{
|
||||
var atom = playerInfo.TechAtomList[i];
|
||||
if (!techAssets.GetTechAtomInfo(atom, out var atomInfo) || atomInfo == null) continue;
|
||||
if (string.IsNullOrEmpty(atomInfo.TechAtomName)) continue;
|
||||
|
||||
uint wikiId = WikiId.Encode(WikiSource.TechAtom, (uint)atom);
|
||||
SpawnGridItem(atomInfo.TechAtomName, wikiId);
|
||||
spawned++;
|
||||
}
|
||||
return spawned > 0;
|
||||
}
|
||||
|
||||
// 在 PlayerDataAssets.PlayerDataList 中按 ForceId 找到第一个匹配的 PlayerInfo
|
||||
@ -476,43 +569,18 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
|
||||
displaySkills.Sort((a, b) => SkillSortRank(a.viewType).CompareTo(SkillSortRank(b.viewType)));
|
||||
|
||||
uint wikiIdBase = 0;
|
||||
for (int i = 0; i < displaySkills.Count; i++)
|
||||
{
|
||||
var go = Instantiate(SkillCirclePrefab, SkillCircleArea);
|
||||
go.transform.localScale = Vector3.one;
|
||||
go.transform.localPosition = Vector3.zero;
|
||||
_spawnedSkillCircles.Add(go);
|
||||
var mono = Instantiate(SkillCirclePrefab, SkillCircleArea);
|
||||
mono.transform.localScale = Vector3.one;
|
||||
mono.transform.localPosition = Vector3.zero;
|
||||
_spawnedSkillCircles.Add(mono);
|
||||
|
||||
var mono = go.GetComponent<UIInfoCommonBaseSkillCircleMono>();
|
||||
if (mono == null) continue;
|
||||
|
||||
ApplyStaticSkillCircle(mono, displaySkills[i].skill, displaySkills[i].viewType, owner.UnitFullType);
|
||||
}
|
||||
}
|
||||
|
||||
// 静态化版本:不依赖 SkillBase,仅用 SkillType + UnitFullType
|
||||
// 等价于 UIInfoCommonBaseSkillCircleMono.SetContent 的"无技能实例"分支
|
||||
private static void ApplyStaticSkillCircle(UIInfoCommonBaseSkillCircleMono mono,
|
||||
SkillType skillType, SkillViewType viewType, UnitFullType unitFullType)
|
||||
{
|
||||
var skillAssets = Table.Instance?.SkillDataAssets;
|
||||
if (skillAssets == null) return;
|
||||
|
||||
if (mono.SkillIcon != null && skillAssets.GetSkillIcon(skillType, unitFullType, out var spr))
|
||||
mono.SkillIcon.sprite = spr;
|
||||
if (mono.SkillIconBG != null)
|
||||
mono.SkillIconBG.color = skillAssets.GetBGColor(viewType, false);
|
||||
|
||||
if (mono.SkillLevelArea != null) mono.SkillLevelArea.SetActive(false);
|
||||
if (mono.SkillTimeArea != null) mono.SkillTimeArea.SetActive(false);
|
||||
if (mono.BanImage != null) mono.BanImage.gameObject.SetActive(false);
|
||||
|
||||
if (mono.HintTrigger != null && mono.HintTrigger.DataProvider != null)
|
||||
{
|
||||
mono.HintTrigger.DataProvider.HintDataType = global::UI.HintUI.HintDataType.SkillHintData;
|
||||
mono.HintTrigger.DataProvider.SkillTypeData = skillType;
|
||||
mono.HintTrigger.DataProvider.UnitFullType = unitFullType;
|
||||
mono.HintTrigger.DataProvider.SkillParam = null;
|
||||
wikiIdBase = Table.Instance?.WikiData != null
|
||||
? Table.Instance.WikiData.FindWikiIdBySkillType(displaySkills[i].skill)
|
||||
: 0;
|
||||
mono.SetContent(displaySkills[i].skill, displaySkills[i].viewType, owner.UnitFullType, wikiIdBase);
|
||||
}
|
||||
}
|
||||
|
||||
@ -530,10 +598,10 @@ namespace TH1_UI.View.Outside.WikiSub
|
||||
{
|
||||
for (int i = 0; i < _spawnedSkillCircles.Count; i++)
|
||||
{
|
||||
var go = _spawnedSkillCircles[i];
|
||||
if (go == null) continue;
|
||||
if (go.transform != null) go.transform.SetParent(null, false);
|
||||
Destroy(go);
|
||||
var mono = _spawnedSkillCircles[i];
|
||||
if (mono == null) continue;
|
||||
if (mono.transform != null) mono.transform.SetParent(null, false);
|
||||
Destroy(mono.gameObject);
|
||||
}
|
||||
_spawnedSkillCircles.Clear();
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user