修复科技树bug

This commit is contained in:
daixiawu 2025-07-26 18:28:52 +08:00
parent fc5f097200
commit 5d5c70ef21
28 changed files with 5234 additions and 5299 deletions

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View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Logic.CrashSight;
using Logic.Multilingual;
using UnityEngine;
using RuntimeData;
@ -147,6 +148,11 @@ public class GridAndResourceDataAssets : ScriptableObject
{
if (!t.HasLevel || gridData == null) return t.Sprite;
//如果是拥有level的建筑还要根据level返回
if (gridData.buildingLevel >= t.LevelSprite.Count)
{
LogSystem.LogError($"gridData BuildingLevel Overflow {gridData.Resource} : {gridData.buildingLevel}");
return t.LevelSprite[0];
}
return t.LevelSprite[gridData.buildingLevel];
}

View File

@ -25,12 +25,15 @@ namespace Logic
private Vector2Int lastSelectedTile = new Vector2Int(-1, -1); // 上次点击的land坐标
private Vector2Int lastSelectedUnit = new Vector2Int(-1, -1); // 上次点击的unit坐标
//避免打包的时候吧TooltipTrigger代码剥离删掉的临时变量
private TooltipTrigger onozukakomachi;
bool inputLock = false;
public InputLogic(Main main, MapData mapData)
{
_main = main;
_mapData = mapData;
onozukakomachi = null;
}
private bool ShouldIgnoreClick(GameObject clickedUI)
@ -64,10 +67,9 @@ namespace Logic
//只要组件有对应的mono数据就可以显示提示
private void HintWindowUIHandleHover()
{
//如果bottominfo没有展开或者techtree没有展开或者ChooseUI没有展开 就return
//如果bottominfo没有展开且techtree没有展开 return
if (!UIManager.Instance.BottomInfoUI.ROBottomInfoUI.activeSelf
&& (!UIManager.Instance.TechTreeUI.ROTechCheckPanel.activeSelf || !UIManager.Instance.TechTreeUI.ROTechTreeUI.activeSelf)
&& !UIManager.Instance.GameUI.ChooseUI.ROChooseUI.activeSelf)
&& (!UIManager.Instance.TechTreeUI.ROTechCheckPanel.activeSelf || !UIManager.Instance.TechTreeUI.ROTechTreeUI.activeSelf))
return;
PointerEventData pointerData = new PointerEventData(EventSystem.current)

View File

@ -5,7 +5,9 @@ using RuntimeData;
using Logic;
using Animancer;
using ET.Server;
using Logic.Multilingual;
using TH1Resource;
using UnityEngine.UI;
namespace TH1Renderer
{
@ -20,6 +22,8 @@ namespace TH1Renderer
private TextMeshProUGUI _healthText;
private GameObject _RODebugText;
private TextMeshProUGUI _debugText;
private Image _unitInfoBGImg;
private TextMeshProUGUI _unitInfoName;
//------ defense和attack值 显示相关的资源 ------//
private Sprite attackSprite;
@ -99,6 +103,8 @@ namespace TH1Renderer
_spriteRenderer = _ROUnit.transform.Find("UnitSprite").transform.GetComponent<SpriteRenderer>();
_healthText = _ROUnit.transform.Find("Canvas").transform.Find("Health").GetComponent<TextMeshProUGUI>();
_debugText = _ROUnit.transform.Find("Canvas").transform.Find("DebugText").GetComponent<TextMeshProUGUI>();
_unitInfoBGImg = _ROUnit.transform.Find("Canvas/BG")?.GetComponent<Image>();
_unitInfoName = _ROUnit.transform.Find("Canvas/Name")?.GetComponent<TextMeshProUGUI>();
RenderUpdateUnitAll();
}
@ -331,12 +337,8 @@ namespace TH1Renderer
{
renderVeteran = _unitData.Veteran;
_healthText.text = _unitData.Health.ToString();
//处理血量的颜色。如果血量<一半且<5那么赋予红色否则白色
if(_unitData.Health < 5 && _unitData.Health < _unitData.GetMaxHealth() / 2)
_healthText.color = Color.red;
else
_healthText.color = Color.white;
RenderUpdateUnitInfo();
//更新图像
RenderUpdateUnitSrpite();
@ -344,8 +346,7 @@ namespace TH1Renderer
RenderUpdateUnitDefense();
//更新高亮
RenderUpdateUnitGlow();
//更新攻击防御的显示
//RenderUpdateAtkDfs();
//初拉单位和selfplayer的视野关系
RenderUpdateSelfPlayerSight();
//DebugRender
@ -355,32 +356,24 @@ namespace TH1Renderer
}
public void RenderUpdateAtkDfs()
public void RenderUpdateUnitInfo()
{
_mapData.UnitMap.GetUnitDataByUnitId(_unitId, out var unitData);
float attackRaw = unitData.GetAttackValue(_mapData);
float defenseRaw = unitData.GetDefenseValue(_mapData);
//Debug.Log($"[RenderUpdateAtkDfs] Unit {_unitId} | Attack = {attackRaw}");
//Debug.Log($"[RenderUpdateAtkDfs] Unit {_unitId} | Defense = {defenseRaw}");
UpdateAtkGroup(
_ROUnit.transform.Find("Canvas/AttackGroup"),
attackRaw,
attackSprite,
attackHalfSprite
);
UpdateDefGroup(
_ROUnit.transform.Find("Canvas/DefenseGroup"),
defenseRaw,
defenseSprite,
defenseHalfSprite
);
_healthText.text = _unitData.Health.ToString();
//处理血量的颜色。如果血量<一半且<5那么赋予红色否则白色
if(_unitData.Health < 5 && _unitData.Health < _unitData.GetMaxHealth() / 2)
_healthText.color = Color.red;
else
_healthText.color = Color.white;
//根据敌我情况更新infoBG的颜色
_unitInfoBGImg.sprite = (_playerData == _mapData.PlayerMap.SelfPlayerData) ? ResourceCache.Instance.SpriteCache.UnitInfoSelf :
ResourceCache.Instance.SpriteCache.UnitInfoEnemy;
//更改兵种显示文字
if(Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(_unitData.UnitType,_unitData.GiantType,out var info))
MultilingualManager.Instance.SetUIText(_unitInfoName,info.Name);
}
private void UpdateAtkGroup(Transform group, float rawValue, Sprite fullSprite, Sprite halfSprite)
{
int displayCount = Mathf.CeilToInt(rawValue);
@ -532,6 +525,7 @@ namespace TH1Renderer
{
if (!Table.Instance.UnitTypeDataAssets.GetUnitSpriteGlow(_mapData, _unitData, out sprite))
return;
}
//否则不用高亮
else
@ -541,6 +535,7 @@ namespace TH1Renderer
}
_spriteRenderer.sprite = sprite;
_spriteRenderer.material = ResourceCache.Instance.MatCache.TH1URPShaders_Default;
_unitInfoBGImg.material = null;
}
else
{

View File

@ -17,7 +17,9 @@ namespace TH1Resource
public Sprite WaterSprite;
public Sprite OceanSprite;
public Dictionary<string, Sprite> Roads = new();
public Sprite UnitInfoSelf;
public Sprite UnitInfoEnemy;
//-------UI相关--------
public Sprite TechCompleteBackground;
@ -35,7 +37,10 @@ namespace TH1Resource
Roads["WaterRoad"+i] = Resources.Load<Sprite>($"ArtResources/TH1Miscs/TH1Misc_WaterRoad{i}");
}
UnitInfoSelf = Resources.Load<Sprite>("ArtResources/TH1UI/InGame/UnitInfoSelf");
UnitInfoEnemy = Resources.Load<Sprite>("ArtResources/TH1UI/InGame/UnitInfoEnemy");
//--------UI--------
TechCompleteBackground = Resources.Load<Sprite>("ArtResources/TH1UI/TechTree/TH1Tech_GreenCircle");
TechLockedBackground = Resources.Load<Sprite>("ArtResources/TH1UI/TechTree/TH1Tech_DarkCircle");

View File

@ -1,56 +0,0 @@
using UnityEngine;
using Logic;
using RuntimeData;
using TMPro;
using Unity.VisualScripting;
using UnityEngine.UI;
public class LoseUI
{
private Main _main;
private MapData _mapData;
public GameObject ROLoseUI;
public Button ReturnButton;
public LoseUI(Main main, MapData mapData)
{
return;
_main = main;
_mapData = mapData;
ROLoseUI = UIManager.Instance.ROUIManager.transform.Find("LosePanel").gameObject;
ROLoseUI.gameObject.SetActive(false);
ReturnButton = ROLoseUI.transform.Find("MsgList/Row4/Button").GetComponent<Button>(); // ← 新增按钮获取
ReturnButton.onClick.AddListener(OnReturnClicked); // ← 新增点击监听
}
public void Update()
{return;
if (ROLoseUI.activeSelf)
return;
if (_mapData == null)
return;
if (_mapData.PlayerMap.CheckSelfLose())
{
ROLoseUI.gameObject.SetActive(true);
ROLoseUI.transform.Find("MsgList/Row1/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.GetCityCount(_mapData.PlayerMap.SelfPlayerData.Id).ToString();
ROLoseUI.transform.Find("MsgList/Row2/Head1/Text").GetComponent<TextMeshProUGUI>().text = "0";
ROLoseUI.transform.Find("MsgList/Row3/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
}
// 如果需要处理每帧逻辑,例如动画或显示控制,可在此添加
}
public void OnReturnClicked()
{
return;
Debug.Log("!!!!!!");
_main.GameLogic.ChangeState(GameState.Finished);
Debug.Log("t1");
ROLoseUI.gameObject.SetActive(false);
Debug.Log("t2");
UIManager.Instance.GameUI.ShowMainUIManager();
Debug.Log("t3");
}
}

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AndroidValidateAppBundleSize: 1
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