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CanvasRenderer:
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@ -4,6 +4,7 @@ using TH1_Core.Managers;
|
||||
using TH1_Logic.Config;
|
||||
using TH1_Logic.Core;
|
||||
using TH1_Presentation.Sequencer.Task;
|
||||
using TH1_Renderer;
|
||||
using TH1_UI.Controller.Info;
|
||||
using TH1_UI.Controller.Interaction;
|
||||
using TH1_UI.Core;
|
||||
@ -113,11 +114,9 @@ namespace TH1_Core.Events
|
||||
EventManager.Subscribe<HideUITopWin>(HandleHideUITopWin);
|
||||
EventManager.Subscribe<ShowUITopInvited>(HandleShowUITopInvited);
|
||||
EventManager.Subscribe<HideUITopInvited>(HandleHideUITopInvited);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// 关卡限制变动统一入口:任何依赖 MatchLimits 的表现端都在此被刷新。
|
||||
EventManager.Subscribe<OnMatchLimitsChanged>(HandleOnMatchLimitsChanged);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -198,8 +197,19 @@ namespace TH1_Core.Events
|
||||
EventManager.Unsubscribe<HideUITopWin>(HandleHideUITopWin);
|
||||
EventManager.Unsubscribe<ShowUITopInvited>(HandleShowUITopInvited);
|
||||
EventManager.Unsubscribe<HideUITopInvited>(HandleHideUITopInvited);
|
||||
|
||||
|
||||
|
||||
EventManager.Unsubscribe<OnMatchLimitsChanged>(HandleOnMatchLimitsChanged);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关卡限制变动的统一分发入口。任何 MatchLimits 被增/删(目前唯一发送方是 Tutor 任务解除限制)
|
||||
/// 都会触发这里,依次调用所有依赖 MatchLimits 的表现端的 RefreshLimitEffects()。
|
||||
/// </summary>
|
||||
private void HandleOnMatchLimitsChanged(OnMatchLimitsChanged evt)
|
||||
{
|
||||
ViewControllerManager.UIBottomBottomBarController?.RefreshLimitEffects();
|
||||
ViewControllerManager.UIInfoGridInfoController?.RefreshLimitEffects();
|
||||
MapRenderer.Instance?.InGameBubbleManager?.RefreshLimitEffects();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@ -252,6 +252,13 @@ namespace TH1_Core.Events
|
||||
public struct UpdateUITopTopBar
|
||||
{
|
||||
public UpdateTopBarType UpdateType;
|
||||
|
||||
|
||||
}
|
||||
|
||||
//---------------------------------------- 关卡限制变动 -----------------------------
|
||||
// MapConfig.MatchLimits 列表发生变动时的统一广播事件。
|
||||
// 当前唯一发送方:MatchSettlementInfo.ProcessUnlockLimits(Tutor 任务完成解除限制时)。
|
||||
// 订阅方:UIEventManagerBinder 集中调用各表现端的 RefreshLimitEffects()。
|
||||
// 任何新增的限制相关表现端(按钮显示/气泡/可点击区域等)都应订阅此事件,避免出现"AfterMatchStart 设置一次后不再刷新"的死锁 bug。
|
||||
public struct OnMatchLimitsChanged { }
|
||||
}
|
||||
|
||||
80
Unity/Assets/Scripts/TH1_DataAssetsScript/StaffDataAssets.cs
Normal file
80
Unity/Assets/Scripts/TH1_DataAssetsScript/StaffDataAssets.cs
Normal file
@ -0,0 +1,80 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Logic.Multilingual;
|
||||
using UnityEngine;
|
||||
|
||||
public enum StaffTitleEnum
|
||||
{
|
||||
None,
|
||||
CoreTeam,
|
||||
GameDesign,
|
||||
GameArt,
|
||||
ArtSupport,
|
||||
GameDesignSupport,
|
||||
LocalizationSupport,
|
||||
MusicSound,
|
||||
SpecialThanks,
|
||||
GameUI,
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
[CreateAssetMenu(fileName = "StaffDataAssets", menuName = "TH1 Game Data/Staff Data Asset")]
|
||||
public class StaffDataAssets : ScriptableObject
|
||||
{
|
||||
// 头衔配置: 每个 StaffTitleEnum 对应一个多语言显示名(如 "核心团队" / "Core Team")
|
||||
public List<StaffTitleInfo> StaffTitleInfoList = new List<StaffTitleInfo>();
|
||||
|
||||
// 名单本体: 每个成员一行
|
||||
public List<StaffItem> StaffList = new List<StaffItem>();
|
||||
|
||||
/// <summary>
|
||||
/// 通过头衔枚举查询头衔信息(显示名)
|
||||
/// </summary>
|
||||
public bool GetStaffTitleInfo(StaffTitleEnum title, out StaffTitleInfo info)
|
||||
{
|
||||
info = null;
|
||||
foreach (var t in StaffTitleInfoList)
|
||||
{
|
||||
if (t.Title == title)
|
||||
{
|
||||
info = t;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 按头衔分组取出名单(按 StaffList 原顺序保留)
|
||||
/// </summary>
|
||||
public List<StaffItem> GetStaffItemsByTitle(StaffTitleEnum title)
|
||||
{
|
||||
var ret = new List<StaffItem>();
|
||||
foreach (var s in StaffList)
|
||||
{
|
||||
if (s.Title == title) ret.Add(s);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class StaffTitleInfo
|
||||
{
|
||||
public StaffTitleEnum Title;
|
||||
|
||||
[MultilingualField]
|
||||
public string Name;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class StaffItem
|
||||
{
|
||||
public StaffTitleEnum Title;
|
||||
|
||||
[MultilingualField]
|
||||
public string Name;
|
||||
|
||||
[MultilingualField]
|
||||
public string Desc;
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5dbf20049d196f448ae1987f7096b7d9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -98,6 +98,7 @@ public class Table
|
||||
public MomentDataAssets MomentDataAssets;
|
||||
public CultureCardDataAssets CultureCardDataAssets;
|
||||
public MusicDataAssets MusicDataAssets;
|
||||
public StaffDataAssets StaffDataAssets;
|
||||
public WikiData WikiData;
|
||||
|
||||
|
||||
@ -150,6 +151,7 @@ public class Table
|
||||
MomentDataAssets = Resources.Load<MomentDataAssets>("Export/MomentDataAssets");
|
||||
CultureCardDataAssets = Resources.Load<CultureCardDataAssets>("Export/CultureCardDataAssets");
|
||||
MusicDataAssets = Resources.Load<MusicDataAssets>("Export/MusicDataAssets");
|
||||
StaffDataAssets = Resources.Load<StaffDataAssets>("Export/StaffDataAssets");
|
||||
|
||||
|
||||
//不用多语言导表
|
||||
|
||||
@ -368,6 +368,11 @@ namespace Logic.Editor
|
||||
taskInfo.CustomDesc = EditorGUILayout.TextField(taskInfo.CustomDesc ?? string.Empty, GUILayout.Width(300));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
InspectorUtils.InspectorTextWidthRich("自定义Hint(空=用默认):");
|
||||
taskInfo.CustomHint = EditorGUILayout.TextField(taskInfo.CustomHint ?? string.Empty, GUILayout.Width(300));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// 解除限制列表(仅 Tutor 模式生效,其他模式忽略)
|
||||
if (taskInfo.UnlockLimits == null) taskInfo.UnlockLimits = new List<MatchLimitType>();
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
@ -1434,12 +1434,17 @@ namespace Logic.Editor
|
||||
{
|
||||
speaker = getSpeakerMethod.Invoke(asset, null) as string;
|
||||
}
|
||||
|
||||
|
||||
foreach (var field in fields)
|
||||
{
|
||||
var value = field.GetValue(asset);
|
||||
var attr = field.GetCustomAttribute<MultilingualFieldAttribute>();
|
||||
var fieldDesc = GetFieldDesc(assetType, field, descPrefix);
|
||||
// 临时诊断:定位 CustomHint 是否被扫到
|
||||
if (field.Name == "CustomHint" || field.Name == "CustomDesc")
|
||||
{
|
||||
Debug.Log($"[MultiLingExport-Traverse] field={field.Name} attr={(attr != null)} valueType={value?.GetType().Name ?? "null"} value='{value}' descPrefix='{descPrefix}'");
|
||||
}
|
||||
if (attr != null)
|
||||
{
|
||||
if (value is string s)
|
||||
|
||||
@ -10,6 +10,8 @@ using System.Collections.Generic;
|
||||
using Logic.CrashSight;
|
||||
using MemoryPack;
|
||||
using RuntimeData;
|
||||
using TH1_Core.Events;
|
||||
using TH1_Core.Managers;
|
||||
using TH1_Logic.Collect;
|
||||
|
||||
|
||||
@ -387,6 +389,9 @@ namespace TH1_Logic.MatchConfig
|
||||
var limits = map.MapConfig.MatchLimits;
|
||||
if (limits == null) return;
|
||||
|
||||
// 追踪是否实际有限制被移除,仅在真正变动时广播 OnMatchLimitsChanged,
|
||||
// 避免每次 Refresh 都发空事件让 UI 做无意义刷新。
|
||||
bool anyRemoved = false;
|
||||
foreach (var settlement in selfGroup.Settlements)
|
||||
{
|
||||
if (settlement?.Tasks == null) continue;
|
||||
@ -398,11 +403,13 @@ namespace TH1_Logic.MatchConfig
|
||||
|
||||
foreach (var limit in task.UnlockLimits)
|
||||
{
|
||||
limits.Remove(limit);
|
||||
if (limits.Remove(limit)) anyRemoved = true;
|
||||
}
|
||||
task.UnlockLimits.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
if (anyRemoved) EventManager.Publish(new OnMatchLimitsChanged());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -64,6 +64,9 @@ namespace TH1_Logic.MatchConfig
|
||||
// 完成时会从 MapData.MapConfig.MatchLimits 移除对应限制,然后清空本列表(消耗式,幂等)。
|
||||
// ⚠️ MemoryPack 字段必须追加在末尾。
|
||||
public List<MatchLimitType> UnlockLimits;
|
||||
// 自定义任务 Hint 描述(鼠标悬停显示的详细说明)。空字符串 = 使用 PlayerTaskData.HintDesc 默认。
|
||||
// ⚠️ MemoryPack 字段必须追加在末尾。
|
||||
[MultilingualField] public string CustomHint;
|
||||
|
||||
[MemoryPackConstructor]
|
||||
public PlayerTaskInfo()
|
||||
@ -80,6 +83,7 @@ namespace TH1_Logic.MatchConfig
|
||||
Param4 = taskInfo.Param4;
|
||||
Order = taskInfo.Order;
|
||||
CustomDesc = taskInfo.CustomDesc;
|
||||
CustomHint = taskInfo.CustomHint;
|
||||
UnlockLimits = taskInfo.UnlockLimits == null
|
||||
? null
|
||||
: new List<MatchLimitType>(taskInfo.UnlockLimits);
|
||||
@ -97,6 +101,7 @@ namespace TH1_Logic.MatchConfig
|
||||
Param4 = copyData.Param4;
|
||||
Order = copyData.Order;
|
||||
CustomDesc = copyData.CustomDesc;
|
||||
CustomHint = copyData.CustomHint;
|
||||
UnlockLimits = copyData.UnlockLimits == null
|
||||
? null
|
||||
: new List<MatchLimitType>(copyData.UnlockLimits);
|
||||
@ -112,6 +117,7 @@ namespace TH1_Logic.MatchConfig
|
||||
Param4 = copyData.Param4;
|
||||
Order = copyData.Order;
|
||||
CustomDesc = copyData.CustomDesc;
|
||||
CustomHint = copyData.CustomHint;
|
||||
if (copyData.UnlockLimits == null)
|
||||
{
|
||||
UnlockLimits = null;
|
||||
|
||||
@ -99,6 +99,17 @@ namespace TH1_Renderer
|
||||
ClearAllRenderer();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关卡限制变动时(OnMatchLimitsChanged)的统一刷新入口。
|
||||
/// bubble 由每帧 Update 自然刷新,所以本方法当前为空实现——保留它是为了:
|
||||
/// 1) 让 UIEventManagerBinder 能把 bubble 也纳入"统一入口"派发;
|
||||
/// 2) 万一未来 Update 改为非每帧驱动,可以在此立即触发一次 bubble 重算。
|
||||
/// </summary>
|
||||
public void RefreshLimitEffects()
|
||||
{
|
||||
// 当前 Update 已经每帧刷新 bubble,无需在此重复触发。
|
||||
}
|
||||
|
||||
public void ClearAllRenderer()
|
||||
{
|
||||
foreach (var t in _dict)
|
||||
@ -305,8 +316,8 @@ namespace TH1_Renderer
|
||||
|
||||
// Tutor 模式 PlayerCannotSelectHero 限制:屏蔽 HeroSelect 气泡入口。
|
||||
// 与底部栏 Hero 按钮的限制保持一致,避免玩家绕开按钮屏蔽从地图气泡进入英雄界面。
|
||||
// 此函数同时被 TurnStartSetBubble 和 RefreshBubbles 调用,所以限制运行时被
|
||||
// 任务的 UnlockLimits 解除后,下一帧 RefreshBubbles 自然放开 bubble,无需额外刷新事件。
|
||||
// 限制运行时被任务解除后,由 OnMatchLimitsChanged 事件统一驱动;同时每帧 Update 也会
|
||||
// 自然刷新 bubble,事件回调作为正式接入点保留(见 RefreshLimitEffects)。
|
||||
if (mapData.MatchSettlement != null &&
|
||||
mapData.MatchSettlement.SettlementType == MatchSettlementType.Tutor &&
|
||||
mapData.MapConfig?.MatchLimits != null &&
|
||||
|
||||
@ -154,7 +154,19 @@ namespace TH1_UI.Controller.Bottom
|
||||
|
||||
public override void AfterMatchStart()
|
||||
{
|
||||
if(Main.MapData == null)return;
|
||||
RefreshLimitEffects();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据当前 MatchLimits 重新评估底栏按钮的显示状态。
|
||||
/// 调用时机:AfterMatchStart(初始化)+ OnMatchLimitsChanged 事件(任务解除限制时)。
|
||||
/// 关键 bug 修复点:原本只在 AfterMatchStart 跑一次,Tutor 任务解除 PlayerCannotNextTurn 后按钮不刷新,
|
||||
/// 玩家无法点 NextTurn 进入下一回合(死锁)。改为统一入口后由事件驱动。
|
||||
/// </summary>
|
||||
public void RefreshLimitEffects()
|
||||
{
|
||||
if (Main.MapData == null) return;
|
||||
if (WindowScript == null) return;
|
||||
bool ShowTech = true;
|
||||
bool ShowHero = true;
|
||||
bool ShowTab = true;
|
||||
|
||||
@ -91,6 +91,17 @@ namespace TH1_UI.Controller.Info
|
||||
if (WindowScript != null)
|
||||
WindowScript.RefreshActionPoints(unitData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 关卡限制变动时(OnMatchLimitsChanged)的统一刷新入口。
|
||||
/// 当 GridInfo 面板正在显示时,用上次 Open 的参数重新 SetContent,让 Action 列表等
|
||||
/// 依赖 MatchLimits 的内容立即生效。面板未显示时直接跳过——下次 Open 时自然会用新规则。
|
||||
/// </summary>
|
||||
public void RefreshLimitEffects()
|
||||
{
|
||||
if (!IsShow()) return;
|
||||
ApplyContent();
|
||||
}
|
||||
|
||||
void _OnBtnCloseClick()
|
||||
{
|
||||
|
||||
@ -85,6 +85,11 @@ namespace UI.HintUI
|
||||
[Tooltip("类型是playerTask时,使用此数据")]
|
||||
public PlayerTaskType PlayerTaskType;
|
||||
|
||||
// 运行时由 UIBottomTutorMissionRow 注入:当任务实例的 CustomHint 非空时,
|
||||
// 优先用它替代 PlayerTaskData.HintDesc。空字符串走默认。
|
||||
// 不参与 Inspector 序列化,避免被 prefab 持久化。
|
||||
[System.NonSerialized] public string PlayerTaskCustomHint;
|
||||
|
||||
[Tooltip("当类型为WikiData时,使用此Id查找Wiki条目")]
|
||||
public uint WikiId;
|
||||
// 用于 CityUpgradeHintData (注意:我根据推断为您增加了这个字段)
|
||||
@ -161,7 +166,10 @@ namespace UI.HintUI
|
||||
IsDecode = true;
|
||||
break;
|
||||
case HintDataType.PlayerTaskData:
|
||||
if (Table.Instance.PlayerTaskDataAssets.GetPlayerTaskData(PlayerTaskType, out var playerTaskData))
|
||||
// 关卡任务实例的 CustomHint 优先;空则走 PlayerTaskData.HintDesc 默认
|
||||
if (!string.IsNullOrEmpty(PlayerTaskCustomHint))
|
||||
ret = PlayerTaskCustomHint;
|
||||
else if (Table.Instance.PlayerTaskDataAssets.GetPlayerTaskData(PlayerTaskType, out var playerTaskData))
|
||||
ret = playerTaskData.HintDesc;
|
||||
break;
|
||||
case HintDataType.WikiData:
|
||||
@ -230,6 +238,9 @@ namespace UI.HintUI
|
||||
return false;
|
||||
|
||||
case HintDataType.PlayerTaskData:
|
||||
// CustomHint 优先(也是多语言ID),用于 SubId 展开
|
||||
if (!string.IsNullOrEmpty(PlayerTaskCustomHint))
|
||||
return uint.TryParse(PlayerTaskCustomHint, out descId);
|
||||
if (Table.Instance.PlayerTaskDataAssets.GetPlayerTaskData(PlayerTaskType, out var ptData))
|
||||
return uint.TryParse(ptData.HintDesc, out descId);
|
||||
return false;
|
||||
|
||||
@ -56,6 +56,8 @@ namespace TH1_UI.View.Info
|
||||
{
|
||||
HintTrigger.DataProvider.HintDataType = HintDataType.PlayerTaskData;
|
||||
HintTrigger.DataProvider.PlayerTaskType = taskData?.PlayerTaskType ?? PlayerTaskType.None;
|
||||
// CustomHint 非空时由 HintDataProvider 优先使用,空则走 PlayerTaskData.HintDesc 默认
|
||||
HintTrigger.DataProvider.PlayerTaskCustomHint = taskInfo.CustomHint;
|
||||
}
|
||||
|
||||
Point.color = taskInfo.IsSuccess ? GreenColor : GrayColor;
|
||||
|
||||
@ -0,0 +1,20 @@
|
||||
using Logic.Multilingual;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TH1_UI.View.Outside
|
||||
{
|
||||
// 关于面板里的 staff 单人行
|
||||
public class UIOutsideAboutStaffLineMono : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI NameText;
|
||||
public TextMeshProUGUI DescText;
|
||||
|
||||
public void SetContent(StaffItem item)
|
||||
{
|
||||
if (item == null) return;
|
||||
MultilingualManager.Instance.SetUIText(NameText, item.Name);
|
||||
MultilingualManager.Instance.SetUIText(DescText, item.Desc);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a3c9b4e5d2f481a8e6f1b2c3d4e5f02
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,26 @@
|
||||
using Logic.Multilingual;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TH1_UI.View.Outside
|
||||
{
|
||||
// 关于面板里的 staff 头衔分组行
|
||||
public class UIOutsideAboutStaffTitleLineMono : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI TitleText;
|
||||
|
||||
public void SetContent(StaffTitleEnum title)
|
||||
{
|
||||
if (Table.Instance.StaffDataAssets != null &&
|
||||
Table.Instance.StaffDataAssets.GetStaffTitleInfo(title, out var info) &&
|
||||
info != null)
|
||||
{
|
||||
MultilingualManager.Instance.SetUIText(TitleText, info.Name);
|
||||
}
|
||||
else
|
||||
{
|
||||
TitleText.text = title.ToString();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a3c9b4e5d2f481a8e6f1b2c3d4e5f01
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -35,14 +35,32 @@ namespace TH1_UI.View.Outside
|
||||
public AnimancerComponent Animancer;
|
||||
public Button CloseButton;
|
||||
public Button BlockButton;
|
||||
public TextMeshProUGUI VersionLabel;
|
||||
|
||||
public TextMeshProUGUI VersionLabel;
|
||||
|
||||
[Header("外链")]
|
||||
public Button BilibiliButton;
|
||||
public string BilibiliUrl = "https://space.bilibili.com/3546860362926973";
|
||||
public Button WebsiteButton;
|
||||
public string WebsiteUrl = "https://tohotopia.com";
|
||||
public Button XButton;
|
||||
public string XUrl = "https://x.com/tohotopia";
|
||||
public Button YoutubeButton;
|
||||
public string YoutubeUrl = "https://youtube.com/@tohotopia";
|
||||
public Button DiscordButton;
|
||||
public string DiscordUrl = "https://discord.gg/wu2T3FCwCC";
|
||||
|
||||
[Header("Staff")]
|
||||
public RectTransform StaffArea;
|
||||
public UIOutsideAboutStaffTitleLineMono StaffTitlePrefab;
|
||||
public UIOutsideAboutStaffLineMono StaffLinePrefab;
|
||||
private readonly List<GameObject> _spawnedStaffNodes = new List<GameObject>();
|
||||
|
||||
//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 void OnInit()
|
||||
{
|
||||
CloseButton.onClick.RemoveAllListeners();
|
||||
@ -50,7 +68,55 @@ namespace TH1_UI.View.Outside
|
||||
BlockButton.onClick.RemoveAllListeners();
|
||||
BlockButton.onClick.AddListener(OnClose);
|
||||
gameObject.SetActive(false);
|
||||
VersionLabel.text = "Demo V" + ConfigManager.Instance.VersionCfg.CurVersionInfo.FullVersion;
|
||||
if (VersionLabel != null)
|
||||
VersionLabel.text = "Demo V" + ConfigManager.Instance.VersionCfg.CurVersionInfo.FullVersion;
|
||||
BindUrlButton(BilibiliButton, BilibiliUrl);
|
||||
BindUrlButton(WebsiteButton, WebsiteUrl);
|
||||
BindUrlButton(XButton, XUrl);
|
||||
BindUrlButton(YoutubeButton, YoutubeUrl);
|
||||
BindUrlButton(DiscordButton, DiscordUrl);
|
||||
BuildStaffList();
|
||||
}
|
||||
|
||||
// 通用外链按钮绑定: button 可为空(没在 prefab 上挂引用就跳过)
|
||||
private void BindUrlButton(Button button, string url)
|
||||
{
|
||||
if (button == null) return;
|
||||
button.onClick.RemoveAllListeners();
|
||||
button.onClick.AddListener(() =>
|
||||
{
|
||||
if (!string.IsNullOrEmpty(url))
|
||||
Application.OpenURL(url);
|
||||
});
|
||||
}
|
||||
|
||||
// 按 StaffList 顺序生成 staff 行: 相邻同 title 共用一个 title 行
|
||||
private void BuildStaffList()
|
||||
{
|
||||
if (StaffArea == null || StaffLinePrefab == null || StaffTitlePrefab == null) return;
|
||||
foreach (var go in _spawnedStaffNodes)
|
||||
if (go != null) Destroy(go);
|
||||
_spawnedStaffNodes.Clear();
|
||||
|
||||
var asset = Table.Instance?.StaffDataAssets;
|
||||
if (asset == null) return;
|
||||
|
||||
var prevTitle = StaffTitleEnum.None;
|
||||
bool hasPrev = false;
|
||||
foreach (var item in asset.StaffList)
|
||||
{
|
||||
if (!hasPrev || item.Title != prevTitle)
|
||||
{
|
||||
var titleGo = Instantiate(StaffTitlePrefab, StaffArea);
|
||||
titleGo.SetContent(item.Title);
|
||||
_spawnedStaffNodes.Add(titleGo.gameObject);
|
||||
prevTitle = item.Title;
|
||||
hasPrev = true;
|
||||
}
|
||||
var lineGo = Instantiate(StaffLinePrefab, StaffArea);
|
||||
lineGo.SetContent(item);
|
||||
_spawnedStaffNodes.Add(lineGo.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void Open()
|
||||
|
||||
13
Unity/check_bytes.ps1
Normal file
13
Unity/check_bytes.ps1
Normal file
@ -0,0 +1,13 @@
|
||||
param()
|
||||
$kwStr = -join @([char]0x6539, [char]0x9020, [char]0x519C, [char]0x7530)
|
||||
$files = @('Assets\Resources\MatchLevelData\LevelData.bytes', 'Assets\Resources\MatchLevelData\ExportLevelData.bytes')
|
||||
foreach ($f in $files) {
|
||||
if (-not (Test-Path $f)) {
|
||||
Write-Host ($f + ' MISSING')
|
||||
continue
|
||||
}
|
||||
$bytes = [System.IO.File]::ReadAllBytes($f)
|
||||
$text = [System.Text.Encoding]::UTF8.GetString($bytes)
|
||||
$found = $text.Contains($kwStr)
|
||||
Write-Host ('[' + $f + '] size=' + $bytes.Length + ' found=' + $found)
|
||||
}
|
||||
File diff suppressed because it is too large
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Reference in New Issue
Block a user