This commit is contained in:
daixiawu 2026-04-09 23:38:06 +08:00
commit a025f34368
75 changed files with 6254 additions and 11810 deletions

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[MultilingualField]
public string Desc;
public Sprite Icon;
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public Sprite GetImage(Empire empire)
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View File

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return true;
}
if (unitData.GetSkill(SkillType.UtsuhoReadyMove, out var _)
|| unitData.GetSkill(SkillType.UtsuhoReadyMoveSuper, out var _))
{
sprite = ResourceCache.Instance.SpriteCache.UtsuhoBoom;
return true;
}
//TODO 这里临时特判月兔
if (unitData.UnitType == UnitType.KaguyaFrenchReisenIllusion)
{

View File

@ -739,6 +739,9 @@ namespace Logic.Action
case UnitActionType.KomeijiRinFire:
ActionLogicDict [commonActionId] = new UnitActionKomeijiRinFire(commonActionId);
continue;
case UnitActionType.KomeijiRinCityExp:
ActionLogicDict [commonActionId] = new UnitActionKomeijiRinCityExp(commonActionId);
continue;
default:
ActionLogicDict[commonActionId] = new UnitActionAction(commonActionId);
continue;
@ -1702,6 +1705,7 @@ namespace Logic.Action
var grid = actionParams.GridData;
if (unit is null || map is null || grid is null || player is null) return false;
//如果grid上有可见的敌人,returnfalse
if (grid.VisibleUnit(map,player, out var _)) return false;

View File

@ -564,7 +564,7 @@ namespace TH1_Logic.Action
{
if (actionParams.MapData.CheckIsRealPlayer(actionParams.PlayerData.Id))
{
actionParams.PlayerData.SpendCoin(cost);
actionParams.PlayerData.AddCulturePoint(-cost);
}
}
@ -577,21 +577,21 @@ namespace TH1_Logic.Action
if (!PlayerActionCheckBaseInfo(actionParams)) return false;
var player = actionParams.PlayerData;
var heroD = player.PlayerHeroData;
//Step #2 检查英雄类型属于当前玩家阵营
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType.Giant, _actionId.GiantType,
0, out var info)) return false;
if (info.GiantCivId != actionParams.PlayerData.PlayerCivId ||
info.GiantForceId != actionParams.PlayerData.PlayerForceId) return false;
//Step #3 检查player是否拥有该英雄
if (!heroD.HasHero(_actionId.GiantType)) return false;
//Step #4 如果是玩家,检查金钱是否够,决定扣款,TODO AI目前不扣款后面要扣款
//Step #4 如果是玩家,检查文化值是否够
if (actionParams.PlayerData == actionParams.MapData.PlayerMap.SelfPlayerData)
{
var cost = heroD.GetHeroFinishTaskCost(_actionId.GiantType);
if (cost > actionParams.MapData.PlayerMap.SelfPlayerData.PlayerCoin)
if (cost > actionParams.PlayerData.PlayerCultureInfo.PlayerCulture)
return false;
}
return true;

View File

@ -43,6 +43,7 @@ namespace Logic.Action
KANAKOUNSIT,
AYAMOVEAGAIN,
KomeijiRinFire,
KomeijiRinCityExp,
}
//UnitAction单位行动逻辑类
@ -1483,4 +1484,96 @@ namespace Logic.Action
}
}
public class UnitActionKomeijiRinCityExp : UnitActionAction
{
public UnitActionKomeijiRinCityExp(CommonActionId id) : base(id)
{
}
protected override bool Execute(CommonActionParams actionParams)
{
var unit = actionParams.UnitData;
if (unit == null || !unit.Grid(actionParams.MapData, out var grid)) return false;
//Step #1 获取MahaCorpseBuff层数
if (!unit.GetSkill(SkillType.MahaCorpseBuff, out var mahaCorpseSkill)) return false;
int level = mahaCorpseSkill.Level;
if (level <= 0) return false;
//Step #2 获取当前所处的我方城市
if (!actionParams.MapData.GetCityDataByTerritoryGid(grid.Id, out var city)) return false;
if (!city.Player(actionParams.MapData, out var cityPlayer) || cityPlayer != actionParams.PlayerData) return false;
//Step #3 将MahaCorpseBuff层数转化为CityExp
Main.CityLogic.UpdateGrid_ViewOnly(actionParams.MapData, grid);
Main.CityLogic.GridGiveCityExp_LogicView(actionParams.MapData, actionParams.PlayerData, city.Grid(actionParams.MapData), city, level);
//Step #4 清除MahaCorpseBuff
unit.RemoveSkill(SkillType.MahaCorpseBuff, actionParams.MapData);
//Step #5 消耗行动点并刷新视觉
unit.ClearActionPoint();
if (unit.InMainSight())
{
unit.Renderer(actionParams.MapData)?.InstantUpdateUnit(true);
grid.Renderer(actionParams.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
}
return true;
}
public override bool CheckCan(CommonActionParams actionParams)
{
//step #1 check基本信息
if (!UnitActionCheckBaseInfo(actionParams)) return false;
//#step #2 check unit属于player
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
//#step #3 check 是IndianRin英雄
if (actionParams.UnitData.GiantType != GiantType.IndianRin) return false;
//#step #4 check unitTypeData的ActionIds里包含KomeijiRinCityExp
if (!CheckUnitTypeHasAction(actionParams)) return false;
//#step #5 check 当前unit拥有MahaCorpseBuff且层数>0
if (!actionParams.UnitData.GetSkill(SkillType.MahaCorpseBuff, out var mahaCorpseSkill) || mahaCorpseSkill.Level <= 0) return false;
//#step #6 check 当前所处我方城市领土
if (!actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var grid)) return false;
if (!actionParams.MapData.GetCityDataByTerritoryGid(grid.Id, out var city)) return false;
if (!city.Player(actionParams.MapData, out var cityPlayer) || cityPlayer != actionParams.PlayerData) return false;
return true;
}
public override bool CheckShow(CommonActionParams actionParams, out ShowType showType)
{
showType = ShowType.None;
//step #1 check基本信息
if (!UnitActionCheckBaseInfo(actionParams)) return false;
//#step #2 check unit属于player
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
//#step #3 check 是IndianRin英雄
if (actionParams.UnitData.GiantType != GiantType.IndianRin) return false;
//#step #4 check unitTypeData的ActionIds里包含KomeijiRinCityExp
if (!CheckUnitTypeHasAction(actionParams)) return false;
//#step #5 check 当前unit拥有MahaCorpseBuff且层数>0
if (!actionParams.UnitData.GetSkill(SkillType.MahaCorpseBuff, out var mahaCorpseSkill) || mahaCorpseSkill.Level <= 0) return false;
//#step #6 check 当前所处我方城市领土
if (!actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var grid)) return false;
if (!actionParams.MapData.GetCityDataByTerritoryGid(grid.Id, out var city)) return false;
if (!city.Player(actionParams.MapData, out var cityPlayer) || cityPlayer != actionParams.PlayerData) return false;
return true;
}
private bool CheckUnitTypeHasAction(CommonActionParams actionParams)
{
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(actionParams.UnitData.UnitFullType, out var info))
return false;
if (info.ActionIds == null) return false;
foreach (var actionId in info.ActionIds)
{
if (actionId.ActionType == CommonActionType.UnitAction && actionId.UnitActionType == UnitActionType.KomeijiRinCityExp)
return true;
}
return false;
}
}
}

View File

@ -253,7 +253,6 @@ namespace TH1_Logic.HeroTask
return 0;
if (Level == TargetLevel)
return 20;
//LogSystem.LogInfo($"{TargetLevel } - {Level} / {TargetLevel } / 0.2 = {(int)(1f * (TargetLevel - Level) / TargetLevel /0.2f)}");
return ((int)(1f * (TargetLevel - Level) / TargetLevel / 0.2f) + 1) * 3 + 5;
}

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@ -615,6 +615,7 @@ namespace Logic
//如果resource太少要补充
if (count < recourceCount)
{
//第一轮:在满足条件的格子上放置资源
foreach (var dir in dir8)
{
if (count >= recourceCount) break;
@ -661,6 +662,43 @@ namespace Logic
break;
}
}
//第二轮:如果第一轮没有凑够,强制改造地形来放置资源
if (count < recourceCount)
{
foreach (var dir in dir8)
{
if (count >= recourceCount) break;
if (!mapData.GridMap.GetGridDataByV2(cur + dir, out var tgrid)) continue;
if (tgrid.Resource == ResourceType.Tower) continue;
if (tgrid.Resource == ResourceType.CityCenter) continue;
switch (resource)
{
case ResourceType.Animal:
//Animal需要树林如果当前是陆地平地无树强制种树并放动物
if (tgrid.Terrain == TerrainType.Land && tgrid.Feature != TerrainFeature.Mountain
&& tgrid.Vegetation != Vegetation.Trees && tgrid.Resource != ResourceType.Animal)
{
tgrid.Vegetation = Vegetation.Trees;
tgrid.Resource = ResourceType.Animal;
count++;
}
break;
case ResourceType.Metal:
//Metal需要山脉如果当前是陆地无山强制造山并放矿
if (tgrid.Terrain == TerrainType.Land && tgrid.Feature != TerrainFeature.Mountain
&& tgrid.Resource != ResourceType.Metal)
{
tgrid.Feature = TerrainFeature.Mountain;
tgrid.Vegetation = Vegetation.None;
tgrid.Resource = ResourceType.Metal;
count++;
}
break;
default:
break;
}
}
}
}
//Debug.Log($"新增后有{count}个{resource}");
}

View File

@ -96,15 +96,20 @@ namespace Logic
OnTileClickedObservation(mapData, gridData);
return;
}
//如果没有视野播放一个动画后直接return
//如果没有视野播放一个动画后直接returnUtsuhoBase的移动高亮格子除外
if (!mapData.PlayerMap.SelfPlayerData.Sight.CheckIsInSight(gridData.Id))
{
MapRenderer.Instance.ROGridMap[gridData.Id].SetBounceAnim();
MapRenderer.Instance.ROGridMap[gridData.Id].PlayVFXForce(new GridVFXParams(GridVFXType.Fog));
CancelAllHighlight();
//UIManager.Instance.BottomInfoUI.SetBottomInfoHide();
EventManager.Publish(new HideUIInfoGridInfo() { });
return;
bool utsuhoBaseMove = MapRenderer.Instance.SelectUnitData != null
&& MapRenderer.Instance.SelectUnitData.GetSkill(SkillType.UtsuhoBase, out var _)
&& MapRenderer.Instance.ROGridMap[gridData.Id].IsMoveHighlight;
if (!utsuhoBaseMove)
{
MapRenderer.Instance.ROGridMap[gridData.Id].SetBounceAnim();
MapRenderer.Instance.ROGridMap[gridData.Id].PlayVFXForce(new GridVFXParams(GridVFXType.Fog));
CancelAllHighlight();
EventManager.Publish(new HideUIInfoGridInfo() { });
return;
}
}
bool hasUnit = gridData.MainSelfPlayerVisibleUnit(out var unitData);

View File

@ -61,6 +61,7 @@ namespace Logic.Skill
var player = self?.Player(mapData);
if (self == null || player == null) return;
self.ClearActionPoint();
if (self.Health < self.GetMaxHealth()) return;

View File

@ -61,31 +61,31 @@ namespace Logic.Skill
if (targetGrid != null && targetGrid.InMainSight())
{
targetGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, dmg));
targetGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
targetCity?.CityInfoRenderer(mapData)?.InstantUpdateCityInfo();
targetUnit.Renderer(mapData)?.InstantUpdateUnit(false);
if (!targetUnit.IsAlive())
{
targetGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
}
targetUnit.Renderer(mapData)?.InstantUpdateTryDie();
targetGrid.Renderer(mapData)?.InstantUpdateGrid();
}
if (targetUnit.IsAlive())
{
var moveVec = path[i - 1];
if (mapData.GridMap.GetGridDataByV2(moveVec, out var moveGrid))
{
Main.UnitLogic.MoveTo(mapData, playerData, selfUnit, moveGrid);
}
}
else
{
Main.UnitLogic.MoveTo(mapData, playerData, selfUnit, grid);
}
return;
// 处理提前结束截断path[i+1]及之后的部分
if (i + 1 < path.Count)
path.RemoveRange(i + 1, path.Count - (i + 1));
if (targetUnit.IsAlive())
{
// 情况1目标没死折返回前一格
path.Add(path[i - 1]);
}
// 情况2目标死了path已截断到path[i],无需额外处理
break;
}
// 构建完整路径的移动动画MoveTo内部已跳过UtsuhoBase的动画
// 构建移动动画并移动到path最终位置
if (!mapData.GridMap.GetGridDataByV2(path[^1], out var finalGrid)) return;
var originGrid = selfUnit.Grid(mapData);
if (mapData == Main.MapData && originGrid != null)
@ -100,7 +100,6 @@ namespace Logic.Skill
}
}
// 一次性移动到最终位置
Main.UnitLogic.MoveTo(mapData, playerData, selfUnit, finalGrid);
}
}

View File

@ -287,7 +287,7 @@ public enum SkillType
KomeijiRiderAdd = 249,
KomeijiFearSplash = 250,
UtsuhoBase = 251,
MahaCorpseBuff = 252,
//补充之前的bug问题
Max = 999,
}

View File

@ -941,7 +941,7 @@ namespace Logic
// MOMIJIHUNTER 技能拓展做法是让所有MOVEInfoMap -= MoveFloor
MOMIJIHUNTER_SkillHandler(mapData,unitData);
// UtsuhoBase 技能拓展:移动范围内所有格子都视为可达
// UtsuhoBase 技能拓展:移动范围内所有格子都视为可达(无视视野)
if (unitData.GetSkill(SkillType.UtsuhoBase, out var _))
{
int moveRange = unitData.FinalMoveRange(mapData);
@ -950,7 +950,6 @@ namespace Logic
{
if (!mapData.GridMap.GetGridDataByPos(i, j, out var tmpGrid)) continue;
if (mapData.GridMap.CalcDistance(gridData, tmpGrid) > moveRange) continue;
if (!playerData.Sight.CheckIsInSight(tmpGrid.Id)) continue;
FinalReachMap[i, j] = true;
}
}

View File

@ -379,11 +379,12 @@ namespace TH1Renderer
}
}
bool hasUtsuhoBase = unitData.GetSkill(SkillType.UtsuhoBase, out var _);
foreach(var targetGridData in targetGridDataList)
{
//如果不在视野 跳过
if (!playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
//如果不在视野 跳过UtsuhoBase无视视野限制
if (!hasUtsuhoBase && !playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
// --------------------------------------------------------------------------------------------------------别找了 在这呢 --------------------------------------------------------------------------------------------------------
//获得该格子具体的可操作情况(移动?攻击?友方施法?)
var sig = Main.UnitLogic.CheckUnitCanMoveOrAttack(Main.MapData, unitData, targetGridData);
@ -457,10 +458,11 @@ namespace TH1Renderer
int r = Mathf.Max((Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,unitData.UnitLevel,out var info)?info.MoveRange:0) * 2,
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,unitData.UnitLevel,out var info2)?info2.AttackRange:0);
var targetGridDataList = Main.MapData.GridMap.GetAroundGridDataSet_NOCENTER(r,r,gridData);
bool hasUtsuhoBase2 = unitData.GetSkill(SkillType.UtsuhoBase, out var _);
foreach(var targetGridData in targetGridDataList)
{
//如果不在视野 跳过
if (!playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
//如果不在视野 跳过UtsuhoBase无视视野限制
if (!hasUtsuhoBase2 && !playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
var sig = Main.UnitLogic.CheckUnitCanMoveOrAttack(Main.MapData, unitData, targetGridData);
//如果是移动目标且unit的MP>0
if ((sig == MoveAttackType.Move || sig == MoveAttackType.MoveToPort ||

View File

@ -522,20 +522,6 @@ namespace TH1_Renderer
}
public void RenderUpdateUnitSpecialSprite()
{
if (_unitData.UnitFullType.GiantType != GiantType.EgyptianMeiling) return;
if (!_unitData.GetSkill(SkillType.MEILINGREST, out var skill)) return;
if (!Table.Instance.UnitTypeDataAssets.GetUnitSprite(Main.MapData, _unitData, out var sprite))
return;
_unitMono.SpriteRenderer.sprite = sprite;
//为红美铃做额外处理
var meilingRest = skill as MeilingRestSkill;
if (meilingRest?.Sleeping ?? false)
_unitMono.SpriteRenderer.sprite = ResourceCache.Instance.SpriteCache.MeilingZzz;
}
public void RenderUpdateUnitPosition()
{

View File

@ -77,6 +77,7 @@ namespace TH1Resource
//-------- Unit 相关 --------
public Sprite MeilingZzz;
public Sprite KanakoSit;
public Sprite UtsuhoBoom;
public Dictionary<ChessType, Sprite> ChessSpriteDict = new();
public void Init()
@ -152,6 +153,7 @@ namespace TH1Resource
//-------- Unit --------
MeilingZzz = Resources.Load<Sprite>("ArtResources/TH1Units/Giant/EgyptianMeilingZzz");
KanakoSit = Resources.Load<Sprite>("ArtResources/TH1Units/Giant/GermanyKanako_Sit");
UtsuhoBoom = Resources.Load<Sprite>("ArtResources/TH1Units/Giant/IndianUtsuho_Boom");
}

View File

@ -0,0 +1,69 @@
using Logic.Multilingual;
using RuntimeData;
using TH1_Logic.Core;
using TH1_Logic.MatchConfig;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace TH1_UI.View.Info
{
public class UIInfoCultureTaskMono : MonoBehaviour
{
public Image Icon;
public TextMeshProUGUI Desc;
public TextMeshProUGUI CultureValue;
public TextMeshProUGUI ExecuteCountText;
public GameObject CompletedGroup;
public GameObject ValueGroup;
public GameObject AwardTitle;
public GameObject AwardTitlePer;
private MomentItemBase _momentItem;
private MomentSubData _momentSubData;
public void Init(MomentItemBase momentItem)
{
_momentItem = momentItem;
if (_momentItem == null) return;
var subType = _momentItem.GetMomentSubType();
if (!Table.Instance.MomentDataAssets.GetMomentSubData(subType, out _momentSubData)) return;
// 描述
if (Desc != null)
MultilingualManager.Instance.SetUIText(Desc, _momentSubData.Desc);
// 图标
if (Icon != null && _momentSubData.Icon != null)
Icon.sprite = _momentSubData.Icon;
// 文化值
if (CultureValue != null)
CultureValue.text = _momentItem.PlayerCultureValue.ToString();
}
public void UpdateInfo(PlayerData player)
{
if (_momentItem == null) return;
// 判断是否是一次性momentIsExecute为true说明是已完成的一次性
// ExecuteCount>0但IsExecute为false说明是可重复的
bool isOneTime = _momentItem.IsExecute || _momentItem.ExecuteCount == 0;
bool oneTimeCompleted = _momentItem.IsExecute;
// 一次性显示AwardTitle可重复显示AwardTitlePer
if (AwardTitle != null) AwardTitle.SetActive(isOneTime);
if (AwardTitlePer != null) AwardTitlePer.SetActive(!isOneTime);
// 执行次数
if (ExecuteCountText != null)
ExecuteCountText.text = _momentItem.ExecuteCount.ToString();
// 一次性且已完成显示CompletedGroup隐藏ValueGroup
// 否则显示ValueGroup隐藏CompletedGroup
if (CompletedGroup != null) CompletedGroup.SetActive(oneTimeCompleted);
if (ValueGroup != null) ValueGroup.SetActive(!oneTimeCompleted);
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3f62ef4c03718984fb0bde3cfb65ac92
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -205,7 +205,7 @@ namespace TH1_UI.View.Info
ForceFinishButton.gameObject.SetActive(!finished);
GoUpgradeHint.SetActive(finished);
if (cost <= Main.MapData.PlayerMap.SelfPlayerData.PlayerCoin && !finished)
if (cost <= Main.MapData.PlayerMap.SelfPlayerData.PlayerCultureInfo.PlayerCulture && !finished)
{
ForceFinishCost.color = Color.white;
ForceFinishButton.onClick.AddListener(() =>

View File

@ -10,6 +10,7 @@ using TH1_Core.Events;
using TH1_Core.Managers;
using TH1_Logic.Action;
using TH1_Logic.Core;
using TH1_Logic.MatchConfig;
using TMPro;
using Unity.Collections;
using UnityEngine;
@ -42,6 +43,11 @@ namespace TH1_UI.View.Info
public GameObject UIInfoCultureCardMonoPrefab;
private List<UIInfoCultureCardMono> _cultureCardList = new List<UIInfoCultureCardMono>();
[Header("文化任务区域")]
public GameObject CultureTaskArea;
public GameObject UIInfoCultureTaskMonoPrefab;
private List<UIInfoCultureTaskMono> _cultureTaskList = new List<UIInfoCultureTaskMono>();
private GiantType _choiceGiantType;
private bool _alreadyMatchStart;
@ -68,6 +74,7 @@ namespace TH1_UI.View.Info
SetupPool();
SetupPickedList();
SetupCultureCards();
SetupCultureTasks();
_alreadyMatchStart = true;
}
private void SetupPickedList()
@ -77,10 +84,12 @@ namespace TH1_UI.View.Info
var heroList = player.PlayerHeroData.HeroList;
// 收集可用的未被pick的Pool英雄用于给多个blank槽位分配不同的默认选项
// 收集可用的未被pick的Pool英雄第一个blank槽位优先使用当前选中的英雄
var availablePool = new List<GiantType>();
if (_choiceGiantType != GiantType.None)
availablePool.Add(_choiceGiantType);
foreach (var t in Pool)
if (!t.Picked) availablePool.Add(t.GiantType);
if (!t.Picked && t.GiantType != _choiceGiantType) availablePool.Add(t.GiantType);
int availableIdx = 0;
for (int i = 0; i < 3; i++)
@ -104,12 +113,12 @@ namespace TH1_UI.View.Info
}
}
private void SetupPool()
private void SetupPool()
{
if (Pool.Count < 5 ) return;
var player = Main.MapData.PlayerMap.SelfPlayerData;
//Step #1 先设置Pool的对象图样
bool firstSelect = true;
for (int i = 0; i < 5; i++)
@ -119,7 +128,11 @@ namespace TH1_UI.View.Info
bool picked = player.PlayerHeroData.HasHero(giantType);
bool selected = !picked && firstSelect;
Pool[i].SetupContent(player.CivEnum,player.ForceEnum,ch,OnPoolSelect,picked,selected);
if (selected) firstSelect = false;
if (selected)
{
firstSelect = false;
_choiceGiantType = giantType;
}
}
}
@ -168,7 +181,10 @@ namespace TH1_UI.View.Info
//Step #5 更新市政卡
UpdateCultureCards();
//Step #6 强制递归重建布局修复首次打开时Layout错乱
//Step #6 更新文化任务
UpdateCultureTasks();
//Step #7 强制递归重建布局修复首次打开时Layout错乱
RebuildLayoutRecursive(TwoPanelTransform);
}
@ -189,10 +205,12 @@ namespace TH1_UI.View.Info
var heroList = player.PlayerHeroData.HeroList;
// 收集可用的未被pick的Pool英雄用于给多个blank槽位分配不同的默认选项
// 收集可用的未被pick的Pool英雄第一个blank槽位优先使用当前选中的英雄
var availablePool = new List<GiantType>();
if (_choiceGiantType != GiantType.None)
availablePool.Add(_choiceGiantType);
foreach (var t in Pool)
if (!t.Picked) availablePool.Add(t.GiantType);
if (!t.Picked && t.GiantType != _choiceGiantType) availablePool.Add(t.GiantType);
int availableIdx = 0;
for (int i = 0; i < 3; i++)
@ -305,6 +323,41 @@ namespace TH1_UI.View.Info
}
}
public void SetupCultureTasks()
{
if (CultureTaskArea == null || UIInfoCultureTaskMonoPrefab == null) return;
// 清除旧的实例
foreach (var old in _cultureTaskList)
if (old != null) Destroy(old.gameObject);
_cultureTaskList.Clear();
var player = Main.MapData.PlayerMap.SelfPlayerData;
var cultureMoments = player.MomentData.GetCultureMoment();
foreach (var momentItem in cultureMoments)
{
var go = Instantiate(UIInfoCultureTaskMonoPrefab, CultureTaskArea.transform);
var mono = go.GetComponent<UIInfoCultureTaskMono>();
if (mono == null) continue;
mono.Init(momentItem);
mono.UpdateInfo(player);
_cultureTaskList.Add(mono);
}
}
public void UpdateCultureTasks()
{
if (CultureTaskArea == null) return;
var player = Main.MapData.PlayerMap.SelfPlayerData;
foreach (var task in _cultureTaskList)
{
if (task != null && task.gameObject.activeSelf)
task.UpdateInfo(player);
}
}
public void CloseView()
{
AudioManager.Instance.StopMusic();