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@ -108,7 +108,7 @@ namespace TH1_Core.Events
|
||||
|
||||
private void HandleShowUIInteractionCityUpgrade(ShowUIInteractionCityUpgrade evt)
|
||||
{
|
||||
PresentationManager.EnqueueTask(new UISequencerTask(ViewControllerManager.UIInterationCityUpgradeController, evt));
|
||||
PresentationManager.EnqueueTask(new UISequencerTask(ViewControllerManager.UIInterationCityLevelupController, evt));
|
||||
}
|
||||
|
||||
private void HandleChoiceUIInteractionCityUpgrade(ChoiceUIInteractionCityUpgrade evt)
|
||||
|
||||
@ -9,17 +9,33 @@ using UnityEngine;
|
||||
public class MobilityDataAssets : ScriptableObject
|
||||
{
|
||||
public List<MobilityTypeInfo> MobilityTypeInfoList;
|
||||
|
||||
public List<LandTypeInfo> LandTypeInfoList;
|
||||
|
||||
public string GetLandTypeText_DECODE(LandType landType)
|
||||
{
|
||||
foreach(var item in LandTypeInfoList)
|
||||
if (item.LandType == landType)
|
||||
return MultilingualManager.Instance.GetMultilingualText(uint.Parse(item.LandName));
|
||||
return "-";
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class MobilityTypeInfo
|
||||
{
|
||||
public LandType MobilityType;
|
||||
public List<MobilityType> MobilityGroup;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class LandTypeInfo
|
||||
{
|
||||
public LandType LandType;
|
||||
[MultilingualField]
|
||||
public string LandName;
|
||||
}
|
||||
[Serializable]
|
||||
public enum MobilityType{Sky,Ground,Water,Port,Ashore}
|
||||
|
||||
[Serializable]
|
||||
public enum LandType { None,LandAndPort,WaterAndAshore,LandOnly,WaterOnly,LandAndWater,Fly}
|
||||
public enum LandType { None,LandAndPort,WaterAndAshore,LandOnly,WaterOnly,LandAndWater,Fly}
|
||||
|
||||
@ -87,6 +87,7 @@ public class Table
|
||||
public TextDataAssets TextDataAssets;
|
||||
public ProjectileTypeDataAssets ProjectileTypeDataAssets;
|
||||
public GeoDataAssets GeoDataAssets;
|
||||
public MobilityDataAssets MobilityDataAssets;
|
||||
|
||||
|
||||
//public AchievementAsset AchievementAsset;
|
||||
@ -145,8 +146,9 @@ public class Table
|
||||
TextDataAssets = Resources.Load<TextDataAssets>("Export/TextDataAssets");
|
||||
HeroDataAssets = Resources.Load<HeroDataAssets>("Export/HeroDataAssets");
|
||||
GeoDataAssets = Resources.Load<GeoDataAssets>("Export/GeoDataAssets");
|
||||
MobilityDataAssets = Resources.Load<MobilityDataAssets>("Export/MobilityDataAssets");
|
||||
|
||||
//不用导表
|
||||
//不用多语言导表
|
||||
AnimDataAssets = Resources.Load<AnimDataAssets>("DataAssets/AnimDataAssets");
|
||||
ColorDataAssets = Resources.Load<ColorDataAssets>("DataAssets/ColorDataAssets");
|
||||
ProjectileTypeDataAssets = Resources.Load<ProjectileTypeDataAssets>("DataAssets/ProjectileTypeDataAssets");
|
||||
|
||||
@ -1291,11 +1291,16 @@ namespace Logic.Action
|
||||
|
||||
protected override bool Execute(CommonActionParams actionParams)
|
||||
{
|
||||
//必须传入参数 paramMap paramCity
|
||||
//需要参数:paramMap paramCity paramGrid paramPlayer
|
||||
|
||||
//鲁棒性判断
|
||||
if (actionParams.CityData == null) return false;
|
||||
if (!actionParams.MapData.GetGridDataByCityId(actionParams.CityData.Id, out var gridData)) return false;
|
||||
if (!actionParams.MapData.GetGridDataByCityId(actionParams.CityData.Id, out var paramGrid)) return false;
|
||||
if (actionParams.CityData.CityLevelUpPoint <= 0) return false;
|
||||
if (!actionParams.MapData.GetPlayerDataByCityId(actionParams.CityData.Id, out var playerData)) return false;
|
||||
if (!actionParams.MapData.GetPlayerDataByCityId(actionParams.CityData.Id, out var paramPlayer)) return false;
|
||||
var paramMap = actionParams.MapData;
|
||||
var paramCity = actionParams.CityData;
|
||||
actionParams.CityData.CityLevelUpPoint --;
|
||||
|
||||
|
||||
@ -1305,30 +1310,33 @@ namespace Logic.Action
|
||||
//main.InputLogic.LockInput();
|
||||
|
||||
// 2. 创建探索者,然后一边处理逻辑一边处理视觉,这里暂时用了maprenderer 来负责
|
||||
MapRenderer.Instance.CreateTemporaryExplorer(actionParams.MapData,gridData, 3f);
|
||||
MapRenderer.Instance.CreateTemporaryExplorer(actionParams.MapData,paramGrid, 3f);
|
||||
|
||||
actionParams.CityData.SetCityRenderer(actionParams.MapData);
|
||||
paramCity.SetCityRenderer(actionParams.MapData);
|
||||
return true;
|
||||
}
|
||||
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.Workshop)
|
||||
{
|
||||
actionParams.CityData.Workshop = true;
|
||||
actionParams.CityData.SetCityRenderer(actionParams.MapData);
|
||||
paramCity.Workshop = true;
|
||||
paramCity.SetCityRenderer(actionParams.MapData);
|
||||
if((paramGrid?.InMainSight()??false) && paramPlayer == Main.MapData.PlayerMap.SelfPlayerData)
|
||||
paramGrid.Renderer(paramMap)?.PlayVFX(new GridVFXParams(GridVFXType.Luxury));
|
||||
return true;
|
||||
}
|
||||
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.CityWealth)
|
||||
{
|
||||
playerData.AddCoin(5);
|
||||
actionParams.CityData.SetCityRenderer(actionParams.MapData);
|
||||
paramPlayer.AddCoin(5);
|
||||
paramCity.SetCityRenderer(paramMap);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.CityWall)
|
||||
{
|
||||
actionParams.CityData.CityWall = true;
|
||||
gridData.Renderer(actionParams.MapData)?.InstantUpdateGrid(true);
|
||||
paramCity.CityWall = true;
|
||||
paramGrid?.Renderer(paramMap)?.InstantUpdateGrid(true);
|
||||
paramGrid?.Renderer(paramMap)?.PlayVFX(new GridVFXParams(GridVFXType.Fog));
|
||||
//如果city上有单位,也要更新单位的渲染
|
||||
if (actionParams.MapData.GetUnitDataByGid(gridData.Id, out var unit)
|
||||
if (actionParams.MapData.GetUnitDataByGid(paramGrid.Id, out var unit)
|
||||
&& unit.InMainSight())
|
||||
unit.Renderer(actionParams.MapData)?.InstantUpdateUnit(true);
|
||||
return true;
|
||||
@ -1341,13 +1349,13 @@ namespace Logic.Action
|
||||
|
||||
|
||||
//要更新玩家所有城市所有格子的levelbuilding
|
||||
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,playerData.Id);
|
||||
Main.PlayerLogic.UpdateTerritoryAllBuildingLevel(actionParams.MapData,paramPlayer.Id);
|
||||
|
||||
//更新所有国家的联通情况
|
||||
Main.PlayerLogic.UpdateAllPlayerConnected(actionParams.MapData);
|
||||
|
||||
//更新特殊占领技能
|
||||
if(playerData.TechTree.CheckIfHasTechAtom(TechAtom.KaguyaFrenchNapoleonicCode))
|
||||
if(paramPlayer.TechTree.CheckIfHasTechAtom(TechAtom.KaguyaFrenchNapoleonicCode))
|
||||
Main.PlayerLogic.SetCityTerritoryGridSp(actionParams.MapData,actionParams.CityData,GridSpType.KaguyaGrid);
|
||||
|
||||
return true;
|
||||
@ -1356,10 +1364,7 @@ namespace Logic.Action
|
||||
{
|
||||
//Step #2 逻辑层 & 表现层 :city获得exp
|
||||
var exp = 3;
|
||||
Main.CityLogic.GridGiveCityExp(actionParams.MapData,actionParams.PlayerData,actionParams.CityData?.Grid(actionParams.MapData),actionParams.CityData,exp);
|
||||
|
||||
//Main.CityLogic.CityUpdateExp(actionParams.MapData,actionParams.CityData,3);
|
||||
//actionParams.CityData.SetCityRenderer(actionParams.MapData);
|
||||
Main.CityLogic.GridGiveCityExp(actionParams.MapData,paramPlayer,actionParams.CityData?.Grid(actionParams.MapData),actionParams.CityData,exp);
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -1367,23 +1372,25 @@ namespace Logic.Action
|
||||
{
|
||||
actionParams.CityData.ParkCount++;
|
||||
actionParams.CityData.SetCityRenderer(actionParams.MapData);
|
||||
if((paramGrid?.InMainSight()??false) && paramPlayer == Main.MapData.PlayerMap.SelfPlayerData)
|
||||
paramGrid.Renderer(paramMap)?.PlayVFX(new GridVFXParams(GridVFXType.Luxury));
|
||||
return true;
|
||||
}
|
||||
|
||||
if (_actionId.CityLevelUpActionType == CityLevelUpActionType.BigGuy)
|
||||
{
|
||||
if(actionParams.MapData.GetUnitDataByGid(gridData.Id,out var unitData))
|
||||
Main.UnitLogic.PassiveMoveAway(actionParams.MapData, unitData);
|
||||
if(actionParams.MapData.GetUnitDataByGid(paramGrid.Id,out var unitData))
|
||||
Main.UnitLogic.PassiveMoveAway(paramMap, unitData);
|
||||
var fullType = new UnitFullType(UnitType.BigGuy, GiantType.None, 0);
|
||||
if(actionParams.PlayerData.PlayerCivId == 1 && actionParams.PlayerData.PlayerForceId == 1)
|
||||
if(paramPlayer.PlayerCivId == 1 && paramPlayer.PlayerForceId == 1)
|
||||
fullType = new UnitFullType(UnitType.KaguyaFrenchWolf, GiantType.None, 0);
|
||||
if(actionParams.PlayerData.PlayerCivId == 0 && actionParams.PlayerData.PlayerForceId == 0)
|
||||
if(paramPlayer.PlayerCivId == 0 && paramPlayer.PlayerForceId == 0)
|
||||
fullType = new UnitFullType(UnitType.RemiliaEgyptianKoakuma, GiantType.None, 0);
|
||||
if(actionParams.PlayerData.PlayerCivId == 2 && actionParams.PlayerData.PlayerForceId == 2)
|
||||
if(paramPlayer.PlayerCivId == 2 && paramPlayer.PlayerForceId == 2)
|
||||
fullType = new UnitFullType(UnitType.MoriyaHebi, GiantType.None, 3);
|
||||
if (!actionParams.MapData.AddUnitData(gridData.Id, actionParams.CityData.Id,fullType ,out var _))
|
||||
if (!actionParams.MapData.AddUnitData(paramGrid.Id, actionParams.CityData.Id,fullType ,out var _))
|
||||
return false;
|
||||
actionParams.CityData.SetCityRenderer(actionParams.MapData);
|
||||
paramCity.SetCityRenderer(paramMap);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@ -42,6 +42,7 @@ namespace TH1Renderer
|
||||
BigLuckyText,
|
||||
UnluckyText,
|
||||
BigUnluckyText,
|
||||
Luxury,
|
||||
};
|
||||
|
||||
|
||||
@ -123,6 +124,7 @@ namespace TH1Renderer
|
||||
GridVFXType.BigLuckyText => new HealGridVFXRenderer(param),
|
||||
GridVFXType.UnluckyText => new HealGridVFXRenderer(param),
|
||||
GridVFXType.BigUnluckyText => new HealGridVFXRenderer(param),
|
||||
GridVFXType.Luxury => new HealGridVFXRenderer(param),
|
||||
_ => null
|
||||
};
|
||||
}
|
||||
@ -150,6 +152,7 @@ namespace TH1Renderer
|
||||
dict[GridVFXType.BigLuckyText] = Create(new GridVFXParams(GridVFXType.BigLuckyText,ResourceCache.Instance.AnimCache.GridVFXHeal,ResourceCache.Instance.SpriteCache.GridVFXBigLuckyText,_effect.transform.Find("CommonVFX")?.gameObject));
|
||||
dict[GridVFXType.UnluckyText] = Create(new GridVFXParams(GridVFXType.UnluckyText,ResourceCache.Instance.AnimCache.GridVFXHeal,ResourceCache.Instance.SpriteCache.GridVFXUnluckyText,_effect.transform.Find("CommonVFX")?.gameObject));
|
||||
dict[GridVFXType.BigUnluckyText] = Create(new GridVFXParams(GridVFXType.BigUnluckyText,ResourceCache.Instance.AnimCache.GridVFXHeal,ResourceCache.Instance.SpriteCache.GridVFXBigUnluckyText,_effect.transform.Find("CommonVFX")?.gameObject));
|
||||
dict[GridVFXType.Luxury] = Create(new GridVFXParams(GridVFXType.Luxury,ResourceCache.Instance.AnimCache.GridVFXHeal,ResourceCache.Instance.SpriteCache.GridVFXLuxury,_effect.transform.Find("CommonVFX")?.gameObject));
|
||||
|
||||
|
||||
//Die相关
|
||||
|
||||
@ -71,6 +71,7 @@ namespace TH1Resource
|
||||
public Sprite GridVFXBigLuckyText;
|
||||
public Sprite GridVFXUnluckyText;
|
||||
public Sprite GridVFXBigUnluckyText;
|
||||
public Sprite GridVFXLuxury;
|
||||
|
||||
|
||||
//-------- Unit 相关 --------
|
||||
@ -146,6 +147,7 @@ namespace TH1Resource
|
||||
GridVFXBigLuckyText = Resources.Load<Sprite>("ArtResources/TH1VFX/TH1VFX_BigLuckyText");
|
||||
GridVFXUnluckyText = Resources.Load<Sprite>("ArtResources/TH1VFX/TH1VFX_UnluckyText");
|
||||
GridVFXBigUnluckyText = Resources.Load<Sprite>("ArtResources/TH1VFX/TH1VFX_BigUnluckyText");
|
||||
GridVFXLuxury = Resources.Load<Sprite>("ArtResources/TH1VFX/TH1VFX_Luxury");
|
||||
|
||||
//-------- Unit --------
|
||||
MeilingZzz = Resources.Load<Sprite>("ArtResources/TH1Units/Giant/EgyptianMeilingZzz");
|
||||
|
||||
@ -0,0 +1,154 @@
|
||||
// 文件位置建议: Assets/Scripts/TH1_UI/Controller/UIAnnounceMajorEventController.cs
|
||||
|
||||
using System;
|
||||
using Logic;
|
||||
using Logic.Action;
|
||||
using TH1_Core.Events;
|
||||
using TH1_Core.Managers;
|
||||
using TH1_Logic.Core;
|
||||
using TH1_UI.Controller.Base;
|
||||
using TH1_UI.View.Interaction;
|
||||
using UI.Common;
|
||||
using UnityEngine;
|
||||
|
||||
// 确保这里引用了View脚本的命名空间
|
||||
|
||||
namespace TH1_UI.Controller.Interaction
|
||||
{
|
||||
/// <summary>
|
||||
/// 重大事件公告界面的控制器。
|
||||
/// 它的职责是处理玩家相遇、玩家被消灭之类的宣告
|
||||
/// </summary>
|
||||
public class UIInteractionCityLevelupController : ViewController<UIInteractionCityLevelupView> // 泛型参数是对应的View脚本
|
||||
{
|
||||
|
||||
CommonActionId _actionA;
|
||||
CommonActionId _actionB;
|
||||
CommonActionParams _paramA;
|
||||
CommonActionParams _paramB;
|
||||
|
||||
|
||||
public UIInteractionCityLevelupController() { }
|
||||
|
||||
protected override void RegisterEventCallback()
|
||||
{
|
||||
base.RegisterEventCallback();
|
||||
if (WindowScript != null)
|
||||
{
|
||||
//WindowScript.OnChoiceMade += _OnChoiceMadeHandler;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
protected override void UnregisterEventCallback()
|
||||
{
|
||||
if (WindowScript != null)
|
||||
{
|
||||
//WindowScript.OnChoiceMade -= _OnChoiceMadeHandler;
|
||||
}
|
||||
base.UnregisterEventCallback();
|
||||
}
|
||||
|
||||
protected override void OnOpen()
|
||||
{
|
||||
base.OnOpen();
|
||||
// 检查暂存的参数是否存在且类型正确
|
||||
if (_openParameter is ShowUIInteractionCityUpgrade evt)
|
||||
{
|
||||
// 使用接收到的数据设置UI内容
|
||||
if (WindowScript != null)
|
||||
{
|
||||
PrepareActionChoice((uint)evt.CityId, (uint)evt.CityLevel);
|
||||
//Param1 = cid Param2 = cityLv
|
||||
WindowScript.SetContent(evt.CityId, _actionA,_actionB,_paramA,_paramB,OnChoice);
|
||||
}
|
||||
}
|
||||
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("[UIAnnounceMajorEventController] Opened without valid parameters.");
|
||||
if (WindowScript != null)
|
||||
{
|
||||
//WindowScript.SetContent("警告", "内容未提供");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void _OnBtnCloseClick()
|
||||
{
|
||||
Close();
|
||||
}
|
||||
|
||||
private void PrepareActionChoice(uint cid,uint cityLevel)
|
||||
{
|
||||
if (!Main.MapData.CityMap.GetCityById(cid, out var cityData)) return;
|
||||
_paramA = new CommonActionParams(Main.MapData, cityData: cityData);
|
||||
_paramB = new CommonActionParams(Main.MapData, cityData: cityData);
|
||||
if (cityLevel == 2)
|
||||
{
|
||||
|
||||
_actionB = new CommonActionId()
|
||||
{
|
||||
ActionType = CommonActionType.CityLevelUpAction,
|
||||
CityLevelUpActionType = CityLevelUpActionType.Explorer
|
||||
};
|
||||
_actionA = new CommonActionId()
|
||||
{
|
||||
ActionType = CommonActionType.CityLevelUpAction,
|
||||
CityLevelUpActionType = CityLevelUpActionType.Workshop
|
||||
};
|
||||
}
|
||||
|
||||
if (cityLevel == 3)
|
||||
{
|
||||
_actionA = new CommonActionId()
|
||||
{
|
||||
ActionType = CommonActionType.CityLevelUpAction,
|
||||
CityLevelUpActionType = CityLevelUpActionType.CityWall
|
||||
};
|
||||
_actionB = new CommonActionId()
|
||||
{
|
||||
ActionType = CommonActionType.CityLevelUpAction,
|
||||
CityLevelUpActionType = CityLevelUpActionType.CityWealth
|
||||
};
|
||||
}
|
||||
if (cityLevel == 4)
|
||||
{
|
||||
_actionA = new CommonActionId()
|
||||
{
|
||||
ActionType = CommonActionType.CityLevelUpAction,
|
||||
CityLevelUpActionType = CityLevelUpActionType.Population
|
||||
};
|
||||
_actionB = new CommonActionId()
|
||||
{
|
||||
ActionType = CommonActionType.CityLevelUpAction,
|
||||
CityLevelUpActionType = CityLevelUpActionType.Expand
|
||||
};
|
||||
|
||||
}
|
||||
if (cityLevel == 5)
|
||||
{
|
||||
_actionA = new CommonActionId()
|
||||
{
|
||||
ActionType = CommonActionType.CityLevelUpAction,
|
||||
CityLevelUpActionType = CityLevelUpActionType.Park
|
||||
};
|
||||
_actionB = new CommonActionId()
|
||||
{
|
||||
ActionType = CommonActionType.CityLevelUpAction,
|
||||
CityLevelUpActionType = CityLevelUpActionType.BigGuy
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//点击城市升级选项后,走这个函数
|
||||
private void OnChoice(CommonActionId actionId,CommonActionParams param)
|
||||
{
|
||||
var action = ActionLogicFactory.GetActionLogic(actionId);
|
||||
action.CompleteExecute(param);
|
||||
Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,95 +0,0 @@
|
||||
// 文件位置建议: Assets/Scripts/TH1_UI/Controller/UIAnnounceMajorEventController.cs
|
||||
|
||||
using Logic;
|
||||
using Logic.Action;
|
||||
using TH1_Core.Events;
|
||||
using TH1_Core.Managers;
|
||||
using TH1_Logic.Core;
|
||||
using TH1_UI.Controller.Base;
|
||||
using TH1_UI.View.Interaction;
|
||||
using UnityEngine;
|
||||
|
||||
// 确保这里引用了View脚本的命名空间
|
||||
|
||||
namespace TH1_UI.Controller.Interaction
|
||||
{
|
||||
/// <summary>
|
||||
/// 重大事件公告界面的控制器。
|
||||
/// 它的职责是处理玩家相遇、玩家被消灭之类的宣告
|
||||
/// </summary>
|
||||
public class UIInteractionCityUpgradeController : ViewController<UIInteractionCityUpgradeView> // 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 UIInteractionCityUpgradeController() { }
|
||||
|
||||
protected override void RegisterEventCallback()
|
||||
{
|
||||
base.RegisterEventCallback();
|
||||
if (WindowScript != null)
|
||||
{
|
||||
WindowScript.OnChoiceMade += _OnChoiceMadeHandler;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
protected override void UnregisterEventCallback()
|
||||
{
|
||||
if (WindowScript != null)
|
||||
{
|
||||
WindowScript.OnChoiceMade -= _OnChoiceMadeHandler;
|
||||
}
|
||||
base.UnregisterEventCallback();
|
||||
}
|
||||
|
||||
protected override void OnOpen()
|
||||
{
|
||||
base.OnOpen();
|
||||
// 检查暂存的参数是否存在且类型正确
|
||||
if (_openParameter is ShowUIInteractionCityUpgrade evt)
|
||||
{
|
||||
// 使用接收到的数据设置UI内容
|
||||
if (WindowScript != null)
|
||||
{
|
||||
//Param1 = cid Param2 = cityLv
|
||||
WindowScript.SetContent(evt.CityId, evt.CityLevel);
|
||||
}
|
||||
}
|
||||
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("[UIAnnounceMajorEventController] Opened without valid parameters.");
|
||||
if (WindowScript != null)
|
||||
{
|
||||
//WindowScript.SetContent("警告", "内容未提供");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void _OnChoiceMadeHandler(CommonActionId choiceId)
|
||||
{
|
||||
if (WindowScript != null)
|
||||
{
|
||||
var eventData = new ChoiceUIInteractionCityUpgrade
|
||||
{
|
||||
Map = Main.MapData,
|
||||
CityId = (uint)WindowScript.CurrentCityID,
|
||||
ChoiceActionId = choiceId
|
||||
};
|
||||
EventManager.Publish(eventData);
|
||||
|
||||
Debug.Log($"玩家对城市 {eventData.CityId} 做出了选择, 选项ID: {eventData.ChoiceActionId}. 事件已发布。");
|
||||
}
|
||||
|
||||
Close();
|
||||
}
|
||||
|
||||
|
||||
void _OnBtnCloseClick()
|
||||
{
|
||||
Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -31,7 +31,7 @@ namespace TH1_UI.Core
|
||||
public static UIAnnounceMajorEventController UIAnnounceMajorEventController { get { return _announceMajorEventController; } }
|
||||
public static UIAnnounceDiplomacyController UIAnnounceDiplomacyController { get { return _announceDiplomacyController; } }
|
||||
// ================================================= Interaction ================================================================
|
||||
public static UIInteractionCityUpgradeController UIInterationCityUpgradeController { get { return _interactionCityUpgradeController; } }
|
||||
public static UIInteractionCityLevelupController UIInterationCityLevelupController { get { return _interactionCityLevelupController; } }
|
||||
public static UIInteractionDiplomacyOfferAllyController UIInteractionDiplomacyOfferAllyController { get { return _interactionDiplomacyOfferAllyController; } }
|
||||
|
||||
// ================================================= Info ================================================================
|
||||
@ -77,7 +77,7 @@ namespace TH1_UI.Core
|
||||
_announceDiplomacyController = _CreateView<UIAnnounceDiplomacyController>("Announce", UIResourceName.ViewAnnounceDiplomacy, ViewDestroyDomain.None,UIRootType.PresentationUI);
|
||||
|
||||
// ================================================= Interaction ================================================================
|
||||
_interactionCityUpgradeController = _CreateView<UIInteractionCityUpgradeController>("Interaction", UIResourceName.ViewInteractionCityUpgrade, ViewDestroyDomain.None,UIRootType.PresentationUI);
|
||||
_interactionCityLevelupController = _CreateView<UIInteractionCityLevelupController>("Interaction", UIResourceName.ViewInteractionCityUpgrade, ViewDestroyDomain.None,UIRootType.PresentationUI);
|
||||
_interactionDiplomacyOfferAllyController = _CreateView<UIInteractionDiplomacyOfferAllyController>("Interaction",UIResourceName.ViewInteractionDiplomacyOfferAlly, ViewDestroyDomain.None,UIRootType.PresentationUI);
|
||||
|
||||
// ================================================= Info ================================================================
|
||||
@ -205,7 +205,7 @@ namespace TH1_UI.Core
|
||||
private static UIAnnounceMajorEventController _announceMajorEventController = null;
|
||||
private static UIAnnounceDiplomacyController _announceDiplomacyController = null;
|
||||
|
||||
private static UIInteractionCityUpgradeController _interactionCityUpgradeController = null;
|
||||
private static UIInteractionCityLevelupController _interactionCityLevelupController = null;
|
||||
private static UIInteractionDiplomacyOfferAllyController _interactionDiplomacyOfferAllyController = null;
|
||||
|
||||
private static UIInfoDiplomacyController _infoDiplomacyController = null;
|
||||
|
||||
@ -0,0 +1,60 @@
|
||||
using System;
|
||||
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 UIInfoGridInfoItemInfoMono : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||
{
|
||||
public TextMeshProUGUI HintTitleText;
|
||||
public TextMeshProUGUI ValueText;
|
||||
public Image Icon;
|
||||
|
||||
private Action<GiantType> _onClickCallback;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 默认隐藏HintTitleText
|
||||
if (HintTitleText != null)
|
||||
{
|
||||
HintTitleText.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 外部设置ValueText的内容
|
||||
/// </summary>
|
||||
/// <param name="content">要显示的文本</param>
|
||||
public void SetValueText(string content)
|
||||
{
|
||||
if (ValueText != null)
|
||||
{
|
||||
ValueText.text = content;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当鼠标指针进入UI元素时调用
|
||||
/// </summary>
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
if (HintTitleText != null)
|
||||
{
|
||||
HintTitleText.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当鼠标指针离开UI元素时调用
|
||||
/// </summary>
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
if (HintTitleText != null)
|
||||
{
|
||||
HintTitleText.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d7f5f6efac90914da9baac26144c900
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -28,6 +28,13 @@ namespace TH1_UI.View.Info
|
||||
{
|
||||
public Button closeButton;
|
||||
public ViDelegateAssisstant.Dele OnBtnCloseClick;
|
||||
|
||||
[Header("Color相关")]
|
||||
public Image BGUnder;
|
||||
public Image BGSurface;
|
||||
public Image BGSun;
|
||||
public Image BGDiamond;
|
||||
|
||||
|
||||
[Header("GridInfo相关")]
|
||||
public GameObject GridInfoArea;
|
||||
@ -64,6 +71,7 @@ namespace TH1_UI.View.Info
|
||||
public TextMeshProUGUI UnitInfoHealthTxt;
|
||||
public TextMeshProUGUI UnitInfoMoveTxt;
|
||||
public TextMeshProUGUI UnitInfoRangeTxt;
|
||||
public TextMeshProUGUI UnitInfoMobilityTxt;
|
||||
public HintTrigger UnitInfoHint;
|
||||
|
||||
[Header("TaskInfo相关")]
|
||||
@ -156,7 +164,7 @@ namespace TH1_UI.View.Info
|
||||
SetContentTask(evt);
|
||||
LayoutRebuilder.ForceRebuildLayoutImmediate(VerticalGroup);
|
||||
}
|
||||
|
||||
|
||||
private void SetContentAvatar(ShowUIInfoGridInfo evt)
|
||||
{
|
||||
AvatarArea.SetActive(true);
|
||||
@ -177,6 +185,9 @@ namespace TH1_UI.View.Info
|
||||
AvatarTitleArea.SetActive(false);
|
||||
AvatarHint.SetActive(false);
|
||||
Avatar.SetActive(false);
|
||||
|
||||
//设置中立领土颜色
|
||||
SetColor(Table.Instance.PlayerDataAssets.CommonColor);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -184,6 +195,9 @@ namespace TH1_UI.View.Info
|
||||
AvatarHint.SetActive(true);
|
||||
Avatar.SetActive(true);
|
||||
|
||||
Table.Instance.PlayerDataAssets.GetPlayerInfo(player, out var playerInfo);
|
||||
SetColor(playerInfo?.Color ?? Color.black);
|
||||
|
||||
if(!Main.MapData.PlayerMap.SelfPlayerData.MeetPlayers.Contains(player.Id))
|
||||
{
|
||||
AvatarBtn.onClick.RemoveAllListeners();
|
||||
@ -206,6 +220,14 @@ namespace TH1_UI.View.Info
|
||||
});
|
||||
}
|
||||
|
||||
private void SetColor(Color color)
|
||||
{
|
||||
var colorUnder = color;
|
||||
colorUnder.a = 0.4f;
|
||||
BGUnder.color = colorUnder;
|
||||
var colorSun = color;
|
||||
|
||||
}
|
||||
|
||||
private void SetContentGrid(ShowUIInfoGridInfo evt)
|
||||
{
|
||||
@ -378,6 +400,7 @@ namespace TH1_UI.View.Info
|
||||
UnitInfoDefendTxt.text = unitData.GetDefenseShowString(Main.MapData);
|
||||
UnitInfoMoveTxt.text = unitData.GetMoveRangeShowString(Main.MapData);
|
||||
UnitInfoRangeTxt.text = unitData.GetAttackRangeShowString(Main.MapData);
|
||||
UnitInfoMobilityTxt.text = Table.Instance.MobilityDataAssets.GetLandTypeText_DECODE(unitTypeInfo.LandType);
|
||||
|
||||
//Step #4 处理Giant Hint
|
||||
bool isgiant = unitData.UnitFullType.UnitType is UnitType.Giant or UnitType.GiantJuggernaut;
|
||||
|
||||
@ -0,0 +1,52 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Logic;
|
||||
using Logic.Action;
|
||||
using Logic.Multilingual;
|
||||
using RuntimeData;
|
||||
using TH1_Logic.Core;
|
||||
using TH1_UI.View.Announce;
|
||||
using TH1_UI.View.Info;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TH1_UI.View.Interaction
|
||||
{
|
||||
public class UIInteractionCityLevelupView : Base.View
|
||||
{
|
||||
|
||||
public TextMeshProUGUI Title;
|
||||
public MultilingualTextMono TitleMultilingual;
|
||||
public UIInfoCommonBaseActionCircleMono ChoiceCircleA;
|
||||
public UIInfoCommonBaseActionCircleMono ChoiceCircleB;
|
||||
|
||||
|
||||
public ViDelegateAssisstant.Dele OnItemClick;
|
||||
protected override void OnInit()
|
||||
{
|
||||
base.OnInit();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void SetContent(int cid, CommonActionId choiceA,CommonActionId choiceB,CommonActionParams choiceParamA,CommonActionParams choiceParamB,Action<CommonActionId,CommonActionParams> onChoice)
|
||||
{
|
||||
//Step #1 设置城市标题
|
||||
if (Main.MapData.CityMap.GetCityById((uint)cid, out var city)
|
||||
&& Table.Instance.CivDataAssets.GetCityInfo(city.Name, out var cityInfo)
|
||||
&& uint.TryParse(cityInfo.CityName, out var mid))
|
||||
MultilingualManager.Instance.SetUIText(Title,TitleMultilingual.ID.ToString(),new List<string>(){MultilingualManager.Instance.GetMultilingualText(mid)});
|
||||
|
||||
//Step #2 设置ChoiceA
|
||||
ChoiceCircleA.SetContent(choiceA,ActionCantType.None,choiceParamA,onChoice);
|
||||
|
||||
//Step #3 设置ChoiceB
|
||||
ChoiceCircleB.SetContent(choiceB,ActionCantType.None,choiceParamB,onChoice);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -1,148 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Logic;
|
||||
using Logic.Action;
|
||||
using Logic.Multilingual;
|
||||
using RuntimeData;
|
||||
using TH1_Logic.Core;
|
||||
using TH1_UI.View.Announce;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TH1_UI.View.Interaction
|
||||
{
|
||||
public class UIInteractionCityUpgradeView : Base.View
|
||||
{
|
||||
|
||||
public Transform Title;
|
||||
[Header("Interaction Items")]
|
||||
[Tooltip("在Editor中,将预制件内所有预置的Item拖拽到这里")]
|
||||
public List<UIInteractionCityUpgradeItem> AllItems;
|
||||
|
||||
//当选择了一个选项item后,执行的action
|
||||
public Action<CommonActionId> OnChoiceMade;
|
||||
|
||||
public int CurrentCityID { get; private set; }
|
||||
|
||||
private Material _grayScaleMat;
|
||||
|
||||
private Dictionary<CommonActionId, UIInteractionCityUpgradeItem> _itemMap;
|
||||
|
||||
public ViDelegateAssisstant.Dele OnItemClick;
|
||||
protected override void OnInit()
|
||||
{
|
||||
base.OnInit();
|
||||
|
||||
//step #2 建立actionId到每一个item选项所挂在的脚本的关联
|
||||
if (AllItems == null) return;
|
||||
_itemMap = new Dictionary<CommonActionId, UIInteractionCityUpgradeItem>();
|
||||
foreach (var item in AllItems)
|
||||
_itemMap.TryAdd(item.ChoiceId, item);
|
||||
|
||||
}
|
||||
|
||||
public void SetContent(int cid, int cityLevel)
|
||||
{
|
||||
CurrentCityID = cid;
|
||||
//step #1 获取当前citylevel所有可能得选项
|
||||
var validChoices = GetValidChoices(cid, cityLevel);
|
||||
|
||||
|
||||
//step #2 将可能得选项显示true,没有的选项显示false
|
||||
foreach (var item in AllItems)
|
||||
{
|
||||
bool show = validChoices.TryGetValue(item.ChoiceId, out var _);
|
||||
item.gameObject.SetActive(show);
|
||||
if (!show) continue;
|
||||
item.Setup(HandleItemClicked);
|
||||
|
||||
//TODO 这里用legacy方法处理了根据不同阵营召唤不同bigguy,替换bigguy图标的情况。今后要迭代处理
|
||||
var actionId = item.GetComponent<ActionIdMono>().ActionId;
|
||||
var selfPlayer = Main.MapData.PlayerMap.SelfPlayerData;
|
||||
if (actionId.CityLevelUpActionType == CityLevelUpActionType.BigGuy)
|
||||
{
|
||||
//bigGuy特殊处理
|
||||
var fullType = new UnitFullType(UnitType.BigGuy, GiantType.None, 0);
|
||||
//处理辉夜阵营的竹林狼
|
||||
if (selfPlayer.PlayerCivId == 1 && selfPlayer.PlayerForceId == 1)
|
||||
fullType = new UnitFullType(UnitType.KaguyaFrenchWolf, GiantType.None, 0);
|
||||
//处理蕾米阵营的小恶魔
|
||||
if (selfPlayer.PlayerCivId == 0 && selfPlayer.PlayerForceId == 0)
|
||||
fullType = new UnitFullType(UnitType.RemiliaEgyptianKoakuma, GiantType.None, 0);
|
||||
|
||||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(fullType, out var info);
|
||||
Table.Instance.UnitTypeDataAssets.GetUnitSpriteByInfo(info,selfPlayer,out var sprite);
|
||||
item.transform.Find("Image").GetComponent<Image>().sprite = sprite;
|
||||
MultilingualManager.Instance.SetUIText(item.transform.Find("Text").GetComponent<TextMeshProUGUI>(),info.Name);
|
||||
|
||||
}
|
||||
|
||||
if (actionId.CityLevelUpActionType == CityLevelUpActionType.Expand)
|
||||
{
|
||||
var gridSpType = GridSpType.None;
|
||||
if (selfPlayer.PlayerCivId == 1) gridSpType = GridSpType.KaguyaGrid;
|
||||
var sprite = Table.Instance.GridAndResourceDataAssets.GetGroundSprite(
|
||||
Table.Instance.TransCivIdToCivEnum(selfPlayer.PlayerCivId), gridSpType);
|
||||
item.transform.Find("Image1").GetComponent<Image>().sprite = sprite;
|
||||
item.transform.Find("Image2").GetComponent<Image>().sprite = sprite;
|
||||
item.transform.Find("Image3").GetComponent<Image>().sprite = sprite;
|
||||
item.transform.Find("Image4").GetComponent<Image>().sprite = sprite;
|
||||
}
|
||||
|
||||
if (actionId.CityLevelUpActionType == CityLevelUpActionType.Population)
|
||||
{
|
||||
var gridSpType = GridSpType.None;
|
||||
Table.Instance.PlayerDataAssets.GetPlayerInfoByCivId(selfPlayer.PlayerCivId,
|
||||
selfPlayer.PlayerForceId, out var info);
|
||||
var sprite = info?.PopulationSprite ?? null;
|
||||
item.transform.Find("Image1").GetComponent<Image>().sprite = sprite;
|
||||
item.transform.Find("Image2").GetComponent<Image>().sprite = sprite;
|
||||
item.transform.Find("Image3").GetComponent<Image>().sprite = sprite;
|
||||
}
|
||||
}
|
||||
|
||||
//step #3 修改title
|
||||
var txt = Title.GetComponent<TextMeshProUGUI>();
|
||||
var mul = Title.GetComponent<MultilingualTextMono>();
|
||||
|
||||
if (txt != null && mul != null
|
||||
&& Main.MapData.CityMap.GetCityById((uint)cid, out var city)
|
||||
&& Table.Instance.CivDataAssets.GetCityInfo(city.Name, out var cityInfo)
|
||||
&& uint.TryParse(cityInfo.CityName, out var mid))
|
||||
MultilingualManager.Instance.SetUIText(txt,mul.ID.ToString(),new List<string>(){MultilingualManager.Instance.GetMultilingualText(mid)});
|
||||
|
||||
|
||||
}
|
||||
|
||||
private HashSet<CommonActionId> GetValidChoices(int cid, int level)
|
||||
{
|
||||
var ret = new HashSet<CommonActionId>();
|
||||
var dict = ActionLogicFactory.GetActionLogicDict();
|
||||
foreach (var actionId in dict.Keys)
|
||||
{
|
||||
if (actionId.ActionType != CommonActionType.CityLevelUpAction) continue;
|
||||
switch (actionId.CityLevelUpActionType)
|
||||
{
|
||||
case CityLevelUpActionType.Explorer: if (level == 2) ret.Add(actionId); break;
|
||||
case CityLevelUpActionType.Workshop: if (level == 2) ret.Add(actionId); break;
|
||||
case CityLevelUpActionType.CityWall: if (level == 3) ret.Add(actionId); break;
|
||||
case CityLevelUpActionType.CityWealth: if (level == 3) ret.Add(actionId); break;
|
||||
case CityLevelUpActionType.Expand: if (level == 4) ret.Add(actionId); break;
|
||||
case CityLevelUpActionType.Population: if (level == 4) ret.Add(actionId); break;
|
||||
case CityLevelUpActionType.Park: if (level > 4) ret.Add(actionId); break;
|
||||
case CityLevelUpActionType.BigGuy: if (level > 4) ret.Add(actionId); break;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
private void HandleItemClicked(CommonActionId choiceId)
|
||||
{
|
||||
OnChoiceMade?.Invoke(choiceId);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||