成就bug修改

This commit is contained in:
kawagiri 2026-01-12 16:30:34 +08:00
parent 51d4d0c8db
commit fb7969fb36
23 changed files with 2007 additions and 161195 deletions

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@ -203,12 +203,18 @@ public class GridAndResourceDataAssets : ScriptableObject
public Sprite GetWonderSprite(WonderLibrary wonder, PlayerData playerData)
public Sprite GetWonderSprite(WonderLibrary wonder)
{
if (!GetWonderInfo(wonder, out var wonderInfo))
return null;
return wonderInfo.Sprite;
}
public Sprite GetWonderSprite(Empire empire,WonderTypeEnum wonderType)
{
if (!Table.Instance.GridAndResourceDataAssets.GetWonderInfoByType( wonderType,empire, out var wonderInfo)) return null;
return GetWonderSprite(wonderInfo.Wonder);
}
public Sprite GetMountainSprite(GridData grid)
{

View File

@ -35,7 +35,15 @@ public class LibraryDataAssets : ScriptableObject
libraryGiantData = null;
return false;
}
public bool GetLibraryInfoByWonder(Empire empire, WonderTypeEnum wonderType, out LibraryWonderData data)
{
data = null;
if (!Table.Instance.GridAndResourceDataAssets.GetWonderInfoByType(wonderType, empire, out var wonderInfo))
return false;
return GetLibraryInfoByWonder(wonderInfo.Wonder, out data);
}
public bool GetLibraryInfoByWonder(WonderLibrary wonderLibraryID, out LibraryWonderData data)
{
// 检查列表是否为空,避免空引用异常

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@ -183,18 +183,22 @@ namespace Logic.Editor
for (int i = 0; i < giantList.Count; i++)
{
var item = new AchievementItem();
item.BigID = 1;
item.SmallID = (uint)(i / 5 + 1);
item.InternalID = (uint)(i % 5 + 1);
if (_asset.Data.GetAchievementItem(item.BigID, item.SmallID, item.InternalID) != null) continue;
item.BigID = 2;
item.SmallID = (uint)i + 1;
for (int k = 1; k <= 3; k++)
{
item.InternalID = (uint)k;
if (_asset.Data.GetAchievementItem(item.BigID, item.SmallID, item.InternalID) != null) continue;
var condition = new TrainGiantCondition();
condition.TargetCount = 10 * k;
condition.TargetGiant = giantList[i];
item.Conditions.Add(condition);
_asset.Data.AchievementList.Add(item);
_asset.Data.AchievementList.Sort((a, b) => a.ID.CompareTo(b.ID));
_asset.Data.RefreshAchievementDict();
}
var condition = new TrainGiantCondition();
condition.TargetCount = 1;
condition.TargetGiant = giantList[i];
item.Conditions.Add(condition);
_asset.Data.AchievementList.Add(item);
_asset.Data.AchievementList.Sort((a, b) => a.ID.CompareTo(b.ID));
_asset.Data.RefreshAchievementDict();
}
}

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@ -550,7 +550,7 @@ namespace TH1Renderer
resource = null;
//如果是奇观,替换为对应奇观
if (_gridData.Resource == ResourceType.Wonder)
resource = Table.Instance.GridAndResourceDataAssets.GetWonderSprite(_gridData.Wonder, _playerData);
resource = Table.Instance.GridAndResourceDataAssets.GetWonderSprite(_gridData.Wonder);

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@ -1,225 +0,0 @@
using UnityEngine;
using Logic;
using RuntimeData;
using Animancer;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Net;
using Logic.Multilingual;
using TH1Resource;
using TMPro;
using Unity.VisualScripting;
namespace UI.LibraryUI
{
public class LibraryGiantUI : LibrarySubUIBase
{
public GiantType GiantSelected;
public LibraryGiantUI(LibrarySubUIType type,Button enterButton, GameObject panel,LibraryUI libraryUI) : base(type,enterButton,panel,libraryUI)
{
}
//更新listpanel的信息
protected override void UpdateListPanel()
{
var table = ListPanel.transform.Find("Scroll View/Viewport/Content");
//构造needList需要展示的giant list
int needCount = 5;
var needList = new List<GiantType>();
needList.Add(GiantType.EgyptianRemilia);
needList.Add(GiantType.EgyptianPatchouli);
needList.Add(GiantType.EgyptianSakuya);
needList.Add(GiantType.EgyptianFlandre);
needList.Add(GiantType.EgyptianMeiling);
//根据需要展示的情况确定table下的显示位置够不够多的setactive false少的clone
int hasCount = table.childCount * 3;
//如果坑位少于需要展示的数量,增加坑位
var sampleRow = table.Find("SampleRow");
while (hasCount < needCount)
{
GameObject.Instantiate(sampleRow, table);
hasCount += 3;
}
//将最后一行多出来的坑位setactive false
int lastCount = needCount;
while (lastCount < hasCount)
{
table.GetChild(lastCount / 3).GetChild(lastCount % 3).gameObject.SetActive(false);
lastCount++;
}
//总计的成就星星数量
int allStar = 0;
//设置每一个giant
for(int i = 0;i < needList.Count; i++)
{
var giant = needList[i];
if(!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType.Giant, giant,0, out var unitInfo))continue;
//更换sprite
if (table.GetChild(i / 3) == null) continue;
var slot = table.GetChild( i / 3).GetChild(i % 3);
if (slot == null) continue;
slot.Find("TribeIconMask/TribeIcon").GetComponent<Image>().sprite = unitInfo.Sprite;
//如果是giantCivId !=0 默认锁角色
if (unitInfo.GiantCivId != 0) continue;
//处理remilia 阵营
slot.Find("TribeIconMask").GetComponent<Image>().color = Color.white;
slot.Find("TribeIconMask/TribeIcon").GetComponent<Image>().color = Color.white;
slot.Find("TribeIconMask/Locked").gameObject.SetActive(false);
Button slotButton = slot.GetComponent<Button>();
if (slotButton == null)
slotButton = slot.gameObject.AddComponent<Button>();
// 移除旧的监听器,防止重复添加
slotButton.onClick.RemoveAllListeners();
// 添加新的监听器,使用 lambda 表达式捕获当前的 giant 变量
Debug.Log(giant);
slotButton.onClick.AddListener(() =>
{
// 当按钮被点击时,调用 UpdateGiantInfoData 并传入对应的 GiantType
GiantListItemOnClick(slot,giant);
});
//处理成就星星的显示
uint bigid = 2;
uint smallid = giant switch
{
GiantType.EgyptianMeiling => 5,
GiantType.EgyptianFlandre => 4,
GiantType.EgyptianSakuya => 3,
GiantType.EgyptianPatchouli => 2,
_ => 1
};
for (uint k = 1; k <= 3; k++)
{
//star坑位
var star = slot.Find($"Stars/Star{k}")?.GetComponent<Image>();
bool finished = AchievementDataManager.Instance.IsFinished(2, smallid, k);
if (star != null)
star.sprite = finished ? ResourceCache.Instance.SpriteCache.AchievementStar : ResourceCache.Instance.SpriteCache.AchievementStarGray ;
if (finished) allStar++;
}
}
//设置总成就星星数量的显示
var textUI = ListPanel.transform.Find("TitleBar/StarCount/Text")?.GetComponent<TextMeshProUGUI>();
if (textUI != null)
textUI.text = allStar.ToString() + " / " + (needCount * 3).ToString();
}
private void GiantListItemOnClick(Transform selected, GiantType giant)
{
//消除之前选中对象的红圈,换成当前这个
SelectedListItem?.Find("TribeIconMask/Selected")?.gameObject.SetActive(false);
selected.Find("TribeIconMask/Selected")?.gameObject.SetActive(true);
SelectedListItem = selected;
GiantSelected = giant;
InfoPanel.GetComponent<AnimancerComponent>()?.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeOut);
Timer.Instance.TimerRegister(this, () =>
{
UpdateInfoPanel();
InfoPanel.GetComponent<AnimancerComponent>()?.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeIn);
},ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length,"LibraryGiantUI_ListItemOnClick");
}
//更新infopanel的信息
protected override void UpdateInfoPanel()
{
var giant = GiantSelected;
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType.Giant, giant,0, out var unitInfo)) return;
if (!Table.Instance.LibraryDataAssets.GetLibraryInfoByGiant(giant, out var libraryInfo)) return;
if (!Table.Instance.PlayerDataAssets.GetPlayerInfoByCivId(unitInfo.GiantCivId,unitInfo.GiantForceId, out var playerInfo)) return;
var image = InfoPanel.transform.Find("GiantImage/Img");
var info = InfoPanel.transform.Find("GiantInfo");
//设置立绘
image.GetComponent<Image>().sprite = libraryInfo.Illust;
//设置英文名称装饰
if(InfoPanel.transform.Find("TitleEN"))
InfoPanel.transform.Find("TitleEN").GetComponent<TextMeshProUGUI>().text = libraryInfo.EnglishName.ToUpper();
//设置角色名称
Debug.Log(libraryInfo.Name);
MultilingualManager.Instance.SetUIText(InfoPanel.transform.Find("Title")?.GetComponent<TextMeshProUGUI>(),libraryInfo.Name);
//设置帝国名称
//设置角色介绍
MultilingualManager.Instance.SetUIText(info.Find("Info1/Desc")?.GetComponent<TextMeshProUGUI>(),libraryInfo.Desc);
//设置角色读白
MultilingualManager.Instance.SetUIText(info.Find("Info1/Diag/Text")?.GetComponent<TextMeshProUGUI>(),libraryInfo.Diag);
//设置角色读白角色头像
info.Find("Info1/Diag/AvatarCircle/Avatar").GetComponent<Image>().sprite = unitInfo.Sprite;
//设置角色读白对话框背景颜色
if(info.Find("Info1/Diag") != null)
info.Find("Info1/Diag").GetComponent<Image>().color = libraryInfo.DiagColor;
//处理成就
uint bigid = 2;
uint smallid = giant switch
{
GiantType.EgyptianMeiling => 5,
GiantType.EgyptianFlandre => 4,
GiantType.EgyptianSakuya => 3,
GiantType.EgyptianPatchouli => 2,
_ => 1
};
for (uint i = 1; i <= 3; i++)
{
//star坑位
var star = info.Find($"Info3/Star{i}/Star")?.GetComponent<Image>();
//成就标题star坑位
var title = info.Find($"Info3/Star{i}/Title")?.GetComponent<TextMeshProUGUI>();
//成就描述star坑位
var desc = info.Find($"Info3/Star{i}/Desc")?.GetComponent<TextMeshProUGUI>();
var infoData = AchievementDataManager.Instance.Achievement.GetAchievementItem(bigid, smallid, i);
bool finished = AchievementDataManager.Instance.IsFinished(bigid, smallid, i);
if (infoData == null) continue;
MultilingualManager.Instance.SetUIText(title,infoData.Name);
MultilingualManager.Instance.SetUIText(desc,infoData.Desc);
if(title != null)
title.color = finished ? Table.Instance.ColorDataAssets.CommonUITextColor : Table.Instance.ColorDataAssets.CommonUITextColorGray ;
if(desc != null)
desc.color = finished ? Table.Instance.ColorDataAssets.CommonUITextColor : Table.Instance.ColorDataAssets.CommonUITextColorGray ;
if (star != null)
star.sprite = finished ? ResourceCache.Instance.SpriteCache.AchievementStar : ResourceCache.Instance.SpriteCache.AchievementStarGray ;
}
}
//SwitchTo
public override void Show()
{
UpdateListPanel();
SetDefaultItem();
UpdateInfoPanel();
OpenPanel();
}
public override void Hide()
{
ClosePanel();
}
//每个subpanel都有一个初始化函数如果切换到这个页面要进行一次初始化选择默认选择左上角的单位)
protected override void SetDefaultItem()
{
if (ListTable == null) return;
DefaultListItem = ListTable.transform.GetChild(0).GetChild(0);
SelectedListItem?.Find("TribeIconMask/Selected")?.gameObject.SetActive(false);
DefaultListItem?.Find("TribeIconMask/Selected")?.gameObject.SetActive(true);
SelectedListItem = DefaultListItem;
GiantSelected = GiantType.EgyptianRemilia;
}
}
}

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@ -1,270 +0,0 @@
using System.Collections.Generic;
using Animancer;
using Logic;
using Logic.Multilingual;
using RuntimeData;
using TH1_Core.Events;
using TH1_Core.Managers;
using TH1_Logic.Core;
using TH1Resource;
using TMPro;
using TMPro.Examples;
using UnityEngine;
using UnityEngine.UI;
namespace UI.LibraryUI
{
public enum LibrarySubUIType
{
None,
Force,
Giant,
Wonder,
Achievement
}
public abstract class LibrarySubUIBase
{
//成就大类
public LibrarySubUIType Type;
//成就大类的id
public int AchievementBigId;
//对应整个panel,listpanel和infopanel
public GameObject Panel;
public GameObject ListPanel;
public GameObject InfoPanel;
public GameObject ListTable;
public GameObject ListDefault;
public LibraryUI LibraryUI;
//进入该panel的总开关
public Button EnterButton;
//记录当前是否正在展示
public bool IsSelectPanel;
//默认list选择的目标
public Transform SelectedListItem;
public Transform DefaultListItem;
protected LibrarySubUIBase(LibrarySubUIType type, Button enterButton,GameObject panel,LibraryUI libraryUI)
{
LibraryUI = libraryUI;
EnterButton = enterButton;
Type = type;
Panel = panel;
ListPanel = panel.transform.Find("ListPanel").gameObject;
InfoPanel = panel.transform.Find("InfoPanel").gameObject;
ListTable = ListPanel.transform.Find("Scroll View/Viewport/Content").gameObject;
EnterButton.onClick.AddListener(() => { LibraryUI.SwitchToPanel(Type); });
}
//对外只有两个函数Show和Hide
public abstract void Show();
public abstract void Hide();
//更新listpanel的信息
protected abstract void UpdateListPanel();
//更新infopanel的信息
protected abstract void UpdateInfoPanel();
//switch到这个panel之前要做的初始化函数
protected abstract void SetDefaultItem();
protected virtual void DeselectButton()
{
//设置文字alpha=64
var text = EnterButton.gameObject.transform.Find("Text")?.GetComponent<TextMeshProUGUI>();
if (text != null)
{
Color color = text.color;
color.a = 64 / 255f;
text.color = color;
}
//设置button颜色
var button = EnterButton.GetComponent<Image>();
if (button != null)
button.color = new Color(136/255f, 136/255f, 136/255f, 93 / 255f);
}
protected virtual void SelectButton()
{
//设置文字alpha=255
var text = EnterButton.gameObject.transform.Find("Text")?.GetComponent<TextMeshProUGUI>();
if (text != null)
{
Color color = text.color;
color.a = 1f;
text.color = color;
}
//设置button颜色
var button = EnterButton.GetComponent<Image>();
if (button != null)
button.color = new Color(1f, 1f, 1f, 1f);
}
protected virtual void ClosePanel()
{
//topbar 的button要改为熄灭
DeselectButton();
//panel要隐藏
var anim = Panel.GetComponent<AnimancerComponent>();
if (anim != null)
anim.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeOut);
Timer.Instance.TimerRegister(this,()=>{Panel.SetActive(false);},ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length,"LibraryUI_ClosePanel");
IsSelectPanel = false;
}
protected virtual void OpenPanel()
{
//topbar的button要改为选中
SelectButton();
Panel.SetActive(true);
//panel要显示
var anim = Panel.GetComponent<AnimancerComponent>();
if (anim != null)
anim.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeIn);
IsSelectPanel = true;
}
}
public class LibraryUI
{
private Main _main;
private MapData _mapData;
public GameObject ROLibraryUI;
public bool NeedShow = false;
private bool _isShowing = false;
private bool _isAnimating = false;
//记录当前的panel之间是否正在互相切换
private bool _isSwitching = false;
public Dictionary<LibrarySubUIType, LibrarySubUIBase> SubUIDict = new();
public LibrarySubUIType SelectedSubUIType = LibrarySubUIType.None;
public LibraryUI(Main main, MapData mapData)
{
_main = main;
_mapData = mapData;
ROLibraryUI = UIManager.Instance.ROUIManager.transform.Find("GameUI/LibraryUI").gameObject;
ROLibraryUI.transform.Find("CloseButton").GetComponent<Button>().onClick.AddListener(
() => {
NeedShow = false;
EventManager.Publish(new ShowUIOutsideMenu());
//UIManager.Instance.GameUI.MainUI.NeedShow = true;
});
ROLibraryUI.gameObject.SetActive(false);
Init();
}
public void Init()
{
//新建四个tabs对象
SubUIDict[LibrarySubUIType.Giant] = new LibraryGiantUI(
LibrarySubUIType.Giant,ROLibraryUI.transform.Find("TopBar/Giant").GetComponent<Button>(),
ROLibraryUI.transform.Find("Giant").gameObject,this);
SubUIDict[LibrarySubUIType.Wonder] = new LibraryWonderUI(
LibrarySubUIType.Wonder,ROLibraryUI.transform.Find("TopBar/Wonder").GetComponent<Button>(),
ROLibraryUI.transform.Find("Wonder").gameObject,this);
//全部SetActiveFalse
ROLibraryUI.transform.Find("Giant").gameObject.SetActive(false);
ROLibraryUI.transform.Find("Wonder").gameObject.SetActive(false);
}
public void SwitchToPanel(LibrarySubUIType type)
{
//如果正在切换中return
if (_isSwitching) return;
//如果点击的就是当前展示的return
if (SelectedSubUIType == type) return;
_isSwitching = true;
//如果不是首次打开library
if (SelectedSubUIType != LibrarySubUIType.None)
{
//先关闭目前打开的panel
SubUIDict[SelectedSubUIType].Hide();
//再打开当前选中的panel
Timer.Instance.TimerRegister(this, () =>
{
SubUIDict[type].Show();
SelectedSubUIType = type;
_isSwitching = false;
},ResourceCache.Instance.AnimCache.UICommonPanelFadeIn.length,"LibraryUI_SwitchPanel");
}
//如果是首次打开library
else
{
SubUIDict[type].Show();
SelectedSubUIType = type;
_isSwitching = false;
}
}
public void Update()
{
if (_isAnimating) return;
if (NeedShow && !ROLibraryUI.activeSelf)
{
Show();
}
else if (!NeedShow && ROLibraryUI.activeSelf)
{
Hide();
}
}
public void Show()
{
if (_isShowing || _isAnimating) return;
_isShowing = true;
_isAnimating = true;
ROLibraryUI.SetActive(true);
var animancer = ROLibraryUI.GetComponent<AnimancerComponent>();
var fadeIn = ResourceCache.Instance.AnimCache.UICommonPanelFadeIn;
//初始默认打开giant界面
SwitchToPanel(LibrarySubUIType.Giant);
animancer.Play(fadeIn);
Timer.Instance.TimerRegister(ROLibraryUI, () =>
{
_isAnimating = false;
}, fadeIn.length,"LibraryUI_Show");
}
public void Hide()
{
if (!_isShowing || _isAnimating) return;
_isShowing = false;
_isAnimating = true;
var animancer = ROLibraryUI.GetComponent<AnimancerComponent>();
var fadeOut = Resources.Load<AnimationClip>("Animations/UI/LibraryUIFadeOut");
if (fadeOut != null) animancer.Play(fadeOut);
Timer.Instance.TimerRegister(ROLibraryUI, () =>
{
ROLibraryUI.SetActive(false);
_isAnimating = false;
}, fadeOut.length,"LibraryUI_Hide");
}
}
}

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using UnityEngine;
using Logic;
using RuntimeData;
using Animancer;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Net;
using Logic.Multilingual;
using TH1Resource;
using TMPro;
using Unity.VisualScripting;
namespace UI.LibraryUI
{
public class LibraryWonderUI : LibrarySubUIBase
{
public WonderLibrary WonderSelected;
public LibraryWonderUI(LibrarySubUIType type,Button enterButton, GameObject panel,LibraryUI libraryUI) : base(type,enterButton,panel,libraryUI)
{
}
//更新listpanel的信息
protected override void UpdateListPanel()
{
var table = ListPanel.transform.Find("Scroll View/Viewport/Content");
//构造needList需要展示的giant list
int needCount = 7;
var needList = new List<WonderLibrary>();
needList.Add(WonderLibrary.EgyptianRemiliaPEACE);
needList.Add(WonderLibrary.EgyptianRemiliaKNOWLEDGE);
needList.Add(WonderLibrary.EgyptianRemiliaTRADE);
needList.Add(WonderLibrary.EgyptianRemiliaWEALTH);
needList.Add(WonderLibrary.EgyptianRemiliaPOWER);
needList.Add(WonderLibrary.EgyptianRemiliaPARK);
needList.Add(WonderLibrary.EgyptianRemiliaEYE);
//col=4 一行有4个item
int col = 4;
//根据需要展示的情况确定table下的显示位置够不够多的setactive false少的clone
int hasCount = table.childCount * col;
//如果坑位少于需要展示的数量,增加坑位
var sampleRow = table.Find("SampleRow");
while (hasCount < needCount)
{
GameObject.Instantiate(sampleRow, table);
hasCount += col;
}
//将最后一行多出来的坑位setactive false
int lastCount = needCount;
while (lastCount < hasCount)
{
table.GetChild(lastCount / col).GetChild(lastCount % col).gameObject.SetActive(false);
lastCount++;
}
//总计的成就星星数量
int allStar = 0;
//设置每一个wonder
for(int i = 0;i < needList.Count; i++)
{
var wonder = needList[i];
if(!Table.Instance.GridAndResourceDataAssets.GetWonderInfo( wonder, out var wonderInfo))continue;
//更换sprite
if (table.GetChild(i / col) == null) continue;
var slot = table.GetChild( i / col).GetChild(i % col);
if (slot == null) continue;
slot.Find("Size/TribeIconMask/TribeIcon").GetComponent<Image>().sprite = wonderInfo.Sprite;
Button slotButton = slot.GetComponent<Button>();
if (slotButton == null)
slotButton = slot.gameObject.AddComponent<Button>();
// 移除旧的监听器,防止重复添加
slotButton.onClick.RemoveAllListeners();
// 添加新的监听器,使用 lambda 表达式捕获当前的 giant 变量
slotButton.onClick.AddListener(() =>
{
// 当按钮被点击时,调用 UpdateGiantInfoData 并传入对应的 GiantType
WonderListItemOnClick(slot,wonder);
});
//处理成就星星的显示
uint bigid = 3;
uint smallid = wonder switch
{
WonderLibrary.EgyptianRemiliaPEACE => 1,
WonderLibrary.EgyptianRemiliaKNOWLEDGE => 2,
WonderLibrary.EgyptianRemiliaTRADE => 3,
WonderLibrary.EgyptianRemiliaWEALTH => 4,
WonderLibrary.EgyptianRemiliaPOWER => 5,
WonderLibrary.EgyptianRemiliaPARK => 6,
_ => 7
};
for (uint k = 1; k <= 3; k++)
{
//star坑位
var star = slot.Find($"Size/Stars/Star{k}")?.GetComponent<Image>();
bool finished = AchievementDataManager.Instance.IsFinished(bigid, smallid, k);
if (star != null)
star.sprite = finished ? ResourceCache.Instance.SpriteCache.AchievementStar : ResourceCache.Instance.SpriteCache.AchievementStarGray ;
if (finished) allStar++;
}
}
//设置总成就星星数量的显示
var textUI = ListPanel.transform.Find("TitleBar/StarCount/Text")?.GetComponent<TextMeshProUGUI>();
if (textUI != null)
textUI.text = allStar.ToString() + " / " + (needCount * 3).ToString();
}
private void WonderListItemOnClick(Transform selected, WonderLibrary wonder)
{
//消除之前选中对象的红圈,换成当前这个
SelectedListItem?.Find("Size/Selected")?.gameObject.SetActive(false);
selected.Find("Size/Selected")?.gameObject.SetActive(true);
SelectedListItem = selected;
WonderSelected = wonder;
InfoPanel.GetComponent<AnimancerComponent>()?.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeOut);
Timer.Instance.TimerRegister(this, () =>
{
UpdateInfoPanel();
InfoPanel.GetComponent<AnimancerComponent>()?.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeIn);
},ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length,"LibraryWonderUI_WonderListItem");
}
//更新infopanel的信息
protected override void UpdateInfoPanel()
{
var wonder = WonderSelected;
if (!Table.Instance.GridAndResourceDataAssets.GetWonderInfo(wonder, out var wonderInfo)) return;
if (!Table.Instance.LibraryDataAssets.GetLibraryInfoByWonder(wonder, out var libraryInfo)) return;
if (!Table.Instance.PlayerDataAssets.GetPlayerInfoByCivId(wonderInfo.CivId,wonderInfo.ForceId, out var playerInfo)) return;
var image = InfoPanel.transform.Find("WonderImage/Wonder");
var info = InfoPanel.transform.Find("WonderInfo");
//设置立绘
image.GetComponent<Image>().sprite = wonderInfo.Sprite;
//设置角色名称
MultilingualManager.Instance.SetUIText(InfoPanel.transform.Find("Title")?.GetComponent<TextMeshProUGUI>(),libraryInfo.Name);
//设置帝国名称
//设置角色介绍
MultilingualManager.Instance.SetUIText(info.Find("Info1/Desc")?.GetComponent<TextMeshProUGUI>(),libraryInfo.Desc);
//设置角色读白
//MultilingualManager.Instance.SetUIText(info.Find("Info1/Diag/Text")?.GetComponent<TextMeshProUGUI>(),libraryInfo.Diag);
//设置角色读白角色头像
//info.Find("Info1/Diag/AvatarCircle/Avatar").GetComponent<Image>().sprite = unitInfo.Sprite;
//设置角色读白对话框背景颜色
//if(info.Find("Info1/Diag") != null)
// info.Find("Info1/Diag").GetComponent<Image>().color = libraryInfo.DiagColor;
//处理成就
uint bigid = 3;
uint smallid = wonder switch
{
WonderLibrary.EgyptianRemiliaPEACE => 1,
WonderLibrary.EgyptianRemiliaKNOWLEDGE => 2,
WonderLibrary.EgyptianRemiliaTRADE => 3,
WonderLibrary.EgyptianRemiliaWEALTH => 4,
WonderLibrary.EgyptianRemiliaPOWER => 5,
WonderLibrary.EgyptianRemiliaPARK => 6,
_ => 7
};
for (uint i = 1; i <= 3; i++)
{
//star坑位
var star = info.Find($"Info3/Star{i}/Star")?.GetComponent<Image>();
//成就标题star坑位
var title = info.Find($"Info3/Star{i}/Title")?.GetComponent<TextMeshProUGUI>();
//成就描述star坑位
var desc = info.Find($"Info3/Star{i}/Desc")?.GetComponent<TextMeshProUGUI>();
var infoData = AchievementDataManager.Instance.Achievement.GetAchievementItem(bigid, smallid, i);
Debug.Log(bigid + " " + smallid + " " +i);
bool finished = AchievementDataManager.Instance.IsFinished(bigid, smallid, i);
if (infoData == null) continue;
MultilingualManager.Instance.SetUIText(title,infoData.Name);
MultilingualManager.Instance.SetUIText(desc,infoData.Desc);
if(title != null)
title.color = finished ? Table.Instance.ColorDataAssets.CommonUITextColor : Table.Instance.ColorDataAssets.CommonUITextColorGray ;
if(desc != null)
desc.color = finished ? Table.Instance.ColorDataAssets.CommonUITextColor : Table.Instance.ColorDataAssets.CommonUITextColorGray ;
if (star != null)
star.sprite = finished ? ResourceCache.Instance.SpriteCache.AchievementStar : ResourceCache.Instance.SpriteCache.AchievementStarGray ;
}
}
//SwitchTo
public override void Show()
{
UpdateListPanel();
SetDefaultItem();
UpdateInfoPanel();
OpenPanel();
}
public override void Hide()
{
ClosePanel();
}
//每个subpanel都有一个初始化函数如果切换到这个页面要进行一次初始化选择默认选择左上角的单位)
protected override void SetDefaultItem()
{
if (ListTable == null) return;
DefaultListItem = ListTable.transform.GetChild(0).GetChild(0);
SelectedListItem?.Find("Size/Selected")?.gameObject.SetActive(false);
DefaultListItem?.Find("Size/Selected")?.gameObject.SetActive(true);
SelectedListItem = DefaultListItem;
WonderSelected = WonderLibrary.EgyptianRemiliaPEACE;
}
}
}

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@ -63,9 +63,9 @@ namespace TH1_UI.View.Outside
Name.color = isFinished ? FinishTextColor : UnfinishTextColor;
Desc.color = isFinished ? FinishTextColor : UnfinishTextColor;
//info.GetConditionProgress(out var cur, out var max);
//Progress.text =
info.GetConditionProgress(out var cur, out var max);
Progress.text = cur + "/" + max;
Progress.color = isFinished ? FinishProgressTextColor : UnfinishTextColor;
}

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@ -62,7 +62,7 @@ namespace TH1_UI.View.Outside
{
if (!AchievementDataManager.Instance.GetSmallIdByGiantType(giantType, out var smallid)) continue;
bool isFinished = AchievementDataManager.Instance.IsFinished(2, smallid, k);
if(Stars.Count <= k)continue;
if(Stars.Count < k)continue;
Stars[(int)k - 1].sprite = isFinished ? StarImg : StarImgGray;
}
@ -72,7 +72,7 @@ namespace TH1_UI.View.Outside
}
public void SetWonderContent(Empire empire,WonderTypeEnum wonderType)
public void SetWonderContent(Empire empire,WonderTypeEnum wonderType,Action<Empire,WonderTypeEnum> onClick)
{
Table.Instance.GridAndResourceDataAssets.GetWonderInfoByType(wonderType, empire, out var wonderInfo);
@ -87,6 +87,11 @@ namespace TH1_UI.View.Outside
if(Stars.Count <= k)continue;
Stars[(int)k - 1].sprite = isFinished ? StarImg : StarImgGray;
}
var empireCopy = empire;
var wonderTypeCopy = wonderType;
Button.onClick.RemoveAllListeners();
Button.onClick.AddListener(()=>onClick.Invoke(empireCopy,wonderTypeCopy));
}

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@ -53,6 +53,7 @@ namespace TH1_UI.View.Outside
public UIOutsideLibraryHeroPanelMono HeroPanel;
public UIOutsideLibraryWonderPanelMono WonderPanel;
public TextMeshProUGUI AllStarText;
@ -155,10 +156,15 @@ namespace TH1_UI.View.Outside
int empireIdx = i / 7;
int wonderIdx = i % 7 + 1;
if (i >= wonderSum) break;
_wonderMonoList[i].SetWonderContent(_empireList[empireIdx], (WonderTypeEnum)wonderIdx);
_wonderMonoList[i].SetWonderContent(_empireList[empireIdx], (WonderTypeEnum)wonderIdx,OnClickWonderItem);
}
}
private void OnClickWonderItem(Empire empire,WonderTypeEnum wonderType)
{
WonderPanel.SetContent(empire,wonderType);
WonderPanel.Show();
}
private void InitMenuBar()
{
HeroListButton.onClick.RemoveAllListeners();

View File

@ -14,14 +14,13 @@ namespace TH1_UI.View.Outside
{
public TextMeshProUGUI TopTitle;
public Image Illustration;
public Image WonderImage;
public Image GroundImage;
public TextMeshProUGUI Name;
public TextMeshProUGUI CivName;
public Image CivBG;
public RectTransform CivRect;
public TextMeshProUGUI Desc;
public TextMeshProUGUI Dialogue;
public Image DialogueAvatar;
public List<UIOutsideLibraryAchieveItemMono> AchieveItems;
public Button CloseButton;
@ -34,40 +33,39 @@ namespace TH1_UI.View.Outside
}
public void SetContent(GiantType giantType)
public void SetContent(Empire empire,WonderTypeEnum wonderType)
{
if (!Table.Instance.LibraryDataAssets.GetLibraryInfoByGiant(giantType, out var info)) return;
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(new UnitFullType(UnitType.Giant, giantType, 0),
out var unitInfo)) return;
var empire = unitInfo.GiantEmpire;
if (!Table.Instance.LibraryDataAssets.GetLibraryInfoByWonder(empire, wonderType,out var info)) return;
if (!Table.Instance.PlayerDataAssets.GetPlayerInfo(empire, out var playerInfo)) return;
var groundSprite = Table.Instance.GridAndResourceDataAssets.GetGroundSprite(empire.Civ, GridSpType.None);
var wonderSprite = Table.Instance.GridAndResourceDataAssets.GetWonderSprite( empire,wonderType);
MultilingualManager.Instance.SetUIText(TopTitle,info.Name);
Illustration.sprite = info.Illust;
WonderImage.sprite = wonderSprite;
GroundImage.sprite = groundSprite;
MultilingualManager.Instance.SetUIText(Name,info.Name);
MultilingualManager.Instance.SetUIText(CivName,playerInfo.CivName);
CivBG.color = playerInfo.Color;
MultilingualManager.Instance.SetUIText(Desc,info.Desc);
MultilingualManager.Instance.SetUIText(Dialogue,info.Diag);
DialogueAvatar.sprite = unitInfo.Sprite;
//Step #3 设定成就
SetAchieveItems(giantType);
SetAchieveItems(empire,wonderType);
CloseButton.onClick.RemoveAllListeners();
CloseButton.onClick.AddListener(Hide);
}
private void SetAchieveItems(GiantType giantType)
private void SetAchieveItems(Empire empire ,WonderTypeEnum wonderType)
{
if (AchieveItems.Count != 3) return;
for (int i = 0; i < 3; i++)
if(AchievementDataManager.Instance.GetSmallIdByGiantType(giantType,out var smallid))
AchieveItems[i].SetContent(2,smallid,(uint)i + 1);
if(AchievementDataManager.Instance.GetSmallIdByWonderAndEmpire(empire ,wonderType,out var smallid))
AchieveItems[i].SetContent(3,smallid,(uint)i + 1);
}
public void Show()
{
gameObject.SetActive(true);