TH1/Unity/Assets/Scripts/TH1_UI/View/Bottom/UIBottomRankingRowMono.cs
2026-05-30 02:13:24 +08:00

151 lines
5.0 KiB
C#

using System;
using System.Collections.Generic;
using Logic;
using Logic.Multilingual;
using RuntimeData;
using TH1_Core.Events;
using TH1_Core.Managers;
using TH1_Logic.Core;
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 UIBottomRankingRowMono : MonoBehaviour
{
public Image Medal;
public List<Sprite> MedalSprite;
public Color NormalRankTextColor;
public List<Color> MedalRankTextColor;
public Image BG;
public Sprite NormalBG;
public Sprite SelfBG;
public Button Button;
public Image AvatarMask;
public Image Avatar;
public GameObject Union;
public TextMeshProUGUI Rank;
public TextMeshProUGUI ForceName;
public TextMeshProUGUI City;
public TextMeshProUGUI Score;
public Material GrayScaleMat;
private PlayerData _player;
private MultilingualType _lastLanguage;
private void Awake()
{
}
private void Update()
{
if (_player == null) return;
var currentLanguage = MultilingualManager.Instance.CurrentType;
if (_lastLanguage == currentLanguage) return;
_lastLanguage = currentLanguage;
RefreshForceName();
}
public void SetContent(int rk, PlayerData player)
{
if (!Table.Instance.PlayerDataAssets.GetPlayerInfo(player, out var playerInfo)) return;
var selfPlayer = Main.MapData.PlayerMap.SelfPlayerData;
_player = player;
_lastLanguage = MultilingualManager.Instance.CurrentType;
Rank.text = (rk + 1).ToString();
BG.sprite = player == Main.MapData.PlayerMap.SelfPlayerData ? SelfBG : NormalBG;
Medal.gameObject.SetActive(rk < 3);
Rank.color = NormalRankTextColor;
if (rk is >= 0 and < 3)
{
Medal.sprite = MedalSprite[rk];
Rank.color = MedalRankTextColor[rk];
}
Button.onClick.RemoveAllListeners();
var col = AvatarMask.color;
col.a = 0.01f;
AvatarMask.color = col;
//死亡的对手,未相遇也会呈现真名和avatar
if (!player.IsSurvival)
{
RefreshForceName();
Avatar.sprite = playerInfo.LeaderAvatar;
Avatar.material = GrayScaleMat;
col = AvatarMask.color;
col.a = 0;
AvatarMask.color = col;
Union.SetActive(false);
}
//未相遇的对手
else if (!selfPlayer.MeetPlayers.Contains(player.Id))
{
RefreshForceName();
Avatar.sprite = Table.Instance.PlayerDataAssets.CommonPlayerAvatar;
Avatar.material = null;
Union.SetActive(false);
}
//常规对手
else
{
RefreshForceName();
Avatar.sprite = playerInfo.LeaderAvatar;
Avatar.material = null;
var tt = player.Id;
Button.onClick.AddListener(() =>
{
var infoUI = new ShowUIInfoDiplomacy() { Pid = tt };
EventManager.Publish(infoUI);
});
Union.SetActive(player != selfPlayer && Main.MapData.SameUnion(selfPlayer.Id, player.Id));
}
City.text = Main.MapData.GetCityCount(player.Id).ToString();
Score.text = player.PlayerScore.ToString();
}
private void RefreshForceName()
{
if (ForceName == null || _player == null || Main.MapData == null) return;
ClearMultilingualTextId(ForceName);
var selfPlayer = Main.MapData.PlayerMap.SelfPlayerData;
if (!_player.IsSurvival)
{
ForceName.text = Logic.PlayerLogic.GetDisplayForceName(Main.MapData, _player);
ForceName.color = Color.gray;
}
else if (selfPlayer != null && !selfPlayer.MeetPlayers.Contains(_player.Id))
{
ForceName.text = "???";
ForceName.color = NormalRankTextColor;
}
else
{
ForceName.text = Logic.PlayerLogic.GetDisplayForceName(Main.MapData, _player);
ForceName.color = NormalRankTextColor;
}
}
private static void ClearMultilingualTextId(TextMeshProUGUI text)
{
var multilingual = text.GetComponent<MultilingualTextMono>();
if (multilingual == null) return;
multilingual.ID = 0;
multilingual.ParamList = null;
}
}
}