Merge remote-tracking branch 'origin/feature/NewWork1' into feature/NewWork1

This commit is contained in:
2026-07-01 16:01:13 +08:00
7 changed files with 643 additions and 137 deletions
+7 -7
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@@ -79,12 +79,18 @@ public class UIHome_BY_ServicePanel : SubUIBase
});
btn_SendText.onClick.AddListener(() =>
{
if (tMPInput_Text.text.Trim() == "")
{
UIManager.Instance.ShowBoardError("不能发送空白");
return;
}
var var = Instantiate(dialogGreenPrefab, dialogPrefabParent).GetComponent<DialogItem>();
var.SetMessage(tMPInput_Text.text);
ScrollToBottom();
string guid = Guid.NewGuid().ToString();
WebSocketSendList.Customer_SendMessage(conversationId, 1, GameManager.Instance.user.id, GameManager.Instance.user.BaseInfo.userName, null, 1, tMPInput_Text.text, guid);
dic_dialogItems.Add(guid, var);
tMPInput_Text.text = "";
});
}
Dictionary<string, DialogItem> dic_dialogItems = new Dictionary<string, DialogItem>();
@@ -1,10 +1,10 @@
using DG.Tweening.Core.Easing;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.UI;
using static UnityEngine.Rendering.DebugUI;
public class UIHome_BY_SettingPanel : SubUIBase
{
@@ -25,11 +25,14 @@ public class UIHome_BY_SettingPanel : SubUIBase
private Dictionary<Toggle, Color> labelOriginalColors = new Dictionary<Toggle, Color>();
private static readonly Color SELECTED_COLOR = Color.white;
public Button btn_ChangeUser;
public override void Awake()
{
base.Awake();
btn_ChangeUser.onClick.AddListener(() =>
{
GameManager.Instance.Logout();
});
slider_AudioMusic.value = PlayerPrefs.GetFloat("slider_AudioBG", 1f);
slider_AudioEffect.value = PlayerPrefs.GetFloat("slider_FX", 1f);
slider_AudioMusic.onValueChanged.AddListener((a) =>
+52 -72
View File
@@ -100,102 +100,70 @@ public class UserInfoPanel : SubUIBase
// ==================== 头像列表 ====================
/// <summary>当前装备的头像名(从服务器数据读取)</summary>
private string _equippedAvatarName;
private void BuildAvatarList()
{
if (prefab_AvatarItem == null || parent_AvatarList == null) return;
// 清空旧列表
for (int i = parent_AvatarList.childCount - 1; i >= 0; i--)
Destroy(parent_AvatarList.GetChild(i).gameObject);
_avatarToggles.Clear();
// 获取所有头像
gameManager.InitAvatarCache();
var allSprites = Resources.LoadAll<Sprite>("Avatar");
string currentAvatar = gameManager.user.BaseInfo.avatarUrl;
_equippedAvatarName = gameManager.user.BaseInfo.avatarUrl;
_pendingAvatarName = _equippedAvatarName;
foreach (var sprite in allSprites)
{
var obj = Instantiate(prefab_AvatarItem, parent_AvatarList);
string avatarName = sprite.name;
// 1. 设置列表项的小头像 (child0 = Image)
// child(0) = 头像图片
if (obj.transform.childCount > 0)
{
var img = obj.transform.GetChild(0).GetComponent<Image>();
if (img != null) img.sprite = sprite;
}
// 2. 获取对号图标 (child2)
Transform checkMark = null;
if (obj.transform.childCount > 2)
{
checkMark = obj.transform.GetChild(2);
// 初始隐藏
checkMark.gameObject.SetActive(false);
}
// child(2) = 装备中对号(只在已装备的头像上显示,不跟随选中状态)
Transform checkMark = obj.transform.childCount > 2 ? obj.transform.GetChild(2) : null;
if (checkMark != null)
checkMark.gameObject.SetActive(avatarName == _equippedAvatarName);
var toggle = obj.GetComponent<Toggle>();
if (toggle != null)
if (toggle == null) continue;
// 禁用 Toggle 自带的过渡效果(面板上已设置好选中高亮)
toggle.transition = Selectable.Transition.None;
// 初始选中已装备的头像
toggle.isOn = (avatarName == _equippedAvatarName);
_avatarToggles.Add(toggle);
toggle.onValueChanged.AddListener(isOn =>
{
// 关键:禁用 Toggle 自动过渡,防止自动显示 Graphic
toggle.transition = Selectable.Transition.None;
if (!isOn) return;
_avatarToggles.Add(toggle);
string avatarName = sprite.name;
_pendingAvatarName = avatarName;
// 判断是否是当前已装备的头像
bool isCurrent = (avatarName == currentAvatar);
// 预览头像实时更新
if (img_ShowAvatar != null)
img_ShowAvatar.sprite = sprite;
// 设置选中状态
toggle.isOn = isCurrent;
// 【修改点】只要 isOn 为 true,就显示对号
// 这里的逻辑是:如果是当前用户装备的头像,打开面板时默认是选中的,且有对号
if (isCurrent)
// 单选:关闭其他 toggle(对号不动,只到点"使用"才切换)
foreach (var t in _avatarToggles)
{
if (checkMark != null) checkMark.gameObject.SetActive(true);
_pendingAvatarName = avatarName;
if (t == toggle) continue;
t.SetIsOnWithoutNotify(false);
}
// 监听点击事件
toggle.onValueChanged.AddListener(isOn =>
{
// 【修改点】对号显示完全跟随 isOn 状态
// 当点击这个 Toggle 变成 true 时,显示对号;变成 false 时,隐藏对号
if (checkMark != null)
{
checkMark.gameObject.SetActive(isOn);
}
if (isOn)
{
_pendingAvatarName = avatarName;
// 实时更新预览大图
if (img_ShowAvatar != null)
{
img_ShowAvatar.sprite = sprite;
}
// 手动单选逻辑:关闭其他 Toggle
foreach (var t in _avatarToggles)
{
if (t == toggle) continue;
t.SetIsOnWithoutNotify(false);
// 【修改点】强制隐藏其他 Toggle 的对号
// 虽然上面 SetIsOnWithoutNotify(false) 会触发各自的 onValueChanged=false,
// 但为了保险起见,或者防止逻辑冲突,这里显式隐藏一次。
var otherMark = t.transform.childCount > 2 ? t.transform.GetChild(2) : null;
if (otherMark != null) otherMark.gameObject.SetActive(false);
}
}
});
}
});
}
}
/// <summary>点击“使用”按钮 → 确认数据,更新主头像</summary>
/// <summary>点击"使用"按钮 → 确认切换装备头像</summary>
private void OnClickUseAvatar()
{
if (string.IsNullOrEmpty(_pendingAvatarName))
@@ -203,25 +171,37 @@ public class UserInfoPanel : SubUIBase
Debug.Log("[UserInfoPanel] 未选中头像");
return;
}
if (_pendingAvatarName == _equippedAvatarName)
{
Debug.Log("[UserInfoPanel] 未改变头像");
return;
}
// 1. 更新正式用户数据头像
// 更新正式头像显示
LoadAvatarImage(sprite_Avatar, _pendingAvatarName);
// 2. 上传到服务器/更新本地缓存
// 上传到服务器(成功后 OnAvatarChanged 会切换对号)
gameManager.ApplyAvatar(_pendingAvatarName);
// 注意:这里不再需要遍历去更新对号了,因为对号在点击 Toggle 时已经跟着动了
// 点“使用”只是把当前的预览状态保存下来。
}
/// <summary>头像变更回调(网络返回后)</summary>
/// <summary>头像变更回调(服务器返回后),把对号从旧装备头像切到新的</summary>
private void OnAvatarChanged(Sprite sprite)
{
if (sprite_Avatar != null && sprite != null)
sprite_Avatar.sprite = sprite;
if (img_ShowAvatar != null && sprite != null)
img_ShowAvatar.sprite = sprite;
// 更新装备中的头像名
_equippedAvatarName = _pendingAvatarName;
// 切换对号:隐藏旧的、显示新的
foreach (var t in _avatarToggles)
{
if (t == null || t.transform.childCount <= 2) continue;
var img = t.transform.GetChild(0).GetComponent<Image>();
bool isEquipped = img != null && img.sprite != null && img.sprite.name == _equippedAvatarName;
t.transform.GetChild(2).gameObject.SetActive(isEquipped);
}
}
// ==================== 工具 ====================