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This commit is contained in:
@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
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@@ -19,6 +19,11 @@ namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
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/// </summary>
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public string fishName;
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/// <summary>
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/// 鱼介绍
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/// </summary>
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public string fishBrief;
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/// <summary>
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/// 鱼类型(普通鱼/Boss鱼/黄金鱼…)
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/// </summary>
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@@ -38,6 +43,16 @@ namespace Assets.MyGame.Scripts.Net.API.GameConfig_SubClass
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/// 路径编号集合
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/// </summary>
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public List<int> pathList;
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/// <summary>
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/// 鱼图标地址
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/// </summary>
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public string fishImage;
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/// <summary>
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/// 倍数文字介绍(如"最高500倍")
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/// </summary>
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public string fishMultipleDesc;
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}
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}
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@@ -26,6 +26,12 @@ public class HuoDe : MonoBehaviour
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public Action action;
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private bool _closed;
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[Header("时序(秒)")]
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[Tooltip("出现动画播放多久后再展示道具")]
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float showPropsDelay = 0.3f;
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[Tooltip("离开动画播放多久后直接销毁(不等播完)")]
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float destroyDelay = 0.3f;
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private void Awake()
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{
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if (skeletonGraphic == null)
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@@ -36,6 +42,7 @@ public class HuoDe : MonoBehaviour
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/// <summary>
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/// 按奖励数据列表克隆预制体并初始化,并播放出现动画→待机循环。
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/// 道具在出现动画播放 showPropsDelay 秒后才显示,避免 spine 停滞。
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/// </summary>
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/// <param name="dataList">奖励道具数据列表</param>
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/// <param name="onCloseAction">关闭面板时回调(处理特殊情况)</param>
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@@ -50,6 +57,20 @@ public class HuoDe : MonoBehaviour
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Destroy(backPackPropItemParent.GetChild(i).gameObject);
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}
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// 先隐藏父节点,等出现动画播 showPropsDelay 秒后再克隆并显示
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if (backPackPropItemParent != null)
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backPackPropItemParent.gameObject.SetActive(false);
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PlayAppearThenLoop();
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StartCoroutine(IEShowPropsAfterDelay(dataList));
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}
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private IEnumerator IEShowPropsAfterDelay(List<BackPackPropItemData> dataList)
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{
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yield return new WaitForSeconds(showPropsDelay);
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if (this == null) yield break;
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if (dataList != null && backPackPropItemPrefab != null && backPackPropItemParent != null)
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{
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foreach (var data in dataList)
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@@ -62,7 +83,8 @@ public class HuoDe : MonoBehaviour
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}
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}
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PlayAppearThenLoop();
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if (backPackPropItemParent != null)
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backPackPropItemParent.gameObject.SetActive(true);
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}
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/// <summary>播放出现动画(一次),播完自动切到待机(循环)</summary>
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@@ -87,7 +109,7 @@ public class HuoDe : MonoBehaviour
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/// <summary>
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/// 关闭面板(手动点击或自动超时都会调用,重复调用安全)。
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/// 有 leave 动画则播完再销毁,否则直接销毁。
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/// 播放 leave 动画,destroyDelay 秒后直接销毁,不等动画播完。
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/// </summary>
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public void Close()
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{
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@@ -99,19 +121,14 @@ public class HuoDe : MonoBehaviour
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{
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var state = skeletonGraphic.AnimationState;
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if (state != null)
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{
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var entry = state.SetAnimation(0, leave, false);
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StartCoroutine(IEWaitThenDestroy(entry));
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return;
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}
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state.SetAnimation(0, leave, false);
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}
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Destroy(gameObject);
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StartCoroutine(IEDestroyAfterDelay());
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}
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private IEnumerator IEWaitThenDestroy(TrackEntry entry)
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private IEnumerator IEDestroyAfterDelay()
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{
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if (entry != null)
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yield return new WaitForSpineAnimationComplete(entry, true);
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yield return new WaitForSeconds(destroyDelay);
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if (this != null && gameObject != null)
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Destroy(gameObject);
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}
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,46 @@
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using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class TiShi : MonoBehaviour
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{
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public Button btn_Close;
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public Button btn_QueRen;
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public TextMeshProUGUI tmpText_TiShiLabel;
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public Action action;
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private void Awake()
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{
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if (btn_Close != null)
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btn_Close.onClick.AddListener(Close);
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if (btn_QueRen != null)
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btn_QueRen.onClick.AddListener(Confirm);
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}
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/// <summary>
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/// 初始化提示文字。
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/// </summary>
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/// <param name="text">提示内容</param>
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/// <param name="onConfirmAction">点击确认按钮时的回调(可选)</param>
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public void Init(string text, Action onConfirmAction = null)
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{
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action = onConfirmAction;
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if (tmpText_TiShiLabel != null)
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tmpText_TiShiLabel.text = text;
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}
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/// <summary>确认按钮:触发回调后关闭</summary>
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public void Confirm()
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{
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action?.Invoke();
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Destroy(gameObject);
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}
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/// <summary>关闭按钮:直接关闭,不触发回调</summary>
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public void Close()
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{
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Destroy(gameObject);
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}
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}
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@@ -0,0 +1,11 @@
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{
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btn_This = GetComponent<Button>();
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}
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public void InItItem(RoomFishDetailConfig roomFishDetail,bool isGuDingBeiShu=true)
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{
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roomFishDetailConfig = roomFishDetail;
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if (FishResourcesData.fishResourcesSpritesDic.ContainsKey(int.Parse(roomFishDetailConfig.fishNumber)))
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@@ -27,16 +27,22 @@ public class TuJianItem : MonoBehaviour
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// 图片等比例缩放,填满 Image 的宽高中较小的那条边
|
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FitImageToBounds();
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tMP_nameText.text = GameManager.Instance.dic_fishTypeConfigs[roomFishDetailConfig.fishNumber].fishName;
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if (isGuDingBeiShu)
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var fishCfg = GameManager.Instance.dic_fishTypeConfigs[roomFishDetailConfig.fishNumber];
|
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tMP_nameText.text = fishCfg.fishName;
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|
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// 倍数文字优先用服务端的 fishMultipleDesc(如"最高500倍"),没有时回退到本地拼接
|
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if (!string.IsNullOrEmpty(fishCfg.fishMultipleDesc))
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{
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tMP_Mult.text = $"{GameManager.Instance.dic_fishTypeConfigs[roomFishDetailConfig.fishNumber].fishScore}倍";
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tMP_Mult.text = fishCfg.fishMultipleDesc;
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}
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else if (isGuDingBeiShu)
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{
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tMP_Mult.text = $"{fishCfg.fishScore}倍";
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}
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else
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{
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tMP_Mult.text = $"最高{GameManager.Instance.dic_fishTypeConfigs[roomFishDetailConfig.fishNumber].fishScore}倍";
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tMP_Mult.text = $"最高{fishCfg.fishScore}倍";
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}
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}
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private void FitImageToBounds()
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@@ -46,6 +46,13 @@ public class UIHome_BY_EmailPanel : SubUIBase
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}, (str) =>
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{
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UIManager.Instance.ShowBoardError("领取成功");
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// 弹出获得面板
|
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if (dic_GetEmailByPageResponses.TryGetValue(currEmailID, out var email))
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{
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var dataList = BuildRewardDataList(email);
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if (dataList.Count > 0)
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UIManager.Instance.ShowHuoDe(dataList);
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}
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RewardEmail(currEmailID);
|
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// 领取后刷新用户数据
|
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var userId = GameManager.Instance?.user?.id;
|
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@@ -62,6 +69,15 @@ public class UIHome_BY_EmailPanel : SubUIBase
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}, (str) =>
|
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{
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UIManager.Instance.ShowBoardError("领取成功");
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// 合并所有可领取邮件的奖励并弹出获得面板
|
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var dataList = new List<BackPackPropItemData>();
|
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foreach (var kvp in dic_GetEmailByPageResponses)
|
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{
|
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if (kvp.Value.isReward) continue; // 已领取的跳过
|
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dataList.AddRange(BuildRewardDataList(kvp.Value));
|
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}
|
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if (dataList.Count > 0)
|
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UIManager.Instance.ShowHuoDe(dataList);
|
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foreach (var item in dic_EmalItems.Keys)
|
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{
|
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RewardEmail(item);
|
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@@ -152,7 +168,7 @@ public class UIHome_BY_EmailPanel : SubUIBase
|
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private void RewardEmail(string key)
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{
|
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|
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|
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dic_GetEmailByPageResponses[key].isReward = true;
|
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dic_EmalItems[key].obj_LingQu.SetActive(true);
|
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btn_Receive.gameObject.SetActive(false);
|
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@@ -164,6 +180,39 @@ public class UIHome_BY_EmailPanel : SubUIBase
|
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|
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}
|
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|
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/// <summary>
|
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/// 从单封邮件的奖励数据构建 BackPackPropItemData 列表(金币/钻石/道具)。
|
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/// 数量为 0 的不加入列表。
|
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/// </summary>
|
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private List<BackPackPropItemData> BuildRewardDataList(GetEmailByPageResponse email)
|
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{
|
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var list = new List<BackPackPropItemData>();
|
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if (email == null) return list;
|
||||
|
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if (email.rewardGold > 0)
|
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{
|
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list.Add(new BackPackPropItemData { giftType = 1, count = (int)email.rewardGold });
|
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}
|
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if (email.rewardDiamond > 0)
|
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{
|
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list.Add(new BackPackPropItemData { giftType = 2, count = email.rewardDiamond });
|
||||
}
|
||||
if (email.rewardItems != null)
|
||||
{
|
||||
foreach (var prop in email.rewardItems)
|
||||
{
|
||||
if (prop == null) continue;
|
||||
list.Add(new BackPackPropItemData
|
||||
{
|
||||
giftType = 3,
|
||||
url = APIManager.baseURL + prop.imageUrl,
|
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count = prop.count,
|
||||
});
|
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}
|
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}
|
||||
return list;
|
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}
|
||||
|
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protected override void OnShow(object args = null)
|
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{
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base.OnShow(args);
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@@ -71,10 +71,14 @@ public class LevelGiftitem : MonoBehaviour
|
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if (giftType == 1 && sprite_Gold != null)
|
||||
{
|
||||
target.sprite = sprite_Gold;
|
||||
target.SetNativeSize();
|
||||
|
||||
}
|
||||
else if (giftType == 2 && sprite_Diamond != null)
|
||||
{
|
||||
target.sprite = sprite_Diamond;
|
||||
target.SetNativeSize();
|
||||
|
||||
}
|
||||
else if (!string.IsNullOrEmpty(url))
|
||||
{
|
||||
|
||||
@@ -56,6 +56,7 @@ public class ZhanLing_Panel : SubUIBase
|
||||
private UserBattleOrderInfo _userData;
|
||||
private int _selectedBuyLevel;
|
||||
private List<BattleOrderLevelConfig> _buyLevelConfigs; // 含 payType/payCount
|
||||
private List<AdvanceGiftConfig> _advanceGiftConfigs; // 含 giftList
|
||||
|
||||
public Toggle toggle_HD;
|
||||
public Toggle toggle_GG;
|
||||
@@ -100,7 +101,11 @@ public class ZhanLing_Panel : SubUIBase
|
||||
|
||||
APIRequestList.GetBattleOrderConfig(cfg =>
|
||||
{
|
||||
if (cfg != null) _buyLevelConfigs = cfg.levelConfig;
|
||||
if (cfg != null)
|
||||
{
|
||||
_buyLevelConfigs = cfg.levelConfig;
|
||||
_advanceGiftConfigs = cfg.advanceGift;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
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@@ -446,7 +451,6 @@ public class ZhanLing_Panel : SubUIBase
|
||||
{
|
||||
APIRequestList.ReceiveAllBattleOrderRewards(res =>
|
||||
{
|
||||
// 立即标记当前可达等级为已领取
|
||||
if (_userData.receivedLevels == null)
|
||||
_userData.receivedLevels = new List<int>();
|
||||
for (int lv = 1; lv <= _userData.level; lv++)
|
||||
@@ -454,6 +458,7 @@ public class ZhanLing_Panel : SubUIBase
|
||||
if (!_userData.receivedLevels.Contains(lv))
|
||||
_userData.receivedLevels.Add(lv);
|
||||
}
|
||||
ShowHuoDe(res);
|
||||
RefreshAll();
|
||||
});
|
||||
});
|
||||
@@ -466,7 +471,6 @@ public class ZhanLing_Panel : SubUIBase
|
||||
|
||||
APIRequestList.BuyBattleOrderLevel(new BuyBattleOrderLevelParam { levelCount = levelsToBuy }, res =>
|
||||
{
|
||||
Debug.Log($"[ZhanLing] 购买等级完成: 新等级={res.newLevel}, 花费={res.cost}");
|
||||
RefreshAll();
|
||||
});
|
||||
});
|
||||
@@ -534,7 +538,6 @@ public class ZhanLing_Panel : SubUIBase
|
||||
{
|
||||
APIRequestList.BuyBattleOrderAdvance(new BuyBattleOrderAdvanceParam { type = type }, res =>
|
||||
{
|
||||
// 立即更新本地状态,避免服务器延迟导致锁不消失
|
||||
if (type == 1 || type == 3) _userData.isLuxury = true;
|
||||
if (type == 2 || type == 3) _userData.isSupreme = true;
|
||||
RefreshAll();
|
||||
@@ -543,6 +546,20 @@ public class ZhanLing_Panel : SubUIBase
|
||||
|
||||
// ==================== 工具 ====================
|
||||
|
||||
/// <summary>弹出获得奖励面板</summary>
|
||||
private static void ShowHuoDe(List<GiftConfig> gifts)
|
||||
{
|
||||
if (gifts == null || gifts.Count == 0) return;
|
||||
var data = gifts.Select(g => new BackPackPropItemData
|
||||
{
|
||||
url = g.type == 3 ? APIManager.baseURL + (g.product?.imageUrl ?? "") : "",
|
||||
count = g.isRandom ? g.minCount : g.count,
|
||||
giftType = g.type,
|
||||
propEnum = g.type == 3 ? (PropEnum)(g.product?.type ?? 0) : PropEnum.none,
|
||||
}).ToList();
|
||||
UIManager.Instance.ShowHuoDe(data);
|
||||
}
|
||||
|
||||
/// <summary>取礼物列表第一项(列表为空返回 null)</summary>
|
||||
private static GiftConfig FirstGift(List<GiftConfig> list)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user