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// XJMH 模式没有翅膀概念,直接跳过
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if (turretControlMode == TurretControlMode.XJMH) return;
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{
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return;
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// 先清理已有翅膀
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}
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/// <summary>卸下翅膀:清空 wingParent 下的翅膀模型(保留预设的 Camera,它是用来渲染翅膀到 RawImage 的)。</summary>
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public void ClearWing()
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{
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if (turretControlMode == TurretControlMode.XJMH) return;
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for (int i = wingParent.childCount - 1; i >= 0; i--)
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{
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var child = wingParent.GetChild(i);
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if (child.GetComponent<Camera>() != null)
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continue; // 保留 Camera
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}
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}
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/// <summary>根据炮台编号字符串加载。</summary>
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public void LoadWing(string turretNumberStr)
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{
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@@ -13,7 +13,7 @@ public class LLBTDieEvent : BJRedPacketEvent
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public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu, Action<int> action, Action action1 = null)
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{
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base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
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StartCoroutine(yanshi());
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//StartCoroutine(yanshi());
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public void bjLLBT()
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{
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File diff suppressed because it is too large
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if (sync.sitPos == currSitData.posID) return;
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var data = FrameDataParser.Parse<FrameData_ChangeTurret>(sync.frameData);
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list_Sits[sync.sitPos].LoadWing(data.turretIndex);
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// turretIndex<=0 = 卸下翅膀;>0 = 加载对应编号翅膀(与战神 changeZhanShen 同一约定)
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if (data.turretIndex > 0)
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list_Sits[sync.sitPos].LoadWing(data.turretIndex);
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else
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list_Sits[sync.sitPos].ClearWing();
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}
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public void SyncGameData_ChangeZhanShen(SyncGameData sync)
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public TextMeshProUGUI tmp_ZHanShenName;
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public TextMeshProUGUI tmp_ZHanShenLabel;
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public Button btn_XuanZe;
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[Tooltip("卸下战神按钮:只在战神 Tab 且当前有装备战神时显示")]
|
||||
[Tooltip("卸下战神按钮:战神 Tab 且选中的恰好是已装备战神时显示(炮台/翅膀面板无此按钮)")]
|
||||
public Button btn_XieXia;
|
||||
[Tooltip("卸下翅膀按钮:翅膀 Tab 且选中的恰好是已装备翅膀时显示(炮台没有卸下概念,永远不显示)")]
|
||||
public Button btn_XieXia_Wing;
|
||||
[Header("面板")]
|
||||
public GameObject obj_TurretWingPanel;
|
||||
public GameObject obj_ZhanShenPanel;
|
||||
@@ -133,6 +135,9 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
if (btn_XieXia != null)
|
||||
btn_XieXia.onClick.AddListener(OnClickXieXia);
|
||||
|
||||
if (btn_XieXia_Wing != null)
|
||||
btn_XieXia_Wing.onClick.AddListener(OnClickXieXia_Wing);
|
||||
|
||||
if (tMP_Type != null)
|
||||
tMP_Type.onValueChanged.AddListener(OnDropdownChanged);
|
||||
|
||||
@@ -191,16 +196,20 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
// 默认选中已装备的战神编号
|
||||
var equipped = GetUserEquipped();
|
||||
_selectedZhanShenNumber = (equipped != null && int.TryParse(equipped.number, out int n)) ? n : -1;
|
||||
// ⭐ 卸下按钮:战神 Tab 且当前有装备战神才显示(显隐随选中详情 RefreshZhanShenDetail 刷新)
|
||||
// ⭐ 卸下按钮:此时 _selectedZhanShenNumber 已定位到已装备编号(选中的=已装备的),初始显隐即正确;
|
||||
// 之后随选中详情 RefreshZhanShenDetail 刷新(点未装备的会隐藏)
|
||||
if (btn_XieXia != null)
|
||||
btn_XieXia.gameObject.SetActive(equipped != null);
|
||||
RebuildZhanShenTypeList();
|
||||
return;
|
||||
}
|
||||
|
||||
// ⭐ 非战神 Tab:卸下按钮一律隐藏
|
||||
// ⭐ 炮台/翅膀 Tab:战神卸下按钮一律隐藏;翅膀卸下按钮由 RefreshDetailPanel 按选中刷新,
|
||||
// 这里只做初始值(进入翅膀 Tab 时默认选中已装备翅膀,有装备则初始显示);炮台永远不显示
|
||||
if (btn_XieXia != null)
|
||||
btn_XieXia.gameObject.SetActive(false);
|
||||
if (btn_XieXia_Wing != null)
|
||||
btn_XieXia_Wing.gameObject.SetActive(itemPanel == ItemPanelSelect.Wing && GetUserEquipped() != null);
|
||||
|
||||
// 切换到炮台/翅膀时,默认选中已装备的编号;无装备则清空,列表会自动选第一个
|
||||
if (itemPanel == ItemPanelSelect.Turrect || itemPanel == ItemPanelSelect.Wing)
|
||||
@@ -708,9 +717,9 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
if (btn_XuanZe != null)
|
||||
btn_XuanZe.interactable = isOwned;
|
||||
|
||||
// ---- 卸下按钮:当前有装备战神才显示(与选中的是哪个无关)----
|
||||
// ---- 卸下按钮:选中的恰好是当前装备的战神才显示(点未装备的隐藏)----
|
||||
if (btn_XieXia != null)
|
||||
btn_XieXia.gameObject.SetActive(GetUserEquipped() != null);
|
||||
btn_XieXia.gameObject.SetActive(turretNumber > 0 && IsItemEquipped(turretNumber));
|
||||
|
||||
// ---- 缩略图(和翅膀一样显示 RawImage)----
|
||||
if (rawImg_DetailPreview != null)
|
||||
@@ -791,6 +800,51 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
});
|
||||
}
|
||||
|
||||
// ==================== 翅膀卸下按钮 ====================
|
||||
|
||||
/// <summary>
|
||||
/// 卸下翅膀按钮:卸下当前装备的翅膀(ChangeWing number="0",与战神卸下同一约定)。
|
||||
/// 成功后刷新用户数据;游戏内打开时同步清本地座位翅膀并广播给其他客户端(turretIndex=0=卸下)。
|
||||
/// </summary>
|
||||
private void OnClickXieXia_Wing()
|
||||
{
|
||||
var equipped = GetUserEquipped();
|
||||
if (equipped == null)
|
||||
{
|
||||
Debug.Log("[UIHome_BY_ItemListPanels] 当前没有装备翅膀,无需卸下");
|
||||
return;
|
||||
}
|
||||
|
||||
APIRequestList.ChangeWing(new ChangeWingParam { number = "0" }, res =>
|
||||
{
|
||||
Debug.Log("[UIHome_BY_ItemListPanels] 卸下翅膀成功");
|
||||
|
||||
var userId = GameManager.Instance?.user?.id;
|
||||
if (string.IsNullOrEmpty(userId))
|
||||
{
|
||||
if (btn_XieXia_Wing != null) btn_XieXia_Wing.gameObject.SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
APIRequestList.GetUser(userId, userRes =>
|
||||
{
|
||||
GameManager.Instance.UpdataUserData(userRes);
|
||||
|
||||
// 选中编号清掉(已无装备,列表重新定位到第一个)
|
||||
_selectedTurretNumber = -1;
|
||||
|
||||
// 从游戏内打开:清本地座位翅膀 + 广播给其他客户端(turretIndex=0=卸下)
|
||||
if (_isInGame)
|
||||
{
|
||||
SitPosData.localPlayerSit?.ClearWing();
|
||||
CreateFishManager.Instance?.currGameType?.SyncChangeWing(0);
|
||||
}
|
||||
|
||||
RebuildItemList();
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// ==================== GameManager 用户数据关联 ====================
|
||||
|
||||
/// <summary>检查玩家是否拥有指定炮台/翅膀/战神。</summary>
|
||||
@@ -929,6 +983,10 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
RefreshButtonsVisibility(isOwned);
|
||||
RefreshDuiHuanUI(turretNumber);
|
||||
|
||||
// ---- 卸下按钮(仅翅膀):选中的恰好是当前装备的翅膀才显示;炮台没有卸下概念,永远不显示 ----
|
||||
if (btn_XieXia_Wing != null)
|
||||
btn_XieXia_Wing.gameObject.SetActive(_currentSelectType == ItemPanelSelect.Wing && turretNumber > 0 && IsItemEquipped(turretNumber));
|
||||
|
||||
// ---- 缩略图 ----
|
||||
if (rawImg_DetailPreview != null)
|
||||
rawImg_DetailPreview.gameObject.SetActive(_currentSelectType != ItemPanelSelect.Turrect);
|
||||
|
||||
Reference in New Issue
Block a user