This commit is contained in:
2026-09-03 16:20:30 +08:00
parent 693670e0b3
commit 2e911addea
10 changed files with 585 additions and 6010 deletions
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View File
@@ -1069,15 +1069,16 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
// XJMH 模式没有翅膀概念,直接跳过
if (turretControlMode == TurretControlMode.XJMH) return;
// 先清理已有翅膀(保留预设的 Camera,它是用来渲染翅膀到 RawImage 的)
for (int i = wingParent.childCount - 1; i >= 0; i--)
// turretNumber<=0 = 卸下(与战神同一约定):只清理不加载,不打警告
if (turretNumber <= 0)
{
var child = wingParent.GetChild(i);
if (child.GetComponent<Camera>() != null)
continue; // 保留 Camera
Destroy(child.gameObject);
ClearWing();
return;
}
// 先清理已有翅膀
ClearWing();
// 从 TurretResourcesData 拿预制体
GameObject prefab = TurretResourcesData.GetTurretPrefab(turretNumber);
if (prefab == null)
@@ -1093,6 +1094,20 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
Debug.Log($"[SitPosData] 翅膀已加载: #{turretNumber}");
}
/// <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>
public void ClearWing()
{
if (turretControlMode == TurretControlMode.XJMH) return;
for (int i = wingParent.childCount - 1; i >= 0; i--)
{
var child = wingParent.GetChild(i);
if (child.GetComponent<Camera>() != null)
continue; // 保留 Camera
Destroy(child.gameObject);
}
}
/// <summary>根据炮台编号字符串加载。</summary>
public void LoadWing(string turretNumberStr)
{
@@ -13,7 +13,7 @@ public class LLBTDieEvent : BJRedPacketEvent
public override void Init(long goldCount, int posID, long paobei, long fishScore, int beishu, Action<int> action, Action action1 = null)
{
base.Init(goldCount, posID, paobei, fishScore, beishu, action, action1);
StartCoroutine(yanshi());
//StartCoroutine(yanshi());
}
public void bjLLBT()
{
File diff suppressed because it is too large Load Diff
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File diff suppressed because it is too large Load Diff
@@ -2889,7 +2889,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
if (sync.sitPos == currSitData.posID) return;
var data = FrameDataParser.Parse<FrameData_ChangeTurret>(sync.frameData);
list_Sits[sync.sitPos].LoadWing(data.turretIndex);
// turretIndex<=0 = 卸下翅膀;>0 = 加载对应编号翅膀(与战神 changeZhanShen 同一约定)
if (data.turretIndex > 0)
list_Sits[sync.sitPos].LoadWing(data.turretIndex);
else
list_Sits[sync.sitPos].ClearWing();
}
public void SyncGameData_ChangeZhanShen(SyncGameData sync)
+200 -2
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@@ -69,8 +69,10 @@ public class UIHome_BY_ItemListPanels : SubUIBase
public TextMeshProUGUI tmp_ZHanShenName;
public TextMeshProUGUI tmp_ZHanShenLabel;
public Button btn_XuanZe;
[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);