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This commit is contained in:
@@ -640,25 +640,29 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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subUIManager.boardCast_Boss = boardCast_Boss;
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GameManager.Instance.OnUserDataChanged += RefreshGGKCount;
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baseAttackTime = attackTime;
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btn_ChangeTurret.onClick.AddListener(() =>
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{
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var panel = subUIManager.Get<SubUIBase>(UIPanel.TurretPanel);
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if (panel != null && panel.gameObject.activeSelf)
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subUIManager.Hide(UIPanel.TurretPanel);
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else
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// ⭐ 各游戏 prefab 按钮配置不同:未拖引用时为null,做保护(空就跳过,不能报错)
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if (btn_ChangeTurret != null)
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btn_ChangeTurret.onClick.AddListener(() =>
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{
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subUIManager.ShowAsync(UIPanel.TurretPanel, (ItemPanelSelect.Turrect, true));
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StartCoroutine(CloseSettingList());
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}
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});
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btn_Setting.onClick.AddListener(() => {subUIManager.ShowAsync(UIPanel.SettingPanel); });
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var panel = subUIManager.Get<SubUIBase>(UIPanel.TurretPanel);
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if (panel != null && panel.gameObject.activeSelf)
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subUIManager.Hide(UIPanel.TurretPanel);
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else
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{
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subUIManager.ShowAsync(UIPanel.TurretPanel, (ItemPanelSelect.Turrect, true));
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StartCoroutine(CloseSettingList());
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}
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});
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if (btn_Setting != null)
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btn_Setting.onClick.AddListener(() => {subUIManager.ShowAsync(UIPanel.SettingPanel); });
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// ⭐ 各游戏prefab未拖拽表情按钮时为null,做保护(XJMH面板没有该按钮)
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if (btn_BiaoQing != null)
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btn_BiaoQing.onClick.AddListener(OnBiaoQingButtonClick);
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btn_TuiChu.onClick.AddListener(() =>
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{
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StartLeaveCountdown();
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});
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if (btn_TuiChu != null)
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btn_TuiChu.onClick.AddListener(() =>
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{
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StartLeaveCountdown();
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});
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// ⭐ 切换房间:离房后重新走一遍加入房间流程(QuickJoin同场次同等级 → 连新房socket → JoinRoom)
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// 各游戏prefab未拖拽该按钮时为null,做保护
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if (btn_ChangeRoom != null)
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@@ -725,15 +729,17 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.SyncGameData_BotFireAngle, SyncGameData_BotFireAngle);
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// ⭐ 爆奖结束帧同步(baoJiangEnd):其他玩家爆奖完成,显示最终 BJEndUI 并加分
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EventCenter.Instance.AddEventListener<SyncGameData>(ConstEventString.BaoJiangEnd, OnBaoJiangEnd);
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btn_TuJian.onClick.AddListener(() =>
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{
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subUIManager.ShowAsync(UIPanel.GameTuJian);
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StartCoroutine(CloseSettingList());
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});
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btn_GuaGuaKa.onClick.AddListener(() =>
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{
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subUIManager.ShowAsync(UIPanel.GuaGuaKa);
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});
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if (btn_TuJian != null)
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btn_TuJian.onClick.AddListener(() =>
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{
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subUIManager.ShowAsync(UIPanel.GameTuJian);
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StartCoroutine(CloseSettingList());
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});
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if (btn_GuaGuaKa != null)
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btn_GuaGuaKa.onClick.AddListener(() =>
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{
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subUIManager.ShowAsync(UIPanel.GuaGuaKa);
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});
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}
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/// <summary>打开离开游戏确认面板:点确认直接退出房间(无倒计时)</summary>
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@@ -981,11 +987,13 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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public virtual void Start()
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{
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btn_SettingList.onClick.AddListener(() =>
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{
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if (isOpenSetting) StartCoroutine(CloseSettingList());
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else StartCoroutine(OpenSettingList());
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});
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// ⭐ 未拖引用时为null,做保护(空就跳过)
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if (btn_SettingList != null)
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btn_SettingList.onClick.AddListener(() =>
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{
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if (isOpenSetting) StartCoroutine(CloseSettingList());
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else StartCoroutine(OpenSettingList());
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});
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if (toggle_Lock != null)
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{
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@@ -1027,7 +1035,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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};
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}
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toggle_BaoZou.onValueChanged.AddListener(on =>
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// ⭐ 未拖引用时为null,做保护(空就跳过)
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if (toggle_BaoZou != null)
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toggle_BaoZou.onValueChanged.AddListener(on =>
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{
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if (!on)
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{
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@@ -1048,7 +1058,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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"40004", 0);
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});
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// toggle_SkillAuto 的关闭监听(切 Idle+广播)已移植到 SitPosData.OnAutoAttackToggleChanged,面板通过 HookAutoAttackOff 订阅广播
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toggle_BingFeng.onValueChanged.AddListener(on => {
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// ⭐ 未拖引用时为null,做保护(空就跳过)
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if (toggle_BingFeng != null)
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toggle_BingFeng.onValueChanged.AddListener(on => {
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if (!on)
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{
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// ⭐ 打开后只能等倒计时结束自动关闭,不允许玩家手动关闭
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@@ -4205,10 +4205,10 @@ MonoBehaviour:
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btn_SettingList: {fileID: 542828182532005264}
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SittingListParent: {fileID: 4708396459282093652}
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btn_TuJian: {fileID: 375082849015872716}
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btn_ChangeTurret: {fileID: 6094729742376549991}
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btn_TuiChu: {fileID: 8750199528858816625}
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btn_Setting: {fileID: 8750375040507536057}
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btn_TuJian: {fileID: 0}
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btn_ChangeTurret: {fileID: 0}
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btn_TuiChu: {fileID: 0}
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btn_Setting: {fileID: 0}
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btn_ChangeRoom: {fileID: 5673242363021832829}
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biaoQingConfig: {fileID: 11400000, guid: 3e7b9d1f5a8c2e6b4d9f7a3c5e1b8d6f, type: 2}
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btn_BiaoQing: {fileID: 2868460768111054010}
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@@ -4281,7 +4281,7 @@ MonoBehaviour:
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nukeItemTemplate: {fileID: 8717863517958971103}
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btn_SettingPopup: {fileID: 8750339098251657081}
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settingListPanel: {fileID: 8717862414211535632}
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btn_HelpPopup: {fileID: 8750065718756015544}
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btn_HelpPopup: {fileID: 375082849015872716}
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helpPanel: {fileID: 1213371915303787513}
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helpTuJianItemTemplate: {fileID: 5368736496842418388, guid: e88bdd8c0b60c9c4e9ce513cd644b5c0,
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type: 3}
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@@ -4290,7 +4290,7 @@ MonoBehaviour:
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lockSetItemTemplate: {fileID: 1136181874444908, guid: 53ed3608912462847bc3c8795cdbdb50,
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btn_SetPopup: {fileID: 8750375040507536057}
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btn_SetPopup: {fileID: 3658023461286619453}
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setPanel: {fileID: 4955162030188466414}
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exitViewPanel: {fileID: 2715889072372372478}
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exitViewSeconds: 3
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@@ -9336,15 +9336,15 @@ RectTransform:
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@@ -69,7 +69,7 @@ public class GameMainPanel_XJMH : GameMainPanel_FishBase
|
||||
|
||||
// ==================== 核弹列表(按钮 + 缩放面板) ====================
|
||||
[Header("核弹列表(按钮 + 缩放面板)")]
|
||||
[Tooltip("打开核弹列表的按钮;层级命名不规范没关系,拖你要用的那个按钮本身即可。留空则沿用父类的道具按钮 btn_Prop")]
|
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[Tooltip("打开核弹列表的按钮(原版道具入口,与通用道具按钮 btn_Prop 分离);拖你要用的那个按钮本身即可。留空则核弹列表没有入口")]
|
||||
public Button btn_NukeList;
|
||||
[Tooltip("核弹列表面板:点按钮后缩放弹出,条目自动生成在它下面(做成道具二层同款:Image + HorizontalLayoutGroup + ContentSizeFitter)")]
|
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public GameObject nukeListPanel;
|
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@@ -501,9 +501,7 @@ public class GameMainPanel_XJMH : GameMainPanel_FishBase
|
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_goldColumn.ShowOne(sit, earn, isSelf);
|
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}
|
||||
|
||||
// ==================== 道具:核弹列表(XJMH 只开放核弹) ====================
|
||||
|
||||
private const string PropDisabledTip = "该道具在本房间不可使用";
|
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// ==================== 道具:原版核弹列表(与通用道具分离,互不影响) ====================
|
||||
|
||||
/// <summary>核弹使用冷却截止时刻(Time.time),与通用道具的二层冷却一致,防连点连发</summary>
|
||||
private float _nukeCooldownEnd;
|
||||
@@ -516,10 +514,10 @@ public class GameMainPanel_XJMH : GameMainPanel_FishBase
|
||||
private bool _nukeAnimating;
|
||||
|
||||
/// <summary>
|
||||
/// 道具入口(XJMH 简化版,只改本场景、不动父类):
|
||||
/// - 核弹列表按钮:优先用面板上单独拖的 btn_NukeList;没拖就用父类的道具按钮 btn_Prop
|
||||
/// (不做通用的两级道具菜单,点击直接开关核弹列表:数据来自后端道具表,几个显示几个,多了自动加);
|
||||
/// - 刮刮卡快捷按钮:屏蔽(本房间只开放核弹)。
|
||||
/// 道具入口(通用与原版分离,互不影响;不改父类):
|
||||
/// - 原版核弹列表:只走面板上单独拖的 btn_NukeList(数据来自后端道具表,几个显示几个,多了自动加);
|
||||
/// - 通用道具按钮 btn_Prop:保持父类 Awake 绑的通用两级道具菜单(本类不再抢绑、不清监听);
|
||||
/// - 刮刮卡快捷按钮:恢复通用行为(不再屏蔽)。
|
||||
/// </summary>
|
||||
private void InitNukeProp()
|
||||
{
|
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@@ -528,18 +526,8 @@ public class GameMainPanel_XJMH : GameMainPanel_FishBase
|
||||
btn_NukeList.onClick.RemoveAllListeners();
|
||||
btn_NukeList.onClick.AddListener(ToggleNukeList);
|
||||
}
|
||||
if (btn_Prop != null && btn_Prop != btn_NukeList)
|
||||
{
|
||||
btn_Prop.onClick.RemoveAllListeners(); // 换掉父类 Awake 绑的通用道具菜单
|
||||
btn_Prop.onClick.AddListener(ToggleNukeList);
|
||||
}
|
||||
if (nukeListPanel != null)
|
||||
nukeListPanel.SetActive(false); // 弹窗初始收起
|
||||
if (btn_GuaGuaKa != null)
|
||||
{
|
||||
btn_GuaGuaKa.onClick.RemoveAllListeners();
|
||||
btn_GuaGuaKa.onClick.AddListener(() => UIManager.Instance.ShowBoardError(PropDisabledTip));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>开关核弹列表:展开/收起照原版 Rocket(逐项缩放弹跳 + 反序收缩),动画期间加锁防连点</summary>
|
||||
@@ -2003,6 +1991,8 @@ public class GameMainPanel_XJMH : GameMainPanel_FishBase
|
||||
// 本项目协议暂无该数据源,返还区保持隐藏(文案已按原版写好,后续有数据再接)
|
||||
// - ⭐ 父类给退出按钮绑的是确认框流程(StartLeaveCountdown);这里仅从 XJMH 侧重绑成原版倒计时,
|
||||
// 没拖 exitViewPanel 时保持父类确认框流程不变(父类代码零改动)
|
||||
// - ⭐ 新旧退出入口统一:父类退出按钮 btn_TuiChu(拖了才生效)+ 通用设置列表里的"离开"项
|
||||
// (SittingListParent 下按名字找"离开"按钮,无需拖引用)都走同一套原版倒计时
|
||||
|
||||
private Transform _exitTimeText; // mTextTime(倒计时数字)
|
||||
private GameObject _exitRemainRoot; // mGORemainValue(返还区,原版默认隐藏)
|
||||
@@ -2013,7 +2003,9 @@ public class GameMainPanel_XJMH : GameMainPanel_FishBase
|
||||
private const string ExitRemainLabel = "系统返还特殊事件以及特殊怪折算的金币";
|
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/// <summary>
|
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/// 退出倒计时初始化(照原版 PW_ExitView:InitUI/InitView 的节点与文案),并把退出按钮改绑到倒计时。
|
||||
/// 退出倒计时初始化(照原版 PW_ExitView:InitUI/InitView 的节点与文案),
|
||||
/// 并把"新旧退出入口"统一改绑到倒计时(只改子类):
|
||||
/// ① 父类退出按钮 btn_TuiChu(未拖时为null,跳过);② 通用设置列表里的"离开"项(按名字查找)。
|
||||
/// </summary>
|
||||
private void InitExitView()
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{
|
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@@ -2025,6 +2017,15 @@ public class GameMainPanel_XJMH : GameMainPanel_FishBase
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btn_TuiChu.onClick.AddListener(OnXjmhExitClicked);
|
||||
}
|
||||
|
||||
// ⭐ 通用设置列表里的"离开"项(Setting .prefab 子物体,名字叫"离开"):
|
||||
// 老的通用离开入口统一成和新退出按钮一样的功能(原版倒计时),不再走确认框/无绑定
|
||||
var leaveEntry = SittingListParent != null ? FindButton(SittingListParent, "离开") : null;
|
||||
if (leaveEntry != null && leaveEntry != btn_TuiChu)
|
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{
|
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leaveEntry.onClick.RemoveAllListeners();
|
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leaveEntry.onClick.AddListener(OnXjmhExitClicked);
|
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}
|
||||
|
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exitViewPanel.SetActive(false); // 初始收起
|
||||
|
||||
// 背景遮挡:倒计时期间挡住后面的打鱼输入(同其它全屏面板)
|
||||
|
||||
Reference in New Issue
Block a user