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public TextMeshProUGUI tMP_content_Top; - public TextMeshProUGUI tMP_content_Bottom; + public TextMeshProUGUI tMP_content; public GameObject waitMessage; public GameObject messageDefeated; public Image title; public Image avatar; public Image avatarFrame; - int top_buttonIndex = 0; - int maxWidth = 650; + public bool showAvatar = true; private void OnEnable() { GameManager.Instance.OnAvatarChanged += OnAvatarChanged; GameManager.Instance.OnAvatarFrameChanged += OnAvatarFrameChanged; - RefreshAvatar(); - RefreshAvatarFrame(); + + if (showAvatar) + { + RefreshAvatar(); + RefreshAvatarFrame(); + } + else + { + if (avatar != null) avatar.gameObject.SetActive(false); + if (avatarFrame != null) avatarFrame.gameObject.SetActive(false); + } } private void OnDisable() @@ -38,6 +45,7 @@ public class DialogItem : MonoBehaviour if (avatar == null) return; var sprite = GameManager.Instance.GetAvatarSprite(GameManager.Instance.user.BaseInfo.avatarUrl); if (sprite != null) avatar.sprite = sprite; + avatar.gameObject.SetActive(true); } private void RefreshAvatarFrame() @@ -45,99 +53,24 @@ public class DialogItem : MonoBehaviour if (avatarFrame == null) return; var sprite = GameManager.Instance.GetAvatarFrameSprite(GameManager.Instance.user.BaseInfo.avatarFrame); if (sprite != null) avatarFrame.sprite = sprite; + avatarFrame.gameObject.SetActive(sprite != null); } private void OnAvatarChanged(Sprite sprite) { - if (avatar != null && sprite != null) avatar.sprite = sprite; + if (!showAvatar || avatar == null || sprite == null) return; + avatar.sprite = sprite; } private void OnAvatarFrameChanged(Sprite sprite) { - if (avatarFrame != null && sprite != null) avatarFrame.sprite = sprite; + if (!showAvatar || avatarFrame == null || sprite == null) return; + avatarFrame.sprite = sprite; } + public void SetMessage(string str) { - List msgBottom = new List(); - msgBottom.Add(""); - int tempindex = 0; - for (int i = str.Length - 1; i >= 0; i--) - { - if (tempindex < 2) - { - if (tMP_content_Bottom.GetPreferredValues(msgBottom[tempindex]).x >= maxWidth) - { - tempindex++; - msgBottom.Add(""); - } - } - else - { - if (tMP_content_Top.GetPreferredValues(msgBottom[tempindex]).x >= maxWidth) - { - tempindex++; - msgBottom.Add(""); - - } - } - msgBottom[tempindex] += str[i]; - - } - string temp = ""; - bool istop = true; - int tempCount = 0; - if (msgBottom.Count >2) - { - for (int i = 0; i < str.Length; i++) - 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m_AnchoredPosition: {x: 717.67, y: -61.72} - m_SizeDelta: {x: 108.79, y: 43.44} + m_AnchoredPosition: {x: 717.67, y: -40} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.9999999, y: 0.5} --- !u!222 &2130314133588970263 CanvasRenderer: @@ -7197,8 +7197,8 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 0, y: -21.72} - m_SizeDelta: {x: 108.79, y: 43.44} + m_AnchoredPosition: {x: 0, y: -0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0, y: 0.5} --- !u!222 &3515175731842939980 CanvasRenderer: diff --git a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_ShopPanel.cs b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_ShopPanel.cs index 6590577c9..cf4c8c7ba 100644 --- a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_ShopPanel.cs +++ b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_ShopPanel.cs @@ -8,6 +8,14 @@ using TMPro; using UnityEngine; using UnityEngine.UI; +/// 商城 Tab 类型 +public enum ShopTab +{ + Gold = 0, // 金币 + Diamond = 1, // 钻石 + Prop = 2 // 道具 +} + public class UIHome_BY_ShopPanel : SubUIBase { public GameObject obj_ItemPrefab; // 0-图标 1-首充 2-购买按钮 2-0-价值 3-名字 @@ -264,6 +272,29 @@ public class UIHome_BY_ShopPanel : SubUIBase { base.OnShow(args); RefreshUI(); + + // 根据参数切换 Tab(默认金币) + var tab = ShopTab.Gold; + if (args is ShopTab st) tab = st; + else if (args is int i) tab = (ShopTab)i; + + SwitchTab(tab); + } + + private void SwitchTab(ShopTab tab) + { + switch (tab) + { + case ShopTab.Gold: + if (btn_GlodCoins != null) btn_GlodCoins.isOn = true; + break; + case ShopTab.Diamond: + if (btn_Diamond != null) btn_Diamond.isOn = true; + break; + case ShopTab.Prop: + if (btn_Prop != null) btn_Prop.isOn = true; + break; + } } private void RefreshUI() @@ -314,7 +345,7 @@ public class UIHome_BY_ShopPanel : SubUIBase { int nextLevel = vipLevel + 1; bool hasNext = configs.Exists(v => v.level == nextLevel); - double need = curCfg.expMax > currentExp ? curCfg.expMax - currentExp : 0; + double need = curCfg.expMax > currentExp ? (curCfg.expMax - currentExp) / 100.0 : 0; if (need > 0 && hasNext) tmp_UpLevel.text = $"再充值{need}元升级至贵族{nextLevel}"; diff --git a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_VIPPanel.cs b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_VIPPanel.cs index c38fb199a..6e232056f 100644 --- a/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_VIPPanel.cs +++ b/Assets/MyGame/aa/UI/Home/Sub/UIHome_BY_VIPPanel.cs @@ -19,6 +19,9 @@ public class UIHome_BY_VIPPanel : SubUIBase public Toggle btn_LeaveItemPrefab; public Transform btn_LeaveItemParent; + [Header("跳转商城")] + public Button btn_Shop; + [Header("Vip领取奖励选项")] public BackPackPropItem btn_AwardItemPrefab; public Transform btn_AwardItemParent_Top; @@ -39,6 +42,10 @@ public class UIHome_BY_VIPPanel : SubUIBase base.Awake(); vipConfigs = GameManager.Instance.gameConfig.vipLevelConfigs; GameManager.Instance.OnUserDataChanged += OnUserDataChanged; + + // 跳转商城(默认金币页,可传 ShopTab) + if (btn_Shop != null) + btn_Shop.onClick.AddListener(() => uIManager.ShowAsync(UIPanel.ShopPanel, ShopTab.Diamond)); } private void OnUserDataChanged() @@ -131,10 +138,11 @@ public class UIHome_BY_VIPPanel : SubUIBase // 经验文本:当前经验 / 选中等级上限 txt_VIPEXP.text = $"{currentExp}/{config.expMax}"; - // 升到下一级所需的金额 - double needAmount = config.expMax > currentExp ? config.expMax - currentExp : 0; + // 升到下一级所需的经验 → 换成金额(1元=100经验) + double needExp = config.expMax > currentExp ? config.expMax - currentExp : 0; + double needAmount = needExp / 100.0; - int nextLevel = vipLevel + 1; + int nextLevel = level + 1; bool hasNextLevel = vipConfigs.Exists(v => v.level == nextLevel); if (needAmount > 0 && hasNextLevel) diff --git a/Assets/MyGame/aa/UI/Home/UIHomeMain.cs b/Assets/MyGame/aa/UI/Home/UIHomeMain.cs index af79300c4..821d17fc3 100644 --- a/Assets/MyGame/aa/UI/Home/UIHomeMain.cs +++ b/Assets/MyGame/aa/UI/Home/UIHomeMain.cs @@ -63,6 +63,9 @@ public class UIHomeMain : UIBase public Button btn_Service; public Button btn_Shop; #endregion + [Header("跳转商城")] + public Button btn_ShopDiamond; + public Button btn_ShopGlod; private void Awake() { // 订阅事件 @@ -190,6 +193,9 @@ public class UIHomeMain : UIBase }); #endregion + btn_ShopDiamond.onClick.AddListener(() => subUIManager.ShowAsync(UIPanel.ShopPanel, ShopTab.Diamond)); + btn_ShopGlod.onClick.AddListener(() => subUIManager.ShowAsync(UIPanel.ShopPanel, ShopTab.Gold)); + btn_UserInfo.onClick.AddListener(()=>subUIManager.ShowAsync(UIPanel.UserInfo)); } protected override void OnShow(object args = null) diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/Black.mat b/Assets/TextMesh Pro/Resources/Fonts & Materials/Black.mat index 8cb640d2c..224af70b2 100644 --- a/Assets/TextMesh Pro/Resources/Fonts & Materials/Black.mat +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/Black.mat @@ -121,7 +121,7 @@ Material: - _DstBlend: 0 - _DstBlendAlpha: 0 - _EnvironmentReflections: 1 - - _FaceDilate: 0.132 + - _FaceDilate: 0.3 - _FaceUVSpeedX: 0 - _FaceUVSpeedY: 0 - _GlossMapScale: 0 @@ -137,18 +137,18 @@ Material: - _MaskSoftnessY: 0 - _Metallic: 0 - _OcclusionStrength: 1 - - _OutlineSoftness: 0.117 + - _OutlineSoftness: 0 - _OutlineUVSpeedX: 0 - _OutlineUVSpeedY: 0 - - _OutlineWidth: 0 + - _OutlineWidth: 0.416 - _Parallax: 0.005 - _PerspectiveFilter: 0.875 - _QueueOffset: 0 - _ReceiveShadows: 1 - _Reflectivity: 10 - - _ScaleRatioA: 0.75 - - _ScaleRatioB: 0.08850002 - - _ScaleRatioC: 0.08850002 + - _ScaleRatioA: 0.51159614 + - _ScaleRatioB: 0 + - _ScaleRatioC: 0 - _ScaleX: 1 - _ScaleY: 1 - _ShaderFlags: 0 @@ -186,7 +186,7 @@ Material: - _FaceColor: {r: 1, g: 1, b: 1, a: 1} - _GlowColor: {r: 0, g: 0, b: 0, a: 0.5} - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} - - _OutlineColor: {r: 0.47353154, g: 0.22322798, b: 0.05448028, a: 1} + - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/BlackTxt.mat b/Assets/TextMesh Pro/Resources/Fonts & Materials/BlackTxt.mat index 7256c7e61..98299ddbb 100644 --- a/Assets/TextMesh Pro/Resources/Fonts & Materials/BlackTxt.mat +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/BlackTxt.mat @@ -49,7 +49,7 @@ Material: - _GlowPower: 0.75 - _GradientScale: 10 - _OutlineSoftness: 0 - - _OutlineWidth: 0.229 + - _OutlineWidth: 0 - _ScaleRatioA: 0.9 - _ScaleRatioB: 1.1835 - _ScaleRatioC: 1.1835 @@ -61,5 +61,5 @@ Material: - _WeightNormal: 0 m_Colors: - _GlowColor: {r: 0.14126332, g: 0.89626956, b: 0.9559735, a: 1} - - _OutlineColor: {r: 1, g: 1, b: 1, a: 1} + - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} m_BuildTextureStacks: []