This commit is contained in:
2026-09-10 03:15:07 +08:00
parent 2d7dd23d6c
commit 4793cc2f4f
19 changed files with 783 additions and 32 deletions
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@@ -1530,6 +1530,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
var cfg = propConfigData.props[i];
if (cfg == null) continue;
var item = Instantiate(tmp_PropItem, obj_PropItemParent.transform);
// ⭐ 第一层不用倒计时:克隆时隐藏 prefab 自带的 child1 倒计时圈(Filled360 Image,只有二层用)
var cdImg = item.transform.childCount > 1 ? item.transform.GetChild(1).GetComponent<Image>() : null;
if (cdImg != null) cdImg.gameObject.SetActive(false);
// ⭐ 第一层 child0 = 数量 TMP(只显示数字,不显示名字,靠图标辨识)
SetPropItemIcon(item, cfg.icon);
var data = cfg; // 闭包捕获当前项,避免循环变量被覆盖
@@ -1543,6 +1546,12 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
/// <summary>当前展开二层的一级配置(用于"再点一下同一个一级项关闭二层"的开关切换)</summary>
private PropItemData _currentPropTwoCfg;
/// <summary>道具使用冷却时长(秒):二层使用任意道具后,二层所有道具一起进入 5 秒冷却(一层直达不冷却)</summary>
private float propUseCooldown = 5f;
/// <summary>二层冷却截止时刻(Time.time,全局一个):使用任意二层道具后所有二层道具一起倒计时;列表重建后据此恢复显示</summary>
private float _propTwoCooldownEnd;
/// <summary>刷新一级道具 child0 数量:该类型在道具表里只有 1 个道具(只有第一层、点击直达使用)时直接显示具体数量(为 0 就显示 0);
/// 能展开二层的一级项(道具表里有多个道具)显示空</summary>
private void RefreshPropFirstLayerCounts()
@@ -1619,7 +1628,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
var matched = GetMatchedTwoProps(cfg.propType);
// ⭐ 该类型只配了 1 个二级道具且拥有数量 > 0:不用弹二层,直接触发使用效果
// ⭐ 该类型只配了 1 个二级道具且拥有数量 > 0:不用弹二层,直接触发使用效果(一层直达不冷却)
if (matched.Count == 1)
{
var single = FindBackendProp(matched[0]);
@@ -1672,6 +1681,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
SetPropItemText(item, t.name);
SetPropItemTextAt(item, 1, count.ToString());
SetPropTwoIcon(item, t); // sprite_Icon 缓存下载(与商店面板同惯例)
// ⭐ 冷却:二层全局冷却中则该项 child2 恢复剩余倒计时,否则默认隐藏
ResetPropCooldownUI(item);
var data = t; // 闭包捕获当前项
var btn = GetPropItemButton(item);
if (btn != null) btn.onClick.AddListener(() => UsePropTwoItem(data));
@@ -1685,9 +1696,15 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
}
}
/// <summary>点击二级道具:实时从背包取数量,数量不足提示,足够则按后端道具触发使用效果</summary>
/// <summary>点击二级道具:二层全体冷却中拦截,数量不足提示,足够则触发使用并让二层所有道具一起进入倒计时</summary>
private void UsePropTwoItem(PropInfConfig t)
{
// ⭐ 二层全体冷却中:点了任何道具都不可使用(child2 倒计时圈还在转)
if (IsPropOnCooldown())
{
UIManager.Instance.ShowBoardError("道具冷却中,请稍候");
return;
}
var backend = FindBackendProp(t);
if (backend == null || backend.count <= 0)
{
@@ -1695,9 +1712,63 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
UIManager.Instance.ShowBoardError($"[{n}] 数量不足,暂无法使用");
return;
}
StartPropTwoCooldown(); // 使用后二层所有道具一起进入 5 秒冷却
UsePropEffect(backend);
}
/// <summary>二层是否在冷却中(全局冷却:使用任意二层道具后所有二层道具一起倒计时)</summary>
private bool IsPropOnCooldown()
{
return Time.time < _propTwoCooldownEnd;
}
/// <summary>二层全体进入冷却:记录截止时刻并遍历当前所有二层克隆项启动 child2 倒计时圈</summary>
private void StartPropTwoCooldown()
{
_propTwoCooldownEnd = Time.time + propUseCooldown;
if (tmp_PropTwoItemParent == null) return;
for (int i = 0; i < tmp_PropTwoItemParent.transform.childCount; i++)
{
var child = tmp_PropTwoItemParent.transform.GetChild(i).gameObject;
if (child == tmp_PropTwoItem) continue; // 跳过模板本身
StartCoroutine(PropCooldownRoutine(child));
}
}
/// <summary>克隆项冷却 UI 初始化:child2(filled 360° Image)默认隐藏;二层全局冷却中则恢复剩余倒计时</summary>
private void ResetPropCooldownUI(GameObject item)
{
var cd = item.transform.childCount > 2 ? item.transform.GetChild(2).GetComponent<Image>() : null;
if (cd != null) cd.gameObject.SetActive(false); // 默认隐藏(无冷却时看不到圈)
// 冷却中:从剩余时间恢复倒计时(二层重建/刷新后冷却不断)
if (Time.time < _propTwoCooldownEnd)
StartCoroutine(PropCooldownRoutine(item));
}
/// <summary>
/// 倒计时协程:item child2 的 Image(prefab 里配 Filled/Radial360)fillAmount 从 1 顺时针转到 0,转完隐藏。
/// item 被销毁(二层关闭/重建)时自动退出;全局截止时刻保留,重建后由 ResetPropCooldownUI 恢复剩余时间。
/// </summary>
private IEnumerator PropCooldownRoutine(GameObject item)
{
var cd = item != null && item.transform.childCount > 2
? item.transform.GetChild(2).GetComponent<Image>()
: null;
if (cd == null) yield break; // prefab 的 child2 没配 Image:只挡点击不显示圈
cd.gameObject.SetActive(true);
cd.fillAmount = 1f;
while (item != null && Time.time < _propTwoCooldownEnd)
{
cd.fillAmount = Mathf.Clamp01((_propTwoCooldownEnd - Time.time) / Mathf.Max(0.01f, propUseCooldown));
yield return null;
}
if (item != null)
{
cd.fillAmount = 0f;
cd.gameObject.SetActive(false);
}
}
/// <summary>
/// 点击二级子道具:按后端道具类型(PropEnum)触发使用效果
/// (刮刮卡/大喇叭/召唤卡/VIP经验 有实际流程,装备与碎片类不支持在游戏内使用,给予提示)