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|
||||
// ⭐ 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)
|
||||
|
||||
Reference in New Issue
Block a user