150 lines
4.7 KiB
C#
150 lines
4.7 KiB
C#
using Assets.Framework.Tool;
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using Assets.MyGame.Scripts.Net;
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using Assets.MyGame.Scripts.Net.API.UserData_SubClass;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class UIHome_BY_BackPackPanel : SubUIBase
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{
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public List<BaseProductCount> props;
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public Dictionary<string, BaseProductCount> propsID_Dic = new Dictionary<string, BaseProductCount>();
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public Dictionary<int, BaseProductCount> propsObjHashCode_Dic = new Dictionary<int, BaseProductCount>();
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public Transform pageParent;
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public BackPackPropItem prefabItem;
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public TextMeshProUGUI tMP_Gold;
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public TextMeshProUGUI tMP_Diamond;
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[Header("道具详情")]
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public TextMeshProUGUI tMP_Name;
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public TextMeshProUGUI tMP_Description;
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public Image img_Prop;
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public string propID;
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public PropEnum propType;
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public ScrollRect scrollRect;
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public Button btn_Use;
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// 刷新时保存的状态
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private Vector2 savedScrollPos;
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private string savedPropID;
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public override void Awake()
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{
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base.Awake();
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GameManager.Instance.OnUserDataChanged += OnUserDataChanged;
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}
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private void OnUserDataChanged()
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{
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// 刷新前保存状态
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if (scrollRect != null) savedScrollPos = scrollRect.normalizedPosition;
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savedPropID = propID;
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RefreshUI();
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RebuildPropsList();
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// 刷新后恢复状态
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if (scrollRect != null) scrollRect.normalizedPosition = savedScrollPos;
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}
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protected override void OnShow(object args = null)
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{
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base.OnShow(args);
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RefreshUI();
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RebuildPropsList();
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}
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private void RefreshUI()
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{
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if (GameManager.Instance?.user?.assets == null) return;
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tMP_Gold.text = GameManager.Instance.user.assets.gold.ToString();
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tMP_Diamond.text = GameManager.Instance.user.assets.diamond.ToString();
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}
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private void RebuildPropsList()
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{
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props = GameManager.Instance.user.props;
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// 构建字典,过滤数量 ≤0 的
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propsID_Dic.Clear();
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if (props != null)
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{
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foreach (BaseProductCount product in props)
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{
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if (product.count > 0)
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propsID_Dic[product.number] = product;
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}
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}
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// 清空旧列表
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for (int j = pageParent.childCount - 1; j >= 0; j--)
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Destroy(pageParent.GetChild(j).gameObject);
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propsObjHashCode_Dic.Clear();
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bool isfirst = true;
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foreach (BaseProductCount product in propsID_Dic.Values)
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{
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// 第一项或与保存的选中id匹配 → 设为选中详情
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if (isfirst || product.number == savedPropID)
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{
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ShowPropDetail(product);
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isfirst = false;
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}
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GameObject obj = Instantiate(prefabItem.gameObject, pageParent);
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var tempItem = obj.GetComponent<BackPackPropItem>();
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tempItem.Init(APIManager.baseURL + product.imageUrl, product.count, (PropEnum)product.type);
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propsObjHashCode_Dic[obj.GetHashCode()] = product;
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string capturedNum = product.number;
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obj.GetComponent<Toggle>().onValueChanged.AddListener((value) =>
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{
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if (value) ShowPropDetail(product);
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});
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}
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// 默认选中第一项(isOn 触发 onValueChanged 自动显示详情)
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if (pageParent.childCount > 0)
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pageParent.GetChild(0).GetComponent<Toggle>().isOn = true;
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}
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private void ShowPropDetail(BaseProductCount product)
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{
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if (product == null) return;
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tMP_Name.text = product.name;
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tMP_Description.text = product.desc;
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propID = product.number;
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propType = (PropEnum)product.type;
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WebTool.DownImage(APIManager.baseURL + product.imageUrl, (texture) =>
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{
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if (texture != null && img_Prop != null)
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img_Prop.sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.one * 0.5f);
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});
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btn_Use.onClick.RemoveAllListeners();
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btn_Use.onClick.AddListener(() =>
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{
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switch (propType)
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{
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case PropEnum.none: break;
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case PropEnum.炮塔碎片: break;
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case PropEnum.翅膀碎片: break;
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case PropEnum.战神碎片: break;
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case PropEnum.刮刮卡:
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uIManager.ShowAsync(UIPanel.GuaGuaKa);
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break;
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case PropEnum.改名卡: break;
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case PropEnum.大喇叭: break;
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case PropEnum.技能: break;
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case PropEnum.召唤卡: break;
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default: break;
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}
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});
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}
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}
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