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6 天以前 47aa85c49c2f31f6ac728ea66defb1425bae85ba
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
/// <summary>
/// 游戏主界面底部功能按钮
/// </summary>
public class MainWin : FunctionsBaseWin
{
    //头像区
    [SerializeField] GameObject topBar;
    [SerializeField] AvatarCell avatarCell;
    [SerializeField] Text playerNameText;
    [SerializeField] Text powerText;
    [SerializeField] OfficialTitleCell officialRankText;
 
    //战斗按钮
    [SerializeField] Image fightOtherWinBG; //切换其他界面的显示
    [SerializeField] Image fightOtherWinWarnImg; //切换其他界面 如果是战斗中泛红提示
    [SerializeField] GameObject fightBG; //战斗界面显示
    [SerializeField] Image restImg; //休息状态
    [SerializeField] GameObject fightGo; //战斗状态
    [SerializeField] Image fightHeroImg; //战斗显示英雄
    [SerializeField] ScaleTween fightHeroScale; //战斗显示英雄缩放
    [SerializeField] UIEffectPlayer fightEffect;
    [SerializeField] FillTween cdTween;
 
 
    public Text hammerText;
 
    protected override void InitComponent()
    {
        base.InitComponent();
 
        avatarCell.button.AddListener(() => { });
 
    }
 
    public override void Refresh()
    {
        UpdateCurrency();
        UpdatePlayerInfo();
        RefreshFightBtn();
    }
 
    protected override void OnPreOpen()
    {
        PlayerDatas.Instance.playerDataRefreshEvent += PlayerDataRefresh;
        AutoFightModel.Instance.OnFightEvent += OnSkillCast;
        base.OnPreOpen();
 
        // 刷新UI
        Refresh();
    }
 
    protected override void OnPreClose()
    {
        PlayerDatas.Instance.playerDataRefreshEvent -= PlayerDataRefresh;
        AutoFightModel.Instance.OnFightEvent -= OnSkillCast;
        base.OnPreClose();
    }
 
 
    protected override void SelectBottomTab(int index)
    {
        if (index == 3)
        {
            //挑战特殊显示逻辑
            return;
        }
 
        topBar.SetActive(index == 0 || index == 2);
        // 如果点击当前已选中的标签,不做处理
        if (functionOrder == index && currentSubUI != null)
        {
            return;
        }
 
        // 更新当前选中的标签索引
        functionOrder = index;
 
        // 关闭当前打开的子界面
        CloseCurrentSubUI();
 
        // 根据选中的标签打开对应的界面
        OpenSubUIByTabIndex();
    }
 
 
 
    /// <summary>
    /// 更新玩家信息
    /// </summary>
    private void UpdatePlayerInfo()
    {
        // 从玩家数据中获取信息并更新UI
        avatarCell.InitUI(AvatarHelper.GetAvatarModel((int)PlayerDatas.Instance.baseData.PlayerID,
                                                        PlayerDatas.Instance.baseData.face,
                                                        PlayerDatas.Instance.baseData.facePic));
 
        playerNameText.text = PlayerDatas.Instance.baseData.PlayerName;
        powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPower);
 
        officialRankText.InitUI(PlayerDatas.Instance.baseData.realmLevel, PlayerDatas.Instance.baseData.TitleID);
    }
 
    void PlayerDataRefresh(PlayerDataType type)
    {
        switch (type)
        {
            case PlayerDataType.FightPower:
                powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPower);
                break;
            case PlayerDataType.RealmLevel:
                officialRankText.InitUI(PlayerDatas.Instance.baseData.realmLevel, PlayerDatas.Instance.baseData.TitleID);
                break;
            case PlayerDataType.Face:
            case PlayerDataType.FacePic:
                avatarCell.InitUI(AvatarHelper.GetAvatarModel((int)PlayerDatas.Instance.baseData.PlayerID,
                                                                PlayerDatas.Instance.baseData.face,
                                                                PlayerDatas.Instance.baseData.facePic));
                break;
            case PlayerDataType.default26:
                hammerText.text = UIHelper.GetMoneyCnt(41).ToString();
                break;
 
        }
 
    }
 
 
    /// <summary>
    /// 更新货币信息
    /// </summary>
    private void UpdateCurrency()
    {
        hammerText.text = UIHelper.GetMoneyCnt(41).ToString();
    }
 
    /// <summary>
    /// 底部标签按钮点击
    /// </summary>
    protected override void OnTabButtonClicked(int index)
    {
        if (index == 0)
        {
            if (currentSubUI != null && currentSubUI.name == "HomeWin")
            {
                //手动自动一起处理
                AutoFightModel.Instance.StartFight();
            }
        }
        SelectBottomTab(index);
    }
 
 
    /// <summary>
    /// 根据标签索引打开对应的子界面
    /// </summary>
    protected override void OpenSubUIByTabIndex()
    {
 
        Debug.Log("打开子界面 : " + functionOrder);
        // 主城 内政 武将 挑战 公会
        //根据索引打开不同的界面
        switch (functionOrder)
        {
            case 0:
                // 打开主页界面
                if (!UIManager.Instance.IsOpened<BattleWin>())
                {
                    BattleWin battleWin = UIManager.Instance.OpenWindow<BattleWin>();
                    battleWin.SetBattleField(BattleManager.Instance.storyBattleField);
                }
                else
                {
                    BattleWin battleWin = UIManager.Instance.GetUI<BattleWin>();
                    battleWin.SetBattleField(BattleManager.Instance.storyBattleField);
                }
                currentSubUI = UIManager.Instance.OpenWindow<HomeWin>();
                Debug.Log("打开主城界面");
                break;
            case 1:
                currentSubUI = UIManager.Instance.OpenWindow<AffairBaseWin>();
                Debug.Log("打开内政界面");
                break;
            case 2:
                currentSubUI = UIManager.Instance.OpenWindow<HeroBaseWin>(0);
                Debug.Log("打开武将界面");
                break;
            // case 3:
            //     // currentSubUI = UIManager.Instance.OpenUI<QuestUI>();
            //     Debug.Log("打开挑战界面");
            //     break;
            case 4:
                currentSubUI = UIManager.Instance.OpenWindow<GuildBaseWin>();
                break;
            default:
                Debug.LogWarning("未知的标签索引: " + functionOrder);
                break;
        }
 
        RefreshFightBtn();
    }
 
 
    ///战斗按钮显示规则
    /// 1.在主线战斗界面下:
    ///     1.1.休息状态的按钮
    ///     1.2.战斗状态的按钮 :显示下一个要攻击的武将头像,按位置顺序推算显示头像;严谨情况下需判断下一个武将是否可攻击如被眩晕等
    ///         有蒙版:默认显示播放其他战斗的状态,眩晕的状态等比较多(大多是蒙版显示的情况,根据实际看是否需要)
    ///         无蒙版:结束一个小通知的时候(B425)可以释放的去掉蒙版;有怒气的时候是否特殊表现(循环火特效?)
    ///         转圈:点击释放 播放特效且蒙版转圈,转圈结束后显示蒙版 -- 同时上方卡牌播放特效和转圈?
    /// 2.在非主线战斗界面下:
    ///     1. 休息显示关闭状态 无特效
    ///     2. 战斗中,显示泛红特效
    /// 上方卡牌 攻击时播放特效和转圈,有怒气的时候显示怒气特效?
 
 
    void RefreshFightBtn()
    {
        if (functionOrder == 0)
        {
            //主城界面
            fightOtherWinBG.SetActive(false);
            fightBG.SetActive(true);
 
 
            if (BattleManager.Instance.storyBattleField != null &&
            BattleManager.Instance.storyBattleField.GetBattleMode() == BattleMode.Stop)
            {
                fightGo.SetActive(false);
                restImg.SetActive(true);
            }
            else
            {
                fightGo.SetActive(true);
                restImg.SetActive(false);
                RefreshFightIng();
            }
 
        }
        else
        {
            //非主城界面
            fightOtherWinBG.SetActive(true);
            fightBG.SetActive(false);
            if (BattleManager.Instance.storyBattleField != null &&
            BattleManager.Instance.storyBattleField.GetBattleMode() == BattleMode.Stop)
            {
                fightOtherWinWarnImg.SetActive(false);
            }
            else
            {
                fightOtherWinWarnImg.SetActive(true);
            }
        }
    }
 
 
    void RefreshFightIng(bool isfighting = false)
    {
        if (isfighting)
        {
            fightEffect.Play();
            cdTween.SetStartState();
            cdTween.Play(() =>
            {
                AutoFightModel.Instance.fightingHeroSkinID = TeamManager.Instance.GetTeam(TeamType.Story).GetNextServerHero(AutoFightModel.Instance.heroGuid).SkinID;
                fightHeroImg.SetOrgSprite(HeroSkinConfig.Get(AutoFightModel.Instance.fightingHeroSkinID).SquareIcon, "HeroHead");
            });
            fightHeroScale.SetStartState();
            fightHeroScale.Play();
        }
        else
        {
            fightEffect.Stop();
            cdTween.Stop();
            cdTween.SetEndState();
            fightHeroScale.Stop();
        }
 
        if (AutoFightModel.Instance.fightingHeroSkinID == 0)
        {
            AutoFightModel.Instance.fightingHeroSkinID = TeamManager.Instance.GetTeam(TeamType.Story).GetNextServerHero(AutoFightModel.Instance.heroGuid).SkinID;
        }
 
        fightHeroImg.SetOrgSprite(HeroSkinConfig.Get(AutoFightModel.Instance.fightingHeroSkinID).SquareIcon, "HeroHead");
    }
 
    void OnSkillCast(bool isfighting)
    {
 
        if (functionOrder != 0)
            return;
 
        if (isfighting)
        {
            RefreshFightIng(isfighting);
        }
        else
        {
            RefreshFightBtn();
        }
    }
}