少年修仙传客户端代码仓库
lcy
2025-05-08 1314c3b3c14cd520bbb8569b5f98d68933a22cd3
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using DG.Tweening;
using System.Linq;
using UnityEngine;
 
namespace vnxbqy.UI
{
    public class FairySiegeSummonDragonFrameWin : Window
    {
        [SerializeField] RectTransform rectStart;
        [SerializeField] RectTransform rectMiddle;
        [SerializeField] RectTransform rectEnd;
 
        [SerializeField] EmblemCell emblemSkill;
        [SerializeField] ImageEx imgSkillIcon;
        [SerializeField] ImageEx imgSkillName;
        [SerializeField] TextEx txtFairyNameSkill;
        [SerializeField] TextEx txtPlayerNameSkill;
        [SerializeField] RectTransform rectSkill;
 
        FairySiegeActModel model { get { return ModelCenter.Instance.GetModel<FairySiegeActModel>(); } }
 
        protected override void BindController()
        {
        }
 
        protected override void AddListeners()
        {
        }
 
        protected override void OnPreOpen()
        {
            model.UpdateSummonDragonFrameAction += OnUpdateSummonDragonFrameAction;
 
            nowState = AnimeState.In;
            rectSkill.SetActive(false);
            rectSkill.anchoredPosition = rectStart.anchoredPosition;
            seqIn.Append(rectSkill.DOAnchorPos(rectMiddle.anchoredPosition, 0.5f).SetEase(Ease.OutCubic).OnStart(() =>
            {
                UpdateSkillFrame();
                rectSkill.SetActive(true);
            }).OnComplete(() =>
            {
                nowState = AnimeState.Wait;
                timer = 0;
            }));
        }
 
        protected override void OnPreClose()
        {
            model.UpdateSummonDragonFrameAction -= OnUpdateSummonDragonFrameAction;
        }
 
        private void OnUpdateSummonDragonFrameAction()
        {
            if (nowState == AnimeState.Wait)
            {
                seqOut?.Kill(false);
                seqOut = DOTween.Sequence();
                rectSkill.anchoredPosition = rectMiddle.anchoredPosition;
                UpdateSkillFrame();
                timer = 0;
                nowState = AnimeState.Wait;
            }
            else if (nowState == AnimeState.In)
            {
                UpdateSkillFrame();
            }
            else if (nowState == AnimeState.Out)
            {
                seqOut?.Kill(false);
                seqOut = DOTween.Sequence();
                rectSkill.anchoredPosition = rectMiddle.anchoredPosition;
                UpdateSkillFrame();
                timer = 0;
                nowState = AnimeState.Wait;
            }
        }
 
        protected override void OnAfterOpen()
        {
        }
 
        protected override void OnAfterClose()
        {
        }
 
        private enum AnimeState
        {
            In,
            Wait,
            Out,
        }
 
        AnimeState nowState = AnimeState.In;
        Sequence seqIn = DOTween.Sequence();
        Sequence seqOut = DOTween.Sequence();
        private float waitTime = 1.0f; // 等待时间
        private float timer = 0f; // 计时器
 
        protected override void LateUpdate()
        {
            if (nowState == AnimeState.Wait)
            {
                timer += Time.deltaTime;
                if (timer >= waitTime)
                {
                    nowState = AnimeState.Out;
                    timer = 0;
                    seqOut.Append(rectSkill.DOAnchorPos(rectEnd.anchoredPosition, 0.5f).SetEase(Ease.OutCubic).OnComplete(() =>
                    {
                        WindowCenter.Instance.Close<FairySiegeSummonDragonFrameWin>();
                    }));
                }
            }
        }
 
        private void UpdateSkillFrame()
        {
            var info = model.nowInfo;
            imgSkillIcon.SetSprite(model.GetSkillIcon((int)info.AtkType));
            imgSkillIcon.SetNativeSize();
            imgSkillName.SetSprite(model.GetSkillNameIcon((int)info.AtkType));
            imgSkillName.SetNativeSize();
 
            if (info.BatScenePlayerInfoDict.TryGetValue(info.AtkPlayerID, out var batScenePlayerInfo) &&
                model.TryGetFairySiegeFamilyInfo(batScenePlayerInfo.FamilyID, out FairySiegeFamilyInfo fairySiegeFamilyInfo))
            {
                emblemSkill.SetActive(true);
                emblemSkill.InitUI(EmblemHelper.GetOtherEmblemModel((int)fairySiegeFamilyInfo.EmblemID));
                txtFairyNameSkill.text = fairySiegeFamilyInfo.Name;
                txtPlayerNameSkill.text = batScenePlayerInfo.Name;
            }
            else
            {
                emblemSkill.SetActive(false);
                txtFairyNameSkill.text = string.Empty;
                txtPlayerNameSkill.text = string.Empty;
            }
        }
    }
}