yyl
2025-10-21 3bd7f56906e31e8fe0072108c9d4652707b51de8
Main/System/Main/MainWin.cs
@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -8,33 +9,52 @@
/// </summary>
public class MainWin : FunctionsBaseWin
{
        //头像区
    //头像区
    [SerializeField] GameObject topBar;
    [SerializeField] AvatarCell avatarCell;
    [SerializeField] Text playerNameText;
    [SerializeField] Text powerText;
    [SerializeField] OfficialTitleCell officialRankText;
    [SerializeField] Text goldText;
    [SerializeField] Text sparText;
    //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] UIEffectPlayer openCloseAnim;
    [SerializeField] FillTween cdTween;
    int index = 0;
    public bool isFirstOpen = true; //首次打开
    public Text hammerText;
    public static event Action TabChangeEvent;
    protected override void InitComponent()
    {
        base.InitComponent();
        avatarCell.button.AddListener(() => { });
        avatarCell.button.AddListener(() => { });
    }
    public override void Refresh()
    {
        UpdateCurrency();
        UpdatePlayerInfo();
        RefreshFightBtn();
        DisplayTopBar(index);
    }
    protected override void OnPreOpen()
    {
        PlayerDatas.Instance.playerDataRefreshEvent += PlayerDataRefresh;
        AutoFightModel.Instance.OnFightEvent += OnSkillCast;
        ChallengeTabWin.OnCloseChallengeTabWin += OnCloseChallengeTabWin;
        BattleManager.Instance.onBattleFieldCreate += OnBattleFieldCreate;
        BattleManager.Instance.onBattleFieldDestroy += OnBattleFieldDestroy;
        base.OnPreOpen();
        // 刷新UI
@@ -44,7 +64,121 @@
    protected override void OnPreClose()
    {
        PlayerDatas.Instance.playerDataRefreshEvent -= PlayerDataRefresh;
        AutoFightModel.Instance.OnFightEvent -= OnSkillCast;
        ChallengeTabWin.OnCloseChallengeTabWin -= OnCloseChallengeTabWin;
        BattleManager.Instance.onBattleFieldCreate -= OnBattleFieldCreate;
        BattleManager.Instance.onBattleFieldDestroy -= OnBattleFieldDestroy;
        base.OnPreClose();
    }
    private void OnBattleFieldCreate(string guid, BattleField battleField)
    {
        Refresh();
    }
    private void OnBattleFieldDestroy(string guid, BattleField battleField)
    {
        Refresh();
    }
    private void OnCloseChallengeTabWin()
    {
        tabButtons[3].state = TitleBtnState.Normal;
        tabButtons[3].UpdateButtonState();
    }
    //外部调用点击功能
    public void ClickFunc(int functionOrder)
    {
        tabButtons[functionOrder].onClick.Invoke();
    }
    //恢复功能按钮状态
    public void RestoreFuncBtn()
    {
        tabButtons[functionOrder].SelectBtn();
    }
    public void DisplayTopBar(int index)
    {
        bool isOtherBattleInProgress = BattleManager.Instance.IsOtherBattleInProgress();
        switch (index)
        {
            case 0:
            case 2:
                topBar.SetActive(true);
                break;
            case 1:
            case 4:
                topBar.SetActive(false);
                break;
            case 3:
                topBar.SetActive(!isOtherBattleInProgress);
                break;
            default:
                topBar.SetActive(true);
                break;
        }
    }
    protected override void SelectBottomTab(int index)
    {
        bool isOtherBattleInProgress = BattleManager.Instance.IsOtherBattleInProgress();
        if (isOtherBattleInProgress)
        {
            // 如果正在非主线战斗中,没满足解锁条件则不允许切换
        }
        DisplayTopBar(index);
        if (index == 3)
        {
            //挑战特殊显示逻辑
            UIManager.Instance.OpenWindow<ChallengeTabWin>();
            return;
        }
        // 如果点击当前已选中的标签,不做处理
        if (functionOrder == index && currentSubUI != null)
        {
            return;
        }
        ClickAnimation(index);
        // 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();
        TabChangeEvent?.Invoke();
    }
    //战斗按钮动画
    void ClickAnimation(int index)
    {
        if (isFirstOpen || (functionOrder != 0 && index == 0))
        {
            openCloseAnim.onComplete = () =>
            {
                openCloseAnim.SetEnabled(true);
            };
            openCloseAnim.PlayByArrIndex(1);
            isFirstOpen = false;
        }
        else if (functionOrder == 0 && index != 0)
        {
            openCloseAnim.onComplete = () =>
            {
                openCloseAnim.SetEnabled(true);
            };
            openCloseAnim.PlayByArrIndex(0);
        }
    }
@@ -59,7 +193,7 @@
                                                        PlayerDatas.Instance.baseData.facePic));
        playerNameText.text = PlayerDatas.Instance.baseData.PlayerName;
        powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPoint);
        powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPower);
        officialRankText.InitUI(PlayerDatas.Instance.baseData.realmLevel, PlayerDatas.Instance.baseData.TitleID);
    }
@@ -69,16 +203,10 @@
        switch (type)
        {
            case PlayerDataType.FightPower:
                powerText.text = UIHelper.ReplaceLargeArtNum(PlayerDatas.Instance.baseData.FightPoint);
                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.Gold:
                goldText.text = UIHelper.GetMoneyCntEx(1).ToString();
                break;
            case PlayerDataType.default33:
                sparText.text = UIHelper.GetMoneyCnt(42).ToString();
                break;
            case PlayerDataType.Face:
            case PlayerDataType.FacePic:
@@ -89,7 +217,7 @@
            case PlayerDataType.default26:
                hammerText.text = UIHelper.GetMoneyCnt(41).ToString();
                break;
        }
    }
@@ -101,30 +229,33 @@
    private void UpdateCurrency()
    {
        hammerText.text = UIHelper.GetMoneyCnt(41).ToString();
        goldText.text = UIHelper.GetMoneyCntEx(1).ToString();
        sparText.text = UIHelper.ReplaceLargeNumEx(UIHelper.GetMoneyCnt(42));
    }
    /// <summary>
    /// 底部标签按钮点击
    /// </summary>
    protected override void OnTabButtonClicked(int index)
    {
        this.index = index;
        if (index == 0)
        {
            if (currentSubUI != null && currentSubUI.name == "HomeWin")
            {
                //打开主界面的情况下再点击按钮,执行攻击逻辑
                StoryBattleField storyBattleField = BattleManager.Instance.storyBattleField;
                if (storyBattleField != null)
                {
                    storyBattleField.operationAgent.DoNext();
                }
                //手动自动一起处理
                AutoFightModel.Instance.StartFight();
            }
        }
        else if (index == 4 && !PlayerDatas.Instance.fairyData.HasFairy)
        {
            //未加入公会不切换标签,打开申请界面
            UIManager.Instance.OpenWindow<GuildJoinWin>();
            return;
        }
        SelectBottomTab(index);
    }
    /// <summary>
    /// 根据标签索引打开对应的子界面
@@ -150,27 +281,128 @@
                    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<RolePackWin>();
                Debug.Log("打开内政界面");
                currentSubUI = UIManager.Instance.OpenWindow<AffairBaseWin>();
                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 3:
            //     挑战界面不跳转
            //     Debug.Log("打开挑战界面");
            //     break;
            case 4:
                //currentSubUI = UIManager.Instance.OpenWindow<PlaceWin>();
                Debug.Log("打开公会界面");
                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);
            fightOtherWinWarnImg.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();
        }
    }
}