hch
2025-08-31 74f26f60deac8fc1bb1f93ad26412f9a7e4a281d
Main/System/Main/MainWin.cs
@@ -15,12 +15,23 @@
    [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] UIEffectPlayer fightEffect;
    [SerializeField] FillTween cdTween;
    public Text hammerText;
    protected override void InitComponent()
    {
        base.InitComponent();
        avatarCell.button.AddListener(() => { });
    }
@@ -29,11 +40,13 @@
    {
        UpdateCurrency();
        UpdatePlayerInfo();
        RefreshFightBtn();
    }
    protected override void OnPreOpen()
    {
        PlayerDatas.Instance.playerDataRefreshEvent += PlayerDataRefresh;
        AutoFightModel.Instance.OnFightEvent += OnSkillCast;
        base.OnPreOpen();
        // 刷新UI
@@ -43,6 +56,7 @@
    protected override void OnPreClose()
    {
        PlayerDatas.Instance.playerDataRefreshEvent -= PlayerDataRefresh;
        AutoFightModel.Instance.OnFightEvent -= OnSkillCast;
        base.OnPreClose();
    }
@@ -109,7 +123,7 @@
            case PlayerDataType.default26:
                hammerText.text = UIHelper.GetMoneyCnt(41).ToString();
                break;
        }
    }
@@ -122,7 +136,7 @@
    {
        hammerText.text = UIHelper.GetMoneyCnt(41).ToString();
    }
    /// <summary>
    /// 底部标签按钮点击
    /// </summary>
@@ -138,7 +152,7 @@
        }
        SelectBottomTab(index);
    }
    /// <summary>
    /// 根据标签索引打开对应的子界面
@@ -185,5 +199,106 @@
                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.playDelayTime = 50;
            fightEffect.Play();
            cdTween.SetStartState();
            cdTween.Play(()=>
            {
                AutoFightModel.Instance.fightingHeroSkinID = TeamManager.Instance.GetTeam(TeamType.Story).GetNextServerHero(AutoFightModel.Instance.heroGuid).SkinID;
                fightHeroImg.SetSprite(HeroSkinConfig.Get(AutoFightModel.Instance.fightingHeroSkinID).SquareIcon);
            });
        }
        else
        {
            fightEffect.Stop();
            cdTween.Stop();
            cdTween.SetEndState();
        }
        if (AutoFightModel.Instance.fightingHeroSkinID == 0)
        {
            AutoFightModel.Instance.fightingHeroSkinID = TeamManager.Instance.GetTeam(TeamType.Story).GetNextServerHero(AutoFightModel.Instance.heroGuid).SkinID;
        }
        fightHeroImg.SetSprite(HeroSkinConfig.Get(AutoFightModel.Instance.fightingHeroSkinID).SquareIcon);
    }
    void OnSkillCast(bool isfighting)
    {
        if (functionOrder != 0)
            return;
        if (isfighting)
        {
            RefreshFightIng(isfighting);
        }
        else
        {
            RefreshFightBtn();
        }
    }
}