yyl
7 天以前 c124d98bdf9659cf764bebb799bee42c30eb152f
Main/System/Main/MainWin.cs
@@ -1,217 +1,341 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 游戏主界面
/// 游戏主界面底部功能按钮
/// </summary>
public class MainWin : UIBase
public class MainWin : FunctionsBaseWin
{
    public GameObject windowBackground;
    //头像区
    [SerializeField] GameObject topBar;
    [SerializeField] AvatarCell avatarCell;
    [SerializeField] Text playerNameText;
    [SerializeField] Text powerText;
    [SerializeField] OfficialTitleCell officialRankText;
    // 底部按钮组
    public Button[] bottomTabButtons;
    //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;
    private GameObject[] bottomTabEffects;
    // 当前选中的底部标签索引
    private int currentTabIndex = 0;
    // 当前打开的子界面
    private UIBase currentSubUI;
    /// <summary>
    /// 初始化组件
    /// </summary>
    public bool isFirstOpen = true; //首次打开
    public Text hammerText;
    protected override void InitComponent()
    {
        base.InitComponent();
        // 初始化UI组件事件
        InitButtonEvents();
    }
    /// <summary>
    /// 初始化UI组件事件
    /// </summary>
    private void InitButtonEvents()
    {
        // 初始化底部按钮
        for (int i = 0; i < bottomTabButtons.Length; i++)
        {
            int index = i; // 捕获索引
            bottomTabButtons[i].onClick.AddListener(() => {
                OnBottomTabButtonClicked(index);
            });
        }
        avatarCell.button.AddListener(() => { });
    }
    protected override void OnOpen()
    {
        base.OnOpen();
        // 默认选中第一个标签
        SelectBottomTab(0);
        // 刷新UI
        Refresh();
    }
    public override void Refresh()
    {
        UpdatePlayerInfo();
        UpdateCurrency();
        UpdatePlayerInfo();
        RefreshFightBtn();
    }
    protected override void OnPreOpen()
    {
        PlayerDatas.Instance.playerDataRefreshEvent += PlayerDataRefresh;
        AutoFightModel.Instance.OnFightEvent += OnSkillCast;
        ChallengeTabWin.OnCloseChallengeTabWin += OnCloseChallengeTabWin;
        base.OnPreOpen();
        bottomTabEffects = new GameObject[bottomTabButtons.Length];
        for (int i = 0; i < bottomTabButtons.Length; i++)
        {
            bottomTabEffects[i] = PlayUIEffect(1004, bottomTabButtons[i].transform, false);
        }
        // 刷新UI
        Refresh();
    }
    protected override void OnPreClose()
    {
        PlayerDatas.Instance.playerDataRefreshEvent -= PlayerDataRefresh;
        AutoFightModel.Instance.OnFightEvent -= OnSkillCast;
        ChallengeTabWin.OnCloseChallengeTabWin -= OnCloseChallengeTabWin;
        base.OnPreClose();
        foreach (var effectGO in bottomTabEffects)
        {
            DestroyImmediate(effectGO);
        }
        bottomTabEffects = null;
    }
    private void OnCloseChallengeTabWin()
    {
        tabButtons[3].state = TitleBtnState.Normal;
        tabButtons[3].UpdateButtonState();
    }
    protected override void SelectBottomTab(int index)
    {
        if (index == 3)
        {
            //挑战特殊显示逻辑
            UIManager.Instance.OpenWindow<ChallengeTabWin>();
            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;
        }
        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();
    }
    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);
        }
    }
    /// <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
        // 例如:
        // playerNameText.text = PlayerData.Instance.Name;
        // playerLevelText.text = "Lv." + PlayerData.Instance.Level;
        // powerText.text = PlayerData.Instance.Power.ToString();
        // expSlider.value = PlayerData.Instance.ExpRatio;
        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()
    {
        // 从玩家数据中获取货币信息并更新UI
        // 例如:
        // goldText.text = PlayerData.Instance.Gold.ToString();
        // diamondText.text = PlayerData.Instance.Diamond.ToString();
        // energyText.text = PlayerData.Instance.Energy + "/" + PlayerData.Instance.MaxEnergy;
        hammerText.text = UIHelper.GetMoneyCnt(41).ToString();
    }
    /// <summary>
    /// 底部标签按钮点击
    /// </summary>
    private void OnBottomTabButtonClicked(int index)
    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>
    /// 选择底部标签
    /// </summary>
    private void SelectBottomTab(int index)
    {
        // 如果点击当前已选中的标签,不做处理
        if (currentTabIndex == index && currentSubUI != null)
        {
            return;
        }
        // 更新当前选中的标签索引
        currentTabIndex = index;
        // 更新按钮状态
        UpdateButtonsState();
        // 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(index);
    }
    /// <summary>
    /// 更新按钮状态
    /// </summary>
    private void UpdateButtonsState()
    {
        // 遍历所有按钮,设置选中状态
        for (int i = 0; i < bottomTabButtons.Length; i++)
        {
            // 这里可以根据是否选中设置按钮的视觉效果
            // 例如:改变图片、颜色等
            // bottomTabButtons[i].GetComponent<Image>().color = (i == currentTabIndex) ? Color.blue : Color.white;
            // 或者激活/禁用选中图标
            bottomTabButtons[i].image.color = (i == currentTabIndex) ?  Color.white : Color.gray;
        }
    }
    /// <summary>
    /// 关闭当前打开的子界面
    /// </summary>
    private void CloseCurrentSubUI()
    {
        if (currentSubUI != null)
        {
            // 关闭当前界面
            currentSubUI.CloseWindow();
            currentSubUI = null;
        }
    }
    /// <summary>
    /// 根据标签索引打开对应的子界面
    /// </summary>
    private void OpenSubUIByTabIndex(int index)
    protected override void OpenSubUIByTabIndex()
    {
        Debug.Log("打开子界面 : " + index);
        // 主城 阵容 同盟 福利 冒险
        windowBackground.SetActive(index != 4);
        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 (index)
        switch (functionOrder)
        {
            case 0:
                // 例如:打开主页界面
                // currentSubUI = UIManager.Instance.OpenUI<HomeUI>();
                // 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:
                // 例如:打开角色界面
                // currentSubUI = UIManager.Instance.OpenUI<CharacterUI>();
                Debug.Log("打开阵容界面");
                currentSubUI = UIManager.Instance.OpenWindow<AffairBaseWin>();
                Debug.Log("打开内政界面");
                break;
            case 2:
                // 例如:打开背包界面
                // currentSubUI = UIManager.Instance.OpenUI<BagUI>();
                Debug.Log("打开同盟界面");
                currentSubUI = UIManager.Instance.OpenWindow<HeroBaseWin>(0);
                Debug.Log("打开武将界面");
                break;
            case 3:
                // 例如:打开任务界面
                // currentSubUI = UIManager.Instance.OpenUI<QuestUI>();
                Debug.Log("打开福利界面");
                break;
            // case 3:
            //     // currentSubUI = UIManager.Instance.OpenUI<QuestUI>();
            //     Debug.Log("打开挑战界面");
            //     break;
            case 4:
                // 例如:打开设置界面
                currentSubUI = UIManager.Instance.OpenWindow<PlaceWin>();
                Debug.Log("打开冒险界面");
                currentSubUI = UIManager.Instance.OpenWindow<GuildBaseWin>();
                break;
            default:
                Debug.LogWarning("未知的标签索引: " + index);
                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();
        }
    }
}