Main/Component/UI/Common/PopupWindowsProcessor.cs
@@ -27,11 +27,12 @@
    /// </summary>
    /// <param name="name">窗口名称</param>
    /// <param name="functionId">功能ID,用于指定窗口的具体功能或显示模式</param>
    public void Add(string name, int functionId = 0)
    public void Add(string name, bool isNeedHomeWin = true, int functionId = 0)
    {
        var popupWindow = new PopupWindow()
        {
            window = name,
            isNeedHomeWin = isNeedHomeWin,
            functionId = functionId,
        };
@@ -41,6 +42,7 @@
        }
        popupWindowQueue.Add(popupWindow);
        popupWindowQueue.Sort((x, y) => y.isNeedHomeWin.CompareTo(x.isNeedHomeWin));
    }
    /// <summary>
@@ -48,11 +50,12 @@
    /// </summary>
    /// <param name="name">窗口名称</param>
    /// <param name="functionId">功能ID</param>
    public void Remove(string name, int functionId = 0)
    public void Remove(string name, bool isNeedHomeWin = true, int functionId = 0)
    {
        var popupWindow = new PopupWindow()
        {
            window = name,
            isNeedHomeWin = isNeedHomeWin,
            functionId = functionId,
        };
@@ -97,10 +100,10 @@
        if (UIManager.Instance.IsOpened<LoadingWin>())
            return;
        if (!UIManager.Instance.IsOpened<HomeWin>())
        if (!UIManager.Instance.IsOpened<HomeWin>() && popupWindowQueue[0].isNeedHomeWin)
            return;
        // 第一次打开HomeWin时记录时间
        // 进入游戏第一次推送做延迟处理
        if (!homeWinFirstOpened)
        {
            firstTime = Time.realtimeSinceStartup;
@@ -110,6 +113,11 @@
        }
        // 等待x秒
        if (Time.realtimeSinceStartup - firstTime < stayTime)
            return;
        // 只在“没有战斗”和“主线战斗”时允许弹窗
        string activeBattleName = BattleManager.Instance.GetActiveBattleName();
        if (activeBattleName != "" && activeBattleName != "StoryBattleField")
            return;
        if (UIManager.Instance.IsOpened(popupWindowQueue[0].window))
@@ -121,15 +129,12 @@
        if (UIManager.Instance.ExistAnyFullScreenOrMaskWin(popupWindowQueue[0].window))
            return;
        if (currentWindow.window != null)
        if (currentWindow != null && currentWindow.window != null)
        {
            //判断上一个推送是否关闭
            UIBase ui = UIManager.Instance.GetUI(currentWindow.window);
            if (ui != null && ui.IsActive())
                return;
        }
        currentWindow = popupWindowQueue[0];
@@ -144,7 +149,7 @@
    /// 弹窗结构体,用于表示一个待处理的弹窗请求
    /// 包含窗口名称和功能ID,通过这两个字段可以唯一标识一个弹窗请求
    /// </summary>
    public struct PopupWindow
    public class PopupWindow
    {
        // 窗口名称
        public string window;
@@ -152,31 +157,7 @@
        // 功能ID,用于指定窗口的具体功能或显示模式
        public int functionId;
        public static bool operator ==(PopupWindow lhs, PopupWindow rhs)
        {
            return lhs.window == rhs.window && lhs.functionId == rhs.functionId;
        }
        public static bool operator !=(PopupWindow lhs, PopupWindow rhs)
        {
            return lhs.window != rhs.window || lhs.functionId != rhs.functionId;
        }
        // 添加GetHashCode和Equals方法以确保结构体可以正确比较
        public override bool Equals(object obj)
        {
            if (obj is PopupWindow)
            {
                PopupWindow other = (PopupWindow)obj;
                return this.window == other.window && this.functionId == other.functionId;
            }
            return false;
        }
        public override int GetHashCode()
        {
            return window.GetHashCode() ^ functionId.GetHashCode();
        }
        public bool isNeedHomeWin;
    }
}