using System; using System.Collections.Generic; using Cysharp.Threading.Tasks; using LitJson; using UnityEngine; using UnityEngine.UI; // 【战斗结算】 // 当收到 // B4 20 回合制战斗状态 #tagMCTurnFightState State 为 4-结算,时,代表本场战斗已结束并结算 // char Msg[Len]; //size = Len Msg信息为 // {"winFaction":获胜阵营, "statInfo":统计信息, “itemInfo“:[奖励物品信息列表]} // 获胜阵营: 一般为1或者2,当玩家发起的战斗时,如果获胜阵营不等于1代表玩家失败了 // 统计信息: 格式 {"阵营编号":{"阵容编号":{"站位编号":{该武将统计信息字典}, ...}, ...}, ...} // 阵营编号: 一般时1或2, 对应 B424 同步下去的阵营 // 阵容编号: 隶属于某个阵营的阵容编号,一般是从1开始,一个阵营在多V多的情况下可以有多个阵容 // 站位编号: 某个阵容中武将战斗实例的站位编号,一般从1开始,代表站位1 // 武将统计信息字典: 格式: {"ObjID":实例ID, "HeroID":玩家阵容武将ID, "NPCID":npc表ID, "AtkHurt":总输出, "DefHurt":总承伤, "CureHP":总治疗} // 处理战斗结束逻辑 // IsBattleFinish = true; // 结算逻辑 // { // "itemInfo": [], // "winFaction": 1,//获胜阵营: 一般为1或者2,当玩家发起的战斗时,如果获胜阵营不等于1代表玩家失败了 // "statInfo": { // "1": { // "1": { // "5": { // "NPCID": 0, // "DefHurt": 633, // "CureHP": 0, // "AtkHurt": 169247, // "ObjID": 1, // "HeroID": 510006 // } // } // }, // "2": { // "1": { // "2": { // "NPCID": 10101001, // "DefHurt": 169246, // "CureHP": 143096, // "AtkHurt": 999952, // "ObjID": 2, // "HeroID": 0 // }, // "4": { // "NPCID": 10101001, // "DefHurt": 0, // "CureHP": 0, // "AtkHurt": 0, // "ObjID": 3, // "HeroID": 0 // }, // "6": { // "NPCID": 10101001, // "DefHurt": 1, // "CureHP": 0, // "AtkHurt": 0, // "ObjID": 4, // "HeroID": 0 // } // } // } // } // } //"Msg":{"itemInfo":[{"ItemID":5,"Count":2},{"ItemID":3,"Count":40}],"winFaction":1,"statInfo":{"1":{"1":{"1":{"NPCID":0,"DefHurt":727,"CureHP":0,"AtkHurt":1891,"ObjID":1,"HeroID":530004},"3":{"NPCID":0,"DefHurt":483,"CureHP":1511,"AtkHurt":782,"ObjID":6,"HeroID":520001},"2":{"NPCID":0,"DefHurt":953,"CureHP":0,"AtkHurt":1712,"ObjID":5,"HeroID":510003}}},"2":{"1":{"1":{"NPCID":10101091,"DefHurt":638,"CureHP":0,"AtkHurt":140,"ObjID":2,"HeroID":610001},"3":{"NPCID":10101092,"DefHurt":625,"CureHP":0,"AtkHurt":126,"ObjID":3,"HeroID":610001},"5":{"NPCID":10101093,"DefHurt":3122,"CureHP":0,"AtkHurt":1897,"ObjID":4,"HeroID":510003}}}}} //战场结算界面,存在多个的情况 public class BattleVictoryWin : UIBase { [SerializeField] ScrollerController scroller; string battleName = "StoryBossBattleField"; protected override void OnPreOpen() { scroller.OnRefreshCell += OnRefreshCell; CreateScroller(); } protected override void OnPreClose() { scroller.OnRefreshCell -= OnRefreshCell; BattleSettlementManager.Instance.WinShowOver(battleName); } List showItems = new List(); void CreateScroller() { var jsonData = BattleSettlementManager.Instance.GetBattleSettlement(battleName); if (jsonData == null) { DelayCloseWindow().Forget(); return; } showItems.Clear(); scroller.Refresh(); if (!jsonData.ContainsKey("itemInfo")) { return; } var resultStr = jsonData["itemInfo"]; for (int i = 0; i < resultStr.Count; i++) { showItems.Add(new Item((int)resultStr[i]["ItemID"], (long)resultStr[i]["Count"])); } showItems.Sort(SortItem); for (int i = 0; i < showItems.Count; i++) { scroller.AddCell(ScrollerDataType.Header, i); } scroller.Restart(); } int SortItem(Item itemA, Item itemB) { var itemConfigA = ItemConfig.Get(itemA.id); var itemConfigB = ItemConfig.Get(itemB.id); return itemConfigB.ItemColor - itemConfigA.ItemColor; } void OnRefreshCell(ScrollerDataType type, CellView cell) { var _cell = cell as SettlementAwardCell; var item = showItems[cell.index]; _cell?.Display(item.id, item.countEx); } }