主界面添加,许多bug修复。祝贺黑盒1如期开始

This commit is contained in:
FloatGaming
2026-03-02 04:34:13 +08:00
parent e11cc1da7a
commit 3c1d263ef1
308 changed files with 59216 additions and 32756 deletions
+151 -28
View File
@@ -9,8 +9,11 @@ using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using DG.Tweening;
using JetBrains.Annotations;
using UnityEngine;
using UnityEngine.UI;
using Bansonic;
class UI_Panel_Character : MonoBehaviour
{
[SerializeField] float anim_Time = 0.5f;
@@ -22,6 +25,11 @@ class UI_Panel_Character : MonoBehaviour
[SerializeField] Image Image_Character_Illustration;
[SerializeField] Image Image_Character_Illustration_BG;
[Header("buttons")]
public Button change_thisHero_skin;
public Button thisHero_detail;
public Button confirm_thisHero;
[Header("Data Paths")]
[Tooltip("Path relative to Resources folder for Editor mode")]
public string editorResourcePath = "so/ally";
@@ -37,36 +45,98 @@ class UI_Panel_Character : MonoBehaviour
gameObject.SetActive(false);
}
}
private Vector2 originalIllustrationPos;
private Vector2 originalIllustrationBGPos;
private bool hasCachedPositions = false;
private const string SAVED_HERO_ID_KEY = "SelectedMainHeroID";
void Start()
{
if (Image_Character_Illustration.transform.parent.TryGetComponent(out CanvasGroup canvasGroup))
UnityEngine.Debug.Log($"[UI_Panel_Character] Start called. Illustration: {Image_Character_Illustration}");
// 初始化按钮监听
if (change_thisHero_skin != null)
change_thisHero_skin.onClick.AddListener(() => gNotice.warning.display("此版本未开放皮肤切换功能"));
if (thisHero_detail != null)
thisHero_detail.onClick.AddListener(() => gNotice.warning.display("此版本未开放详情查看功能"));
if (confirm_thisHero != null)
confirm_thisHero.onClick.AddListener(OnConfirmHeroClicked);
if (Image_Character_Illustration != null)
{
canvasGroup.alpha = 0;
}
else if(canvasGroup == null)
{
// Documentation text normalized.
return;
// 设置为图示的数值:Pos X: 376, Pos Y: -306
Image_Character_Illustration.rectTransform.anchoredPosition = new Vector2(376, -306);
originalIllustrationPos = Image_Character_Illustration.rectTransform.anchoredPosition;
if (Image_Character_Illustration.transform.parent.TryGetComponent(out CanvasGroup canvasGroup))
{
canvasGroup.alpha = 0;
}
}
if (Image_Character_Illustration_BG != null)
{
// 设置运行时 X 值为 376
Vector2 pos = Image_Character_Illustration_BG.rectTransform.anchoredPosition;
pos.x = 376;
Image_Character_Illustration_BG.rectTransform.anchoredPosition = pos;
originalIllustrationBGPos = Image_Character_Illustration_BG.rectTransform.anchoredPosition;
}
hasCachedPositions = true;
foreach (var item in ui_Anim)
{
item.speed = Anim_Speed;
if (item != null) item.speed = Anim_Speed;
}
content_Character_Slot.Get_Childrens_Component<UI_Button_Character_Head_Slot>(true, true);
if (content_Character_Slot != null)
content_Character_Slot.Get_Childrens_Component<UI_Button_Character_Head_Slot>(true, true);
// Load AllyHero_SO data
string path = Application.isEditor ? editorResourcePath : runtimeResourcePath;
var loadedData = Resources.LoadAll<AllyHero_SO>(path);
allyHeroList = new List<AllyHero_SO>(loadedData);
UnityEngine.Debug.Log($"[UI_Panel_Character] Loaded {allyHeroList.Count} heroes from {path}");
// Ensure consistent order with UI_Panel_Main
allyHeroList.Sort((a, b) => a.ally_heroID.CompareTo(b.ally_heroID));
// 读取保存的角色 ID
int savedHeroID = PlayerPrefs.GetInt(SAVED_HERO_ID_KEY, -1);
int initialIndex = 0;
for (int i = 0; i < allyHeroList.Count; i++)
{
var obj = Instantiate(button_Character_Slot_Prefab, content_Character_Slot);
// Register UI sounds for the newly instantiated button
UISystemBootstrap.RegisterHierarchy(obj.gameObject);
var data = allyHeroList[i];
obj.image.sprite = data.ally_hero_squareProfile;
// 如果 ID 匹配,设置初始索引
if (savedHeroID != -1 && data.ally_heroID == savedHeroID)
{
initialIndex = i;
}
if (obj.image != null)
{
obj.image.sprite = data.ally_heroSelectIcon;
obj.image.preserveAspect = true; // 保持比例,防止拉伸变形
obj.image.type = Image.Type.Simple; // 确保是普通显示模式
// 确保 RectTransform 撑满父物体并居中
obj.image.rectTransform.anchorMin = Vector2.zero;
obj.image.rectTransform.anchorMax = Vector2.one;
obj.image.rectTransform.sizeDelta = Vector2.zero;
obj.image.rectTransform.anchoredPosition = Vector2.zero;
}
if (obj.TryGetComponent(out UI_Button_Character_Head_Slot head_Slot))
{
head_Slot.index = i;
@@ -74,12 +144,52 @@ class UI_Panel_Character : MonoBehaviour
obj.onClick.AddListener(() => Set_Character_Index(capturedIndex));
}
}
// 应用初始索引(来自保存的 ID 或默认 0)
UI_Panel_Main.Singleton.Character_Index = initialIndex;
// Initial character display
Set_Character();
}
public void Set_Character_Index(int index)
{
if (UI_Panel_Main.Singleton.Character_Index == index) return;
UI_Panel_Main.Singleton.Character_Index = index;
Set_Character();
// 人性化逻辑:点击头像即自动设为看板并保存,并显示提示内容
SaveCurrentCharacter(true);
}
private void OnConfirmHeroClicked()
{
if (SaveCurrentCharacter(true))
{
// 确认按钮逻辑:保存后禁用自身物体(隐藏面板)
gameObject.SetActive(false);
}
}
private bool SaveCurrentCharacter(bool showNotice)
{
int currentIndex = UI_Panel_Main.Singleton.Character_Index;
if (allyHeroList != null && currentIndex >= 0 && currentIndex < allyHeroList.Count)
{
int heroID = allyHeroList[currentIndex].ally_heroID;
PlayerPrefs.SetInt(SAVED_HERO_ID_KEY, heroID);
PlayerPrefs.Save();
if (showNotice)
{
gNotice.alarm.display($"已将 {allyHeroList[currentIndex].ally_heroName} 设置为记录对象。");
}
// 同步更新主面板的看板图
UI_Panel_Main.Singleton.Character_Index = currentIndex;
return true;
}
return false;
}
private void OnEnable()
{
@@ -102,27 +212,40 @@ class UI_Panel_Character : MonoBehaviour
int index = UI_Panel_Main.Singleton.Character_Index;
if (allyHeroList == null || index < 0 || index >= allyHeroList.Count) return;
var data = allyHeroList[index];
var pos1 = Image_Character_Illustration.rectTransform.anchoredPosition;
Image_Character_Illustration.sprite = data.ally_hero_HD_image;
DOTween.To(value =>
{ Image_Character_Illustration.rectTransform.anchoredPosition = new Vector2(value, pos1.y); },
startValue: Image_Character_Illustration.rectTransform.anchoredPosition.x - 200,
pos1.x, anim_Time);
// Image_Character_Illustration.SetNativeSize(); // 注释掉以保持自适应而不改变大小
var pos = Image_Character_Illustration_BG.rectTransform.anchoredPosition;
Image_Character_Illustration_BG.sprite = data.ally_hero_HD_image;
DOTween.To(value =>
{ Image_Character_Illustration_BG.rectTransform.anchoredPosition = new Vector2(value, pos.y); },
startValue: Image_Character_Illustration_BG.rectTransform.anchoredPosition.x - 200,
pos.x, anim_Time);
// Image_Character_Illustration_BG.SetNativeSize(); // 注释掉以保持自适应而不改变大小
Image_Character_Illustration_BG.transform.localScale = new(2.7f, 2.7f, 2.7f);
// 停止之前的 Tween 以防冲突
Image_Character_Illustration.rectTransform.DOKill();
Image_Character_Illustration_BG.rectTransform.DOKill();
text_Character_Name.DOKill();
var data = allyHeroList[index];
// 使用初始缓存的坐标,防止频繁点击导致的偏移累积
Vector2 targetPos1 = hasCachedPositions ? originalIllustrationPos : Image_Character_Illustration.rectTransform.anchoredPosition;
Image_Character_Illustration.sprite = data.ally_hero_HD_image;
// 动画:从左侧 200 像素滑入到目标位置
float startX1 = targetPos1.x - 200;
Image_Character_Illustration.rectTransform.anchoredPosition = new Vector2(startX1, targetPos1.y);
Image_Character_Illustration.rectTransform.DOAnchorPos(targetPos1, anim_Time)
.SetEase(Ease.OutCubic)
.SetLink(Image_Character_Illustration.gameObject);
Vector2 targetPosBG = hasCachedPositions ? originalIllustrationBGPos : Image_Character_Illustration_BG.rectTransform.anchoredPosition;
Image_Character_Illustration_BG.sprite = data.ally_hero_HD_image;
float startXBG = targetPosBG.x - 200;
Image_Character_Illustration_BG.rectTransform.anchoredPosition = new Vector2(startXBG, targetPosBG.y);
Image_Character_Illustration_BG.rectTransform.DOAnchorPos(targetPosBG, anim_Time)
.SetEase(Ease.OutCubic)
.SetLink(Image_Character_Illustration_BG.gameObject);
Image_Character_Illustration_BG.transform.localScale = Vector3.one;
string text = data.ally_heroName;
var t = DOTween.To(() => string.Empty, value => text_Character_Name.text = value, text, anim_Time).SetEase(Ease.Linear);
t.SetOptions(true);
text_Character_Name.text = string.Empty;
text_Character_Name.DOText(text, anim_Time)
.SetEase(Ease.Linear)
.SetLink(text_Character_Name.gameObject);
}
IEnumerator C_Character_Illustration_Anim(CanvasGroup canvasGroup, Action onHide)
{