修了不少东西
This commit is contained in:
@@ -1,6 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Bansonic;
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using DG.Tweening;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -11,6 +12,8 @@ using UnityEditor;
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public class UI_Idols : MonoBehaviour
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{
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private const string MemorySystemComingSoonMessage = "\"记忆\"系统即将上线,敬请期待!";
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[Header("quit")]
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public Button quitButton;
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@@ -265,13 +268,20 @@ public class UI_Idols : MonoBehaviour
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if (isOn)
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{
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if (source == idolWeaponToggle)
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{
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ShowMemorySystemComingSoon();
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ApplySectionSelection(GetFirstAvailableUnlockedToggle());
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return;
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}
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ApplySectionSelection(source);
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return;
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}
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if (!AnySectionToggleOn())
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{
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ApplySectionSelection(idolLevelsToggle != null ? idolLevelsToggle : GetFirstAvailableToggle());
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ApplySectionSelection(GetFirstAvailableUnlockedToggle());
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}
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else
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{
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@@ -281,7 +291,9 @@ public class UI_Idols : MonoBehaviour
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private void ApplySectionSelection(Toggle activeToggle)
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{
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Toggle resolved = activeToggle != null ? activeToggle : (idolLevelsToggle != null ? idolLevelsToggle : GetFirstAvailableToggle());
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Toggle resolved = activeToggle != null && activeToggle != idolWeaponToggle
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? activeToggle
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: GetFirstAvailableUnlockedToggle();
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suppressToggleCallbacks = true;
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SetToggleState(idolLevelsToggle, resolved == idolLevelsToggle);
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@@ -326,6 +338,21 @@ public class UI_Idols : MonoBehaviour
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return null;
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}
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private Toggle GetFirstAvailableUnlockedToggle()
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{
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if (idolLevelsToggle != null) return idolLevelsToggle;
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if (idolVoicesToggle != null) return idolVoicesToggle;
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if (idolDetailPassageToggle != null) return idolDetailPassageToggle;
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if (idolSkillsToggle != null) return idolSkillsToggle;
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if (idolSkinsToggle != null) return idolSkinsToggle;
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return null;
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}
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private static void ShowMemorySystemComingSoon()
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{
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gNotice.error.display(MemorySystemComingSoonMessage);
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}
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private static void SetToggleState(Toggle toggle, bool isOn)
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{
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if (toggle == null)
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@@ -1667,6 +1667,7 @@ GameObject:
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- component: {fileID: 3829753781754538968}
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- component: {fileID: 8946417172749083411}
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- component: {fileID: 4552225134849151602}
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- component: {fileID: 2952962603515858014}
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m_Layer: 5
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m_Name: description
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m_TagString: Untagged
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@@ -1690,9 +1691,9 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 145.415, y: -30}
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m_SizeDelta: {x: 280.83, y: 54}
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m_Pivot: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 140.76392, y: -3}
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m_SizeDelta: {x: 271.5281, y: 54}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!222 &8946417172749083411
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CanvasRenderer:
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m_ObjectHideFlags: 0
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@@ -1722,7 +1723,7 @@ MonoBehaviour:
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m_PersistentCalls:
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m_Calls: []
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m_FontData:
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m_Font: {fileID: 12800000, guid: d254d20d93651ae448ff13d10dff30ab, type: 3}
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m_Font: {fileID: 12800000, guid: bc54bd51ea8b84448ba1b65311872862, type: 3}
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m_FontSize: 18
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m_FontStyle: 0
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m_BestFit: 0
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@@ -1734,7 +1735,21 @@ MonoBehaviour:
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m_HorizontalOverflow: 0
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m_VerticalOverflow: 0
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m_LineSpacing: 1
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m_Text: "\u6280\u80FD\u4ECB\u7ECD\n1\n"
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m_Text: "\u6280\u80FD\u4ECB\u7ECD\n\u5927\u5BB6\u597D\u8FD9\u91CC\u662F\u6280\u80FD\u4ECB\u7ECD\n\u4F60\u600E\u4E48\u770B\u5230\u8FD9\u53E5\u8BDD"
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--- !u!114 &2952962603515858014
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5833502104821601462}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 3245ec927659c4140ac4f8d17403cc18, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_HorizontalFit: 0
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m_VerticalFit: 2
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--- !u!1 &6549684703952493889
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GameObject:
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m_ObjectHideFlags: 0
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@@ -1801,7 +1816,7 @@ MonoBehaviour:
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m_PersistentCalls:
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m_Calls: []
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m_FontData:
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m_Font: {fileID: 12800000, guid: bd4be44636ad6c24a9b117a7108a75e9, type: 3}
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m_Font: {fileID: 12800000, guid: d254d20d93651ae448ff13d10dff30ab, type: 3}
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m_FontSize: 16
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m_FontStyle: 0
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m_BestFit: 0
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@@ -255,7 +255,7 @@ public class idolUpgrade : MonoBehaviour
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prefix += "<color=#FF4D4D>所选两项材料为一组,</color>";
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}
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SetInfoText(string.Format("{0}突破需消耗 {1} 金币", prefix, GetEffectiveBreakthroughCoinCost()));
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SetInfoText(string.Format("{0}突破需消耗 {1} 算力", prefix, GetEffectiveBreakthroughCoinCost()));
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SetConfirmInteractable(true);
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SetConfirmButtonText("突破");
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return;
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@@ -997,7 +997,7 @@ public class idolUpgrade : MonoBehaviour
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int requiredCoins = GetEffectiveBreakthroughCoinCost();
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if (!PlayerEconomyLedger.EnsureInstance().HasEnoughCoins(requiredCoins))
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{
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failureReason = "金币不足";
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failureReason = "算力不足";
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return false;
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}
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@@ -1017,7 +1017,7 @@ public class idolUpgrade : MonoBehaviour
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if (!PlayerEconomyLedger.EnsureInstance().TrySpendCoins(requiredCoins))
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{
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failureReason = "金币不足";
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failureReason = "算力不足";
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return false;
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}
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