修改天梯UI数据,及任务的UI数据的初步同步

This commit is contained in:
YiHan0621
2025-09-04 18:04:09 +08:00
parent 9275b66383
commit 1f8e74b6c5
92 changed files with 6288 additions and 1393 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using TcgEngine.Gameplay;
using UnityEngine;
using UnityEngine.UI;
namespace TcgEngine.UI
{
public class TaskItem : MonoBehaviour
{
public string taskID;
public Text taskName_text;
public Text teskDesc_text;
public Slider progressBar_slider;
public Text progressBar_text;
public Button reward_button;
public Image reward_icon;
private PlayerTask playerTask;
private TaskData taskConfig;
public void SetTask(TaskData config, PlayerTask task)
{
taskID = config.id;
taskConfig = config;
playerTask = task;
taskName_text.text = taskConfig.name;
teskDesc_text.text = taskConfig.desc;
progressBar_slider.maxValue = config.value1;
progressBar_slider.value = task.progress;
progressBar_text.text = task.progress + "/" + taskConfig.value1;
progressBar_slider.interactable = false; // 禁用交互性
reward_button.interactable = task.status == TaskStatus.Completed;
reward_button.onClick.RemoveAllListeners();
reward_button.onClick.AddListener(OnClickReward);
RefreshStatus();
}
private void OnClickReward()
{
if (playerTask != null && playerTask.status == TaskStatus.Completed)
{
TaskManager.Instance.ClaimTaskReward(playerTask);
RefreshStatus();
}
}
private void RefreshStatus()
{
if (playerTask == null) return;
progressBar_slider.value = playerTask.progress;
progressBar_text.text = playerTask.progress + "/" + taskConfig.value1;
}
private void RewardColl(Sprite icon)
{
if (reward_icon != null)
{
reward_icon.sprite = icon;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using TcgEngine.Client;
using UnityEngine;
namespace TcgEngine.UI
{
public class TaskPanel : UIPanel
{
public Transform taskListRoot;
public GameObject taskItemPrefab;
private Dictionary<string,TaskItem> taskItems = new Dictionary<string,TaskItem>();
public Dictionary<string, TaskData> allTaskData;
protected override void Awake()
{
base.Awake();
allTaskData = new Dictionary<string, TaskData>();
TaskData[] datas = Resources.LoadAll<TaskData>("Tasks"); // 假设你放在 Resources/Tasks 下
foreach (var d in datas)
{
allTaskData[d.id] = d;
}
}
protected override void Start()
{
base.Start();
Show();
}
/// <summary>
/// 初始化任务列表(只在第一次打开时用)
/// </summary>
public void ShowTasks(List<PlayerTask> playerTasks)
{
if (taskListRoot != null)
{
foreach (Transform child in taskListRoot)
{
Destroy(child.gameObject);
}
}
ClearTasks();
foreach (var pTask in playerTasks)
{
GameObject gObj = Instantiate(taskItemPrefab, taskListRoot);
TaskItem item = gObj.GetComponent<TaskItem>();
taskItems[pTask.taskId] = item;
TaskData data = LoadTaskDataById(pTask.taskId);
if (data != null)
{
item.SetTask(data, pTask);
}
}
}
public void RefreshTasks(List<PlayerTask> playerTasks)
{
HashSet<string> currentIds = new HashSet<string>();
foreach (var pTask in playerTasks)
{
if (taskItems.ContainsKey(pTask.taskId))
{
TaskItem item = taskItems[pTask.taskId];
TaskData data = LoadTaskDataById(pTask.taskId);
if (data != null)
{
item.SetTask(data, pTask);
}
currentIds .Remove(pTask.taskId);
}
else
{
GameObject gObj = Instantiate(taskItemPrefab, taskListRoot);
TaskItem item = gObj.GetComponent<TaskItem>();
taskItems[pTask.taskId] = item;
TaskData data = LoadTaskDataById(pTask.taskId);
if (data != null)
item.SetTask(data, pTask);
}
}
// Step 2: 删除那些在 playerTasks 里不存在的旧任务
foreach (var oldId in currentIds)
{
if (taskItems.TryGetValue(oldId, out TaskItem oldItem))
{
Destroy(oldItem.gameObject);
taskItems.Remove(oldId);
}
}
}
public void ClearTasks()
{
foreach (var item in taskItems.Values)
{
Destroy(item.gameObject);
}
taskItems.Clear();
}
public override void AfterHide()
{
base.AfterHide();
ClearTasks();
}
private TaskData LoadTaskDataById(string id)
{
if (allTaskData.TryGetValue(id, out TaskData data))
return data;
return null;
}
}
}

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