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

View File

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@@ -0,0 +1,13 @@
namespace TcgEngine
{
public enum PlayerRank
{
Bronze = 1, // 青铜
Silver, // 白银
Gold, // 黄金
Platinum, // 铂金
Diamond, // 钻石
King // 王者
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d4d1858a3e374fad88a50b93ce108699
timeCreated: 1756956870

View File

@@ -0,0 +1,80 @@
using System.Collections.Generic;
using UnityEngine;
namespace TcgEngine
{
[CreateAssetMenu(fileName = "NewRankMedalData", menuName = "TcgEngine/Rank/RankMedalData", order = 5)]
public class RankMedalData : ScriptableObject
{
public string medalName;
public Sprite sprite;
public string icon_url;
private static List<RankMedalData> medalList = new List<RankMedalData>();
/// <summary>
/// 从 Resources 目录加载所有 RankIconData
/// </summary>
public static void Load(string folder = "")
{
if (medalList.Count == 0)
{
medalList.AddRange(Resources.LoadAll<RankMedalData>(folder));
}
}
/// <summary>
/// 获取所有奖牌配置
/// </summary>
public static List<RankMedalData> GetAll()
{
return medalList;
}
/// <summary>
/// 根据奖牌名称查找
/// </summary>
public static RankMedalData Get(string name)
{
foreach (RankMedalData item in medalList)
{
if (item.medalName == name)
return item;
}
return null;
}
/// <summary>
/// 获取奖牌 Sprite优先走网络路径需要配合 SpriteLoader
/// </summary>
public Sprite GetIcon()
{
Sprite result = null;
if (!string.IsNullOrEmpty(icon_url))
{
result = SpriteLoader.Get()?.LoadSprite(icon_url);
if (result != null)
{
return result;
}
if (sprite != null)
{
Debug.LogWarning($"奖牌 {medalName} -- 动态加载失败使用静态Sprite -- {icon_url}");
return sprite;
}
Debug.LogError($"奖牌 {medalName} -- 动态路径无效且没有静态Sprite -- {icon_url}");
return null;
}
else
{
Debug.LogWarning($"奖牌 {medalName} 未配置网络路径使用静态Sprite");
return sprite;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1c608c7081254d72a729e959fb60231a
timeCreated: 1756975648

View File

@@ -0,0 +1,111 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TcgEngine
{
[CreateAssetMenu(fileName = "NewRankingData", menuName = "TcgEngine/Rank/RankingData", order = 5)]
public class RankingData :ScriptableObject
{
public string rankName = "青铜";
public PlayerRank rank;
public Sprite rankIcon;
public string rank_img_path;
public static List<RankingData> rank_lisk = new List<RankingData>();
public static void Load(string folder="")
{
if (rank_lisk.Count == 0)
{
rank_lisk.AddRange(Resources.LoadAll<RankingData>(folder));
}
rank_lisk.Sort((a, b) => a.rank.CompareTo(b.rank));
}
/// <summary>
/// 获取Rank图片优先使用动态路径
/// </summary>
public Sprite GetRankImage()
{
Sprite sprite = null;
if (!string.IsNullOrEmpty(rank_img_path))
{
sprite = SpriteLoader.Get()?.LoadSprite(rank_img_path);
if (sprite != null)
{
return sprite;
}
if (rankIcon != null)
{
Debug.LogWarning($"Rank {rankName} -- 动态加载失败使用静态Icon -- {rank_img_path}");
return rankIcon;
}
Debug.LogError($"Rank {rankName} -- 动态路径无效且没有静态Icon -- {rank_img_path}");
return null;
}
else
{
Debug.LogWarning($"Rank {rankName} 段位路径为空使用静态Icon");
return rankIcon;
}
}
public static RankingData Get(PlayerRank pRank)
{
foreach (RankingData item in GetAll())
{
if (item.rank == pRank)
{
return item;
}
}
return null;
}
public static List<RankingData> GetAllAvailable()
{
List<RankingData> validList = new List<RankingData>();
foreach (RankingData item in GetAll())
{
if (!string.IsNullOrEmpty(item.rank_img_path) || item.rankIcon != null)
{
validList.Add(item);
}
}
return validList;
}
public static List<RankingData> GetAll()
{
return rank_lisk;
}
// 当 Inspector 值发生改变时自动调用
private void OnValidate()
{
Dictionary<PlayerRank, string> rankNames = new Dictionary<PlayerRank, string>()
{
{ PlayerRank.Bronze, "青铜" },
{ PlayerRank.Silver, "白银" },
{ PlayerRank.Gold, "黄金" },
{ PlayerRank.Platinum, "铂金" },
{ PlayerRank.Diamond, "钻石" },
{ PlayerRank.King, "王者" }
};
if(rankNames.ContainsKey(rank))
rankName = rankNames[rank];
}
}
}

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@@ -0,0 +1,3 @@
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guid: 5802a2b802f84bc1978f57cf18eb6f1f
timeCreated: 1756956121

View File

@@ -1,6 +1,8 @@
using System;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using TcgEngine.Client;
using TcgEngine.Gameplay; using TcgEngine.Gameplay;
using TcgEngine.UI;
namespace TcgEngine.Client namespace TcgEngine.Client
{ {
@@ -9,25 +11,48 @@ namespace TcgEngine.Client
/// </summary> /// </summary>
public class GameClientTaskIntegration : MonoBehaviour public class GameClientTaskIntegration : MonoBehaviour
{ {
[Header("所有任务")]
public List<PlayerTask> tasks = new List<PlayerTask>();
[Header("活跃任务")]
public List<PlayerTask> activeTasks = new List<PlayerTask>();
[Header("已完成任务")]
public List<PlayerTask> completedTasks = new List<PlayerTask>();
private GameClient client;
private TaskPanel taskPanel;
private void Start() private void Start()
{ {
Debug.LogError("------------"+gameObject.name+"-------------------");
// 在游戏客户端启动时初始化任务系统 // 在游戏客户端启动时初始化任务系统
GameClient client = GameClient.Get(); client = FindFirstObjectByType<GameClient>();
client = GameClient.Get();
Debug.LogError(client.name);
if (client != null) if (client != null)
{ {
// 玩家连接到游戏服务器时触发任务检查 // 玩家连接到游戏服务器时触发任务检查
client.onConnectServer += OnConnectToServer; client.onConnectServer += OnConnectToServer;
Debug.LogError(client.onConnectServer + "任务系统初始化成功");
} }
if (TaskManager.Instance != null)
{
TaskManager.Instance.refreshTaskUI += OnRefreshTaskPanel;
}
// 找 UI 面板
taskPanel = GetComponent<TaskPanel>();
if (taskPanel == null)
taskPanel = FindObjectOfType<TaskPanel>();
} }
private void OnDestroy() private void OnDestroy()
{
// 取消订阅事件
GameClient client = GameClient.Get();
if (client != null)
{ {
client.onConnectServer -= OnConnectToServer; client.onConnectServer -= OnConnectToServer;
} TaskManager.Instance.refreshTaskUI -= OnRefreshTaskPanel;
} }
private void OnConnectToServer() private void OnConnectToServer()
@@ -36,8 +61,25 @@ namespace TcgEngine.Client
TaskManager taskManager = TaskManager.Instance; TaskManager taskManager = TaskManager.Instance;
if (taskManager != null) if (taskManager != null)
{ {
Debug.LogError("初始化完成");
taskManager.OnPlayerLogin(); taskManager.OnPlayerLogin();
taskPanel.ShowTasks(taskManager.GetAllTasks());
} }
} }
private void OnRefreshTaskPanel(List<PlayerTask> tasksList)
{
TaskManager taskManager = TaskManager.Instance;
if (taskManager == null || taskPanel == null)
return;
tasks = taskManager.GetAllTasks();
activeTasks = taskManager.GetActiveTasks();
completedTasks = taskManager.GetCompletedTasks();
taskPanel.RefreshTasks(activeTasks);
}
} }
} }

View File

@@ -24,6 +24,10 @@ namespace TcgEngine.Gameplay
private GameLogic gameLogic; private GameLogic gameLogic;
private System.Random random = new System.Random(); private System.Random random = new System.Random();
public Action<List<PlayerTask>> refreshTaskUI;
private GameClient gameClient;
private void Awake() private void Awake()
{ {
if (Instance == null) if (Instance == null)
@@ -39,18 +43,19 @@ namespace TcgEngine.Gameplay
private void Start() private void Start()
{ {
LoadTasks();
LoadPlayerData();
} }
private void OnEnable() private void OnEnable()
{ {
// 订阅游戏事件 // 订阅游戏事件
GameClient client = GameClient.Get(); gameClient = FindFirstObjectByType<GameClient>();
if (client != null) gameClient = GameClient.Get();
if (gameClient != null)
{ {
client.onGameStart += OnGameStart; LoadTasks();
client.onGameEnd += OnGameEnd; LoadPlayerData();
gameClient.onGameStart += OnGameStart;
gameClient.onGameEnd += OnGameEnd;
} }
// 移除对GameLogic.Instance的错误引用改为检查gameLogic变量 // 移除对GameLogic.Instance的错误引用改为检查gameLogic变量
@@ -63,11 +68,12 @@ namespace TcgEngine.Gameplay
private void OnDisable() private void OnDisable()
{ {
// 取消订阅游戏事件 // 取消订阅游戏事件
GameClient client = GameClient.Get(); gameClient = FindFirstObjectByType<GameClient>();
if (client != null) gameClient = GameClient.Get();
if (gameClient != null)
{ {
client.onGameStart -= OnGameStart; gameClient.onGameStart -= OnGameStart;
client.onGameEnd -= OnGameEnd; gameClient.onGameEnd -= OnGameEnd;
} }
// 移除对GameLogic.Instance的错误引用改为检查gameLogic变量 // 移除对GameLogic.Instance的错误引用改为检查gameLogic变量
@@ -128,6 +134,11 @@ namespace TcgEngine.Gameplay
Debug.Log("Loaded " + taskResponses.Length + " tasks from server"); Debug.Log("Loaded " + taskResponses.Length + " tasks from server");
// 在实际项目中这里应该将服务器数据转换为TaskData对象并存储在内存中 // 在实际项目中这里应该将服务器数据转换为TaskData对象并存储在内存中
// 供后续使用而不是每次都从Resources加载 // 供后续使用而不是每次都从Resources加载
foreach (var item in taskResponses)
{
Debug.Log($"<color=pink>{item.id}</color>");
}
} }
catch (Exception e) catch (Exception e)
{ {
@@ -145,6 +156,24 @@ namespace TcgEngine.Gameplay
Debug.Log("Loaded " + localTasks.Length + " tasks from local resources as fallback"); Debug.Log("Loaded " + localTasks.Length + " tasks from local resources as fallback");
} }
#if UNITY_EDITOR
private void Update()
{
if (Input.GetKeyDown(KeyCode.K))
{
LoadTasks();
LoadPlayerData();
SavePlayerData();
}
if (Input.GetKeyDown(KeyCode.U))
{
UpdateTaskProgress(TaskConditionType.WinGames, "YiYongJun", "YiYongJun");
UpdateTaskProgress(TaskConditionType.SummonHeroWithAttributes, "WangGuoJun", "YiYongJun");
}
}
#endif
private async void LoadPlayerData() private async void LoadPlayerData()
{ {
// 从服务器加载玩家任务数据 // 从服务器加载玩家任务数据
@@ -159,6 +188,8 @@ namespace TcgEngine.Gameplay
string url = ApiClient.ServerURL + "/users/" + ApiClient.Get().UserID + "/tasks"; string url = ApiClient.ServerURL + "/users/" + ApiClient.Get().UserID + "/tasks";
WebResponse res = await ApiClient.Get().SendGetRequest(url); WebResponse res = await ApiClient.Get().SendGetRequest(url);
Debug.Log($"<color=red>{url}</color>");
if (res.success) if (res.success)
{ {
// 解析玩家任务数据 // 解析玩家任务数据
@@ -175,6 +206,7 @@ namespace TcgEngine.Gameplay
{ {
PlayerTask playerTask = new PlayerTask(taskResponse); PlayerTask playerTask = new PlayerTask(taskResponse);
playerTasks.Add(playerTask); playerTasks.Add(playerTask);
Debug.Log(playerTask);
} }
Debug.Log("Player tasks loaded from server: " + playerTasks.Count + " tasks"); Debug.Log("Player tasks loaded from server: " + playerTasks.Count + " tasks");
@@ -202,6 +234,7 @@ namespace TcgEngine.Gameplay
// 将玩家任务数据保存到服务器 // 将玩家任务数据保存到服务器
if (ApiClient.Get() != null && ApiClient.Get().IsLoggedIn()) if (ApiClient.Get() != null && ApiClient.Get().IsLoggedIn())
{ {
Debug.Log("<color=red> GO GO GO </color>");
// 准备要发送的数据 // 准备要发送的数据
PlayerTasksResponse saveData = new PlayerTasksResponse(); PlayerTasksResponse saveData = new PlayerTasksResponse();
@@ -219,9 +252,11 @@ namespace TcgEngine.Gameplay
string url = ApiClient.ServerURL + "/users/" + ApiClient.Get().UserID + "/tasks"; string url = ApiClient.ServerURL + "/users/" + ApiClient.Get().UserID + "/tasks";
WebResponse res = await ApiClient.Get().SendPostRequest(url, json); WebResponse res = await ApiClient.Get().SendPostRequest(url, json);
Debug.Log($"<color=red>{res}</color>");
if (res.success) if (res.success)
{ {
Debug.Log("Player tasks saved to server"); Debug.Log("--Player tasks saved to server");
} }
else else
{ {
@@ -371,7 +406,7 @@ namespace TcgEngine.Gameplay
private void UpdateTaskProgress(TaskConditionType conditionType, string parameter1 = null, string parameter2 = null) private void UpdateTaskProgress(TaskConditionType conditionType, string parameter1 = null, string parameter2 = null)
{ {
bool progressUpdated = false; bool progressUpdated = false;
refreshTaskUI?.Invoke(playerTasks);
foreach (var task in playerTasks) foreach (var task in playerTasks)
{ {
if (task.status != TaskStatus.Active) if (task.status != TaskStatus.Active)

View File

@@ -9,13 +9,14 @@ namespace TcgEngine.UI
{ {
public class LadderRankLine : MonoBehaviour public class LadderRankLine : MonoBehaviour
{ {
[Header("排名")] public Text ranking; [Header("排名文本")] public Text ranking;
[Header("排名Icon")] public Image rankingIcon;
[Header("玩家名称")] public Text playerName; [Header("玩家名称")] public Text playerName;
[Header("头像")] public Image avatar; [Header("头像")] public Image avatar;
[Header("天梯ID")] public Text rankId; // 天梯ID [Header("天梯ID")] public Image rankId; // 天梯ID
[Header("天梯分数")] public Text rankScore; [Header("天梯分数")] public Text rankScore;
@@ -31,46 +32,47 @@ namespace TcgEngine.UI
public string username; public string username;
private void Start() public PlayerRank pd;
private void Awake()
{ {
highlight.enabled = false; highlight.enabled = false;
RankingData.Load();
RankMedalData.Load();
} }
public void SetLine(LadderLeaderboardEntry udata, int ranking, Sprite avatar, public void SetLine(LadderLeaderboardEntry udata, int ranking, Sprite avatar,
int rankId, int rankScore, int stars, bool highlight) int rankId, int rankScore, int stars, bool highlight)
{ {
this.username = udata.username; this.username = udata.username;
this.ranking.text = ranking.ToString(); RankMedalShow(ranking);
this.playerName.text = username; this.playerName.text = username;
this.rankId.text = rankId.ToString();
this.rankScore.text = rankScore.ToString(); this.rankScore.text = rankScore.ToString();
this.stars.text = "星×" + stars; this.stars.text = "星×" + stars;
this.avatar.sprite = avatar; this.avatar.sprite = avatar;
PlayerRank pr = PlayerRank.Bronze; // 默认
switch(rankId) switch(rankId)
{ {
case 1: case 1: pr = PlayerRank.Bronze; break;
this.rankId.text = "青铜"; case 2: pr = PlayerRank.Silver; break;
break; case 3: pr = PlayerRank.Gold; break;
case 2: case 4: pr = PlayerRank.Platinum; break;
this.rankId.text = "白银"; case 5: pr = PlayerRank.Diamond; break;
break; case 6: pr = PlayerRank.King; break;
case 3: }
this.rankId.text = "黄金";
break; pd = pr;
case 4:
this.rankId.text = "铂金"; // 获取段位数据
break; RankingData rankData = RankingData.Get(pr);
case 5: if (rankData != null && rankData.rankIcon != null)
this.rankId.text = "钻石"; {
break; this.rankId.sprite = rankData.rankIcon;
case 6: }
this.rankId.text = "王者"; else
break; {
default: this.rankId.sprite = null; // 或者默认图
this.rankId.text = "青铜";
break;
} }
if (rankScore != 0) if (rankScore != 0)
@@ -90,6 +92,41 @@ namespace TcgEngine.UI
gameObject.SetActive(true); gameObject.SetActive(true);
} }
public void RankMedalShow(int rank)
{
string rankStr = "";
switch (rank)
{
case 1:
rankStr = "Champion";
break;
case 2:
rankStr = "Runner_up";
break;
case 3:
rankStr = "Third_place";
break;
default:
ranking.text = rank.ToString();
break;
}
// 获取段位数据
RankMedalData rankData = RankMedalData.Get(rankStr);
if (rankData != null && rankData.sprite != null)
{
ranking.gameObject.SetActive(false);
rankingIcon.gameObject.SetActive(true);
rankingIcon.sprite = rankData.sprite;
}
else
{
ranking.gameObject.SetActive(true);
rankingIcon.gameObject.SetActive(false);
ranking.text = rank.ToString();
}
}
public void Hide() public void Hide()
{ {
gameObject.SetActive(false); gameObject.SetActive(false);

View File

@@ -12,19 +12,21 @@ namespace TcgEngine.UI
public class LeaderboardPanel : UIPanel public class LeaderboardPanel : UIPanel
{ {
#region #region
[Header("-----默认排行榜参数------")]
public RectTransform content; public RectTransform content;
public RankLine line_template; public RankLine line_template;
public RankLine my_line; public RankLine my_line;
public float line_spacing = 80f; public float line_spacing = 80f;
[Header("----------------------")]
#endregion #endregion
#region #region
[Header("-----天梯排行榜参数------")]
public RectTransform ladderContent; public RectTransform ladderContent;
public LadderRankLine ladderLine_template; public LadderRankLine ladderLine_template;
public LadderRankLine my_ladderLine; public LadderRankLine my_ladderLine;
public float ladderLine_spacing = 120f; public float ladderLine_spacing = 120f;
[Header("----------------------")]
#endregion #endregion
public Text test_text; public Text test_text;
@@ -36,17 +38,16 @@ namespace TcgEngine.UI
public List<RankLine> lines = new List<RankLine>(); public List<RankLine> lines = new List<RankLine>();
public List<LadderRankLine> ladderLines = new List<LadderRankLine>(); public List<LadderRankLine> ladderLines = new List<LadderRankLine>();
[Header("返回主页")]
public Button returnToHome_button;
private const string DefaultAvatarId = "bear"; private const string DefaultAvatarId = "bear";
private static LeaderboardPanel instance; private static LeaderboardPanel instance;
#region [Header("管理指定组件")]
public GameObject[] hideGameObject;
[SerializeField] private Button defaultRankButton; private bool isHideObject = false;
[SerializeField] private Button ladderRankButton;
#endregion
protected override void Awake() protected override void Awake()
{ {
@@ -55,29 +56,34 @@ namespace TcgEngine.UI
//lines = scroll_content.GetComponentsInChildren<RankLine>(); //lines = scroll_content.GetComponentsInChildren<RankLine>();
my_line.onClick += OnClickLine; my_line.onClick += OnClickLine;
my_ladderLine.onClick += OnClickRankLine;
InitLines(); InitLines();
#region returnToHome_button.onClick.AddListener(OnReturnToHome);
}
defaultRankButton.onClick.AddListener(() => /// <summary>
/// 返回主页
/// </summary>
public void OnReturnToHome()
{ {
isLadderRank = false; isHideObject = !isHideObject;
RankPanelColl(); if (isHideObject)
});
ladderRankButton.onClick.AddListener(() =>
{ {
isLadderRank = true; Show();
RankPanelColl(); }
}); else
{
#endregion Hide();
}
foreach (var obj in hideGameObject)
{
obj.SetActive(!isHideObject);
}
} }
private void OnDestroy() private void OnDestroy()
{ {
} }
private void InitLines() private void InitLines()
@@ -110,7 +116,7 @@ namespace TcgEngine.UI
ladderLines.Add(line); ladderLines.Add(line);
} }
ladderContent.sizeDelta = new Vector2(content.sizeDelta.x, ladderNlines * line_spacing + 20f); ladderContent.sizeDelta = new Vector2(content.sizeDelta.x, ladderNlines * ladderLine_spacing + 20f);
#endregion #endregion
} }
@@ -130,14 +136,14 @@ namespace TcgEngine.UI
private LadderRankLine LadderAddLine(LadderRankLine template, int index) private LadderRankLine LadderAddLine(LadderRankLine template, int index)
{ {
Vector2 pos = Vector2.down * ladderLine_spacing; Vector2 pos = Vector2.down * (ladderLine_spacing-75);
GameObject line = Instantiate(template.gameObject, ladderContent); GameObject line = Instantiate(template.gameObject, ladderContent);
RectTransform rtrans = line.GetComponent<RectTransform>(); RectTransform rtrans = line.GetComponent<RectTransform>();
LadderRankLine lrline = line.GetComponent<LadderRankLine>(); LadderRankLine lrline = line.GetComponent<LadderRankLine>();
rtrans.anchorMin = new Vector2(0.5f, 1); rtrans.anchorMin = new Vector2(0.5f, 1);
rtrans.anchorMax = new Vector2(0.5f, 1f); rtrans.anchorMax = new Vector2(0.5f, 1f);
rtrans.anchoredPosition = pos + Vector2.down * index * ladderLine_spacing; rtrans.anchoredPosition = pos + Vector2.down * index * (ladderLine_spacing + 15);
lrline.onClick += OnClickLine; lrline.onClick += OnClickRankLine;
return lrline; return lrline;
} }
@@ -192,7 +198,7 @@ namespace TcgEngine.UI
private async void RefreshLadderPanel() private async void RefreshLadderPanel()
{ {
my_line.Hide(); my_ladderLine.Hide();
foreach (LadderRankLine line in ladderLines) foreach (LadderRankLine line in ladderLines)
line.Hide(); line.Hide();
@@ -217,8 +223,6 @@ namespace TcgEngine.UI
int previous_rank = 0; int previous_rank = 0;
int previous_index = 0; int previous_index = 0;
if (users == null || users.Length == 0) if (users == null || users.Length == 0)
{ {
Debug.LogError("玩家数据为空"); Debug.LogError("玩家数据为空");
@@ -226,6 +230,7 @@ namespace TcgEngine.UI
} }
Debug.Log($"收到排行榜数据,共 {users.Length} 条"); Debug.Log($"收到排行榜数据,共 {users.Length} 条");
ladderContent.sizeDelta = new Vector2(content.sizeDelta.x, users.Length * (ladderLine_spacing + 20f));
foreach (LadderLeaderboardEntry rankData in sorted_users) foreach (LadderLeaderboardEntry rankData in sorted_users)
{ {
@@ -249,44 +254,49 @@ namespace TcgEngine.UI
} }
} }
//
private void RankPanelColl() // private void RankPanelColl()
{ // {
if (isLadderRank) // if (isLadderRank)
{ // {
ladderRank.Show(); // ladderRank.Show();
var lColor = ladderRankButton.image.color; // var lColor = ladderRankButton.image.color;
lColor.a = 0.5f; // lColor.a = 0.5f;
ladderRankButton.image.color = lColor; // ladderRankButton.image.color = lColor;
//
//
defaultRank.Hide(); // defaultRank.Hide();
var dColor = defaultRankButton.image.color; // var dColor = defaultRankButton.image.color;
dColor.a = 1f; // dColor.a = 1f;
defaultRankButton.image.color = dColor; // defaultRankButton.image.color = dColor;
} // }
else // else
{ // {
ladderRank.Hide(); // ladderRank.Hide();
var lColor = ladderRankButton.image.color; // var lColor = ladderRankButton.image.color;
lColor.a = 1f; // lColor.a = 1f;
ladderRankButton.image.color = lColor; // ladderRankButton.image.color = lColor;
//
defaultRank.Show(); // defaultRank.Show();
var dColor = defaultRankButton.image.color; // var dColor = defaultRankButton.image.color;
dColor.a = 0.5f; // dColor.a = 0.5f;
defaultRankButton.image.color = dColor; // defaultRankButton.image.color = dColor;
//
} // }
ladderRankButton.enabled = !isLadderRank; // ladderRankButton.enabled = !isLadderRank;
defaultRankButton.enabled = isLadderRank; // defaultRankButton.enabled = isLadderRank;
} // }
private void OnClickLine(string username) private void OnClickLine(string username)
{ {
} }
private void OnClickRankLine(string username)
{
}
private Sprite GetAvatar(string id) private Sprite GetAvatar(string id)
{ {
@@ -301,7 +311,6 @@ namespace TcgEngine.UI
base.Show(instant); base.Show(instant);
RefreshPanel(); RefreshPanel();
RefreshLadderPanel(); RefreshLadderPanel();
RankPanelColl();
} }
public void OnClickBack() public void OnClickBack()

View File

@@ -0,0 +1,73 @@
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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