完善Task的UI数据传递和刷新。
This commit is contained in:
@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using TcgEngine.Gameplay;
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using TcgEngine.UI;
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using System.Linq;
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namespace TcgEngine.Client
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{
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@@ -46,7 +47,10 @@ namespace TcgEngine.Client
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// 找 UI 面板
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taskPanel = GetComponent<TaskPanel>();
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if (taskPanel == null)
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{
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taskPanel = FindObjectOfType<TaskPanel>();
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}
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}
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private void OnDestroy()
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@@ -62,13 +66,13 @@ namespace TcgEngine.Client
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if (taskManager != null)
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{
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taskManager.OnPlayerLogin();
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taskPanel.ShowTasks(taskManager.GetAllTasks());
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// 强制第一次刷新
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OnRefreshTaskPanel(TaskManager.Instance.GetAllTasks());
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}
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}
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private void OnRefreshTaskPanel(List<PlayerTask> tasksList)
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{
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TaskManager taskManager = TaskManager.Instance;
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if (taskManager == null || taskPanel == null)
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return;
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@@ -77,8 +81,29 @@ namespace TcgEngine.Client
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activeTasks = taskManager.GetActiveTasks();
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completedTasks = taskManager.GetCompletedTasks();
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taskPanel.RefreshTasks(activeTasks);
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// 用 tasks 排序
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var sortedTasks = tasks
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.OrderBy(t => GetTaskSortOrder(t.status))
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.ThenBy(t => t.assignedTime)
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.ToList();
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taskPanel.allTaskData = taskManager.taskConfigs;
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taskPanel.RefreshTasks(sortedTasks);
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}
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private int GetTaskSortOrder(TaskStatus status)
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{
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switch (status)
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{
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case TaskStatus.Completed: return 0; // 第一优先
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case TaskStatus.Active: return 1;
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case TaskStatus.Claimed: return 2;
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case TaskStatus.Expired: return 3;
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default: return 4;
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}
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}
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}
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}
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@@ -150,16 +150,16 @@ namespace TcgEngine.Gameplay
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foreach (var item in taskResponses)
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{
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Debug.Log($"缓存ID处<color=pink>{item.id}</color>");
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// Debug.Log($"缓存ID处<color=pink>{item.id}</color>");
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taskConfigs[item.id] =
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TaskData.CreateFromResponse(item);
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}
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Debug.Log("共储存:" + taskConfigs.Count + "条信息");
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// Debug.Log("共储存:" + taskConfigs.Count + "条信息");
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foreach (var kvp in taskConfigs)
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{
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TaskData task = kvp.Value;
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Debug.Log($"分别为 <color=red>{task.id}</color>");
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// Debug.Log($"分别为 <color=red>{task.id}</color>");
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}
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}
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catch (Exception e)
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@@ -268,6 +268,7 @@ namespace TcgEngine.Gameplay
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if (res.success)
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{
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Debug.Log("玩家任务已保存到服务器");
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ResetUIPanel();
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}
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else
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{
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@@ -285,6 +286,7 @@ namespace TcgEngine.Gameplay
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if (Input.GetKeyDown(KeyCode.S))
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{
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CheckExpiredTasks(playerTasks);
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SavePlayerData();
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}
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}
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@@ -425,6 +427,7 @@ namespace TcgEngine.Gameplay
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}
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task.status = TaskStatus.Claimed;
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SavePlayerData();
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return true;
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}
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@@ -470,7 +473,6 @@ namespace TcgEngine.Gameplay
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private void UpdateTaskProgress(TaskConditionType conditionType, string parameter1 = null, string parameter2 = null)
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{
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bool progressUpdated = false;
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refreshTaskUI?.Invoke(playerTasks);
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foreach (var task in playerTasks)
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{
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if (task.status != TaskStatus.Active)
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@@ -632,11 +634,6 @@ namespace TcgEngine.Gameplay
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// 如过有就随机分配一个新任务
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AssignDailyTaskIfNeeded();
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}
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// 登录任务完成
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UpdateTaskProgress(TaskConditionType.LoginGame);
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}
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/// <summary>
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@@ -663,6 +660,8 @@ namespace TcgEngine.Gameplay
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lastDailyTaskAssigned = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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SavePlayerData();
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Debug.Log($"分配登录任务: {loginTask.name}");
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// 登录任务完成
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UpdateTaskProgress(TaskConditionType.LoginGame);
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}
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else
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{
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@@ -688,5 +687,13 @@ namespace TcgEngine.Gameplay
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{
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return playerTasks;
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}
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/// <summary>
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/// 重置面板
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/// </summary>
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private void ResetUIPanel()
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{
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refreshTaskUI?.Invoke(playerTasks);
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}
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}
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}
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@@ -7,7 +7,7 @@ using UnityEngine.UI;
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namespace TcgEngine.UI
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{
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public class TaskItem : MonoBehaviour
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public class TaskItem : UIPanel
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{
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public string taskID;
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@@ -18,10 +18,20 @@ namespace TcgEngine.UI
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public Button reward_button;
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public Image reward_icon;
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public Image taskEnd_img;
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private PlayerTask playerTask;
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private TaskData taskConfig;
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protected override void Awake()
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{
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base.Awake();
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Show();
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taskEnd_img.gameObject.SetActive(false);
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}
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public void SetTask(TaskData config, PlayerTask task)
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{
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taskID = config.id;
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@@ -41,6 +51,11 @@ namespace TcgEngine.UI
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reward_button.onClick.RemoveAllListeners();
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reward_button.onClick.AddListener(OnClickReward);
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if (task.status == TaskStatus.Expired || task.status == TaskStatus.Claimed)
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{
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taskEnd_img.gameObject.SetActive(true);
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}
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RefreshStatus();
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}
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@@ -59,9 +74,7 @@ namespace TcgEngine.UI
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progressBar_slider.value = playerTask.progress;
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progressBar_text.text = playerTask.progress + "/" + taskConfig.value1;
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}
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private void RewardColl(Sprite icon)
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{
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if (reward_icon != null)
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@@ -11,16 +11,12 @@ namespace TcgEngine.UI
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public GameObject taskItemPrefab;
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private Dictionary<string,TaskItem> taskItems = new Dictionary<string,TaskItem>();
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public Dictionary<string, TaskData> allTaskData;
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public Dictionary<string, TaskData> allTaskData = new Dictionary<string, TaskData>();
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protected override void Awake()
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{
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base.Awake();
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allTaskData = new Dictionary<string, TaskData>();
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TaskData[] datas = Resources.LoadAll<TaskData>("Tasks"); // 假设你放在 Resources/Tasks 下
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foreach (var d in datas)
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{
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allTaskData[d.id] = d;
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}
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// 清除所有子集
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ClearTasks();
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}
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protected override void Start()
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@@ -29,80 +25,38 @@ namespace TcgEngine.UI
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Show();
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}
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/// <summary>
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/// 初始化任务列表(只在第一次打开时用)
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/// </summary>
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public void ShowTasks(List<PlayerTask> playerTasks)
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{
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if (taskListRoot != null)
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{
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foreach (Transform child in taskListRoot)
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{
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Destroy(child.gameObject);
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}
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}
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ClearTasks();
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foreach (var pTask in playerTasks)
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{
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GameObject gObj = Instantiate(taskItemPrefab, taskListRoot);
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TaskItem item = gObj.GetComponent<TaskItem>();
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taskItems[pTask.taskId] = item;
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TaskData data = LoadTaskDataById(pTask.taskId);
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if (data != null)
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{
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item.SetTask(data, pTask);
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}
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}
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}
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public void RefreshTasks(List<PlayerTask> playerTasks)
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{
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HashSet<string> currentIds = new HashSet<string>();
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foreach (var pTask in playerTasks)
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if (playerTasks == null) return;
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ClearTasks();
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foreach (var playerTask in playerTasks)
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{
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if (taskItems.ContainsKey(pTask.taskId))
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if (!allTaskData.TryGetValue(playerTask.taskId,out TaskData taskConfig))
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{
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TaskItem item = taskItems[pTask.taskId];
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TaskData data = LoadTaskDataById(pTask.taskId);
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if (data != null)
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{
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item.SetTask(data, pTask);
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}
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currentIds .Remove(pTask.taskId);
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}
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else
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{
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GameObject gObj = Instantiate(taskItemPrefab, taskListRoot);
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TaskItem item = gObj.GetComponent<TaskItem>();
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taskItems[pTask.taskId] = item;
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TaskData data = LoadTaskDataById(pTask.taskId);
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if (data != null)
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item.SetTask(data, pTask);
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Debug.LogWarning($"未找到配置:{playerTask.taskId}");
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continue;
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}
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}
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// Step 2: 删除那些在 playerTasks 里不存在的旧任务
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foreach (var oldId in currentIds)
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{
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if (taskItems.TryGetValue(oldId, out TaskItem oldItem))
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GameObject go = Instantiate(taskItemPrefab, taskListRoot);
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TaskItem item = go.GetComponent<TaskItem>();
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if (item != null)
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{
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Destroy(oldItem.gameObject);
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taskItems.Remove(oldId);
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item.SetTask(taskConfig, playerTask);
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taskItems[playerTask.taskId] = item;
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}
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}
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}
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public void ClearTasks()
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private void ClearTasks()
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{
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foreach (var item in taskItems.Values)
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// 删除已有任务Item
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foreach (Transform child in taskListRoot)
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{
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Destroy(item.gameObject);
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Destroy(child.gameObject);
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}
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taskItems.Clear();
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}
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@@ -112,17 +66,6 @@ namespace TcgEngine.UI
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base.AfterHide();
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ClearTasks();
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}
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private TaskData LoadTaskDataById(string id)
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{
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if (allTaskData.TryGetValue(id, out TaskData data))
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return data;
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return null;
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}
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}
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}
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