完善Task的UI数据传递和刷新。

This commit is contained in:
YiHan0621
2025-09-10 17:34:28 +08:00
parent bf13498f86
commit d894d16884
5 changed files with 175 additions and 95 deletions

View File

@@ -7,7 +7,7 @@ using UnityEngine.UI;
namespace TcgEngine.UI
{
public class TaskItem : MonoBehaviour
public class TaskItem : UIPanel
{
public string taskID;
@@ -18,10 +18,20 @@ namespace TcgEngine.UI
public Button reward_button;
public Image reward_icon;
public Image taskEnd_img;
private PlayerTask playerTask;
private TaskData taskConfig;
protected override void Awake()
{
base.Awake();
Show();
taskEnd_img.gameObject.SetActive(false);
}
public void SetTask(TaskData config, PlayerTask task)
{
taskID = config.id;
@@ -41,6 +51,11 @@ namespace TcgEngine.UI
reward_button.onClick.RemoveAllListeners();
reward_button.onClick.AddListener(OnClickReward);
if (task.status == TaskStatus.Expired || task.status == TaskStatus.Claimed)
{
taskEnd_img.gameObject.SetActive(true);
}
RefreshStatus();
}
@@ -59,9 +74,7 @@ namespace TcgEngine.UI
progressBar_slider.value = playerTask.progress;
progressBar_text.text = playerTask.progress + "/" + taskConfig.value1;
}
private void RewardColl(Sprite icon)
{
if (reward_icon != null)

View File

@@ -11,16 +11,12 @@ namespace TcgEngine.UI
public GameObject taskItemPrefab;
private Dictionary<string,TaskItem> taskItems = new Dictionary<string,TaskItem>();
public Dictionary<string, TaskData> allTaskData;
public Dictionary<string, TaskData> allTaskData = new Dictionary<string, TaskData>();
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;
}
// 清除所有子集
ClearTasks();
}
protected override void Start()
@@ -29,80 +25,38 @@ namespace TcgEngine.UI
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 (playerTasks == null) return;
ClearTasks();
foreach (var playerTask in playerTasks)
{
if (taskItems.ContainsKey(pTask.taskId))
if (!allTaskData.TryGetValue(playerTask.taskId,out TaskData taskConfig))
{
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);
Debug.LogWarning($"未找到配置:{playerTask.taskId}");
continue;
}
}
// 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))
GameObject go = Instantiate(taskItemPrefab, taskListRoot);
TaskItem item = go.GetComponent<TaskItem>();
if (item != null)
{
Destroy(oldItem.gameObject);
taskItems.Remove(oldId);
item.SetTask(taskConfig, playerTask);
taskItems[playerTask.taskId] = item;
}
}
}
public void ClearTasks()
private void ClearTasks()
{
foreach (var item in taskItems.Values)
// 删除已有任务Item
foreach (Transform child in taskListRoot)
{
Destroy(item.gameObject);
Destroy(child.gameObject);
}
taskItems.Clear();
}
@@ -112,17 +66,6 @@ namespace TcgEngine.UI
base.AfterHide();
ClearTasks();
}
private TaskData LoadTaskDataById(string id)
{
if (allTaskData.TryGetValue(id, out TaskData data))
return data;
return null;
}
}
}