完善Task的UI数据传递和刷新。
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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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