先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
using asap.core;
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using game;
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using GameCore;
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using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UniRx;
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using System.Threading.Tasks;
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public class OnLvChangeEvent
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{
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public int lvl;
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}
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public class UITopLevel : MonoBehaviour
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{
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public Button btn_level;
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public TMP_Text text_name;
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public Head head;
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public TMP_Text text_grade;
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public GameObject redpoint;
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PlayerData playerData;
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IDisposable disposable;
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void Start()
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{
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playerData = GContext.container.Resolve<PlayerData>();
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IUserService userService = GContext.container.Resolve<IUserService>();
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text_name.text = userService.DisplayName;
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head.SetData(userService.AvatarUrl);
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btn_level.onClick.AddListener(OnClickLevel);
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text_grade.text = GContext.container.Resolve<PlayerData>().lv.ToString();
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disposable = GContext.OnEvent<OnLvChangeEvent>().Subscribe(OnLvChange);
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redpoint.SetActive(GContext.container.Resolve<PlayerFishData>().PTSRed());
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}
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async void OnClickLevel()
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{
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var _fishingEventData = GContext.container.Resolve<FishingEventData>();
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if (playerData.OpenGrade)
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{
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await UIManager.Instance.ShowUI(UITypes.PlayerGradePanel);
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GContext.Publish(new HideHomePanelEvent());
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}
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else
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{
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ToastPanel.Show(_fishingEventData.GetTipforUnlocked(playerData.OpenGradeID));
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}
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}
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public async void OnLvChange(OnLvChangeEvent onLvChangeEvent)
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{
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await Task.Delay(1000);
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text_grade.text = onLvChangeEvent.lvl.ToString();
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}
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private void OnDestroy()
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{
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disposable?.Dispose();
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}
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}
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