Files
MinFt/Client/Assets/Scripts/UI/RewardPopup/RewardFishBox.cs
Liubing\LB 3d8d4d18f3 first commit
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
2026-04-28 02:17:22 +08:00

265 lines
8.0 KiB
C#

using asap.core;
using cfg;
using game;
using GameCore;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class RewardFishBox : RewardPopupBar
{
public Button btn_skip;
public Button btn_close;
public Button btn_next;
public Button btn_all;
public RewardNormal rewardBoxShow;
public TMP_Text text_title, txt_rewardInfo;
List<ItemData> dropItemsFly = new List<ItemData>();
bool isAllOpen;
[SerializeField]
private RewardItemNew rewardItem;
[SerializeField]
private Transform tran_rewardParent;
[SerializeField]
private GameObject go_row;
[SerializeField] private PanelScroll ps;
private List<RewardItemNew> rewards = new();
private List<GameObject> rows = new();
bool IsShow;
public Action<bool> OnClickClose;
private void Awake()
{
btn_close.onClick.AddListener(OnClose);
btn_next.onClick.AddListener(OnClose);
btn_all.onClick.AddListener(() =>
{
isAllOpen = true;
OnClose();
});
btn_skip.onClick.AddListener(OnClick);
}
public void Init(List<ItemData> dropItems, string rewardInfo, string title)
{
OnClickClose = (_) =>
{
GContext.Publish(new ShowData(RewardType.Destroy));
};
btn_close.gameObject.SetActive(true);
btn_next.gameObject.SetActive(false);
btn_all.gameObject.SetActive(false);
InitAsync(dropItems);
txt_rewardInfo.gameObject.SetActive(!string.IsNullOrEmpty(rewardInfo));
txt_rewardInfo.text = rewardInfo;
if (!string.IsNullOrEmpty(title))
{
text_title.text = title;
}
}
public async void InitAsync(List<ItemData> dropItems)
{
txt_rewardInfo.text = "";
text_title.text = LocalizationMgr.GetText("UI_FishingRewardPanel_101002");
dropItemsFly.Clear();
ExchangeItem(dropItems);
receive.SetActive(true);
var x = 3;
var curParent = tran_rewardParent;
btn_close.gameObject.SetActive(false);
btn_skip.gameObject.SetActive(true);
int parentCount = 0;
int rewardCount = 0;
IsShow = true;
clickCount = 0;
jump = false;
for (int i = 0; i < dropItems.Count; i++)
{
var index = i % 3;
if (index == 0)
{
if (rows.Count > parentCount)
{
curParent = rows[parentCount].transform;
}
else
{
curParent = Instantiate(go_row, tran_rewardParent).transform;
rows.Add(curParent.gameObject);
}
parentCount++;
curParent.gameObject.SetActive(true);
var count = dropItems.Count - i;
for (int j = 0; j < x; j++)
{
curParent.GetChild(j).gameObject.SetActive(j < count);
}
}
var item = dropItems[i];
RewardItemNew reward;
if (rewards.Count > rewardCount)
{
reward = rewards[rewardCount];
}
else
{
reward = Instantiate(rewardItem.gameObject, curParent.GetChild(index)).GetComponent<RewardItemNew>();
rewards.Add(reward);
}
rewardCount++;
reward.SetData(item, isCanClick: true);
reward.gameObject.SetActive(true);
reward.PlayOpen();
if (jump)
{
}
else
{
await Awaiters.NextFrame;
ps.verticalNormalizedPosition = 0f;
await new WaitForSeconds(0.1f);
}
}
AutoClose();
await Awaiters.NextFrame;
ps.verticalNormalizedPosition = 0f;
btn_skip.gameObject.SetActive(false);
btn_close.gameObject.SetActive(true);
}
void ExchangeItem(List<ItemData> dropItems)
{
var map = new Dictionary<int, int>();
var mapCurCount = new Dictionary<int, ulong>();
//itemDataList重复合并
for (int i = dropItems.Count - 1; i >= 0; i--)
{
ItemData itemData = dropItems[i];
if (itemData.exchangeItemData != null)
{
continue;
}
if (map.ContainsKey(itemData.id))
{
map[itemData.id] += itemData.count;
}
else
{
map[itemData.id] = itemData.count;
}
mapCurCount[itemData.id] = itemData.curCount;
}
var newData = new List<ItemData>();
Tables tables = GContext.container.Resolve<Tables>();
foreach (var item in map)
{
ItemData itemData1 = new ItemData()
{
id = item.Key,
count = item.Value
};
itemData1.curCount = mapCurCount[itemData1.id];
newData.Add(itemData1);
Item itemTable = tables.TbItem.GetOrDefault(itemData1.id);
if (itemTable.Type != 5 && itemTable.Type != 9 && itemTable.Type != 11 && !(itemTable.Type == 3 && itemTable.SubType == 1))
{
dropItemsFly.Add(itemData1);
}
}
if (dropItems != null)
{
//转换物品链处理
dropItems = new List<ItemData>(dropItems);
for (int i = 0; i < dropItems.Count; i++)
{
ItemData itemData = dropItems[i];
ExchangeItemData nextExchangeItemData = GetExchangeItemData(itemData.exchangeItemData);
itemData.exchangeItemData = nextExchangeItemData;
if (nextExchangeItemData != null)
{
dropItemsFly.Add(itemData);
ExchangeItemData exchangeItemData = GetExchangeItemData(nextExchangeItemData.nextExchangeItemData);
nextExchangeItemData.nextExchangeItemData = null;
if (exchangeItemData != null)
{
ItemData itemData1 = new ItemData();
itemData1.id = itemData.id;
itemData1.curCount = itemData.curCount;
itemData1.count = itemData.count;
itemData1.exchangeItemData = exchangeItemData;
dropItems.Insert(i + 1, itemData1);
dropItemsFly.Add(itemData1);
}
}
}
}
}
ExchangeItemData GetExchangeItemData(ExchangeItemData exchangeItemData)
{
if (exchangeItemData == null)
{
return null;
}
if (exchangeItemData.exchangeCount > 0)
{
return exchangeItemData;
}
else
{
return GetExchangeItemData(exchangeItemData.nextExchangeItemData);
}
}
private int clickCount;
private bool jump;
private void OnClick()
{
if (IsShow)
{
clickCount++;
if (clickCount == 2)
{
jump = true;
}
}
}
IEnumerator AutoCloseCoroutine()
{
yield return new WaitForSeconds(3f);
if (isAutoClose)
{
isAllOpen = true;
OnClose();
}
}
private async void OnClose()
{
receive.SetActive(false);
StopCoroutine("AutoCloseCoroutine");
rewards.ForEach(x => x.gameObject.SetActive(false));
rows.ForEach(x => x.gameObject.SetActive(false));
IsShow = false;
gameObject.SetActive(false);
if (dropItemsFly.Count > 0)
{
var list = dropItemsFly.Take(9).ToList();
await rewardBoxShow.AllClose(list);
rewardBoxShow.gameObject.SetActive(false);
}
OnClickClose.Invoke(isAllOpen);
}
}