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
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
using asap.core;
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using cfg;
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using GameCore;
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using UniRx;
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using UnityEngine;
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using UnityEngine.UI;
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public class FishingShopSelectMapPopupPanel : MonoBehaviour
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{
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#region Field
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[SerializeField]
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Transform
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tran_mapParent;
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[SerializeField]
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GameObject
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go_mapSlot;
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[SerializeField]
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Button
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btn_confirm,
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btn_close;
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private int curMapID;
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#endregion
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#region Func
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public void Init(int mapID)
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{
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curMapID = mapID;
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go_mapSlot.SetActive(false);
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var mapDatas = GContext.container.Resolve<Tables>().TbMapData.DataMap;
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btn_close.onClick.AddListener(() => UIManager.Instance.DestroyUI(UITypes.FishingShopSelectMapPopupPanel));
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int requireLevel = 0;
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foreach ( var mapData in mapDatas.Values )
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{
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Instantiate(go_mapSlot, tran_mapParent).GetComponent<FishCardMapSelectSlot>().SetData(mapData, requireLevel);
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requireLevel = mapData.LevelRequired;
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}
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GContext.Publish(new FishCardShopSlot.SChangeFishCardMapEvent { MapData = mapDatas[curMapID] });
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btn_confirm.onClick.AddListener(() => {
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GContext.Publish(new FishCardShopSlot.SChangeFishCardMapEvent { IsConfirm = true, MapData = mapDatas[curMapID] });
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UIManager.Instance.DestroyUI(UITypes.FishingShopSelectMapPopupPanel);
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});
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GContext.OnEvent<FishCardShopSlot.SChangeFishCardMapEvent>().Where(x => !x.IsConfirm).Subscribe(x => curMapID = x.MapData.ID).AddTo(this);
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}
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#endregion
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}
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