备份CatanBuilding瘦身独立工程

This commit is contained in:
JSD\13999
2026-05-26 16:15:54 +08:00
commit 2d0e6a61b7
12001 changed files with 2431925 additions and 0 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UI;
public class EventWashingBatteryLevel : MonoBehaviour
{
public TMP_Text txt_battery_num;
public GameObject[] m_Lowbatterys;
public GameObject[] m_Lights;
public void UpdateToken(int token)
{
txt_battery_num.text = "x" + token;
}
public void SetPercentage(float percentage)
{
int count = m_Lights.Length;
float step = 1f / count;
int belongStep = (percentage > 0) ? (int)math.floor(percentage / step) + 1 : 0;
for (int i = 0; i < count; i++)
{
var item = m_Lights[i];
if (i < belongStep)
{
if (item.activeSelf == false)
{
item.SetActive(true);
}
}
else
{
if (item.activeSelf == true)
{
item.SetActive(false);
}
}
}
}
public void SetEnergyShortage()
{
int count = m_Lowbatterys.Length;
for (int i = 0;i < count; i++)
{
if (m_Lowbatterys[i].activeSelf == false)
{
m_Lowbatterys[i].SetActive(true);
}
}
if (txt_battery_num.gameObject.activeSelf == true)
{
txt_battery_num.gameObject.SetActive(false);
}
}
public void SetEnergyEnough()
{
int count = m_Lowbatterys.Length;
for (int i = 0; i < count; i++)
{
if (m_Lowbatterys[i].activeSelf == true)
{
m_Lowbatterys[i].SetActive(false);
}
}
if (txt_battery_num.gameObject.activeSelf == false)
{
txt_battery_num.gameObject.SetActive(true);
}
}
}

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using game;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class EventWashingConclusion : MonoBehaviour
{
[SerializeField] public float displayTime = 1f;
private float remainingTime;
private bool isDisplaying = false;
public void ResetConclusion()
{
isDisplaying = false;
remainingTime = 0f;
}
public void StartConclusion()
{
if (isDisplaying) return;
remainingTime = displayTime;
this.gameObject.SetActive(true);
isDisplaying = true;
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (remainingTime > 0)
{
remainingTime -= Time.deltaTime;
if (remainingTime <= 0f)
{
isDisplaying = false;
this.gameObject.SetActive(false);
FishingYachtAct.Publish<EventWashingStepOverData>(new EventWashingStepOverData());
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventWashingCrosshair : MonoBehaviour
{
//[SerializeField] public float displayTime = 0f;
//private float remainingTime;
//public void SetAimPosition(Vector3 position)
//{
// this.gameObject.transform.position = position;
// remainingTime = displayTime;
// this.gameObject.SetActive(true);
//}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//if (remainingTime > 0)
//{
// remainingTime -= Time.deltaTime;
// if (remainingTime <= 0f)
// {
// this.gameObject.SetActive(false);
// }
//}
}
}

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using Spine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventWashingFinger : MonoBehaviour
{
Animator animator;
void Awake()
{
animator = this.GetComponent<Animator>();
SetAnimationEnabled(false);
}
public void PlayAnimationForPainting()
{
PlayAnimation("finger_loop_wash");
}
public void PlayAnimationDefault()
{
PlayAnimation("finger_loop_wash2");
}
private void PlayAnimation(string name)
{
SetAnimationEnabled(true);
if (animator != null)
{
animator.Play(name);
}
}
public void SetAnimationEnabled(bool enabled)
{
if (animator != null)
{
animator.enabled = enabled;
}
}
}

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using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventWashingGestureFollow : MonoBehaviour
{
[SerializeField] public float displayTime = 0f;
private float remainingTime;
public void SetFollowPosition(Vector3 position, float speed)
{
float distance = Vector3.Distance(this.gameObject.transform.position, position);
float time = distance / speed;
this.gameObject.transform.DOKill();
this.gameObject.transform.DOMove(position, time).SetEase(Ease.Linear);
remainingTime = displayTime;
if (this.gameObject.activeSelf == false) this.gameObject.SetActive(true);
}
// Update is called once per frame
void Update()
{
if (remainingTime > 0)
{
remainingTime -= Time.deltaTime;
if (remainingTime <= 0f)
{
this.gameObject.SetActive(false);
}
}
}
}

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using asap.core;
using cfg;
using game;
using GameCore;
using UnityEngine.UI;
public class EventWashingInfoPopupPanel : BasePanel
{
private EventWashingDataManager m_DataManager;
Button btn_close;
protected override void Start()
{
m_DataManager = GContext.container.Resolve<EventWashingDataManager>();
btn_close = transform.Find("btn_close").GetComponent<Button>();
btn_close.onClick.AddListener(OnBtnCloseClick);
}
protected override void OnDestroy()
{
btn_close.onClick.RemoveAllListeners();
}
private async void OnBtnCloseClick()
{
var data = m_DataManager.GetCurrentEventWashing();
await UIManager.Instance.ShowUI(UITypes.EventWashingPanel);
UIManager.Instance.HideUI(m_DataManager.GetCurrentInfoPopupPanel());
}
}

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using asap.core;
using game;
using GameCore;
using System;
using TMPro;
using UniRx;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using cfg;
public class EventWashingPanel : BasePanel
{
#region
protected override void Start()
{
// 标题
InitTitle();
// 箭头
InitArraw();
// 电池
InitBattery();
// 奖励
InitReward();
// 手指
InitFinger();
//// 瞄准准心
//InitAim();
// 手势跟踪
InitGestureFollow();
// 关闭按钮
btn_close = transform.Find("root/Btn_close").GetComponent<Button>();
// 所有游戏结束
InitGameOver();
Observable.Interval(TimeSpan.FromSeconds(1.0f)).Subscribe(_ =>
{
txt_time.text = LocalizationMgr.GetFormatTextValue("UI_COMMON_end", ConvertTools.ConvertTime2(m_DataManager.RemainingTime));
}).AddTo(this);
m_OperationCDTimer = m_MaximumAllowableTimeWithoutOperation;
m_State = 0;
m_IsGuiding = false;
base.Start();
}
void Update()
{
if (m_IsGuiding == true) return;
if (Input.anyKey || Input.anyKeyDown)
{
m_OperationCDTimer = m_MaximumAllowableTimeWithoutOperation;
m_State = 0;
StopTimeoutHandling();
}
else
{
m_OperationCDTimer -= Time.deltaTime;
}
if (m_OperationCDTimer < 0 && m_State == 0)
{
m_State = 1;
TimeoutHandling();
}
}
private void LateUpdate()
{
if (m_DataManager != null && electricityConsumption != null)
{
electricityConsumption.SetPercentage(m_DataManager.WashingData.Energy);
}
}
protected override void OnDestroy()
{
btn_introduction.onClick.RemoveAllListeners();
btn_preview.onClick.RemoveAllListeners();
btn_close.onClick.RemoveAllListeners();
btn_left.onClick.RemoveAllListeners();
btn_right.onClick.RemoveAllListeners();
btn_game_over.onClick.RemoveAllListeners();
base.OnDestroy();
}
#endregion
#region
bool m_IsGuiding = false;
public bool InitGuidance()
{
m_IsGuiding = GContext.container.Resolve<GuideDataCenter>().InspectTriggerGuide("EventWashingPanel");
if (m_IsGuiding)
{
m_OperationCDTimer = m_MaximumAllowableTimeWithoutOperation;
m_State = 0;
StopTimeoutHandling();
}
return m_IsGuiding;
}
public void CompleteGuidance()
{
m_IsGuiding = false;
m_OperationCDTimer = m_MaximumAllowableTimeWithoutOperation;
m_State = 0;
}
#endregion
#region
private EventWashingDataManager m_DataManager;
public void SetDataManager(EventWashingDataManager dataManager)
{
m_DataManager = dataManager;
}
#endregion
#region
private void HideAllExceptBtnClose()
{
// 隐藏标题栏
if (obj_title != null)
{
obj_title.gameObject.SetActive(false);
}
// 隐藏奖励栏
if (obj_reward != null)
{
obj_reward.gameObject.SetActive(false);
}
// 隐藏箭头栏
if (obj_viewpoint != null)
{
obj_viewpoint.gameObject.SetActive(false);
}
//// 隐藏电池栏
//if (obj_battery != null)
//{
// obj_battery.gameObject.SetActive(false);
//}
// 隐藏手指
if (finger != null)
{
finger.gameObject.SetActive(false);
}
// 隐藏准心
//if (aim != null)
//{
// aim.gameObject.SetActive(false);
//}
// 隐藏电量消耗
if (electricityConsumption != null)
{
electricityConsumption.gameObject.SetActive(false);
}
// 隐藏手势
if (gestureFollow != null)
{
gestureFollow.gameObject.SetActive(false);
}
// 隐藏结束语
if (conclusion_welldone != null)
{
conclusion_welldone.gameObject.SetActive(false);
}
if (conclusion_good != null)
{
conclusion_good.gameObject.SetActive(false);
}
// 隐藏所有游戏结束展示
if (obj_game_over != null)
{
obj_game_over.gameObject.SetActive(false);
}
// 显示关闭按钮
if (btn_close != null)
{
btn_close.gameObject.SetActive(true);
}
}
public void ShowForRemove()
{
m_FunctionType = 0;
m_IsGuiding = false;
HideAllExceptBtnClose();
// 显示标题栏
SetTitleVisible(true);
// 显示奖励
SetRewardVisible(true);
// 显示电池
SetBatteryVisible(true);
//// 显示手势跟随
//SetGestureFollowVisible(true);
//// 显示准心
//SetAimVisible(true);
// 显示电量消耗
SetElectricityConsumptionVisible(true);
SetTitleInfo();
SetBatteryInfo();
SetRewardInfo();
// 手势跟踪
InitGestureFollow();
SetGestureFollowVisible(false);
}
public void ShowForCleaning()
{
m_FunctionType = 0;
m_IsGuiding = false;
HideAllExceptBtnClose();
// 显示标题栏
SetTitleVisible(true);
// 显示奖励
SetRewardVisible(true);
// 显示电池
SetBatteryVisible(true);
// 显示手势跟随
//SetGestureFollowVisible(true);
//// 显示准心
//SetAimVisible(true);
// 关闭笔刷填充进度
ResetBrushChannelCounterFillAndInverse(false, false);
// 显示电量消耗
SetElectricityConsumptionVisible(true);
SetTitleInfo();
SetBatteryInfo();
SetRewardInfo();
// 手势跟踪
InitGestureFollow();
SetGestureFollowVisible(false);
//InitGuidance();
}
public void ShowForPainting()
{
m_FunctionType = 1;
m_IsGuiding = false;
HideAllExceptBtnClose();
// 显示标题栏
SetTitleVisible(true);
// 显示奖励
SetRewardVisible(true);
// 显示电池
SetBatteryVisible(true);
//// 显示手势跟随
//SetGestureFollowVisible(false);
//// 显示准心
//SetAimVisible(true);
// 关闭笔刷填充进度
ResetBrushChannelCounterFillAndInverse(false, false);
// 显示箭头
SetArrowVisible(true);
// 显示电量消耗
SetElectricityConsumptionVisible(true);
SetTitleInfo();
SetBatteryInfo();
SetRewardInfo();
// 手势跟踪
InitGestureFollow();
SetGestureFollowVisible(false);
//InitGuidance();
}
public void ShowForAllGameOver()
{
m_IsGuiding = false;
// 隐藏标题栏
if (obj_title != null)
{
obj_title.gameObject.SetActive(false);
}
// 隐藏奖励栏
if (obj_reward != null)
{
obj_reward.gameObject.SetActive(false);
}
// 隐藏箭头栏
if (obj_viewpoint != null)
{
obj_viewpoint.gameObject.SetActive(false);
}
// 隐藏电池栏
SetBatteryVisible(false);
// 隐藏手指
if (finger != null)
{
finger.gameObject.SetActive(false);
}
// 隐藏准心
//if (aim != null)
//{
// aim.gameObject.SetActive(false);
//}
//// 隐藏电量消耗
//if (electricityConsumption != null)
//{
// electricityConsumption.gameObject.SetActive(false);
//}
// 隐藏手势
if (gestureFollow != null)
{
gestureFollow.gameObject.SetActive(false);
}
// 隐藏结束语
if (conclusion_welldone != null)
{
conclusion_welldone.gameObject.SetActive(false);
}
if (conclusion_good != null)
{
conclusion_good.gameObject.SetActive(false);
}
// 显示关闭按钮
if (btn_close != null)
{
btn_close.gameObject.SetActive(false);
}
// 显示游戏结束
if (obj_game_over != null)
{
obj_game_over.gameObject.SetActive(true);
}
// 隐藏完成所有游戏文字提示
if (obj_text_final != null)
{
obj_text_final.gameObject.SetActive(true);
}
SetGestureFollowVisible(false);
}
public void ShowForShipOver()
{
m_IsGuiding = false;
// 隐藏标题栏
if (obj_title != null)
{
obj_title.gameObject.SetActive(false);
}
// 隐藏奖励栏
if (obj_reward != null)
{
obj_reward.gameObject.SetActive(false);
}
// 隐藏箭头栏
if (obj_viewpoint != null)
{
obj_viewpoint.gameObject.SetActive(false);
}
// 隐藏电池栏
SetBatteryVisible(false);
// 隐藏手指
if (finger != null)
{
finger.gameObject.SetActive(false);
}
// 隐藏准心
//if (aim != null)
//{
// aim.gameObject.SetActive(false);
//}
//// 隐藏电量消耗
//if (electricityConsumption != null)
//{
// electricityConsumption.gameObject.SetActive(false);
//}
// 隐藏手势
if (gestureFollow != null)
{
gestureFollow.gameObject.SetActive(false);
}
// 隐藏结束语
if (conclusion_welldone != null)
{
conclusion_welldone.gameObject.SetActive(false);
}
if (conclusion_good != null)
{
conclusion_good.gameObject.SetActive(false);
}
// 显示关闭按钮
if (btn_close != null)
{
btn_close.gameObject.SetActive(false);
}
// 显示游戏结束
if (obj_game_over != null)
{
obj_game_over.gameObject.SetActive(true);
}
// 隐藏完成所有游戏文字提示
if (obj_text_final != null)
{
obj_text_final.gameObject.SetActive(false);
}
// 手势跟踪
InitGestureFollow();
SetGestureFollowVisible(false);
//InitGuidance();
}
#endregion
#region
public EventWashingConclusion conclusion_welldone;
public EventWashingConclusion conclusion_good;
public void StartConclusion()
{
if (m_DataManager == null) return;
EventWashingStep step = m_DataManager.GetCurrentEventStep();
if (step.ShowID == 0)
conclusion_welldone.StartConclusion();
else if (step.ShowID == 1)
conclusion_good.StartConclusion();
}
public void ResetConclusion(bool isVisible)
{
//conclusion_welldone.ResetConclusion();
//conclusion_welldone.gameObject.SetActive(isVisible);
}
#endregion
#region
public BrushChannelCounterFill brushChannelCounterFillPercentage;
public void ResetBrushChannelCounterFillAndInverse(bool inverse, bool enabled = true)
{
if (brushChannelCounterFillPercentage != null)
{
brushChannelCounterFillPercentage.Inverse = inverse;
brushChannelCounterFillPercentage.enabled = enabled;
}
}
public float GetFillOmitPercentage()
{
if (brushChannelCounterFillPercentage != null)
{
return BrushChannelCounterFill.OmitPercentage;
}
return 0f;
}
public void StartCountingFill()
{
if (brushChannelCounterFillPercentage != null)
{
brushChannelCounterFillPercentage.StartCounting();
}
}
public void StopCountingFill()
{
if (brushChannelCounterFillPercentage != null)
{
brushChannelCounterFillPercentage.StopCounting();
}
}
public void ResetBrushChannelCounterData()
{
if (brushChannelCounterFillPercentage != null)
{
brushChannelCounterFillPercentage.ResetData();
}
}
#endregion
#region
public EventWashingFinger finger;
private void InitFinger()
{
}
public void SetFingerVisible(bool isVisible)
{
finger.gameObject.SetActive(isVisible);
}
#endregion
#region
public EventWashingGestureFollow gestureFollow;
public float m_GestureMoveSpeed = 60f;
public Transform m_GestureInitTransform = null;
protected void InitGestureFollow()
{
if (m_GestureInitTransform == null) return;
gestureFollow.transform.position = m_GestureInitTransform.position;
gestureFollow.transform.rotation = m_GestureInitTransform.rotation;
gestureFollow.transform.localScale = m_GestureInitTransform.localScale;
}
public void SetGestureFollowPosition(Vector3 position)
{
gestureFollow.SetFollowPosition(position, m_GestureMoveSpeed);
}
public void SetGestureFollowVisible(bool isVisible)
{
gestureFollow.gameObject.SetActive(isVisible);
}
#endregion
#region
GameObject obj_title;
TMP_Text txt_title_name;
TMP_Text txt_time;
Button btn_introduction;
Button btn_preview;
private void InitTitle()
{
// 标题
obj_title = transform.Find("root/title").gameObject;
txt_title_name = transform.Find("root/title/Txt_titleName").GetComponent<TMP_Text>();
txt_time = transform.Find("root/title/Txt_time").GetComponent<TMP_Text>();
btn_introduction = transform.Find("root/title/Btn_questionmark").GetComponent<Button>();
btn_introduction.onClick.AddListener(OnBtnQuestionmark);
btn_preview = transform.Find("root/title/Btn_preview").GetComponent<Button>();
//btn_preview.onClick.AddListener(OnBtnPreview);
}
public void SetTitleVisible(bool isVisible)
{
obj_title.SetActive(isVisible);
}
private async void OnBtnQuestionmark()
{
await UIManager.Instance.ShowUI(m_DataManager.GetCurrentInfoPopupPanel());
UIManager.Instance.HideUI(UITypes.EventWashingPanel);
}
public void SetBtnPreviewClickListener(UnityAction listener)
{
btn_preview.onClick.RemoveAllListeners();
if (listener != null)
btn_preview.onClick.AddListener(listener);
}
public void SetTitleInfo()
{
txt_title_name.text = LocalizationMgr.GetFormatTextValue("UI_EventWashingPanel_1", m_DataManager.GetShipName());
txt_time.text = LocalizationMgr.GetFormatTextValue("UI_COMMON_end", ConvertTools.ConvertTime2(m_DataManager.RemainingTime));
//Observable.Interval(TimeSpan.FromSeconds(1.0f)).Subscribe(_ =>
//{
// txt_time.text = LocalizationMgr.GetFormatTextValue("UI_COMMON_end", ConvertTools.ConvertTime2(m_DataManager.RemainingTime));
//}).AddTo(this);
}
#endregion
#region
// 奖励
GameObject obj_reward;
Image img_icon_tool;
Image img_reward_progress;
TMP_Text txt_step_name;
public RewardItemNew rewardItem;
private void InitReward()
{
// 奖励
obj_reward = transform.Find("root/reward").gameObject;
img_icon_tool = transform.Find("root/reward/bg_reward/icon_tool").GetComponent<Image>();
img_reward_progress = transform.Find("root/reward/bg_reward/bg_bar/Img_bar").GetComponent<Image>();
txt_step_name = transform.Find("root/reward/bg_reward/Txt_stepName").GetComponent<TMP_Text>();
// 奖励进度
img_reward_progress.fillAmount = 0f;
}
public void SetRewardVisible(bool isVisible)
{
obj_reward.SetActive(isVisible);
}
public void UpdateSingleProgress(float ratio)
{
img_reward_progress.fillAmount = ratio;
}
public void SetRewardInfo()
{
EventWashingStep washingStep = m_DataManager.GetCurrentEventStep();
GContext.container.Resolve<IUIService>().SetImageSprite(img_icon_tool, washingStep.Icon, BasePanel.PanelName);
txt_step_name.text = LocalizationMgr.GetText(washingStep.Name_l10n_key);
if (string.IsNullOrEmpty(washingStep.GiftIcon))
{
ItemData itemData = GContext.container.Resolve<PlayerItemData>().GetItemDataOne(washingStep.DropID, 0);
rewardItem.SetRewardPopupData(itemData);
}
else
{
rewardItem.SetDropIcon(washingStep.GiftIcon, washingStep.DropID);
}
}
#endregion
#region
// 箭头
GameObject obj_viewpoint;
Button btn_left;
Button btn_right;
private void InitArraw()
{
// 箭头
obj_viewpoint = transform.Find("root/viewpoint").gameObject;
btn_left = transform.Find("root/viewpoint/left").GetComponent<Button>();
btn_right = transform.Find("root/viewpoint/right").GetComponent<Button>();
}
// 设置箭头显示状态
public void SetArrowVisible(bool isVisible)
{
obj_viewpoint.SetActive(isVisible);
}
public void SetBtnArrayClickListener(UnityAction left, UnityAction right)
{
btn_left.onClick.RemoveAllListeners();
if (left != null)
btn_left.onClick.AddListener(left);
btn_right.onClick.RemoveAllListeners();
if (right != null)
btn_right.onClick.AddListener(right);
}
#endregion
#region
public EventWashingBatteryLevel electricityConsumption; // 电量消耗
private void InitBattery()
{
}
// 设置电池显示状态
public void SetBatteryVisible(bool isVisible)
{
electricityConsumption.gameObject.SetActive(isVisible);
}
// 设置电量消耗显示状态
public void SetElectricityConsumptionVisible(bool isVisible)
{
//electricityConsumption.gameObject.SetActive(isVisible);
}
public void SetBatteryInfo()
{
electricityConsumption.UpdateToken(m_DataManager.GetToken());
}
public void SetEnergyShortage()
{
electricityConsumption.SetEnergyShortage();
}
public void SetEnergyEnough()
{
electricityConsumption.SetEnergyEnough();
}
#endregion
#region
// 关闭按钮
Button btn_close;
public void SetBtnCloseClickListener(UnityAction listener)
{
btn_close.onClick.RemoveAllListeners();
btn_game_over.onClick.RemoveAllListeners();
if (listener != null)
{
btn_close.onClick.AddListener(listener);
btn_game_over.onClick.AddListener(listener);
}
}
#endregion
#region
[Tooltip("最长允许无操作时间")]
[SerializeField]
private float m_MaximumAllowableTimeWithoutOperation = 5f;
private float m_OperationCDTimer;
private int m_State = 0;
private int m_FunctionType = 0;
private void TimeoutHandling()
{
if (finger == null) return;
SetFingerVisible(true);
if (m_FunctionType == 1) finger.PlayAnimationForPainting();
else finger.PlayAnimationDefault();
}
private void StopTimeoutHandling()
{
if (finger == null) return;
finger.SetAnimationEnabled(false);
SetFingerVisible(false);
}
public void ContinuousOperation()
{
m_OperationCDTimer = m_MaximumAllowableTimeWithoutOperation;
}
#endregion
#region
Button btn_game_over;
GameObject obj_game_over;
GameObject obj_text_final;
private void InitGameOver()
{
obj_game_over = transform.Find("root/Obj_finished").gameObject;
btn_game_over = transform.Find("root/Obj_finished/Btn_confirm/btn_green").GetComponent<Button>();
obj_text_final = transform.Find("root/Obj_finished/text_final").gameObject;
}
#endregion
}

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