2026-07-06 22:18:28 +08:00
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using Assets.MyGame.Scripts.Net;
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using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
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2026-02-03 11:35:19 +08:00
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using Assets.MyGame.Scripts.Net.WebResponses;
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using Newtonsoft.Json;
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2025-12-13 18:18:28 +08:00
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using System.Collections.Generic;
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using TMPro;
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2025-12-13 18:18:28 +08:00
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using UnityEngine;
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using UnityEngine.UI;
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2025-12-26 11:15:56 +08:00
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public class UIHome_BY_MySelectRoomPanel : SubUIBase
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{
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public GameObject panel_PanelParent;
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public Button panel_RoomItemPrefab;
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public Button btn_NextPage;
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public Button btn_UpPage;
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public TextMeshProUGUI text_PageNum;
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public ScrollRect scroll;
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public List<Transform> itemPage = new List<Transform>();
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public GameObject itemPagePrefab;
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public Transform itemPageParent;
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public Transform tra_DaQuParent;
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public Transform tra_FenQuItem; // child0=背景, child1=场次名, child2=分区n
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public Dictionary<string, Transform> itemListDic = new Dictionary<string, Transform>();
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int pageNum = 1;
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float horizontalNormalizedPosition;
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private bool _tabsBuilt = false;
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public override void Awake()
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{
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btn_NextPage.onClick.AddListener(() =>
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{
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if (pageNum > 1) pageNum--;
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text_PageNum.text = pageNum + "/" + itemPage.Count;
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horizontalNormalizedPosition = (float)(pageNum - 1) / (float)(itemPage.Count - 1);
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});
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btn_UpPage.onClick.AddListener(() =>
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{
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if (pageNum < itemPage.Count) pageNum++;
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text_PageNum.text = pageNum + "/" + itemPage.Count;
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horizontalNormalizedPosition = (float)(pageNum - 1) / (float)(itemPage.Count - 1);
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});
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btn_Close.onClick.AddListener(() => Hide());
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}
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private void Update()
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{
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scroll.horizontalNormalizedPosition = Mathf.Lerp(scroll.horizontalNormalizedPosition, horizontalNormalizedPosition, 0.5f);
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}
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public override void Hide()
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{
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base.Hide();
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panel_PanelParent.SetActive(true);
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}
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protected override void OnShow(object args = null)
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{
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base.OnShow(args);
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if (!_tabsBuilt)
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{
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BuildFenQuTabs();
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_tabsBuilt = true;
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}
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}
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public override void Show(object args = null)
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{
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base.Show(args);
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ClearRoomPages();
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if (args != null)
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{
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var v = JsonConvert.DeserializeObject<WebSocketResponseBase<List<GetRoomList>>>(args.ToString());
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BuildRoomPages(v.arguments[0]);
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}
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}
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// ==================== 分区 Tab ====================
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private void BuildFenQuTabs()
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{
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if (tra_DaQuParent == null || tra_FenQuItem == null) return;
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var cfg = GameManager.Instance?.gameConfig?.roomConfigs;
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if (cfg == null) return;
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int gameType = (int)GameManager.Instance.gameData.currGameType;
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int leave = GetCurrentLeave();
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// 找到当前等级的分区数
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int partitionCount = 1;
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foreach (var c in cfg)
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{
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if (c.gameType == gameType && c.roomLevel == leave)
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{
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partitionCount = c.roomPartitionNum > 0 ? c.roomPartitionNum : 1;
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break;
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}
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}
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for (int d = 1; d <= partitionCount; d++)
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{
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var tab = Instantiate(tra_FenQuItem, tra_DaQuParent);
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// child1 = 场次名(隐藏,等级已在外层选好)
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if (tab.childCount > 1 && tab.GetChild(1) != null)
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tab.GetChild(1).gameObject.SetActive(false);
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// child2 = 分区n
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if (tab.childCount > 2 && tab.GetChild(2) != null)
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tab.GetChild(2).GetComponent<TextMeshProUGUI>().text = "分区" + d;
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int district = d;
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var btn = tab.GetComponent<Button>();
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if (btn != null)
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{
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CanvasRenderer cr = tab.GetComponent<CanvasRenderer>();
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if (cr == null) cr = tab.GetChild(0).GetComponent<CanvasRenderer>();
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btn.onClick.AddListener(() =>
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{
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// 高亮选中
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for (int i = 0; i < tra_DaQuParent.childCount; i++)
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{
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var t = tra_DaQuParent.GetChild(i);
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var b = t.GetComponent<Button>();
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if (b != null)
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{
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var colors = b.colors;
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colors.normalColor = t == tab ? new Color(1f, 0.85f, 0.3f) : Color.white;
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b.colors = colors;
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}
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}
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ClearRoomPages();
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WebSocketSendList.GetRoomListFish(leave, district);
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});
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}
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// 默认加载分区1
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if (d == 1)
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WebSocketSendList.GetRoomListFish(leave, 1);
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}
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}
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private int GetCurrentLeave()
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{
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var selectPanel = UIManager.Instance.Get<UIHomeMain>(UIPanel.HomeMainPanel)
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?.subUIManager.Get<UIHome_BY_SelectRoomLevelPanel>(UIPanel.SelectRoomLeavePenel);
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return selectPanel != null ? selectPanel.leave : 1;
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}
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// ==================== 房间列表 ====================
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private void ClearRoomPages()
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{
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foreach (var item in itemPage)
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Destroy(item.gameObject);
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itemPage.Clear();
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itemListDic.Clear();
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text_PageNum.text = "0/0";
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pageNum = 1;
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}
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private void BuildRoomPages(List<GetRoomList> rooms)
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{
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if (rooms == null || rooms.Count == 0) return;
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int pageMax = Mathf.CeilToInt(rooms.Count / 15f);
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for (int j = 0; j < pageMax; j++)
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itemPage.Add(Instantiate(itemPagePrefab, itemPageParent).transform);
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int i = 0;
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foreach (var item in rooms)
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{
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var tran = Instantiate(panel_RoomItemPrefab.gameObject, itemPage[i / 15]).transform;
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tran.GetComponent<Button>().onClick.AddListener(() =>
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{
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WebSocketSendList.GetRoomInfo(item.roomId);
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});
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tran.name = item.roomId;
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itemListDic[item.roomId] = tran;
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var slider = tran.transform.GetChild(1).GetComponent<Slider>();
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int allPlayerCount = item.currentOnlinePlayerCount + item.robotCount;
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if (slider != null)
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{
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slider.value = (float)allPlayerCount / (float)item.maxPlayerCount;
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if (allPlayerCount >= item.maxPlayerCount && slider.fillRect != null && slider.fillRect.childCount > 0)
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slider.fillRect.GetChild(0).gameObject.SetActive(true);
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}
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if (tran.transform.childCount > 2 && tran.transform.GetChild(2) != null)
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tran.transform.GetChild(2).GetComponent<TextMeshProUGUI>().text = allPlayerCount + "/" + item.maxPlayerCount;
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if (tran.transform.childCount > 3 && tran.transform.GetChild(3) != null)
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tran.transform.GetChild(3).GetComponent<TextMeshProUGUI>().text = item.roomNumber.ToString();
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i++;
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}
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text_PageNum.text = "1/" + itemPage.Count;
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scroll.horizontalNormalizedPosition = 0;
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pageNum = 1;
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}
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}
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