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@@ -69,8 +69,10 @@ public class UIHome_BY_ItemListPanels : SubUIBase
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public TextMeshProUGUI tmp_ZHanShenName;
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public TextMeshProUGUI tmp_ZHanShenLabel;
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public Button btn_XuanZe;
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[Tooltip("卸下战神按钮:只在战神 Tab 且当前有装备战神时显示")]
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[Tooltip("卸下战神按钮:战神 Tab 且选中的恰好是已装备战神时显示(炮台/翅膀面板无此按钮)")]
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public Button btn_XieXia;
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[Tooltip("卸下翅膀按钮:翅膀 Tab 且选中的恰好是已装备翅膀时显示(炮台没有卸下概念,永远不显示)")]
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public Button btn_XieXia_Wing;
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[Header("面板")]
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public GameObject obj_TurretWingPanel;
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public GameObject obj_ZhanShenPanel;
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@@ -133,6 +135,9 @@ public class UIHome_BY_ItemListPanels : SubUIBase
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if (btn_XieXia != null)
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btn_XieXia.onClick.AddListener(OnClickXieXia);
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if (btn_XieXia_Wing != null)
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btn_XieXia_Wing.onClick.AddListener(OnClickXieXia_Wing);
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if (tMP_Type != null)
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tMP_Type.onValueChanged.AddListener(OnDropdownChanged);
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@@ -191,16 +196,20 @@ public class UIHome_BY_ItemListPanels : SubUIBase
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// 默认选中已装备的战神编号
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var equipped = GetUserEquipped();
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_selectedZhanShenNumber = (equipped != null && int.TryParse(equipped.number, out int n)) ? n : -1;
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// ⭐ 卸下按钮:战神 Tab 且当前有装备战神才显示(显隐随选中详情 RefreshZhanShenDetail 刷新)
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// ⭐ 卸下按钮:此时 _selectedZhanShenNumber 已定位到已装备编号(选中的=已装备的),初始显隐即正确;
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// 之后随选中详情 RefreshZhanShenDetail 刷新(点未装备的会隐藏)
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if (btn_XieXia != null)
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btn_XieXia.gameObject.SetActive(equipped != null);
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RebuildZhanShenTypeList();
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return;
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}
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// ⭐ 非战神 Tab:卸下按钮一律隐藏
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// ⭐ 炮台/翅膀 Tab:战神卸下按钮一律隐藏;翅膀卸下按钮由 RefreshDetailPanel 按选中刷新,
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// 这里只做初始值(进入翅膀 Tab 时默认选中已装备翅膀,有装备则初始显示);炮台永远不显示
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if (btn_XieXia != null)
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btn_XieXia.gameObject.SetActive(false);
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if (btn_XieXia_Wing != null)
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btn_XieXia_Wing.gameObject.SetActive(itemPanel == ItemPanelSelect.Wing && GetUserEquipped() != null);
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// 切换到炮台/翅膀时,默认选中已装备的编号;无装备则清空,列表会自动选第一个
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if (itemPanel == ItemPanelSelect.Turrect || itemPanel == ItemPanelSelect.Wing)
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@@ -708,9 +717,9 @@ public class UIHome_BY_ItemListPanels : SubUIBase
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if (btn_XuanZe != null)
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btn_XuanZe.interactable = isOwned;
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// ---- 卸下按钮:当前有装备战神才显示(与选中的是哪个无关)----
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// ---- 卸下按钮:选中的恰好是当前装备的战神才显示(点未装备的隐藏)----
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if (btn_XieXia != null)
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btn_XieXia.gameObject.SetActive(GetUserEquipped() != null);
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btn_XieXia.gameObject.SetActive(turretNumber > 0 && IsItemEquipped(turretNumber));
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// ---- 缩略图(和翅膀一样显示 RawImage)----
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if (rawImg_DetailPreview != null)
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@@ -791,6 +800,51 @@ public class UIHome_BY_ItemListPanels : SubUIBase
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});
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}
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// ==================== 翅膀卸下按钮 ====================
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/// <summary>
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/// 卸下翅膀按钮:卸下当前装备的翅膀(ChangeWing number="0",与战神卸下同一约定)。
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/// 成功后刷新用户数据;游戏内打开时同步清本地座位翅膀并广播给其他客户端(turretIndex=0=卸下)。
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/// </summary>
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private void OnClickXieXia_Wing()
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{
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var equipped = GetUserEquipped();
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if (equipped == null)
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{
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Debug.Log("[UIHome_BY_ItemListPanels] 当前没有装备翅膀,无需卸下");
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return;
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}
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APIRequestList.ChangeWing(new ChangeWingParam { number = "0" }, res =>
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{
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Debug.Log("[UIHome_BY_ItemListPanels] 卸下翅膀成功");
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var userId = GameManager.Instance?.user?.id;
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if (string.IsNullOrEmpty(userId))
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{
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if (btn_XieXia_Wing != null) btn_XieXia_Wing.gameObject.SetActive(false);
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return;
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}
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APIRequestList.GetUser(userId, userRes =>
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{
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GameManager.Instance.UpdataUserData(userRes);
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// 选中编号清掉(已无装备,列表重新定位到第一个)
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_selectedTurretNumber = -1;
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// 从游戏内打开:清本地座位翅膀 + 广播给其他客户端(turretIndex=0=卸下)
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if (_isInGame)
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{
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SitPosData.localPlayerSit?.ClearWing();
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CreateFishManager.Instance?.currGameType?.SyncChangeWing(0);
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}
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RebuildItemList();
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});
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});
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}
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// ==================== GameManager 用户数据关联 ====================
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/// <summary>检查玩家是否拥有指定炮台/翅膀/战神。</summary>
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@@ -929,6 +983,10 @@ public class UIHome_BY_ItemListPanels : SubUIBase
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RefreshButtonsVisibility(isOwned);
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RefreshDuiHuanUI(turretNumber);
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// ---- 卸下按钮(仅翅膀):选中的恰好是当前装备的翅膀才显示;炮台没有卸下概念,永远不显示 ----
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if (btn_XieXia_Wing != null)
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btn_XieXia_Wing.gameObject.SetActive(_currentSelectType == ItemPanelSelect.Wing && turretNumber > 0 && IsItemEquipped(turretNumber));
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// ---- 缩略图 ----
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if (rawImg_DetailPreview != null)
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rawImg_DetailPreview.gameObject.SetActive(_currentSelectType != ItemPanelSelect.Turrect);
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Reference in New Issue
Block a user