Files
5.24BuYu/Assets/MyGame/aa/UI/Home/UIHomeMain.cs
T
2026-10-17 20:09:13 +08:00

464 lines
17 KiB
C#

using Assets.MyGame.Scripts.Net;
using Assets.MyGame.Scripts.Net.API.GameConfig_SubClass;
using Assets.MyGame.Scripts.Net.APIRequest.Objs;
using Assets.MyGame.Scripts.Net.APIResponses.HomeMain_User;
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UIHomeMain : UIBase
{
public SubUIManager subUIManager;
public UIPanelAddressConfig panelAddressConfig;
public Transform SubPanelParent;
public TextMeshProUGUI tMP_GoldCoinNum;
public TextMeshProUGUI tMP_DiamondNum;
public Button btn_UserInfo;
[Header("user")]
public TextMeshProUGUI userName;
public TextMeshProUGUI userID;
public TextMeshProUGUI levelNum;
public Image sprite_Avatar;
public Image sprite_AvatarFrame;
public Image img_VIP;
public List<Sprite> sprite_VIP;
#region 中间Old
[Header("风雷之渊")]
public SeccionItem FXYButton;
[Header("星际迷航")]
public SeccionItem XJMHButton;
[Header("太古仙墟")]
public SeccionItem TGXXButton;
[Header("黑化悟空")]
public SeccionItem HHWKButton;
[Header("中国象棋")]
public SeccionItem ZGXQButton;
[Header("敬请期待")]
public SeccionItem JQQDButton;
#endregion
#region 中间
[Header("风雷之渊")]
public SeccionItem FXYButton1;
public SeccionItem FXYButton2;
public SeccionItem FXYButton3;
[Header("星际迷航")]
public SeccionItem XJMHButton1;
public SeccionItem XJMHButton2;
public SeccionItem XJMHButton3;
[Header("黑化悟空")]
public SeccionItem HHWKButton1;
public SeccionItem HHWKButton2;
public SeccionItem HHWKButton3;
[Header("中国象棋")]
public Button ZGXQBtn;
/// <summary>当前手动选座场次(1/2/3,由主页传入,供独立房间列表面板读取)</summary>
[HideInInspector] public int currLeave = 1;
#endregion
[Header("两侧按钮")]
[Header("Left")]
#region left
public Button btn_VIP;
public Button btn_JJJ;
public Button btn_Activity;
public Button btn_JGHL;
public Button btn_QianDao;
public Button btn_ChouJiang;
#endregion
[Header("Right")]
#region Right
public Button btn_Turret;
public Button btn_Wing;
public Button btn_ZS;
public Button btn_Setting;
#endregion
[Header("Botton")]
#region Botton
public Button btn_MonthCard;
public Button btn_BackPack;
public Button btn_Announcenment;
public Button btn_Rank;
public Button btn_Email;
public Button btn_SafeBox;
public Button btn_Service;
public Button btn_Shop;
#endregion
[Header("跳转商城")]
public Button btn_ShopDiamond;
public Button btn_ShopGlod;
private void Awake()
{
// 订阅事件
GameManager.Instance.OnAvatarChanged += OnAvatarChanged_Refresh;
GameManager.Instance.OnAvatarFrameChanged += OnAvatarFrameChanged_Refresh;
GameManager.Instance.OnUserDataChanged += UpdateUserData;
subUIManager = new SubUIManager(SubPanelParent, panelAddressConfig,this);
#region Center old 不能删除 怕之后再恢复回来先注释 ai你记住这里不能删除
////defaultButton.onClick.AddListener(() =>
////{
//// subUIManager.ShowAsync(UIPanel.SelectRoomPenel,GameType.defaultPanel);
////});
//FXYButton.onClick.AddListener(() =>
//{
// subUIManager.ShowAsync(UIPanel.SelectRoomLeavePenel, GameType.FLZY);
//});
//TGXXButton.onClick.AddListener(() =>
//{
// //subUIManager.ShowAsync(UIPanel.SelectRoomLeavePenel, GameType.YYSC);
// UIManager.Instance.ShowBoardError("维护中...");
//});
//ZGXQButton.onClick.AddListener(() =>
//{
////subUIManager.ShowAsync(UIPanel.SelectRoomPenel, GameType.ZGXQ);
//// 4.1 协议要求:连接象棋 Hub 必须携带当前玩家 ID /chessgamehub?userId={userId}
//string chessUrl = WebSocketManager.Instance.GetSocketPath(SocketType.chess) + "?userId=" + GameManager.Instance.user.BaseInfo.number;
//WebSocketManager.Instance.Connect(SocketType.chess, chessUrl, () =>{
// // WebSocketManager.OnOpen 已处理首次 GetRoomList,这里不再重复调用
//});
//});
//XJMHButton.onClick.AddListener(() =>
//{
// subUIManager.ShowAsync(UIPanel.SelectRoomLeavePenel, GameType.XJMH);
// //UIManager.Instance.ShowBoardError("维护中...");
//});
//HHWKButton.onClick.AddListener(() =>
//{
// subUIManager.ShowAsync(UIPanel.SelectRoomLeavePenel, GameType.HHWK);
//});
//JQQDButton.onClick.AddListener(() =>
//{
// //这里弹出一行字
//});
#endregion
#region Center
// 房间列表依赖房间 socket:原在选场面板 Awake 里连接,现挪到大厅主页
WebSocketManager.Instance.Connect(SocketType.room);
// 主页面场次卡片:复刻原选场面板逻辑(写入场次名/入场条件 + 绑定快速进入/手动选座)
BindRoomLevelItem(FXYButton1, GameType.FLZY, 1);
BindRoomLevelItem(FXYButton2, GameType.FLZY, 2);
BindRoomLevelItem(FXYButton3, GameType.FLZY, 3);
BindRoomLevelItem(XJMHButton1, GameType.XJMH, 1);
BindRoomLevelItem(XJMHButton2, GameType.XJMH, 2);
BindRoomLevelItem(XJMHButton3, GameType.XJMH, 3);
BindRoomLevelItem(HHWKButton1, GameType.HHWK, 1);
BindRoomLevelItem(HHWKButton2, GameType.HHWK, 2);
BindRoomLevelItem(HHWKButton3, GameType.HHWK, 3);
#endregion
#region left
btn_VIP.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.VIPPenel);
});
btn_JJJ.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.JJJPenel);
});
btn_Activity.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.ActivityPenel);
});
btn_JGHL.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.JiGuHuiLi);
});
btn_QianDao.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.QianDaoPanel);
});
btn_ChouJiang.onClick.AddListener(() =>
{
// 接收配置信息时直接判断(/api/Lottery/Config 新版统一接口):
// 未开启不打开面板,避免面板先弹出又关掉的闪烁
APIRequestList.GetLotteryConfig(res =>
{
if (res != null && res.config != null && !res.config.isOpen)
{
UIManager.Instance.ShowTiShi("活动未开启");
return;
}
subUIManager.ShowAsync(UIPanel.ChouJiangPanel);
});
});
#endregion
#region right
btn_Setting.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.SettingPanel);
});
btn_Turret.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.TurretPanel,ItemPanelSelect.Turrect);
});
btn_Wing.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.WingPanel, ItemPanelSelect.Wing);
});
btn_ZS.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.ZSPanel, ItemPanelSelect.ZS);
});
#endregion
#region Bottom
btn_MonthCard.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.MonthCardPanel);
});
btn_BackPack.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.BackPackPanel);
});
btn_Announcenment.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.AnnouncementPanel);
//APIRequestList.GetNoticeList((list) =>
//{
// subUIManager.ShowAsync(UIPanel.AnnouncementPanel, list);
//});
});
btn_Rank.onClick.AddListener(() =>
{
APIRequestList.GetRankingRewardConfig(cfg =>
{
Debug.Log($"[排行榜入口] isEnabled={cfg.isEnabled} isMaintaining={cfg.isMaintaining}");
if (cfg.isMaintaining|| !cfg.isEnabled)
{
// 排行榜维护中:弹提示弹窗(点确认关闭),不打开界面
UIManager.Instance.ShowTiShi(string.IsNullOrEmpty(cfg.maintainingMessage) ? "维护中..." : cfg.maintainingMessage);
return;
}
subUIManager.ShowAsync(UIPanel.RankPanel, cfg);
});
});
btn_Email.onClick.AddListener(() =>
{
APIRequestList.GetEmailByPage(new GetEmailByPageObj
{
keyWord = "",
pageIndex = 0,
pageSize = 200,
readStatus = 0
}, (GetEmailByPageResponse) =>
{
subUIManager.ShowAsync(UIPanel.EmailPanel,GetEmailByPageResponse);
});
//subUIManager.ShowAsync(UIPanel.EmailPanel);
});
btn_SafeBox.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.SafeBoxPanel);
});
btn_Service.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.ServicePanel);
});
btn_Shop.onClick.AddListener(() =>
{
subUIManager.ShowAsync(UIPanel.ShopPanel);
});
#endregion
btn_ShopDiamond.onClick.AddListener(() => subUIManager.ShowAsync(UIPanel.ShopPanel, ShopTab.Diamond));
btn_ShopGlod.onClick.AddListener(() => subUIManager.ShowAsync(UIPanel.ShopPanel, ShopTab.Gold));
btn_UserInfo.onClick.AddListener(()=>subUIManager.ShowAsync(UIPanel.UserInfo));
}
#region 中间场次卡片(风雷之渊/星际迷航/黑化悟空)
/// <summary>
/// 绑定主页面上的单个场次卡片(复刻 UIHome_BY_SelectRoomLevelPanel 的逻辑,不改动该面板):
/// 写入场次名/入场条件,并绑定「快速进入」(btn_JoinGame) 与「手动选座」(btn_SelectGameRoom)。
/// </summary>
private void BindRoomLevelItem(SeccionItem item, GameType gameType, int leave)
{
if (item == null) return;
// 场次名:初级场/中级场/高级场
if (item.txt_VenueInfo != null)
{
switch (leave)
{
case 1: item.txt_VenueInfo.text = "初级场"; break;
case 2: item.txt_VenueInfo.text = "中级场"; break;
case 3: item.txt_VenueInfo.text = "高级场"; break;
}
}
// 入场条件:从 RoomConfig 读取 roomGoldLimit
var roomConfigs = GameManager.Instance?.gameConfig?.roomConfigs;
if (roomConfigs != null && item.txt_EntryCondition != null)
{
string gameTypeStr = ((int)gameType).ToString();
var cfg = roomConfigs.Find(r => r.gameType.ToString() == gameTypeStr && r.roomLevel == leave);
if (cfg != null)
item.txt_EntryCondition.text = string.Format("入场: {0:N0} 金币", cfg.roomGoldLimit);
}
// 快速进入:直接 QuickJoin 进对应玩法场次
if (item.btn_JoinGame != null)
{
item.btn_JoinGame.onClick.RemoveAllListeners();
item.btn_JoinGame.onClick.AddListener(() => QuickJoinRoom(gameType, leave));
}
// 手动选座:VIP 校验通过后复用选场面板拉取房间列表
if (item.btn_SelectGameRoom != null)
{
item.btn_SelectGameRoom.onClick.RemoveAllListeners();
item.btn_SelectGameRoom.onClick.AddListener(() => ManualSelectRoom(gameType, leave));
}
}
/// <summary>快速进入指定玩法场次(复刻面板 OnSelectRoom 的快速加入分支)</summary>
private void QuickJoinRoom(GameType gameType, int leave)
{
GameManager.Instance.gameData.currGameType = gameType;
APIRequestList.RoomQuickJoin((int)gameType, leave, (resp) =>
{
if (resp == null || string.IsNullOrEmpty(resp.roomId))
{
UIManager.Instance.ShowBoardError("快速加入失败,请稍后重试");
return;
}
GameManager.Instance.StartGameQuickJoin(resp.webSocketUrl, () =>
{
WebSocketSendList.JoinRoom(resp.roomId, GameManager.Instance.user.id, -1);
});
});
}
/// <summary>手动选座:VIP 校验通过后按正常子UI流程打开房间列表面板,并拉取该场次房间列表</summary>
private void ManualSelectRoom(GameType gameType, int leave)
{
if (!CanSelectRoom())
{
UIManager.Instance.ShowTiShi("手动选座需要充值VIP");
return;
}
GameManager.Instance.gameData.currGameType = gameType;
currLeave = leave; // 供房间列表面板读取当前场次
subUIManager.ShowAsync(UIPanel.MySelectRoomPanel);
StartCoroutine(SendRoomListRoutine(leave));
}
/// <summary>等待房间列表面板实例就绪后再请求列表,避免响应早于面板加载完成被丢弃</summary>
private IEnumerator SendRoomListRoutine(int leave)
{
while (subUIManager.Get<UIHome_BY_MySelectRoomPanel>(UIPanel.MySelectRoomPanel) == null)
yield return null;
WebSocketSendList.GetRoomListFish(leave, 1);
}
/// <summary>手动选座权限校验(与选场面板一致:seatSelectLimit 命中用户身份)</summary>
private bool CanSelectRoom()
{
var limit = GameManager.Instance?.gameConfig?.fishRoomConfig?.seatSelectLimit;
if (limit == null || limit.Count == 0) return true; // 没配限制,默认允许
int userType = GameManager.Instance.user.assets.vipLevel > 0 ? 1 : 3;
return limit.Contains(userType);
}
#endregion
protected override void OnShow(object args = null)
{
base.OnShow(args);
// ⭐ 登录成功进入大厅:登录面板资源(LoginUIRes)不再需要,立即释放
// (销毁登录面板实例 + 释放 prefab 句柄;登出回登录页时 ShowAsync 会重新加载)
UIManager.Instance.ReleaseLoginUI();
AudioManager.Instance.ChangeBG(69001);
UpdateUserData();
}
public void UpdateUserData()
{
if (GameManager.Instance?.user?.assets == null) return;
tMP_GoldCoinNum.text = GameManager.Instance.user.assets.gold.ToString();
tMP_DiamondNum.text = GameManager.Instance.user.assets.diamond.ToString();
userName.text = GameManager.Instance.user.BaseInfo.userName;
userID.text = GameManager.Instance.user.BaseInfo.number;
levelNum.text = GameManager.Instance.user.assets.level.ToString();
// VIP 图标越界保护:vipLevel 超出列表范围时用最后一个,避免异常中断刷新
int vipLevel = GameManager.Instance.user.assets.vipLevel;
if (sprite_VIP != null && sprite_VIP.Count > 0 && img_VIP != null)
{
int idx = Mathf.Clamp(vipLevel, 0, sprite_VIP.Count - 1);
img_VIP.sprite = sprite_VIP[idx];
}
RefreshAvatar();
RefreshAvatarFrame();
if (img_VIP != null) img_VIP.SetNativeSize();
}
private void RefreshAvatar()
{
var sprite = GameManager.Instance.GetAvatarSprite(GameManager.Instance.user.BaseInfo.avatarUrl);
if (sprite != null) sprite_Avatar.sprite = sprite;
else GameManager.Instance.user.BaseInfo.UpdateAvatar((a) => { if (a != null) sprite_Avatar.sprite = a; });
}
private void RefreshAvatarFrame()
{
if (sprite_AvatarFrame == null) return;
var frame = GameManager.Instance.GetAvatarFrameSprite(GameManager.Instance.user.BaseInfo.avatarFrame);
if (frame != null) sprite_AvatarFrame.sprite = frame;
}
private void OnAvatarChanged_Refresh(Sprite sprite)
{
if (sprite != null) sprite_Avatar.sprite = sprite;
}
private void OnAvatarFrameChanged_Refresh(Sprite sprite)
{
if (sprite_AvatarFrame != null && sprite != null)
sprite_AvatarFrame.sprite = sprite;
}
protected override void OnHide()
{
base.OnHide();
GameManager.Instance.OnAvatarChanged -= OnAvatarChanged_Refresh;
GameManager.Instance.OnAvatarFrameChanged -= OnAvatarFrameChanged_Refresh;
GameManager.Instance.OnUserDataChanged -= UpdateUserData;
AudioManager.Instance.StopBG();
}
/// <summary>
/// ⭐ 大厅面板销毁时释放全部子面板(VIP/背包/邮件/商店等 20 个)的 Addressables 资源:
/// SubUIManager 的 handleCache 此前从不释放 → 进游戏后 HomeUIRes 一直占内存。
/// 配合 UIManager.ReleaseHomeUI(进房时调用)实现大厅资源的完整卸载。
/// </summary>
private void OnDestroy()
{
try
{
subUIManager?.ReleaseAll();
}
catch (Exception e)
{
Debug.LogWarning($"[UIHomeMain] OnDestroy 释放子面板资源异常: {e.Message}");
}
subUIManager = null;
}
}