架构大更

This commit is contained in:
SoulliesOfficial
2026-03-20 11:56:50 -04:00
parent e60ef64d01
commit d09b58fd80
3663 changed files with 15232012 additions and 105579 deletions

View File

@@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
@@ -6,72 +5,71 @@ using DG.Tweening;
using Lean.Pool;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace Continentis.MainGame.UI
{
public partial class ActionOrderDisplayer : MonoBehaviour
{
[Header("UI References")]
[SerializeField] private GameObject portraitPrefab;
[Header("UI References")] [SerializeField]
private GameObject portraitPrefab;
[SerializeField] private RectTransform currentTurnPointer;
[FormerlySerializedAs("portraitsContainer")] public Transform avatarContainer;
[Header("Animation Settings")]
[SerializeField] private float rearrangeAnimDuration = 0.4f; // 头像重新排列的动画时长
[FormerlySerializedAs("portraitWidth")]
[Header("Layout Settings")]
[SerializeField] private float avatarWidth = 133f; // 单个头像的宽度
[FormerlySerializedAs("portraitSpacing")] [SerializeField] private float avatarSpacing = 0f; // 头像之间的间距
[FormerlySerializedAs("portraitsContainer")]
public Transform avatarContainer;
[Header("Animation Settings")] [SerializeField]
private float rearrangeAnimDuration = 0.4f; // 头像重新排列的动画时长
[FormerlySerializedAs("portraitWidth")] [Header("Layout Settings")] [SerializeField]
private float avatarWidth = 133f; // 单个头像的宽度
[FormerlySerializedAs("portraitSpacing")] [SerializeField]
private float avatarSpacing; // 头像之间的间距
public List<CharacterAvatar> avatars = new();
private List<CharacterBase> actionOrder => CombatMainManager.Instance.characterController.actionOrderList;
public List<CharacterAvatar> avatars = new List<CharacterAvatar>();
public void InitializeTurnOrder()
{
// 清理
foreach (CharacterAvatar ui in avatars)
{
if (ui != null) Destroy(ui.gameObject);
}
foreach (var ui in avatars)
if (ui != null)
Destroy(ui.gameObject);
avatars.Clear();
// 生成UI
foreach (var character in actionOrder)
{
CreatePortraitUI(character, -1); // -1 表示添加到末尾
}
foreach (var character in actionOrder) CreatePortraitUI(character, -1); // -1 表示添加到末尾
// 排列到正确的位置
RearrangePortraitsWithAnimation();
RearrangePortraitsWithAnimation();
}
public void EndAction()
{
// 将当前行动的角色和UI移动到队尾
CharacterAvatar currentAvatar = avatars[0];
var currentAvatar = avatars[0];
avatars.RemoveAt(0);
currentAvatar.GetComponent<RectTransform>().DOAnchorPosX(-200, 0.2f).OnComplete(() =>
{
LeanPool.Despawn(currentAvatar.gameObject);
}).Play();
// 播放重新排列动画
RearrangePortraitsWithAnimation();
}
}
public partial class ActionOrderDisplayer
{
// 核心函数创建单个头像UI
private CharacterAvatar CreatePortraitUI(CharacterBase character, int index)
{
CharacterAvatar avatar = LeanPool.Spawn(portraitPrefab, avatarContainer).GetComponent<CharacterAvatar>();
var avatar = LeanPool.Spawn(portraitPrefab, avatarContainer).GetComponent<CharacterAvatar>();
avatar.Initialize(character);
avatar.GetComponent<RectTransform>().anchoredPosition = new Vector2(-900, 0);
if (index >= 0 && index < avatars.Count)
@@ -83,35 +81,35 @@ namespace Continentis.MainGame.UI
{
avatars.Add(avatar);
}
return avatar;
}
// 无动画的瞬间排列
private void RearrangePortraits()
{
for (int i = 0; i < avatars.Count; i++)
for (var i = 0; i < avatars.Count; i++)
{
float targetX = -110 - i * (avatarWidth + avatarSpacing);
var targetX = -110 - i * (avatarWidth + avatarSpacing);
avatars[i].GetComponent<RectTransform>().anchoredPosition = new Vector2(targetX, 0);
}
}
// 核心函数:带动画的重新排列
public void RearrangePortraitsWithAnimation()
{
Sequence sequence = DOTween.Sequence();
for (int i = 0; i < avatars.Count; i++)
var sequence = DOTween.Sequence();
for (var i = 0; i < avatars.Count; i++)
{
// 计算每个头像的目标X坐标
float targetX = -110 - i * (avatarWidth + avatarSpacing);
RectTransform rt = avatars[i].GetComponent<RectTransform>();
var targetX = -110 - i * (avatarWidth + avatarSpacing);
var rt = avatars[i].GetComponent<RectTransform>();
// 将移动动画加入到序列中
sequence.Join(rt.DOAnchorPosX(targetX, rearrangeAnimDuration).SetEase(Ease.OutQuad));
}
sequence.Play();
}
}

View File

@@ -27,7 +27,7 @@ namespace Continentis.MainGame.UI
base.Awake();
endActionButton.onClick.AddListener(CombatMainManager.Instance.EndAction);
}
public void ClearAllCardViews()
{
drawPile.cardViews.ForEach(c => LeanPool.Despawn(c.gameObject));
@@ -35,13 +35,13 @@ namespace Continentis.MainGame.UI
discardPile.cardViews.ForEach(c => LeanPool.Despawn(c.gameObject));
exhaustPile.cardViews.ForEach(c => LeanPool.Despawn(c.gameObject));
gravePile.cardViews.ForEach(c => LeanPool.Despawn(c.gameObject));
drawPile.cardViews.Clear();
handPile.cardViews.Clear();
discardPile.cardViews.Clear();
exhaustPile.cardViews.Clear();
gravePile.cardViews.Clear();
drawPile.UpdateCountText();
handPile.UpdateCountText();
discardPile.UpdateCountText();

View File

@@ -7,10 +7,10 @@ namespace Continentis.MainGame.UI
{
public void OnPointerEnter(PointerEventData eventData)
{
string title = "Exhaust Pile";
string description = $"When you exhaust cards, they go here. Currently, it has {cardViews.Count} cards.\n" +
$"Exhausted cards are usually removed from play for the rest of the combat.";
RectTransform canvasTransform = CombatUIManager.Instance.combatMainPage.rectTransform;
var title = "Exhaust Pile";
var description = $"When you exhaust cards, they go here. Currently, it has {cardViews.Count} cards.\n" +
"Exhausted cards are usually removed from play for the rest of the combat.";
var canvasTransform = CombatUIManager.Instance.combatMainPage.rectTransform;
Vector2 basePosition = canvasTransform.InverseTransformPoint(rectTransform.position);
InformationBox.Create(canvasTransform, ref infoBox).Initialize(title, description, basePosition);
}
@@ -20,4 +20,4 @@ namespace Continentis.MainGame.UI
InformationBox.Despawn(ref infoBox);
}
}
}
}