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修改心境ui

lzx 1 day ago
parent
commit
5b5faa4540

+ 173 - 1
Assets/Res/UI/SentimentPanel/SentimentEffectWidget.prefab

@@ -147,8 +147,98 @@ MonoBehaviour:
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@@ -180,6 +270,8 @@ RectTransform:
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@@ -195,3 +287,83 @@ CanvasRenderer:
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+  m_Text: 1111

+ 19 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidget.cs

@@ -1,9 +1,16 @@
+using Core.Language;
+using Excel2Json;
+using Fort23.UTool;
+
 namespace Fort23.Mono
 {
     [UIBinding(prefab = "SentimentEffectWidget")]
     public partial class SentimentEffectWidget : ItemWidgetBasic
     {
         public AccountFileInfo.SentimentProperty sentimentProperty;
+
+        SentimentEffectConfig sentimentEffectConfig;
+
         private void Init()
         {
         }
@@ -24,6 +31,18 @@ namespace Fort23.Mono
         public void CustomInit(AccountFileInfo.SentimentProperty sentimentProperty)
         {
             this.sentimentProperty = sentimentProperty;
+            int level = sentimentProperty.level <= 0 ? 1 : sentimentProperty.level;
+            int conFigId = sentimentProperty.groupId * 100 + level;
+            sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
+            Text_Name.text = LanguageManager.Instance.Text(sentimentEffectConfig.name);
+            if (sentimentProperty.level == 0)
+            {
+                Text_Level.text = "未激活";
+            }
+            else
+            {
+                Text_Level.text = "lv." + level;
+            }
         }
     }
 }

+ 40 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidgetData.cs

@@ -0,0 +1,40 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class SentimentEffectWidget 
+	{
+	  #region 自定义数据 
+	  private Text _Text_Name;
+	  public Text Text_Name
+	   {
+	   get{
+	      if (_Text_Name == null)
+	       {
+	         _Text_Name  = GetUIUnit<Text>("Text_Name"); 
+	       }
+	      return _Text_Name;
+	     }
+	   }
+	  private Text _Text_Level;
+	  public Text Text_Level
+	   {
+	   get{
+	      if (_Text_Level == null)
+	       {
+	         _Text_Level  = GetUIUnit<Text>("Text_Level"); 
+	       }
+	      return _Text_Level;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentEffectWidgetData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: BnMcsHz4Bnm3wB+NwzpZlxUUHZoF5xCbSjG8QdVrTtbbu4J5N8IyBUPfgjtz
+MonoImporter:
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+  defaultReferences: []
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+  icon: {instanceID: 0}
+  userData: 
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+  assetBundleVariant: 

+ 13 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs

@@ -20,6 +20,8 @@ namespace Fort23.Mono
 
         private List<SentimentEffectConfig> currentGroupSentimentEffectConfigs;
 
+        private SentimentEffectWidget currentSentimentEffectWidget;
+
         private void Init()
         {
             isAddStack = false;
@@ -50,6 +52,7 @@ namespace Fort23.Mono
                     TipMessagePanel.OpenTipMessagePanel("已经达到最大等级");
                     return;
                 }
+
                 int level = curretnSentimentProperty.level <= 0 ? 1 : curretnSentimentProperty.level;
                 int conFigId = curretnSentimentProperty.groupId * 100 + level;
                 SentimentEffectConfig sentimentEffectConfig = ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
@@ -62,6 +65,7 @@ namespace Fort23.Mono
 
                 AccountFileInfo.Instance.SavePlayerData();
                 UpdateUi();
+                currentSentimentEffectWidget.CustomInit(curretnSentimentProperty);
             });
         }
 
@@ -78,6 +82,10 @@ namespace Fort23.Mono
                 sentimentEffectWidget1.CustomInit(sentimentDataSentimentProperty);
                 sentimentEffectWidget1.OnClick = OnClick;
                 sentimentEffectWidgets.Add(sentimentEffectWidget1);
+                if (currentSentimentEffectWidget == null)
+                {
+                    sentimentEffectWidget1.OnPointerClick();
+                }
             }
 
             return await base.AsyncInit(uiData);
@@ -97,8 +105,10 @@ namespace Fort23.Mono
         private void OnClick(ItemWidgetBasic obj)
         {
             SentimentEffectWidget sentimentEffectWidget = obj as SentimentEffectWidget;
+            currentSentimentEffectWidget = sentimentEffectWidget;
             curretnSentimentProperty = sentimentEffectWidget.sentimentProperty;
 
+
             UpdateUi();
         }
 
@@ -116,6 +126,9 @@ namespace Fort23.Mono
 
             sentimentEffectWidgets.Clear();
 
+            currentSentimentEffectWidget = null;
+            curretnSentimentProperty = null;
+
             base.Close();
         }
     }