FieldWorkFightResultView.cs 6.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174
  1. using FairyGUI;
  2. using UnityEngine;
  3. using UI.Main;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using ET;
  7. namespace GFGGame
  8. {
  9. public class FieldWorkFightResultView : BaseView
  10. {
  11. private UI_ArenaFightResultUI _ui;
  12. private GameObject _sceneObject;
  13. private EffectUI _effectUI1;
  14. private EffectUI _effectUI2;
  15. private EffectUI _effectUI3;
  16. private EffectUI _effectUI4;
  17. private EffectUI _effectUI5;
  18. private EffectUI _effectUI6;
  19. private EffectUI _effectUI7;
  20. private EffectUI _effectUI8;
  21. public override void Dispose()
  22. {
  23. EffectUIPool.Recycle(_effectUI1);
  24. _effectUI1 = null;
  25. EffectUIPool.Recycle(_effectUI2);
  26. _effectUI2 = null;
  27. EffectUIPool.Recycle(_effectUI3);
  28. _effectUI3 = null;
  29. EffectUIPool.Recycle(_effectUI4);
  30. _effectUI4 = null;
  31. EffectUIPool.Recycle(_effectUI5);
  32. _effectUI5 = null;
  33. EffectUIPool.Recycle(_effectUI6);
  34. _effectUI6 = null;
  35. EffectUIPool.Recycle(_effectUI7);
  36. _effectUI7 = null;
  37. EffectUIPool.Recycle(_effectUI8);
  38. _effectUI8 = null;
  39. if (_ui != null)
  40. {
  41. _ui.Dispose();
  42. }
  43. _ui = null;
  44. base.Dispose();
  45. }
  46. protected override void Init()
  47. {
  48. base.Init();
  49. _ui = UI_ArenaFightResultUI.Create();
  50. viewCom = _ui.target;
  51. isfullScreen = true;
  52. //isReturnView = true;
  53. }
  54. protected override void OnInit()
  55. {
  56. base.OnInit();
  57. _ui.m_btnClose.onClick.Add(OnClickBtnClose);
  58. // _ui.m_loaBg.url = ResPathUtil.GetBgImgPath("fightBg");
  59. AddEffect();
  60. }
  61. private void AddEffect()
  62. {
  63. //_effectUI1 = EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderResult0, "ui_fight_new", "ZDJS_lose");
  64. //_effectUI2 = EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderResult1, "ui_fight_new", "ZDJS_qualified");
  65. //_effectUI3 = EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderResult2, "ui_fight_new", "ZDJS_good");
  66. //_effectUI4 = EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderResult3, "ui_fight_new", "ZDJS_Perfect");
  67. _effectUI5 = EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderScore, "ui_fight_new", "ZDJS_Text_kuang");
  68. _effectUI6 = EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderStar3, "ui_fight_new", "ZDJS_STAR");
  69. _effectUI7 = EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderStar2, "ui_fight_new", "ZDJS_STAR");
  70. _effectUI8 = EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderStar1, "ui_fight_new", "ZDJS_STAR");
  71. }
  72. protected override void OnShown()
  73. {
  74. base.OnShown();
  75. FightData roleData = FieldWorkDataManager.Instance.DressupList[FieldWorkDataManager.Instance.CurFightIndex];
  76. if (_sceneObject == null)
  77. {
  78. PrefabManager.Instance.InstantiateAsync(
  79. ResPathUtil.GetPrefabPath("SceneFightResult"),
  80. (gameObject) =>
  81. {
  82. if (gameObject != null)
  83. {
  84. _sceneObject = gameObject;
  85. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false, null, true);
  86. MyDressUpHelper.dressUpObj.AddOrRemove(180014, false);
  87. // 在异步加载完成后执行后续操作
  88. MyDressUpHelper.dressUpObj.PutOnItemList(roleData.itemList);
  89. long myScore =
  90. FieldWorkDataManager.Instance.myScore[FieldWorkDataManager.Instance.CurFightIndex];
  91. _ui.m_comResult.m_c1.selectedIndex = 0;
  92. _ui.m_comResult.m_txtScore.text = myScore.ToString();
  93. _ui.m_btnClose.enabled = false;
  94. ShowResultView();
  95. }
  96. else
  97. {
  98. Debug.LogError("Failed to instantiate SceneFightResult");
  99. // 可能需要在这里处理加载失败的情况,比如显示错误提示
  100. }
  101. }
  102. );
  103. return; // 提前返回,等待异步回调
  104. }
  105. // 如果_sceneObject不为空,直接执行后续操作
  106. MyDressUpHelper.dressUpObj.PutOnItemList(roleData.itemList);
  107. long myScore = FieldWorkDataManager.Instance.myScore[FieldWorkDataManager.Instance.CurFightIndex];
  108. _ui.m_comResult.m_c1.selectedIndex = 0;
  109. _ui.m_comResult.m_txtScore.text = myScore.ToString();
  110. _ui.m_btnClose.enabled = false;
  111. ShowResultView();
  112. }
  113. private void ShowResultView()
  114. {
  115. FieldWorkDataManager.Instance.CurFightIndex++;
  116. _ui.m_comResult.m_t0.Play(() =>
  117. {
  118. ViewManager.Show<FieldWorkRoundResultView>();
  119. _ui.m_btnClose.enabled = true;
  120. });
  121. }
  122. protected override void OnHide()
  123. {
  124. base.OnHide();
  125. if (_sceneObject != null)
  126. {
  127. PrefabManager.Instance.Restore(_sceneObject);
  128. _sceneObject = null;
  129. }
  130. //这里屏蔽是由于打开其他界面时,会调用这个方法
  131. //MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  132. // _ui.m_comResult.target.height = 0;
  133. _ui.m_comResult.m_t1.Play();
  134. if (FieldWorkDataManager.Instance.CurFightIndex > 2)
  135. {
  136. object[] goBackDatas = ViewManager.GetGoBackDatas(typeof(FieldWorkLevelView).FullName);
  137. ViewManager.Show<FieldWorkLevelView>(null, true);
  138. }
  139. }
  140. private void OnClickBtnClose(object param)
  141. {
  142. if (_sceneObject != null)
  143. {
  144. PrefabManager.Instance.Restore(_sceneObject);
  145. _sceneObject = null;
  146. }
  147. this.Hide();
  148. }
  149. }
  150. }