ArenaFightResultView.cs 6.7 KB

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  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 ArenaFightResultView : 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 = null;
  76. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  77. {
  78. roleData = FieldWorkDataManager.Instance.DressupList[FieldWorkDataManager.Instance.CurFightIndex];
  79. }
  80. else
  81. {
  82. roleData = ArenaDataManager.Instance.DressupList[ArenaDataManager.Instance.CurFightIndex];
  83. }
  84. if (_sceneObject == null)
  85. {
  86. // 异步加载预制体
  87. PrefabManager.Instance.InstantiateAsync(
  88. ResPathUtil.GetPrefabPath("SceneFightResult"),
  89. (gameObject) =>
  90. {
  91. if (gameObject != null)
  92. {
  93. _sceneObject = gameObject;
  94. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false, null, true);
  95. MyDressUpHelper.dressUpObj.AddOrRemove(180014, false);
  96. // 加载完成后继续执行后续逻辑
  97. ContinueAfterInstantiation(roleData);
  98. }
  99. else
  100. {
  101. Debug.LogError("场景对象实例化失败");
  102. // 即使失败也继续执行基本逻辑
  103. ContinueAfterInstantiation(roleData);
  104. }
  105. }
  106. );
  107. return; // 提前返回,等待回调
  108. }
  109. // 如果_sceneObject已经存在,直接执行后续逻辑
  110. ContinueAfterInstantiation(roleData);
  111. }
  112. private void ContinueAfterInstantiation(FightData roleData)
  113. {
  114. MyDressUpHelper.dressUpObj.PutOnItemList(roleData.itemList);
  115. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  116. {
  117. long myScore = ArenaDataManager.Instance.myScore[ArenaDataManager.Instance.CurFightIndex];
  118. long targetScore = ArenaDataManager.Instance.targetScore[ArenaDataManager.Instance.CurFightIndex];
  119. _ui.m_comResult.m_c1.selectedIndex = myScore > targetScore ? 3 : 0;
  120. _ui.m_comResult.m_txtScore.text = myScore.ToString();
  121. }
  122. else
  123. {
  124. long myScore = FieldWorkDataManager.Instance.myScore[FieldWorkDataManager.Instance.CurFightIndex];
  125. _ui.m_comResult.m_c1.selectedIndex = 0;
  126. _ui.m_comResult.m_txtScore.text = myScore.ToString();
  127. }
  128. _ui.m_btnClose.enabled = false;
  129. ShowResultView();
  130. }
  131. private void ShowResultView()
  132. {
  133. ArenaDataManager.Instance.CurFightIndex++;
  134. _ui.m_comResult.m_t0.Play(() =>
  135. {
  136. ViewManager.Show<ArenaRoundResultView>();
  137. _ui.m_btnClose.enabled = true;
  138. });
  139. }
  140. protected override void OnHide()
  141. {
  142. base.OnHide();
  143. if (_sceneObject != null)
  144. {
  145. PrefabManager.Instance.Restore(_sceneObject);
  146. _sceneObject = null;
  147. }
  148. //这里屏蔽是由于打开其他界面时,会调用这个方法
  149. //MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  150. // _ui.m_comResult.target.height = 0;
  151. _ui.m_comResult.m_t1.Play();
  152. if (ArenaDataManager.Instance.CurFightIndex > 2)
  153. {
  154. object[] goBackDatas = ViewManager.GetGoBackDatas(typeof(ArenaView).FullName);
  155. ViewManager.Show<ArenaView>(null, true);
  156. }
  157. }
  158. private void OnClickBtnClose(object param)
  159. {
  160. this.Hide();
  161. }
  162. }
  163. }