FieldWorkFightResultView.cs 7.1 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 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. EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderScore, "ui_fight_new", "ZDJS_Text_kuang",
  68. onComplete: (effect) =>
  69. {
  70. if (effect != null)
  71. {
  72. _effectUI5 = effect;
  73. }
  74. });
  75. EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderStar3, "ui_fight_new", "ZDJS_STAR",
  76. onComplete: (effect) =>
  77. {
  78. if (effect != null)
  79. {
  80. _effectUI6 = effect;
  81. }
  82. });
  83. EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderStar2, "ui_fight_new", "ZDJS_STAR",
  84. onComplete: (effect) =>
  85. {
  86. if (effect != null)
  87. {
  88. _effectUI7 = effect;
  89. }
  90. });
  91. EffectUIPool.CreateEffectUI(_ui.m_comResult.m_holderStar1, "ui_fight_new", "ZDJS_STAR",
  92. onComplete: (effect) =>
  93. {
  94. if (effect != null)
  95. {
  96. _effectUI8 = effect;
  97. }
  98. });
  99. }
  100. protected override void OnShown()
  101. {
  102. base.OnShown();
  103. FightData roleData = FieldWorkDataManager.Instance.DressupList[FieldWorkDataManager.Instance.CurFightIndex];
  104. if (_sceneObject == null)
  105. {
  106. PrefabManager.Instance.InstantiateAsync(
  107. ResPathUtil.GetPrefabPath("SceneFightResult"),
  108. (gameObject) =>
  109. {
  110. if (gameObject != null)
  111. {
  112. _sceneObject = gameObject;
  113. MyDressUpHelper.dressUpObj.setSceneObj(_sceneObject, false, false, null, true);
  114. MyDressUpHelper.dressUpObj.AddOrRemove(180014, false);
  115. // 在异步加载完成后执行后续操作
  116. MyDressUpHelper.dressUpObj.PutOnItemList(roleData.itemList);
  117. long myScore =
  118. FieldWorkDataManager.Instance.myScore[FieldWorkDataManager.Instance.CurFightIndex];
  119. _ui.m_comResult.m_c1.selectedIndex = 0;
  120. _ui.m_comResult.m_txtScore.text = myScore.ToString();
  121. _ui.m_btnClose.enabled = false;
  122. ShowResultView();
  123. }
  124. else
  125. {
  126. Debug.LogError("Failed to instantiate SceneFightResult");
  127. // 可能需要在这里处理加载失败的情况,比如显示错误提示
  128. }
  129. }
  130. );
  131. return; // 提前返回,等待异步回调
  132. }
  133. // 如果_sceneObject不为空,直接执行后续操作
  134. MyDressUpHelper.dressUpObj.PutOnItemList(roleData.itemList);
  135. long myScore = FieldWorkDataManager.Instance.myScore[FieldWorkDataManager.Instance.CurFightIndex];
  136. _ui.m_comResult.m_c1.selectedIndex = 0;
  137. _ui.m_comResult.m_txtScore.text = myScore.ToString();
  138. _ui.m_btnClose.enabled = false;
  139. ShowResultView();
  140. }
  141. private void ShowResultView()
  142. {
  143. FieldWorkDataManager.Instance.CurFightIndex++;
  144. _ui.m_comResult.m_t0.Play(() =>
  145. {
  146. ViewManager.Show<FieldWorkRoundResultView>();
  147. _ui.m_btnClose.enabled = true;
  148. });
  149. }
  150. protected override void OnHide()
  151. {
  152. base.OnHide();
  153. if (_sceneObject != null)
  154. {
  155. PrefabManager.Instance.Restore(_sceneObject);
  156. _sceneObject = null;
  157. }
  158. //这里屏蔽是由于打开其他界面时,会调用这个方法
  159. //MusicManager.Instance.PlayCroutine(ResPathUtil.GetMusicPath(ConstMusicName.DEFAULT));
  160. // _ui.m_comResult.target.height = 0;
  161. _ui.m_comResult.m_t1.Play();
  162. if (FieldWorkDataManager.Instance.CurFightIndex > 2)
  163. {
  164. object[] goBackDatas = ViewManager.GetGoBackDatas(typeof(FieldWorkLevelView).FullName);
  165. ViewManager.Show<FieldWorkLevelView>(null, true);
  166. }
  167. }
  168. private void OnClickBtnClose(object param)
  169. {
  170. if (_sceneObject != null)
  171. {
  172. PrefabManager.Instance.Restore(_sceneObject);
  173. _sceneObject = null;
  174. }
  175. this.Hide();
  176. }
  177. }
  178. }