Browse Source

增加中途退出逻辑

zhengchen 1 year ago
parent
commit
0d79178d1f

+ 672 - 20
Assets/Scenes/Battle.unity

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+ 30 - 14
Assets/Scripts/Comp/BattleMainComp.cs

@@ -27,6 +27,7 @@ namespace Comp
         {
             SoundCore.Instance.PlaySound(SoundType.BattleBgmMain, SoundCtrl.BattleBgmPlayer, true, true);
             MessageComp.Instance.OnBattleClientMsg += OnClientMsg;
+            MessageComp.Instance.OnBattlePlayerQuit += OnPlayerQuit;
 #if UNITY_EDITOR
             _debug = true;
 #endif
@@ -84,38 +85,53 @@ namespace Comp
             }
         }
 
+        private void OnPlayerQuit(int playerId, MsgContent content)
+        {
+            Debug.Log("接收quit" + playerId);
+            if (playerId != AccountManager.Instance.selfInfo.playerId) // 其他玩家退出战斗
+            {
+                GameCore.Instance.winPlayerId = AccountManager.Instance.selfInfo.playerId;
+                GameCore.Instance.TransitionToState(GameCore.Instance.endState);
+            }
+        }
+
         public void Lift()
         {
-            Debug.Log("click lift");
-            // GameCore.Instance.TransitionToState(GameCore.Instance.endState);
             ApiComp.Instance.MsgInBattle(GameCore.Instance.curBattleSession, new MsgContent() { contentType = "lift" });
             GameCore.Instance.GetCurState().LiftCock();
         }
 
-        public void ClickResult()
+        public void QuitBattle()
         {
-            Debug.Log("Click result");
+            var self = this;
+            ApiComp.Instance.playerQuitGame(GameCore.Instance.curBattleSession, (data) => { self.ForceEnd(); },
+                (code, msg) => { self.ForceEnd(); });
+        }
 
+        public void ClickResult()
+        {
             GameStartJumper.BackToUI();
-            // 获取当前场景
-            // var currentScene = SceneManager.GetActiveScene();
-            // // 关闭当前场景
-            // SceneManager.UnloadSceneAsync(currentScene);
         }
 
         private void Update()
         {
-            if (end)
-            {
-                end = false;
-                StartCoroutine(End());
-            }
+            if (!end) return;
+            end = false;
+            StartCoroutine(End());
         }
 
-        private IEnumerator End()
+        private static IEnumerator End()
         {
             yield return new WaitForSeconds(2f);
             GameCore.Instance.TransitionToState(GameCore.Instance.endState);
         }
+
+        // ReSharper disable Unity.PerformanceAnalysis
+        private void ForceEnd()
+        {
+            GameCore.Instance.showResultPanel = false;
+            GameCore.Instance.TransitionToState(GameCore.Instance.endState);
+            GameStartJumper.BackToUI();
+        }
     }
 }

+ 2 - 0
Assets/Scripts/Game/GameCore.cs

@@ -49,6 +49,8 @@ namespace Game
 
         [RdReset] public bool inBattleState = false;
 
+        [RdReset(true)] public bool showResultPanel = true;
+
         public GameCore()
         {
         }

+ 19 - 14
Assets/Scripts/Game/GameEndState.cs

@@ -33,6 +33,25 @@ namespace Game
         public override void EnterState()
         {
             Debug.Log("执行结束");
+            if (_gameCore.showResultPanel)
+                ShowResultPanel();
+            _gameCore.pendingState.ExitBattle();
+            _gameCore.battleState.ExitBattle();
+            _gameCore.liftState.ExitBattle();
+            _gameCore.endState.ExitBattle();
+        }
+
+        public override void ExitState()
+        {
+            // 啥都不做
+        }
+
+        public GameEndState(GameCore gameCore) : base(gameCore)
+        {
+        }
+
+        private void ShowResultPanel()
+        {
             _gameCore.resultPanel.SetActive(true);
             var isWin = _gameCore.localPlayer.playerId == _gameCore.winPlayerId;
             var resultComps = _gameCore.resultPanel.GetComponentsInChildren<BattleResultComp>();
@@ -48,20 +67,6 @@ namespace Game
                     battleResultComp.gameObject.SetActive(false);
                 }
             }
-            _gameCore.pendingState.ExitBattle();
-            _gameCore.battleState.ExitBattle();
-            _gameCore.liftState.ExitBattle();
-            _gameCore.endState.ExitBattle();
-          
-        }
-
-        public override void ExitState()
-        {
-            // 啥都不做
-        }
-
-        public GameEndState(GameCore gameCore) : base(gameCore)
-        {
         }
     }
 }

+ 1 - 13
Assets/Scripts/UI/GameStartJumper.cs

@@ -25,18 +25,6 @@ namespace UI
             PageManagerComp.singleton.DisplayUI();
             HallComp.Instance.BackToHallAndRefreshUI();
         }
-
-
-        public static void PlayerQuitGame()
-        {
-            ApiComp.Instance.playerQuitGame(GameCore.Instance.curBattleSession, data =>
-            {
-                Debug.Log("player quit game success");
-                BackToUI();
-            }, (code, msg) =>
-            {
-                Debug.Log("player quit game fail");
-            });
-        }
+        
     }
 }

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+ 692 - 10
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset


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