sega 826ff5782a Доработать игровые режимы, призы и настройки
Добавить таймеры и шкалы прогресса, расширить призовую систему и контроль остатков, восстановить настройки и обновить таблицу призов главного меню.
2026-09-14 10:47:25 +03:00

103 lines
3.3 KiB
C#

using DG.Tweening;
using CharacterSystem;
using PrizeSystem;
using System.Collections.Generic;
using UnityEngine;
public class PrizesPanel : InfoPanel
{
[Header("Картинки")]
[SerializeField] private float recordDuration;
[SerializeField] private float recordOpenY;
[SerializeField] private float recordCloseY;
[SerializeField] private float recordDelay;
[Header("Генерация")]
[SerializeField] private RectTransform table;
[SerializeField] private PrizeRecord recordPrefab;
private readonly List<PrizeRecord> _records = new();
public override float closeDelay => (Mathf.Max(infoDuration, buttonDuration, titleDuration)
+ _records.Count * recordDelay
+ titleDuration) / closeSpeedMultiplier;
protected override void InitializeBeforeOpen()
{
// Очистить макет
for (int i = table.childCount - 1; i >= 0; i--)
{
Destroy(table.GetChild(i).gameObject);
}
_records.Clear();
Character[] characters = CharactersController.GetCharactersArray();
List<PrizeSet> prizeSets = PrizeSystemManager.PrizeContainer?.Sets;
for (int i = 0; i < characters.Length; i++)
{
PrizeRecord record = Instantiate(recordPrefab, table);
IReadOnlyList<Prize> characterPrizes = i < (prizeSets?.Count ?? 0)
? prizeSets[i]?.Prizes
: null;
record.Init(
i + 1,
characters[i].visualModule.iconSmall,
characters[i].characterName,
characterPrizes);
_records.Add(record);
}
}
protected override Sequence GetOpenSequence(float delay)
{
Sequence seq = DOTween.Sequence();
float t = 0;
seq.AppendInterval(delay);
seq.Append(root.DOAnchorPos(Vector2.zero, titleDuration));
seq.Append(titleSign.DOAnchorPosY(titleOpenY, titleDuration));
t = delay + titleDuration * 2 - timeOffset;
seq.Insert(t, button.DOAnchorPosX(buttonOpenX, buttonDuration));
seq.Insert(t + buttonDuration - timeOffset, info.DOAnchorPosX(infoOpenX, infoDuration).SetEase(Ease.OutBack));
t += recordDelay;
for (int i = _records.Count - 1; i >= 0; i--)
{
var image = _records[i].movableGroup;
seq.Insert(t, image.DOAnchorPosY(recordOpenY, recordDuration));
t += recordDelay;
}
return seq;
}
protected override Sequence GetCloseSequence(Vector2 position)
{
Sequence seq = DOTween.Sequence();
seq.Join(info.DOAnchorPosX(infoCloseX, infoDuration));
seq.Join(button.DOAnchorPosX(buttonCloseX, buttonDuration));
seq.Join(titleSign.DOAnchorPosY(titleCloseY, titleDuration));
float time = 0;
for (int i = 0; i < _records.Count; i++)
{
var image = _records[i].movableGroup;
seq.Insert(time, image.DOAnchorPosY(recordCloseY, recordDuration));
time += recordDelay;
}
seq.Append(root.DOAnchorPos(position, titleDuration * 4));
seq.timeScale = closeSpeedMultiplier;
return seq;
}
public override void Initialize()
{
}
}