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{fileID: 173285266742594171} diff --git a/Assets/Scripts/Managers/DataBase.cs b/Assets/Scripts/Managers/DataBase.cs index c9d0fff..0c10341 100644 --- a/Assets/Scripts/Managers/DataBase.cs +++ b/Assets/Scripts/Managers/DataBase.cs @@ -468,6 +468,7 @@ namespace Kill.Managers public string nickname; public string avatar; public int kill_count; + public string country_code; } public class RankDataList { @@ -625,7 +626,7 @@ namespace Kill.Managers foreach (var field in allFields) { var value = field.GetValue(this); - if (value != null) + if (IsMeaningfulValue(value)) changed[field.Name] = value; } return changed; @@ -637,13 +638,23 @@ namespace Kill.Managers var currentValue = field.GetValue(this); var originalValue = field.GetValue(original); - if (!Equals(currentValue, originalValue)) + if (!Equals(currentValue, originalValue) && IsMeaningfulValue(currentValue)) { changed[field.Name] = currentValue; } } return changed; } + + /// + /// 检查值是否有意义(非 null、非空字符串) + /// + private static bool IsMeaningfulValue(object value) + { + if (value == null) return false; + if (value is string str && string.IsNullOrEmpty(str)) return false; + return true; + } } /// diff --git a/Assets/Scripts/Managers/LanguageManager.cs b/Assets/Scripts/Managers/LanguageManager.cs index 6dc88f8..88759bc 100644 --- a/Assets/Scripts/Managers/LanguageManager.cs +++ b/Assets/Scripts/Managers/LanguageManager.cs @@ -107,5 +107,13 @@ namespace Kill.Managers { return countryList.Find((x)=>x.code==code); } + public string GetCountryStr(string code) + { + Country c = countryList.Find((x) => x.code == code); + if (languageType == LanguageType.Chinese) + return c.name_zh; + else + return c.name_en; + } } } \ No newline at end of file diff --git a/Assets/Scripts/UI/Components/SelectCountry.cs b/Assets/Scripts/UI/Components/SelectCountry.cs index a9e4f1e..101dd80 100644 --- a/Assets/Scripts/UI/Components/SelectCountry.cs +++ b/Assets/Scripts/UI/Components/SelectCountry.cs @@ -5,15 +5,19 @@ using UnityEngine; using UnityEngine.UI; using Kill.Managers; using Kill.Network; +using Kill.UI; public class SelectCountry : MonoBehaviour { public GameObject countryPrefab; public Transform countryParent; public Button submitButton; + public Button backButton; public InputField searchInput; + public ScrollRect scrollRect; LanguageManager.Country selectCountry; private bool _hasSelection; + private string _originalCode; /// /// 未选中 选中 /// @@ -21,14 +25,20 @@ public class SelectCountry : MonoBehaviour private List _items = new List(); + /// + /// 确认回调:code 为选中的国家代码,null 表示返回/取消 + /// public System.Action onConfirm; - // private void Start() - // { - // Init(""); - // } - public void Init(string code) + /// + /// 初始化 + /// + /// 当前选中的国家代码 + /// 是否显示返回按钮(主页不显示) + public void Init(string code, bool showBackButton = true) { + _originalCode = code; + countryPrefab.SetActive(false); // 清理旧 item foreach (var item in _items) @@ -36,6 +46,16 @@ public class SelectCountry : MonoBehaviour _items.Clear(); _hasSelection = false; + // 返回按钮 + if (backButton != null) + { + backButton.gameObject.SetActive(showBackButton); + backButton.onClick.RemoveAllListeners(); + backButton.onClick.AddListener(OnBack); + if (showBackButton) + UIManager.Instance.RegisterBackAction(OnBack); + } + if (LanguageManager.Instance == null || LanguageManager.Instance.countryList == null) return; @@ -59,9 +79,47 @@ public class SelectCountry : MonoBehaviour if (!string.IsNullOrEmpty(code)) SelectCountryByCode(code); + // 自动滚动到选中项 + ScrollToSelected(); + UpdateSubmitButton(); } + /// + /// 返回按钮点击 + /// + private void OnBack() + { + onConfirm?.Invoke(null); + } + + /// + /// 滚动到当前选中的国家项(居中显示) + /// + private void ScrollToSelected() + { + if (scrollRect == null || !_hasSelection) return; + + int index = _items.FindIndex(i => i.Country.code == selectCountry.code); + if (index < 0) return; + + Canvas.ForceUpdateCanvases(); + + var itemRect = _items[index].GetComponent(); + float contentHeight = scrollRect.content.rect.height; + float viewportHeight = scrollRect.viewport.rect.height; + + if (contentHeight <= viewportHeight) return; + + // 计算目标滚动位置:使选中项居中 + float maxScrollY = contentHeight - viewportHeight; + float itemCenterY = Mathf.Abs(itemRect.anchoredPosition.y) + itemRect.rect.height / 2; + float targetScrollY = itemCenterY - viewportHeight / 2; + targetScrollY = Mathf.Clamp(targetScrollY, 0, maxScrollY); + + scrollRect.verticalNormalizedPosition = 1f - targetScrollY / maxScrollY; + } + private void OnSearchChanged(string keyword) { foreach (var item in _items) @@ -116,7 +174,7 @@ public class SelectCountry : MonoBehaviour country_code = code }; - var response = await NetworkCtrl.Instance.Post("/api/v1/user/country", requestData); + var response = await NetworkCtrl.Instance.Put("/api/v1/user/country-code", requestData); ResponseCodeHandler.HandleResponse(response, onSuccess: (data) => diff --git a/Assets/Scripts/UI/Pages/HomePage/HomePageCtrl.cs b/Assets/Scripts/UI/Pages/HomePage/HomePageCtrl.cs index f068e71..29a7c5d 100644 --- a/Assets/Scripts/UI/Pages/HomePage/HomePageCtrl.cs +++ b/Assets/Scripts/UI/Pages/HomePage/HomePageCtrl.cs @@ -69,7 +69,7 @@ namespace Kill.UI.Pages { var page= Instantiate(selectCountryPage,transform); page.gameObject.SetActive(true); - page.Init(null); + page.Init(null,false); page.onConfirm=(code)=>{UIManager.Instance.OpenMainPage(UIManager.PageName.homePage);}; return; } diff --git a/Assets/Scripts/UI/Pages/Ranking/RankItem.cs b/Assets/Scripts/UI/Pages/Ranking/RankItem.cs index 7deed58..63f87f4 100644 --- a/Assets/Scripts/UI/Pages/Ranking/RankItem.cs +++ b/Assets/Scripts/UI/Pages/Ranking/RankItem.cs @@ -14,11 +14,13 @@ namespace Kill.UI.Pages public Image avatar; public Text rankText; public Sprite normalAvatar; + public Text country; public void SetData(RankData data) { avatar.sprite=normalAvatar; nameText.text = data.nickname; countText.text = data.kill_count.ToString(); + country.text=string.IsNullOrEmpty(data.country_code)?"--":LanguageManager.Instance.GetCountryStr(data.country_code); if(!string.IsNullOrEmpty(data.avatar)) { NetworkCtrl.Instance.LoadImageToUIImageAsync(data.avatar, avatar); diff --git a/Assets/Scripts/UI/Pages/SelfPage/SelfInfoPage.cs b/Assets/Scripts/UI/Pages/SelfPage/SelfInfoPage.cs index bfed2e2..2c41baf 100644 --- a/Assets/Scripts/UI/Pages/SelfPage/SelfInfoPage.cs +++ b/Assets/Scripts/UI/Pages/SelfPage/SelfInfoPage.cs @@ -19,6 +19,9 @@ namespace Kill.UI.Pages public Button backButton; public SelfVerificationCodePanel verificationCodePanelPrefab; public SelfSetPasswordPanel setPasswordPanelPrefab; + public SelectCountry selectCountryPrefab; + public Text countryText; + public Button selectCountryButton; List passwordSetKeys = new List { "100200", "100201" }; public Button signoutButton; /// @@ -61,8 +64,52 @@ namespace Kill.UI.Pages { nicknameText.text = userInfo.username; } + + // 国家展示与选择 + if (countryText != null) + UpdateCountryDisplay(userInfo.country_code); + if (selectCountryButton != null) + { + selectCountryButton.onClick.RemoveAllListeners(); + selectCountryButton.onClick.AddListener(OnSelectCountry); + } + InitLanguageText(); } + + /// + /// 更新国家显示文本 + /// + private void UpdateCountryDisplay(string code) + { + if (string.IsNullOrEmpty(code)) + { + countryText.text = ""; + return; + } + var country = LanguageManager.Instance.countryList.Find(c => c.code == code); + bool isZh = LanguageManager.Instance.languageType == LanguageManager.LanguageType.Chinese; + countryText.text = country.code != null ? (isZh ? country.name_zh : country.name_en) : code; + } + + /// + /// 选择国家 + /// + private void OnSelectCountry() + { + var selectCountry = Instantiate(selectCountryPrefab, transform); + selectCountry.Init(userInfo.country_code); + selectCountry.onConfirm = (code) => + { + if (code != null) + { + userInfo.country_code = code; + UpdateCountryDisplay(code); + } + Destroy(selectCountry.gameObject); + UIManager.Instance.RegisterBackAction(OnBack); + }; + } public void InitLanguageText() { passwordSet = new List();