继续更新UI
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@@ -17,6 +17,8 @@ extends Panel
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@onready var accept_dialog: AcceptDialog = $'../../DiaLog/AcceptDialog'
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@onready var tcp_network_manager_panel: Panel = $'../../BigPanel/TCPNetworkManagerPanel'
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@onready var http_texture_rect: HTTPTextureRect = $VBox1/HBox1/HTTPTextureRect
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# 存储待执行的操作类型
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var pending_action = ""
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@@ -188,11 +190,14 @@ func _refresh_player_info():
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user_password_input.text = main_game.user_password if main_game.user_password != "" else ""
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# 优先从 login_data 获取数据,如果没有则从 data 获取
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var player_data = main_game.login_data #if main_game.login_data.size() > 0 else main_game.data
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var player_data = main_game.login_data
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player_name_input.text = player_data.get("玩家昵称", "")
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farm_name_input.text = player_data.get("农场名称", "")
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personal_profile_input.text = player_data.get("个人简介", "")
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# 尝试加载玩家头像(使用用户名/QQ号加载头像,而不是显示名)
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if user_name_input.text.is_valid_int():
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http_texture_rect.load_from_url("http://q1.qlogo.cn/g?b=qq&nk=" + user_name_input.text + "&s=100")
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#显示消息提示
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@@ -81,9 +81,6 @@ func send_broadcast_message():
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if success:
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# 清空输入框
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input_message.text = ""
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Toast.show("消息发送成功", Color.GREEN, 2.0, 1.0)
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else:
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Toast.show("消息发送失败", Color.RED, 2.0, 1.0)
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# 统一的消息处理函数
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func _add_message_to_history(data: Dictionary):
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@@ -241,9 +238,6 @@ func receive_history_messages(data: Dictionary):
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# 保存到本地
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save_chat_history()
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Toast.show("历史消息加载完成,共%d条消息" % messages.size(), Color.GREEN, 2.0, 1.0)
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else:
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Toast.show("没有找到历史消息", Color.YELLOW, 2.0, 1.0)
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# 保存聊天历史记录
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func save_chat_history():
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@@ -278,7 +272,7 @@ func clear_message_history():
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# 获取最新消息用于主界面显示
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func get_latest_message() -> String:
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print("get_latest_message 被调用,消息历史大小: ", message_history.size())
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#print("get_latest_message 被调用,消息历史大小: ", message_history.size())
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if message_history.size() > 0:
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# 确保消息按时间排序
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message_history.sort_custom(func(a, b): return a.get("timestamp", 0) < b.get("timestamp", 0))
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@@ -286,5 +280,5 @@ func get_latest_message() -> String:
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var result = latest.get("display_name", "匿名") + ": " + latest.get("content", "")
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print("返回最新消息: ", result)
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return result
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print("没有消息历史,返回'暂无消息'")
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#print("没有消息历史,返回'暂无消息'")
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return "暂无消息"
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@@ -88,10 +88,10 @@ func _get_pet_texture(pet_name: String) -> Texture2D:
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if pet_config.has(pet_name):
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var pet_info = pet_config[pet_name]
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var scene_path = pet_info.get("pet_image", "") # 使用服务器数据的pet_image字段
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print("宠物信息面板 ", pet_name, " 的图片路径:", scene_path)
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#print("宠物信息面板 ", pet_name, " 的图片路径:", scene_path)
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if scene_path != "" and ResourceLoader.exists(scene_path):
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print("宠物信息面板开始加载宠物场景:", scene_path)
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#print("宠物信息面板开始加载宠物场景:", scene_path)
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var pet_scene = load(scene_path)
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if pet_scene:
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var pet_instance = pet_scene.instantiate()
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@@ -103,7 +103,7 @@ func _get_pet_texture(pet_name: String) -> Texture2D:
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var frame_count = pet_instance.sprite_frames.get_frame_count(default_animation)
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if frame_count > 0:
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var texture = pet_instance.sprite_frames.get_frame_texture(default_animation, 0)
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print("宠物信息面板成功获取宠物纹理:", pet_name)
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#print("宠物信息面板成功获取宠物纹理:", pet_name)
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pet_instance.queue_free()
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return texture
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else:
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@@ -119,22 +119,6 @@ func _get_pet_texture(pet_name: String) -> Texture2D:
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print("宠物信息面板配置中没有找到:", pet_name)
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return null
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# 加载宠物配置数据
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func _load_pet_config() -> Dictionary:
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var file = FileAccess.open("res://Data/pet_data.json", FileAccess.READ)
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if file == null:
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return {}
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var json = JSON.new()
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var json_string = file.get_as_text()
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file.close()
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var parse_result = json.parse(json_string)
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if parse_result != OK:
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return {}
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return json.data
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# 设置宠物详细信息(使用bbcode美化)- 新格式
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func _set_pet_detailed_info(pet_name: String, pet_data: Dictionary):
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# 计算宠物年龄
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