using Framework;
using System;
using Gameplay;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Gameplay.Utils;
///
/// 控制高级账户剩余天数UI的显示和更新
///
public class PremiumRemainingDaysUI : MonoBehaviour
{
[Header("显示剩余天数的文本组件")] [SerializeField]
private TextMeshProUGUI remainingDaysText;
[Header("Image组件")]
[SerializeField] private Image icon;
[Header("激活状态")]
[SerializeField] private Sprite normalSprite;
[SerializeField] private Color normalColor;
[Header("过期状态显示")]
[SerializeField] private Sprite expiredSprite;
[SerializeField] private string expiredText = "PremiumPerk_Common";
[SerializeField] private Color expiredColor;
[Header("测试参数")]
[SerializeField, Range(0, 365)] private int testDays = 5;
[SerializeField, Range(0, 24)] private int testHours = 12;
[SerializeField, Range(0, 60)] private int testMinutes = 30;
private void OnEnable()
{
EventManager.Instance.Register(EventManager.EventName.PremiumStatusRefresh,
OnPremiumStatusChanged);
EventManager.Instance.Send(EventManager.EventName.RequestPremiumStatus);
}
private void OnDisable()
{
EventManager.Instance.Unregister(EventManager.EventName.PremiumStatusRefresh,
OnPremiumStatusChanged);
CancelInvoke(nameof(UpdateDaily));
}
private void OnPremiumStatusChanged(PremiumStatusChangedEvent eventData)
{
if(remainingDaysText==null) remainingDaysText = gameObject.transform.Find("Text_Day").GetComponent();
if(icon==null) icon = gameObject.transform.Find("Image").GetComponent();
if(!eventData.IsActivated)
{
gameObject.transform.localScale = Vector3.one;
CancelInvoke(nameof(UpdateDaily));
icon.sprite = expiredSprite;
remainingDaysText.text = StringManager.Instance.GetLocalizeTextByKey(expiredText);
remainingDaysText.color = expiredColor;
return;
}
if (eventData.IsActivated)
{
gameObject.transform.localScale = Vector3.one;
UpdateRemainingDays(eventData.RemainingSeconds);
// 为了防止重复调用,先取消之前的
CancelInvoke(nameof(UpdateDaily));
// 安排一个每日更新任务,在第二天的零点过1秒后触发
DateTime now = DateTime.Now;
DateTime tomorrow = now.AddDays(1).Date;
double secondsUntilTomorrow = (tomorrow - now).TotalSeconds;
Invoke(nameof(UpdateDaily), (float)secondsUntilTomorrow + 1);
}
}
///
/// 每日自动更新的函数
///
private void UpdateDaily()
{
// 重新请求一下最新状态,保证数据准确性,并重新安排下一次更新
EventManager.Instance.Send(EventManager.EventName.RequestPremiumStatus);
}
///
/// 根据剩余时间(秒)更新UI
///
private void UpdateRemainingDays(long remainingSeconds)
{
if (remainingDaysText == null) return;
#region 时间小于0
//时间为0,则显示为过期
if (remainingSeconds <= 0)
{
icon.sprite = expiredSprite;
remainingDaysText.text = StringManager.Instance.GetLocalizeTextByKey(expiredText);
remainingDaysText.color = expiredColor;
return;
}
#endregion
#region 时间大于0
TimeSpan remainingTime = TimeSpan.FromSeconds(remainingSeconds);
//向下取整的小时数
var realHours = remainingTime.TotalHours;
if (realHours>23)
{
// 向上取整,例如剩余1.1天,也算作2天。如果小于0则为0。
int days = Math.Max(0, (int)Math.Ceiling(remainingTime.TotalDays));
remainingDaysText.text =
StringManager.Instance.GetLocalizeTextByKeyAndParams("PremiumPerk_Remain_Day", days);
if (icon != null && normalSprite != null)
{
icon.sprite = normalSprite;
remainingDaysText.color = normalColor;
}
}
else
{
int hours = Math.Max(0, (int)Math.Ceiling(remainingTime.TotalHours));
remainingDaysText.text =
StringManager.Instance.GetLocalizeTextByKeyAndParams("PremiumPerk_Remain_Hour", hours);
if (icon != null && normalSprite != null)
{
icon.sprite = normalSprite;
remainingDaysText.color = normalColor;
}
}
#endregion
}
[Sirenix.OdinInspector.Button]
private void TestUpdateUI()
{
TimeSpan testTime = new TimeSpan(testDays, testHours, testMinutes, 0);
UpdateRemainingDays((long)testTime.TotalSeconds);
Debug.Log($"测试更新: {testDays}天 {testHours}时 {testMinutes}分");
}
}