179 lines
5.6 KiB
C#
179 lines
5.6 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Cysharp.Threading.Tasks;
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using DefaultNamespace;
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using TMPro;
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using WXGame.Network;
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namespace DefaultNamespace.Component
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{
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/// <summary>
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/// 好友项组件
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/// </summary>
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public class FriendItemComponent : MonoBehaviour
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{
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[Header("UI组件引用")]
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[SerializeField] private RawImage avatarImage; // 头像图片组件
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[SerializeField] private TMP_Text usernameText; // 用户名文本组件
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[SerializeField] private TMP_Text levelText; // 等级文本组件
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[Header("调试设置")]
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[SerializeField] private bool enableDebugLog = true; // 是否启用调试日志
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// 私有字段
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private FriendData friendData; // 好友数据
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/// <summary>
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/// 初始化好友项数据
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/// </summary>
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/// <param name="data">好友数据</param>
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public void InitializeFriendItem(FriendData data)
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{
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if (data == null)
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{
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Debug.Log("好友数据为空,无法初始化");
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return;
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}
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friendData = data;
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Debug.Log($"开始初始化好友项: {data.user_username}");
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// 设置用户名和等级
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SetUserInfo(data);
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// 异步下载头像
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DownloadAvatarAsync(data.user_image).Forget();
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}
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/// <summary>
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/// 设置用户信息(用户名和等级)
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/// </summary>
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/// <param name="data">好友数据</param>
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private void SetUserInfo(FriendData data)
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{
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try
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{
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// 设置用户名
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if (usernameText != null)
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{
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usernameText.text = string.IsNullOrEmpty(data.user_username) ? "未知用户" : data.user_username;
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Debug.Log($"设置用户名: {usernameText.text}");
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}
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else
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{
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Debug.Log("用户名文本组件未设置");
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}
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// 设置等级
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if (levelText != null)
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{
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levelText.text = $"等级: {data.user_honor_level}";
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Debug.Log($"设置等级: {levelText.text}");
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}
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else
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{
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Debug.Log("等级文本组件未设置");
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}
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}
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catch (Exception ex)
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{
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Debug.Log($"设置用户信息时发生异常: {ex.Message}");
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}
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}
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/// <summary>
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/// 异步下载头像
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/// </summary>
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/// <param name="imageUrl">头像URL</param>
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/// <returns>UniTask</returns>
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private async UniTask DownloadAvatarAsync(string imageUrl)
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{
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try
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{
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// 检查URL是否有效
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if (string.IsNullOrEmpty(imageUrl))
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{
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Debug.Log("头像URL为空,使用默认头像");
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return;
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}
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Debug.Log($"开始下载头像: {imageUrl}");
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// 使用WebRequestManager下载图片
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Texture2D texture = await WebRequestManager.Instance.DownloadImageAsync(imageUrl);
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if (texture != null)
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{
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// 设置头像
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SetAvatarTexture(texture);
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Debug.Log($"头像设置完成,尺寸: {texture.width}x{texture.height}");
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}
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else
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{
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Debug.Log("头像下载失败,使用默认头像");
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}
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}
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catch (Exception ex)
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{
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Debug.Log($"下载头像时发生异常: {ex.Message}");
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}
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}
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/// <summary>
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/// 设置头像纹理
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/// </summary>
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/// <param name="texture">要设置的纹理</param>
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private void SetAvatarTexture(Texture2D texture)
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{
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try
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{
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if (avatarImage != null && texture != null)
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{
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avatarImage.texture = texture;
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Debug.Log("头像纹理设置成功");
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}
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else
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{
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Debug.Log("头像图片组件未设置或纹理为空");
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}
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}
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catch (Exception ex)
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{
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Debug.Log($"设置头像纹理时发生异常: {ex.Message}");
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}
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}
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/// <summary>
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/// 获取当前好友数据
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/// </summary>
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/// <returns>好友数据</returns>
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public FriendData GetFriendData()
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{
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return friendData;
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}
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/// <summary>
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/// 清理图片缓存(已移除,使用WebRequestManager的简单缓存)
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/// </summary>
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public static void ClearCache()
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{
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Debug.Log("[FriendItemComponent] 缓存清理功能已移除,使用WebRequestManager的简单缓存");
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}
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/// <summary>
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/// 获取缓存统计信息(已移除,使用WebRequestManager的简单缓存)
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/// </summary>
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/// <returns>缓存统计信息</returns>
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public static string GetCacheStats()
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{
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return "使用WebRequestManager的简单缓存";
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}
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}
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}
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