超大量的更新 修复很多问题,gameplay特效初步

This commit is contained in:
FloatGaming
2026-02-14 23:46:20 +08:00
parent ef8eb67259
commit 3a7a0b4669
360 changed files with 85670 additions and 4144 deletions
+130 -166
View File
@@ -1,45 +1,27 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Serialization;
public class TeamManager : MonoBehaviour
{
public static TeamManager Instance {get; private set;}
public static TeamManager Instance { get; private set; }
public teamSettingPanel teamSettingPanelInstance;
/// <summary>
/// 当前玩家存档下的所有编队配置,key为编队索引,value为该编队的角色列表,表内只有角色ID
/// </summary>
public Dictionary<int, TeamSetting> currentTeamSettings = new Dictionary<int, TeamSetting>();
/// <summary>
/// 玩家存档下已经解锁的角色信息列表
/// </summary>
public List<CharacterView> SelectableCharacterList = new List<CharacterView>();
/// <summary>
/// 根据此字段来在编队信息页显示已有编队
/// </summary>
public int currentSelectedTeam = 0;
/// <summary>
/// 记录被选中的编队中角色的索引,用于处理队列位置交换的逻辑。-1表示无角色被选中
/// </summary>
public int currentSelectedTeamCharacter = -1;
/// <summary>
/// 标记要被放入编队的角色
/// </summary>
public int currentSelectedTeamCharacter = -1;
public CharacterView currentSelectedCharacterCard = null;
/// <summary>
/// 在修改被选中的编队中角色的索引时触发
/// </summary>
public event Action OnSelectedCharacterChanged;
/// <summary>
/// 修改选定的预设队伍时触发
/// </summary>
public event Action OnSelectedTeamChanged;
void Awake()
private const int TeamCount = 4;
private const int TeamSlotCount = 5;
private void Awake()
{
if (Instance == null)
{
@@ -51,202 +33,184 @@ public class TeamManager : MonoBehaviour
}
}
void testTeamSetting()
private void Start()
{
SelectableCharacterList.Add(new CharacterView(1001001,"C"));
SelectableCharacterList.Add(new CharacterView(1001002,"S"));
//手动向currentTeamSettings和SelectableCharacterList添加测试数据
currentTeamSettings.Add(0,new TeamSetting(new List<CharacterView>(),1001001));
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"S"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"C"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings.Add(1,new TeamSetting(new List<CharacterView>(),1001002));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001002,"B"));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[1].teamIdList.Add( new CharacterView(1001002,"A"));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001002,"A"));
//在当前版本中,就算是空队伍也要用如下填满,请等待数据结构的重构
currentTeamSettings.Add(2,new TeamSetting(new List<CharacterView>(),-1));
currentTeamSettings[2].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[2].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[2].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[2].teamIdList.Add( new CharacterView(0,null));
currentTeamSettings[2].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings.Add(3,new TeamSetting(new List<CharacterView>(),-1));
currentTeamSettings[3].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[3].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[3].teamIdList.Add(new CharacterView(0,null));
currentTeamSettings[3].teamIdList.Add( new CharacterView(0,null));
currentTeamSettings[3].teamIdList.Add(new CharacterView(0,null));
Debug.Log("testTeamSetting ready");
if (teamSettingPanelInstance == null && teamSettingPanel.Instance != null)
teamSettingPanelInstance = teamSettingPanel.Instance;
EnsureDefaultTeamSettings();
}
private void EnsureDefaultTeamSettings()
{
for (int i = 0; i < TeamCount; i++)
{
if (!currentTeamSettings.ContainsKey(i) || currentTeamSettings[i] == null)
{
currentTeamSettings[i] = CreateEmptyTeamSetting();
}
EnsureTeamSlotCount(currentTeamSettings[i]);
}
}
private static TeamSetting CreateEmptyTeamSetting()
{
var list = new List<CharacterView>(TeamSlotCount);
for (int i = 0; i < TeamSlotCount; i++)
list.Add(new CharacterView(0, null));
return new TeamSetting(list, -1);
}
private static void EnsureTeamSlotCount(TeamSetting setting)
{
if (setting == null) return;
if (setting.teamIdList == null)
setting.teamIdList = new List<CharacterView>();
while (setting.teamIdList.Count < TeamSlotCount)
setting.teamIdList.Add(new CharacterView(0, null));
}
public void openTeamSettingPanel()
{
if (teamSettingPanelInstance != null)
teamSettingPanelInstance.gameObject.SetActive(true);
}
public void closeTeamSettingPanel()
{
if (teamSettingPanelInstance != null)
teamSettingPanelInstance.gameObject.SetActive(false);
}
public void openTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(true);
public void closeTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(false);
public void setCurrentSelectedTeam(int index)
{
if (index > 3 || index < 0)
if (index < 0 || index >= TeamCount)
{
Debug.LogWarning("所选队伍预设索引超出范围");
Debug.LogWarning($"Selected team index out of range: {index}");
return;
}
currentSelectedTeam = index;
}
void Start()
{
// if(teamSettingPanelInstance == null)
// {
// teamSettingPanelInstance = teamSettingPanel.Instance;
// }
// Ensure we have a reference to the UI panel instance if available
if (teamSettingPanelInstance == null && teamSettingPanel.Instance != null)
teamSettingPanelInstance = teamSettingPanel.Instance;
testTeamSetting();//接入玩家存档后请注释掉此行
}
void saveTeamSetting()
public void setcurrentTeamSettings(Dictionary<int, TeamSetting> playerTeamSettings)
{
//todo:我想,在接存档系统的时候这个会有用。
currentTeamSettings = playerTeamSettings ?? new Dictionary<int, TeamSetting>();
EnsureDefaultTeamSettings();
}
/// <summary>
/// 读取玩家存档信息后可直接在此写入编队信息
/// </summary>
/// <param name="playerTeamSettings"></param>
public void setcurrentTeamSettings(Dictionary<int,TeamSetting> playerTeamSettings)
{
currentTeamSettings = playerTeamSettings;
}
/// <summary>
/// 依据选定的队伍预设索引来获得队伍信息
/// </summary>
/// <returns></returns>
public TeamSetting getCurrentSelectedTeam()
{
EnsureDefaultTeamSettings();
return currentTeamSettings[currentSelectedTeam];
}
public void setCurrentSelectedTeam(TeamSetting newTeamData, int teamIndex)
{
if (teamIndex < 0 || teamIndex >= TeamCount || newTeamData == null)
return;
EnsureTeamSlotCount(newTeamData);
currentTeamSettings[teamIndex] = newTeamData;
}
public void setCurrentSelectedCharacterInTeam(int characterIndex)
{
if (characterIndex != currentSelectedTeamCharacter)
{
Debug.Log($"修改选中对象从{currentSelectedTeamCharacter}到{characterIndex}");
currentSelectedTeamCharacter = characterIndex;
OnSelectedCharacterChanged?.Invoke(); // 触发事件
OnSelectedCharacterChanged?.Invoke();
}
}
public void setCurrentSelectedTeamSetting(int teamIndex)
{
if(teamIndex != currentSelectedTeam)
if (teamIndex < 0 || teamIndex >= TeamCount)
return;
if (teamIndex != currentSelectedTeam)
{
Debug.Log($"修改选中队伍预设从{currentSelectedTeam}到{teamIndex}");
currentSelectedTeam = teamIndex;
OnSelectedTeamChanged?.Invoke(); // 触发事件
OnSelectedTeamChanged?.Invoke();
}
}
/// <summary>
/// 交换指定索引中的两个队伍中元素的位置
/// </summary>
/// <param name="firstIndex">当前元素</param>
/// <param name="secondIndex">目标元素位置</param>
public void swapTeamElements(int firstIndex, int secondIndex)
{
List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
CharacterView temp = newCurrentTeam[firstIndex];
newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex];
newCurrentTeam[secondIndex] = temp;
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
teamSettingPanelInstance.updateTeamSettingElements();
setCurrentSelectedCharacterInTeam(secondIndex);
var team = getCurrentSelectedTeam()?.teamIdList;
if (team == null) return;
if (firstIndex < 0 || firstIndex >= team.Count) return;
if (secondIndex < 0 || secondIndex >= team.Count) return;
CharacterView temp = team[firstIndex];
team[firstIndex] = team[secondIndex];
team[secondIndex] = temp;
currentTeamSettings[currentSelectedTeam].teamIdList = team;
if (teamSettingPanelInstance != null)
teamSettingPanelInstance.updateTeamSettingElements();
setCurrentSelectedCharacterInTeam(secondIndex);
}
public void setTeamLeader(int characterID)
{
Debug.Log($"{characterID},{SelectableCharacterList.Count}");
currentTeamSettings[currentSelectedTeam].LeaderId=characterID;
teamSettingPanelInstance.updateTeamSettingElements();
}
/// <summary>
/// 填入或者覆盖队伍指定位置的信息
/// </summary>
/// <param name="aimListIndex"></param>
public void ResetTeamCharacter (int aimListIndex)
{
//如果在队伍中已有角色的情况下再次触发此方法,首先要去掉旧信息,再放新信息
CharacterView newCharacter = currentSelectedCharacterCard;
List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
var team = getCurrentSelectedTeam();
if (team == null) return;
// 修复:原代码使用 (aimListIndex > 0 || aimListIndex < Count) 永远几乎为真,
// 会导致当 aimListIndex = 0 或越界时也进入逻辑,造成数据错乱。
if (aimListIndex >= 0 && aimListIndex < newCurrentTeam.Count)
{
for(int i=0;i<newCurrentTeam.Count;i++)
{
if (newCurrentTeam[i].characterId == newCharacter.characterId && aimListIndex != i)//满足此条件为更换角色的队伍位置
{
//说明是在更换角色所在的位置下标,旧角色,位置置空
newCurrentTeam[aimListIndex] = newCharacter;
CharacterView characterView = new CharacterView(0, null);
newCurrentTeam[i] = characterView;
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
teamSettingPanelInstance.updateTeamSettingElements();
return;
}
else if (newCurrentTeam[i].characterId == newCharacter.characterId && aimListIndex == i)
{
//原地点击操作,不做任何操作
return;
}
}
newCurrentTeam[aimListIndex] = newCharacter;
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
team.LeaderId = characterID;
if (teamSettingPanelInstance != null)
teamSettingPanelInstance.updateTeamSettingElements();
}
public void ResetTeamCharacter(int aimListIndex)
{
var selected = currentSelectedCharacterCard;
var team = getCurrentSelectedTeam()?.teamIdList;
if (selected == null || team == null)
return;
if (aimListIndex < 0 || aimListIndex >= team.Count)
{
Debug.LogWarning($"ResetTeamCharacter index out of range: {aimListIndex}");
return;
}
Debug.LogWarning($"TeamManager.ResetTeamCharacter: aimListIndex out of range: {aimListIndex} (Count={newCurrentTeam.Count})");
for (int i = 0; i < team.Count; i++)
{
if (i == aimListIndex) continue;
if (team[i] != null && team[i].characterId == selected.characterId)
{
team[i] = new CharacterView(0, null);
}
}
team[aimListIndex] = selected;
currentTeamSettings[currentSelectedTeam].teamIdList = team;
if (teamSettingPanelInstance != null)
teamSettingPanelInstance.updateTeamSettingElements();
}
/// <summary>
/// 移除队伍中的指定角色
/// </summary>
/// <param name="characterID"></param>
public void removeTeamCharacter(int characterId)
{
currentSelectedCharacterCard = null;
List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
foreach (CharacterView character in newCurrentTeam)
var team = getCurrentSelectedTeam()?.teamIdList;
if (team == null) return;
for (int i = 0; i < team.Count; i++)
{
if (character.characterId == characterId)
if (team[i] != null && team[i].characterId == characterId)
{
character.characterId = 0;
character.currentBoundaryLevel = null;
team[i].characterId = 0;
team[i].currentBoundaryLevel = null;
}
}
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
// attempt to update UI panel safely
currentTeamSettings[currentSelectedTeam].teamIdList = team;
var panel = teamSettingPanelInstance ?? teamSettingPanel.Instance;
if (panel != null)
{
panel.updateTeamSettingElements();
}
else
{
Debug.LogWarning("TeamManager.removeTeamCharacter: teamSettingPanel instance missing, UI not updated.");
}
}
}