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
@@ -1,13 +1,13 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
public class loadSettlementTeamPrefab : MonoBehaviour
{
[Header("Ҫ")]
[Header("Inspector")]
public ScoreManager sm;
public teamUIController tuic;
public GameManager gm;
[Header("")]
[Header("Inspector")]
public GameObject settleTeamCardsPrefab;
public GameObject objectToPutdown;
@@ -35,7 +35,7 @@ public class loadSettlementTeamPrefab : MonoBehaviour
if (tuic == null && teamUIController.Instance != null)
tuic = teamUIController.Instance;
// 修复:确保 sm 被正确赋值
// Documentation text normalized.
if (sm == null && ScoreManager.Instance != null)
sm = ScoreManager.Instance;
@@ -43,7 +43,7 @@ public class loadSettlementTeamPrefab : MonoBehaviour
bool parentSceneValid = objectToPutdown != null && objectToPutdown.scene.IsValid();
Debug.Log($"[loadSettlementTeamPrefab] Target parent: {objectToPutdown.name}, activeInHierarchy: {objectToPutdown.activeInHierarchy}, sceneValid: {parentSceneValid}");
// 诊断:记录 ScoreManager 的状态
// Documentation text normalized.
if (sm != null)
{
Debug.Log($"[loadSettlementTeamPrefab] ScoreManager found. Idol sums: R{sm.red_idolScore_sum} G{sm.green_idolScore_sum} Y{sm.yellow_idolScore_sum} P{sm.purple_idolScore_sum} B{sm.blue_idolScore_sum}");
@@ -177,7 +177,7 @@ public class loadSettlementTeamPrefab : MonoBehaviour
float fill = ac.maxHP > 0 ? (float)ac.currentHP / ac.maxHP : 0f;
card.ally_healthBar.fillAmount = Mathf.Clamp01(fill);
// 新增:如果角色血量为0(死了),给 ally_profile 赋予灰色材质
// Documentation text normalized.
if (ac.currentHP <= 0 && card.ally_profile != null && card.grayM != null)
{
card.ally_profile.material = card.grayM;
@@ -187,12 +187,12 @@ public class loadSettlementTeamPrefab : MonoBehaviour
}
// this_allyIdolScore: map index to ScoreManager fields if available
// 修复:确保从正确的 ScoreManager 实例读取数据
// Documentation text normalized.
if (card.this_allyIdolScore != null)
{
int idol = 0;
// 优先使用已赋值的 sm,否则从 ScoreManager.Instance 获取
// Documentation text normalized.
var scoreManager = sm != null ? sm : ScoreManager.Instance;
if (scoreManager != null)
@@ -236,11 +236,11 @@ public class loadSettlementTeamPrefab : MonoBehaviour
}
/// <summary>
/// 格式化角色名字为"称号 名字"的形式
/// Documentation text normalized.
/// </summary>
/// <param name="designation">称号</param>
/// <param name="name">名字</param>
/// <returns>格式化后的名字</returns>
/// Documentation text normalized.
/// Documentation text normalized.
/// Documentation text normalized.
private string FormatAllyName(string designation, string name)
{
if (string.IsNullOrWhiteSpace(designation))
@@ -1,4 +1,4 @@
using UnityEngine;
using UnityEngine;
using UnityEngine.UI;
public class settleTeamPrefab : MonoBehaviour
@@ -11,24 +11,24 @@ public class settleTeamPrefab : MonoBehaviour
[Header("this_Ally_settlement")]
public Text thisAlly_earnExp;
public Text this_allyIdolScore;
[Header("本场贡献")]
[Header("Inspector")]
public Text this_allyDamageDealt;
public Text this_allyDamageTook;
public Text this_allyHealthRestored;
public Text this_allyManaRestored;
[Header("展示详细贡献按钮")]
[Header("Inspector")]
public Button displayDetailContributionButton;
public GameObject detailContributionGO;
private void Start()
{
// 初始化:详细贡献面板默认不激活
// Documentation text normalized.
if (detailContributionGO != null)
{
detailContributionGO.SetActive(false);
}
// 为按钮添加点击监听
// Documentation text normalized.
if (displayDetailContributionButton != null)
{
displayDetailContributionButton.onClick.AddListener(OnDisplayDetailContributionButtonClicked);
@@ -37,7 +37,7 @@ public class settleTeamPrefab : MonoBehaviour
private void OnDestroy()
{
// 移除监听以避免内存泄漏
// Documentation text normalized.
if (displayDetailContributionButton != null)
{
displayDetailContributionButton.onClick.RemoveListener(OnDisplayDetailContributionButtonClicked);
@@ -52,7 +52,7 @@ public class settleTeamPrefab : MonoBehaviour
return;
}
// 切换详细贡献面板的激活状态
// Documentation text normalized.
bool isCurrentlyActive = detailContributionGO.activeSelf;
detailContributionGO.SetActive(!isCurrentlyActive);