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diff --git a/Assets/Scenes/selectYourSongFirst.unity b/Assets/Scenes/selectYourSongFirst.unity
index 59c502b2..b40f054a 100644
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+++ b/Assets/Scenes/selectYourSongFirst.unity
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diff --git a/Assets/Resources/TeamCharacters/TeamCharacterImg.meta b/Assets/TeamCharacterDataBase.meta
similarity index 77%
rename from Assets/Resources/TeamCharacters/TeamCharacterImg.meta
rename to Assets/TeamCharacterDataBase.meta
index c8fcaf5d..814f33f0 100644
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diff --git a/Assets/TeamCharacterDataBase/script/TeamCharacterDataInfo.cs b/Assets/TeamCharacterDataBase/script/TeamCharacterDataInfo.cs
new file mode 100644
index 00000000..417e8889
--- /dev/null
+++ b/Assets/TeamCharacterDataBase/script/TeamCharacterDataInfo.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+///
+/// 该sobj仅适用于编队系统,角色系统的详细信息需要另外设计
+///
+[CreateAssetMenu(fileName = "CharacterDataInfo", menuName = "TeamCharacter/TeamCharacterDataInfo")]
+public class TeamCharacterDataInfo :ScriptableObject
+{
+ ///
+ /// 角色系统请以此id为准来查找数据
+ ///
+ public int CharacterID;
+ public string CharacterSkillName;
+ public Sprite CharacterCardSprite;
+ public Sprite CharacterTeamSprite;
+ public Sprite CharacterRoleSprite;
+}
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index 00000000..0b6488b1
--- /dev/null
+++ b/Assets/TeamCharacterDataBase/script/TeamCharacterDataInfo.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5976726b6b1585d4bae159d4a817b84e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TeamCharacterDataBase/script/TeamCharacterLevelData.cs b/Assets/TeamCharacterDataBase/script/TeamCharacterLevelData.cs
new file mode 100644
index 00000000..8769036d
--- /dev/null
+++ b/Assets/TeamCharacterDataBase/script/TeamCharacterLevelData.cs
@@ -0,0 +1,11 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+[CreateAssetMenu(fileName = "CharacterLevelData", menuName = "Character/CharacterLevelData")]
+public class TeamCharacterLevelData : ScriptableObject
+{
+ public Sprite LevelCSprite;
+ public Sprite LevelSSprite;
+ public Sprite LevelASprite;
+ public Sprite LevelBSprite;
+}
diff --git a/Assets/TeamCharacterDataBase/script/TeamCharacterLevelData.cs.meta b/Assets/TeamCharacterDataBase/script/TeamCharacterLevelData.cs.meta
new file mode 100644
index 00000000..6a7ac81e
--- /dev/null
+++ b/Assets/TeamCharacterDataBase/script/TeamCharacterLevelData.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b6283ed431b50f749a644d480b0bc324
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs b/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs
new file mode 100644
index 00000000..1bb74ea7
--- /dev/null
+++ b/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs
@@ -0,0 +1,8 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+[CreateAssetMenu(fileName = "CharacterList", menuName = "TeamCharacter/TeamCharacterList")]
+public class TeamCharacterList : ScriptableObject
+{
+ public List characters=new List();
+}
diff --git a/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs.meta b/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs.meta
new file mode 100644
index 00000000..0b2747bf
--- /dev/null
+++ b/Assets/TeamCharacterDataBase/script/TeamCharacterList.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: eaf4c7edaf0b74e49a85771b8c5b85eb
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/artworks/Songs_Select/team_SettingResource/prefab/chacterCard.prefab b/Assets/artworks/Songs_Select/team_SettingResource/prefab/chacterCard.prefab
index 3fd31b4a..83a4bd6f 100644
--- a/Assets/artworks/Songs_Select/team_SettingResource/prefab/chacterCard.prefab
+++ b/Assets/artworks/Songs_Select/team_SettingResource/prefab/chacterCard.prefab
@@ -65,7 +65,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
- m_Sprite: {fileID: 21300000, guid: 84ef05cda680d7a40a5108f0a5bcc1c9, type: 3}
+ m_Sprite: {fileID: 0}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -86,7 +86,6 @@ GameObject:
- component: {fileID: 3228097016014596376}
- component: {fileID: 4065988666777179856}
- component: {fileID: 2921092759260112579}
- - component: {fileID: 2111168341660587780}
m_Layer: 5
m_Name: levelIcon
m_TagString: Untagged
@@ -141,7 +140,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
- m_Sprite: {fileID: 21300000, guid: cc6dc195a4e12f74e93a76d0a812c100, type: 3}
+ m_Sprite: {fileID: 0}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1
@@ -151,50 +150,6 @@ MonoBehaviour:
m_FillOrigin: 0
m_UseSpriteMesh: 0
m_PixelsPerUnitMultiplier: 1
---- !u!114 &2111168341660587780
-MonoBehaviour:
- m_ObjectHideFlags: 0
- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 227430959558785920}
- m_Enabled: 1
- m_EditorHideFlags: 0
- m_Script: {fileID: 11500000, guid: 4e29b1a8efbd4b44bb3f3716e73f07ff, type: 3}
- m_Name:
- m_EditorClassIdentifier:
- m_Navigation:
- m_Mode: 3
- m_WrapAround: 0
- m_SelectOnUp: {fileID: 0}
- m_SelectOnDown: {fileID: 0}
- m_SelectOnLeft: {fileID: 0}
- m_SelectOnRight: {fileID: 0}
- m_Transition: 1
- m_Colors:
- m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
- m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
- m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
- m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
- m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
- m_ColorMultiplier: 1
- m_FadeDuration: 0.1
- m_SpriteState:
- m_HighlightedSprite: {fileID: 0}
- m_PressedSprite: {fileID: 0}
- m_SelectedSprite: {fileID: 0}
- m_DisabledSprite: {fileID: 0}
- m_AnimationTriggers:
- m_NormalTrigger: Normal
- m_HighlightedTrigger: Highlighted
- m_PressedTrigger: Pressed
- m_SelectedTrigger: Selected
- m_DisabledTrigger: Disabled
- m_Interactable: 1
- m_TargetGraphic: {fileID: 2921092759260112579}
- m_OnClick:
- m_PersistentCalls:
- m_Calls: []
--- !u!1 &2949374534111508497
GameObject:
m_ObjectHideFlags: 0
@@ -247,11 +202,11 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 31ac798fff192ba4b92574fbc38f7d35, type: 3}
m_Name:
m_EditorClassIdentifier:
+ characterID: 0
charactCard: {fileID: 2949374534111508497}
characterImage: {fileID: 1068789348870044308}
levelIcon: {fileID: 2921092759260112579}
occupationIcon: {fileID: 3273503338186152757}
- characterName:
--- !u!1 &3298850994316689979
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/scripts/Team/Character.cs b/Assets/scripts/Team/Character.cs
deleted file mode 100644
index d6e7fb08..00000000
--- a/Assets/scripts/Team/Character.cs
+++ /dev/null
@@ -1,35 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class Character
-{
- ///
- /// 角色名称
- ///
- public string name{get; set;}
- ///
- /// 职业
- ///
- public string occupation{get; set;}
- ///
- /// 突破等级
- ///
- public string boundaryLevel{get; set;}
- ///
- /// 技能名称
- ///
- public string SkillName{get; set;}
- ///
- /// 是否为队长
- ///
- public bool isLeader{get; set;}
-
- public Character(string name, string occupation, string boundaryLevel, string skillName)
- {
- this.name = name;
- this.occupation = occupation;
- this.boundaryLevel = boundaryLevel;
- this.SkillName = skillName;
- }
-}
diff --git a/Assets/scripts/Team/CharacterCardView.cs b/Assets/scripts/Team/CharacterCardView.cs
index 60af0a2f..3d08aff2 100644
--- a/Assets/scripts/Team/CharacterCardView.cs
+++ b/Assets/scripts/Team/CharacterCardView.cs
@@ -5,11 +5,11 @@ using UnityEngine.UI;
public class CharacterCardView : MonoBehaviour
{
+ public int characterID;
public GameObject charactCard;
public Image characterImage;
public Image levelIcon;
public Image occupationIcon;
- public string characterName;
void Start()
{
@@ -17,11 +17,6 @@ public class CharacterCardView : MonoBehaviour
characterImage.sprite = null;
levelIcon.sprite = null;
}
- ///
- /// 根据角色名称获取角色介绍信息
- ///
- void checkCharacterInformation()
- {
- Debug.Log("尝试获取角色介绍:"+characterName);
- }
+
+
}
diff --git a/Assets/scripts/Team/TeamManager.cs b/Assets/scripts/Team/TeamManager.cs
index f6395cf0..264cd76b 100644
--- a/Assets/scripts/Team/TeamManager.cs
+++ b/Assets/scripts/Team/TeamManager.cs
@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
+using Unity.Collections;
using UnityEngine;
public class TeamManager : MonoBehaviour
@@ -9,13 +10,13 @@ public class TeamManager : MonoBehaviour
public teamSettingPanel teamSettingPanelInstance;
///
- /// 当前玩家存档下的所有编队配置
+ /// 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
///
- public Dictionary> currentTeamSettings = new Dictionary>();
+ public Dictionary currentTeamSettings = new Dictionary();
///
/// 玩家存档下已经解锁的角色信息列表
///
- public List SelectableCharacterList = new List();
+ public List SelectableCharacterList = new List();
///
/// 根据此字段来在编队信息页显示已有编队
///
@@ -43,40 +44,44 @@ public class TeamManager : MonoBehaviour
void testTeamSetting()
{
- SelectableCharacterList.Add(new Character("YUETAO","default","C","pure dissidents"));
- SelectableCharacterList.Add(new Character("AYANO","default","B","default skillName"));
- SelectableCharacterList.Add(new Character("YUETAO","default","C","pure dissidents"));
- SelectableCharacterList.Add(new Character("AYANO","default","S","default skillName"));
+ SelectableCharacterList.Add(new CharacterView(1001001,"C"));
+ SelectableCharacterList.Add(new CharacterView(1001002,"S"));
+ SelectableCharacterList.Add(new CharacterView(1001001,"C"));
+ SelectableCharacterList.Add(new CharacterView(1001002,"C"));
//手动向currentTeamSettings和SelectableCharacterList添加测试数据
- currentTeamSettings.Add(0,new List());
- currentTeamSettings[0].Add(new Character("YUETAO","default","C","pure dissidents"));
- currentTeamSettings[0].Add(new Character("AYANO","default","B","default skillName"));
- currentTeamSettings[0].Add(new Character("YUETAO","default","C","pure dissidents"));
- currentTeamSettings[0].Add(new Character("YUETAO","default","C","pure dissidents"));
+ currentTeamSettings.Add(0,new TeamSetting(new List(),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.Add(1,new TeamSetting(new List(),1001002));
+ currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
+ currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"B"));
+ currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
+ currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"A"));
+ currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"A"));
- currentTeamSettings.Add(1,new List());
- currentTeamSettings[1].Add(new Character("YUETAO","default","C","pure dissidents"));
- currentTeamSettings[1].Add(new Character("AYANO","default","B","default skillName"));
- currentTeamSettings[1].Add(new Character("YUETAO","default","C","pure dissidents"));
- currentTeamSettings[1].Add(new Character("YUETAO","default","C","pure dissidents"));
Debug.Log("testTeamSetting ready");
}
-
+ public void openTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(true);
+ public void closeTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(false);
+
void Start()
{
- if(teamSettingPanelInstance == null)
- {
- teamSettingPanelInstance = teamSettingPanel.Instance;
- }
+ // if(teamSettingPanelInstance == null)
+ // {
+ // teamSettingPanelInstance = teamSettingPanel.Instance;
+ // }
testTeamSetting();//接入玩家存档后请注释掉此行
}
///
/// 读取玩家存档信息后可直接在此写入编队信息
///
///
- public void setcurrentTeamSettings(Dictionary> playerTeamSettings)
+ public void setcurrentTeamSettings(Dictionary playerTeamSettings)
{
currentTeamSettings = playerTeamSettings;
}
@@ -84,12 +89,12 @@ public class TeamManager : MonoBehaviour
/// 依据选定的队伍预设索引来获得队伍信息
///
///
- public List getCurrentSelectedTeam()
+ public TeamSetting getCurrentSelectedTeam()
{
return currentTeamSettings[currentSelectedTeam];
}
- public void setCurrentSelectedTeam(List newTeamData, int teamIndex)
+ public void setCurrentSelectedTeam(TeamSetting newTeamData, int teamIndex)
{
currentTeamSettings[teamIndex] = newTeamData;
}
@@ -108,11 +113,11 @@ public class TeamManager : MonoBehaviour
///
public void swapTeamElements(int firstIndex, int secondIndex)
{
- List newCurrentTeam = getCurrentSelectedTeam();
- Character temp = newCurrentTeam[firstIndex];
+ List newCurrentTeam = getCurrentSelectedTeam().teamIdList;
+ CharacterView temp = newCurrentTeam[firstIndex];
newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex];
newCurrentTeam[secondIndex] = temp;
- currentTeamSettings[currentSelectedTeam] = newCurrentTeam;
+ currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
}
diff --git a/Assets/scripts/Team/TeamSetting.cs b/Assets/scripts/Team/TeamSetting.cs
new file mode 100644
index 00000000..ef2c2d2a
--- /dev/null
+++ b/Assets/scripts/Team/TeamSetting.cs
@@ -0,0 +1,35 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+///
+/// 适用于编队系统数据层,存储单个队伍的信息
+///
+public class TeamSetting
+{
+ public TeamSetting(List teamList, int leaderId)
+ {
+ this.teamIdList = teamIdList;
+ LeaderId = leaderId;
+ }
+
+
+ public List teamIdList = new List();
+
+ ///
+ /// 队长
+ ///
+ public int LeaderId{get; set;}
+
+}
+
+public class CharacterView
+{
+ public CharacterView(int characterId, string currentBoundaryLevel)
+ {
+ this.characterId = characterId;
+ this.currentBoundaryLevel = currentBoundaryLevel;
+ }
+
+ public int characterId{get; set;}
+ public string currentBoundaryLevel{get; set;}
+}
diff --git a/Assets/scripts/Team/Character.cs.meta b/Assets/scripts/Team/TeamSetting.cs.meta
similarity index 100%
rename from Assets/scripts/Team/Character.cs.meta
rename to Assets/scripts/Team/TeamSetting.cs.meta
diff --git a/Assets/scripts/Team/teamCharacterView.cs b/Assets/scripts/Team/teamCharacterView.cs
index 08b62f82..6a7d1e0e 100644
--- a/Assets/scripts/Team/teamCharacterView.cs
+++ b/Assets/scripts/Team/teamCharacterView.cs
@@ -8,6 +8,7 @@ using UnityEngine.UI;
//适用于编队 列表
public class teamCharacterView : MonoBehaviour
{
+ public int characterID;
public GameObject character;
public GameObject controlButton;
public Image levelIcon;
@@ -24,7 +25,9 @@ public class teamCharacterView : MonoBehaviour
{
character = gameObject;
levelIcon.sprite=null;
+ levelIcon.color = new Color(levelIcon.color.r, levelIcon.color.g, levelIcon.color.b, 0);
charcterImg.sprite=null;
+ charcterImg.color = new Color(charcterImg.color.r, charcterImg.color.g, charcterImg.color.b, 0);
controlButton.SetActive(isSelected);
}
///
diff --git a/Assets/scripts/Team/teamSettingPanel.cs b/Assets/scripts/Team/teamSettingPanel.cs
index 6b622965..98a14823 100644
--- a/Assets/scripts/Team/teamSettingPanel.cs
+++ b/Assets/scripts/Team/teamSettingPanel.cs
@@ -1,7 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using UnityEngine.UI;
using utils;
+using Transform = UnityEngine.Transform;
public class teamSettingPanel : MonoBehaviour
{
@@ -16,6 +18,16 @@ public class teamSettingPanel : MonoBehaviour
[SerializeField]
public GameObject[] teamElementsObj;
///
+ /// team用角色数据库总表
+ ///
+ [SerializeField]
+ public TeamCharacterList teamCharacterList;
+ ///
+ /// 等级贴图表
+ ///
+ [SerializeField]
+ public TeamCharacterLevelData teamCharacterLevelData;
+ ///
/// 左侧角色选择页组件
///
[SerializeField]
@@ -47,6 +59,9 @@ public class teamSettingPanel : MonoBehaviour
{
teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
}
+ StartCoroutine(UpdateTeamSettingAfterOneFrame());
+ // updateTeamSettingElements();
+ StartCoroutine(UpdateSelectableCharacterAfterOneFrame());
}
void OnDestroy()
{
@@ -57,27 +72,102 @@ public class teamSettingPanel : MonoBehaviour
}
public void openTeamSettingPanel()
{
- updateTeamSettingElements();
- getSelectableCharacterList();
//根据获取的队伍信息处理ui组件
//可在此补充ui动画信息
+ StartCoroutine(UpdateTeamSettingAfterOneFrame());
+ // updateTeamSettingElements();
+ StartCoroutine(UpdateSelectableCharacterAfterOneFrame());
teamSettingPanelObj.SetActive(true);
+ // getSelectableCharacterList();
+ }
+ private IEnumerator UpdateTeamSettingAfterOneFrame()
+ {
+ yield return null;
+
+ updateTeamSettingElements();
+ foreach (var obj in teamElementsObj)
+ {
+ if (obj != null)
+ {
+ var t = obj.GetComponent();
+ if (t != null && t.charcterImg != null)
+ {
+ LayoutRebuilder.ForceRebuildLayoutImmediate(t.charcterImg.rectTransform);
+ }
+ }
+ }
+ }
+ private IEnumerator UpdateSelectableCharacterAfterOneFrame()
+ {
+ yield return null;
+
+ updateSelectableCharacterViewList();
+ //获取content下的所有子对象,并重新布局
+ // foreach (Transform child in teamCharacterViewContent.transform)
+ // {
+ // if (child != null)
+ // {
+ // var t = child.GetComponent();
+ // if (t != null && t.characterImage != null)
+ // {
+ // LayoutRebuilder.ForceRebuildLayoutImmediate(t.characterImage.rectTransform);
+ // }
+ // }
+ // }
+ RectTransform rt = teamCharacterViewContent.GetComponent();
+ LayoutRebuilder.ForceRebuildLayoutImmediate(rt);
}
public void closeTeamSettingPanel()
{
teamSettingPanelObj.SetActive(false);
- Transform transform;
- for (int i = 0; i < teamCharacterViewContent.transform.childCount; i++)
+ }
+ public TeamCharacterDataInfo getCharacterViewInfo(int characterID)
+ {
+ if (teamCharacterList == null)
{
- transform = teamCharacterViewContent.transform.GetChild(i);
- GameObject.Destroy(transform.gameObject);
+ Debug.LogError("teamCharacterList 缺失");
+ return null;
+ }
+ foreach (TeamCharacterDataInfo tcdi in teamCharacterList.characters)
+ {
+ if(tcdi.CharacterID==characterID)
+ {
+ return tcdi;
+ }
+ }
+ Debug.LogWarning($"未找到{characterID}对应的角色信息");;
+ return null;
+ }
+
+ public Sprite getLevelSprite(string level)
+ {
+ if(level==null)
+ {
+ Debug.LogWarning("level为空,无法获取对应等级贴图");
+ return null;
+ }
+
+ switch (level)
+ {
+ case "S":
+ return teamCharacterLevelData.LevelSSprite;
+ case "A":
+ return teamCharacterLevelData.LevelASprite;
+ case "B":
+ return teamCharacterLevelData.LevelBSprite;
+ case "C":
+ return teamCharacterLevelData.LevelCSprite;
+ default:
+ Debug.LogWarning($"未找到对应等级贴图,当前等级为:{level}");
+ return null;
}
}
public void updateTeamSettingElements()
{
- List currentTeam = teamManager.getCurrentSelectedTeam();
+ TeamSetting currentSelectedTeam = teamManager.getCurrentSelectedTeam();
+ List currentTeam = currentSelectedTeam.teamIdList;
for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++)
{
if(teamElementsObj[i]!=null && currentTeam[i]!=null)
@@ -85,13 +175,20 @@ public class teamSettingPanel : MonoBehaviour
teamCharacterView t = teamElementsObj[i].GetComponent();
if(t!=null)
{
- Sprite sprite;
- sprite = FileUtils.getImage($"TeamCharacters/TeamCharacterImg/{currentTeam[i].name}");
- t.charcterImg.sprite = sprite;
- sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{currentTeam[i].boundaryLevel}");
- t.levelIcon.sprite = sprite;
- t.isLeader.SetActive(currentTeam[i].isLeader);
- t.notLeader.SetActive(!currentTeam[i].isLeader);
+ t.characterID= currentTeam[i].characterId;
+ TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID);
+
+ t.charcterImg.sprite = tcdi.CharacterTeamSprite;
+ t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,255f);
+
+ t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel);
+ t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,255f);
+ if(currentSelectedTeam.LeaderId==currentTeam[i].characterId)
+ {
+ t.isLeader.SetActive(true);
+ t.notLeader.SetActive(false);
+ }
+ t.skillName.text = tcdi.CharacterSkillName;
}
}
}
@@ -99,19 +196,25 @@ public class teamSettingPanel : MonoBehaviour
///
/// 获取当前可选入队伍的角色列表,并显示在界面上
///
- public void getSelectableCharacterList()
+ public void updateSelectableCharacterViewList()
{
- List selectAbleCharacters = teamManager.SelectableCharacterList;
- foreach (Character c in selectAbleCharacters)
+ foreach (Transform child in teamCharacterViewContent.transform)
+ {
+ Destroy(child.gameObject);
+ }
+ List selectAbleCharacters = teamManager.SelectableCharacterList;
+ foreach (CharacterView c in selectAbleCharacters) //id and level
{
GameObject characterObj = Instantiate(teamCharacterPrefab, teamCharacterViewContent.transform);
CharacterCardView ccv = characterObj.GetComponent();
- if (ccv != null)
+ TeamCharacterDataInfo tcdi = getCharacterViewInfo(c.characterId);
+ if (ccv != null&& tcdi!=null)
{
- ccv.characterName = c.name;
- ccv.characterImage.sprite = FileUtils.getImage($"TeamCharacters/CharacterImg/{c.name}");
- ccv.levelIcon.sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{c.boundaryLevel}");
- ccv.occupationIcon.sprite = FileUtils.getImage($"TeamCharacters/OccupationIcon/{c.occupation}");
+ ccv.characterID = tcdi.CharacterID;
+ ccv.characterImage.sprite =tcdi.CharacterCardSprite;
+ ccv.levelIcon.sprite = getLevelSprite(c.currentBoundaryLevel);
+ ccv.occupationIcon.sprite = tcdi.CharacterRoleSprite;
+ Debug.Log($"{ccv.characterID}--{ccv.characterImage.sprite.name}--{ccv.levelIcon.sprite.name}--{ccv.gameObject.name}");
}
}
}
diff --git a/Assets/songsDatabase/SongDataController/SongButton.cs b/Assets/songsDatabase/SongDataController/SongButton.cs
index 58da522b..5e21a092 100644
--- a/Assets/songsDatabase/SongDataController/SongButton.cs
+++ b/Assets/songsDatabase/SongDataController/SongButton.cs
@@ -5,14 +5,14 @@ using UnityEngine.SceneManagement;
public class SongButton : MonoBehaviour
{
- public TextMeshProUGUI songNameText; // ı
- public TextMeshProUGUI highestScoreText; // ߷ı
- public TextMeshProUGUI difficultyIDText; // ѶIDı
+ public TextMeshProUGUI songNameText; // 歌曲名称文本
+ public TextMeshProUGUI highestScoreText; // 个人最高分文本
+ public TextMeshProUGUI difficultyIDText; // 难度ID文本
public TextMeshProUGUI songIDText;
- public Image buttonImage; // ť Image ñͼ
- public int song_songSerialID; // ťӦĸID
+ public Image buttonImage; // 按钮的 Image 组件,用于设置背景图像
+ public int song_songSerialID; // 按钮对应的歌曲ID
- // ðť
+ // 设置按钮的数据
public void Start()
{
@@ -20,7 +20,7 @@ public class SongButton : MonoBehaviour
}
public void SetButtonData(string songName, int highestScore, int difficultyID, Sprite songSprite, int songID)
{
- Debug.Log("SetButtonData , songID : " + songID);
+ Debug.Log("SetButtonData 被调用, songID 参数: " + songID);
songNameText.text = songName;
highestScoreText.text = "PR: " + highestScore.ToString();
difficultyIDText.text = "" + difficultyID.ToString();
@@ -30,10 +30,10 @@ public class SongButton : MonoBehaviour
}
- // ť¼ song_songSerialID ҶӦ SongDataݵ¸
+ // 按钮点击事件:根据 song_songSerialID 查找对应的 SongData,并传递到下个场景
public void OnSongButtonClick()
{
- Debug.Log("ť song_songSerialID: " + song_songSerialID);
+ Debug.Log("点击按钮的 song_songSerialID: " + song_songSerialID);
SongData selectedSong = SongDataLibrary.Instance.GetSongDataByID(song_songSerialID);
if (selectedSong != null)
{
@@ -42,7 +42,7 @@ public class SongButton : MonoBehaviour
}
else
{
- Debug.LogError("δҵӦ SongData, songID: " + song_songSerialID);
+ Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID);
}
}