设置scriptable存储角色信息,调整编队系统部分代码逻辑
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 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
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/// </summary>
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[CreateAssetMenu(fileName = "CharacterDataInfo", menuName = "TeamCharacter/TeamCharacterDataInfo")]
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public class TeamCharacterDataInfo :ScriptableObject
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{
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/// <summary>
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/// 角色系统请以此id为准来查找数据
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/// </summary>
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public int CharacterID;
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public string CharacterSkillName;
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public Sprite CharacterCardSprite;
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public Sprite CharacterTeamSprite;
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public Sprite CharacterRoleSprite;
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}
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fileFormatVersion: 2
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guid: 5976726b6b1585d4bae159d4a817b84e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "CharacterLevelData", menuName = "Character/CharacterLevelData")]
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public class TeamCharacterLevelData : ScriptableObject
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{
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public Sprite LevelCSprite;
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public Sprite LevelSSprite;
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public Sprite LevelASprite;
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public Sprite LevelBSprite;
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}
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fileFormatVersion: 2
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guid: b6283ed431b50f749a644d480b0bc324
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "CharacterList", menuName = "TeamCharacter/TeamCharacterList")]
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public class TeamCharacterList : ScriptableObject
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{
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public List<TeamCharacterDataInfo> characters=new List<TeamCharacterDataInfo>();
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: eaf4c7edaf0b74e49a85771b8c5b85eb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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