设置scriptable存储角色信息,调整编队系统部分代码逻辑
This commit is contained in:
@@ -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;
|
||||
/// <summary>
|
||||
/// 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
|
||||
/// </summary>
|
||||
public Dictionary<int, List<Character>> currentTeamSettings = new Dictionary<int, List<Character>>();
|
||||
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<Character> SelectableCharacterList = new List<Character>();
|
||||
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>
|
||||
@@ -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<Character>());
|
||||
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<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.Add(1,new TeamSetting(new List<CharacterView>(),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<Character>());
|
||||
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
|
||||
}
|
||||
/// <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,List<Character>> playerTeamSettings)
|
||||
public void setcurrentTeamSettings(Dictionary<int,TeamSetting> 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
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<Character> getCurrentSelectedTeam()
|
||||
public TeamSetting getCurrentSelectedTeam()
|
||||
{
|
||||
return currentTeamSettings[currentSelectedTeam];
|
||||
}
|
||||
|
||||
public void setCurrentSelectedTeam(List<Character> newTeamData, int teamIndex)
|
||||
public void setCurrentSelectedTeam(TeamSetting newTeamData, int teamIndex)
|
||||
{
|
||||
currentTeamSettings[teamIndex] = newTeamData;
|
||||
}
|
||||
@@ -108,11 +113,11 @@ public class TeamManager : MonoBehaviour
|
||||
/// <param name="secondIndex"></param>
|
||||
public void swapTeamElements(int firstIndex, int secondIndex)
|
||||
{
|
||||
List<Character> newCurrentTeam = getCurrentSelectedTeam();
|
||||
Character temp = newCurrentTeam[firstIndex];
|
||||
List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
|
||||
CharacterView temp = newCurrentTeam[firstIndex];
|
||||
newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex];
|
||||
newCurrentTeam[secondIndex] = temp;
|
||||
currentTeamSettings[currentSelectedTeam] = newCurrentTeam;
|
||||
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user