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:
@@ -1,7 +1,9 @@
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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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using UnityEngine.UI;
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using utils;
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using Transform = UnityEngine.Transform;
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public class teamSettingPanel : MonoBehaviour
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{
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@@ -16,6 +18,16 @@ public class teamSettingPanel : MonoBehaviour
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[SerializeField]
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public GameObject[] teamElementsObj;
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/// <summary>
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/// team用角色数据库总表
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/// </summary>
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[SerializeField]
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public TeamCharacterList teamCharacterList;
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/// <summary>
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/// 等级贴图表
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/// </summary>
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[SerializeField]
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public TeamCharacterLevelData teamCharacterLevelData;
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/// <summary>
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/// 左侧角色选择页组件
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/// </summary>
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[SerializeField]
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@@ -47,6 +59,9 @@ public class teamSettingPanel : MonoBehaviour
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{
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teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
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}
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StartCoroutine(UpdateTeamSettingAfterOneFrame());
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// updateTeamSettingElements();
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StartCoroutine(UpdateSelectableCharacterAfterOneFrame());
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}
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void OnDestroy()
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{
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@@ -57,27 +72,102 @@ public class teamSettingPanel : MonoBehaviour
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}
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public void openTeamSettingPanel()
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{
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updateTeamSettingElements();
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getSelectableCharacterList();
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//根据获取的队伍信息处理ui组件
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//可在此补充ui动画信息
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StartCoroutine(UpdateTeamSettingAfterOneFrame());
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// updateTeamSettingElements();
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StartCoroutine(UpdateSelectableCharacterAfterOneFrame());
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teamSettingPanelObj.SetActive(true);
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// getSelectableCharacterList();
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}
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private IEnumerator UpdateTeamSettingAfterOneFrame()
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{
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yield return null;
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updateTeamSettingElements();
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foreach (var obj in teamElementsObj)
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{
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if (obj != null)
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{
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var t = obj.GetComponent<teamCharacterView>();
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if (t != null && t.charcterImg != null)
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{
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LayoutRebuilder.ForceRebuildLayoutImmediate(t.charcterImg.rectTransform);
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}
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}
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}
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}
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private IEnumerator UpdateSelectableCharacterAfterOneFrame()
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{
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yield return null;
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updateSelectableCharacterViewList();
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//获取content下的所有子对象,并重新布局
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// foreach (Transform child in teamCharacterViewContent.transform)
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// {
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// if (child != null)
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// {
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// var t = child.GetComponent<CharacterCardView>();
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// if (t != null && t.characterImage != null)
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// {
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// LayoutRebuilder.ForceRebuildLayoutImmediate(t.characterImage.rectTransform);
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// }
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// }
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// }
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RectTransform rt = teamCharacterViewContent.GetComponent<RectTransform>();
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LayoutRebuilder.ForceRebuildLayoutImmediate(rt);
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}
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public void closeTeamSettingPanel()
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{
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teamSettingPanelObj.SetActive(false);
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Transform transform;
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for (int i = 0; i < teamCharacterViewContent.transform.childCount; i++)
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}
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public TeamCharacterDataInfo getCharacterViewInfo(int characterID)
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{
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if (teamCharacterList == null)
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{
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transform = teamCharacterViewContent.transform.GetChild(i);
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GameObject.Destroy(transform.gameObject);
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Debug.LogError("teamCharacterList 缺失");
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return null;
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}
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foreach (TeamCharacterDataInfo tcdi in teamCharacterList.characters)
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{
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if(tcdi.CharacterID==characterID)
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{
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return tcdi;
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}
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}
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Debug.LogWarning($"未找到{characterID}对应的角色信息");;
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return null;
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}
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public Sprite getLevelSprite(string level)
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{
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if(level==null)
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{
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Debug.LogWarning("level为空,无法获取对应等级贴图");
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return null;
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}
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switch (level)
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{
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case "S":
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return teamCharacterLevelData.LevelSSprite;
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case "A":
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return teamCharacterLevelData.LevelASprite;
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case "B":
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return teamCharacterLevelData.LevelBSprite;
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case "C":
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return teamCharacterLevelData.LevelCSprite;
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default:
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Debug.LogWarning($"未找到对应等级贴图,当前等级为:{level}");
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return null;
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}
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}
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public void updateTeamSettingElements()
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{
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List<Character> currentTeam = teamManager.getCurrentSelectedTeam();
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TeamSetting currentSelectedTeam = teamManager.getCurrentSelectedTeam();
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List<CharacterView> currentTeam = currentSelectedTeam.teamIdList;
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for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++)
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{
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if(teamElementsObj[i]!=null && currentTeam[i]!=null)
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@@ -85,13 +175,20 @@ public class teamSettingPanel : MonoBehaviour
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teamCharacterView t = teamElementsObj[i].GetComponent<teamCharacterView>();
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if(t!=null)
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{
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Sprite sprite;
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sprite = FileUtils.getImage($"TeamCharacters/TeamCharacterImg/{currentTeam[i].name}");
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t.charcterImg.sprite = sprite;
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sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{currentTeam[i].boundaryLevel}");
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t.levelIcon.sprite = sprite;
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t.isLeader.SetActive(currentTeam[i].isLeader);
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t.notLeader.SetActive(!currentTeam[i].isLeader);
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t.characterID= currentTeam[i].characterId;
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TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID);
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t.charcterImg.sprite = tcdi.CharacterTeamSprite;
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t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,255f);
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t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel);
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t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,255f);
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if(currentSelectedTeam.LeaderId==currentTeam[i].characterId)
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{
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t.isLeader.SetActive(true);
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t.notLeader.SetActive(false);
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}
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t.skillName.text = tcdi.CharacterSkillName;
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}
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}
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}
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@@ -99,19 +196,25 @@ public class teamSettingPanel : MonoBehaviour
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/// <summary>
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/// 获取当前可选入队伍的角色列表,并显示在界面上
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/// </summary>
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public void getSelectableCharacterList()
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public void updateSelectableCharacterViewList()
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{
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List<Character> selectAbleCharacters = teamManager.SelectableCharacterList;
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foreach (Character c in selectAbleCharacters)
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foreach (Transform child in teamCharacterViewContent.transform)
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{
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Destroy(child.gameObject);
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}
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List<CharacterView> selectAbleCharacters = teamManager.SelectableCharacterList;
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foreach (CharacterView c in selectAbleCharacters) //id and level
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{
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GameObject characterObj = Instantiate(teamCharacterPrefab, teamCharacterViewContent.transform);
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CharacterCardView ccv = characterObj.GetComponent<CharacterCardView>();
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if (ccv != null)
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TeamCharacterDataInfo tcdi = getCharacterViewInfo(c.characterId);
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if (ccv != null&& tcdi!=null)
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{
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ccv.characterName = c.name;
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ccv.characterImage.sprite = FileUtils.getImage($"TeamCharacters/CharacterImg/{c.name}");
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ccv.levelIcon.sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{c.boundaryLevel}");
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ccv.occupationIcon.sprite = FileUtils.getImage($"TeamCharacters/OccupationIcon/{c.occupation}");
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ccv.characterID = tcdi.CharacterID;
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ccv.characterImage.sprite =tcdi.CharacterCardSprite;
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ccv.levelIcon.sprite = getLevelSprite(c.currentBoundaryLevel);
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ccv.occupationIcon.sprite = tcdi.CharacterRoleSprite;
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Debug.Log($"{ccv.characterID}--{ccv.characterImage.sprite.name}--{ccv.levelIcon.sprite.name}--{ccv.gameObject.name}");
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}
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}
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}
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