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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||||||
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using System.Collections.Generic;
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||||||
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using UnityEngine;
|
||||||
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/// <summary>
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||||||
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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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||||||
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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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||||||
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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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||||||
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public Sprite CharacterRoleSprite;
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}
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using System.Collections;
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||||||
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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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||||||
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public class TeamCharacterLevelData : ScriptableObject
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||||||
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{
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||||||
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public Sprite LevelCSprite;
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||||||
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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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using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
[CreateAssetMenu(fileName = "CharacterList", menuName = "TeamCharacter/TeamCharacterList")]
|
||||||
|
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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m_FillCenter: 1
|
m_FillCenter: 1
|
||||||
@@ -86,7 +86,6 @@ GameObject:
|
|||||||
- component: {fileID: 3228097016014596376}
|
- component: {fileID: 3228097016014596376}
|
||||||
- component: {fileID: 4065988666777179856}
|
- component: {fileID: 4065988666777179856}
|
||||||
- component: {fileID: 2921092759260112579}
|
- component: {fileID: 2921092759260112579}
|
||||||
- component: {fileID: 2111168341660587780}
|
|
||||||
m_Layer: 5
|
m_Layer: 5
|
||||||
m_Name: levelIcon
|
m_Name: levelIcon
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
@@ -141,7 +140,7 @@ MonoBehaviour:
|
|||||||
m_OnCullStateChanged:
|
m_OnCullStateChanged:
|
||||||
m_PersistentCalls:
|
m_PersistentCalls:
|
||||||
m_Calls: []
|
m_Calls: []
|
||||||
m_Sprite: {fileID: 21300000, guid: cc6dc195a4e12f74e93a76d0a812c100, type: 3}
|
m_Sprite: {fileID: 0}
|
||||||
m_Type: 0
|
m_Type: 0
|
||||||
m_PreserveAspect: 0
|
m_PreserveAspect: 0
|
||||||
m_FillCenter: 1
|
m_FillCenter: 1
|
||||||
@@ -151,50 +150,6 @@ MonoBehaviour:
|
|||||||
m_FillOrigin: 0
|
m_FillOrigin: 0
|
||||||
m_UseSpriteMesh: 0
|
m_UseSpriteMesh: 0
|
||||||
m_PixelsPerUnitMultiplier: 1
|
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
|
--- !u!1 &2949374534111508497
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@@ -247,11 +202,11 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: 31ac798fff192ba4b92574fbc38f7d35, type: 3}
|
m_Script: {fileID: 11500000, guid: 31ac798fff192ba4b92574fbc38f7d35, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
|
characterID: 0
|
||||||
charactCard: {fileID: 2949374534111508497}
|
charactCard: {fileID: 2949374534111508497}
|
||||||
characterImage: {fileID: 1068789348870044308}
|
characterImage: {fileID: 1068789348870044308}
|
||||||
levelIcon: {fileID: 2921092759260112579}
|
levelIcon: {fileID: 2921092759260112579}
|
||||||
occupationIcon: {fileID: 3273503338186152757}
|
occupationIcon: {fileID: 3273503338186152757}
|
||||||
characterName:
|
|
||||||
--- !u!1 &3298850994316689979
|
--- !u!1 &3298850994316689979
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@@ -1,35 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Character
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// 角色名称
|
|
||||||
/// </summary>
|
|
||||||
public string name{get; set;}
|
|
||||||
/// <summary>
|
|
||||||
/// 职业
|
|
||||||
/// </summary>
|
|
||||||
public string occupation{get; set;}
|
|
||||||
/// <summary>
|
|
||||||
/// 突破等级
|
|
||||||
/// </summary>
|
|
||||||
public string boundaryLevel{get; set;}
|
|
||||||
/// <summary>
|
|
||||||
/// 技能名称
|
|
||||||
/// </summary>
|
|
||||||
public string SkillName{get; set;}
|
|
||||||
/// <summary>
|
|
||||||
/// 是否为队长
|
|
||||||
/// </summary>
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -5,11 +5,11 @@ using UnityEngine.UI;
|
|||||||
|
|
||||||
public class CharacterCardView : MonoBehaviour
|
public class CharacterCardView : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public int characterID;
|
||||||
public GameObject charactCard;
|
public GameObject charactCard;
|
||||||
public Image characterImage;
|
public Image characterImage;
|
||||||
public Image levelIcon;
|
public Image levelIcon;
|
||||||
public Image occupationIcon;
|
public Image occupationIcon;
|
||||||
public string characterName;
|
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@@ -17,11 +17,6 @@ public class CharacterCardView : MonoBehaviour
|
|||||||
characterImage.sprite = null;
|
characterImage.sprite = null;
|
||||||
levelIcon.sprite = null;
|
levelIcon.sprite = null;
|
||||||
}
|
}
|
||||||
/// <summary>
|
|
||||||
/// 根据角色名称获取角色介绍信息
|
|
||||||
/// </summary>
|
|
||||||
void checkCharacterInformation()
|
|
||||||
{
|
|
||||||
Debug.Log("尝试获取角色介绍:"+characterName);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Unity.Collections;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class TeamManager : MonoBehaviour
|
public class TeamManager : MonoBehaviour
|
||||||
@@ -9,13 +10,13 @@ public class TeamManager : MonoBehaviour
|
|||||||
|
|
||||||
public teamSettingPanel teamSettingPanelInstance;
|
public teamSettingPanel teamSettingPanelInstance;
|
||||||
/// <summary>
|
/// <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>
|
/// </summary>
|
||||||
public Dictionary<int, List<Character>> currentTeamSettings = new Dictionary<int, List<Character>>();
|
public Dictionary<int, TeamSetting> currentTeamSettings = new Dictionary<int, TeamSetting>();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 玩家存档下已经解锁的角色信息列表
|
/// 玩家存档下已经解锁的角色信息列表
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public List<Character> SelectableCharacterList = new List<Character>();
|
public List<CharacterView> SelectableCharacterList = new List<CharacterView>();
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 根据此字段来在编队信息页显示已有编队
|
/// 根据此字段来在编队信息页显示已有编队
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -43,40 +44,44 @@ public class TeamManager : MonoBehaviour
|
|||||||
|
|
||||||
void testTeamSetting()
|
void testTeamSetting()
|
||||||
{
|
{
|
||||||
SelectableCharacterList.Add(new Character("YUETAO","default","C","pure dissidents"));
|
SelectableCharacterList.Add(new CharacterView(1001001,"C"));
|
||||||
SelectableCharacterList.Add(new Character("AYANO","default","B","default skillName"));
|
SelectableCharacterList.Add(new CharacterView(1001002,"S"));
|
||||||
SelectableCharacterList.Add(new Character("YUETAO","default","C","pure dissidents"));
|
SelectableCharacterList.Add(new CharacterView(1001001,"C"));
|
||||||
SelectableCharacterList.Add(new Character("AYANO","default","S","default skillName"));
|
SelectableCharacterList.Add(new CharacterView(1001002,"C"));
|
||||||
|
|
||||||
//手动向currentTeamSettings和SelectableCharacterList添加测试数据
|
//手动向currentTeamSettings和SelectableCharacterList添加测试数据
|
||||||
currentTeamSettings.Add(0,new List<Character>());
|
currentTeamSettings.Add(0,new TeamSetting(new List<CharacterView>(),1001001));
|
||||||
currentTeamSettings[0].Add(new Character("YUETAO","default","C","pure dissidents"));
|
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
|
||||||
currentTeamSettings[0].Add(new Character("AYANO","default","B","default skillName"));
|
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"S"));
|
||||||
currentTeamSettings[0].Add(new Character("YUETAO","default","C","pure dissidents"));
|
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
|
||||||
currentTeamSettings[0].Add(new Character("YUETAO","default","C","pure dissidents"));
|
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");
|
Debug.Log("testTeamSetting ready");
|
||||||
}
|
}
|
||||||
|
public void openTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(true);
|
||||||
|
public void closeTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(false);
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
if(teamSettingPanelInstance == null)
|
// if(teamSettingPanelInstance == null)
|
||||||
{
|
// {
|
||||||
teamSettingPanelInstance = teamSettingPanel.Instance;
|
// teamSettingPanelInstance = teamSettingPanel.Instance;
|
||||||
}
|
// }
|
||||||
testTeamSetting();//接入玩家存档后请注释掉此行
|
testTeamSetting();//接入玩家存档后请注释掉此行
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 读取玩家存档信息后可直接在此写入编队信息
|
/// 读取玩家存档信息后可直接在此写入编队信息
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="playerTeamSettings"></param>
|
/// <param name="playerTeamSettings"></param>
|
||||||
public void setcurrentTeamSettings(Dictionary<int,List<Character>> playerTeamSettings)
|
public void setcurrentTeamSettings(Dictionary<int,TeamSetting> playerTeamSettings)
|
||||||
{
|
{
|
||||||
currentTeamSettings = 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
|
/// 依据选定的队伍预设索引来获得队伍信息
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public List<Character> getCurrentSelectedTeam()
|
public TeamSetting getCurrentSelectedTeam()
|
||||||
{
|
{
|
||||||
return currentTeamSettings[currentSelectedTeam];
|
return currentTeamSettings[currentSelectedTeam];
|
||||||
}
|
}
|
||||||
|
|
||||||
public void setCurrentSelectedTeam(List<Character> newTeamData, int teamIndex)
|
public void setCurrentSelectedTeam(TeamSetting newTeamData, int teamIndex)
|
||||||
{
|
{
|
||||||
currentTeamSettings[teamIndex] = newTeamData;
|
currentTeamSettings[teamIndex] = newTeamData;
|
||||||
}
|
}
|
||||||
@@ -108,11 +113,11 @@ public class TeamManager : MonoBehaviour
|
|||||||
/// <param name="secondIndex"></param>
|
/// <param name="secondIndex"></param>
|
||||||
public void swapTeamElements(int firstIndex, int secondIndex)
|
public void swapTeamElements(int firstIndex, int secondIndex)
|
||||||
{
|
{
|
||||||
List<Character> newCurrentTeam = getCurrentSelectedTeam();
|
List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
|
||||||
Character temp = newCurrentTeam[firstIndex];
|
CharacterView temp = newCurrentTeam[firstIndex];
|
||||||
newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex];
|
newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex];
|
||||||
newCurrentTeam[secondIndex] = temp;
|
newCurrentTeam[secondIndex] = temp;
|
||||||
currentTeamSettings[currentSelectedTeam] = newCurrentTeam;
|
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,35 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
/// <summary>
|
||||||
|
/// 适用于编队系统数据层,存储单个队伍的信息
|
||||||
|
/// </summary>
|
||||||
|
public class TeamSetting
|
||||||
|
{
|
||||||
|
public TeamSetting(List<CharacterView> teamList, int leaderId)
|
||||||
|
{
|
||||||
|
this.teamIdList = teamIdList;
|
||||||
|
LeaderId = leaderId;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public List<CharacterView> teamIdList = new List<CharacterView>();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 队长
|
||||||
|
/// </summary>
|
||||||
|
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;}
|
||||||
|
}
|
||||||
@@ -8,6 +8,7 @@ using UnityEngine.UI;
|
|||||||
//适用于编队 列表
|
//适用于编队 列表
|
||||||
public class teamCharacterView : MonoBehaviour
|
public class teamCharacterView : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public int characterID;
|
||||||
public GameObject character;
|
public GameObject character;
|
||||||
public GameObject controlButton;
|
public GameObject controlButton;
|
||||||
public Image levelIcon;
|
public Image levelIcon;
|
||||||
@@ -24,7 +25,9 @@ public class teamCharacterView : MonoBehaviour
|
|||||||
{
|
{
|
||||||
character = gameObject;
|
character = gameObject;
|
||||||
levelIcon.sprite=null;
|
levelIcon.sprite=null;
|
||||||
|
levelIcon.color = new Color(levelIcon.color.r, levelIcon.color.g, levelIcon.color.b, 0);
|
||||||
charcterImg.sprite=null;
|
charcterImg.sprite=null;
|
||||||
|
charcterImg.color = new Color(charcterImg.color.r, charcterImg.color.g, charcterImg.color.b, 0);
|
||||||
controlButton.SetActive(isSelected);
|
controlButton.SetActive(isSelected);
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
using utils;
|
using utils;
|
||||||
|
using Transform = UnityEngine.Transform;
|
||||||
|
|
||||||
public class teamSettingPanel : MonoBehaviour
|
public class teamSettingPanel : MonoBehaviour
|
||||||
{
|
{
|
||||||
@@ -16,6 +18,16 @@ public class teamSettingPanel : MonoBehaviour
|
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[SerializeField]
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[SerializeField]
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public GameObject[] teamElementsObj;
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public GameObject[] teamElementsObj;
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/// <summary>
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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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/// 左侧角色选择页组件
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/// </summary>
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/// </summary>
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[SerializeField]
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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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{
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teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
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teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
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}
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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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}
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void OnDestroy()
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void OnDestroy()
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{
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{
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@@ -57,27 +72,102 @@ public class teamSettingPanel : MonoBehaviour
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}
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}
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public void openTeamSettingPanel()
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public void openTeamSettingPanel()
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{
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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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//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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//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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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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}
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public void closeTeamSettingPanel()
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public void closeTeamSettingPanel()
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{
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{
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teamSettingPanelObj.SetActive(false);
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teamSettingPanelObj.SetActive(false);
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Transform transform;
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}
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for (int i = 0; i < teamCharacterViewContent.transform.childCount; i++)
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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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{
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transform = teamCharacterViewContent.transform.GetChild(i);
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Debug.LogError("teamCharacterList 缺失");
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GameObject.Destroy(transform.gameObject);
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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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}
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}
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public void updateTeamSettingElements()
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public void updateTeamSettingElements()
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{
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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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for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++)
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{
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{
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if(teamElementsObj[i]!=null && currentTeam[i]!=null)
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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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teamCharacterView t = teamElementsObj[i].GetComponent<teamCharacterView>();
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if(t!=null)
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if(t!=null)
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{
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{
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Sprite sprite;
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t.characterID= currentTeam[i].characterId;
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sprite = FileUtils.getImage($"TeamCharacters/TeamCharacterImg/{currentTeam[i].name}");
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TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID);
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t.charcterImg.sprite = sprite;
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sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{currentTeam[i].boundaryLevel}");
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t.charcterImg.sprite = tcdi.CharacterTeamSprite;
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t.levelIcon.sprite = sprite;
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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.isLeader.SetActive(currentTeam[i].isLeader);
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t.notLeader.SetActive(!currentTeam[i].isLeader);
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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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}
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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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/// <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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/// 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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/// </summary>
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public void getSelectableCharacterList()
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public void updateSelectableCharacterViewList()
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{
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{
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List<Character> selectAbleCharacters = teamManager.SelectableCharacterList;
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foreach (Transform child in teamCharacterViewContent.transform)
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foreach (Character c in selectAbleCharacters)
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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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{
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GameObject characterObj = Instantiate(teamCharacterPrefab, teamCharacterViewContent.transform);
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GameObject characterObj = Instantiate(teamCharacterPrefab, teamCharacterViewContent.transform);
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CharacterCardView ccv = characterObj.GetComponent<CharacterCardView>();
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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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{
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ccv.characterName = c.name;
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ccv.characterID = tcdi.CharacterID;
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ccv.characterImage.sprite = FileUtils.getImage($"TeamCharacters/CharacterImg/{c.name}");
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ccv.characterImage.sprite =tcdi.CharacterCardSprite;
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ccv.levelIcon.sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{c.boundaryLevel}");
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ccv.levelIcon.sprite = getLevelSprite(c.currentBoundaryLevel);
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ccv.occupationIcon.sprite = FileUtils.getImage($"TeamCharacters/OccupationIcon/{c.occupation}");
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ccv.occupationIcon.sprite = tcdi.CharacterRoleSprite;
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Debug.Log($"{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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}
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}
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}
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@@ -5,14 +5,14 @@ using UnityEngine.SceneManagement;
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public class SongButton : MonoBehaviour
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public class SongButton : MonoBehaviour
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{
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{
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public TextMeshProUGUI songNameText; // 歌曲名称文本
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public TextMeshProUGUI songNameText; // 歌曲名称文本
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public TextMeshProUGUI highestScoreText; // 个人最高分文本
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public TextMeshProUGUI highestScoreText; // 个人最高分文本
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public TextMeshProUGUI difficultyIDText; // 难度ID文本
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public TextMeshProUGUI difficultyIDText; // 难度ID文本
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public TextMeshProUGUI songIDText;
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public TextMeshProUGUI songIDText;
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public Image buttonImage; // 按钮的 Image 组件,用于设置背景图像
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public Image buttonImage; // 按钮的 Image 组件,用于设置背景图像
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public int song_songSerialID; // 按钮对应的歌曲ID
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public int song_songSerialID; // 按钮对应的歌曲ID
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// 设置按钮的数据
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// 设置按钮的数据
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public void Start()
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public void Start()
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{
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{
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@@ -20,7 +20,7 @@ public class SongButton : MonoBehaviour
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}
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}
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public void SetButtonData(string songName, int highestScore, int difficultyID, Sprite songSprite, int songID)
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public void SetButtonData(string songName, int highestScore, int difficultyID, Sprite songSprite, int songID)
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{
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{
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Debug.Log("SetButtonData 被调用, songID 参数: " + songID);
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Debug.Log("SetButtonData 被调用, songID 参数: " + songID);
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songNameText.text = songName;
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songNameText.text = songName;
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highestScoreText.text = "PR: " + highestScore.ToString();
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highestScoreText.text = "PR: " + highestScore.ToString();
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difficultyIDText.text = "" + difficultyID.ToString();
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difficultyIDText.text = "" + difficultyID.ToString();
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@@ -30,10 +30,10 @@ public class SongButton : MonoBehaviour
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}
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}
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// 按钮点击事件:根据 song_songSerialID 查找对应的 SongData,并传递到下个场景
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// 按钮点击事件:根据 song_songSerialID 查找对应的 SongData,并传递到下个场景
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public void OnSongButtonClick()
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public void OnSongButtonClick()
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{
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{
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Debug.Log("点击按钮的 song_songSerialID: " + song_songSerialID);
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Debug.Log("点击按钮的 song_songSerialID: " + song_songSerialID);
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SongData selectedSong = SongDataLibrary.Instance.GetSongDataByID(song_songSerialID);
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SongData selectedSong = SongDataLibrary.Instance.GetSongDataByID(song_songSerialID);
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if (selectedSong != null)
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if (selectedSong != null)
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{
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{
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||||||
@@ -42,7 +42,7 @@ public class SongButton : MonoBehaviour
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}
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}
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else
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else
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||||||
{
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{
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||||||
Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID);
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Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID);
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}
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}
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}
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}
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