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:
2025-06-13 01:11:41 +08:00
parent 5c20a1e935
commit 5728adc919
42 changed files with 553 additions and 1156 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 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
/// </summary>
[CreateAssetMenu(fileName = "CharacterDataInfo", menuName = "TeamCharacter/TeamCharacterDataInfo")]
public class TeamCharacterDataInfo :ScriptableObject
{
/// <summary>
/// 角色系统请以此id为准来查找数据
/// </summary>
public int CharacterID;
public string CharacterSkillName;
public Sprite CharacterCardSprite;
public Sprite CharacterTeamSprite;
public Sprite CharacterRoleSprite;
}
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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;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "CharacterList", menuName = "TeamCharacter/TeamCharacterList")]
public class TeamCharacterList : ScriptableObject
{
public List<TeamCharacterDataInfo> characters=new List<TeamCharacterDataInfo>();
}
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@@ -141,7 +140,7 @@ MonoBehaviour:
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@@ -151,50 +150,6 @@ MonoBehaviour:
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characterName:
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-35
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@@ -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;
}
}
+3 -8
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@@ -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;
}
/// <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);
}
}
+32 -27
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@@ -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;
}
+35
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@@ -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;}
}
+3
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@@ -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);
}
/// <summary>
+125 -22
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@@ -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;
/// <summary>
/// team用角色数据库总表
/// </summary>
[SerializeField]
public TeamCharacterList teamCharacterList;
/// <summary>
/// 等级贴图表
/// </summary>
[SerializeField]
public TeamCharacterLevelData teamCharacterLevelData;
/// <summary>
/// 左侧角色选择页组件
/// </summary>
[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<teamCharacterView>();
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<CharacterCardView>();
// if (t != null && t.characterImage != null)
// {
// LayoutRebuilder.ForceRebuildLayoutImmediate(t.characterImage.rectTransform);
// }
// }
// }
RectTransform rt = teamCharacterViewContent.GetComponent<RectTransform>();
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<Character> currentTeam = teamManager.getCurrentSelectedTeam();
TeamSetting currentSelectedTeam = teamManager.getCurrentSelectedTeam();
List<CharacterView> 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<teamCharacterView>();
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
/// <summary>
/// 获取当前可选入队伍的角色列表,并显示在界面上
/// </summary>
public void getSelectableCharacterList()
public void updateSelectableCharacterViewList()
{
List<Character> selectAbleCharacters = teamManager.SelectableCharacterList;
foreach (Character c in selectAbleCharacters)
foreach (Transform child in teamCharacterViewContent.transform)
{
Destroy(child.gameObject);
}
List<CharacterView> selectAbleCharacters = teamManager.SelectableCharacterList;
foreach (CharacterView c in selectAbleCharacters) //id and level
{
GameObject characterObj = Instantiate(teamCharacterPrefab, teamCharacterViewContent.transform);
CharacterCardView ccv = characterObj.GetComponent<CharacterCardView>();
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}");
}
}
}
@@ -5,14 +5,14 @@ using UnityEngine.SceneManagement;
public class SongButton : MonoBehaviour
{
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 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; // 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
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
// 设置按钮的数据
// 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 被调用, songID 参数: " + 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
}
// 按钮点击事件:根据 song_songSerialID 查找对应的 SongData,并传递到下个场景
// 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("点击按钮的 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("未找到对应的 SongData, songID: " + song_songSerialID);
Debug.LogError("未找到对应的 SongData, songID: " + song_songSerialID);
}
}