加入测试样例,初步完善队列信息——视图转换

This commit is contained in:
2025-06-12 01:45:01 +08:00
parent 0346ede110
commit 5c20a1e935
24 changed files with 821 additions and 2510 deletions
@@ -1,71 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
//适用于编队 列表
public class teamCharacterView : MonoBehaviour
{
public GameObject character;
public GameObject controlButton;
public Image levelIcon;
public Image charcterImg;
public Image leaderStatusIcon;
public TMP_Text skillName;
public GameObject isLeader;
public GameObject notLeader;
public bool isSelected =false;
public int listIndex;
void Start()
{
character = gameObject;
controlButton = transform.Find("move").gameObject;
levelIcon = transform.Find("Level").GetComponent<Image>();
charcterImg = transform.Find("Character").GetComponent<Image>();
skillName = transform.Find("SkillName").GetComponent<TMP_Text>();
isLeader = transform.Find("isLeader").gameObject;
notLeader = transform.Find("notLeader").gameObject;
controlButton.SetActive(isSelected);
//Debug.Log("teamCharacterView Start,"+isSelected+","+listIndex);
}
/// <summary>
/// 单机team列表内对象时触发选定
/// </summary>
public void SetSelected()
{
isSelected = true;
controlButton.SetActive(true);
TeamManager.Instance.setCurrentSelectedCharacterInTeam(listIndex);
}
public void SetUnSelected()
{
isSelected = false;
controlButton.SetActive(false);
if(TeamManager.Instance.currentSelectedCharacter==this.listIndex)
TeamManager.Instance.setCurrentSelectedCharacterInTeam(-1);
}
/// <summary>
/// 将当前队伍选中角色向下交换位置
/// </summary>
public void downChangeTeamElementIndex()
{
if (this.isSelected == false) return;
if(this.listIndex == teamSettingPanel.Instance.teamElementsObj.Length-1) return;
TeamManager.Instance.swapTeamElements(this.listIndex,this.listIndex+1);
}
/// <summary>
/// 将当前队伍选中角色向上交换位置
/// </summary>
public void upChangeTeamElementIndex()
{
if (this.isSelected == false) return;
if (this.listIndex == 0) return;
TeamManager.Instance.swapTeamElements(this.listIndex, this.listIndex - 1);
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 5fe33ff09d0ea4848ac88809df94dbc8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,114 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using utils;
public class teamSettingPanel : MonoBehaviour
{
[SerializeField]
public GameObject teamSettingPanelObj;
[SerializeField]
public GameObject[] teamElementsObj;
[SerializeField]
public GameObject[] teamCharactersObj;
private TeamManager teamManager;
public static teamSettingPanel Instance{get;private set;}
void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
void Start()
{
teamManager = TeamManager.Instance;
if(teamManager!=null)
{
teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
}
}
void OnDestroy()
{
if (teamManager != null)
{
teamManager.OnSelectedCharacterChanged -= updateTeamCharacterSelectedStatus;
}
}
public void openTeamSettingPanel()
{
updateTeamSettingElements();
//根据获取的队伍信息处理ui组件
//可在此补充ui动画信息
teamSettingPanelObj.SetActive(true);
}
public void closeTeamSettingPanel()=>teamSettingPanelObj.SetActive(false);
public void updateTeamSettingElements()
{
//todo:向保存编队信息的类获取编队信息,然后重新处理teamElementsObj的信息
List<Character> currentTeam = teamManager.getCurrentSelectedTeam();
for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++)
{
if(teamElementsObj[i]!=null && currentTeam[i]!=null)
{
teamCharacterView t = teamElementsObj[i].GetComponent<teamCharacterView>();
if(t!=null)
{
t.charcterImg.sprite = FileUtils.getImage("TeamCharacters/TeamCharacterImg/" + currentTeam[i].name);
t.levelIcon.sprite = FileUtils.getImage("TeamCharacters/levelIcon/level" + currentTeam[i].boundaryLevel);
t.isLeader.SetActive(currentTeam[i].isLeader);
t.notLeader.SetActive(!currentTeam[i].isLeader);
}
}
}
}
/// <summary>
/// 将当前角色向下交换位置
/// </summary>
public void downChangeCharcterIndex()
{
}
public void upChangeCharcterIndex()
{
}
/// <summary>
/// 用于保证team内对象的选中状态一致
/// </summary>
public void updateTeamCharacterSelectedStatus()
{
int currentSelectedCharacter = teamManager.currentSelectedCharacter;
Debug.Log(currentSelectedCharacter+" "+$"{teamElementsObj.Length}");
for (int i = 0; i < teamElementsObj.Length; i++)
{
if (i != currentSelectedCharacter)
{
teamCharacterView teamCharacterView = teamElementsObj[i].GetComponent<teamCharacterView>();
if(teamCharacterView!=null)
{
teamCharacterView.SetUnSelected();
}
}
}
}
/// <summary>
/// 若玩家更换了team成员或调整了team成员顺序,则使用此方法更新view
/// </summary>
public void updateTeamStatus()
{
}
}
@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: dc980b2fad60d68478fe827374aaf209
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: