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
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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;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CharacterCardView : MonoBehaviour
{
public GameObject charactCard;
public Image characterImage;
public Image levelIcon;
public Image occupationIcon;
public string characterName;
void Start()
{
charactCard=gameObject;
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);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TeamManager : MonoBehaviour
{
public static TeamManager Instance {get; private set;}
public teamSettingPanel teamSettingPanelInstance;
/// <summary>
/// 当前玩家存档下的所有编队配置
/// </summary>
public Dictionary<int, List<Character>> currentTeamSettings = new Dictionary<int, List<Character>>();
/// <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>();
/// <summary>
/// 根据此字段来在编队信息页显示已有编队
/// </summary>
public int currentSelectedTeam = 0;
/// <summary>
/// 记录被选中的编队中角色的索引,用于处理队列位置交换的逻辑。-1表示无角色被选中
/// </summary>
public int currentSelectedCharacter = -1;
/// <summary>
/// 在修改被选中的编队中角色的索引时触发
/// </summary>
public event Action OnSelectedCharacterChanged;
void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
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"));
//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(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");
}
void Start()
{
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)
{
currentTeamSettings = playerTeamSettings;
}
/// <summary>
/// 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()
{
return currentTeamSettings[currentSelectedTeam];
}
public void setCurrentSelectedTeam(List<Character> newTeamData, int teamIndex)
{
currentTeamSettings[teamIndex] = newTeamData;
}
public void setCurrentSelectedCharacterInTeam(int characterIndex)
{
if (characterIndex != currentSelectedCharacter)
{
currentSelectedCharacter = characterIndex;
OnSelectedCharacterChanged?.Invoke(); // 触发事件
}
}
/// <summary>
/// 交换指定索引中的两个队伍中元素的位置
/// </summary>
/// <param name="firstIndex"></param>
/// <param name="secondIndex"></param>
public void swapTeamElements(int firstIndex, int secondIndex)
{
List<Character> newCurrentTeam = getCurrentSelectedTeam();
Character temp = newCurrentTeam[firstIndex];
newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex];
newCurrentTeam[secondIndex] = temp;
currentTeamSettings[currentSelectedTeam] = newCurrentTeam;
}
// Update is called once per frame
void Update()
{
}
}
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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 TMP_Text skillName;
public GameObject isLeader;
public GameObject notLeader;
public bool isSelected =false;
public int listIndex;
void Start()
{
character = gameObject;
levelIcon.sprite=null;
charcterImg.sprite=null;
controlButton.SetActive(isSelected);
}
/// <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);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using utils;
public class teamSettingPanel : MonoBehaviour
{
/// <summary>
/// 编队页面顶父级对象,用于控制显示隐藏等操作
/// </summary>
[SerializeField]
public GameObject teamSettingPanelObj;
/// <summary>
/// ui层编队显示,包含五个组件
/// </summary>
[SerializeField]
public GameObject[] teamElementsObj;
/// <summary>
/// 左侧角色选择页组件
/// </summary>
[SerializeField]
public GameObject teamCharacterPrefab;
[SerializeField]
public GameObject teamCharacterViewContent;
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();
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
teamSettingPanelObj.SetActive(true);
}
public void closeTeamSettingPanel()
{
teamSettingPanelObj.SetActive(false);
Transform transform;
for (int i = 0; i < teamCharacterViewContent.transform.childCount; i++)
{
transform = teamCharacterViewContent.transform.GetChild(i);
GameObject.Destroy(transform.gameObject);
}
}
public void updateTeamSettingElements()
{
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)
{
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);
}
}
}
}
/// <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()
{
List<Character> selectAbleCharacters = teamManager.SelectableCharacterList;
foreach (Character c in selectAbleCharacters)
{
GameObject characterObj = Instantiate(teamCharacterPrefab, teamCharacterViewContent.transform);
CharacterCardView ccv = characterObj.GetComponent<CharacterCardView>();
if (ccv != 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($"TeamCharacters/OccupationIcon/{c.occupation}");
}
}
}
/// <summary>
/// 将当前角色向下交换位置
/// </summary>
public void downChangeCharcterIndex()
{
}
public void upChangeCharcterIndex()
{
}
/// <summary>
/// 用于保证team内对象的选中状态一致
/// </summary>
public void updateTeamCharacterSelectedStatus()
{
int currentSelectedCharacter = teamManager.currentSelectedCharacter;
Debug.Log(currentSelectedCharacter+" "+$"{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()
{
}
}
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