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;
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()
{
}
}