功能批量实现 优化 服务端 新浮动小游戏框架 新界面UI
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@@ -491,6 +491,35 @@ public sealed class PlayerSkillService : MonoBehaviour
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return;
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}
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bool assetChanged = false;
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if (saveData.selectedSkillIndex >= 0 && saveData.selectedSkillIndex < registeredSkillAsset.skills.Count)
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{
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for (int i = 0; i < registeredSkillAsset.skills.Count; i++)
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{
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userLevel_skills_SO.UserLevelSkillEntry entry = registeredSkillAsset.skills[i];
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if (entry == null)
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{
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continue;
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}
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bool shouldEnable = i == saveData.selectedSkillIndex;
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if (entry.isEnabled != shouldEnable)
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{
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entry.isEnabled = shouldEnable;
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assetChanged = true;
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}
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}
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#if UNITY_EDITOR
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if (assetChanged && !Application.isPlaying)
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{
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UnityEditor.EditorUtility.SetDirty(registeredSkillAsset);
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}
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#endif
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return;
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}
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int enabledIndex = -1;
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for (int i = 0; i < registeredSkillAsset.skills.Count; i++)
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{
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@@ -595,7 +624,7 @@ public sealed class PlayerSkillService : MonoBehaviour
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return cachedRandomMemoryRewardItem;
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}
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storeItemSO[] items = Resources.LoadAll<storeItemSO>("so/storeSO");
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storeItemSO[] items = RuntimeResourcesCache.LoadAllStoreItems();
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for (int i = 0; i < items.Length; i++)
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{
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if (items[i] != null && items[i].itemID == RandomMemoryStoreItemId)
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@@ -611,7 +640,7 @@ public sealed class PlayerSkillService : MonoBehaviour
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private int GetOwnedHeroCount()
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{
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HashSet<int> heroIds = new HashSet<int>();
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AllyHero_SO[] heroes = Resources.LoadAll<AllyHero_SO>(string.Empty);
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AllyHero_SO[] heroes = RuntimeResourcesCache.LoadAllAllyHeroes();
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if (heroes == null)
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{
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return 0;
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