完成编队预设切换、编队位置交换、队长设置功能
This commit is contained in:
+1439
-649
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,24 @@
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using System;
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using UnityEngine;
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public class TeamIndexSetterView : MonoBehaviour
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{
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[SerializeField] public GameObject isSelectedStatus;
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public bool isSelected;
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public int index;
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public void setTeamSettingSelect()
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{
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isSelected = true;
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isSelectedStatus.SetActive(true);
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TeamManager.Instance.setCurrentSelectedTeamSetting(index);
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}
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public void setUnSelectedTeamSetting()
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{
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isSelected = false;
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isSelectedStatus.SetActive(false);
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 0d151f3d4bd3448bb723df28d9eeb028
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timeCreated: 1749822972
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@@ -29,7 +29,11 @@ public class TeamManager : MonoBehaviour
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/// 在修改被选中的编队中角色的索引时触发
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/// </summary>
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public event Action OnSelectedCharacterChanged;
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/// <summary>
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/// 修改选定的预设队伍时触发
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/// </summary>
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public event Action OnSelectedTeamChanged;
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void Awake()
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{
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if (Instance == null)
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@@ -55,20 +59,33 @@ public class TeamManager : MonoBehaviour
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"S"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
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currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"C"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(-1,null));
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currentTeamSettings.Add(1,new TeamSetting(new List<CharacterView>(),1001002));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"B"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
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currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"A"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"A"));
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currentTeamSettings[1].teamIdList.Add(new CharacterView(1001001,"C"));
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currentTeamSettings[1].teamIdList.Add(new CharacterView(1001002,"B"));
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currentTeamSettings[1].teamIdList.Add(new CharacterView(1001001,"C"));
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currentTeamSettings[1].teamIdList.Add( new CharacterView(1001002,"A"));
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currentTeamSettings[1].teamIdList.Add(new CharacterView(1001002,"A"));
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currentTeamSettings.Add(2,new TeamSetting(new List<CharacterView>(),-1));
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currentTeamSettings.Add(3,new TeamSetting(new List<CharacterView>(),-1));
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Debug.Log("testTeamSetting ready");
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}
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public void openTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(true);
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public void closeTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(false);
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public void setCurrentSelectedTeam(int index)
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{
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if (index > 3 || index < 0)
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{
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Debug.LogWarning("所选队伍预设索引超出范围");
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return;
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}
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currentSelectedTeam = index;
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}
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void Start()
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{
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// if(teamSettingPanelInstance == null)
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@@ -102,15 +119,26 @@ public class TeamManager : MonoBehaviour
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{
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if (characterIndex != currentSelectedCharacter)
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{
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Debug.Log($"修改选中对象从{currentSelectedCharacter}到{characterIndex}");
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currentSelectedCharacter = characterIndex;
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OnSelectedCharacterChanged?.Invoke(); // 触发事件
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}
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}
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public void setCurrentSelectedTeamSetting(int teamIndex)
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{
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if(teamIndex != currentSelectedTeam)
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{
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Debug.Log($"修改选中队伍预设从{currentSelectedTeam}到{teamIndex}");
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currentSelectedTeam = teamIndex;
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OnSelectedTeamChanged?.Invoke(); // 触发事件
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}
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}
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/// <summary>
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/// 交换指定索引中的两个队伍中元素的位置
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/// </summary>
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/// <param name="firstIndex"></param>
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/// <param name="secondIndex"></param>
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/// <param name="firstIndex">当前元素</param>
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/// <param name="secondIndex">目标元素位置</param>
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public void swapTeamElements(int firstIndex, int secondIndex)
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{
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List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
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@@ -118,12 +146,15 @@ public class TeamManager : MonoBehaviour
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newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex];
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newCurrentTeam[secondIndex] = temp;
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currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
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teamSettingPanelInstance.updateTeamSettingElements();
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setCurrentSelectedCharacterInTeam(secondIndex);
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Debug.Log($"swapTeamElements done,当前选中的为{getCurrentSelectedTeam().teamIdList[currentSelectedCharacter].characterId},开始位置是{firstIndex},目标位置是{secondIndex},现在{currentSelectedCharacter}");
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}
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// Update is called once per frame
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void Update()
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public void setTeamLeader(int characterIndex)
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{
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getCurrentSelectedTeam().LeaderId = SelectableCharacterList[characterIndex].characterId;
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teamSettingPanelInstance.updateTeamSettingElements();
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}
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}
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@@ -29,7 +29,7 @@ public class CharacterView
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this.characterId = characterId;
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this.currentBoundaryLevel = currentBoundaryLevel;
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}
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//todo:回头加一个轨道颜色对应
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public int characterId{get; set;}
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public string currentBoundaryLevel{get; set;}
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}
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@@ -65,5 +65,11 @@ public class teamCharacterView : MonoBehaviour
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TeamManager.Instance.swapTeamElements(this.listIndex, this.listIndex - 1);
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}
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public void setLeader()
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{
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TeamManager.Instance.setTeamLeader(this.listIndex);
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isLeader.SetActive(true);
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notLeader.SetActive(false);
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}
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}
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@@ -18,6 +18,10 @@ public class teamSettingPanel : MonoBehaviour
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[SerializeField]
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public GameObject[] teamElementsObj;
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/// <summary>
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/// 编队显示上层切换编队预设按钮
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/// </summary>
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[SerializeField] public TeamIndexSetterView[] teamSettingButtonStatusObj;
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/// <summary>
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/// team用角色数据库总表
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/// </summary>
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[SerializeField]
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@@ -58,6 +62,9 @@ public class teamSettingPanel : MonoBehaviour
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if(teamManager!=null)
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{
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teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
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teamManager.OnSelectedTeamChanged += updateTeamSettingSelectedStatus;
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teamManager.OnSelectedTeamChanged += updateTeamSettingElements;
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}
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updateTeamSettingElements();
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updateSelectableCharacterViewList();
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@@ -69,48 +76,20 @@ public class teamSettingPanel : MonoBehaviour
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if (teamManager != null)
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{
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teamManager.OnSelectedCharacterChanged -= updateTeamCharacterSelectedStatus;
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teamManager.OnSelectedTeamChanged -= updateTeamSettingSelectedStatus;
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teamManager.OnSelectedTeamChanged -= updateTeamSettingElements;
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}
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}
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// public void openTeamSettingPanel()
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// {
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// //根据获取的队伍信息处理ui组件
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// //可在此补充ui动画信息
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// StartCoroutine(UpdateTeamSettingAfterOneFrame());
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// // updateTeamSettingElements();
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// StartCoroutine(UpdateSelectableCharacterAfterOneFrame());
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// teamSettingPanelObj.SetActive(true);
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// // getSelectableCharacterList();
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// }
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// public void closeTeamSettingPanel()
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// {
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// teamSettingPanelObj.SetActive(false);
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// }
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private IEnumerator UpdateTeamSettingAfterOneFrame()
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/// <summary>
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/// 切换预设编队
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/// </summary>
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/// <param name="index"></param>
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public void updateSelectedTeam(int index)
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{
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yield return null;
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teamManager.setCurrentSelectedTeam(index);
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updateTeamSettingElements();
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foreach (var obj in teamElementsObj)
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{
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if (obj != null)
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{
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var t = obj.GetComponent<teamCharacterView>();
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if (t != null && t.charcterImg != null)
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{
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LayoutRebuilder.ForceRebuildLayoutImmediate(t.charcterImg.rectTransform);
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}
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}
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}
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}
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private IEnumerator UpdateSelectableCharacterAfterOneFrame()
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{
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yield return null;
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updateSelectableCharacterViewList();
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RectTransform rt = teamCharacterViewContent.GetComponent<RectTransform>();
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LayoutRebuilder.ForceRebuildLayoutImmediate(rt);
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}
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public TeamCharacterDataInfo getCharacterViewInfo(int characterID)
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{
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if (teamCharacterList == null)
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@@ -152,32 +131,76 @@ public class teamSettingPanel : MonoBehaviour
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return null;
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}
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}
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/// <summary>
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/// 把队列恢复到空视图状态
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/// </summary>
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public void clearTeamSettingElements()
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{
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foreach (GameObject gameObject in teamElementsObj)
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{
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teamCharacterView t = gameObject.GetComponent<teamCharacterView>();
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if (t != null)
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{
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t.characterID = -1;
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t.charcterImg.sprite = null;
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t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f);
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t.levelIcon.sprite = null;
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t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f);
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t.skillName.text="";
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t.isLeader.SetActive(false);
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t.notLeader.SetActive(true);
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}
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}
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}
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public void updateTeamSettingElements()
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{
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TeamSetting currentSelectedTeam = teamManager.getCurrentSelectedTeam();
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List<CharacterView> currentTeam = currentSelectedTeam.teamIdList;
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// if(currentTeam==null||currentTeam.Count==0)
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// {
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// clearTeamSettingElements();
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// return;
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// }
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clearTeamSettingElements();
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for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++)
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{
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if(teamElementsObj[i]!=null && currentTeam[i]!=null)
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{
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//Debug.Log($"当前元素为第{i},当前角色为{currentTeam[i].characterId}");
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teamCharacterView t = teamElementsObj[i].GetComponent<teamCharacterView>();
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if(t!=null)
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{
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t.characterID= currentTeam[i].characterId;
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TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID);
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if (tcdi != null)
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{
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t.charcterImg.sprite = tcdi.CharacterTeamSprite;
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t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,255f);
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t.charcterImg.sprite = tcdi.CharacterTeamSprite;
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t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,255f);
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t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel);
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t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,255f);
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t.skillName.text = tcdi.CharacterSkillName;
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}
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else
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{
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t.charcterImg.sprite = null;
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t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f);
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t.levelIcon.sprite = null;
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t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f);
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t.skillName.text="";
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}
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t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel);
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t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,255f);
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if(currentSelectedTeam.LeaderId==currentTeam[i].characterId)
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{
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Debug.Log($"当前队长为{currentTeam[i].characterId} {currentTeam[i].currentBoundaryLevel},存档信息为{currentSelectedTeam.LeaderId}");
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t.isLeader.SetActive(true);
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t.notLeader.SetActive(false);
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}
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t.skillName.text = tcdi.CharacterSkillName;
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else
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{
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t.isLeader.SetActive(false);
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t.notLeader.SetActive(true);
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}
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}
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}
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}
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@@ -205,17 +228,6 @@ public class teamSettingPanel : MonoBehaviour
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ccv.occupationIcon.sprite = tcdi.CharacterRoleSprite;
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}
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}
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}
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/// <summary>
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/// 将当前角色向下交换位置
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/// </summary>
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public void downChangeCharcterIndex()
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{
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}
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public void upChangeCharcterIndex()
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{
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}
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/// <summary>
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/// 用于保证team内对象的选中状态一致
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@@ -223,7 +235,7 @@ public class teamSettingPanel : MonoBehaviour
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public void updateTeamCharacterSelectedStatus()
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{
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int currentSelectedCharacter = teamManager.currentSelectedCharacter;
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Debug.Log(currentSelectedCharacter+" "+$"{teamElementsObj.Length}");
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Debug.Log($"当前选择为{currentSelectedCharacter}");
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for (int i = 0; i < teamElementsObj.Length; i++)
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{
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if (i != currentSelectedCharacter)
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@@ -234,6 +246,49 @@ public class teamSettingPanel : MonoBehaviour
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teamCharacterView.SetUnSelected();
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}
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}
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else
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{
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teamCharacterView teamCharacterView = teamElementsObj[i].GetComponent<teamCharacterView>();
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teamCharacterView.SetSelected();
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}
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}
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}
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/// <summary>
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/// 右切换编队信息
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/// </summary>
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public void rightChangeTeamSettingIndex()
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{
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int currentSelectedTeam = teamManager.currentSelectedTeam;
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if (currentSelectedTeam < 4)
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{
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teamManager.setCurrentSelectedTeamSetting(currentSelectedTeam + 1);
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}
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}
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/// <summary>
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/// 左切换编队信息
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/// </summary>
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public void leftChangeTeamSettingIndex()
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{
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int currentSelectedTeam = teamManager.currentSelectedTeam;
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if(currentSelectedTeam>0)
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{
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teamManager.setCurrentSelectedTeamSetting(currentSelectedTeam - 1);
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}
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}
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public void updateTeamSettingSelectedStatus()
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{
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int currentSelectedTeam = teamManager.currentSelectedTeam;
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for(int i= 0;i<teamSettingButtonStatusObj.Length;i++)
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{
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if(i!=currentSelectedTeam)
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{
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teamSettingButtonStatusObj[i].setUnSelectedTeamSetting();
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}
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else
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{
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teamSettingButtonStatusObj[i].setTeamSettingSelect();
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}
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}
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}
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/// <summary>
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