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:
2025-06-14 00:19:48 +08:00
parent a2adfc1257
commit 9d483f4aa5
7 changed files with 1626 additions and 717 deletions
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,24 @@
using System;
using UnityEngine;
public class TeamIndexSetterView : MonoBehaviour
{
[SerializeField] public GameObject isSelectedStatus;
public bool isSelected;
public int index;
public void setTeamSettingSelect()
{
isSelected = true;
isSelectedStatus.SetActive(true);
TeamManager.Instance.setCurrentSelectedTeamSetting(index);
}
public void setUnSelectedTeamSetting()
{
isSelected = false;
isSelectedStatus.SetActive(false);
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0d151f3d4bd3448bb723df28d9eeb028
timeCreated: 1749822972
+41 -10
View File
@@ -29,6 +29,10 @@ public class TeamManager : MonoBehaviour
/// 在修改被选中的编队中角色的索引时触发
/// </summary>
public event Action OnSelectedCharacterChanged;
/// <summary>
/// 修改选定的预设队伍时触发
/// </summary>
public event Action OnSelectedTeamChanged;
void Awake()
{
@@ -55,13 +59,17 @@ public class TeamManager : MonoBehaviour
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"S"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"C"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(-1,null));
currentTeamSettings.Add(1,new TeamSetting(new List<CharacterView>(),1001002));
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"B"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"A"));
currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"A"));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001002,"B"));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001001,"C"));
currentTeamSettings[1].teamIdList.Add( new CharacterView(1001002,"A"));
currentTeamSettings[1].teamIdList.Add(new CharacterView(1001002,"A"));
currentTeamSettings.Add(2,new TeamSetting(new List<CharacterView>(),-1));
currentTeamSettings.Add(3,new TeamSetting(new List<CharacterView>(),-1));
Debug.Log("testTeamSetting ready");
@@ -69,6 +77,15 @@ public class TeamManager : MonoBehaviour
public void openTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(true);
public void closeTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(false);
public void setCurrentSelectedTeam(int index)
{
if (index > 3 || index < 0)
{
Debug.LogWarning("所选队伍预设索引超出范围");
return;
}
currentSelectedTeam = index;
}
void Start()
{
// if(teamSettingPanelInstance == null)
@@ -102,15 +119,26 @@ public class TeamManager : MonoBehaviour
{
if (characterIndex != currentSelectedCharacter)
{
Debug.Log($"修改选中对象从{currentSelectedCharacter}到{characterIndex}");
currentSelectedCharacter = characterIndex;
OnSelectedCharacterChanged?.Invoke(); // 触发事件
}
}
public void setCurrentSelectedTeamSetting(int teamIndex)
{
if(teamIndex != currentSelectedTeam)
{
Debug.Log($"修改选中队伍预设从{currentSelectedTeam}到{teamIndex}");
currentSelectedTeam = teamIndex;
OnSelectedTeamChanged?.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>
/// <param name="firstIndex">当前元素</param>
/// <param name="secondIndex">目标元素位置</param>
public void swapTeamElements(int firstIndex, int secondIndex)
{
List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
@@ -118,12 +146,15 @@ public class TeamManager : MonoBehaviour
newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex];
newCurrentTeam[secondIndex] = temp;
currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
teamSettingPanelInstance.updateTeamSettingElements();
setCurrentSelectedCharacterInTeam(secondIndex);
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}");
}
// Update is called once per frame
void Update()
public void setTeamLeader(int characterIndex)
{
getCurrentSelectedTeam().LeaderId = SelectableCharacterList[characterIndex].characterId;
teamSettingPanelInstance.updateTeamSettingElements();
}
}
+1 -1
View File
@@ -29,7 +29,7 @@ public class CharacterView
this.characterId = characterId;
this.currentBoundaryLevel = currentBoundaryLevel;
}
//todo:回头加一个轨道颜色对应
public int characterId{get; set;}
public string currentBoundaryLevel{get; set;}
}
+6
View File
@@ -65,5 +65,11 @@ public class teamCharacterView : MonoBehaviour
TeamManager.Instance.swapTeamElements(this.listIndex, this.listIndex - 1);
}
public void setLeader()
{
TeamManager.Instance.setTeamLeader(this.listIndex);
isLeader.SetActive(true);
notLeader.SetActive(false);
}
}
+109 -54
View File
@@ -18,6 +18,10 @@ public class teamSettingPanel : MonoBehaviour
[SerializeField]
public GameObject[] teamElementsObj;
/// <summary>
/// 编队显示上层切换编队预设按钮
/// </summary>
[SerializeField] public TeamIndexSetterView[] teamSettingButtonStatusObj;
/// <summary>
/// team用角色数据库总表
/// </summary>
[SerializeField]
@@ -58,6 +62,9 @@ public class teamSettingPanel : MonoBehaviour
if(teamManager!=null)
{
teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
teamManager.OnSelectedTeamChanged += updateTeamSettingSelectedStatus;
teamManager.OnSelectedTeamChanged += updateTeamSettingElements;
}
updateTeamSettingElements();
updateSelectableCharacterViewList();
@@ -69,48 +76,20 @@ public class teamSettingPanel : MonoBehaviour
if (teamManager != null)
{
teamManager.OnSelectedCharacterChanged -= updateTeamCharacterSelectedStatus;
}
}
// public void openTeamSettingPanel()
// {
// //根据获取的队伍信息处理ui组件
// //可在此补充ui动画信息
// StartCoroutine(UpdateTeamSettingAfterOneFrame());
// // updateTeamSettingElements();
// StartCoroutine(UpdateSelectableCharacterAfterOneFrame());
// teamSettingPanelObj.SetActive(true);
// // getSelectableCharacterList();
// }
// public void closeTeamSettingPanel()
// {
// teamSettingPanelObj.SetActive(false);
// }
private IEnumerator UpdateTeamSettingAfterOneFrame()
{
yield return null;
teamManager.OnSelectedTeamChanged -= updateTeamSettingSelectedStatus;
teamManager.OnSelectedTeamChanged -= updateTeamSettingElements;
}
}
/// <summary>
/// 切换预设编队
/// </summary>
/// <param name="index"></param>
public void updateSelectedTeam(int index)
{
teamManager.setCurrentSelectedTeam(index);
updateTeamSettingElements();
foreach (var obj in teamElementsObj)
{
if (obj != null)
{
var t = obj.GetComponent<teamCharacterView>();
if (t != null && t.charcterImg != null)
{
LayoutRebuilder.ForceRebuildLayoutImmediate(t.charcterImg.rectTransform);
}
}
}
}
private IEnumerator UpdateSelectableCharacterAfterOneFrame()
{
yield return null;
updateSelectableCharacterViewList();
RectTransform rt = teamCharacterViewContent.GetComponent<RectTransform>();
LayoutRebuilder.ForceRebuildLayoutImmediate(rt);
}
public TeamCharacterDataInfo getCharacterViewInfo(int characterID)
{
if (teamCharacterList == null)
@@ -152,32 +131,76 @@ public class teamSettingPanel : MonoBehaviour
return null;
}
}
/// <summary>
/// 把队列恢复到空视图状态
/// </summary>
public void clearTeamSettingElements()
{
foreach (GameObject gameObject in teamElementsObj)
{
teamCharacterView t = gameObject.GetComponent<teamCharacterView>();
if (t != null)
{
t.characterID = -1;
t.charcterImg.sprite = null;
t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f);
t.levelIcon.sprite = null;
t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f);
t.skillName.text="";
t.isLeader.SetActive(false);
t.notLeader.SetActive(true);
}
}
}
public void updateTeamSettingElements()
{
TeamSetting currentSelectedTeam = teamManager.getCurrentSelectedTeam();
List<CharacterView> currentTeam = currentSelectedTeam.teamIdList;
// if(currentTeam==null||currentTeam.Count==0)
// {
// clearTeamSettingElements();
// return;
// }
clearTeamSettingElements();
for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++)
{
if(teamElementsObj[i]!=null && currentTeam[i]!=null)
{
//Debug.Log($"当前元素为第{i},当前角色为{currentTeam[i].characterId}");
teamCharacterView t = teamElementsObj[i].GetComponent<teamCharacterView>();
if(t!=null)
{
t.characterID= currentTeam[i].characterId;
TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID);
if (tcdi != null)
{
t.charcterImg.sprite = tcdi.CharacterTeamSprite;
t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,255f);
t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel);
t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,255f);
t.skillName.text = tcdi.CharacterSkillName;
}
else
{
t.charcterImg.sprite = null;
t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f);
t.levelIcon.sprite = null;
t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f);
t.skillName.text="";
}
if(currentSelectedTeam.LeaderId==currentTeam[i].characterId)
{
Debug.Log($"当前队长为{currentTeam[i].characterId} {currentTeam[i].currentBoundaryLevel},存档信息为{currentSelectedTeam.LeaderId}");
t.isLeader.SetActive(true);
t.notLeader.SetActive(false);
}
t.skillName.text = tcdi.CharacterSkillName;
else
{
t.isLeader.SetActive(false);
t.notLeader.SetActive(true);
}
}
}
}
@@ -205,17 +228,6 @@ public class teamSettingPanel : MonoBehaviour
ccv.occupationIcon.sprite = tcdi.CharacterRoleSprite;
}
}
}
/// <summary>
/// 将当前角色向下交换位置
/// </summary>
public void downChangeCharcterIndex()
{
}
public void upChangeCharcterIndex()
{
}
/// <summary>
/// 用于保证team内对象的选中状态一致
@@ -223,7 +235,7 @@ public class teamSettingPanel : MonoBehaviour
public void updateTeamCharacterSelectedStatus()
{
int currentSelectedCharacter = teamManager.currentSelectedCharacter;
Debug.Log(currentSelectedCharacter+" "+$"{teamElementsObj.Length}");
Debug.Log($"当前选择为{currentSelectedCharacter}");
for (int i = 0; i < teamElementsObj.Length; i++)
{
if (i != currentSelectedCharacter)
@@ -234,6 +246,49 @@ public class teamSettingPanel : MonoBehaviour
teamCharacterView.SetUnSelected();
}
}
else
{
teamCharacterView teamCharacterView = teamElementsObj[i].GetComponent<teamCharacterView>();
teamCharacterView.SetSelected();
}
}
}
/// <summary>
/// 右切换编队信息
/// </summary>
public void rightChangeTeamSettingIndex()
{
int currentSelectedTeam = teamManager.currentSelectedTeam;
if (currentSelectedTeam < 4)
{
teamManager.setCurrentSelectedTeamSetting(currentSelectedTeam + 1);
}
}
/// <summary>
/// 左切换编队信息
/// </summary>
public void leftChangeTeamSettingIndex()
{
int currentSelectedTeam = teamManager.currentSelectedTeam;
if(currentSelectedTeam>0)
{
teamManager.setCurrentSelectedTeamSetting(currentSelectedTeam - 1);
}
}
public void updateTeamSettingSelectedStatus()
{
int currentSelectedTeam = teamManager.currentSelectedTeam;
for(int i= 0;i<teamSettingButtonStatusObj.Length;i++)
{
if(i!=currentSelectedTeam)
{
teamSettingButtonStatusObj[i].setUnSelectedTeamSetting();
}
else
{
teamSettingButtonStatusObj[i].setTeamSettingSelect();
}
}
}
/// <summary>