继续更新小问题,增加了启动编队前外部头像预览

This commit is contained in:
FloatGaming
2025-12-12 23:15:43 +08:00
parent b0c0aee6dc
commit aaca372833
65 changed files with 7315 additions and 396 deletions
+781 -1
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@@ -1,5 +1,319 @@
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scoreEfficiency: 0
requiredEXP: 1000
skill_slot_limited: 4
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
@@ -100,10 +105,11 @@ MonoBehaviour:
skills:
- {fileID: 11400000, guid: 9c2d57fabf3a506499779b3d430f595b, type: 2}
- {fileID: 11400000, guid: 75f453e0c37644343897f37b063bbfd4, type: 2}
groupIcon: {fileID: 0}
groupIcon: {fileID: 21300000, guid: a1c9ed5e8756d3049a41a1009f513564, type: 3}
skillDescriptionsText: "\u5B54\u5609\u5F6C\u8FDB\u5165\u72C2\u66B4\uFF0C\u5927\u5E45\u63D0\u5347\u4F24\u5BB3\u3002\n\n\u4F5C\u7528\u5BF9\u8C61\uFF1A\u672C\u4F53\n\u6548\u679C\u7C7B\u578B\uFF1A\u4F24\u5BB3\u589E\u76CA3/4/5/6\u79D2\uFF0C\u751F\u547D\u503C\u6062\u590D10/20/30/40%
maxHP.\n\u89E6\u53D1\u6761\u4EF6\uFF1A\u6CD5\u529B\u503C\u6EE1\u65F6\n\u6570\u503C\uFF1A2+<lvl>
| 0.1*<lvl>\n\n// \xB7\u975E\u4EBA\u5F62\u6001\u7684\u5B54\u5609\u5F6C\u62E5\u6709\u66F4\u9AD8\u7684\u6218\u6597\u529B"
thisSkill_levelLimit: 1
- skillGroupID: 30201002
groupName: "\u81F4\u547D\u8282\u594F"
columnID: 1
@@ -111,9 +117,10 @@ MonoBehaviour:
skills:
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- {fileID: 11400000, guid: 75f453e0c37644343897f37b063bbfd4, type: 2}
groupIcon: {fileID: 0}
groupIcon: {fileID: 21300000, guid: be131404ab19ab6458f0d176b717bc0d, type: 3}
skillDescriptionsText: "\u83B7\u5F97\u53EF\u53E0\u52A0\u7684\u653B\u901F\uFF0C\u81F3\u591A6\u5C42\u3002\u6EE1\u5C42\u65F6\uFF0C\u63D0\u4F9B\u968F\u7B49\u7EA7\u589E\u957F\u7684\u653B\u51FB\u8DDD\u79BB\u3002\n\n\u4F5C\u7528\u5BF9\u8C61\uFF1A\u672C\u4F53\n\u6548\u679C\u7C7B\u578B\uFF1A\u6BCF\u6B21\u5BF9\u654C\u65B9\u5355\u4F4D\u7684\u666E\u901A\u653B\u51FB\u4F1A\u4F7F\u4F60\u653B\u901F\u589E\u52A05%\uFF0C\u81F3\u591A\u53E0\u52A06\u6B21\u3002\u6EE1\u5C42\u65F6\uFF0C\u63D0\u4F9B150+2*<lvl>\u653B\u51FB\u8DDD\u79BB\u3002\n\u89E6\u53D1\u6761\u4EF6\uFF1A\u666E\u901A\u653B\u51FB\n\u6570\u503C\uFF1A150+2*<lvl>\n\n//
\xB71234567890"
thisSkill_levelLimit: 1
- skillGroupID: 30201003
groupName: "\u5965\u672F\u5F57\u661F"
columnID: 1
@@ -121,8 +128,9 @@ MonoBehaviour:
skills:
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- {fileID: 11400000, guid: 75f453e0c37644343897f37b063bbfd4, type: 2}
groupIcon: {fileID: 0}
groupIcon: {fileID: 21300000, guid: 160959886f709ae47b6cf60a91d4ed45, type: 3}
skillDescriptionsText:
thisSkill_levelLimit: 1
- skillGroupID: 30201004
groupName: "\u4E0D\u706D\u4E4B\u63E1"
columnID: 1
@@ -130,8 +138,9 @@ MonoBehaviour:
skills:
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- {fileID: 11400000, guid: 75f453e0c37644343897f37b063bbfd4, type: 2}
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groupIcon: {fileID: 21300000, guid: 2c0d21484a75511429e77d2e4a73597a, type: 3}
skillDescriptionsText:
thisSkill_levelLimit: 1
- skillGroupID: 30201005
groupName: "\u5148\u653B"
columnID: 1
@@ -139,8 +148,9 @@ MonoBehaviour:
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- {fileID: 11400000, guid: 75f453e0c37644343897f37b063bbfd4, type: 2}
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groupIcon: {fileID: 21300000, guid: f0322c66a77f7b74292d47e99cf37e9d, type: 3}
skillDescriptionsText:
thisSkill_levelLimit: 1
- skillGroupID: 30201006
groupName: "\u4EE5\u7EEA\u5854\u5C14\u79CD\u5B50\u7F50"
columnID: 2
@@ -148,6 +158,7 @@ MonoBehaviour:
skills:
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- {fileID: 11400000, guid: 75f453e0c37644343897f37b063bbfd4, type: 2}
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groupIcon: {fileID: 21300000, guid: 4361f6d9935395b47a2e15911871d48d, type: 3}
skillDescriptionsText:
equippedSkillGroupIDs: a9d4cc01aad4cc01
thisSkill_levelLimit: 4
equippedSkillGroupIDs: add4cc01a9d4cc01
+13 -6
View File
@@ -21,6 +21,8 @@ MonoBehaviour:
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ally_heroPoster: {fileID: 21300000, guid: 7c696ed76f3742e45be19411f45fff5c, type: 3}
ally_hero_HD_image: {fileID: 21300000, guid: 52da56d8cea342347a2ce77fa59a8238, type: 3}
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ally_heroThemeColor: {r: 0.62352943, g: 0.04705883, b: 0.14901961, a: 1}
ally_heroDescription:
levelStats:
- levelName: Level 1
@@ -31,6 +33,7 @@ MonoBehaviour:
maxMana: 101
scoreEfficiency: 0
requiredEXP: 0
skill_slot_limited: 2
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
@@ -47,6 +50,7 @@ MonoBehaviour:
maxMana: 666
scoreEfficiency: 0
requiredEXP: 300
skill_slot_limited: 4
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
@@ -63,6 +67,7 @@ MonoBehaviour:
maxMana: 666
scoreEfficiency: 0
requiredEXP: 666
skill_slot_limited: 6
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
@@ -79,6 +84,7 @@ MonoBehaviour:
maxMana: 666
scoreEfficiency: 0
requiredEXP: 1200
skill_slot_limited: 7
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
@@ -93,12 +99,13 @@ MonoBehaviour:
selectedSkillIndices:
primarySkillIndex: 0
skillGroups:
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groupName:
- skillGroupID: 30202001
groupName: "\u66F9\u76CA\u5609\u4E4B\u529B"
columnID: 0
columnName:
columnName: "\u5C0F\u66F9\u8BF4"
skills:
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groupIcon: {fileID: 0}
skillDescriptionsText:
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groupIcon: {fileID: 21300000, guid: c159b2fe41039f24cac31d608ad62cec, type: 3}
skillDescriptionsText: "\u72C2\u7B11\u7684\u795E\u5FC5\u84DD\u8272\u5927\u820C\u5C06\u5199\u6563\u6587"
thisSkill_levelLimit: 1
equippedSkillGroupIDs: 91d8cc01
+8 -1
View File
@@ -21,6 +21,8 @@ MonoBehaviour:
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ally_heroPoster: {fileID: 21300000, guid: 25ab31db07f3cd148ad02160d7fac8e2, type: 3}
ally_hero_HD_image: {fileID: 21300000, guid: 38eccadd530da15419ed0edecaf75e9a, type: 3}
ally_hero_squareProfile: {fileID: 21300000, guid: 2bc924133035d0c43a1f2abbecf93ac5, type: 3}
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levelStats:
- levelName: Level 1
@@ -31,6 +33,7 @@ MonoBehaviour:
maxMana: 101
scoreEfficiency: 0
requiredEXP: 0
skill_slot_limited: 0
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
@@ -47,6 +50,7 @@ MonoBehaviour:
maxMana: 100
scoreEfficiency: 0
requiredEXP: 345
skill_slot_limited: 0
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
@@ -63,6 +67,7 @@ MonoBehaviour:
maxMana: 100
scoreEfficiency: 0
requiredEXP: 678
skill_slot_limited: 0
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
@@ -79,6 +84,7 @@ MonoBehaviour:
maxMana: 100
scoreEfficiency: 0
requiredEXP: 1111
skill_slot_limited: 0
manaGainGood: 1
manaGainGreat: 2
manaGainPerfect: 3
@@ -101,4 +107,5 @@ MonoBehaviour:
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manaGainGreat: 0
manaGainPerfect: 0
@@ -47,6 +50,7 @@ MonoBehaviour:
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scoreEfficiency: 0
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manaGainGood: 0
manaGainGreat: 0
manaGainPerfect: 0
@@ -63,6 +67,7 @@ MonoBehaviour:
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manaGainGreat: 0
manaGainPerfect: 0
@@ -79,6 +84,7 @@ MonoBehaviour:
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@@ -13,6 +13,7 @@ public class basicInfoBars : MonoBehaviour
public Image damageResistanceImage;
public Image basicManaImage;
public Image scoreEffeciencyImage;
public Image skillAmountLimitImage;
public Image missDamageImage;
[Header("maxValues")]
public int maxAttackValue = 999;
@@ -20,6 +21,7 @@ public class basicInfoBars : MonoBehaviour
public float maxDamageResistanceValue = 1f;
public int maxBasicManaValue = 999;
public float maxScoreEfficiencyValue = 1f;
public int maxSkillAmountLimitValue = 10;
public int maxMissDamageValue = 99;
// Start is called once before the first execution of Update after the MonoBehaviour is created
@@ -93,4 +95,14 @@ public class basicInfoBars : MonoBehaviour
missDamageImage.fillAmount = clampedValue / maxMissDamageValue;
}
}
// 设置技能数量限制进度条
public void SetSkillAmountLimit(int value)
{
if (skillAmountLimitImage != null)
{
float clampedValue = Mathf.Clamp(value, 0, maxSkillAmountLimitValue);
skillAmountLimitImage.fillAmount = clampedValue / maxSkillAmountLimitValue;
}
}
}
@@ -19,6 +19,8 @@ public class character_detailInformation : MonoBehaviour
public RatioBar ratioBar;
[Header("shutdown")]
public Button shut_button;
[Header("主题色渐变底图")]
public Image mainTheme_fadeImage;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
@@ -59,11 +61,12 @@ public class character_detailInformation : MonoBehaviour
int maxMana = levelInfo.maxMana;
float scoreEfficiency = levelInfo.scoreEfficiency;
float missHpLoss = levelInfo.missHpLossBase;
int skillSlotLimited = levelInfo.skill_slot_limited;
// 输出到basic_infoText
if (basic_infoText != null)
{
basic_infoText.text = $"{attack}\n{maxHP}\n{damageResistance * 100}%\n{maxMana}\n{scoreEfficiency * 100}%\n\n{missHpLoss}";
basic_infoText.text = $"{attack}\n{maxHP}\n{damageResistance * 100}%\n{maxMana}\n{scoreEfficiency * 100}%\n{skillSlotLimited}\n{missHpLoss}";
}
// 交给basicInfoBars设置进度条
@@ -74,6 +77,7 @@ public class character_detailInformation : MonoBehaviour
infoBars.SetDamageResistance(damageResistance);
infoBars.SetBasicMana(maxMana);
infoBars.SetScoreEfficiency(scoreEfficiency);
infoBars.SetSkillAmountLimit(skillSlotLimited);
infoBars.SetMissDamage((int)missHpLoss); // 假设missDamage是int
}
@@ -89,6 +93,14 @@ public class character_detailInformation : MonoBehaviour
ratioBar.SetManaAndDamage(heroSO);
}
}
// 设置主题色渐变底图
if (mainTheme_fadeImage != null)
{
Color themeColor = heroSO.ally_heroThemeColor;
themeColor.a = 1f; // 确保透明度为1,使其可见
mainTheme_fadeImage.color = themeColor;
}
}
}
@@ -34,8 +34,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 153.3, y: 161.6}
m_SizeDelta: {x: 223.6511, y: 15}
m_AnchoredPosition: {x: 148.26155, y: 161.6}
m_SizeDelta: {x: 233.7279, y: 15}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &2235889295855993711
CanvasRenderer:
@@ -376,6 +376,8 @@ MonoBehaviour:
item_typeText: {fileID: 9206827753968619961}
item_statusText: {fileID: 1369813031075670775}
item_detailInformationText: {fileID: 2034402806027055942}
availableColor: {r: 0, g: 0.5647059, b: 0.039215688, a: 0}
unavailableColor: {r: 0.6117647, g: 0.050980393, b: 0, a: 0}
--- !u!1 &5994834139812127226
GameObject:
m_ObjectHideFlags: 0
@@ -11,6 +11,10 @@ public class detailsPrefabController : MonoBehaviour
public Text item_statusText;
public Text item_detailInformationText;
[Header("colors")]
public Color availableColor;
public Color unavailableColor;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
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@@ -55,6 +55,22 @@ public class loadDetailsPrefab : MonoBehaviour
if (currentController.item_statusText != null) currentController.item_statusText.text = status;
if (currentController.item_detailInformationText != null) currentController.item_detailInformationText.text = description;
// 设置状态文本颜色
if (currentController.item_statusText != null)
{
Color statusColor;
if (status == "技能可用" || status == "技能已选择" || status == "可用")
{
statusColor = currentController.availableColor;
}
else
{
statusColor = currentController.unavailableColor;
}
statusColor.a = 1f; // 确保透明度为1,使其可见
currentController.item_statusText.color = statusColor;
}
// 设置位置并检查边界
RectTransform rt = currentDetailsInstance.GetComponent<RectTransform>();
if (rt != null)
@@ -249,16 +249,24 @@ public class loadSkillsSelect : MonoBehaviour
public void UpdateSkillCardSelections()
{
if (currentHeroSO == null) return;
var equipped = new System.Collections.Generic.HashSet<int>(currentHeroSO.equippedSkillGroupIDs);
foreach (Transform child in contentParent)
if (currentHeroSO == null || contentParent == null) return;
// Defensive: handle null equipped list
var equippedIds = currentHeroSO.equippedSkillGroupIDs ?? new int[0];
var equipped = new System.Collections.Generic.HashSet<int>(equippedIds);
// Ensure layout is rebuilt so all instantiated children are available and their LayoutElements applied
UnityEngine.UI.LayoutRebuilder.ForceRebuildLayoutImmediate(contentParent);
// Get all slots under contentParent (including nested containers and inactive objects)
var slots = contentParent.GetComponentsInChildren<slots_skillSlots>(true);
if (slots == null || slots.Length == 0) return;
foreach (var slot in slots)
{
var slot = child.GetComponentInChildren<slots_skillSlots>();
if (slot != null)
{
slot.isSelected = equipped.Contains(slot.skillCard_skillID);
slot.ApplyState();
}
if (slot == null) continue;
slot.isSelected = equipped.Contains(slot.skillCard_skillID);
slot.ApplyState();
}
}
}
@@ -0,0 +1,184 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
public class load_skill_detail_prefab_inHeroDetailPrefab : MonoBehaviour
{
public static load_skill_detail_prefab_inHeroDetailPrefab Instance { get; private set; }
[Header("Prefab / UI")]
public GameObject skillDetailPrefab; // prefab must have skill_detail_prefab_inHeroDetail component
public RectTransform contentParent; // container where skill detail prefabs will be instantiated (e.g., Scroll View Content)
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
// Clear existing instantiated skill details
public void Clear()
{
if (contentParent == null) return;
for (int i = contentParent.childCount - 1; i >= 0; i--)
{
var c = contentParent.GetChild(i);
#if UNITY_EDITOR
if (!Application.isPlaying) DestroyImmediate(c.gameObject);
else Destroy(c.gameObject);
#else
Destroy(c.gameObject);
#endif
}
}
// Load equipped skill details for a given hero SO id and instantiate skill detail prefabs
public void LoadSkillDetails(int heroId)
{
Debug.Log($"load_skill_detail_prefab_inHeroDetailPrefab.LoadSkillDetails called with heroId={heroId}");
Clear();
if (skillDetailPrefab == null)
{
Debug.LogWarning("load_skill_detail_prefab_inHeroDetailPrefab: skillDetailPrefab is not assigned in Inspector");
return;
}
if (contentParent == null)
{
Debug.LogWarning("load_skill_detail_prefab_inHeroDetailPrefab: contentParent is not assigned in Inspector");
return;
}
if (heroId <= 0)
{
Debug.LogWarning("load_skill_detail_prefab_inHeroDetailPrefab: invalid heroId");
return;
}
AllyHero_SO found = null;
try
{
var arr = Resources.LoadAll<AllyHero_SO>("");
foreach (var a in arr)
{
if (a != null && a.ally_heroID == heroId) { found = a; break; }
}
}
catch (System.Exception ex)
{
Debug.LogError($"load_skill_detail_prefab_inHeroDetailPrefab: Resources.LoadAll threw: {ex}");
}
if (found == null)
{
Debug.LogWarning($"load_skill_detail_prefab_inHeroDetailPrefab: could not find AllyHero_SO for id={heroId}. Ensure the SO is in a Resources folder.");
return;
}
// Get equipped skill group IDs (filter out 0)
var equippedIds = (found.equippedSkillGroupIDs ?? new int[0]).Where(id => id != 0).ToList();
// Get current level info
var levelInfo = found.GetEffectiveLevelForCurrentEXP();
int currentMaxSlots = levelInfo?.skill_slot_limited ?? 0;
// Get max slots from highest level
int maxSlotsOverall = 0;
if (found.levelStats != null && found.levelStats.Count > 0)
{
// Assume levelStats is sorted by requiredEXP ascending, so last is highest
maxSlotsOverall = found.levelStats[found.levelStats.Count - 1].skill_slot_limited;
}
int created = 0;
for (int i = 0; i < maxSlotsOverall; i++)
{
if (i < equippedIds.Count)
{
// Instantiate equipped skill
int skillId = equippedIds[i];
SkillGroup group = found.GetSkillGroupByID(skillId);
if (group == null)
{
Debug.LogWarning($"load_skill_detail_prefab_inHeroDetailPrefab: could not find SkillGroup for skillId={skillId} in heroId={heroId}");
continue;
}
var go = Instantiate(skillDetailPrefab, contentParent);
var detail = go.GetComponent<skill_detail_prefab_inHeroDetail>();
if (detail == null)
{
Debug.LogWarning("load_skill_detail_prefab_inHeroDetailPrefab: instantiated prefab missing skill_detail_prefab_inHeroDetail component");
continue;
}
// Populate fields for equipped skill
if (detail.skill_info_image != null)
{
detail.skill_info_image.sprite = group.groupIcon;
detail.skill_info_image.color = group.groupIcon != null ? new Color(1f, 1f, 1f, 1f) : new Color(1f, 1f, 1f, 0f);
}
if (detail.skill_info_name != null)
{
detail.skill_info_name.text = group.groupName ?? string.Empty;
}
if (detail.skill_info_description != null)
{
detail.skill_info_description.text = group.skillDescriptionsText ?? string.Empty;
}
created++;
}
else
{
// Instantiate empty slot
var go = Instantiate(skillDetailPrefab, contentParent);
var detail = go.GetComponent<skill_detail_prefab_inHeroDetail>();
if (detail == null)
{
Debug.LogWarning("load_skill_detail_prefab_inHeroDetailPrefab: instantiated prefab missing skill_detail_prefab_inHeroDetail component");
continue;
}
// Populate fields for empty slot
if (i < currentMaxSlots)
{
// Available slot
if (detail.skill_info_image != null)
{
detail.skill_info_image.sprite = detail.skill_slot_available_image;
detail.skill_info_image.color = detail.skill_slot_available_image != null ? Color.white : new Color(1f, 1f, 1f, 0f);
}
if (detail.skill_info_name != null)
{
detail.skill_info_name.text = "技能槽位空闲";
}
if (detail.skill_info_description != null)
{
detail.skill_info_description.text = "技能槽位空闲,推荐装配一个技能";
}
}
else
{
// Locked slot
if (detail.skill_info_image != null)
{
detail.skill_info_image.sprite = detail.skill_slot_locked_image;
detail.skill_info_image.color = detail.skill_slot_locked_image != null ? Color.white : new Color(1f, 1f, 1f, 0f);
}
if (detail.skill_info_name != null)
{
detail.skill_info_name.text = "技能槽位锁定";
}
if (detail.skill_info_description != null)
{
detail.skill_info_description.text = "继续升级以解锁新槽位";
}
}
created++;
}
}
Debug.Log($"load_skill_detail_prefab_inHeroDetailPrefab: instantiated {created} skill detail prefabs for heroId={heroId}");
}
}
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using UnityEngine;
using UnityEngine.UI;
public class skill_detail_prefab_inHeroDetail : MonoBehaviour
{
[Header("prefabInfos")]
public Image skill_info_image;
public Text skill_info_name;
public Text skill_info_description;
[Header("defaultImages")]
public Sprite default_skill_image;
public Sprite skill_slot_available_image;
public Sprite skill_slot_unavailable_image;
public Sprite skill_slot_locked_image;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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@@ -356,6 +356,12 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I
// if currentSelectedCharacterCard exists, keep unchanged
// else ensure slots reflect team manager data by calling ResetTeamCharacter if selection exists
}
// Sync with newTeamSelector after swap
if (newTeamSelector.Instance != null)
{
newTeamSelector.Instance.UpdateAndSaveSelectedHeroes();
}
}
public void SetSlot(int id, string name, Sprite sprite)
@@ -445,6 +451,12 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I
skillSlot.isSelected = true; // Since equipped
skillSlot.isReadOnly = true; // Set to read-only for display in hero slot
skillSlot.ApplyState();
// Disable the bottom image for hero slot display
if (skillSlot.skillCard_bottomImage != null)
{
skillSlot.skillCard_bottomImage.gameObject.SetActive(false);
}
}
}
}
@@ -531,6 +543,12 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I
detailScript.characterSO = heroSO;
}
// Load skill details using the new script
if (load_skill_detail_prefab_inHeroDetailPrefab.Instance != null)
{
load_skill_detail_prefab_inHeroDetailPrefab.Instance.LoadSkillDetails(heroSlot_heroID);
}
Debug.Log($"Displayed details for hero ID {heroSlot_heroID}");
}
}
@@ -4,6 +4,7 @@ using UnityEngine.EventSystems;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Linq;
public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
{
@@ -73,6 +74,32 @@ public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnt
Debug.LogWarning($"slots_skillSlots.ToggleSelect: 未找到 hero SO, heroId={heroId}");
}
// 检查是否可以选择(如果要选择且未选中)
if (!isSelected)
{
// 获取当前等级的技能槽位限制
var levelInfo = so?.GetEffectiveLevelForCurrentEXP();
int maxSlots = levelInfo?.skill_slot_limited ?? int.MaxValue; // 如果未设置,默认无限制
int currentEquipped = so?.equippedSkillGroupIDs.Where(id => id != 0).Count() ?? 0;
if (currentEquipped >= maxSlots)
{
Debug.LogWarning($"slots_skillSlots.ToggleSelect: 超过技能槽位限制 ({currentEquipped}/{maxSlots}), 无法选择");
return; // 不切换状态
}
// 获取技能组的等级限制
var skillGroup = so?.GetSkillGroupByID(skillCard_skillID);
int requiredLevel = skillGroup?.thisSkill_levelLimit ?? 1;
int currentLevel = levelInfo?.levelID ?? 0;
if (currentLevel < requiredLevel)
{
Debug.LogWarning($"slots_skillSlots.ToggleSelect: 等级不足 ({currentLevel}/{requiredLevel}), 无法选择技能组 {skillCard_skillID}");
return; // 不切换状态
}
}
// 切换状态
isSelected = !isSelected;
ApplyState();
@@ -158,7 +185,33 @@ public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnt
string type = "技能";
string name = group.groupName ?? "未知技能";
string status = "可用"; // 可以根据逻辑判断
// 检查技能可用性
string status;
var levelInfo = hero.GetEffectiveLevelForCurrentEXP();
int maxSlots = levelInfo?.skill_slot_limited ?? int.MaxValue;
int currentEquipped = hero.equippedSkillGroupIDs.Where(id => id != 0).Count();
int requiredLevel = group.thisSkill_levelLimit;
int currentLevel = levelInfo?.levelID ?? 0;
if (currentLevel < requiredLevel)
{
string levelName = GetLevelName(requiredLevel);
status = $"需要等级{levelName}";
}
else if (currentEquipped >= maxSlots)
{
status = "技能已达上限";
}
else if (isSelected)
{
status = "技能已选择";
}
else
{
status = "技能可用";
}
string description = group.skillDescriptionsText ?? "无描述";
loadDetailsPrefab.Instance.ShowDetails(type, name, status, description, Input.mousePosition);
@@ -183,4 +236,17 @@ public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnt
}
return null;
}
// 辅助方法:根据levelID获取等级名称
private string GetLevelName(int levelID)
{
switch (levelID)
{
case 1: return "C";
case 2: return "B";
case 3: return "A";
case 4: return "S";
default: return "未知";
}
}
}
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@@ -29,6 +29,9 @@ public class SkillGroup
[Tooltip("A multiline description for this skill group. Use this to store notes or an overview that can be shown at runtime.")]
public string skillDescriptionsText = "";
[Tooltip("This skill group requires the hero to reach at least this level (1-4) to be selectable.")]
public int thisSkill_levelLimit = 1;
// Backwards-compatible accessor that previously returned a per-skill description.
// Now returns the single group-level text so callers can still obtain a description string.
public string GetSkillDescription(int index)
+7 -2
View File
@@ -21,6 +21,8 @@ public class AllyHero_SO : ScriptableObject
public Sprite ally_heroPoster;
[Header("角色带通道立绘")]
public Sprite ally_hero_HD_image;
[Header("角色正方形头像")]
public Sprite ally_hero_squareProfile;
[Header("主题色")]
public Color ally_heroThemeColor;
@@ -46,7 +48,7 @@ public class AllyHero_SO : ScriptableObject
[Tooltip("最大生命值")]
public int maxHP = 100;
[Tooltip("伤害抗性 (0..1), 用于减少所受伤害")]
[Tooltip("伤害抗性 (0-1), 用于减少所受伤害")]
public float damageResistance = 0f;
[Tooltip("最大法力值")]
@@ -59,7 +61,10 @@ public class AllyHero_SO : ScriptableObject
[Tooltip("升到本等级所需经验")]
public int requiredEXP;
// --- 新增:每等级的共享音符击中参数(用于将来调整) ---
[Header("本等级限制解锁技能槽位数量")]
[Tooltip("本等级限制解锁技能槽位数量")]
public int skill_slot_limited;
[Header("Note-hit shared parameters")]
[Tooltip("Good 判定时获得的法力值(整数)")]
public int manaGainGood = 1;
@@ -0,0 +1,136 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
public class load_teammatesProfile : MonoBehaviour
{
[Header("½ÇɫͷÏñ")]
public Image teammate_profile_01;
public Image teammate_profile_02;
public Image teammate_profile_03;
public Image teammate_profile_04;
public Image teammate_profile_05;
[Header("boarder")]
public Image teammate_profile_boarder_01;
public Image teammate_profile_boarder_02;
public Image teammate_profile_boarder_03;
public Image teammate_profile_boarder_04;
public Image teammate_profile_boarder_05;
[Header("Level Colors")]
public Color levelColor_C;
public Color levelColor_B;
public Color levelColor_A;
public Color levelColor_S;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
update_teammates_profile();
}
public void update_teammates_profile()
{
// Load selected hero IDs from PlayerPrefs
int heroId1 = PlayerPrefs.GetInt("selected_heroSlot01_heroID", 0);
int heroId2 = PlayerPrefs.GetInt("selected_heroSlot02_heroID", 0);
int heroId3 = PlayerPrefs.GetInt("selected_heroSlot03_heroID", 0);
int heroId4 = PlayerPrefs.GetInt("selected_heroSlot04_heroID", 0);
int heroId5 = PlayerPrefs.GetInt("selected_heroSlot05_heroID", 0);
// Set sprites for each profile image
teammate_profile_01.sprite = GetHeroSquareProfile(heroId1);
teammate_profile_02.sprite = GetHeroSquareProfile(heroId2);
teammate_profile_03.sprite = GetHeroSquareProfile(heroId3);
teammate_profile_04.sprite = GetHeroSquareProfile(heroId4);
teammate_profile_05.sprite = GetHeroSquareProfile(heroId5);
// Set border colors based on hero level
teammate_profile_boarder_01.color = GetBorderColor(GetHeroLevel(heroId1));
teammate_profile_boarder_02.color = GetBorderColor(GetHeroLevel(heroId2));
teammate_profile_boarder_03.color = GetBorderColor(GetHeroLevel(heroId3));
teammate_profile_boarder_04.color = GetBorderColor(GetHeroLevel(heroId4));
teammate_profile_boarder_05.color = GetBorderColor(GetHeroLevel(heroId5));
}
private Sprite GetHeroSquareProfile(int heroId)
{
if (heroId == 0) return null;
// Load all AllyHero_SO and find the one with matching ID
var allHeroes = Resources.LoadAll<AllyHero_SO>("");
foreach (var hero in allHeroes)
{
if (hero != null && hero.ally_heroID == heroId)
{
return hero.ally_hero_squareProfile;
}
}
return null; // Not found
}
private string GetHeroLevel(int heroId)
{
if (heroId == 0) return "C"; // default
var allHeroes = Resources.LoadAll<AllyHero_SO>("");
AllyHero_SO hero = null;
foreach (var h in allHeroes)
{
if (h != null && h.ally_heroID == heroId)
{
hero = h;
break;
}
}
if (hero == null) return "C";
return GetRatingFromSO(hero);
}
private string GetRatingFromSO(AllyHero_SO so)
{
if (so == null || so.levelStats == null || so.levelStats.Count == 0) return "C";
// Build a sorted copy by requiredEXP ascending
List<AllyHero_SO.AllyLevelInfo> sorted = new List<AllyHero_SO.AllyLevelInfo>();
foreach (var l in so.levelStats) if (l != null) sorted.Add(l);
sorted.Sort((a, b) => a.requiredEXP.CompareTo(b.requiredEXP));
int currentExp = so.ally_currentEXP;
int selectedIndex = 0;
for (int i = 0; i < sorted.Count; i++)
{
if (currentExp >= sorted[i].requiredEXP)
{
selectedIndex = i;
}
else
{
break;
}
}
// Map indices to ratings: index 0 -> C, 1 -> B, 2 -> A, 3+ -> S
if (selectedIndex <= 0) return "C";
if (selectedIndex == 1) return "B";
if (selectedIndex == 2) return "A";
return "S";
}
private Color GetBorderColor(string level)
{
Color color;
switch (level)
{
case "C": color = levelColor_C; break;
case "B": color = levelColor_B; break;
case "A": color = levelColor_A; break;
case "S": color = levelColor_S; break;
default: color = Color.white; break;
}
color.a = 1f;
return color;
}
}
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