继续更新小问题,增加了启动编队前外部头像预览
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@@ -13,6 +13,7 @@ public class basicInfoBars : MonoBehaviour
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public Image damageResistanceImage;
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public Image basicManaImage;
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public Image scoreEffeciencyImage;
|
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public Image skillAmountLimitImage;
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public Image missDamageImage;
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[Header("maxValues")]
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public int maxAttackValue = 999;
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@@ -20,6 +21,7 @@ public class basicInfoBars : MonoBehaviour
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public float maxDamageResistanceValue = 1f;
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public int maxBasicManaValue = 999;
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public float maxScoreEfficiencyValue = 1f;
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public int maxSkillAmountLimitValue = 10;
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public int maxMissDamageValue = 99;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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@@ -93,4 +95,14 @@ public class basicInfoBars : MonoBehaviour
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missDamageImage.fillAmount = clampedValue / maxMissDamageValue;
|
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}
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}
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// 设置技能数量限制进度条
|
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public void SetSkillAmountLimit(int value)
|
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{
|
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if (skillAmountLimitImage != null)
|
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{
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float clampedValue = Mathf.Clamp(value, 0, maxSkillAmountLimitValue);
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}
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}
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+13
-1
@@ -19,6 +19,8 @@ public class character_detailInformation : MonoBehaviour
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public RatioBar ratioBar;
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[Header("shutdown")]
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public Button shut_button;
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[Header("主题色渐变底图")]
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public Image mainTheme_fadeImage;
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void Start()
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@@ -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)
|
||||
{
|
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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}";
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}
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// 交给basicInfoBars设置进度条
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@@ -74,6 +77,7 @@ public class character_detailInformation : MonoBehaviour
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infoBars.SetDamageResistance(damageResistance);
|
||||
infoBars.SetBasicMana(maxMana);
|
||||
infoBars.SetScoreEfficiency(scoreEfficiency);
|
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infoBars.SetSkillAmountLimit(skillSlotLimited);
|
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infoBars.SetMissDamage((int)missHpLoss); // 假设missDamage是int
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}
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@@ -89,6 +93,14 @@ public class character_detailInformation : MonoBehaviour
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ratioBar.SetManaAndDamage(heroSO);
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}
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}
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// 设置主题色渐变底图
|
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if (mainTheme_fadeImage != null)
|
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{
|
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Color themeColor = heroSO.ally_heroThemeColor;
|
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themeColor.a = 1f; // 确保透明度为1,使其可见
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mainTheme_fadeImage.color = themeColor;
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}
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|
||||
@@ -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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{
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spriteCustomMetadata:
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nameFileIdTable:
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textureFormat: 1
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textureSettings:
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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cookieLightType: 0
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platformSettings:
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sprites:
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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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+184
@@ -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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@@ -0,0 +1,2 @@
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m_Layer: 0
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@@ -263,6 +279,81 @@ MonoBehaviour:
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+28
@@ -0,0 +1,28 @@
|
||||
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
|
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void Start()
|
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{
|
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|
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}
|
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|
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// Update is called once per frame
|
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void Update()
|
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{
|
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}
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}
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+2
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@@ -0,0 +1,445 @@
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@@ -356,6 +356,12 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I
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// if currentSelectedCharacterCard exists, keep unchanged
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// else ensure slots reflect team manager data by calling ResetTeamCharacter if selection exists
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}
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// Sync with newTeamSelector after swap
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public void SetSlot(int id, string name, Sprite sprite)
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@@ -445,6 +451,12 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I
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skillSlot.isSelected = true; // Since equipped
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skillSlot.isReadOnly = true; // Set to read-only for display in hero slot
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}
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}
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@@ -531,6 +543,12 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I
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detailScript.characterSO = heroSO;
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}
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// Load skill details using the new script
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@@ -4,6 +4,7 @@ using UnityEngine.EventSystems;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using System.Linq;
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public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler
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{
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@@ -73,6 +74,32 @@ public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnt
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Debug.LogWarning($"slots_skillSlots.ToggleSelect: 未找到 hero SO, heroId={heroId}");
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}
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// 检查是否可以选择(如果要选择且未选中)
|
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if (!isSelected)
|
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{
|
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// 获取当前等级的技能槽位限制
|
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var levelInfo = so?.GetEffectiveLevelForCurrentEXP();
|
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int maxSlots = levelInfo?.skill_slot_limited ?? int.MaxValue; // 如果未设置,默认无限制
|
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int currentEquipped = so?.equippedSkillGroupIDs.Where(id => id != 0).Count() ?? 0;
|
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if (currentEquipped >= maxSlots)
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{
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Debug.LogWarning($"slots_skillSlots.ToggleSelect: 超过技能槽位限制 ({currentEquipped}/{maxSlots}), 无法选择");
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return; // 不切换状态
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}
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// 获取技能组的等级限制
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var skillGroup = so?.GetSkillGroupByID(skillCard_skillID);
|
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int requiredLevel = skillGroup?.thisSkill_levelLimit ?? 1;
|
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int currentLevel = levelInfo?.levelID ?? 0;
|
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|
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if (currentLevel < requiredLevel)
|
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{
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Debug.LogWarning($"slots_skillSlots.ToggleSelect: 等级不足 ({currentLevel}/{requiredLevel}), 无法选择技能组 {skillCard_skillID}");
|
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return; // 不切换状态
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}
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}
|
||||
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// 切换状态
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isSelected = !isSelected;
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ApplyState();
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@@ -158,7 +185,33 @@ public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnt
|
||||
|
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string type = "技能";
|
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string name = group.groupName ?? "未知技能";
|
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string status = "可用"; // 可以根据逻辑判断
|
||||
|
||||
// 检查技能可用性
|
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string status;
|
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var levelInfo = hero.GetEffectiveLevelForCurrentEXP();
|
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int maxSlots = levelInfo?.skill_slot_limited ?? int.MaxValue;
|
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int currentEquipped = hero.equippedSkillGroupIDs.Where(id => id != 0).Count();
|
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int requiredLevel = group.thisSkill_levelLimit;
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int currentLevel = levelInfo?.levelID ?? 0;
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if (currentLevel < requiredLevel)
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{
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string levelName = GetLevelName(requiredLevel);
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status = $"需要等级{levelName}";
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}
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else if (currentEquipped >= maxSlots)
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{
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status = "技能已达上限";
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}
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else if (isSelected)
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{
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status = "技能已选择";
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}
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else
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{
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status = "技能可用";
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}
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string description = group.skillDescriptionsText ?? "无描述";
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loadDetailsPrefab.Instance.ShowDetails(type, name, status, description, Input.mousePosition);
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@@ -183,4 +236,17 @@ public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnt
|
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}
|
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return null;
|
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}
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// 辅助方法:根据levelID获取等级名称
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private string GetLevelName(int levelID)
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{
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switch (levelID)
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{
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case 1: return "C";
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case 2: return "B";
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case 3: return "A";
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case 4: return "S";
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default: return "未知";
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}
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}
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}
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Reference in New Issue
Block a user