编队列表选中功能完善
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--- !u!1 &1987921078
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GameObject:
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@@ -0,0 +1,35 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//适用于编队 列表
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public class teamCharacterView : MonoBehaviour
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{
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public GameObject character;
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public GameObject controlButton;
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public bool isSelected =false;
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public int listIndex;
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// private TeamManager teamManager= TeamManager.Instance;
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void Start()
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{
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controlButton.SetActive(isSelected);
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Debug.Log("teamCharacterView Start,"+isSelected+","+listIndex);
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}
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/// <summary>
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/// 单机team列表内对象时触发选定
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/// </summary>
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public void SetSelected()
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{
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isSelected = true;
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controlButton.SetActive(true);
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TeamManager.Instance.setCurrentSelectedCharacterInTeam(listIndex);
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}
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public void SetUnSelected()
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{
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isSelected = false;
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controlButton.SetActive(false);
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if(TeamManager.Instance.currentSelectedCharacter==this.listIndex)
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TeamManager.Instance.setCurrentSelectedCharacterInTeam(-1);
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -11,14 +11,47 @@ public class teamSettingPanel : MonoBehaviour
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[SerializeField]
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public GameObject[] teamCharactersObj;
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private TeamManager teamManager;
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public static teamSettingPanel Instance{get;private set;}
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void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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void Start()
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{
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// teamSettingPanelObj.SetActive(false);
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teamManager = TeamManager.Instance;
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if(teamManager!=null)
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{
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teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
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}
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}
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void OnDestroy()
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{
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if (teamManager != null)
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{
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teamManager.OnSelectedCharacterChanged -= updateTeamCharacterSelectedStatus;
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}
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}
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public void openTeamSettingPanel()
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{
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Debug.Log("打开编队设置面板");
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//todo:向编队管理类拉取已有编队信息,把视图初始化为对应的编队信息
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//todo:向teamManager拉取已有编队信息,把视图初始化为对应的编队信息
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List<Character> currentTeam = teamManager.getCurrentTeam();
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foreach (Character character in currentTeam)
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{
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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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teamSettingPanelObj.SetActive(true);
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}
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@@ -29,4 +62,35 @@ public class teamSettingPanel : MonoBehaviour
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//todo:向保存编队信息的类获取编队信息,然后重新处理teamElementsObj的信息
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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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/// </summary>
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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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for (int i = 0; i < teamElementsObj.Length; i++)
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{
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if (i != currentSelectedCharacter)
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{
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teamCharacterView teamCharacterView = teamElementsObj[i].GetComponent<teamCharacterView>();
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if(teamCharacterView!=null)
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{
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teamCharacterView.SetUnSelected();
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}
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}
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}
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}
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}
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@@ -0,0 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Character
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{
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public string name{get; set;}
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public string occupation{get; set;}
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public int boundaryLevel{get; set;}
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}
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@@ -0,0 +1,72 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class TeamManager : MonoBehaviour
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{
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public static TeamManager Instance {get; private set;}
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public teamSettingPanel teamSettingPanelInstance= teamSettingPanel.Instance;
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//当前玩家存档下的所有编队配置
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public Dictionary<int, List<Character>> currentTeamSettings = new Dictionary<int, List<Character>>();
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/// <summary>
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/// 根据此字段来在编队信息页显示已有编队
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/// </summary>
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public int currentSelectedTeam = 0;
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/// <summary>
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/// 记录被选中的编队中角色的索引,用于处理队列位置交换的逻辑。-1表示无角色被选中
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/// </summary>
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public int currentSelectedCharacter = -1;
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/// <summary>
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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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void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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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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{
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teamSettingPanelInstance = teamSettingPanel.Instance;
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}
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}
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/// <summary>
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/// 读取玩家存档信息后可直接在此写入编队信息
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/// </summary>
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/// <param name="playerTeamSettings"></param>
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public void setcurrentTeamSettings(Dictionary<int,List<Character>> playerTeamSettings)
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{
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currentTeamSettings = playerTeamSettings;
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}
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public List<Character> getCurrentTeam()
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{
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return currentTeamSettings[currentSelectedTeam];
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}
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public void setCurrentSelectedCharacterInTeam(int characterIndex)
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{
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if (characterIndex != currentSelectedCharacter)
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{
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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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// 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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