编队列表选中功能完善

This commit is contained in:
2025-06-08 23:16:07 +08:00
parent 4cedd7c17b
commit adac8dfe04
8 changed files with 268 additions and 30 deletions
@@ -0,0 +1,35 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//适用于编队 列表
public class teamCharacterView : MonoBehaviour
{
public GameObject character;
public GameObject controlButton;
public bool isSelected =false;
public int listIndex;
// private TeamManager teamManager= TeamManager.Instance;
void Start()
{
controlButton.SetActive(isSelected);
Debug.Log("teamCharacterView Start,"+isSelected+","+listIndex);
}
/// <summary>
/// 单机team列表内对象时触发选定
/// </summary>
public void SetSelected()
{
isSelected = true;
controlButton.SetActive(true);
TeamManager.Instance.setCurrentSelectedCharacterInTeam(listIndex);
}
public void SetUnSelected()
{
isSelected = false;
controlButton.SetActive(false);
if(TeamManager.Instance.currentSelectedCharacter==this.listIndex)
TeamManager.Instance.setCurrentSelectedCharacterInTeam(-1);
}
}
@@ -0,0 +1,11 @@
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@@ -11,14 +11,47 @@ public class teamSettingPanel : MonoBehaviour
[SerializeField]
public GameObject[] teamCharactersObj;
private TeamManager teamManager;
public static teamSettingPanel Instance{get;private set;}
void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
void Start()
{
// teamSettingPanelObj.SetActive(false);
teamManager = TeamManager.Instance;
if(teamManager!=null)
{
teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
}
}
void OnDestroy()
{
if (teamManager != null)
{
teamManager.OnSelectedCharacterChanged -= updateTeamCharacterSelectedStatus;
}
}
public void openTeamSettingPanel()
{
Debug.Log("打开编队设置面板");
//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
//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
List<Character> currentTeam = teamManager.getCurrentTeam();
foreach (Character character in currentTeam)
{
}
//根据获取的队伍信息处理ui组件
//可在此补充ui动画信息
teamSettingPanelObj.SetActive(true);
}
@@ -29,4 +62,35 @@ public class teamSettingPanel : MonoBehaviour
//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
}
/// <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
/// </summary>
public void updateTeamCharacterSelectedStatus()
{
int currentSelectedCharacter = teamManager.currentSelectedCharacter;
Debug.Log(currentSelectedCharacter+" "+$"{teamElementsObj.Length}");
for (int i = 0; i < teamElementsObj.Length; i++)
{
if (i != currentSelectedCharacter)
{
teamCharacterView teamCharacterView = teamElementsObj[i].GetComponent<teamCharacterView>();
if(teamCharacterView!=null)
{
teamCharacterView.SetUnSelected();
}
}
}
}
}
@@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Character
{
public string name{get; set;}
public string occupation{get; set;}
public int boundaryLevel{get; set;}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,72 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TeamManager : MonoBehaviour
{
public static TeamManager Instance {get; private set;}
public teamSettingPanel teamSettingPanelInstance= teamSettingPanel.Instance;
//当前玩家存档下的所有编队配置
public Dictionary<int, List<Character>> currentTeamSettings = new Dictionary<int, List<Character>>();
/// <summary>
/// 根据此字段来在编队信息页显示已有编队
/// </summary>
public int currentSelectedTeam = 0;
/// <summary>
/// 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
/// </summary>
public int currentSelectedCharacter = -1;
/// <summary>
/// 在修改被选中的编队中角色的索引时触发
/// </summary>
public event Action OnSelectedCharacterChanged;
void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
void Start()
{
if(teamSettingPanelInstance == null)
{
teamSettingPanelInstance = teamSettingPanel.Instance;
}
}
/// <summary>
/// 读取玩家存档信息后可直接在此写入编队信息
/// </summary>
/// <param name="playerTeamSettings"></param>
public void setcurrentTeamSettings(Dictionary<int,List<Character>> playerTeamSettings)
{
currentTeamSettings = playerTeamSettings;
}
public List<Character> getCurrentTeam()
{
return currentTeamSettings[currentSelectedTeam];
}
public void setCurrentSelectedCharacterInTeam(int characterIndex)
{
if (characterIndex != currentSelectedCharacter)
{
currentSelectedCharacter = characterIndex;
OnSelectedCharacterChanged?.Invoke(); // 触发事件
}
}
// Update is called once per frame
void Update()
{
}
}
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