编队列表选中功能完善
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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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@@ -0,0 +1,11 @@
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