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alignment: 0 + pivot: {x: 0, y: 0} + border: {x: 0, y: 0, z: 0, w: 0} + customData: + outline: [] + physicsShape: [] + tessellationDetail: -1 + bones: [] + spriteID: 32b2dcdeeb331ff20800000000000000 + internalID: 3454599284296330019 + vertices: [] + indices: + edges: [] + weights: [] + outline: [] + customData: + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spriteCustomMetadata: + entries: [] + nameFileIdTable: + "\u77E9\u5F62 1 (8)_0": 3454599284296330019 + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/so/ally/30201_ayano.asset b/Assets/Resources/so/ally/30201_ayano.asset index 1abf4338..93ddfc38 100644 --- a/Assets/Resources/so/ally/30201_ayano.asset +++ b/Assets/Resources/so/ally/30201_ayano.asset @@ -15,12 +15,15 @@ MonoBehaviour: ally_heroName: Ayano ally_heroID: 30201 ally_heroImage: {fileID: -7736830374416659762, guid: 991800b03b1fd7f44ad3b3e8eb63d7e0, type: 3} - ally_heroProfile: {fileID: 0} + ally_heroProfile: {fileID: 21300000, guid: eec334d03c52af847bfa12dc839ac536, type: 3} + ally_heroSelectIcon: {fileID: 21300000, guid: a993087d325aff74383e7a39ed17df56, type: 3} ally_heroIcon: {fileID: 0} + ally_heroPoster: {fileID: 21300000, guid: 6476853d10206a745a4342d139ab925b, type: 3} + ally_heroDescription: "\u5B54\u5609\u5F6C\u662F\u4E00\u4F4D\u6CD5\u5E08\uFF0C\u901A\u8FC7\u63A5\u4F4F\u97F3\u7B26\u79EF\u6512\u6CD5\u529B\u503C\uFF0C\u4EE5\u91CA\u653E\u6280\u80FD\u6765\u7ED9\u961F\u53CB\u63D0\u4F9B\u53EF\u89C2\u589E\u76CA\u3002" levelStats: - levelName: Level 1 levelID: 1 - attack: 0 + attack: 10 maxHP: 100 damageResistance: 0 maxMana: 100 @@ -55,3 +58,62 @@ MonoBehaviour: - {fileID: 11400000, guid: 9c2d57fabf3a506499779b3d430f595b, type: 2} selectedSkillIndices: 00000000 primarySkillIndex: 0 + skillGroups: + - skillGroupID: 30201001 + groupName: "\u5B54\u5609\u5F6C\u795E\u529B" + columnID: 0 + columnName: "\u795E\u4EBA\u6280\u80FD" + skills: + - {fileID: 11400000, guid: 9c2d57fabf3a506499779b3d430f595b, type: 2} + - {fileID: 11400000, guid: 75f453e0c37644343897f37b063bbfd4, type: 2} + groupIcon: {fileID: 0} + 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+ + | 0.1*\n\n// \xB7\u975E\u4EBA\u5F62\u6001\u7684\u5B54\u5609\u5F6C\u62E5\u6709\u66F4\u9AD8\u7684\u6218\u6597\u529B" + - skillGroupID: 30201002 + groupName: "\u81F4\u547D\u8282\u594F" + columnID: 1 + columnName: "\u901A\u7528\u57FA\u77F3\u7B26\u6587" + skills: + - {fileID: 11400000, guid: 9c2d57fabf3a506499779b3d430f595b, type: 2} + - {fileID: 11400000, guid: 75f453e0c37644343897f37b063bbfd4, type: 2} + groupIcon: {fileID: 0} + 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*\u653B\u51FB\u8DDD\u79BB\u3002\n\u89E6\u53D1\u6761\u4EF6\uFF1A\u666E\u901A\u653B\u51FB\n\u6570\u503C\uFF1A150+2*\n\n// + \xB71234567890" + - skillGroupID: 30201003 + groupName: "\u5965\u672F\u5F57\u661F" + columnID: 1 + columnName: "\u901A\u7528\u57FA\u77F3\u7B26\u6587" + skills: + - {fileID: 11400000, guid: 9c2d57fabf3a506499779b3d430f595b, type: 2} + - {fileID: 11400000, guid: 75f453e0c37644343897f37b063bbfd4, type: 2} + groupIcon: 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b/Assets/artworks/selectYourSongFirst/heroes_level_image/detailsPrefabController.cs @@ -0,0 +1,25 @@ +using UnityEngine; +using UnityEngine.UI; + +public class detailsPrefabController : MonoBehaviour +{ + [Header("height")] + public int height_borderHeight; + public Image item_bottomImage; + public Text item_nameText; + public Text item_typeText; + public Text item_statusText; + public Text item_detailInformationText; + + // 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() + { + + } +} diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/detailsPrefabController.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/detailsPrefabController.cs.meta new file mode 100644 index 00000000..2d23f593 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/detailsPrefabController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d9e7a5ceeb90ef9478421eb0956e171d \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs new file mode 100644 index 00000000..66f02e2a --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs @@ -0,0 +1,103 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +public class loadDetailsPrefab : MonoBehaviour +{ + public static loadDetailsPrefab Instance { get; private set; } + + [Header("Details Prefab")] + public GameObject detailsPrefab; // 详细信息prefab,必须有detailsPrefabController组件 + public GameObject detailsParent; // 详细信息prefab的父物体 + + [Header("Settings")] + public float hoverDelay = 0.5f; // 鼠标悬停多少秒后展示prefab + public Vector2 offset = new Vector2(0, -50); // 偏移量(像素) + + private GameObject currentDetailsInstance; + private detailsPrefabController currentController; + private Coroutine showCoroutine; + + void Awake() + { + if (Instance == null) Instance = this; + else Destroy(gameObject); + } + + // 显示详细信息 + public void ShowDetails(string type, string name, string status, string description, Vector3 position) + { + HideDetails(); // 先隐藏之前的 + + if (detailsPrefab == null) return; + + // 启动协程延迟显示 + showCoroutine = StartCoroutine(ShowDetailsDelayed(type, name, status, description, position)); + } + + private System.Collections.IEnumerator ShowDetailsDelayed(string type, string name, string status, string description, Vector3 position) + { + yield return new WaitForSeconds(hoverDelay); + + Transform parent = detailsParent != null ? detailsParent.transform : transform; + currentDetailsInstance = Instantiate(detailsPrefab, parent); + currentController = currentDetailsInstance.GetComponent(); + if (currentController == null) + { + Debug.LogError("detailsPrefab missing detailsPrefabController component"); + Destroy(currentDetailsInstance); + yield break; + } + + // 设置文本 + if (currentController.item_nameText != null) currentController.item_nameText.text = name; + if (currentController.item_typeText != null) currentController.item_typeText.text = type; + if (currentController.item_statusText != null) currentController.item_statusText.text = status; + if (currentController.item_detailInformationText != null) currentController.item_detailInformationText.text = description; + + // 设置位置并检查边界 + RectTransform rt = currentDetailsInstance.GetComponent(); + if (rt != null) + { + Vector3 pos = position; + pos.x += offset.x; + pos.y += offset.y; + + float width = rt.rect.width; + float height = rt.rect.height; + + // 检查边界并调整 + if (pos.x + width > Screen.width) pos.x = Screen.width - width; // 超出右边界,左移 + if (pos.x < 0) pos.x = 0; // 超出左边界,右移 + + if (pos.y < 0) pos.y = position.y + height; // 下方空间不足,显示在上方(框底部在鼠标位置上方) + if (pos.y + height > Screen.height) pos.y = Screen.height - height; // 超出上边界,下移 + + rt.position = pos; + } + + // 设置不阻挡射线以避免闪烁 + CanvasGroup cg = currentDetailsInstance.GetComponent(); + if (cg == null) cg = currentDetailsInstance.AddComponent(); + cg.blocksRaycasts = false; + + currentDetailsInstance.SetActive(true); + } + + // 隐藏详细信息 + public void HideDetails() + { + if (showCoroutine != null) + { + StopCoroutine(showCoroutine); + showCoroutine = null; + } + + if (currentDetailsInstance != null) + { + Destroy(currentDetailsInstance); + currentDetailsInstance = null; + currentController = null; + } + } +} diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs.meta new file mode 100644 index 00000000..d48440ca --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7bf13d88781091d4394275608e1c7ddb \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs new file mode 100644 index 00000000..cff08829 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs @@ -0,0 +1,222 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections.Generic; +using System.Linq; + +public class loadSkillsSelect : MonoBehaviour +{ + public static loadSkillsSelect Instance { get; private set; } + + [Header("Prefab / UI")] + public GameObject skillCardPrefab; // prefab must have slots_skillSlots component + public RectTransform contentParent; // container where skill cards will be instantiated + public GameObject columnHeaderPrefab; // optional prefab for column headers, e.g. Text or UI element with Text component + + [Header("Column Layout Settings")] + public float columnSpacing = 10f; // Spacing between items in a column + public TextAnchor columnChildAlignment = TextAnchor.MiddleLeft; // Alignment of children in the column + public bool columnChildControlWidth = false; // Whether to control child width + public bool columnChildControlHeight = false; // Whether to control child height + public int columnPaddingLeft = 0; // Left padding for the column + public int columnPaddingRight = 0; // Right padding for the column + public int columnPaddingTop = 0; // Top padding for the column + public int columnPaddingBottom = 0; // Bottom padding for the column + public float columnVerticalSpacing = 10f; // Vertical spacing between header and skills in a column + + // 当前加载的英雄SO,用于技能卡片更新equippedSkillGroupIDs + public AllyHero_SO currentHeroSO { get; private set; } + + void Awake() + { + if (Instance == null) Instance = this; + else Destroy(gameObject); + } + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + // nothing + } + + // Update is called once per frame + void Update() + { + + } + + // Clear existing instantiated skill cards + 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 skill groups for a given hero SO id and instantiate skill card prefabs + public void LoadSkillsForHero(int heroId) + { + Debug.Log($"loadSkillsSelect.LoadSkillsForHero called with heroId={heroId}"); + Clear(); + if (skillCardPrefab == null) + { + Debug.LogWarning("loadSkillsSelect: skillCardPrefab is not assigned in Inspector"); + return; + } + if (contentParent == null) + { + Debug.LogWarning("loadSkillsSelect: contentParent is not assigned in Inspector"); + return; + } + if (heroId <= 0) + { + Debug.LogWarning("loadSkillsSelect: invalid heroId"); + return; + } + + AllyHero_SO found = null; + try + { + var arr = Resources.LoadAll(""); + foreach (var a in arr) + { + if (a != null && a.ally_heroID == heroId) { found = a; break; } + } + } + catch (System.Exception ex) + { + Debug.LogError($"loadSkillsSelect: Resources.LoadAll threw: {ex}"); + } + + if (found == null) + { + Debug.LogWarning($"loadSkillsSelect: could not find AllyHero_SO for id={heroId}. Ensure the SO is in a Resources folder."); + return; + } + if (found.skillGroups == null || found.skillGroups.Length == 0) + { + Debug.LogWarning($"loadSkillsSelect: found SO for id={heroId} but no skillGroups defined"); + return; + } + + currentHeroSO = found; // 设置当前英雄SO + + // 按columnID分组技能组 + var groupsByColumn = new System.Collections.Generic.Dictionary>(); + foreach (var g in found.skillGroups) + { + if (g == null) continue; + if (!groupsByColumn.ContainsKey(g.columnID)) groupsByColumn[g.columnID] = new System.Collections.Generic.List(); + groupsByColumn[g.columnID].Add(g); + } + + // 按columnID排序 + var sortedColumns = groupsByColumn.Keys.ToList(); + sortedColumns.Sort(); + + int created = 0; + foreach (var colId in sortedColumns) + { + var columnGroups = groupsByColumn[colId]; + var columnName = columnGroups.Count > 0 ? columnGroups[0].columnName : $"Column {colId}"; + + // 创建column容器 + var columnContainer = new GameObject($"Column_{colId}"); + columnContainer.transform.SetParent(contentParent, false); + var vlg = columnContainer.AddComponent(); + vlg.spacing = columnVerticalSpacing; // 垂直间距,可调整 + vlg.childAlignment = TextAnchor.UpperLeft; // 对齐方式 + vlg.childControlWidth = true; // 控制子元素宽度 + vlg.childControlHeight = false; // 不控制子元素高度 + vlg.childForceExpandWidth = false; // 不强制扩展宽度 + vlg.childForceExpandHeight = false; // 不强制扩展高度 + + // 实例化栏目标题 + if (columnHeaderPrefab != null) + { + var headerGo = Instantiate(columnHeaderPrefab, columnContainer.transform); + var text = headerGo.GetComponent(); + if (text != null) + { + text.text = columnName; + } + else + { + var tmpText = headerGo.GetComponent(); + if (tmpText != null) + { + tmpText.text = columnName; + } + } + } + + // 创建技能容器 + var skillsContainer = new GameObject("SkillsContainer"); + skillsContainer.transform.SetParent(columnContainer.transform, false); + var hlg = skillsContainer.AddComponent(); + hlg.spacing = columnSpacing; // 设置间距 + hlg.childAlignment = columnChildAlignment; // 对齐方式 + hlg.childControlWidth = columnChildControlWidth; // 控制子元素宽度 + hlg.childControlHeight = columnChildControlHeight; // 控制子元素高度 + hlg.padding = new UnityEngine.RectOffset(columnPaddingLeft, columnPaddingRight, columnPaddingTop, columnPaddingBottom); // 设置padding + + // 实例化该栏目的技能卡片 + foreach (var g in columnGroups) + { + if (g == null) continue; + var go = Instantiate(skillCardPrefab, skillsContainer.transform); + // populate as before + var s = go.GetComponent(); + if (s == null) + { + Debug.LogWarning("loadSkillsSelect: instantiated prefab missing slots_skillSlots component"); + continue; + } + + // populate fields + if (s.skillCard_skillName != null) s.skillCard_skillName.text = g.groupName ?? string.Empty; + s.skillCard_skillID = g.skillGroupID; + if (s.skillCard_skillIconImage != null) + { + s.skillCard_skillIconImage.sprite = g.groupIcon; + s.skillCard_skillIconImage.color = g.groupIcon != null ? new Color(1f,1f,1f,1f) : new Color(1f,1f,1f,0f); + } + s.skillCard_skillDescription = g.skillDescriptionsText ?? string.Empty; + + // set hero ID + s.heroId = heroId; + + // set initial selection state to false (not selected by default) + s.isSelected = false; + s.ApplyState(); + + // use the existing Button component on the skill card + if (s.skillCard_button != null) + { + s.skillCard_button.onClick.RemoveAllListeners(); + // capture local reference to slots component for closure + var localS = s; + s.skillCard_button.onClick.AddListener(() => { + if (localS == null) return; + localS.ToggleSelect(); + }); + } + else + { + Debug.LogWarning("loadSkillsSelect: skillCard_button is null on instantiated prefab"); + } + + created++; + } + } + + Debug.Log($"loadSkillsSelect: instantiated {created} skill cards for heroId={heroId}"); + } +} diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs.meta new file mode 100644 index 00000000..66191ac9 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d91e7b298de76734aa6ad0af22020457 \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadTeam_select.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadTeam_select.cs new file mode 100644 index 00000000..4fe38b00 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadTeam_select.cs @@ -0,0 +1,186 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif + +public class loadTeam_select : MonoBehaviour +{ + [Header("Prefab / UI")] + public GameObject roleCardPrefab; // prefab must have roleCard_prefabController + public RectTransform contentParent; // ScrollView content transform + + [Header("SO folders")] + // Editor path (inside Assets/) and runtime Resources subfolder + public string editorSOFolderPath = "Assets/Resources/so/ally"; + public string runtimeResourcesFolderPath = "so/ally"; // no "Resources/" prefix + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + LoadAllRoleCards(); + } + + public void LoadAllRoleCards() + { + if (roleCardPrefab == null || contentParent == null) + { + Debug.LogError("loadTeam_select: roleCardPrefab or contentParent not assigned"); + return; + } + + // clear existing + for (int i = contentParent.childCount - 1; i >= 0; i--) + { + var c = contentParent.GetChild(i); + if (Application.isPlaying) Destroy(c.gameObject); + else DestroyImmediate(c.gameObject); + } + + List found = new List(); + +#if UNITY_EDITOR + // Editor: search assets under editorSOFolderPath if valid, otherwise search whole project + string projectRelative = null; + if (!string.IsNullOrEmpty(editorSOFolderPath)) + { + string projectPath = editorSOFolderPath.Replace("\\", "/"); + if (projectPath.StartsWith(Application.dataPath)) + projectRelative = "Assets" + projectPath.Substring(Application.dataPath.Length); + else if (projectPath.StartsWith("Assets/")) projectRelative = projectPath; + } + + if (!string.IsNullOrEmpty(projectRelative)) + { + string[] guids = AssetDatabase.FindAssets("t:AllyHero_SO", new[] { projectRelative }); + foreach (var g in guids) + { + string path = AssetDatabase.GUIDToAssetPath(g); + var so = AssetDatabase.LoadAssetAtPath(path); + if (so != null) found.Add(so); + } + } + else + { + string[] guids = AssetDatabase.FindAssets("t:AllyHero_SO"); + foreach (var g in guids) + { + string path = AssetDatabase.GUIDToAssetPath(g); + var so = AssetDatabase.LoadAssetAtPath(path); + if (so != null) found.Add(so); + } + } +#else + // Runtime: use Resources.LoadAll on the given subfolder, fallback to loading everything + string resourcesPath = (runtimeResourcesFolderPath ?? "").Trim('/'); + Object[] objs = null; + try + { + if (!string.IsNullOrEmpty(resourcesPath)) objs = Resources.LoadAll(resourcesPath); + if (objs == null || objs.Length == 0) objs = Resources.LoadAll(""); + } + catch + { + objs = Resources.LoadAll(""); + } + if (objs != null) + { + foreach (var o in objs) + { + if (o is AllyHero_SO ah) found.Add(ah); + } + } +#endif + + Debug.Log($"loadTeam_select: discovered {found.Count} AllyHero_SO entries"); + + // instantiate in left-to-right order in the contentParent + foreach (var so in found) + { + if (so == null) continue; + var go = Instantiate(roleCardPrefab, contentParent); + go.transform.SetParent(contentParent, false); + var ctrl = go.GetComponent(); + if (ctrl == null) + { + Debug.LogWarning("roleCard prefab missing roleCard_prefabController"); + continue; + } + + // set fields + if (ctrl.roleCard_heroProfile != null) ctrl.roleCard_heroProfile.sprite = so.ally_heroSelectIcon; + if (ctrl.roleCard_heroName != null) ctrl.roleCard_heroName.text = so.ally_heroName; + ctrl.roleCard_heroID = so.ally_heroID; + + // compute effective rating (S/A/B/C) based on current EXP and levelStats + string rating = GetRatingFromSO(so); // returns "S","A","B","C" + + int colorIdx = MapLevelNameToColorIndex(rating); + colorIdx = Mathf.Clamp(colorIdx, 0, ctrl.bottomImage_colors.Length - 1); + if (ctrl.roleCard_bottomImage != null && ctrl.bottomImage_colors != null && ctrl.bottomImage_colors.Length > colorIdx) + { + ctrl.roleCard_bottomImage.color = ctrl.bottomImage_colors[colorIdx]; + } + } + } + + // Map the effective level determined by ally_currentEXP to one of S/A/B/C + 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 sorted = new List(); + 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"; + // for selectedIndex >= 3 (including when there are more than 4 levels), treat as S + return "S"; + } + + private int MapLevelNameToColorIndex(string levelName) + { + if (string.IsNullOrEmpty(levelName)) return 3; // default to last color + // common convention: S/A/B/C + switch (levelName.ToUpper()) + { + case "S": return 0; // red + case "A": return 1; // green + case "B": return 2; // blue + case "C": return 3; // yellow + default: + // try parse first char + char c = levelName.ToUpper()[0]; + if (c == 'S') return 0; + if (c == 'A') return 1; + if (c == 'B') return 2; + if (c == 'C') return 3; + return 3; + } + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadTeam_select.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadTeam_select.cs.meta new file mode 100644 index 00000000..5172fcb4 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadTeam_select.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ad7a9a7b4c0cad84aaa33fb33ec5bad0 \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs new file mode 100644 index 00000000..f9e2faf6 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs @@ -0,0 +1,178 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +public class roleCard_prefabController : MonoBehaviour, IDropHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler +{ + [Header("images")] + public Image roleCard_heroProfile; + public Text roleCard_heroName; + public Image roleCard_bottomImage; + public int roleCard_heroID; + [Header("SO Reference")] + [SerializeField] public AllyHero_SO heroSO; // 自动装入对应角色的SO + [Header("color")] + public Color[] bottomImage_colors = new Color[4] + { + Color.red, + Color.green, + Color.blue, + Color.yellow + }; + + // drag helpers + private Canvas rootCanvas; + private CanvasGroup canvasGroup; + + void Start() { rootCanvas = GetComponentInParent(); } + void Update() { } + + // Handle drop from CharacterCardView or roleCard prefabs (we won't set poster here) + public void OnDrop(PointerEventData eventData) + { + Debug.Log($"roleCard OnDrop called on {gameObject.name}, pointerDrag={eventData.pointerDrag?.name}"); + if (eventData.pointerDrag == null) return; + + // find CharacterCardView or other roleCard source + var sourceCard = eventData.pointerDrag.GetComponent() ?? eventData.pointerDrag.GetComponentInParent(); + var sourceRole = eventData.pointerDrag.GetComponent() ?? eventData.pointerDrag.GetComponentInParent(); + + if (sourceCard == null && sourceRole == null) + { + Debug.LogWarning("roleCard OnDrop: dragged object has no recognized source component"); + return; + } + + int sourceId = 0; + string boundary = null; + if (sourceCard != null) + { + sourceId = sourceCard.characterID; + boundary = sourceCard.currentBoundaryLevel; + } + else if (sourceRole != null) + { + sourceId = sourceRole.roleCard_heroID; + // role source may not have boundary + } + + // Transfer info: update roleCard display (profile and name) + roleCard_heroID = sourceId; + + var foundSO = FindAllyHeroSOById(roleCard_heroID); + if (foundSO != null) + { + heroSO = foundSO; // 自动装入对应角色的SO + // keep role card showing profile / select icon, not the poster + if (roleCard_heroProfile != null) + { + roleCard_heroProfile.sprite = foundSO.ally_heroSelectIcon != null ? foundSO.ally_heroSelectIcon : foundSO.ally_heroProfile; + roleCard_heroProfile.color = new Color(roleCard_heroProfile.color.r, roleCard_heroProfile.color.g, roleCard_heroProfile.color.b, 1f); + } + if (roleCard_heroName != null) + roleCard_heroName.text = foundSO.ally_heroName; + } + else + { + // fallback: use source image/name + if (sourceCard != null && roleCard_heroProfile != null && sourceCard.characterImage != null) + { + roleCard_heroProfile.sprite = sourceCard.characterImage.sprite; + roleCard_heroProfile.color = new Color(roleCard_heroProfile.color.r, roleCard_heroProfile.color.g, roleCard_heroProfile.color.b, 1f); + } + if (roleCard_heroName != null && sourceCard != null && sourceCard.characterImage != null) + roleCard_heroName.text = sourceCard.characterImage.gameObject.name; + } + + // set TeamManager selected card for potential slot placement + if (TeamManager.Instance != null) + { + TeamManager.Instance.currentSelectedCharacterCard = new CharacterView(roleCard_heroID, boundary); + } + + Debug.Log($"roleCard OnDrop applied id={roleCard_heroID} to {gameObject.name}"); + } + + private AllyHero_SO FindAllyHeroSOById(int id) + { + if (id == 0) return null; + var arr = Resources.LoadAll(""); + foreach (var a in arr) + { + if (a != null && a.ally_heroID == id) return a; + } + return null; + } + + // ---------------- Drag implementation so roleCard entries can be dragged as source ---------------- + public void OnBeginDrag(PointerEventData eventData) + { + // 如果有heroID但heroSO未设置,查找并设置heroSO + if (roleCard_heroID > 0 && heroSO == null) + { + heroSO = FindAllyHeroSOById(roleCard_heroID); + } + + if (roleCard_heroProfile == null || roleCard_heroProfile.sprite == null) return; + if (rootCanvas == null) rootCanvas = GetComponentInParent(); + if (rootCanvas == null) return; + + canvasGroup = GetComponent() ?? gameObject.AddComponent(); + canvasGroup.blocksRaycasts = false; + + // use shared drag ghost to reduce allocations / stutter + Utils.DragGhost.Show(rootCanvas, roleCard_heroProfile.sprite); + Utils.DragGhost.UpdatePosition(eventData.position, eventData.pressEventCamera); + + // ensure pointerDrag references this object for drop handlers + eventData.pointerDrag = gameObject; + } + + public void OnDrag(PointerEventData eventData) + { + Utils.DragGhost.UpdatePosition(eventData.position, eventData.pressEventCamera); + } + + public void OnEndDrag(PointerEventData eventData) + { + Utils.DragGhost.Hide(); + if (canvasGroup != null) canvasGroup.blocksRaycasts = true; + } + + // allow right-click to clear this role card (reset to empty) + public void OnPointerClick(PointerEventData eventData) + { + // left click: load skill cards for this hero (if available) + if (eventData.button == PointerEventData.InputButton.Left) + { + if (roleCard_heroID > 0 && loadSkillsSelect.Instance != null) + { + loadSkillsSelect.Instance.LoadSkillsForHero(roleCard_heroID); + } + } + } + + // 鼠标悬停进入:显示详细信息 + public void OnPointerEnter(PointerEventData eventData) + { + if (loadDetailsPrefab.Instance == null) return; + + if (heroSO == null) return; + + string type = "角色"; + string name = heroSO.ally_heroName ?? "未知角色"; + string status = "可用"; // 可以根据逻辑判断 + string description = heroSO.ally_heroDescription ?? "无描述"; + + loadDetailsPrefab.Instance.ShowDetails(type, name, status, description, Input.mousePosition); + } + + // 鼠标悬停离开:隐藏详细信息 + public void OnPointerExit(PointerEventData eventData) + { + if (loadDetailsPrefab.Instance != null) + { + loadDetailsPrefab.Instance.HideDetails(); + } + } +} diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs.meta new file mode 100644 index 00000000..38b735b0 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 09fe1ff3504d0af40b7cae6f4c8611d5 \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/roleItem_prefab.prefab b/Assets/artworks/selectYourSongFirst/heroes_level_image/roleItem_prefab.prefab new file mode 100644 index 00000000..ca8d2419 --- /dev/null +++ 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b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_heroSlots.cs new file mode 100644 index 00000000..9b6cdb26 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_heroSlots.cs @@ -0,0 +1,298 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler +{ + [Header("Hero Slots' Prefabs Necessary Info")] + public int heroSlot_slotID; + public Image heroSlot_colorImage; + public int heroSlot_heroID; + public Text heroSlot_heroName; + public Image heroImage; // display area for poster + public Image heroLevelImage; + public Button thisHero_detail_displayButton; // ? + + [Header("default Sprite")] + public Sprite defaultHeroSprite; + + public Color[] headerImage_colors = new Color[5] + { + Color.white, + Color.white, + Color.white, + Color.white, + Color.white + }; + + private Canvas rootCanvas; + private CanvasGroup canvasGroup; + + void Start() + { + rootCanvas = GetComponentInParent(); + // Ensure header colors have visible alpha on start + if (headerImage_colors != null) + { + for (int i = 0; i < headerImage_colors.Length; i++) + { + Color c = headerImage_colors[i]; + if (c.a == 0f) c.a = 1f; + headerImage_colors[i] = c; + } + } + + if (heroSlot_colorImage != null) + { + Color hc = heroSlot_colorImage.color; + if (hc.a == 0f) + { + // prefer color from headerImage_colors by slot id if available + if (headerImage_colors != null && heroSlot_slotID >= 0 && heroSlot_slotID < headerImage_colors.Length) + { + Color pick = headerImage_colors[heroSlot_slotID]; + pick.a = 1f; + heroSlot_colorImage.color = pick; + } + else + { + hc.a = 1f; + heroSlot_colorImage.color = hc; + } + } + } + + // ensure hero image transparent if not set + if (heroImage != null && heroImage.sprite == null) + { + heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 0f); + } + } + + private void OnValidate() + { + // Editor-time guard: ensure header colors alpha not zero + if (headerImage_colors != null) + { + for (int i = 0; i < headerImage_colors.Length; i++) + { + Color c = headerImage_colors[i]; + if (c.a == 0f) c.a = 1f; + headerImage_colors[i] = c; + } + } + + if (heroSlot_colorImage != null) + { + Color hc = heroSlot_colorImage.color; + if (hc.a == 0f) hc.a = 1f; + heroSlot_colorImage.color = hc; + } + } + + // Accept drops from CharacterCardView (role items) or roleCard_prefabController + public void OnDrop(PointerEventData eventData) + { + Debug.Log($"slots_heroSlots OnDrop on {gameObject.name}, pointerDrag={eventData.pointerDrag?.name}"); + if (eventData.pointerDrag == null) return; + + // accept CharacterCardView or roleCard_prefabController as sources (check parents as well) + var sourceCard = eventData.pointerDrag.GetComponent() ?? eventData.pointerDrag.GetComponentInParent(); + var sourceRole = eventData.pointerDrag.GetComponent() ?? eventData.pointerDrag.GetComponentInParent(); + var sourceSlot = eventData.pointerDrag.GetComponent() ?? eventData.pointerDrag.GetComponentInParent(); + + if (sourceCard == null && sourceRole == null && sourceSlot == null) + { + Debug.LogWarning("slots_heroSlots OnDrop: dragged object has no recognized source component"); + return; + } + + // If dragging slot -> swap data between slots + if (sourceSlot != null && sourceSlot != this) + { + SwapWith(sourceSlot); + return; + } + + // determine id and optional boundary + int sourceId = 0; + string boundary = null; + if (sourceCard != null) + { + sourceId = sourceCard.characterID; + boundary = sourceCard.currentBoundaryLevel; + } + else if (sourceRole != null) + { + sourceId = sourceRole.roleCard_heroID; + } + + // Update slot info with character id + heroSlot_heroID = sourceId; + + // Try to find AllyHero_SO by id and set poster/profile/name + AllyHero_SO found = null; + try + { + var arr = Resources.LoadAll(""); + foreach (var a in arr) + { + if (a != null && a.ally_heroID == heroSlot_heroID) + { + found = a; + break; + } + } + } + catch { } + + if (found != null) + { + if (heroSlot_heroName != null) heroSlot_heroName.text = found.ally_heroName; + // show poster on the hero slot image + if (heroImage != null && found.ally_heroPoster != null) + { + heroImage.sprite = found.ally_heroPoster; + heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 1f); + } + else if (heroImage != null && sourceCard != null && sourceCard.characterImage != null && sourceCard.characterImage.sprite != null) + { + // fallback to character sprite + heroImage.sprite = sourceCard.characterImage.sprite; + heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 1f); + } + else if (heroImage != null && sourceRole != null && sourceRole.roleCard_heroProfile != null) + { + // fallback to roleCard profile sprite + heroImage.sprite = sourceRole.roleCard_heroProfile.sprite; + heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 1f); + } + } + else + { + // fallback: use dragged sprite and name from source + if (heroSlot_heroName != null) + { + if (sourceCard != null && sourceCard.characterImage != null) + heroSlot_heroName.text = sourceCard.characterImage.gameObject.name; + else if (sourceRole != null && sourceRole.roleCard_heroProfile != null) + heroSlot_heroName.text = sourceRole.roleCard_heroProfile.gameObject.name; + } + if (heroImage != null) + { + if (sourceCard != null && sourceCard.characterImage != null && sourceCard.characterImage.sprite != null) + { + heroImage.sprite = sourceCard.characterImage.sprite; + heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 1f); + } + else if (sourceRole != null && sourceRole.roleCard_heroProfile != null) + { + heroImage.sprite = sourceRole.roleCard_heroProfile.sprite; + heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 1f); + } + } + } + + // Optionally, set selection in TeamManager so other systems can act on this + if (TeamManager.Instance != null) + { + TeamManager.Instance.currentSelectedCharacterCard = new CharacterView(heroSlot_heroID, boundary); + } + + Debug.Log($"slots_heroSlots OnDrop applied id={heroSlot_heroID} to {gameObject.name}"); + } + + // Allow right-click to clear this slot + public void OnPointerClick(PointerEventData eventData) + { + if (eventData.button == PointerEventData.InputButton.Right) + { + ClearSlot(); + } + } + + private void ClearSlot() + { + int prevId = heroSlot_heroID; // remember previous id + heroSlot_heroID = 0; + if (heroSlot_heroName != null) heroSlot_heroName.text = string.Empty; + if (heroImage != null) + { + // revert to default sprite if provided, otherwise keep transparent + if (defaultHeroSprite != null) + { + heroImage.sprite = defaultHeroSprite; + heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 1f); + } + else + { + heroImage.sprite = null; + heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 0f); + } + } + if (TeamManager.Instance != null) + { + TeamManager.Instance.currentSelectedCharacterCard = null; + if (prevId != 0) + TeamManager.Instance.removeTeamCharacter(prevId); + } + } + + // Drag between slots only + public void OnBeginDrag(PointerEventData eventData) + { + if (rootCanvas == null) rootCanvas = GetComponentInParent(); + if (rootCanvas == null) return; + // only start drag if this slot has a hero + if (heroSlot_heroID == 0) return; + + canvasGroup = GetComponent() ?? gameObject.AddComponent(); + canvasGroup.blocksRaycasts = false; + + // show shared ghost using heroImage sprite (poster) + Sprite s = heroImage != null ? heroImage.sprite : null; + Utils.DragGhost.Show(rootCanvas, s); + Utils.DragGhost.UpdatePosition(eventData.position, eventData.pressEventCamera); + + eventData.pointerDrag = gameObject; + } + + public void OnDrag(PointerEventData eventData) + { + Utils.DragGhost.UpdatePosition(eventData.position, eventData.pressEventCamera); + } + + public void OnEndDrag(PointerEventData eventData) + { + Utils.DragGhost.Hide(); + if (canvasGroup != null) canvasGroup.blocksRaycasts = true; + } + + // Swap data with another slot + private void SwapWith(slots_heroSlots other) + { + if (other == null) return; + // swap hero IDs, names, images + int tmpId = other.heroSlot_heroID; + Sprite tmpSprite = other.heroImage != null ? other.heroImage.sprite : null; + string tmpName = other.heroSlot_heroName != null ? other.heroSlot_heroName.text : string.Empty; + + other.SetSlot(heroSlot_heroID, heroSlot_heroName != null ? heroSlot_heroName.text : string.Empty, heroImage != null ? heroImage.sprite : null); + SetSlot(tmpId, tmpName, tmpSprite); + + // update TeamManager if needed + if (TeamManager.Instance != null) + { + // if currentSelectedCharacterCard exists, keep unchanged + // else ensure slots reflect team manager data by calling ResetTeamCharacter if selection exists + } + } + + public void SetSlot(int id, string name, Sprite sprite) + { + heroSlot_heroID = id; + if (heroSlot_heroName != null) heroSlot_heroName.text = name ?? string.Empty; + if (heroImage != null) heroImage.sprite = sprite; + if (heroImage != null) heroImage.color = sprite != null ? new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 1f) : new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 0f); + } +} diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_heroSlots.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_heroSlots.cs.meta new file mode 100644 index 00000000..4c637dac --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_heroSlots.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8f461fc039efd5145bd321f3ebb70223 \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs new file mode 100644 index 00000000..265cb965 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs @@ -0,0 +1,156 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler +{ + [Header("技能卡片内容")] + public Image skillCard_bottomImage; + public Text skillCard_skillName; + public int skillCard_skillID; + public Image skillCard_skillIconImage; + public string skillCard_skillDescription; + public Button skillCard_button; + + [Header("技能状态改变背景颜色")] + [Tooltip("Color when the skill is available")] + public Color skillColor_available = Color.white; + + [Tooltip("Color when the skill is selected")] + public Color skillColor_selected = Color.green; + + [Tooltip("Color when the skill is unavailable")] + public Color skillColor_unavailable = Color.grey; + + [Tooltip("Color when the skill is locked")] + public Color skillColor_locked = new Color(0.5f, 0.25f, 0.25f, 1f); + + // track selection state + public bool isSelected = false; + + // hero ID to modify the corresponding SO + public int heroId; + + void Start() + { + ApplyState(); + } + + public void ApplyState() + { + if (skillCard_bottomImage == null) return; + skillCard_bottomImage.color = isSelected ? skillColor_selected : skillColor_available; + } + + private AllyHero_SO GetHeroSO() + { + // 优先使用loadSkillsSelect的currentHeroSO + if (loadSkillsSelect.Instance != null && loadSkillsSelect.Instance.currentHeroSO != null) + { + return loadSkillsSelect.Instance.currentHeroSO; + } + // 备用:通过heroId查找 + var arr = Resources.LoadAll(""); + foreach (var a in arr) + { + if (a != null && a.ally_heroID == heroId) return a; + } + return null; + } + + // 新增:统一切换选中状态的方法,供按钮或点击事件调用 + public void ToggleSelect() + { + var so = GetHeroSO(); + if (so == null) + { + Debug.LogWarning($"slots_skillSlots.ToggleSelect: 未找到 hero SO, heroId={heroId}"); + } + + // 切换状态 + isSelected = !isSelected; + ApplyState(); + + Debug.Log($"ToggleSelect: skillID={skillCard_skillID}, isSelected={isSelected}, so={so?.name}"); + + if (so != null) + { + var list = new System.Collections.Generic.List(so.equippedSkillGroupIDs); + if (isSelected) + { + if (!list.Contains(skillCard_skillID)) + { + list.Add(skillCard_skillID); + so.equippedSkillGroupIDs = list.ToArray(); + Debug.Log($"Added skillID {skillCard_skillID} to equippedSkillGroupIDs"); + } + } + else + { + if (list.Contains(skillCard_skillID)) + { + list.Remove(skillCard_skillID); + so.equippedSkillGroupIDs = list.ToArray(); + Debug.Log($"Removed skillID {skillCard_skillID} from equippedSkillGroupIDs"); + } + } + } + } + + // 鼠标左/右键:左键选中(或切换),右键仅在选中时取消 + public void OnPointerClick(PointerEventData eventData) + { + if (eventData.button == PointerEventData.InputButton.Left) + { + ToggleSelect(); + } + else if (eventData.button == PointerEventData.InputButton.Right) + { + if (isSelected) + { + ToggleSelect(); // 右键在选中时取消选中 + } + } + } + + // 鼠标悬停进入:显示详细信息 + public void OnPointerEnter(PointerEventData eventData) + { + if (loadDetailsPrefab.Instance == null) return; + + // 获取英雄SO + AllyHero_SO hero = FindHeroById(heroId); + if (hero == null) return; + + // 获取技能组 + SkillGroup group = hero.GetSkillGroupByID(skillCard_skillID); + if (group == null) return; + + string type = "技能"; + string name = group.groupName ?? "未知技能"; + string status = "可用"; // 可以根据逻辑判断 + string description = group.skillDescriptionsText ?? "无描述"; + + loadDetailsPrefab.Instance.ShowDetails(type, name, status, description, Input.mousePosition); + } + + // 鼠标悬停离开:隐藏详细信息 + public void OnPointerExit(PointerEventData eventData) + { + if (loadDetailsPrefab.Instance != null) + { + loadDetailsPrefab.Instance.HideDetails(); + } + } + + // 辅助方法:根据ID查找英雄SO + private AllyHero_SO FindHeroById(int id) + { + var arr = Resources.LoadAll(""); + foreach (var a in arr) + { + if (a != null && a.ally_heroID == id) return a; + } + return null; + } +} diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs.meta new file mode 100644 index 00000000..1239d27e --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2181a132ac9590d4f9d533cad446d788 \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/绁炵澶槼鍥洏.png b/Assets/artworks/selectYourSongFirst/heroes_level_image/绁炵澶槼鍥洏.png new file mode 100644 index 00000000..9e3f7fb8 Binary files /dev/null and b/Assets/artworks/selectYourSongFirst/heroes_level_image/绁炵澶槼鍥洏.png differ diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/绁炵澶槼鍥洏.png.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/绁炵澶槼鍥洏.png.meta new file mode 100644 index 00000000..2f6a739c --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/绁炵澶槼鍥洏.png.meta @@ -0,0 +1,156 @@ +fileFormatVersion: 2 +guid: 08ec25d1fa9582042b66477e54c0d67f +TextureImporter: + internalIDToNameTable: + - 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AddScore + AddScore, + IncreaseMaxHP, + DecreaseMaxHP, + IncreaseMaxMana, + DecreaseMaxMana, + IncreaseScoreEfficiency, + DecreaseScoreEfficiency, + IncreaseAttack, + DecreaseAttack } public interface ICombatant diff --git a/Assets/scripts/Combat/EffectSystem.cs b/Assets/scripts/Combat/EffectSystem.cs index a545209b..3e3a333e 100644 --- a/Assets/scripts/Combat/EffectSystem.cs +++ b/Assets/scripts/Combat/EffectSystem.cs @@ -55,6 +55,28 @@ public class EffectSystem : MonoBehaviour StartCoroutine(ApplyDamageOverTimeCoroutine(t, amount, duration, tickInterval, source)); break; + case EffectType.HealSingleEnemy: + // heal single enemy (first target) + if (targets.Count > 0) + ApplyInstantHeal(targets[0], amount, source); + break; + + case EffectType.HealOverTimeEnemy: + foreach (var t in targets) + StartCoroutine(ApplyHealOverTimeCoroutine(t, amount, duration, tickInterval, source)); + break; + + case EffectType.DamageSingleAlly: + // damage a single ally (first target) + if (targets.Count > 0) + ApplyInstantDamage(targets[0], amount, source); + break; + + case EffectType.DamageOverTimeAlly: + foreach (var t in targets) + StartCoroutine(ApplyDamageOverTimeCoroutine(t, amount, duration, tickInterval, source)); + break; + case EffectType.HealSingleSelf: if (targets.Count > 0) ApplyInstantHeal(targets[0], amount, source); @@ -163,7 +185,6 @@ public class EffectSystem : MonoBehaviour list.AddRange(FindAllAllies()); if (source != null) list.RemoveAll(g => g == null || g == source || g.gameObject == source.gameObject); - list.RemoveAll(g => g == null || g == source); break; case Selector.AdjacentAllies: @@ -291,17 +312,30 @@ public class EffectSystem : MonoBehaviour private IEnumerable FindAllEnemies() { List enemies = new List(); - // try to find object named "thisEnemy" (single) or many by tag - var single = GameObject.Find("thisEnemy"); - if (single != null) enemies.Add(single); + // Prefer explicit EnemyCombatant components (more robust than tags) + try + { + var comps = GameObject.FindObjectsOfType(true); + foreach (var c in comps) + { + if (c != null && c.gameObject != null && !enemies.Contains(c.gameObject)) enemies.Add(c.gameObject); + } + } + catch { } + + // Also include a single named instance if present + var single = GameObject.Find("thisEnemy"); + if (single != null && !enemies.Contains(single)) enemies.Add(single); + + // Finally include any objects tagged "Enemy" (if tag exists) try { var tagged = GameObject.FindGameObjectsWithTag("Enemy"); foreach (var g in tagged) if (!enemies.Contains(g)) enemies.Add(g); } - catch { } + catch { /* ignore missing tag */ } return enemies; } diff --git a/Assets/scripts/Combat/EnemyCombatant.cs b/Assets/scripts/Combat/EnemyCombatant.cs new file mode 100644 index 00000000..960e2641 --- /dev/null +++ b/Assets/scripts/Combat/EnemyCombatant.cs @@ -0,0 +1,195 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +// EnemyCombatant 是单个场上敌人的运行时表现(所有敌人共用同一个 GameObject,按顺序登场) +// 实现 ICombatant:被 EffectSystem/SkillBuilder 调用 +public class EnemyCombatant : MonoBehaviour, ICombatant +{ + public EnemyData_SO sourceData; + + // runtime stats + public int maxHP = 100; + public int currentHP = 100; + public int maxMana = 0; + public int currentMana = 0; + public float damageResistance = 0f; + public int attack = 0; + + private List activeBuffs = new List(); + + // Events to notify manager/UI + public event Action OnEnemyDied; + public event Action OnEnemyRevived; + + private bool isDead = false; + + private void Awake() + { + // Ensure consistent name so EffectSystem can find it + gameObject.name = "thisEnemy"; + } + + // 初始化/复活为指定的 EnemyData_SO + public void InitializeFromSO(EnemyData_SO so) + { + sourceData = so; + if (so != null) + { + maxHP = Mathf.Max(1, so.enemy_maxHP); + damageResistance = so.enemy_damageResistance; + attack = so.enemy_baseAttack; + maxMana = Mathf.Max(0, so.GetEffectiveMaxMana()); + } + else + { + maxHP = 100; + damageResistance = 0f; + attack = 0; + maxMana = 0; + } + + // revive + currentHP = maxHP; + currentMana = 0; + isDead = false; + + // notify listeners (UI/manager) that enemy revived + OnEnemyRevived?.Invoke(this); + + // Trigger primary skill on revive if defined and trigger condition matches + TryTriggerPrimarySkill(SkillDefinition.SkillTrigger.OnEnemyRevive); + } + + // 尝试触发 primary skill,当触发条件匹配时调用 SkillBuilder + private void TryTriggerPrimarySkill(SkillDefinition.SkillTrigger when) + { + if (sourceData == null) return; + var def = sourceData.GetPrimarySkill(); + if (def == null) return; + if (def.triggerCondition != when) return; + + // Evaluate formula into amount using enemy fields as variables + float perTick = 0f; + var vars = new Dictionary(); + vars["maxHP"] = maxHP; + vars["maxMana"] = maxMana; + vars["damageResistance"] = damageResistance; + vars["attack"] = attack; + vars["enemy_currentHP"] = currentHP; + + if (!string.IsNullOrWhiteSpace(def.formula)) + { + if (!SkillDefinition.TryEvaluateFormula(def.formula, vars, out float result)) + perTick = 0f; + else + perTick = result; + } + + float totalAmount = perTick; + if (!def.IsSingleInstance) + { + float tickInterval = def.GetEffectiveTickInterval(); + int ticks = Mathf.Max(1, Mathf.CeilToInt(def.defaultDuration / tickInterval)); + totalAmount = perTick * ticks; + } + + // Use SkillBuilder to execute effect, using this Enemy GameObject as caster + if (SkillBuilder.Instance != null) + { + SkillBuilder.Instance.ExecuteSkill(def.displayName ?? def.skillId, def.effectType, totalAmount, def.defaultSelector, this.gameObject, null, def.defaultDuration, def.defaultTickInterval); + } + } + + public void ReceiveDamage(float amount, GameObject source) + { + if (isDead) return; + + float effective = amount * (1f - damageResistance); + int delta = Mathf.CeilToInt(effective); + currentHP = Mathf.Clamp(currentHP - delta, 0, maxHP); + + // grant mana based on sourceData setting + if (sourceData != null && sourceData.manaGainOnDamagePercent > 0f && maxMana > 0) + { + float manaGainRaw = effective * sourceData.manaGainOnDamagePercent; + int manaGain = Mathf.CeilToInt(manaGainRaw); + ModifyMana(manaGain, true); + } + + if (currentHP <= 0) + { + Die(); + } + } + + public void ReceiveHeal(float amount, GameObject source) + { + if (isDead) return; + int delta = Mathf.CeilToInt(amount); + currentHP = Mathf.Clamp(currentHP + delta, 0, maxHP); + } + + public void ApplyBuff(Buff buff, GameObject source) + { + if (buff == null) return; + activeBuffs.Add(buff); + // Simple apply: only modify healReceivedMultiplier or attackMultiplier as example + if (buff.attackMultiplier != 1f) attack = Mathf.RoundToInt(attack * buff.attackMultiplier); + } + + public void RemoveBuff(string buffId) + { + var b = activeBuffs.Find(x => x.buffId == buffId); + if (b != null) + { + activeBuffs.Remove(b); + } + } + + public void ModifyHP(int delta) + { + if (isDead && delta > 0) return; + currentHP = Mathf.Clamp(currentHP + delta, 0, maxHP); + if (currentHP <= 0) Die(); + } + + public void ModifyMana(int delta, bool animate = true) + { + if (maxMana <= 0) return; + int old = currentMana; + currentMana = Mathf.Clamp(currentMana + delta, 0, maxMana); + + // If mana reached full, trigger primary skill and reset mana + if (currentMana >= maxMana && maxMana > 0 && Application.isPlaying) + { + Debug.Log($"[EnemyCombatant] Mana full for {gameObject.name} (slot) - triggering OnManaFull"); + try + { + // Trigger primary skill configured for OnManaFull + TryTriggerPrimarySkill(SkillDefinition.SkillTrigger.OnManaFull); + } + catch (Exception ex) + { + Debug.LogError($"[EnemyCombatant] TryTriggerPrimarySkill threw: {ex}"); + } + + // reset mana after casting + currentMana = 0; + } + } + + private void Die() + { + if (isDead) return; + isDead = true; + // notify listeners before possibly being reused + OnEnemyDied?.Invoke(this); + + // Trigger primary skill on death if configured + TryTriggerPrimarySkill(SkillDefinition.SkillTrigger.OnEnemyDead); + } + + // Utility: expose a read-only status + public bool IsDead => isDead; +} diff --git a/Assets/scripts/Combat/EnemyCombatant.cs.meta b/Assets/scripts/Combat/EnemyCombatant.cs.meta new file mode 100644 index 00000000..379be655 --- /dev/null +++ b/Assets/scripts/Combat/EnemyCombatant.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ef11f98db21141b4ab519043f45dd0b5 \ No newline at end of file diff --git a/Assets/scripts/Combat/SkillBuilder.cs b/Assets/scripts/Combat/SkillBuilder.cs index 1b3b8518..5dfe490d 100644 --- a/Assets/scripts/Combat/SkillBuilder.cs +++ b/Assets/scripts/Combat/SkillBuilder.cs @@ -44,10 +44,16 @@ public class SkillBuilder : MonoBehaviour // Placeholder: if you want to route damage through EffectSystem later, use this. public void DealDamageFromAllyToEnemies(int slotIndex, float amount) { - Debug.Log($"[SkillBuilder] DealDamageFromAllyToEnemies (placeholder): slot={slotIndex} amount={amount}"); - // Future: integrate with EffectSystem/Enemy system here. Example (commented): - // var caster = GetAllyObjectBySlot(slotIndex); - // global::EffectSystem.Instance?.ApplyEffect(Selector.CurrentEnemies, EffectType.DamageSingleEnemy, amount, 0f, caster, null); + // Resolve caster GameObject and route damage to EffectSystem so enemies receive damage with resistances etc. + var caster = GetAllyObjectBySlot(slotIndex); + if (global::EffectSystem.Instance == null) + { + Debug.LogWarning($"DealDamageFromAllyToEnemies: EffectSystem.Instance is null. slot={slotIndex} amount={amount}"); + return; + } + // Apply as single-instance damage to current enemies; EffectSystem will pick first applicable enemy for DamageSingleEnemy + global::EffectSystem.Instance.ApplyEffect(Selector.CurrentEnemies, EffectType.DamageSingleEnemy, amount, 0f, caster, null); + Debug.Log($"[SkillBuilder] DealDamageFromAllyToEnemies: applied {amount} from slot {slotIndex} via EffectSystem"); } private void ApplySharedOnNoteHit(int trackIndex, string judgeResult) @@ -224,7 +230,7 @@ public class SkillBuilder : MonoBehaviour // 直接修改全局总分(立即生效) public void ModifyTotalScore(int delta) { - if (ScoreManager.Instance == null) { Debug.LogWarning("ModifyTotalScore: ScoreManager.Instance == null"); return; } + if (ScoreManager.Instance == null) { Debug.LogWarning("ModifyTotalScore: ScoreManager.Instance is null"); return; } // adjust total and attempt to update UI ScoreManager.Instance.totalScore += delta; // try to force UI update via ScoreManager.RecalculateTotal() is not appropriate because it recalculates from allies @@ -320,6 +326,36 @@ public class SkillBuilder : MonoBehaviour ExecuteSkill("DealSingleEnemyDamage", EffectType.DamageSingleEnemy, amount, Selector.CurrentEnemies, caster, enemyTarget); } + // New: heal enemy directly (single) + public void HealSingleEnemy(GameObject caster, GameObject enemyTarget, float amount) + { + if (enemyTarget == null) { Debug.LogWarning("HealSingleEnemy: enemyTarget == null"); return; } + ExecuteSkill("HealSingleEnemy", EffectType.HealSingleEnemy, amount, Selector.CurrentEnemies, caster, enemyTarget); + } + + // New: heal enemy over time + public void ApplyHealOverTimeToEnemies(GameObject caster, Selector selector, float totalAmount, float duration, float tickInterval = 1f, GameObject specificTarget = null) + { + if (duration <= 0f) duration = defaultDuration; + if (tickInterval <= 0f) tickInterval = defaultTickInterval; + ExecuteSkill("HealOverTimeEnemy", EffectType.HealOverTimeEnemy, totalAmount, selector, caster, specificTarget, duration, tickInterval); + } + + // New: damage allies directly (single) + public void DealSingleAllyDamage(GameObject caster, GameObject allyTarget, float amount) + { + if (allyTarget == null) { Debug.LogWarning("DealSingleAllyDamage: allyTarget == null"); return; } + ExecuteSkill("DealSingleAllyDamage", EffectType.DamageSingleAlly, amount, Selector.AllAllies, caster, allyTarget); + } + + // New: damage allies over time + public void ApplyDamageOverTimeToAllies(GameObject caster, Selector selector, float totalAmount, float duration, float tickInterval = 1f, GameObject specificTarget = null) + { + if (duration <= 0f) duration = defaultDuration; + if (tickInterval <= 0f) tickInterval = defaultTickInterval; + ExecuteSkill("DamageOverTimeAlly", EffectType.DamageOverTimeAlly, totalAmount, selector, caster, specificTarget, duration, tickInterval); + } + public void ApplyDamageOverTimeToEnemies(GameObject caster, Selector selector, float totalAmount, float duration, float tickInterval = 1f, GameObject specificTarget = null) { if (duration <= 0f) duration = defaultDuration; @@ -636,6 +672,37 @@ public class SkillBuilder : MonoBehaviour if (def.effectType == EffectType.BuffDuration) b.scoreMultiplier = 1.5f; if (ic != null) ic.ApplyBuff(b, caster); break; + // 新增 effect type 处理 + case EffectType.IncreaseMaxHP: + if (ally != null) ally.SetMaxHP(ally.maxHP + Mathf.CeilToInt(amountTotal), false); + else if (t.TryGetComponent(out var enemy)) enemy.maxHP += Mathf.CeilToInt(amountTotal); + break; + case EffectType.DecreaseMaxHP: + if (ally != null) ally.SetMaxHP(Mathf.Max(1, ally.maxHP - Mathf.CeilToInt(amountTotal)), false); + else if (t.TryGetComponent(out var enemy2)) enemy2.maxHP = Mathf.Max(1, enemy2.maxHP - Mathf.CeilToInt(amountTotal)); + break; + case EffectType.IncreaseMaxMana: + if (ally != null) ally.SetMaxMana(ally.maxMana + Mathf.CeilToInt(amountTotal), false); + else if (t.TryGetComponent(out var enemy3)) enemy3.maxMana += Mathf.CeilToInt(amountTotal); + break; + case EffectType.DecreaseMaxMana: + if (ally != null) ally.SetMaxMana(Mathf.Max(1, ally.maxMana - Mathf.CeilToInt(amountTotal)), false); + else if (t.TryGetComponent(out var enemy4)) enemy4.maxMana = Mathf.Max(1, enemy4.maxMana - Mathf.CeilToInt(amountTotal)); + break; + case EffectType.IncreaseScoreEfficiency: + if (ally != null) ally.scoreEfficiency += amountTotal; + break; + case EffectType.DecreaseScoreEfficiency: + if (ally != null) ally.scoreEfficiency = Mathf.Max(0f, ally.scoreEfficiency - amountTotal); + break; + case EffectType.IncreaseAttack: + if (ally != null) ally.attack += Mathf.CeilToInt(amountTotal); + else if (t.TryGetComponent(out var enemy5)) enemy5.attack += Mathf.CeilToInt(amountTotal); + break; + case EffectType.DecreaseAttack: + if (ally != null) ally.attack = Mathf.Max(0, ally.attack - Mathf.CeilToInt(amountTotal)); + else if (t.TryGetComponent(out var enemy6)) enemy6.attack = Mathf.Max(0, enemy6.attack - Mathf.CeilToInt(amountTotal)); + break; default: // non-direct path handled below, but keep compatibility ExecuteSkill(def.displayName ?? def.skillId, def.effectType, amountTotal, def.defaultSelector, caster, specificTarget, def.defaultDuration, def.defaultTickInterval); @@ -663,6 +730,7 @@ public class SkillBuilder : MonoBehaviour } // Use the primary skill configured in the AllyHero_SO for this slot (primarySkillIndex dropdown) + // Updated: runtime activation now prefers equippedSkillGroupIDs on the SO. Only skills inside equipped groups are considered active. public void UsePrimarySkillForSlot(int slotIndex, float inputValue = -1f, GameObject specificTarget = null) { var so = GetAllyHeroSOBySlot(slotIndex); @@ -671,11 +739,51 @@ public class SkillBuilder : MonoBehaviour Debug.LogWarning($"UsePrimarySkillForSlot: no SO for slot {slotIndex}"); return; } + + // If SO defines equipped group IDs, cast skills from those groups (these represent active/owned skills at runtime) + if (so.equippedSkillGroupIDs != null && so.equippedSkillGroupIDs.Length > 0 && so.skillGroups != null) + { + foreach (var gid in so.equippedSkillGroupIDs) + { + if (gid == 0) continue; + SkillGroup group = null; + for (int k = 0; k < so.skillGroups.Length; k++) + { + var g = so.skillGroups[k]; + if (g != null && g.skillGroupID == gid) { group = g; break; } + } + if (group == null) continue; + UseSkillGroupForSlot(group, slotIndex, inputValue, specificTarget); + } + return; + } + + // Fallback: prefer any defined primary group (SO-level) via GetPrimarySkillGroup(), otherwise use primarySkillIndex + var fallbackGroup = so.GetPrimarySkillGroup(); + if (fallbackGroup != null) + { + UseSkillGroupForSlot(fallbackGroup, slotIndex, inputValue, specificTarget); + return; + } + int idx = so.primarySkillIndex; if (idx < 0) { Debug.LogWarning($"UsePrimarySkillForSlot: primarySkillIndex not set for slot {slotIndex}"); return; } UseSelectedSkillForSlot(slotIndex, idx, inputValue, specificTarget); } + // Cast all non-null skills in a SkillGroup for a given slotIndex. Each skill is invoked via UseSkillDefinition. + public void UseSkillGroupForSlot(SkillGroup group, int slotIndex, float inputValue = -1f, GameObject specificTarget = null) + { + if (group == null) return; + for (int i = 0; i < group.skills.Length; i++) + { + var s = group.skills[i]; + if (s == null) continue; + UseSkillDefinition(s, slotIndex, inputValue, specificTarget); + Debug.Log($"[SkillBuilder] UseSkillGroupForSlot: cast skill {s.skillId} from group '{group.groupName}' for slot {slotIndex}"); + } + } + // Called at game start to trigger any allies whose primary skill is set to trigger on game start public void TriggerOnGameStart() { @@ -685,6 +793,45 @@ public class SkillBuilder : MonoBehaviour { var so = GetAllyHeroSOBySlot(i); if (so == null) continue; + + // If equipped groups exist, iterate them and cast group skills whose triggerCondition == OnGameStart + if (so.equippedSkillGroupIDs != null && so.equippedSkillGroupIDs.Length > 0 && so.skillGroups != null) + { + foreach (int gid in so.equippedSkillGroupIDs) + { + if (gid == 0) continue; + SkillGroup group = null; + for (int k = 0; k < so.skillGroups.Length; k++) { var g = so.skillGroups[k]; if (g != null && g.skillGroupID == gid) { group = g; break; } } + if (group == null) continue; + foreach (var sk in group.skills) + { + if (sk == null) continue; + if (sk.triggerCondition == SkillDefinition.SkillTrigger.OnGameStart) + { + Debug.Log($"[SkillBuilder] TriggerOnGameStart: casting equipped group skill {sk.skillId} for slot {i}"); + UseSkillDefinition(sk, i, -1f, null); + } + } + } + continue; + } + + // Fallback: check SO-level primary group via GetPrimarySkillGroup() + var fallbackGroup = so.GetPrimarySkillGroup(); + if (fallbackGroup != null) + { + foreach (var sk in fallbackGroup.skills) + { + if (sk == null) continue; + if (sk.triggerCondition == SkillDefinition.SkillTrigger.OnGameStart) + { + Debug.Log($"[SkillBuilder] TriggerOnGameStart: casting group skill {sk.skillId} for slot {i}"); + UseSkillDefinition(sk, i, -1f, null); + } + } + continue; + } + var def = so.GetPrimarySkill(); if (def == null) continue; if (def.triggerCondition == SkillDefinition.SkillTrigger.OnGameStart) @@ -697,14 +844,44 @@ public class SkillBuilder : MonoBehaviour private Dictionary _lastOnNoteHitTriggerTime = new Dictionary(); + // track processed unique note IDs (e.g. long-hold note id) so shared effects (mana/hp) are applied only once + private Dictionary _processedNoteHitTimestamps = new Dictionary(); + // Called when a note on a particular track is hit (judgeResult e.g. "Perfect"/"Great"/"Good"). // Will cast the primary skill for the ally in that track if its primary skill is configured to trigger on note hit. // noteType indicates whether the hit event came from a Tap or Hold (tail) - public bool NotifyNoteHit(int trackIndex, string judgeResult, SkillDefinition.NoteTypeTrigger noteType = SkillDefinition.NoteTypeTrigger.Tap) + public bool NotifyNoteHit(int trackIndex, string judgeResult, SkillDefinition.NoteTypeTrigger noteType = SkillDefinition.NoteTypeTrigger.Tap, string uniqueNoteId = null) { - // Always apply shared per-note behavior (mana gain / miss penalty / reserved damage) regardless of SO-defined primary skill - try { ApplySharedOnNoteHit(trackIndex, judgeResult); } catch (System.Exception ex) { Debug.LogError($"[SkillBuilder] ApplySharedOnNoteHit threw: {ex}"); } - Debug.Log($"[SkillBuilder] NotifyNoteHit RECEIVED: track={trackIndex} judge={judgeResult} noteType={noteType}"); + Debug.Log($"[SkillBuilder] NotifyNoteHit RECEIVED: track={trackIndex} judge={judgeResult} noteType={noteType} uniqueId={uniqueNoteId}"); + // cleanup old processed ids (> 10s) + float nowCleanup = Time.time; + var toRemove = new List(); + foreach (var kv in _processedNoteHitTimestamps) + { + if (nowCleanup - kv.Value > 10f) toRemove.Add(kv.Key); + } + foreach (var k in toRemove) _processedNoteHitTimestamps.Remove(k); + + // Determine whether to apply shared effects (mana/H P loss) for this event. + bool applyShared = true; + if (!string.IsNullOrEmpty(uniqueNoteId)) + { + if (_processedNoteHitTimestamps.ContainsKey(uniqueNoteId)) + { + applyShared = false; // already applied for this hold note + } + else + { + _processedNoteHitTimestamps[uniqueNoteId] = Time.time; + } + } + + // Always apply shared per-note behavior (mana gain / miss penalty / reserved damage) unless this unique note id was already processed + if (applyShared) + { + try { ApplySharedOnNoteHit(trackIndex, judgeResult); } catch (System.Exception ex) { Debug.LogError($"[SkillBuilder] ApplySharedOnNoteHit threw: {ex}"); } + } + if (trackIndex < 0) { Debug.Log("[SkillBuilder] NotifyNoteHit: invalid trackIndex"); return false; } var so = GetAllyHeroSOBySlot(trackIndex); if (so == null) @@ -744,100 +921,113 @@ public class SkillBuilder : MonoBehaviour return false; } } - var def = so.GetPrimarySkill(); - if (def == null) { Debug.Log($"[SkillBuilder] NotifyNoteHit: no primary skill for slot {trackIndex}"); return false; } - Debug.Log($"[SkillBuilder] NotifyNoteHit: skill={def.skillId} noteTriggerType={def.noteTriggerType} onNoteHitMinThreshold={def.onNoteHitMinThreshold} cooldown={def.onNoteHitCooldown}"); + bool anyTriggered = false; - // Treat Hold events as Tap-equivalent by default to improve compatibility: many skills expect Tap/Either - var effectiveNoteType = noteType; - if (noteType == SkillDefinition.NoteTypeTrigger.Hold) + // If equipped groups exist, iterate equipped groups and check each skill for OnNoteHit + if (so.equippedSkillGroupIDs != null && so.equippedSkillGroupIDs.Length > 0 && so.skillGroups != null) { - // Only convert to Tap-equivalent for checking; keep original in logs - effectiveNoteType = SkillDefinition.NoteTypeTrigger.Tap; - Debug.Log($"[SkillBuilder] NotifyNoteHit: treating incoming Hold event as Tap-equivalent for skill checks (track={trackIndex})"); + foreach (int gid in so.equippedSkillGroupIDs) + { + if (gid == 0) continue; + SkillGroup group = null; + for (int k = 0; k < so.skillGroups.Length; k++) { var g = so.skillGroups[k]; if (g != null && g.skillGroupID == gid) { group = g; break; } } + if (group == null) continue; + foreach (var def in group.skills) + { + if (def == null) continue; + if (def.triggerCondition != SkillDefinition.SkillTrigger.OnNoteHit) continue; + + // Respect note type (Tap/Hold/Either) - treat Hold as Tap-equivalent for checking as before + var effectiveNoteType = noteType; + if (noteType == SkillDefinition.NoteTypeTrigger.Hold) effectiveNoteType = SkillDefinition.NoteTypeTrigger.Tap; + if (def.noteTriggerType == SkillDefinition.NoteTypeTrigger.Tap && effectiveNoteType != SkillDefinition.NoteTypeTrigger.Tap) continue; + if (def.noteTriggerType == SkillDefinition.NoteTypeTrigger.Hold && noteType != SkillDefinition.NoteTypeTrigger.Hold) continue; + + int quality = JudgeQualityFromString(judgeResult); + if (def.onNoteHitMinThreshold == SkillDefinition.NoteTriggerThreshold.Miss) + { + if (quality != 0) continue; + } + else + { + int required = (int)def.onNoteHitMinThreshold; + if (quality < required) continue; + } + + // cooldown per slot+skill + string key = $"{trackIndex}:{def.skillId}"; + float now = Time.time; + if (def.onNoteHitCooldown > 0f) + { + if (_lastOnNoteHitTriggerTime.TryGetValue(key, out float last)) + { + if (now - last < def.onNoteHitCooldown) continue; + } + } + + // trigger + Debug.Log($"[SkillBuilder] NotifyNoteHit: triggering equipped skill {def.skillId} for slot {trackIndex} due to note hit {judgeResult} (noteType={noteType})"); + UseSkillDefinition(def, trackIndex, -1f, null); + _lastOnNoteHitTriggerTime[key] = now; + anyTriggered = true; + } + } + return anyTriggered; } - // Respect note type (Tap/Hold/Either) - switch (def.noteTriggerType) + // Fallback to previous behavior using primary skill (availableSkills) + var defPrimary = so.GetPrimarySkill(); + if (defPrimary == null) { Debug.Log($"[SkillBuilder] NotifyNoteHit: no primary skill for slot {trackIndex}"); return false; } + if (defPrimary.triggerCondition != SkillDefinition.SkillTrigger.OnNoteHit) + { + Debug.Log($"[SkillBuilder] NotifyNoteHit: primary skill {defPrimary.skillId} for slot {trackIndex} is not set to OnNoteHit (actual={defPrimary.triggerCondition}), rejecting"); + return false; + } + + // previous checks preserved + var effectiveNoteTypePrimary = noteType; + if (noteType == SkillDefinition.NoteTypeTrigger.Hold) effectiveNoteTypePrimary = SkillDefinition.NoteTypeTrigger.Tap; + switch (defPrimary.noteTriggerType) { case SkillDefinition.NoteTypeTrigger.Tap: - // accept Tap (and treat Hold as Tap-equivalent) - if (effectiveNoteType != SkillDefinition.NoteTypeTrigger.Tap) - { - Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {def.skillId} requires Tap but event is {noteType}, rejecting"); - return false; - } + if (effectiveNoteTypePrimary != SkillDefinition.NoteTypeTrigger.Tap) { Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {defPrimary.skillId} requires Tap but event is {noteType}, rejecting"); return false; } break; case SkillDefinition.NoteTypeTrigger.Hold: - if (noteType != SkillDefinition.NoteTypeTrigger.Hold) - { - Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {def.skillId} requires Hold but event is {noteType}, rejecting"); - return false; - } + if (noteType != SkillDefinition.NoteTypeTrigger.Hold) { Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {defPrimary.skillId} requires Hold but event is {noteType}, rejecting"); return false; } break; case SkillDefinition.NoteTypeTrigger.Either: - // accept both break; } - // Map judgeResult to numeric quality - int quality = JudgeQualityFromString(judgeResult); - Debug.Log($"[SkillBuilder] NotifyNoteHit: judgeResult='{judgeResult}' mappedQuality={quality}"); - // Special case: if threshold == Miss, only trigger on Miss (quality == 0) - if (def.onNoteHitMinThreshold == SkillDefinition.NoteTriggerThreshold.Miss) + int qualityPrimary = JudgeQualityFromString(judgeResult); + if (defPrimary.onNoteHitMinThreshold == SkillDefinition.NoteTriggerThreshold.Miss) { - if (quality != 0) - { - Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {def.skillId} is Miss-only but quality={quality}, rejecting"); - return false; - } + if (qualityPrimary != 0) { Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {defPrimary.skillId} is Miss-only but quality={qualityPrimary}, rejecting"); return false; } } else { - int required = (int)def.onNoteHitMinThreshold; // Good=1, Great=2, Perfect=3 - if (quality < required) + int required = (int)defPrimary.onNoteHitMinThreshold; + if (qualityPrimary < required) { Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {defPrimary.skillId} requires quality>={required} but got {qualityPrimary}, rejecting"); return false; } + } + + string keyPrimary = $"{trackIndex}:{defPrimary.skillId}"; + float nowPrimary = Time.time; + if (defPrimary.onNoteHitCooldown > 0f && _lastOnNoteHitTriggerTime.TryGetValue(keyPrimary, out float lastPrimary)) + { + if (nowPrimary - lastPrimary < defPrimary.onNoteHitCooldown) { - Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {def.skillId} requires quality>={required} but got {quality}, rejecting"); - // not high enough + Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {defPrimary.skillId} on cooldown for slot {trackIndex}"); return false; } } - // cooldown: per slot+skill - string key = $"{trackIndex}:{def.skillId}"; - float now = Time.time; - if (def.onNoteHitCooldown > 0f) - { - if (_lastOnNoteHitTriggerTime.TryGetValue(key, out float last)) - { - if (now - last < def.onNoteHitCooldown) - { - Debug.Log($"[SkillBuilder] NotifyNoteHit: skill {def.skillId} on cooldown for slot {trackIndex}"); - // still cooling down - return false; - } - } - } - - // Passed checks -> invoke primary skill for slot - Debug.Log($"[SkillBuilder] NotifyNoteHit: triggering primary skill {def.skillId} for slot {trackIndex} due to note hit {judgeResult} (noteType={noteType})"); + Debug.Log($"[SkillBuilder] NotifyNoteHit: triggering primary skill {defPrimary.skillId} for slot {trackIndex} due to note hit {judgeResult} (noteType={noteType})"); UsePrimarySkillForSlot(trackIndex, -1f, null); - _lastOnNoteHitTriggerTime[key] = now; + _lastOnNoteHitTriggerTime[keyPrimary] = nowPrimary; return true; } - private int JudgeQualityFromString(string judge) - { - switch (judge) - { - case "Perfect": return 3; - case "Great": return 2; - case "Good": return 1; - default: return 0; // Miss or unknown - } - } - /* Explanation of caster and enemyTarget: - GameObject caster: the GameObject that performs (casts) the skill. For ally skills this should be the in-scene ally GameObject (usually name ally_01..ally_05) and should have AllyCombatant / ICombatant components. SkillBuilder uses slotIndex -> GetAllyObjectBySlot to resolve this. @@ -935,4 +1125,16 @@ public class SkillBuilder : MonoBehaviour elapsed += tickInterval; } } + + // Helper: map judge string to numeric quality + private int JudgeQualityFromString(string judge) + { + switch (judge) + { + case "Perfect": return 3; + case "Great": return 2; + case "Good": return 1; + default: return 0; // Miss or unknown + } + } } diff --git a/Assets/scripts/Combat/SkillDefinition.cs b/Assets/scripts/Combat/SkillDefinition.cs index b8f6c9fe..cc7ed68a 100644 --- a/Assets/scripts/Combat/SkillDefinition.cs +++ b/Assets/scripts/Combat/SkillDefinition.cs @@ -11,7 +11,9 @@ public class SkillDefinition : ScriptableObject None, OnGameStart, OnNoteHit, - OnManaFull + OnManaFull, + OnEnemyRevive, // 新增:当敌人登场时触发 + OnEnemyDead // 新增:当敌人死亡时触发 } [Header("标识 (Identity)")] diff --git a/Assets/scripts/Combat/SkillGroup.cs b/Assets/scripts/Combat/SkillGroup.cs new file mode 100644 index 00000000..95f0a0c8 --- /dev/null +++ b/Assets/scripts/Combat/SkillGroup.cs @@ -0,0 +1,44 @@ +using UnityEngine; + +[System.Serializable] +public class SkillGroup +{ + [Tooltip("Numeric ID used to reference this skill group (e.g. from equipped slots). Use 0 for 'none'.")] + public int skillGroupID = 0; + + [Tooltip("Optional human-readable name for the group (for designers).")] + public string groupName = ""; + + // 新增:栏目编号,用于分组和排序 + public int columnID = 0; + + // 新增:栏目名字,用于UI显示 + public string columnName = ""; + + // Variable-length list of SkillDefinitions so one group ID can map to multiple skills + public SkillDefinition[] skills = new SkillDefinition[0]; + + // Single icon representing this skill group (editable in Inspector) + [Header("Group Icon")] + [Tooltip("Optional single Sprite used as an icon for this skill group.")] + public Sprite groupIcon = null; + + // Single multiline description for the skill group (editable in Inspector) + [Header("Group-level designer notes")] + [TextArea(3, 10)] + [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 = ""; + + // 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) + { + return skillDescriptionsText ?? string.Empty; + } + + // Lookup by SkillDefinition instance; also returns group-level text for compatibility. + public string GetSkillDescription(SkillDefinition def) + { + return skillDescriptionsText ?? string.Empty; + } +} diff --git a/Assets/scripts/Combat/SkillGroup.cs.meta b/Assets/scripts/Combat/SkillGroup.cs.meta new file mode 100644 index 00000000..cac71cfd --- /dev/null +++ b/Assets/scripts/Combat/SkillGroup.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4a8d9099267f4da45bbcc157c9e7a89b \ No newline at end of file diff --git a/Assets/scripts/Data/AllyHero_SO.cs b/Assets/scripts/Data/AllyHero_SO.cs index eb0b9210..9efb4045 100644 --- a/Assets/scripts/Data/AllyHero_SO.cs +++ b/Assets/scripts/Data/AllyHero_SO.cs @@ -12,8 +12,17 @@ public class AllyHero_SO : ScriptableObject public Sprite ally_heroImage; [Header("英雄局内头像")] public Sprite ally_heroProfile; + [Header("英雄选择界面头像")] + public Sprite ally_heroSelectIcon; [Header("英雄轨道icon")] public Sprite ally_heroIcon; + [Header("英雄编队界面海报")] + public Sprite ally_heroPoster; + + [Header("英雄简介")] + [TextArea(3, 10)] + [Tooltip("英雄的详细简介信息")] + public string ally_heroDescription; [Header("等级属性列表")] public List levelStats = new List(); @@ -76,12 +85,58 @@ public class AllyHero_SO : ScriptableObject [Tooltip("Primary selected skill index into availableSkills (-1 = none)")] public int primarySkillIndex = -1; + // --- 技能组逻辑(已修复) --- + + [Tooltip("Skill groups defined on this hero. Each SkillGroup has a numeric skillGroupID which can be equipped into slots to allow activation of the entire group via that ID.")] + public SkillGroup[] skillGroups = new SkillGroup[0]; + + [Tooltip("Equipped skill group IDs for this ally. Each int references a skillGroupID defined in skillGroups. Use 0 to indicate empty.")] + public int[] equippedSkillGroupIDs = new int[0]; + + // --- 技能方法 --- + public SkillDefinition GetPrimarySkill() { if (availableSkills == null || primarySkillIndex < 0 || primarySkillIndex >= availableSkills.Length) return null; return availableSkills[primarySkillIndex]; } + // Adjusted: primary group is no longer stored as an index; prefer the first equipped group ID, otherwise fall back to the first non-null defined group. + public SkillGroup GetPrimarySkillGroup() + { + if (skillGroups == null || skillGroups.Length == 0) return null; + + // If equipped group IDs exist, prefer the first valid referenced group + if (equippedSkillGroupIDs != null && equippedSkillGroupIDs.Length > 0) + { + foreach (var gid in equippedSkillGroupIDs) + { + if (gid == 0) continue; + var g = GetSkillGroupByID(gid); + if (g != null) return g; + } + } + + // Fallback: return first non-null skill group defined on the SO + foreach (var g in skillGroups) + { + if (g != null) return g; + } + + return null; + } + + // New helper: find a SkillGroup by its numeric skillGroupID + public SkillGroup GetSkillGroupByID(int groupID) + { + if (skillGroups == null || skillGroups.Length == 0) return null; + foreach (var g in skillGroups) + { + if (g != null && g.skillGroupID == groupID) return g; + } + return null; + } + // Return the AllyLevelInfo that corresponds to the current ally_currentEXP. // Picks the highest level whose requiredEXP <= ally_currentEXP. If none match, returns levelStats[0] if present, otherwise null. public AllyLevelInfo GetEffectiveLevelForCurrentEXP() @@ -104,4 +159,4 @@ public class AllyHero_SO : ScriptableObject if (best == null) return levelStats[0]; return best; } -} +} \ No newline at end of file diff --git a/Assets/scripts/Data/EnemyData_SO.cs b/Assets/scripts/Data/EnemyData_SO.cs index 34714a56..a8616393 100644 --- a/Assets/scripts/Data/EnemyData_SO.cs +++ b/Assets/scripts/Data/EnemyData_SO.cs @@ -1,4 +1,5 @@ using UnityEngine; +using System.Collections.Generic; [CreateAssetMenu(fileName = "NewEnemyData", menuName = "SO_Data/EnemyData")] public class EnemyData_SO : ScriptableObject @@ -12,6 +13,17 @@ public class EnemyData_SO : ScriptableObject [Tooltip("敌人ID")] public int enemyID; + [Header("类型")] + public EnemyType enemyType = EnemyType.Simple; + + public enum EnemyType + { + Simple, + Elite, + Boss, + Legend + } + [Header("Stats")] [Tooltip("最大生命值")] public int enemy_maxHP; @@ -21,4 +33,42 @@ public class EnemyData_SO : ScriptableObject [Tooltip("基础攻击力")] public int enemy_baseAttack; + + // 最大法力值(仅当 enemyType == Boss 或 Legend 时才生效) + [Tooltip("最大法力值(仅当类型为 Boss 或 Legend 时生效)")] + public int enemy_maxMana = 0; + + // Skills (same idea as AllyHero_SO) + [Header("Skills")] + public SkillDefinition[] availableSkills; + [Tooltip("Indexes into availableSkills for preselected skills; empty means none selected")] + public int[] selectedSkillIndices = new int[0]; + + [Tooltip("Primary selected skill index into availableSkills (-1 = none)")] + public int primarySkillIndex = -1; + + public SkillDefinition GetPrimarySkill() + { + if (availableSkills == null || primarySkillIndex < 0 || primarySkillIndex >= availableSkills.Length) return null; + return availableSkills[primarySkillIndex]; + } + + // New: groups of skills. Each group contains a numeric skillGroupID and a variable-length list of SkillDefinitions. + [Tooltip("Skill groups defined on this enemy. Each SkillGroup has a numeric skillGroupID which can be equipped into slots to allow activation of the entire group via that ID.")] + public SkillGroup[] skillGroups = new SkillGroup[0]; + + [Tooltip("Equipped skill group IDs for this enemy. Each int references a skillGroupID defined in skillGroups. Use 0 to indicate empty.")] + public int[] equippedSkillGroupIDs = new int[0]; + + // Helper to query effective max mana based on type + public int GetEffectiveMaxMana() + { + // Treat configured enemy_maxMana as authoritative for runtime; designers can set to 0 if not used. + return enemy_maxMana; + } + + [Header("Combat Settings")] + [Tooltip("受到伤害回复法力的比例(0-1),例如 0.2 表示根据所受伤害的 20% 回复法力,向上取整)")] + [Range(0f, 1f)] + public float manaGainOnDamagePercent = 0.2f; // default 20% } diff --git a/Assets/scripts/Main_main/pressStart.cs b/Assets/scripts/Main_main/pressStart.cs index 1d77e355..0798ae1b 100644 --- a/Assets/scripts/Main_main/pressStart.cs +++ b/Assets/scripts/Main_main/pressStart.cs @@ -45,14 +45,16 @@ public class pressStart : MonoBehaviour // Update is called once per frame void Update() { - if (Input.GetKeyDown(KeyCode.Space) /*|| Input.GetMouseButtonDown(0)*/) + bool check_enterNextScene = false; + if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) { GameConfig.testMode = false; warningText.text = "你正在尝试进入未完整开发版本,点击y键忽略警告进入。"; - if (Input.GetKeyDown(KeyCode.Y)) - { - SceneManager.LoadScene(sceneName_toNextScene); - } + check_enterNextScene = true; + } + if (Input.GetKeyDown(KeyCode.Y) && check_enterNextScene) + { + SceneManager.LoadScene("UI_UI"); } // Enter进入测试模式,不加载json,开始轮询banflag if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.KeypadEnter)) diff --git a/Assets/scripts/Team/CharacterCardView.cs b/Assets/scripts/Team/CharacterCardView.cs index b45fb5fd..bc3014b4 100644 --- a/Assets/scripts/Team/CharacterCardView.cs +++ b/Assets/scripts/Team/CharacterCardView.cs @@ -3,8 +3,9 @@ using System.Collections.Generic; using System.Globalization; using UnityEngine; using UnityEngine.UI; +using UnityEngine.EventSystems; -public class CharacterCardView : MonoBehaviour +public class CharacterCardView : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { public int characterID; public string currentBoundaryLevel; @@ -14,10 +15,16 @@ public class CharacterCardView : MonoBehaviour public Image occupationIcon; public bool isSelected=false; + // drag + private GameObject dragGhost; + private Canvas rootCanvas; + private CanvasGroup canvasGroup; void Start() { charactCard = gameObject; + rootCanvas = GetComponentInParent(); + canvasGroup = GetComponent() ?? gameObject.AddComponent(); } /// /// 鏈湪闃熶腑鐨勫崱鐐瑰嚮鍚庤繘鍏ヨ鎿嶇旱鐘舵併傝嫢鍦ㄩ槦浼嶄腑榛樿杩涘叆宸茬粡鍏ラ槦鐘舵 @@ -40,6 +47,62 @@ public class CharacterCardView : MonoBehaviour TeamManager.Instance.removeTeamCharacter(characterID); characterImage.color = new Color(1f, 1f, 1f,1); } - - + + // Drag handlers: create ghost based on characterImage.sprite + public void OnBeginDrag(PointerEventData eventData) + { + Debug.Log($"CharacterCardView OnBeginDrag: {gameObject.name}"); + if (characterImage == null || characterImage.sprite == null) return; + if (rootCanvas == null) rootCanvas = GetComponentInParent(); + if (rootCanvas == null) return; + + // prevent the original from blocking raycasts so drop targets can receive events + if (canvasGroup == null) canvasGroup = GetComponent() ?? gameObject.AddComponent(); + canvasGroup.blocksRaycasts = false; + + // ensure pointerDrag references this object for drop handlers + eventData.pointerDrag = gameObject; + + dragGhost = new GameObject("_RoleDragGhost"); + dragGhost.transform.SetParent(rootCanvas.transform, false); + var img = dragGhost.AddComponent(); + img.raycastTarget = false; + img.sprite = characterImage.sprite; + img.SetNativeSize(); + var cg = dragGhost.AddComponent(); + cg.blocksRaycasts = false; + + UpdateGhostPosition(eventData); + } + + public void OnDrag(PointerEventData eventData) + { + if (dragGhost == null) return; + UpdateGhostPosition(eventData); + } + + public void OnEndDrag(PointerEventData eventData) + { + Debug.Log($"CharacterCardView OnEndDrag: {gameObject.name}"); + if (dragGhost != null) + { + Destroy(dragGhost); + dragGhost = null; + } + // restore raycast blocking on the original + if (canvasGroup != null) + canvasGroup.blocksRaycasts = true; + } + + private void UpdateGhostPosition(PointerEventData eventData) + { + if (rootCanvas == null) return; + RectTransformUtility.ScreenPointToLocalPointInRectangle( + rootCanvas.transform as RectTransform, + eventData.position, + eventData.pressEventCamera, + out Vector2 localPoint); + if (dragGhost != null) + dragGhost.transform.localPosition = localPoint; + } } diff --git a/Assets/scripts/Team/TeamManager.cs b/Assets/scripts/Team/TeamManager.cs index aa3ed013..c52d92f8 100644 --- a/Assets/scripts/Team/TeamManager.cs +++ b/Assets/scripts/Team/TeamManager.cs @@ -106,6 +106,10 @@ public class TeamManager : MonoBehaviour // { // teamSettingPanelInstance = teamSettingPanel.Instance; // } + // Ensure we have a reference to the UI panel instance if available + if (teamSettingPanelInstance == null && teamSettingPanel.Instance != null) + teamSettingPanelInstance = teamSettingPanel.Instance; + testTeamSetting();//鎺ュ叆鐜╁瀛樻。鍚庤娉ㄩ噴鎺夋琛 } void saveTeamSetting() @@ -227,7 +231,16 @@ public class TeamManager : MonoBehaviour } } currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam; - teamSettingPanelInstance.updateTeamSettingElements(); + // attempt to update UI panel safely + var panel = teamSettingPanelInstance ?? teamSettingPanel.Instance; + if (panel != null) + { + panel.updateTeamSettingElements(); + } + else + { + Debug.LogWarning("TeamManager.removeTeamCharacter: teamSettingPanel instance missing, UI not updated."); + } } } diff --git a/Assets/scripts/Team/newSelector.meta b/Assets/scripts/Team/newSelector.meta new file mode 100644 index 00000000..3318c012 --- /dev/null +++ b/Assets/scripts/Team/newSelector.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5f507082dd646a246829ec5fa8d7b338 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/scripts/Team/newSelector/newTeamSelector.cs b/Assets/scripts/Team/newSelector/newTeamSelector.cs new file mode 100644 index 00000000..e69de29b diff --git a/Assets/scripts/Team/newSelector/newTeamSelector.cs.meta b/Assets/scripts/Team/newSelector/newTeamSelector.cs.meta new file mode 100644 index 00000000..16331f0e --- /dev/null +++ b/Assets/scripts/Team/newSelector/newTeamSelector.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3fb4a89eabb098e4587e510803e52884 \ No newline at end of file diff --git a/Assets/scripts/Team/newTeamSelector.cs b/Assets/scripts/Team/newTeamSelector.cs new file mode 100644 index 00000000..58357494 --- /dev/null +++ b/Assets/scripts/Team/newTeamSelector.cs @@ -0,0 +1,140 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +public class newTeamSelector : MonoBehaviour +{ + [Header("等级图片CBAS")] + public Sprite levelIcon_sprite_C; + public Sprite levelIcon_sprite_B; + public Sprite levelIcon_sprite_A; + public Sprite levelIcon_sprite_S; + + [Tooltip("Prefab for a single hero slot. Must contain slots_heroSlots component.")] + public GameObject slotPrefab; + + [Tooltip("Container (GameObject with HorizontalLayoutGroup) where slots will be instantiated")] + public RectTransform container; + + [Tooltip("Number of slots to create (default 5)")] + public int slotCount = 5; + + [Tooltip("Optional override colors used for header images per slot. If not set, prefab's headerImage_colors will be used.")] + public Color[] overrideHeaderColors; + + [Tooltip("If true, create slots automatically on Start")] + public bool instantiateOnStart = true; + + private readonly List createdSlots = new List(); + + void Start() + { + if (instantiateOnStart) + CreateSlots(); + } + + void Update() { } + + public void CreateSlots() + { + if (slotPrefab == null || container == null) + { + Debug.LogError("newTeamSelector: slotPrefab or container is not assigned."); + return; + } + + // Clear existing + for (int i = container.childCount - 1; i >= 0; i--) + { + var c = container.GetChild(i); +#if UNITY_EDITOR + if (!Application.isPlaying) DestroyImmediate(c.gameObject); + else Destroy(c.gameObject); +#else + Destroy(c.gameObject); +#endif + } + createdSlots.Clear(); + + for (int i = 0; i < slotCount; i++) + { + var go = Instantiate(slotPrefab, container); + go.transform.SetParent(container, false); + go.name = $"heroSlot_{i}"; + + var slotComp = go.GetComponent(); + if (slotComp == null) + { + Debug.LogWarning("newTeamSelector: instantiated prefab does not contain slots_heroSlots component."); + continue; + } + + slotComp.heroSlot_slotID = i; + + // choose color: overrideHeaderColors takes priority, then prefab's headerImage_colors if available + Color chosen = Color.white; + if (overrideHeaderColors != null && i < overrideHeaderColors.Length) + { + chosen = overrideHeaderColors[i]; + } + else if (slotComp.headerImage_colors != null && i < slotComp.headerImage_colors.Length) + { + chosen = slotComp.headerImage_colors[i]; + } + + // Ensure visible alpha + chosen.a = Mathf.Clamp01(chosen.a); + if (chosen.a <= 0f) chosen.a = 1f; + + // Apply immediately if possible + if (slotComp.heroSlot_colorImage != null) + { + slotComp.heroSlot_colorImage.color = chosen; + } + + createdSlots.Add(slotComp); + } + + // Force immediate layout rebuild so HorizontalLayoutGroup arranges children right away + LayoutRebuilder.ForceRebuildLayoutImmediate(container); + + // Re-apply colors next frame to override any Start() logic on instantiated prefabs + StartCoroutine(ApplyHeaderColorsNextFrame()); + } + + private IEnumerator ApplyHeaderColorsNextFrame() + { + yield return null; // wait one frame + for (int i = 0; i < createdSlots.Count; i++) + { + var slot = createdSlots[i]; + if (slot == null) continue; + + Color chosen = Color.white; + if (overrideHeaderColors != null && i < overrideHeaderColors.Length) + { + chosen = overrideHeaderColors[i]; + } + else if (slot.headerImage_colors != null && i < slot.headerImage_colors.Length) + { + chosen = slot.headerImage_colors[i]; + } + chosen.a = 1f; + + if (slot.heroSlot_colorImage == null) + { + var img = slot.GetComponentInChildren(true); + if (img != null) slot.heroSlot_colorImage = img; + } + + if (slot.heroSlot_colorImage != null) + slot.heroSlot_colorImage.color = chosen; + } + + // ensure layout rebuilt after modifications + LayoutRebuilder.ForceRebuildLayoutImmediate(container); + } + + public List GetCreatedSlots() => createdSlots; +} diff --git a/Assets/scripts/Team/newTeamSelector.cs.meta b/Assets/scripts/Team/newTeamSelector.cs.meta new file mode 100644 index 00000000..8e6187bd --- /dev/null +++ b/Assets/scripts/Team/newTeamSelector.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2ad385fc06957ce4b89dd5f098a3889d \ No newline at end of file diff --git a/Assets/scripts/Team/teamSettingPanel.cs b/Assets/scripts/Team/teamSettingPanel.cs index 46cfdacb..0e43599b 100644 --- a/Assets/scripts/Team/teamSettingPanel.cs +++ b/Assets/scripts/Team/teamSettingPanel.cs @@ -156,48 +156,69 @@ public class teamSettingPanel : MonoBehaviour } public void updateTeamSettingElements() { - TeamSetting currentSelectedTeam = teamManager.getCurrentSelectedTeam(); + // defensive guards + if (teamManager == null) teamManager = TeamManager.Instance; + if (teamManager == null) + { + Debug.LogWarning("teamSettingPanel.updateTeamSettingElements: TeamManager is null. Skipping update."); + clearTeamSettingElements(); + return; + } + + TeamSetting currentSelectedTeam = null; + try { currentSelectedTeam = teamManager.getCurrentSelectedTeam(); } catch { currentSelectedTeam = null; } + if (currentSelectedTeam == null) + { + clearTeamSettingElements(); + return; + } + + if (currentSelectedTeam.teamIdList == null) + { + clearTeamSettingElements(); + return; + } + + if (teamElementsObj == null) + { + Debug.LogWarning("teamSettingPanel.updateTeamSettingElements: teamElementsObj is null"); + return; + } + List currentTeam = currentSelectedTeam.teamIdList; clearTeamSettingElements(); for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++) { - if(teamElementsObj[i]!=null && currentTeam[i]!=null) + if (teamElementsObj[i] == null) continue; + if (currentTeam[i] == null) continue; + + teamCharacterView t = teamElementsObj[i].GetComponent(); + if (t == null) continue; + + t.characterID= currentTeam[i].characterId; + TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID); + if (tcdi != null) { - //Debug.Log($"褰撳墠鍏冪礌涓虹{i},褰撳墠瑙掕壊涓簕currentTeam[i].characterId}"); - teamCharacterView t = teamElementsObj[i].GetComponent(); - if(t!=null) - { - t.characterID= currentTeam[i].characterId; - TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID); - if (tcdi != null) - { - t.charcterImg.sprite = tcdi.CharacterTeamSprite; - t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,255f); - - t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel); - t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,255f); - t.skillName.text = tcdi.CharacterSkillName; - } - else - { - t.charcterImg.sprite = null; - t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f); - t.levelIcon.sprite = null; - t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f); - t.skillName.text=""; - } - - if(currentSelectedTeam.LeaderId==currentTeam[i].characterId) - { - t.isLeader.SetActive(true); - t.notLeader.SetActive(false); - } - else - { - t.isLeader.SetActive(false); - t.notLeader.SetActive(true); - } - } + if (t.charcterImg != null) { t.charcterImg.sprite = tcdi.CharacterTeamSprite; t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,1f); } + if (t.levelIcon != null) { t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel); t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,1f); } + if (t.skillName != null) t.skillName.text = tcdi.CharacterSkillName ?? string.Empty; + } + else + { + if (t.charcterImg != null) { t.charcterImg.sprite = null; t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f); } + if (t.levelIcon != null) { t.levelIcon.sprite = null; t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f); } + if (t.skillName != null) t.skillName.text=""; + } + + if(currentSelectedTeam.LeaderId==currentTeam[i].characterId) + { + if (t.isLeader != null) t.isLeader.SetActive(true); + if (t.notLeader != null) t.notLeader.SetActive(false); + } + else + { + if (t.isLeader != null) t.isLeader.SetActive(false); + if (t.notLeader != null) t.notLeader.SetActive(true); } } } diff --git a/Assets/scripts/gamePlay_gameplay/HoldNote.cs b/Assets/scripts/gamePlay_gameplay/HoldNote.cs index 80c946c2..2a51df91 100644 --- a/Assets/scripts/gamePlay_gameplay/HoldNote.cs +++ b/Assets/scripts/gamePlay_gameplay/HoldNote.cs @@ -359,11 +359,11 @@ public class HoldNote : BaseNote { Debug.Log($"[HoldNote] Triggering SkillBuilder on START for slot {trackIndex} with result={result}"); // Prefer Hold type notification so skills expecting Hold can react. If it fails, fallback to Tap. - bool triggered = SkillBuilder.Instance?.NotifyNoteHit(this.trackIndex, result, SkillDefinition.NoteTypeTrigger.Hold) ?? false; + bool triggered = SkillBuilder.Instance?.NotifyNoteHit(this.trackIndex, result, SkillDefinition.NoteTypeTrigger.Hold, this.noteID) ?? false; if (!triggered) { Debug.Log($"[HoldNote] START Hold notify did not trigger skill for slot {trackIndex}, trying Tap fallback"); - triggered = SkillBuilder.Instance?.NotifyNoteHit(this.trackIndex, result, SkillDefinition.NoteTypeTrigger.Tap) ?? false; + triggered = SkillBuilder.Instance?.NotifyNoteHit(this.trackIndex, result, SkillDefinition.NoteTypeTrigger.Tap, this.noteID) ?? false; } Debug.Log($"[HoldNote] START skill trigger result for slot {trackIndex}: {triggered}"); } @@ -385,7 +385,7 @@ public class HoldNote : BaseNote try { // Treat as Tap-type miss for compatibility - bool triggered = SkillBuilder.Instance?.NotifyNoteHit(this.trackIndex, result, SkillDefinition.NoteTypeTrigger.Tap) ?? false; + bool triggered = SkillBuilder.Instance?.NotifyNoteHit(this.trackIndex, result, SkillDefinition.NoteTypeTrigger.Tap, this.noteID) ?? false; Debug.Log($"[HoldNote] START Miss NotifyNoteHit fired for slot {trackIndex}: {triggered}"); } catch (System.Exception ex) @@ -532,7 +532,7 @@ public class HoldNote : BaseNote { try { - triggeredHold = SkillBuilder.Instance?.NotifyNoteHit(slot, result, SkillDefinition.NoteTypeTrigger.Hold) ?? false; + triggeredHold = SkillBuilder.Instance?.NotifyNoteHit(slot, result, SkillDefinition.NoteTypeTrigger.Hold, this.noteID) ?? false; } catch (System.Exception ex) { @@ -552,7 +552,7 @@ public class HoldNote : BaseNote { try { - triggeredTap = SkillBuilder.Instance?.NotifyNoteHit(slot, result, SkillDefinition.NoteTypeTrigger.Tap) ?? false; + triggeredTap = SkillBuilder.Instance?.NotifyNoteHit(slot, result, SkillDefinition.NoteTypeTrigger.Tap, this.noteID) ?? false; } catch (System.Exception ex) { diff --git a/Assets/scripts/gameplay_teamUI/teamUIController.cs b/Assets/scripts/gameplay_teamUI/teamUIController.cs index c5c42cae..5c582069 100644 --- a/Assets/scripts/gameplay_teamUI/teamUIController.cs +++ b/Assets/scripts/gameplay_teamUI/teamUIController.cs @@ -2,6 +2,7 @@ using UnityEngine; using UnityEngine.UI; using TMPro; using System.Collections.Generic; +using System.Collections; #if UNITY_EDITOR using UnityEditor; #endif @@ -18,8 +19,17 @@ public class teamUIController : MonoBehaviour [Tooltip("IDs for the 5 ally slots (top to bottom). These are used by PopulateAllySOsFromIds to resolve SOs into currentAllySOs.")] public List allySlotIds = new List { 0, 0, 0, 0, 0 }; + // --- 新增:敌人队列槽 ID 列表(按出场顺序) --- + [Header("Runtime enemy configuration")] + [Tooltip("IDs for enemies to appear in sequence. All enemies share a single GameObject and will be initialized from these SOs in order.")] + public List enemySlotIds = new List(); + // --- 新增:解析后的当前五个 SO 引用(按顺序) --- private TeamCharacterDataInfo[] currentAllySOs = new TeamCharacterDataInfo[5]; + // 新增:解析后的当前敌人 SO 列表(按出场顺序) + private EnemyData_SO[] currentEnemySOs = new EnemyData_SO[0]; + // 新增:仅包含已解析到的、有效的敌人 SO(不包含 id==0 或未找到的项) + private EnemyData_SO[] recognizedEnemySOs = new EnemyData_SO[0]; // previous active flags for detecting external changes private bool[] prevAllyActive = new bool[5]; @@ -33,6 +43,13 @@ public class teamUIController : MonoBehaviour [Tooltip("Runtime: Resources subfolder path (no 'Resources/' prefix). Example: so/ally")] public string runtimeResourcesFolderPath = "so/ally"; + // 新增:敌人 SO 路径(Editor / Runtime) + [Tooltip("Editor-only: project path or absolute disk path to the folder that contains enemy SOs. Example: Assets/Resources/so/enemies")] + public string editorEnemySOFolderPath = "Assets/Resources/so/enemies"; + + [Tooltip("Runtime: Resources subfolder path (no 'Resources/' prefix) for enemy SOs. Example: so/enemies")] + public string runtimeEnemyResourcesFolderPath = "so/enemies"; + // Optional per-ally object to toggle together with isAllyX_active. If null falls back to objectFather_allyXX. [Header("Ally runtime objects (optional)")] public GameObject ally01_object; @@ -263,7 +280,7 @@ public class teamUIController : MonoBehaviour if (runtimeDiscovered.Count == 0) { var arrAll = Resources.LoadAll(""); - if (arrAll != null && arrAll.Length > 0) + if (arrAll != null && arr.Length > 0) { runtimeDiscovered.AddRange(arrAll); Debug.LogWarning($"[teamUIController] (Runtime) Resources.LoadAll returned 0 in '{resourcesPath}', fell back to loading all ScriptableObjects ({arrAll.Length})"); @@ -276,7 +293,7 @@ public class teamUIController : MonoBehaviour { Debug.LogWarning($"[teamUIController] (Runtime) Resources.LoadAll failed for '{resourcesPath}': {ex.Message}"); var arrAll = Resources.LoadAll(""); - if (arrAll != null && arrAll.Length > 0) + if (arrAll != null && arr.Length > 0) runtimeDiscovered.AddRange(arrAll); } } @@ -446,27 +463,152 @@ public class teamUIController : MonoBehaviour #endif } - // Resolve various forms of selectedProjectFolderPath into a Resources.Load relative path (no 'Resources/' prefix, no extension) - private string ResolveResourcesRelativePath(string selectedPath) + // Populate enemy SOs from enemySlotIds using editor/runtime paths similar to allies + public void PopulateEnemySOsFromIds() { - if (string.IsNullOrEmpty(selectedPath)) return string.Empty; - string p = selectedPath.Replace("\\", "/"); - // If user provided a path starting with "Assets/Resources/", strip to get relative - int idx = p.IndexOf("Assets/Resources/"); - if (idx >= 0) + if (enemySlotIds == null || enemySlotIds.Count == 0) { - return p.Substring(idx + "Assets/Resources/".Length).Trim('/'); + currentEnemySOs = new EnemyData_SO[0]; + // update recognized list and UI + FilterRecognizedEnemies(); + UpdateEnemyListText(); + return; } - // If user provided an absolute path that contains Application.dataPath and Resources - string appData = Application.dataPath.Replace("\\", "/"); - idx = p.IndexOf(appData + "/Resources/"); - if (idx >= 0) + +#if UNITY_EDITOR + string folderToUse = !string.IsNullOrEmpty(editorEnemySOFolderPath) ? editorEnemySOFolderPath : selectedProjectFolderPath; + string projectRelative = null; + if (!string.IsNullOrEmpty(folderToUse)) { - return p.Substring((appData + "/Resources/").Length).Trim('/'); + string projectPath = folderToUse.Replace("\\", "/"); + if (projectPath.StartsWith(Application.dataPath)) projectRelative = "Assets" + projectPath.Substring(Application.dataPath.Length); + else if (projectPath.StartsWith("Assets/")) projectRelative = projectPath; + else Debug.LogWarning("editorEnemySOFolderPath should be inside project Assets for editor search. Falling back to project-wide search."); } - // If user already provided a Resources relative path (like "so/ally"), return it trimmed - if (p.StartsWith("Resources/")) p = p.Substring("Resources/".Length); - return p.Trim('/'); + + List results = new List(); + List discovered = new List(); + if (!string.IsNullOrEmpty(projectRelative)) + { + string[] guids = AssetDatabase.FindAssets("t:EnemyData_SO", new[] { projectRelative }); + foreach (var g in guids) + { + var path = AssetDatabase.GUIDToAssetPath(g); + var so = AssetDatabase.LoadAssetAtPath(path); + if (so != null) discovered.Add(so); + } + } + else + { + string[] guids = AssetDatabase.FindAssets("t:EnemyData_SO"); + foreach (var g in guids) + { + var path = AssetDatabase.GUIDToAssetPath(g); + var so = AssetDatabase.LoadAssetAtPath(path); + if (so != null) discovered.Add(so); + } + } + + // For each id in enemySlotIds try to resolve an EnemyData_SO; if id==0 or not found push null (skip) + foreach (var id in enemySlotIds) + { + if (id == 0) { results.Add(null); continue; } + EnemyData_SO found = null; + for (int j = 0; j < discovered.Count; j++) + { + var obj = discovered[j] as EnemyData_SO; + if (obj == null) continue; + string path = AssetDatabase.GetAssetPath(obj); + if (!string.IsNullOrEmpty(path) && path.Contains(id.ToString())) { found = obj; break; } + if (obj.enemyID == id) { found = obj; break; } + } + results.Add(found); + } + + currentEnemySOs = results.ToArray(); +#else + string resourcesPath = ResolveResourcesRelativePath(!string.IsNullOrEmpty(runtimeEnemyResourcesFolderPath) ? runtimeEnemyResourcesFolderPath : selectedProjectFolderPath); + List runtimeDiscovered = new List(); + if (!string.IsNullOrEmpty(resourcesPath)) + { + resourcesPath = resourcesPath.Trim('/'); + try + { + var arr = Resources.LoadAll(resourcesPath); + if (arr != null && arr.Length > 0) runtimeDiscovered.AddRange(arr); + if (runtimeDiscovered.Count == 0) + { + var arrAll = Resources.LoadAll(""); + if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll); + } + } + catch { var arrAll = Resources.LoadAll(""); if (arrAll != null && arrAll.Length > 0) runtimeDiscovered.AddRange(arrAll); } + } + else + { + var arr = Resources.LoadAll(""); if (arr != null && arr.Length > 0) runtimeDiscovered.AddRange(arr); + } + + List results = new List(); + foreach (var id in enemySlotIds) + { + if (id == 0) { results.Add(null); continue; } + EnemyData_SO found = null; + foreach (var o in runtimeDiscovered) + { + if (o == null) continue; + if (o is EnemyData_SO e) + { + if (!string.IsNullOrEmpty(e.name) && e.name.Contains(id.ToString())) { found = e; break; } + if (e.enemyID == id) { found = e; break; } + } + } + // final attempt: Resources.Load by path + if (found == null && !string.IsNullOrEmpty(resourcesPath)) + { + try + { + var byId = Resources.Load($"{resourcesPath}/{id}"); + if (byId != null) found = byId; + } + catch { } + } + results.Add(found); + } + + currentEnemySOs = results.ToArray(); +#endif + // build recognized list and update UI + FilterRecognizedEnemies(); + UpdateEnemyListText(); + } + + // Build recognizedEnemySOs from currentEnemySOs by filtering out null entries (id==0 or unresolved) + private void FilterRecognizedEnemies() + { + var list = new List(); + if (currentEnemySOs != null) + { + foreach (var so in currentEnemySOs) + { + if (so != null) + { + list.Add(so); + } + } + } + recognizedEnemySOs = list.ToArray(); + // update enemyCounterMax to reflect actual number of recognized enemies + enemyCounterMax = recognizedEnemySOs != null ? recognizedEnemySOs.Length : 0; + // clamp current index + if (enemyCurrentCount < 0) enemyCurrentCount = 0; + if (enemyCurrentCount > enemyCounterMax) enemyCurrentCount = enemyCounterMax; + } + + // 返回解析到的敌人 SO 列表(副本) + public EnemyData_SO[] GetCurrentEnemySOs() + { + return (EnemyData_SO[])currentEnemySOs.Clone(); } // Debug helper to print key fields of a TeamCharacterDataInfo @@ -502,6 +644,13 @@ public class teamUIController : MonoBehaviour [Tooltip("当前总分")] public TextMeshProUGUI currentTotalScore; + // new: runtime enemy instance and UI sync fields + private EnemyCombatant enemyCombatantInstance; + private Coroutine enemyFadeHealthCoroutine; + private Coroutine enemyFadeManaCoroutine; + private int prevEnemyHP = -1; + private int prevEnemyMana = -1; + [Header("Combo判定最低要求")] public ComboJudgeType comboJudgeType = ComboJudgeType.Perfect; @@ -696,16 +845,32 @@ public class teamUIController : MonoBehaviour public Image currentEnemy_healthImage; [Tooltip("虚血条")] public Image currentEnemy_fadehealthImage; + [Tooltip("法力条")] + public Image currentEnemy_manaImage; + [Tooltip("虚法力条")] + public Image currentEnemy_fademanaImage; + [Tooltip("共计血条")] + public Image allEnemy_totalHealthImage; + [Tooltip("共计虚血条")] + public Image allEnemy_totalFadehealthImage; [Tooltip("名字文本")] - public TextMeshProUGUI currentEnemy_nameText; - [Tooltip("当前生命值/最大生命值")] + public Text currentEnemy_nameText; + [Tooltip("类型文本")] + public Text currentEnemy_typeText; + [Tooltip("当前敌人生命值/最大生命值")] public TextMeshProUGUI currentEnemy_healthRate; + [Tooltip("所有敌人生命值/最大生命值总计")] + public TextMeshProUGUI totalEnemy_healthRate; + [Tooltip("当前敌人法力值/最大法力值")] + public TextMeshProUGUI currentEnemy_manaRate; [Tooltip("当前分数/轨道分数上限")] public TextMeshProUGUI currentEnemy_current_scoreText; // rate : now score / max score - [Tooltip("角色唯一识别码")] + [Tooltip("敌人唯一识别码")] [SerializeField] private int enemy_id; [Tooltip("受击闪红")] public Image currentEnemy_hurtRedImage; + [Tooltip("敌人排队")] + public TextMeshProUGUI enemyList_rateText; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() @@ -721,6 +886,17 @@ public class teamUIController : MonoBehaviour // Ensure score text references are resolved so ScoreManager and AllyCombatant can write to them ResolveScoreTextReferences(); + + // Initialize enemies list and spawn first enemy if any + PopulateEnemySOsFromIds(); + // set enemyCounterMax based on recognized (resolved non-null) enemies so zeros/unresolved don't count + enemyCounterMax = recognizedEnemySOs != null ? recognizedEnemySOs.Length : 0; + enemyCurrentCount = 0; + InitializeEnemyInstance(); + if (recognizedEnemySOs != null && recognizedEnemySOs.Length > 0) + { + SpawnNextEnemy(); + } } // Update is called once per frame @@ -736,6 +912,23 @@ public class teamUIController : MonoBehaviour prevAllyActive[i] = current[i]; } } + + // Sync enemy UI with EnemyCombatant values + if (enemyCombatantInstance != null) + { + int hp = enemyCombatantInstance.currentHP; + int mana = enemyCombatantInstance.currentMana; + if (prevEnemyHP != hp) + { + UpdateEnemyHealthVisuals(prevEnemyHP, hp, true); + prevEnemyHP = hp; + } + if (prevEnemyMana != mana) + { + UpdateEnemyManaVisuals(prevEnemyMana, mana, true); + prevEnemyMana = mana; + } + } } private void FixedUpdate() @@ -890,4 +1083,298 @@ public class teamUIController : MonoBehaviour case 4: if (teammate05_characterImage != null) teammate05_characterImage.sprite = sprite; break; } } + + // ------------------- Enemy spawn & UI sync helpers ------------------- + private void InitializeEnemyInstance() + { + // Try to find an existing enemy object in scene + enemyCombatantInstance = FindFirstObjectByType(); + if (enemyCombatantInstance == null) + { + var go = new GameObject("thisEnemy"); + enemyCombatantInstance = go.AddComponent(); + } + + // attach listeners + if (enemyCombatantInstance != null) + { + enemyCombatantInstance.OnEnemyDied -= OnEnemyDiedHandler; + enemyCombatantInstance.OnEnemyRevived -= OnEnemyRevivedHandler; + enemyCombatantInstance.OnEnemyDied += OnEnemyDiedHandler; + enemyCombatantInstance.OnEnemyRevived += OnEnemyRevivedHandler; + + // initialize previous tracked values + prevEnemyHP = enemyCombatantInstance.currentHP; + prevEnemyMana = enemyCombatantInstance.currentMana; + } + } + + private void SpawnNextEnemy() + { + // handle case: no configured/recognized enemies -> show empty state but keep UI visible + if (recognizedEnemySOs == null || recognizedEnemySOs.Length == 0) + { + if (objectFather_enemy != null) objectFather_enemy.SetActive(true); + if (currentEnemy_nameText != null) currentEnemy_nameText.text = "(No Enemy)"; + if (currentEnemy_characterImage != null) currentEnemy_characterImage.sprite = null; + if (currentEnemy_healthImage != null) currentEnemy_healthImage.fillAmount = 0f; + if (currentEnemy_fadehealthImage != null) currentEnemy_fadehealthImage.fillAmount = 0f; + if (currentEnemy_healthRate != null) currentEnemy_healthRate.text = "0/0"; + if (currentEnemy_manaImage != null) currentEnemy_manaImage.fillAmount = 0f; + if (currentEnemy_fademanaImage != null) currentEnemy_fademanaImage.fillAmount = 0f; + if (enemyCounter != null) enemyCounter.text = "0/0"; + if (currentEnemy_typeText != null) currentEnemy_typeText.text = "(普通)"; + UpdateEnemyListText(); + return; + } + + if (enemyCurrentCount < 0) enemyCurrentCount = 0; + if (enemyCurrentCount >= recognizedEnemySOs.Length) + { + // All enemies processed: show empty/finished state but keep UI visible + if (objectFather_enemy != null) objectFather_enemy.SetActive(true); + if (currentEnemy_nameText != null) currentEnemy_nameText.text = "(All Defeated)"; + if (currentEnemy_characterImage != null) currentEnemy_characterImage.sprite = null; + if (currentEnemy_healthImage != null) currentEnemy_healthImage.fillAmount = 0f; + if (currentEnemy_fadehealthImage != null) currentEnemy_fadehealthImage.fillAmount = 0f; + if (currentEnemy_healthRate != null) currentEnemy_healthRate.text = "0/0"; + if (currentEnemy_manaImage != null) currentEnemy_manaImage.fillAmount = 0f; + if (currentEnemy_fademanaImage != null) currentEnemy_fademanaImage.fillAmount = 0f; + if (enemyCounter != null) enemyCounter.text = "0/" + enemyCounterMax.ToString(); + if (currentEnemy_typeText != null) currentEnemy_typeText.text = "(普通)"; + UpdateEnemyListText(); + return; + } + + var so = recognizedEnemySOs[enemyCurrentCount]; + if (so == null) + { + Debug.LogWarning($"[teamUIController] SpawnNextEnemy: SO is null at index {enemyCurrentCount}"); + // skip null slots (treated as empty) and advance + enemyCurrentCount++; + SpawnNextEnemy(); + return; + } + + InitializeEnemyInstance(); + enemyCombatantInstance.InitializeFromSO(so); + + // set UI visuals (name / sprites) + if (currentEnemy_nameText != null) currentEnemy_nameText.text = so.enemyName ?? so.name; + if (currentEnemy_characterImage != null) + { + var sprite = so.enemy_Profile != null ? so.enemy_Profile : so.enemy_Image; + if (sprite != null) currentEnemy_characterImage.sprite = sprite; + else currentEnemy_characterImage.sprite = null; + } + + // set type text: show for Simple/Elite/Boss/Legend + if (currentEnemy_typeText != null) + { + switch (so.enemyType) + { + case EnemyData_SO.EnemyType.Elite: + currentEnemy_typeText.text = "(精英)"; + break; + case EnemyData_SO.EnemyType.Boss: + currentEnemy_typeText.text = "(首领)"; + break; + case EnemyData_SO.EnemyType.Legend: + currentEnemy_typeText.text = "(史诗)"; + break; + default: + currentEnemy_typeText.text = "(普通)"; + break; + } + } + + // ensure UI parent is visible + if (objectFather_enemy != null) objectFather_enemy.SetActive(true); + + // reset previous values so Update picks up initial state + prevEnemyHP = enemyCombatantInstance.currentHP; + prevEnemyMana = enemyCombatantInstance.currentMana; + UpdateEnemyUIImmediate(); + + // update enemy counter text + if (enemyCounter != null) + { + enemyCounter.text = $"{Mathf.Clamp(enemyCurrentCount+1,1,999)}/{enemyCounterMax}"; + } + + // refresh the enemy list display + UpdateEnemyListText(); + } + + // Build a readable representation of the enemy queue and write to enemyList_rateText + private void UpdateEnemyListText() + { + if (enemyList_rateText == null) return; + int total = recognizedEnemySOs != null ? recognizedEnemySOs.Length : 0; + int displayIndex = 0; + if (total == 0) + displayIndex = 0; + else + displayIndex = Mathf.Clamp(enemyCurrentCount + 1, 1, total); + + // show as "current/total" (e.g. 1/3). When no enemies, show 0/0 + enemyList_rateText.text = total == 0 ? "0/0" : $"{displayIndex}/{total}"; + } + + private void OnEnemyDiedHandler(EnemyCombatant e) + { + // advance to next enemy after death + enemyCurrentCount++; + SpawnNextEnemy(); + } + + private void OnEnemyRevivedHandler(EnemyCombatant e) + { + // refresh UI + UpdateEnemyUIImmediate(); + } + + private void UpdateEnemyUIImmediate() + { + if (enemyCombatantInstance == null) return; + // health + if (currentEnemy_healthImage != null) + currentEnemy_healthImage.fillAmount = enemyCombatantInstance.maxHP > 0 ? (float)enemyCombatantInstance.currentHP / enemyCombatantInstance.maxHP : 0f; + if (currentEnemy_fadehealthImage != null) + currentEnemy_fadehealthImage.fillAmount = currentEnemy_healthImage != null ? currentEnemy_healthImage.fillAmount : (enemyCombatantInstance.maxHP > 0 ? (float)enemyCombatantInstance.currentHP / enemyCombatantInstance.maxHP : 0f); + if (currentEnemy_healthRate != null) + currentEnemy_healthRate.text = $"{enemyCombatantInstance.currentHP}/{enemyCombatantInstance.maxHP}"; + + // mana visuals (new) + if (currentEnemy_manaImage != null) + currentEnemy_manaImage.fillAmount = enemyCombatantInstance.maxMana > 0 ? (float)enemyCombatantInstance.currentMana / enemyCombatantInstance.maxMana : 0f; + if (currentEnemy_fademanaImage != null) + currentEnemy_fademanaImage.fillAmount = currentEnemy_manaImage != null ? currentEnemy_manaImage.fillAmount : (enemyCombatantInstance.maxMana > 0 ? (float)enemyCombatantInstance.currentMana / enemyCombatantInstance.maxMana : 0f); + if (currentEnemy_manaRate != null) + currentEnemy_manaRate.text = enemyCombatantInstance.maxMana > 0 ? $"{enemyCombatantInstance.currentMana}/{enemyCombatantInstance.maxMana}" : "0/0"; + + if (allEnemy_totalHealthImage != null) + { + // optional: aggregate total health across remaining enemies + int totalCur = 0, totalMax = 0; + if (currentEnemySOs != null) + { + for (int i = enemyCurrentCount; i < currentEnemySOs.Length; i++) + { + var so = currentEnemySOs[i]; + if (so == null) continue; + totalMax += Mathf.Max(1, so.enemy_maxHP); + // use max for not-yet-spawned enemies + if (i == enemyCurrentCount) totalCur += enemyCombatantInstance.currentHP; else totalCur += so.enemy_maxHP; + } + } + if (totalMax > 0) + { + allEnemy_totalHealthImage.fillAmount = (float)totalCur / totalMax; + if (totalEnemy_healthRate != null) totalEnemy_healthRate.text = $"{totalCur}/{totalMax}"; + } + } + } + + private void UpdateEnemyHealthVisuals(int oldHP, int newHP, bool animateFade) + { + if (enemyCombatantInstance == null) return; + if (currentEnemy_healthImage != null) + { + float newFill = enemyCombatantInstance.maxHP > 0 ? (float)newHP / enemyCombatantInstance.maxHP : 0f; + currentEnemy_healthImage.fillAmount = Mathf.MoveTowards(currentEnemy_healthImage.fillAmount, newFill, 1f); + } + if (currentEnemy_healthRate != null) + currentEnemy_healthRate.text = $"{newHP}/{enemyCombatantInstance.maxHP}"; + + if (enemyFadeHealthCoroutine != null) StopCoroutine(enemyFadeHealthCoroutine); + if (currentEnemy_fadehealthImage != null) + { + float target = currentEnemy_healthImage != null ? currentEnemy_healthImage.fillAmount : (enemyCombatantInstance.maxHP > 0 ? (float)newHP / enemyCombatantInstance.maxHP : 0f); + if (animateFade && Application.isPlaying) + enemyFadeHealthCoroutine = StartCoroutine(EnemyFadeHealthCoroutine(target)); + else + currentEnemy_fadehealthImage.fillAmount = target; + } + + // hurt flash if hp decreased + if (oldHP >= 0 && newHP < oldHP && currentEnemy_hurtRedImage != null && Application.isPlaying) + { + StopCoroutine("EnemyHurtFlash"); + StartCoroutine(EnemyHurtFlash()); + } + } + + private void UpdateEnemyManaVisuals(int oldMana, int newMana, bool animateFade) + { + if (enemyCombatantInstance == null) return; + if (currentEnemy_manaRate != null) + currentEnemy_manaRate.text = enemyCombatantInstance.maxMana > 0 ? $"{newMana}/{enemyCombatantInstance.maxMana}" : "0/0"; + + if (enemyFadeManaCoroutine != null) StopCoroutine(enemyFadeManaCoroutine); + if (currentEnemy_fademanaImage != null) + { + float target = currentEnemy_manaImage != null ? currentEnemy_manaImage.fillAmount : (enemyCombatantInstance.maxMana > 0 ? (float)newMana / enemyCombatantInstance.maxMana : 0f); + if (animateFade && Application.isPlaying) + enemyFadeManaCoroutine = StartCoroutine(EnemyFadeManaCoroutine(target)); + else if (currentEnemy_fademanaImage != null) + currentEnemy_fademanaImage.fillAmount = target; + } + + // update main mana bar immediately + if (currentEnemy_manaImage != null) + { + currentEnemy_manaImage.fillAmount = enemyCombatantInstance.maxMana > 0 ? (float)newMana / enemyCombatantInstance.maxMana : 0f; + } + } + + private IEnumerator EnemyFadeHealthCoroutine(float targetFill) + { + if (currentEnemy_fadehealthImage == null) yield break; + float start = currentEnemy_fadehealthImage.fillAmount; + float duration = 0.6f; + float t = 0f; + while (t < duration) + { + t += Time.deltaTime; + currentEnemy_fadehealthImage.fillAmount = Mathf.Lerp(start, targetFill, t / duration); + yield return null; + } + currentEnemy_fadehealthImage.fillAmount = targetFill; + } + + private IEnumerator EnemyFadeManaCoroutine(float targetFill) + { + if (currentEnemy_fademanaImage == null) yield break; + float start = currentEnemy_fademanaImage.fillAmount; + float duration = 0.4f; + float t = 0f; + while (t < duration) + { + t += Time.deltaTime; + currentEnemy_fademanaImage.fillAmount = Mathf.Lerp(start, targetFill, t / duration); + yield return null; + } + currentEnemy_fademanaImage.fillAmount = targetFill; + } + + private IEnumerator EnemyHurtFlash() + { + if (currentEnemy_hurtRedImage == null) yield break; + Color c = currentEnemy_hurtRedImage.color; + c.a = 1f; + currentEnemy_hurtRedImage.color = c; + yield return new WaitForSeconds(0.2f); + float dur = 0.4f; + float t = 0f; + while (t < dur) + { + t += Time.deltaTime; + c.a = Mathf.Lerp(1f, 0f, t / dur); + currentEnemy_hurtRedImage.color = c; + yield return null; + } + c.a = 0f; + currentEnemy_hurtRedImage.color = c; + } } \ No newline at end of file diff --git a/Assets/scripts/utils/DragGhost.cs b/Assets/scripts/utils/DragGhost.cs new file mode 100644 index 00000000..e7c54d26 --- /dev/null +++ b/Assets/scripts/utils/DragGhost.cs @@ -0,0 +1,50 @@ +using UnityEngine; +using UnityEngine.UI; + +namespace Utils +{ + public static class DragGhost + { + private static GameObject ghost; + private static Image ghostImage; + private static Canvas parentCanvas; + + // Ensure ghost exists under given canvas + public static void Show(Canvas canvas, Sprite sprite) + { + if (canvas == null || sprite == null) return; + if (ghost == null || parentCanvas != canvas) + { + if (ghost != null) Object.Destroy(ghost); + parentCanvas = canvas; + ghost = new GameObject("_SharedDragGhost"); + ghost.transform.SetParent(parentCanvas.transform, false); + ghostImage = ghost.AddComponent(); + ghostImage.raycastTarget = false; + var cg = ghost.AddComponent(); + cg.blocksRaycasts = false; + } + ghostImage.sprite = sprite; + // set size to sprite rect (avoid SetNativeSize to reduce layout work) + var rt = ghostImage.rectTransform; + rt.sizeDelta = new Vector2(sprite.rect.width, sprite.rect.height); + ghost.SetActive(true); + } + + public static void Hide() + { + if (ghost != null) ghost.SetActive(false); + } + + public static void UpdatePosition(Vector2 screenPosition, Camera cam) + { + if (ghost == null || parentCanvas == null) return; + RectTransformUtility.ScreenPointToLocalPointInRectangle( + parentCanvas.transform as RectTransform, + screenPosition, + cam, + out Vector2 localPoint); + ghost.transform.localPosition = localPoint; + } + } +} diff --git a/Assets/scripts/utils/DragGhost.cs.meta b/Assets/scripts/utils/DragGhost.cs.meta new file mode 100644 index 00000000..fe3007e4 --- /dev/null +++ b/Assets/scripts/utils/DragGhost.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9937514c93fcd0548bac60d489d9b0cc \ No newline at end of file