编队系统重置 选角页面基本完成 等待存入playerprefs
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using UnityEngine;
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using UnityEngine.UI;
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public class detailsPrefabController : MonoBehaviour
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{
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[Header("height")]
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public int height_borderHeight;
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public Image item_bottomImage;
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public Text item_nameText;
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public Text item_typeText;
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public Text item_statusText;
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public Text item_detailInformationText;
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void Start()
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{
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}
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void Update()
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guid: d9e7a5ceeb90ef9478421eb0956e171d
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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public class loadDetailsPrefab : MonoBehaviour
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{
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public static loadDetailsPrefab Instance { get; private set; }
|
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[Header("Details Prefab")]
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public GameObject detailsPrefab; // 详细信息prefab,必须有detailsPrefabController组件
|
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public GameObject detailsParent; // 详细信息prefab的父物体
|
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|
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[Header("Settings")]
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public float hoverDelay = 0.5f; // 鼠标悬停多少秒后展示prefab
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public Vector2 offset = new Vector2(0, -50); // 偏移量(像素)
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|
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private GameObject currentDetailsInstance;
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private detailsPrefabController currentController;
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private Coroutine showCoroutine;
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|
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void Awake()
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{
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if (Instance == null) Instance = this;
|
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else Destroy(gameObject);
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}
|
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|
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// 显示详细信息
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public void ShowDetails(string type, string name, string status, string description, Vector3 position)
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{
|
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HideDetails(); // 先隐藏之前的
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|
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if (detailsPrefab == null) return;
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// 启动协程延迟显示
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showCoroutine = StartCoroutine(ShowDetailsDelayed(type, name, status, description, position));
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}
|
||||
|
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private System.Collections.IEnumerator ShowDetailsDelayed(string type, string name, string status, string description, Vector3 position)
|
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{
|
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yield return new WaitForSeconds(hoverDelay);
|
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|
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Transform parent = detailsParent != null ? detailsParent.transform : transform;
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currentDetailsInstance = Instantiate(detailsPrefab, parent);
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currentController = currentDetailsInstance.GetComponent<detailsPrefabController>();
|
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if (currentController == null)
|
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{
|
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Debug.LogError("detailsPrefab missing detailsPrefabController component");
|
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Destroy(currentDetailsInstance);
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yield break;
|
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}
|
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|
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// 设置文本
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if (currentController.item_nameText != null) currentController.item_nameText.text = name;
|
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if (currentController.item_typeText != null) currentController.item_typeText.text = type;
|
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if (currentController.item_statusText != null) currentController.item_statusText.text = status;
|
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if (currentController.item_detailInformationText != null) currentController.item_detailInformationText.text = description;
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|
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// 设置位置并检查边界
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RectTransform rt = currentDetailsInstance.GetComponent<RectTransform>();
|
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if (rt != null)
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{
|
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Vector3 pos = position;
|
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pos.x += offset.x;
|
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pos.y += offset.y;
|
||||
|
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float width = rt.rect.width;
|
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float height = rt.rect.height;
|
||||
|
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// 检查边界并调整
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if (pos.x + width > Screen.width) pos.x = Screen.width - width; // 超出右边界,左移
|
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if (pos.x < 0) pos.x = 0; // 超出左边界,右移
|
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|
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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)
|
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if (pos.y + height > Screen.height) pos.y = Screen.height - height; // 超出上边界,下移
|
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|
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rt.position = pos;
|
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}
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|
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// 设置不阻挡射线以避免闪烁
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CanvasGroup cg = currentDetailsInstance.GetComponent<CanvasGroup>();
|
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if (cg == null) cg = currentDetailsInstance.AddComponent<CanvasGroup>();
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cg.blocksRaycasts = false;
|
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|
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currentDetailsInstance.SetActive(true);
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}
|
||||
|
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// 隐藏详细信息
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public void HideDetails()
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{
|
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if (showCoroutine != null)
|
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{
|
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StopCoroutine(showCoroutine);
|
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showCoroutine = null;
|
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}
|
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|
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if (currentDetailsInstance != null)
|
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{
|
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Destroy(currentDetailsInstance);
|
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currentDetailsInstance = null;
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currentController = null;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 7bf13d88781091d4394275608e1c7ddb
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@@ -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($"loadSkillsSelect.LoadSkillsForHero called with heroId={heroId}");
|
||||
Clear();
|
||||
if (skillCardPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("loadSkillsSelect: skillCardPrefab is not assigned in Inspector");
|
||||
return;
|
||||
}
|
||||
if (contentParent == null)
|
||||
{
|
||||
Debug.LogWarning("loadSkillsSelect: contentParent is not assigned in Inspector");
|
||||
return;
|
||||
}
|
||||
if (heroId <= 0)
|
||||
{
|
||||
Debug.LogWarning("loadSkillsSelect: invalid heroId");
|
||||
return;
|
||||
}
|
||||
|
||||
AllyHero_SO found = null;
|
||||
try
|
||||
{
|
||||
var arr = Resources.LoadAll<AllyHero_SO>("");
|
||||
foreach (var a in arr)
|
||||
{
|
||||
if (a != null && a.ally_heroID == heroId) { found = a; break; }
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogError($"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<int, System.Collections.Generic.List<SkillGroup>>();
|
||||
foreach (var g in found.skillGroups)
|
||||
{
|
||||
if (g == null) continue;
|
||||
if (!groupsByColumn.ContainsKey(g.columnID)) groupsByColumn[g.columnID] = new System.Collections.Generic.List<SkillGroup>();
|
||||
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<UnityEngine.UI.VerticalLayoutGroup>();
|
||||
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<Text>();
|
||||
if (text != null)
|
||||
{
|
||||
text.text = columnName;
|
||||
}
|
||||
else
|
||||
{
|
||||
var tmpText = headerGo.GetComponent<TMPro.TextMeshProUGUI>();
|
||||
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<UnityEngine.UI.HorizontalLayoutGroup>();
|
||||
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<slots_skillSlots>();
|
||||
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}");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d91e7b298de76734aa6ad0af22020457
|
||||
@@ -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<AllyHero_SO> found = new List<AllyHero_SO>();
|
||||
|
||||
#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<AllyHero_SO>(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<AllyHero_SO>(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<roleCard_prefabController>();
|
||||
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<AllyHero_SO.AllyLevelInfo> sorted = new List<AllyHero_SO.AllyLevelInfo>();
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ad7a9a7b4c0cad84aaa33fb33ec5bad0
|
||||
@@ -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<Canvas>(); }
|
||||
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<CharacterCardView>() ?? eventData.pointerDrag.GetComponentInParent<CharacterCardView>();
|
||||
var sourceRole = eventData.pointerDrag.GetComponent<roleCard_prefabController>() ?? eventData.pointerDrag.GetComponentInParent<roleCard_prefabController>();
|
||||
|
||||
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)
|
||||
{
|
||||
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|
||||
// keep role card showing profile / select icon, not the poster
|
||||
if (roleCard_heroProfile != null)
|
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|
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|
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|
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|
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|
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|
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|
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|
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{
|
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// fallback: use source image/name
|
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|
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{
|
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|
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|
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|
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|
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|
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|
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|
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// set TeamManager selected card for potential slot placement
|
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|
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{
|
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|
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|
||||
|
||||
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|
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|
||||
|
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private AllyHero_SO FindAllyHeroSOById(int id)
|
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{
|
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if (id == 0) return null;
|
||||
var arr = Resources.LoadAll<AllyHero_SO>("");
|
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|
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{
|
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|
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|
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|
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|
||||
|
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// ---------------- Drag implementation so roleCard entries can be dragged as source ----------------
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
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{
|
||||
// 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);
|
||||
}
|
||||
|
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if (roleCard_heroProfile == null || roleCard_heroProfile.sprite == null) return;
|
||||
if (rootCanvas == null) rootCanvas = GetComponentInParent<Canvas>();
|
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if (rootCanvas == null) return;
|
||||
|
||||
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|
||||
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|
||||
|
||||
// use shared drag ghost to reduce allocations / stutter
|
||||
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|
||||
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|
||||
|
||||
// ensure pointerDrag references this object for drop handlers
|
||||
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|
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|
||||
|
||||
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|
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{
|
||||
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|
||||
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|
||||
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
// 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)
|
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{
|
||||
loadDetailsPrefab.Instance.HideDetails();
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using UnityEngine;
|
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using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler
|
||||
{
|
||||
[Header("Hero Slots' Prefabs Necessary Info")]
|
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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;
|
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private CanvasGroup canvasGroup;
|
||||
|
||||
void Start()
|
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{
|
||||
rootCanvas = GetComponentInParent<Canvas>();
|
||||
// Ensure header colors have visible alpha on start
|
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if (headerImage_colors != null)
|
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{
|
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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);
|
||||
}
|
||||
}
|
||||
|
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private void OnValidate()
|
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{
|
||||
// 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<CharacterCardView>() ?? eventData.pointerDrag.GetComponentInParent<CharacterCardView>();
|
||||
var sourceRole = eventData.pointerDrag.GetComponent<roleCard_prefabController>() ?? eventData.pointerDrag.GetComponentInParent<roleCard_prefabController>();
|
||||
var sourceSlot = eventData.pointerDrag.GetComponent<slots_heroSlots>() ?? eventData.pointerDrag.GetComponentInParent<slots_heroSlots>();
|
||||
|
||||
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<AllyHero_SO>("");
|
||||
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<Canvas>();
|
||||
if (rootCanvas == null) return;
|
||||
// only start drag if this slot has a hero
|
||||
if (heroSlot_heroID == 0) return;
|
||||
|
||||
canvasGroup = GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f461fc039efd5145bd321f3ebb70223
|
||||
@@ -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<AllyHero_SO>("");
|
||||
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($"ToggleSelect: skillID={skillCard_skillID}, isSelected={isSelected}, so={so?.name}");
|
||||
|
||||
if (so != null)
|
||||
{
|
||||
var list = new System.Collections.Generic.List<int>(so.equippedSkillGroupIDs);
|
||||
if (isSelected)
|
||||
{
|
||||
if (!list.Contains(skillCard_skillID))
|
||||
{
|
||||
list.Add(skillCard_skillID);
|
||||
so.equippedSkillGroupIDs = list.ToArray();
|
||||
Debug.Log($"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<AllyHero_SO>("");
|
||||
foreach (var a in arr)
|
||||
{
|
||||
if (a != null && a.ally_heroID == id) return a;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
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