编队系统重置 选角页面基本完成 等待存入playerprefs

This commit is contained in:
FloatGaming
2025-12-07 12:04:21 +08:00
parent 941b294fce
commit c0a822b958
134 changed files with 14796 additions and 198 deletions
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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()
{
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d9e7a5ceeb90ef9478421eb0956e171d
@@ -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<detailsPrefabController>();
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<RectTransform>();
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<CanvasGroup>();
if (cg == null) cg = currentDetailsInstance.AddComponent<CanvasGroup>();
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;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7bf13d88781091d4394275608e1c7ddb
@@ -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)
{
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<AllyHero_SO>("");
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<Canvas>();
if (rootCanvas == null) return;
canvasGroup = GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
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();
}
}
}
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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<Canvas>();
// 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<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;
}
}
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