编队系统重置 选角页面基本完成 等待存入playerprefs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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public class newTeamSelector : MonoBehaviour
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{
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[Header("µÈ¼¶Í¼Æ¬CBAS")]
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public Sprite levelIcon_sprite_C;
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public Sprite levelIcon_sprite_B;
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public Sprite levelIcon_sprite_A;
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public Sprite levelIcon_sprite_S;
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[Tooltip("Prefab for a single hero slot. Must contain slots_heroSlots component.")]
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public GameObject slotPrefab;
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[Tooltip("Container (GameObject with HorizontalLayoutGroup) where slots will be instantiated")]
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public RectTransform container;
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[Tooltip("Number of slots to create (default 5)")]
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public int slotCount = 5;
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[Tooltip("Optional override colors used for header images per slot. If not set, prefab's headerImage_colors will be used.")]
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public Color[] overrideHeaderColors;
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[Tooltip("If true, create slots automatically on Start")]
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public bool instantiateOnStart = true;
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private readonly List<slots_heroSlots> createdSlots = new List<slots_heroSlots>();
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void Start()
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{
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if (instantiateOnStart)
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CreateSlots();
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}
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void Update() { }
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public void CreateSlots()
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{
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if (slotPrefab == null || container == null)
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{
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Debug.LogError("newTeamSelector: slotPrefab or container is not assigned.");
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return;
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}
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// Clear existing
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for (int i = container.childCount - 1; i >= 0; i--)
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{
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var c = container.GetChild(i);
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#if UNITY_EDITOR
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if (!Application.isPlaying) DestroyImmediate(c.gameObject);
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else Destroy(c.gameObject);
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#else
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Destroy(c.gameObject);
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#endif
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}
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createdSlots.Clear();
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for (int i = 0; i < slotCount; i++)
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{
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var go = Instantiate(slotPrefab, container);
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go.transform.SetParent(container, false);
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go.name = $"heroSlot_{i}";
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var slotComp = go.GetComponent<slots_heroSlots>();
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if (slotComp == null)
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{
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Debug.LogWarning("newTeamSelector: instantiated prefab does not contain slots_heroSlots component.");
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continue;
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}
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slotComp.heroSlot_slotID = i;
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// choose color: overrideHeaderColors takes priority, then prefab's headerImage_colors if available
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Color chosen = Color.white;
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if (overrideHeaderColors != null && i < overrideHeaderColors.Length)
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{
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chosen = overrideHeaderColors[i];
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}
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else if (slotComp.headerImage_colors != null && i < slotComp.headerImage_colors.Length)
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{
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chosen = slotComp.headerImage_colors[i];
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}
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// Ensure visible alpha
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chosen.a = Mathf.Clamp01(chosen.a);
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if (chosen.a <= 0f) chosen.a = 1f;
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// Apply immediately if possible
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if (slotComp.heroSlot_colorImage != null)
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{
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slotComp.heroSlot_colorImage.color = chosen;
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}
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createdSlots.Add(slotComp);
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}
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// Force immediate layout rebuild so HorizontalLayoutGroup arranges children right away
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LayoutRebuilder.ForceRebuildLayoutImmediate(container);
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// Re-apply colors next frame to override any Start() logic on instantiated prefabs
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StartCoroutine(ApplyHeaderColorsNextFrame());
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}
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private IEnumerator ApplyHeaderColorsNextFrame()
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{
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yield return null; // wait one frame
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for (int i = 0; i < createdSlots.Count; i++)
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{
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var slot = createdSlots[i];
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if (slot == null) continue;
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Color chosen = Color.white;
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if (overrideHeaderColors != null && i < overrideHeaderColors.Length)
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{
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chosen = overrideHeaderColors[i];
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}
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else if (slot.headerImage_colors != null && i < slot.headerImage_colors.Length)
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{
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chosen = slot.headerImage_colors[i];
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}
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chosen.a = 1f;
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if (slot.heroSlot_colorImage == null)
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{
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var img = slot.GetComponentInChildren<Image>(true);
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if (img != null) slot.heroSlot_colorImage = img;
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}
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if (slot.heroSlot_colorImage != null)
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slot.heroSlot_colorImage.color = chosen;
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}
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// ensure layout rebuilt after modifications
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LayoutRebuilder.ForceRebuildLayoutImmediate(container);
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}
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public List<slots_heroSlots> GetCreatedSlots() => createdSlots;
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}
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