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
+140
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class newTeamSelector : MonoBehaviour
{
[Header("µÈ¼¶Í¼Æ¬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<slots_heroSlots> createdSlots = new List<slots_heroSlots>();
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<slots_heroSlots>();
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<Image>(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<slots_heroSlots> GetCreatedSlots() => createdSlots;
}