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;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
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|
public class detailsPrefabController : MonoBehaviour
|
||||||
|
{
|
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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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// Start is called once before the first execution of Update after the MonoBehaviour is created
|
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|
void Start()
|
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|
{
|
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|
|
||||||
|
}
|
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|
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||||||
|
// Update is called once per frame
|
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void Update()
|
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{
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}
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}
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guid: d9e7a5ceeb90ef9478421eb0956e171d
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@@ -0,0 +1,103 @@
|
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|
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)
|
||||||
|
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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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|
|
||||||
|
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;
|
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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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|
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;
|
||||||
|
|
||||||
|
// 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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
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|
guid: 09fe1ff3504d0af40b7cae6f4c8611d5
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@@ -0,0 +1,381 @@
|
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|
%YAML 1.1
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