装备系统完结,修复并加入很多
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public static class EquipmentSkillGroupLibrary
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{
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private static readonly string[] SpecialResourcesPaths =
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{
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"so/skill_equipSkills/mmrEffectSkills",
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"so/skill_equipSkills/\u8bb0\u5fc6\u7279\u6548\u6280\u80fd"
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};
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private static readonly string[] IllusionResourcesPaths =
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{
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"so/skill_equipSkills/illusionSkills",
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"so/skill_equipSkills/\u5e7b\u5316\u6280\u80fd"
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};
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#if UNITY_EDITOR
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private static readonly string[] SpecialAssetFolders =
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{
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"Assets/Resources/so/skill_equipSkills/mmrEffectSkills",
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"Assets/Resources/so/skill_equipSkills/\u8bb0\u5fc6\u7279\u6548\u6280\u80fd"
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};
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private static readonly string[] IllusionAssetFolders =
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{
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"Assets/Resources/so/skill_equipSkills/illusionSkills",
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"Assets/Resources/so/skill_equipSkills/\u5e7b\u5316\u6280\u80fd"
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};
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#endif
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public static SkillGroup ResolveSpecialSkillGroup(int skillGroupId)
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{
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return ResolveSkillGroup(skillGroupId, EquipmentSkillGroupSO.EquipmentSkillCategory.Special);
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}
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public static SkillGroup ResolveIllusionSkillGroup(int skillGroupId)
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{
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return ResolveSkillGroup(skillGroupId, EquipmentSkillGroupSO.EquipmentSkillCategory.Illusion);
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}
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public static SkillGroup ResolveSkillGroup(int skillGroupId)
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{
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SkillGroup group = ResolveSpecialSkillGroup(skillGroupId);
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if (group != null)
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{
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return group;
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}
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return ResolveIllusionSkillGroup(skillGroupId);
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}
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public static SkillGroup ResolveSkillGroup(int skillGroupId, EquipmentSkillGroupSO.EquipmentSkillCategory category)
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{
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if (skillGroupId <= 0)
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{
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return null;
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}
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EquipmentSkillGroupSO asset = FindAsset(skillGroupId, category);
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return asset != null ? asset.skillGroup : null;
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}
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public static EquipmentSkillGroupSO FindAsset(int skillGroupId, EquipmentSkillGroupSO.EquipmentSkillCategory category)
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{
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if (skillGroupId <= 0)
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{
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return null;
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}
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var assets = LoadAssets(category);
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for (int i = 0; i < assets.Count; i++)
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{
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EquipmentSkillGroupSO asset = assets[i];
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if (asset == null || asset.skillGroup == null)
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{
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continue;
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}
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if (asset.skillGroup.skillGroupID == skillGroupId)
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{
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return asset;
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}
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}
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return null;
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}
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public static List<EquipmentSkillGroupSO> LoadAssets(EquipmentSkillGroupSO.EquipmentSkillCategory category)
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{
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var results = new List<EquipmentSkillGroupSO>();
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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string[] folders = category == EquipmentSkillGroupSO.EquipmentSkillCategory.Special ? SpecialAssetFolders : IllusionAssetFolders;
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var dedupe = new HashSet<string>();
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for (int folderIndex = 0; folderIndex < folders.Length; folderIndex++)
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{
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if (!AssetDatabase.IsValidFolder(folders[folderIndex]))
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{
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continue;
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}
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string[] guids = AssetDatabase.FindAssets("t:EquipmentSkillGroupSO", new[] { folders[folderIndex] });
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for (int i = 0; i < guids.Length; i++)
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{
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string path = AssetDatabase.GUIDToAssetPath(guids[i]);
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if (!dedupe.Add(path))
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{
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continue;
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}
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EquipmentSkillGroupSO asset = AssetDatabase.LoadAssetAtPath<EquipmentSkillGroupSO>(path);
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if (asset != null)
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{
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results.Add(asset);
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}
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}
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}
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return results;
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}
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#endif
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string[] resourcePaths = category == EquipmentSkillGroupSO.EquipmentSkillCategory.Special ? SpecialResourcesPaths : IllusionResourcesPaths;
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var seen = new HashSet<EquipmentSkillGroupSO>();
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for (int i = 0; i < resourcePaths.Length; i++)
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{
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EquipmentSkillGroupSO[] loaded = Resources.LoadAll<EquipmentSkillGroupSO>(resourcePaths[i]);
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if (loaded == null || loaded.Length == 0)
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{
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continue;
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}
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for (int j = 0; j < loaded.Length; j++)
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{
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if (loaded[j] != null && seen.Add(loaded[j]))
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{
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results.Add(loaded[j]);
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}
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}
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}
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return results;
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}
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}
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