养成基本完毕,新UI,修bug,装备初步,
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@@ -1,9 +1,24 @@
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using System;
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using UnityEngine;
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using System.Collections.Generic;
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[CreateAssetMenu(fileName = "NewAllyHero", menuName = "SO_Data/AllyHero")]
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public class AllyHero_SO : ScriptableObject
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{
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public static readonly string[] BehaviourAxisNames =
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{
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"题海战术",
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"诛锄异己",
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"逸乐共谋",
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"完美至上",
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"涵养心境",
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"众志成城",
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"过激行为",
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"二次形变",
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"自有主见",
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"迷茫或凡想"
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};
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[Header("Inspector")]
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public string ally_heroName;
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public string ally_heroDesignation;
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@@ -45,16 +60,12 @@ public class AllyHero_SO : ScriptableObject
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[Tooltip("Documentation text normalized.")]
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public int attack = 0;
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[Tooltip("Documentation text normalized.")]
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public int maxHP = 100;
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[Tooltip("Documentation text normalized.")]
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public float damageResistance = 0f;
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[Tooltip("Documentation text normalized.")]
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public int maxMana = 100;
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[Tooltip("Documentation text normalized.")]
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public float scoreEfficiency = 1f;
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@@ -82,98 +93,101 @@ public class AllyHero_SO : ScriptableObject
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public float damageMultiplierGreat = 0.75f;
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[Tooltip("Documentation text normalized.")]
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public float damageMultiplierPerfect = 1f;
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[Tooltip("Documentation text normalized.")]
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public float missHpLossBase = 10f;
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}
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[System.Serializable]
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public class AllyBehaviourAxis
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{
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public string axisName;
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[Range(0, 100)] public int value;
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}
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[Header("Inspector")]
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public int ally_currentEXP;
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public int ally_growthUnlockedTierIndex;
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public bool ally_autoBreakthroughEnabled;
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public int ally_battleDeployCount;
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public int ally_finishCount;
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public int ally_mvpCount;
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public long ally_joinDateUtcTicks;
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[Header("Behaviour Radar")]
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public List<AllyBehaviourAxis> behaviourAxes = new List<AllyBehaviourAxis>();
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[Header("Skills")]
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public SkillDefinition[] availableSkills;
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[Tooltip("Indexes into availableSkills for preselected skills; empty means none selected")]
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public int[] selectedSkillIndices = new int[0];
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[Tooltip("Primary selected skill index into availableSkills (-1 = none)")]
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public int primarySkillIndex = -1;
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// Documentation text normalized.
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[Tooltip("Skill groups defined on this hero. Each SkillGroup has a numeric skillGroupID which can be equipped into slots to allow activation of the entire group via that ID.")]
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public SkillGroup[] skillGroups = new SkillGroup[0];
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[Tooltip("Equipped skill group IDs for this ally. Each int references a skillGroupID defined in skillGroups. Use 0 to indicate empty.")]
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public int[] equippedSkillGroupIDs = new int[0];
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// Documentation text normalized.
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public SkillDefinition GetPrimarySkill()
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{
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if (availableSkills == null || primarySkillIndex < 0 || primarySkillIndex >= availableSkills.Length) return null;
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return availableSkills[primarySkillIndex];
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}
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// Adjusted: primary group is no longer stored as an index; prefer the first equipped group ID, otherwise fall back to the first non-null defined group.
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public SkillGroup GetPrimarySkillGroup()
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{
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if (skillGroups == null || skillGroups.Length == 0) return null;
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// If equipped group IDs exist, prefer the first valid referenced group
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if (equippedSkillGroupIDs != null && equippedSkillGroupIDs.Length > 0)
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{
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foreach (var gid in equippedSkillGroupIDs)
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foreach (int gid in equippedSkillGroupIDs)
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{
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if (gid == 0) continue;
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var g = GetSkillGroupByID(gid);
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if (g != null) return g;
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SkillGroup group = GetSkillGroupByID(gid);
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if (group != null) return group;
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}
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}
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// Fallback: return first non-null skill group defined on the SO
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foreach (var g in skillGroups)
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foreach (SkillGroup group in skillGroups)
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{
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if (g != null) return g;
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if (group != null) return group;
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}
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return null;
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}
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// New helper: find a SkillGroup by its numeric skillGroupID
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public SkillGroup GetSkillGroupByID(int groupID)
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{
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if (skillGroups == null || skillGroups.Length == 0) return null;
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foreach (var g in skillGroups)
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foreach (SkillGroup group in skillGroups)
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{
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if (g != null && g.skillGroupID == groupID) return g;
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if (group != null && group.skillGroupID == groupID) return group;
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}
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return null;
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}
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// Return the AllyLevelInfo that corresponds to the current ally_currentEXP.
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// Picks the highest level whose requiredEXP <= ally_currentEXP. If none match, returns levelStats[0] if present, otherwise null.
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public AllyLevelInfo GetEffectiveLevelForCurrentEXP()
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{
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if (levelStats == null || levelStats.Count == 0) return null;
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AllyLevelInfo best = null;
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int currentExp = ally_currentEXP;
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foreach (var lvl in levelStats)
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List<AllyLevelInfo> sorted = new List<AllyLevelInfo>();
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for (int i = 0; i < levelStats.Count; i++)
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{
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if (lvl == null) continue;
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if (best == null)
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if (levelStats[i] != null)
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{
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if (currentExp >= lvl.requiredEXP) best = lvl;
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}
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else
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{
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if (currentExp >= lvl.requiredEXP && lvl.requiredEXP >= best.requiredEXP) best = lvl;
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sorted.Add(levelStats[i]);
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}
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}
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if (best == null) return levelStats[0];
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return best;
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if (sorted.Count == 0)
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{
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return null;
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}
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sorted.Sort((left, right) => left.requiredEXP.CompareTo(right.requiredEXP));
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int unlockedTierIndex = Mathf.Clamp(ally_growthUnlockedTierIndex, 0, sorted.Count - 1);
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return sorted[unlockedTierIndex];
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}
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[System.Serializable]
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@@ -206,6 +220,56 @@ public class AllyHero_SO : ScriptableObject
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equippedSkillGroupIDs = payload.equippedSkillGroupIDs ?? new int[0];
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}
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public void ClearEquippedSkills()
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{
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equippedSkillGroupIDs = Array.Empty<int>();
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PlayerPrefs.DeleteKey(GetEquippedSkillsPrefsKey());
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PlayerPrefs.Save();
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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UnityEditor.EditorUtility.SetDirty(this);
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}
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#endif
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}
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public static void ClearAllEquippedSkills()
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{
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HashSet<int> clearedHeroIds = new HashSet<int>();
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#if UNITY_EDITOR
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string[] guids = UnityEditor.AssetDatabase.FindAssets("t:AllyHero_SO", new[] { "Assets/Resources/so/ally" });
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for (int i = 0; i < guids.Length; i++)
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{
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string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[i]);
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AllyHero_SO hero = UnityEditor.AssetDatabase.LoadAssetAtPath<AllyHero_SO>(path);
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if (hero == null)
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{
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continue;
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}
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hero.ClearEquippedSkills();
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clearedHeroIds.Add(hero.ally_heroID);
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}
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UnityEditor.AssetDatabase.SaveAssets();
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#endif
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AllyHero_SO[] runtimeHeroes = Resources.LoadAll<AllyHero_SO>("so/ally");
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for (int i = 0; i < runtimeHeroes.Length; i++)
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{
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AllyHero_SO hero = runtimeHeroes[i];
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if (hero == null || clearedHeroIds.Contains(hero.ally_heroID))
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{
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continue;
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}
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hero.ClearEquippedSkills();
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}
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PlayerPrefs.Save();
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}
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public void SetUnlocked(bool value)
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{
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if (isUnlocked == value) return;
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@@ -218,6 +282,40 @@ public class AllyHero_SO : ScriptableObject
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#endif
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}
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private void OnValidate()
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{
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EnsureBehaviourAxes();
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}
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public void EnsureBehaviourAxes()
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{
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if (behaviourAxes == null)
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{
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behaviourAxes = new List<AllyBehaviourAxis>();
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}
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while (behaviourAxes.Count < BehaviourAxisNames.Length)
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{
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behaviourAxes.Add(new AllyBehaviourAxis());
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}
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if (behaviourAxes.Count > BehaviourAxisNames.Length)
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{
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behaviourAxes.RemoveRange(BehaviourAxisNames.Length, behaviourAxes.Count - BehaviourAxisNames.Length);
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}
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for (int i = 0; i < BehaviourAxisNames.Length; i++)
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{
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if (behaviourAxes[i] == null)
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{
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behaviourAxes[i] = new AllyBehaviourAxis();
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}
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behaviourAxes[i].axisName = BehaviourAxisNames[i];
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behaviourAxes[i].value = Mathf.Clamp(behaviourAxes[i].value, 0, 100);
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}
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}
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public void IncrementBattleDeployCount(int amount = 1)
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{
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if (amount <= 0) return;
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@@ -261,6 +359,17 @@ public class AllyHero_SO : ScriptableObject
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{
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UnityEditor.EditorUtility.SetDirty(this);
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}
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#endif
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}
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public void SetJoinDateIfMissing(System.DateTime? utcTime = null)
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{
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AllyHeroDeployLedger.EnsureInstance().SetJoinDateIfMissing(this, utcTime);
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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{
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UnityEditor.EditorUtility.SetDirty(this);
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}
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#endif
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}
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}
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