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0.78f); +#endif + + public static void DrawTitle(string title) + { + //------------------------------------------- + // Create a custom GUIStyle + GUIStyle titleStyle = new GUIStyle(EditorStyles.boldLabel); + titleStyle.fontSize = 18; // Adjust the font size as needed + titleStyle.fontStyle = FontStyle.Bold; + titleStyle.alignment = TextAnchor.MiddleCenter; + //------------------------------------------- + + EditorGUILayout.LabelField(title, titleStyle); + EditorGUILayout.GetControlRect(false, 10); + } + + public static void DrawUILine(Color color, int thickness = 2, int padding = 10) + { + Rect r = EditorGUILayout.GetControlRect(GUILayout.Height(padding + thickness)); + r.height = thickness; + r.y += padding / 2; + r.x -= 2; + r.width += 6; + EditorGUI.DrawRect(r, color); + } + + public static void DisplaySerializedProperties(SerializedObject obj, params string[] properties) + { + foreach (string property in properties) + { + SerializedProperty myDataProperty = obj.FindProperty(property); + if (myDataProperty == null) + { + Debug.LogError("Property '" + property + "' not found!"); + continue; + } + EditorGUILayout.PropertyField(myDataProperty, true); + obj.ApplyModifiedProperties(); + } + } + + public static void DrawSerializedProperties(SerializedProperty property, ref Rect position, float padding, params string[] properties) + { + for (int i = 0; i < properties.Length; i++) + { + SerializedProperty newProperty = property.FindPropertyRelative(properties[i]); + + if (newProperty == null) + Debug.LogError("Property '" + properties[i] + "' not found!"); + + float propertyHeight = EditorGUI.GetPropertyHeight(newProperty); + Rect fieldRect = new Rect(position.x, position.y, position.width, propertyHeight); + EditorGUI.PropertyField(fieldRect, newProperty); + position.y += propertyHeight + padding; + } + } + + public static string AddSpacesToSentence(string text, bool preserveAcronyms = true) + { + if (string.IsNullOrWhiteSpace(text)) + return string.Empty; + string newText = Regex.Replace(text, "([a-z])([A-Z])", "$1 $2"); + if (preserveAcronyms) + { + newText = Regex.Replace(newText, "([A-Z])([A-Z][a-z])", "$1 $2"); + } + return newText; + } + + public static void DrawPropertiesHorizontally(SerializedProperty property, ref Rect position, string label, float padding, float minWidth, float[] weight, params string[] properties) + { + if (position.width < 5) return; + + Rect[] rects = new Rect[properties.Length]; + + float[] minWidths = new float[properties.Length]; + for (int i = 0; i < minWidths.Length; i++) minWidths[i] = minWidth; + + Rect rect = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight); + SplitRectsHorizontally(rect, padding, minWidths, weight, ref rects); + + for (int i = 0; i < properties.Length; i++) + { + if (i == 0) EditorGUI.PropertyField(rects[0], property.FindPropertyRelative(properties[0]), new GUIContent(label)); + else EditorGUI.PropertyField(rects[i], property.FindPropertyRelative(properties[i]), GUIContent.none); + } + position.y += EditorGUIUtility.singleLineHeight + padding; + } + + public static void DrawDropdown(SerializedProperty property, ref Rect position, float padding, string label, string propertypath) + { + float dropdownHeight = EditorGUI.GetPropertyHeight(property.FindPropertyRelative(propertypath)); + Rect dropdownRect = new Rect(position.x, position.y, position.width, dropdownHeight); + EditorGUI.PropertyField(dropdownRect, property.FindPropertyRelative(propertypath), new GUIContent(label)); + position.y += dropdownHeight + padding; + } + + public static bool ThinView(float viewWidth = 330f) + { + if (EditorGUIUtility.currentViewWidth > viewWidth) + return false; + else + return true; + } + + + //------------------ + //Credit for this section goes to Wessel van der Es + public static void SplitRectsHorizontally(this Rect rect, float space, float[] minWidths, float[] weights, ref Rect[] rects) + { + int count = 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[] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 271263 + packageName: Smooth Shake Free + packageVersion: 1.0.2 + assetPath: Assets/SmoothShakeFree/Data/Editor/Icons/Icon_SmoothShake_Preset.png + uploadId: 656168 diff --git a/Assets/SmoothShakeFree/Data/Editor/ShakeBaseEditor.cs b/Assets/SmoothShakeFree/Data/Editor/ShakeBaseEditor.cs new file mode 100644 index 00000000..c2a24d3c --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/ShakeBaseEditor.cs @@ -0,0 +1,82 @@ +#if UNITY_EDITOR +using UnityEditor; +using UnityEngine; + +namespace SmoothShakeFree +{ + [CustomEditor(typeof(ShakeBase), true)] + internal class ShakeBaseEditor : Editor + { + public override void OnInspectorGUI() + { + serializedObject.Update(); + + ShakeBase shakeBase = (ShakeBase)target; + + EditorUtility.DrawTitle("Smooth Shake Free"); + EditorUtility.DrawUILine(EditorUtility.SmoothShakeFreeColor, 1, 10); + + if(shakeBase is SmoothShake ssf) + { + DrawPresetInspector(ssf.preset, ssf); + } + + EditorUtility.DrawUILine(Color.gray, 1, 10); + + //Draw test buttons + DrawTestButtons(shakeBase); + + + serializedObject.ApplyModifiedProperties(); + } + + private void DrawPresetInspector(SmoothShakeFreePreset preset, ShakeBase shakeBase) + { + //Draw preset property + EditorGUILayout.PropertyField(serializedObject.FindProperty("preset"), true); + + if (preset) + { + if (!Application.isPlaying) shakeBase.ApplyPresetSettings(preset); + + //Helpbox + EditorGUILayout.HelpBox("This shake being overriden by " + preset.name, MessageType.Info); + + EditorGUILayout.BeginHorizontal(); + { + if (GUILayout.Button("Go To Preset")) + { + Selection.activeObject = preset; + } + + } + EditorGUILayout.EndHorizontal(); + } + else + { + DrawPropertiesExcluding(serializedObject, "m_Script", "preset"); + } + } + + void DrawTestButtons(ShakeBase shakeBase) + { + //Test start and stop buttons in horizontal + EditorGUILayout.BeginHorizontal(); + { + //Disable buttons in edit mode + GUI.enabled = Application.isPlaying; + if (GUILayout.Button("Test Shake")) + shakeBase.StartShake(); + if (GUILayout.Button("Stop Test Shake")) + shakeBase.StopShake(); + if (GUILayout.Button("Force Stop Test Shake")) + shakeBase.ForceStop(); + } + EditorGUILayout.EndHorizontal(); + + if (!GUI.enabled) + EditorGUILayout.HelpBox("You can only test shakes play mode", MessageType.Info); + } + } +} +#endif \ No newline at end of file diff --git a/Assets/SmoothShakeFree/Data/Editor/ShakeBaseEditor.cs.meta b/Assets/SmoothShakeFree/Data/Editor/ShakeBaseEditor.cs.meta new file mode 100644 index 00000000..e29223f6 --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/ShakeBaseEditor.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: e6b6befad0fd07b4c9c0f9c06aa9dc23 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ce2446e8e0ad47b4c8554496daa9625e, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 271263 + packageName: Smooth Shake Free + packageVersion: 1.0.2 + assetPath: Assets/SmoothShakeFree/Data/Editor/ShakeBaseEditor.cs + uploadId: 656168 diff --git a/Assets/SmoothShakeFree/Data/Editor/ShakeBasePresetEditor.cs b/Assets/SmoothShakeFree/Data/Editor/ShakeBasePresetEditor.cs new file mode 100644 index 00000000..6503a2a1 --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/ShakeBasePresetEditor.cs @@ -0,0 +1,21 @@ +#if UNITY_EDITOR +using UnityEditor; + +namespace SmoothShakeFree +{ + [CustomEditor(typeof(SmoothShakeFreePreset), true)] + internal class ShakeBasePresetEditor : Editor + { + public override void OnInspectorGUI() + { + EditorUtility.DrawTitle("Smooth Shake Free"); + EditorUtility.DrawUILine(EditorUtility.SmoothShakeFreeColor, 1, 10); + + serializedObject.Update(); + DrawPropertiesExcluding(serializedObject, "m_Script"); + serializedObject.ApplyModifiedProperties(); + } + } + +} +#endif \ No newline at end of file diff --git a/Assets/SmoothShakeFree/Data/Editor/ShakeBasePresetEditor.cs.meta b/Assets/SmoothShakeFree/Data/Editor/ShakeBasePresetEditor.cs.meta new file mode 100644 index 00000000..8011aaae --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/ShakeBasePresetEditor.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: edf83b5628d981b41a75cf5009f1e4e6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ce2446e8e0ad47b4c8554496daa9625e, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 271263 + packageName: Smooth Shake Free + packageVersion: 1.0.2 + assetPath: Assets/SmoothShakeFree/Data/Editor/ShakeBasePresetEditor.cs + uploadId: 656168 diff --git a/Assets/SmoothShakeFree/Data/Editor/ShakerDrawer.cs b/Assets/SmoothShakeFree/Data/Editor/ShakerDrawer.cs new file mode 100644 index 00000000..136e8716 --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/ShakerDrawer.cs @@ -0,0 +1,107 @@ +#if UNITY_EDITOR +using UnityEditor; +using UnityEngine; +using System.Collections.Generic; +using static SmoothShakeFree.Shaker; + +namespace SmoothShakeFree +{ + [CustomPropertyDrawer(typeof(Shaker))] + internal class ShakerDrawer : PropertyDrawer + { + private readonly float padding = 2f; + + //Init foldoutStates +#if UNITY_2020 + private static Dictionary foldoutStates = new Dictionary(); +#else + private static Dictionary foldoutStates = new(); +#endif + + //----------------------------------------------------------------------------------------- + //Noise type implementation + + //Noise type variable setup + private readonly string[] waveVariables = new string[] { "amplitude", "frequency" }; + private readonly string[] baseVariables = new string[] { "amplitude" }; + + public void DrawNoiseTypeSettings(Rect position, SerializedProperty property, NoiseType noiseType) + { + switch (noiseType) + { + case NoiseType.SineWave: + EditorUtility.DrawSerializedProperties(property, ref position, padding, waveVariables); + break; + case NoiseType.WhiteNoise: + EditorUtility.DrawSerializedProperties(property, ref position, padding, baseVariables); + break; + } + } + + public float GetPropertyAmount(NoiseType noiseType) => noiseType switch + { + NoiseType.SineWave => waveVariables.Length, + NoiseType.WhiteNoise => baseVariables.Length, + _ => throw new System.Exception("Unknown noise type") + }; + + //----------------------------------------------------------------------------------------- + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + //Get noise type info + SerializedProperty noiseTypeProperty = property.FindPropertyRelative("noiseType"); + NoiseType noiseType = (NoiseType)noiseTypeProperty.enumValueIndex; + + // Draw foldout + InitFoldout(property, out string key); + DrawFoldout(ref position, noiseType, key); + if (!foldoutStates[key]) return; + + //Draw the noiseType property + EditorUtility.DrawDropdown(property, ref position, padding, "Noise Type", "noiseType"); + + // Draw fields based on the selected noiseType + DrawNoiseTypeSettings(new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight), property, noiseType); + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + InitFoldout(property, out string key); + if (!foldoutStates[key]) return EditorGUIUtility.singleLineHeight + padding; + + //Add height for foldout + float foldoutHeight = EditorGUIUtility.singleLineHeight + padding; + + //Add height for noiseType property + NoiseType noiseType = (NoiseType)property.FindPropertyRelative("noiseType").enumValueIndex; + float propertiesHeight = GetPropertyAmount(noiseType) * (EditorGUIUtility.singleLineHeight + padding) + padding; + if (EditorUtility.ThinView()) propertiesHeight += GetPropertyAmount(noiseType) * (EditorGUIUtility.singleLineHeight + padding); + + return foldoutHeight + propertiesHeight + (EditorGUIUtility.singleLineHeight + padding) + padding; + } + + private void InitFoldout(SerializedProperty property, out string key) + { + key = GetFoldoutKey(property); + + // Initialize foldout state if not present + if (!foldoutStates.ContainsKey(key)) + { + foldoutStates[key] = false; + } + } + + private void DrawFoldout(ref Rect position, NoiseType noiseType, string key) + { + foldoutStates[key] = EditorGUI.Foldout(new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight + padding), foldoutStates[key], "Shake Settings", true); + position.y += EditorGUIUtility.singleLineHeight + padding; + } + + private string GetFoldoutKey(SerializedProperty property) + { + return property.serializedObject.targetObject.GetInstanceID() + "-" + property.propertyPath; + } + } +} +#endif \ No newline at end of file diff --git a/Assets/SmoothShakeFree/Data/Editor/ShakerDrawer.cs.meta b/Assets/SmoothShakeFree/Data/Editor/ShakerDrawer.cs.meta new file mode 100644 index 00000000..c7b4896d --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/ShakerDrawer.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 1ca3e0c191d9ee347989dc612e7472c5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ce2446e8e0ad47b4c8554496daa9625e, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 271263 + packageName: Smooth Shake Free + packageVersion: 1.0.2 + assetPath: Assets/SmoothShakeFree/Data/Editor/ShakerDrawer.cs + uploadId: 656168 diff --git a/Assets/SmoothShakeFree/Data/Editor/TimeSettingsDrawer.cs b/Assets/SmoothShakeFree/Data/Editor/TimeSettingsDrawer.cs new file mode 100644 index 00000000..d49c3c51 --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/TimeSettingsDrawer.cs @@ -0,0 +1,32 @@ +#if UNITY_EDITOR +using UnityEditor; +using UnityEngine; + +namespace SmoothShakeFree +{ + [CustomPropertyDrawer(typeof(TimeSettings))] + internal class TimeSettingsDrawer : PropertyDrawer + { + public float padding = 2f; + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + //Draw enableOnStart and constantShake + EditorUtility.DrawSerializedProperties(property, ref position, padding, "enableOnStart", "constantShake"); + + // Draw fadeInDuration and fadeInCurve + EditorUtility.DrawPropertiesHorizontally(property, ref position, "Fade In", padding, 25f, new float[] { 1.5f, 1 }, "fadeInDuration", "fadeInCurve"); + + // Draw holdDuration + EditorUtility.DrawSerializedProperties(property, ref position, padding, "holdDuration"); + + // Draw fadeOutDuration and fadeOutCurve + EditorUtility.DrawPropertiesHorizontally(property, ref position, "Fade Out", padding, 25f, new float[] { 1.5f, 1 }, "fadeOutDuration", "fadeOutCurve"); + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + return (EditorGUIUtility.singleLineHeight + padding) * 5; + } + } +} +#endif \ No newline at end of file diff --git a/Assets/SmoothShakeFree/Data/Editor/TimeSettingsDrawer.cs.meta b/Assets/SmoothShakeFree/Data/Editor/TimeSettingsDrawer.cs.meta new file mode 100644 index 00000000..8e07a624 --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/TimeSettingsDrawer.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 53770111b3244694ba8d48649c29f0b1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ce2446e8e0ad47b4c8554496daa9625e, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 271263 + packageName: Smooth Shake Free + packageVersion: 1.0.2 + assetPath: Assets/SmoothShakeFree/Data/Editor/TimeSettingsDrawer.cs + uploadId: 656168 diff --git a/Assets/SmoothShakeFree/Data/Editor/WindowLinks.cs b/Assets/SmoothShakeFree/Data/Editor/WindowLinks.cs new file mode 100644 index 00000000..6d9d4348 --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/WindowLinks.cs @@ -0,0 +1,31 @@ +#if UNITY_EDITOR +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace SmoothShakeFree +{ + internal class WindowLinks : Editor + { + [MenuItem("Window/SmoothShakeFree/Upgrade to Pro version")] + public static void ProLink() + { + Application.OpenURL("https://assetstore.unity.com/packages/tools/animation/smooth-shake-pro-271080"); + } + + [MenuItem("Window/SmoothShakeFree/Showcase and Tutorial")] + public static void TutorialLink() + { + Application.OpenURL("https://youtu.be/SFpfRgB9yh0?si=8H1EVeIFZ1tNjTdt"); + } + + //Leave a review + [MenuItem("Window/SmoothShakeFree/Leave a review")] + public static void ReviewLink() + { + Application.OpenURL("https://assetstore.unity.com/packages/tools/animation/smooth-shake-free-271263#reviews"); + } + } +} +#endif diff --git a/Assets/SmoothShakeFree/Data/Editor/WindowLinks.cs.meta b/Assets/SmoothShakeFree/Data/Editor/WindowLinks.cs.meta new file mode 100644 index 00000000..3225c2af --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Editor/WindowLinks.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 6be097daa292f614ca08ebeb7e893fea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ce2446e8e0ad47b4c8554496daa9625e, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 271263 + packageName: Smooth Shake Free + packageVersion: 1.0.2 + assetPath: Assets/SmoothShakeFree/Data/Editor/WindowLinks.cs + uploadId: 656168 diff --git a/Assets/SmoothShakeFree/Data/ShakeBase.cs b/Assets/SmoothShakeFree/Data/ShakeBase.cs new file mode 100644 index 00000000..db165ebd --- /dev/null +++ b/Assets/SmoothShakeFree/Data/ShakeBase.cs @@ -0,0 +1,207 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace SmoothShakeFree +{ + public abstract class ShakeBase : MonoBehaviour + { + [Header("Time Settings")] + [Tooltip("Settings for the shake timing")] + public TimeSettings timeSettings; + + private bool willStop = false; + + [HideInInspector] internal Shaker[] shakers; +#if UNITY_2020 + [HideInInspector] internal readonly List activeShakeRoutines = new List(); +#else + [HideInInspector] internal readonly List activeShakeRoutines = new(); +#endif + [HideInInspector] internal Coroutine clearAfterFinished; + + [HideInInspector] internal Vector3[] sum; + + internal void Awake() + { + shakers = GetShakers(); + sum = new Vector3[shakers.Length]; + if (timeSettings.enableOnStart) StartShake(); + } + + internal void Start() + { + if (timeSettings.enableOnStart) StartShake(); + } + + public virtual void StartShake() + { + willStop = false; + if (activeShakeRoutines.Count == 0) + { + clearAfterFinished = StartCoroutine(ClearAfterFinished()); + SaveDefaultValues(); + for (int i = 0; i < shakers.Length; i++) + { + activeShakeRoutines.Add(StartCoroutine(ShakeRoutine(shakers[i], timeSettings, i))); + } + } + else + { + ForceStop(); + StartShake(); + } + } + + public void StartShake(SmoothShakeFreePreset preset) + { + ApplyPresetSettings(preset); + StartShake(); + } + + public void StopShake() => willStop = true; + + public void ForceStop() + { + for (int i = 0; i < activeShakeRoutines.Count; i++) + { + if (activeShakeRoutines[i] != null) + { + StopCoroutine(activeShakeRoutines[i]); + activeShakeRoutines[i] = null; + } + } + if (clearAfterFinished != null) + { + StopCoroutine(clearAfterFinished); + clearAfterFinished = null; + } + + for (int i = 0; i < sum.Length; i++) + { + sum[i] = Vector3.zero; + } + + activeShakeRoutines.Clear(); + ResetDefaultValues(); + willStop = false; + } + + protected IEnumerator ClearAfterFinished() + { + if (timeSettings.constantShake) + { + while (true) + { + if (willStop) break; + yield return null; + } + yield return new WaitForSeconds(timeSettings.fadeOutDuration); + ForceStop(); + } + else + { + yield return new WaitForSeconds(timeSettings.GetShakeDuration()); + ForceStop(); + } + } + + protected IEnumerator ShakeRoutine(Shaker shaker, TimeSettings timeSettings, int i) + { + bool isFadingOut = false; + if (timeSettings.fadeInDuration > 0) { yield return FadeRoutine(this.timeSettings.fadeInCurve, shaker, timeSettings, isFadingOut, i); } + + if (timeSettings.holdDuration > 0 && !this.timeSettings.constantShake) { yield return HoldRoutine(timeSettings.holdDuration, shaker, timeSettings, i); } + if (this.timeSettings.constantShake) { yield return HoldRoutine(Mathf.Infinity, shaker, timeSettings, i); } + + isFadingOut = true; + if (timeSettings.fadeOutDuration > 0) { yield return FadeRoutine(this.timeSettings.fadeOutCurve, shaker, timeSettings, isFadingOut, i); } + } + + private IEnumerator FadeRoutine(AnimationCurve curve, Shaker shaker, TimeSettings timeSettings, bool isFadingOut, int i) + { + //Don't play the fade routine if the curve has no keys + if (curve.length <= 1) yield break; + + if (isFadingOut && timeSettings.holdDuration == 0 && timeSettings.fadeInDuration == 0) timeSettings.fadeValue = 1; + + Keyframe[] keys = curve.keys; + float tEnd = isFadingOut ? timeSettings.fadeOutDuration : timeSettings.fadeInDuration; + float t = 0; + + while (t < tEnd) + { + if (!isFadingOut && willStop) yield break; +#if UNITY_2020 + float remappedTime = Utility.Remap(t, 0, tEnd, keys[0].time, keys[keys.Length - 1].time); +#else + float remappedTime = Utility.Remap(t, 0, tEnd, keys[0].time, keys[^1].time); +#endif + //timeSettings.fadeValue = Utility.Remap(curve.Evaluate(remappedTime), keys[0].value, keys[^1].value, isFadingOut ? 1 : 0, isFadingOut ? 0 : 1); + timeSettings.fadeValue = curve.Evaluate(remappedTime); + Execute(shaker, timeSettings, i); + yield return null; + t += Time.deltaTime; + } + +#if UNITY_2020 + timeSettings.fadeValue = Utility.Remap(curve.Evaluate(keys[keys.Length - 1].time), keys[0].value, keys[keys.Length - 1].value, isFadingOut ? 1 : 0, isFadingOut ? 0 : 1); +#else + timeSettings.fadeValue = Utility.Remap(curve.Evaluate(keys[^1].time), keys[0].value, keys[^1].value, isFadingOut ? 1 : 0, isFadingOut ? 0 : 1); +#endif + Execute(shaker, timeSettings, i); + } + + private IEnumerator HoldRoutine(float duration, Shaker shaker, TimeSettings timeSettings, int i) + { + if (timeSettings.fadeValue == 0) timeSettings.fadeValue = 1; + + float t = 0; + + // Check if the duration is infinite + if (float.IsInfinity(duration)) + { + while (true) // Infinite loop + { + if (willStop) yield break; + + Execute(shaker, timeSettings, i); + yield return null; + } + } + else + { + while (t < duration) + { + if (willStop) yield break; + + Execute(shaker, timeSettings, i); + yield return null; + t += Time.deltaTime; + } + } + + if (timeSettings.fadeOutDuration == 0) + { + timeSettings.fadeValue = 0; + Execute(shaker, timeSettings, i); + } + } + + protected virtual void Execute(Shaker shaker, TimeSettings timeSettings, int i) + { + sum[i] = shaker.Evaluate(Time.time) * timeSettings.fadeValue; + } + + protected virtual void ApplySum() => Apply(sum); + + private void Update() { if (activeShakeRoutines.Count > 0) ApplySum(); } + + internal abstract void Apply(Vector3[] value); + protected abstract Shaker[] GetShakers(); + internal abstract void SaveDefaultValues(); + internal abstract void ResetDefaultValues(); + internal abstract void ApplyPresetSettings(SmoothShakeFreePreset preset); + } + +} diff --git a/Assets/SmoothShakeFree/Data/ShakeBase.cs.meta b/Assets/SmoothShakeFree/Data/ShakeBase.cs.meta new file mode 100644 index 00000000..54586e05 --- /dev/null +++ b/Assets/SmoothShakeFree/Data/ShakeBase.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 1e85372b54e898b4792097d11349fefe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ce2446e8e0ad47b4c8554496daa9625e, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 271263 + packageName: Smooth Shake Free + packageVersion: 1.0.2 + assetPath: Assets/SmoothShakeFree/Data/ShakeBase.cs + uploadId: 656168 diff --git a/Assets/SmoothShakeFree/Data/Shaker.cs b/Assets/SmoothShakeFree/Data/Shaker.cs new file mode 100644 index 00000000..8493cb3d --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Shaker.cs @@ -0,0 +1,54 @@ +using System; +using UnityEngine; + +namespace SmoothShakeFree +{ + [Serializable] + public class Shaker + { + //Serializable Properties + [Tooltip("The type of shake to use")] + public NoiseType noiseType; + + //Serializable properties + [Tooltip("The amplitude (strength) of this shaker")] + public Vector3 amplitude; + [Tooltip("The frequency (speed) of this shaker")] + public Vector3 frequency; + + //Convert to Vector3 + public Vector3 Evaluate(float t) + { + Vector3 modified; + modified.x = EvaluateBase(t, amplitude.x, frequency.x); + modified.y = EvaluateBase(t, amplitude.y, frequency.y); + modified.z = EvaluateBase(t, amplitude.z, frequency.z); + return modified; + } + + //Evaluate based on noise type + protected float EvaluateBase( + float t, + float amplitude, + float frequency + ) => noiseType switch + { + NoiseType.SineWave => amplitude * EvaluateSinewave(frequency * t), + NoiseType.WhiteNoise => amplitude * EvaluateWhiteNoise(), + _ => throw new Exception("Unknown noise type") + }; + + //Enum to store noise type + public enum NoiseType + { + SineWave, + WhiteNoise, + } + + //SineWave + private float EvaluateSinewave(float t) => Mathf.Sin(2 * Mathf.PI * t); + + //Whitenoise + private float EvaluateWhiteNoise() => UnityEngine.Random.Range(-1f, 1f); + } +} \ No newline at end of file diff --git a/Assets/SmoothShakeFree/Data/Shaker.cs.meta b/Assets/SmoothShakeFree/Data/Shaker.cs.meta new file mode 100644 index 00000000..6d172e5f --- /dev/null +++ b/Assets/SmoothShakeFree/Data/Shaker.cs.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: a7fc9e73e844e3b47a76216c53f5da75 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ce2446e8e0ad47b4c8554496daa9625e, type: 3} + userData: + assetBundleName: + assetBundleVariant: +AssetOrigin: + serializedVersion: 1 + productId: 271263 + packageName: Smooth Shake Free + packageVersion: 1.0.2 + assetPath: Assets/SmoothShakeFree/Data/Shaker.cs + uploadId: 656168 diff --git 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[Tooltip("Settings for Rotation Shake")] + public Shaker rotationShake; + + [HideInInspector] internal Vector3 startPosition; + [HideInInspector] internal Vector3 startRotation; + + internal sealed override void Apply(Vector3[] value) + { + transform.localPosition = startPosition + value[0]; + transform.localEulerAngles = startRotation + value[1]; + } + + protected override Shaker[] GetShakers() { return new Shaker[] { positionShake, rotationShake }; } + + internal override void ResetDefaultValues() + { + transform.localPosition = startPosition; + transform.localEulerAngles = startRotation; + } + + internal sealed override void SaveDefaultValues() + { + startPosition = transform.localPosition; + startRotation = transform.localEulerAngles; + } + + internal sealed override void ApplyPresetSettings(SmoothShakeFreePreset preset) + { + positionShake.noiseType = preset.positionShake.noiseType; + positionShake.amplitude = preset.positionShake.amplitude; + positionShake.frequency = 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b/Assets/artworks/selectYourSongFirst/heroes_level_image/RatioBar.cs @@ -0,0 +1,120 @@ +using UnityEngine; +using UnityEngine.UI; + +public class RatioBar : MonoBehaviour +{ + [Header("子Image组件")] + public Image bar1; // 红色段 + public Image bar2; // 橘色段 + public Image bar3; // 黄色段 + public Image bar4; // 第四段 + + [Header("分割点 (0-1)")] + [Range(0, 1)] public float ratio1 = 0.3f; // 颜色1结束位置 + [Range(0, 1)] public float ratio2 = 0.6f; // 颜色2结束位置 + [Range(0, 1)] public float ratio3 = 1.0f; // 颜色3结束位置,必须为1 + + [Header("长度控制")] + public float totalLength = 400f; // 前三个bar的总长度 + public float bar4Length = 50f; // bar4的单独长度 + + [Header("高度控制")] + public float barHeight = 50f; // 四个bar的统一高度 + + [Header("颜色设置")] + public Color color1 = Color.red; + public Color color2 = new Color(1f, 0.5f, 0f); // 橘色 + public Color color3 = Color.yellow; + public Color color4 = Color.green; // 第四段颜色 + + private float lastRatio1, lastRatio2, lastRatio3, lastTotalLength, lastBar4Length, lastBarHeight; + + [Header("damageMulti")] + public Text damageMulti_miss; + public Text damageMulti_good; + public Text damageMulti_great; + public Text damageMulti_perfect; + + [Header("manaGain")] + public Text manaGain_miss; + public Text manaGain_good; + public Text manaGain_great; + public Text manaGain_perfect; + + + void Update() + { + if (bar1 == null || bar2 == null || bar3 == null || bar4 == null) return; + + // 检查值是否改变,避免不必要的更新 + if (ratio1 == lastRatio1 && ratio2 == lastRatio2 && ratio3 == lastRatio3 && totalLength == lastTotalLength && bar4Length == lastBar4Length && barHeight == lastBarHeight) return; + + lastRatio1 = ratio1; + lastRatio2 = ratio2; + lastRatio3 = ratio3; + lastTotalLength = totalLength; + lastBar4Length = bar4Length; + lastBarHeight = barHeight; + + // 强制ratio3为1,确保三个颜色加起来正好是1 + ratio3 = 1.0f; + + // 确保顺序 + ratio1 = Mathf.Clamp(ratio1, 0, ratio2); + ratio2 = Mathf.Clamp(ratio2, ratio1, 1); + + // 获取父对象的RectTransform + RectTransform parentRect = GetComponent(); + + // 设置父对象大小为totalLength + bar4Length 宽度,barHeight 高度 + parentRect.sizeDelta = new Vector2(totalLength + bar4Length, barHeight); + + // 计算段长(基于totalLength) + float len1 = ratio1 * totalLength; + float len2 = (ratio2 - ratio1) * totalLength; + float len3 = (ratio3 - ratio2) * totalLength; + + // 设置每个bar的大小和位置 + bar1.rectTransform.sizeDelta = new Vector2(len1, barHeight); + bar2.rectTransform.sizeDelta = new Vector2(len2, barHeight); + bar3.rectTransform.sizeDelta = new Vector2(len3, barHeight); + bar4.rectTransform.sizeDelta = new Vector2(bar4Length, barHeight); + + bar1.rectTransform.anchoredPosition = new Vector2(0, 0); + bar2.rectTransform.anchoredPosition = new Vector2(len1, 0); + bar3.rectTransform.anchoredPosition = new Vector2(len1 + len2, 0); + bar4.rectTransform.anchoredPosition = new Vector2(totalLength, 0); + + // 设置颜色 + bar1.color = color1; + bar2.color = color2; + bar3.color = color3; + bar4.color = color4; + } + + // 设置manaGain和damageMulti文本 + public void SetManaAndDamage(AllyHero_SO heroSO) + { + if (heroSO == null) return; + + var levelInfo = heroSO.GetEffectiveLevelForCurrentEXP(); + if (levelInfo == null) return; + + // 设置manaGain + if (manaGain_miss != null) manaGain_miss.text = levelInfo.manaGainOnMiss.ToString(); + if (manaGain_good != null) manaGain_good.text = levelInfo.manaGainGood.ToString(); + if (manaGain_great != null) manaGain_great.text = levelInfo.manaGainGreat.ToString(); + if (manaGain_perfect != null) manaGain_perfect.text = levelInfo.manaGainPerfect.ToString(); + + // 设置damageMulti + if (damageMulti_miss != null) damageMulti_miss.text = "0"; + if (damageMulti_good != null) damageMulti_good.text = levelInfo.damageMultiplierGood.ToString(); + if (damageMulti_great != null) damageMulti_great.text = levelInfo.damageMultiplierGreat.ToString(); + if (damageMulti_perfect != null) damageMulti_perfect.text = levelInfo.damageMultiplierPerfect.ToString(); + + // 设置ratio + ratio1 = levelInfo.damageMultiplierGood; + ratio2 = levelInfo.damageMultiplierGreat; + ratio3 = levelInfo.damageMultiplierPerfect; + } +} \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/RatioBar.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/RatioBar.cs.meta new file mode 100644 index 00000000..a1c6e449 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/RatioBar.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0e5edd01c661fd34db669441b899b370 \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/basicInfoBars.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/basicInfoBars.cs new file mode 100644 index 00000000..123f1c3b --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/basicInfoBars.cs @@ -0,0 +1,96 @@ +using System.ComponentModel; +using UnityEngine; +using UnityEngine.UI; + +public class basicInfoBars : MonoBehaviour +{ + + [SerializeField] protected int imageLength; + [SerializeField] protected int imageHeight; + [Header("images")] + public Image attackImage; + public Image maxHP_Image; + public Image damageResistanceImage; + public Image basicManaImage; + public Image scoreEffeciencyImage; + public Image missDamageImage; + [Header("maxValues")] + public int maxAttackValue = 999; + public int maxHP_Value = 9999; + public float maxDamageResistanceValue = 1f; + public int maxBasicManaValue = 999; + public float maxScoreEfficiencyValue = 1f; + public int maxMissDamageValue = 99; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + // 设置攻击进度条 + public void SetAttack(int value) + { + if (attackImage != null) + { + float clampedValue = Mathf.Clamp(value, 0, maxAttackValue); + attackImage.fillAmount = clampedValue / maxAttackValue; + } + } + + // 设置最大HP进度条 + public void SetMaxHP(int value) + { + if (maxHP_Image != null) + { + float clampedValue = Mathf.Clamp(value, 0, maxHP_Value); + maxHP_Image.fillAmount = clampedValue / maxHP_Value; + } + } + + // 设置伤害抗性进度条 + public void SetDamageResistance(float value) + { + if (damageResistanceImage != null) + { + float clampedValue = Mathf.Clamp(value, 0f, maxDamageResistanceValue); + damageResistanceImage.fillAmount = clampedValue / maxDamageResistanceValue; + } + } + + // 设置基础法力进度条 + public void SetBasicMana(int value) + { + if (basicManaImage != null) + { + float clampedValue = Mathf.Clamp(value, 0, maxBasicManaValue); + basicManaImage.fillAmount = clampedValue / maxBasicManaValue; + } + } + + // 设置分数效率进度条 + public void SetScoreEfficiency(float value) + { + if (scoreEffeciencyImage != null) + { + float clampedValue = Mathf.Clamp(value, 0f, maxScoreEfficiencyValue); + scoreEffeciencyImage.fillAmount = clampedValue / maxScoreEfficiencyValue; + } + } + + // 设置Miss伤害进度条 + public void SetMissDamage(int value) + { + if (missDamageImage != null) + { + float clampedValue = Mathf.Clamp(value, 0, maxMissDamageValue); + missDamageImage.fillAmount = clampedValue / maxMissDamageValue; + } + } +} diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/basicInfoBars.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/basicInfoBars.cs.meta new file mode 100644 index 00000000..9997e14f --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/basicInfoBars.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1e9aef44e3aada14282c7059a761695c \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/character_detailInformation.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/character_detailInformation.cs new file mode 100644 index 00000000..99d0ceca --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/character_detailInformation.cs @@ -0,0 +1,106 @@ +using UnityEngine; +using UnityEngine.UI; + +public class character_detailInformation : MonoBehaviour +{ + [Header("立绘HD")] + public Image character_HDImage; + public Image character_HDImage_shadow; + [Header("so")] + public ScriptableObject characterSO; + [Header("基础信息文本")] + public Text basic_infoText; + public Text designation_name_combination; + [Header("进度条控制器")] + public basicInfoBars infoBars; + [Header("等级条控制器")] + public levelBar_controller levelBar; + [Header("RatioBar控制器")] + public RatioBar ratioBar; + [Header("shutdown")] + public Button shut_button; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + // 添加关闭按钮监听器 + if (shut_button != null) + { + shut_button.onClick.AddListener(ShutDown); + } + + if (characterSO is AllyHero_SO heroSO) + { + // 设置HD图像 + if (character_HDImage != null && heroSO.ally_hero_HD_image != null) + { + character_HDImage.sprite = heroSO.ally_hero_HD_image; + } + + // 设置HD阴影图像 + if (character_HDImage_shadow != null && heroSO.ally_hero_HD_image != null) + { + character_HDImage_shadow.sprite = heroSO.ally_hero_HD_image; + } + + // 组合称号和名字 + if (designation_name_combination != null) + { + designation_name_combination.text = $"{heroSO.ally_heroDesignation} {heroSO.ally_heroName}"; + } + + // 获取当前等级数据 + var levelInfo = heroSO.GetEffectiveLevelForCurrentEXP(); + if (levelInfo != null) + { + int attack = levelInfo.attack; + int maxHP = levelInfo.maxHP; + float damageResistance = levelInfo.damageResistance; + int maxMana = levelInfo.maxMana; + float scoreEfficiency = levelInfo.scoreEfficiency; + float missHpLoss = levelInfo.missHpLossBase; + + // 输出到basic_infoText + if (basic_infoText != null) + { + basic_infoText.text = $"{attack}\n{maxHP}\n{damageResistance * 100}%\n{maxMana}\n{scoreEfficiency * 100}%\n\n{missHpLoss}"; + } + + // 交给basicInfoBars设置进度条 + if (infoBars != null) + { + infoBars.SetAttack(attack); + infoBars.SetMaxHP(maxHP); + infoBars.SetDamageResistance(damageResistance); + infoBars.SetBasicMana(maxMana); + 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b/Assets/artworks/selectYourSongFirst/heroes_level_image/heroDetail_informationPanel.prefab.meta new file mode 100644 index 00000000..89f60a7c --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/heroDetail_informationPanel.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 59dfd4ddf9533f644aefd71f3260a05c +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/levelBar_controller.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/levelBar_controller.cs new file mode 100644 index 00000000..4e0e9339 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/levelBar_controller.cs @@ -0,0 +1,223 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections.Generic; + +public class levelBar_controller : MonoBehaviour +{ + [Header("前后等级图")] + public Image pre_levelIcon_image; + public Image post_levelIcon_image; + [Header("CBAS")] + public Sprite icon_c; + public Sprite icon_b; + public Sprite icon_a; + public Sprite icon_s; + [Header("控制fill amount")] + public Image C_image; + public Image B_image; + public Image A_image; + public Image S_image; + [Header("ratioText")] + public Text ratioText; + [Header("remainingExpText")] + public Text remainingExpText; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + // 初始化CBAS images的fillAmount为0 + /* if (C_image != null) C_image.fillAmount = 0f; + if (B_image != null) B_image.fillAmount = 0f; + if (A_image != null) A_image.fillAmount = 0f; + if (S_image != null) S_image.fillAmount = 0f;*/ + } + + // Update is called once per frame + void Update() + { + + } + + // 设置等级条 + public void SetLevelBar(AllyHero_SO heroSO) + { + if (heroSO == null || heroSO.levelStats == null || heroSO.levelStats.Count == 0) return; + + var levelInfo = heroSO.GetEffectiveLevelForCurrentEXP(); + if (levelInfo == null) return; + + string currentLevel = GetRatingFromSO(heroSO); + int currentIndex = GetIndex(currentLevel); + + // 设置前等级icon + if (pre_levelIcon_image != null) + { + pre_levelIcon_image.sprite = GetLevelSprite(currentLevel); + } + + // 设置后等级icon + if (post_levelIcon_image != null) + { + if (currentIndex < 3) + { + string nextLevel = GetNextLevel(currentLevel); + post_levelIcon_image.sprite = GetLevelSprite(nextLevel); + post_levelIcon_image.color = Color.white; + } + else + { + post_levelIcon_image.sprite = null; + post_levelIcon_image.color = new Color(1f, 1f, 1f, 0f); + } + } + + int currentEXP = heroSO.ally_currentEXP; + + // 设置fill amount + for (int i = 0; i < 4; i++) + { + Image img = GetImage(i); + if (img == null) continue; + + if (i < currentIndex) + { + img.fillAmount = 1f; + } + else if (i == currentIndex) + { + if (currentIndex == 3) // S级满级 + { + img.fillAmount = 1f; + } + else + { + int nextRequired = heroSO.levelStats[currentIndex + 1].requiredEXP; + if (currentEXP == nextRequired) + { + img.fillAmount = 0f; // 相等但非满级,设为0 + } + else + { + img.fillAmount = (float)currentEXP / nextRequired; + } + } + } + else + { + img.fillAmount = 0f; + } + } + + // 设置ratioText + if (ratioText != null) + { + if (currentIndex < 3) + { + int nextRequired = heroSO.levelStats[currentIndex + 1].requiredEXP; + ratioText.text = $"{currentEXP}/{nextRequired}"; + } + else + { + ratioText.text = "MAX"; + } + } + + // 设置remainingExpText + if (remainingExpText != null) + { + if (currentIndex < 3) + { + int nextRequired = heroSO.levelStats[currentIndex + 1].requiredEXP; + int remaining = nextRequired - currentEXP; + remainingExpText.text = $"还需{remaining}经验升级"; + } + else + { + remainingExpText.text = "等级满"; + } + } + } + + // 获取等级对应的sprite + private Sprite GetLevelSprite(string level) + { + switch (level) + { + case "C": return icon_c; + case "B": return icon_b; + case "A": return icon_a; + case "S": return icon_s; + default: return null; + } + } + + // 获取等级索引 + private int GetIndex(string level) + { + switch (level) + { + case "C": return 0; + case "B": return 1; + case "A": return 2; + case "S": return 3; + default: return 0; + } + } + + // 获取下一等级 + private string GetNextLevel(string level) + { + switch (level) + { + case "C": return "B"; + case "B": return "A"; + case "A": return "S"; + default: return "S"; + } + } + + // 获取对应等级的Image + private Image GetImage(int index) + { + switch (index) + { + case 0: return C_image; + case 1: return B_image; + case 2: return A_image; + case 3: return S_image; + default: return null; + } + } + + // 获取角色等级字符串(与loadTeam_select.cs一致) + 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 sorted = new List(); + 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"; + } +} diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/levelBar_controller.cs.meta b/Assets/artworks/selectYourSongFirst/heroes_level_image/levelBar_controller.cs.meta new file mode 100644 index 00000000..132ac1d2 --- /dev/null +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/levelBar_controller.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3ed7ad820d56bab43bf4b22f620ab6f1 \ No newline at end of file diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs index 66f02e2a..bfaf83e9 100644 --- a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadDetailsPrefab.cs @@ -60,8 +60,16 @@ public class loadDetailsPrefab : MonoBehaviour if (rt != null) { Vector3 pos = position; - pos.x += offset.x; - pos.y += offset.y; + // 获取Canvas的scaleFactor来调整偏移量 + float scaleFactor = 1f; + Transform parentTransform = detailsParent != null ? detailsParent.transform : transform; + Canvas canvas = parentTransform.GetComponentInParent(); + if (canvas != null) + { + scaleFactor = canvas.scaleFactor; + } + pos.x += offset.x / scaleFactor; + pos.y += offset.y / scaleFactor; float width = rt.rect.width; float height = rt.rect.height; diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs index cff08829..c43a4576 100644 --- a/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/loadSkillsSelect.cs @@ -23,6 +23,15 @@ public class loadSkillsSelect : MonoBehaviour public int columnPaddingBottom = 0; // Bottom padding for the column public float columnVerticalSpacing = 10f; // Vertical spacing between header and skills in a column + [Header("Skill Card Layout Settings")] + public bool skillCardUseLayoutElement = true; // Whether to add LayoutElement to skill cards + public float skillCardPreferredWidth = -1f; // Preferred width for skill cards (-1 to ignore) + public float skillCardPreferredHeight = -1f; // Preferred height for skill cards (-1 to ignore) + public float skillCardFlexibleWidth = -1f; // Flexible width for skill cards (-1 to ignore) + public float skillCardFlexibleHeight = -1f; // Flexible height for skill cards (-1 to ignore) + public int skillCardMinWidth = -1; // Minimum width for skill cards (-1 to ignore) + public int skillCardMinHeight = -1; // Minimum height for skill cards (-1 to ignore) + // 当前加载的英雄SO,用于技能卡片更新equippedSkillGroupIDs public AllyHero_SO currentHeroSO { get; private set; } @@ -197,6 +206,21 @@ public class loadSkillsSelect : MonoBehaviour s.isSelected = false; s.ApplyState(); + // set skill card to read-only mode + s.isReadOnly = true; + + // Add or configure LayoutElement if enabled + if (skillCardUseLayoutElement) + { + var le = go.GetComponent() ?? go.AddComponent(); + if (skillCardPreferredWidth >= 0) le.preferredWidth = skillCardPreferredWidth; + if (skillCardPreferredHeight >= 0) le.preferredHeight = skillCardPreferredHeight; + if (skillCardFlexibleWidth >= 0) le.flexibleWidth = skillCardFlexibleWidth; + if (skillCardFlexibleHeight >= 0) le.flexibleHeight = skillCardFlexibleHeight; + if (skillCardMinWidth >= 0) le.minWidth = skillCardMinWidth; + if (skillCardMinHeight >= 0) le.minHeight = skillCardMinHeight; + } + // use the existing Button component on the skill card if (s.skillCard_button != null) { @@ -218,5 +242,23 @@ public class loadSkillsSelect : MonoBehaviour } Debug.Log($"loadSkillsSelect: instantiated {created} skill cards for heroId={heroId}"); + + // Update skill card selections based on equipped groups + UpdateSkillCardSelections(); + } + + public void UpdateSkillCardSelections() + { + if (currentHeroSO == null) return; + var equipped = new System.Collections.Generic.HashSet(currentHeroSO.equippedSkillGroupIDs); + foreach (Transform child in contentParent) + { + var slot = child.GetComponentInChildren(); + if (slot != null) + { + slot.isSelected = equipped.Contains(slot.skillCard_skillID); + slot.ApplyState(); + } + } } } diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs index f9e2faf6..cf25f205 100644 --- a/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/roleCard_prefabController.cs @@ -24,7 +24,12 @@ public class roleCard_prefabController : MonoBehaviour, IDropHandler, IBeginDrag private Canvas rootCanvas; private CanvasGroup canvasGroup; - void Start() { rootCanvas = GetComponentInParent(); } + void Start() { rootCanvas = GetComponentInParent(); + if (roleCard_heroID > 0 && heroSO == null) + { + heroSO = FindAllyHeroSOById(roleCard_heroID); + } + } void Update() { } // Handle drop from CharacterCardView or roleCard prefabs (we won't set poster here) @@ -33,11 +38,18 @@ public class roleCard_prefabController : MonoBehaviour, IDropHandler, IBeginDrag Debug.Log($"roleCard OnDrop called on {gameObject.name}, pointerDrag={eventData.pointerDrag?.name}"); if (eventData.pointerDrag == null) return; + // Do not allow drops from other roleCard prefabs to prevent overwriting each other + var sourceRole = eventData.pointerDrag.GetComponent(); + if (sourceRole != null) + { + Debug.Log("roleCard OnDrop: ignoring drop from another roleCard prefab"); + return; + } + // find CharacterCardView or other roleCard source var sourceCard = eventData.pointerDrag.GetComponent() ?? eventData.pointerDrag.GetComponentInParent(); - var sourceRole = eventData.pointerDrag.GetComponent() ?? eventData.pointerDrag.GetComponentInParent(); - if (sourceCard == null && sourceRole == null) + if (sourceCard == null) { Debug.LogWarning("roleCard OnDrop: dragged object has no recognized source component"); return; @@ -50,11 +62,6 @@ public class roleCard_prefabController : MonoBehaviour, IDropHandler, IBeginDrag 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; diff 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4690235293395520502} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 31a19414c41e5ae4aae2af33fee712f6, type: 3} + m_Name: + m_EditorClassIdentifier: + m_ShowMaskGraphic: 1 --- !u!1 &6379783019369532990 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_heroSlots.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_heroSlots.cs index 9b6cdb26..d704aa71 100644 --- a/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_heroSlots.cs +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_heroSlots.cs @@ -1,6 +1,7 @@ using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; +using System.Collections.Generic; public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, IPointerClickHandler { @@ -13,6 +14,8 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I public Image heroLevelImage; public Button thisHero_detail_displayButton; // ? + public GameObject thisHero_detial_panelObject; + [Header("default Sprite")] public Sprite defaultHeroSprite; @@ -25,6 +28,17 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I Color.white }; + [Header("Skills Container")] + public GameObject skillContainer; // Container with Vertical Layout Group for displaying equipped skills + + public GameObject skillCardPrefab; // Prefab for skill cards, should have slots_skillSlots component + + [Header("等级图片CBAS")] + public Sprite levelIcon_sprite_C; + public Sprite levelIcon_sprite_B; + public Sprite levelIcon_sprite_A; + public Sprite levelIcon_sprite_S; + private Canvas rootCanvas; private CanvasGroup canvasGroup; @@ -67,6 +81,18 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I { heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 0f); } + + // ensure hero level image transparent if not set + if (heroLevelImage != null && heroLevelImage.sprite == null) + { + heroLevelImage.color = new Color(heroLevelImage.color.r, heroLevelImage.color.g, heroLevelImage.color.b, 0f); + } + + // Add listener for detail display button + if (thisHero_detail_displayButton != null) + { + thisHero_detail_displayButton.onClick.AddListener(OnDetailButtonClicked); + } } private void OnValidate() @@ -88,6 +114,13 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I if (hc.a == 0f) hc.a = 1f; heroSlot_colorImage.color = hc; } + + if (heroLevelImage != null) + { + Color lc = heroLevelImage.color; + if (lc.a == 0f) lc.a = 1f; + heroLevelImage.color = lc; + } } // Accept drops from CharacterCardView (role items) or roleCard_prefabController @@ -167,6 +200,20 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I heroImage.sprite = sourceRole.roleCard_heroProfile.sprite; heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 1f); } + + // 设置等级图标 + var levelInfo = found.GetEffectiveLevelForCurrentEXP(); + if (levelInfo != null && heroLevelImage != null) + { + string level = GetRatingFromSO(found); + heroLevelImage.sprite = GetLevelSprite(level); + heroLevelImage.color = heroLevelImage.sprite != null ? Color.white : new Color(1f, 1f, 1f, 0f); + } + else if (heroLevelImage != null) + { + heroLevelImage.sprite = null; + heroLevelImage.color = new Color(1f, 1f, 1f, 0f); + } } else { @@ -200,6 +247,15 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I } Debug.Log($"slots_heroSlots OnDrop applied id={heroSlot_heroID} to {gameObject.name}"); + + // Update the skill list after setting the hero + UpdateSkillList(); + + // Update and save selected heroes + if (newTeamSelector.Instance != null) + { + newTeamSelector.Instance.UpdateAndSaveSelectedHeroes(); + } } // Allow right-click to clear this slot @@ -215,7 +271,7 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I { int prevId = heroSlot_heroID; // remember previous id heroSlot_heroID = 0; - if (heroSlot_heroName != null) heroSlot_heroName.text = string.Empty; + if (heroSlot_heroName != null) heroSlot_heroName.text = "空置"; if (heroImage != null) { // revert to default sprite if provided, otherwise keep transparent @@ -230,12 +286,26 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I heroImage.color = new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 0f); } } + if (heroLevelImage != null) + { + heroLevelImage.sprite = null; + heroLevelImage.color = new Color(1f, 1f, 1f, 0f); + } if (TeamManager.Instance != null) { TeamManager.Instance.currentSelectedCharacterCard = null; if (prevId != 0) TeamManager.Instance.removeTeamCharacter(prevId); } + + // Clear the skill list + UpdateSkillList(); + + // Update and save selected heroes + if (newTeamSelector.Instance != null) + { + newTeamSelector.Instance.UpdateAndSaveSelectedHeroes(); + } } // Drag between slots only @@ -294,5 +364,173 @@ public class slots_heroSlots : MonoBehaviour, IDropHandler, IBeginDragHandler, I if (heroSlot_heroName != null) heroSlot_heroName.text = name ?? string.Empty; if (heroImage != null) heroImage.sprite = sprite; if (heroImage != null) heroImage.color = sprite != null ? new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 1f) : new Color(heroImage.color.r, heroImage.color.g, heroImage.color.b, 0f); + + // 设置等级图标 + if (id != 0) + { + var hero = FindHeroById(id); + if (hero != null) + { + var levelInfo = hero.GetEffectiveLevelForCurrentEXP(); + if (levelInfo != null && heroLevelImage != null) + { + string level = GetRatingFromSO(hero); + heroLevelImage.sprite = GetLevelSprite(level); + heroLevelImage.color = heroLevelImage.sprite != null ? Color.white : new Color(1f, 1f, 1f, 0f); + } + } + } + else if (heroLevelImage != null) + { + heroLevelImage.sprite = null; + heroLevelImage.color = new Color(1f, 1f, 1f, 0f); + } + + // Update skill list after setting slot + UpdateSkillList(); + } + + // Update the skill list in the container + public void UpdateSkillList() + { + if (skillContainer == null || skillCardPrefab == null) return; + + // Clear existing skill cards + foreach (Transform child in skillContainer.transform) + { + Destroy(child.gameObject); + } + + if (heroSlot_heroID == 0) return; // No hero, no skills + + // Find the AllyHero_SO + AllyHero_SO hero = null; + try + { + var arr = Resources.LoadAll(""); + foreach (var a in arr) + { + if (a != null && a.ally_heroID == heroSlot_heroID) + { + hero = a; + break; + } + } + } + catch { } + + if (hero == null || hero.equippedSkillGroupIDs == null) return; + + // Instantiate skill cards for equipped groups + foreach (int groupId in hero.equippedSkillGroupIDs) + { + if (groupId == 0) continue; // Skip empty + + SkillGroup group = hero.GetSkillGroupByID(groupId); + if (group == null) continue; + + GameObject skillGo = Instantiate(skillCardPrefab, skillContainer.transform); + slots_skillSlots skillSlot = skillGo.GetComponent(); + if (skillSlot != null) + { + skillSlot.skillCard_skillName.text = group.groupName ?? string.Empty; + skillSlot.skillCard_skillID = group.skillGroupID; + if (skillSlot.skillCard_skillIconImage != null) + { + skillSlot.skillCard_skillIconImage.sprite = group.groupIcon; + skillSlot.skillCard_skillIconImage.color = group.groupIcon != null ? Color.white : new Color(1f, 1f, 1f, 0f); + } + skillSlot.skillCard_skillDescription = group.skillDescriptionsText ?? string.Empty; + skillSlot.heroId = heroSlot_heroID; + skillSlot.isSelected = true; // Since equipped + skillSlot.isReadOnly = true; // Set to read-only for display in hero slot + skillSlot.ApplyState(); + } + } + } + + // 辅助方法:根据ID查找英雄SO + private AllyHero_SO FindHeroById(int id) + { + var arr = Resources.LoadAll(""); + foreach (var a in arr) + { + if (a != null && a.ally_heroID == id) return a; + } + return null; + } + + // 获取等级对应的sprite + private Sprite GetLevelSprite(string level) + { + switch (level) + { + case "C": // C + return levelIcon_sprite_C; + case "B": // B + return levelIcon_sprite_B; + case "A": // A + return levelIcon_sprite_A; + case "S": // S + return levelIcon_sprite_S; + default: + Debug.LogWarning($"未找到对应等级贴图,当前等级为:{level}"); + return null; + } + } + + // 获取角色等级字符串(与loadTeam_select.cs一致) + private string GetRatingFromSO(AllyHero_SO so) + { + if (so == null || so.levelStats == null || so.levelStats.Count == 0) return "C"; + + // Build a sorted copy by requiredEXP ascending + List sorted = new List(); + foreach (var l in so.levelStats) if (l != null) sorted.Add(l); + sorted.Sort((a, b) => a.requiredEXP.CompareTo(b.requiredEXP)); + + int currentExp = so.ally_currentEXP; + int selectedIndex = 0; + for (int i = 0; i < sorted.Count; i++) + { + if (currentExp >= sorted[i].requiredEXP) + { + selectedIndex = i; + } + else + { + break; + } + } + + // Map indices to ratings: index 0 -> C, 1 -> B, 2 -> A, 3+ -> S + if (selectedIndex <= 0) return "C"; + if (selectedIndex == 1) return "B"; + if (selectedIndex == 2) return "A"; + // for selectedIndex >= 3 (including when there are more than 4 levels), treat as S + return "S"; + } + + // Handle detail button click + private void OnDetailButtonClicked() + { + if (thisHero_detial_panelObject == null || heroSlot_heroID == 0) return; + + // Find the parent for instantiation + Transform parent = loadDetailsPrefab.Instance != null ? loadDetailsPrefab.Instance.detailsParent.transform : transform; + + // Instantiate the panel + GameObject panelInstance = Instantiate(thisHero_detial_panelObject, parent); + + // Get the character_detailInformation script + character_detailInformation detailScript = panelInstance.GetComponentInChildren(); + if (detailScript != null) + { + // Set the character SO + AllyHero_SO heroSO = FindHeroById(heroSlot_heroID); + detailScript.characterSO = heroSO; + } + + Debug.Log($"Displayed details for hero ID {heroSlot_heroID}"); } } diff --git a/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs index 265cb965..074883b0 100644 --- a/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs +++ b/Assets/artworks/selectYourSongFirst/heroes_level_image/slots_skillSlots.cs @@ -1,6 +1,9 @@ using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; +#if UNITY_EDITOR +using UnityEditor; +#endif public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler { @@ -31,6 +34,9 @@ public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnt // hero ID to modify the corresponding SO public int heroId; + // 是否只读模式(用于英雄槽位内的技能显示) + public bool isReadOnly = false; + void Start() { ApplyState(); @@ -95,11 +101,35 @@ public class slots_skillSlots : MonoBehaviour, IPointerClickHandler, IPointerEnt } } } + + // Notify all slots_heroSlots with matching heroId to update their skill lists + var allSlots = FindObjectsOfType(); + foreach (var slot in allSlots) + { + if (slot.heroSlot_heroID == heroId) + { + slot.UpdateSkillList(); + } + } + + // Notify loadSkillsSelect to update skill card selections + loadSkillsSelect.Instance?.UpdateSkillCardSelections(); + +#if UNITY_EDITOR + // Save the SO changes to disk + if (so != null) + { + EditorUtility.SetDirty(so); + AssetDatabase.SaveAssets(); + } +#endif } // 鼠标左/右键:左键选中(或切换),右键仅在选中时取消 public void OnPointerClick(PointerEventData eventData) { + if (isReadOnly) return; // 只读模式下不允许点击切换 + if (eventData.button == PointerEventData.InputButton.Left) { ToggleSelect(); diff --git a/Assets/scripts/Data/AllyHero_SO.cs b/Assets/scripts/Data/AllyHero_SO.cs index 9efb4045..f7cbbc40 100644 --- a/Assets/scripts/Data/AllyHero_SO.cs +++ b/Assets/scripts/Data/AllyHero_SO.cs @@ -6,6 +6,7 @@ public class AllyHero_SO : ScriptableObject { [Header("友方英雄基本信息")] public string ally_heroName; + public string ally_heroDesignation; public int ally_heroID; [Header("英雄立绘")] @@ -18,6 +19,8 @@ public class AllyHero_SO : ScriptableObject public Sprite ally_heroIcon; [Header("英雄编队界面海报")] public Sprite ally_heroPoster; + [Header("角色带通道立绘")] + public Sprite ally_hero_HD_image; [Header("英雄简介")] [TextArea(3, 10)] @@ -49,6 +52,7 @@ public class AllyHero_SO : ScriptableObject [Tooltip("得分效率")] public float scoreEfficiency = 1f; + [Header("升到本等级所需经验")] [Tooltip("升到本等级所需经验")] public int requiredEXP; diff --git a/Assets/scripts/Team/CharacterCardView.cs b/Assets/scripts/Team/CharacterCardView.cs index bc3014b4..b975c053 100644 --- a/Assets/scripts/Team/CharacterCardView.cs +++ b/Assets/scripts/Team/CharacterCardView.cs @@ -71,6 +71,7 @@ public class CharacterCardView : MonoBehaviour, IBeginDragHandler, IDragHandler, img.SetNativeSize(); var cg = dragGhost.AddComponent(); cg.blocksRaycasts = false; + cg.alpha = 0.5f; // Set transparency to half UpdateGhostPosition(eventData); } diff --git a/Assets/scripts/Team/newTeamSelector.cs b/Assets/scripts/Team/newTeamSelector.cs index 58357494..05b2ec87 100644 --- a/Assets/scripts/Team/newTeamSelector.cs +++ b/Assets/scripts/Team/newTeamSelector.cs @@ -5,12 +5,21 @@ using System.Collections; public class newTeamSelector : MonoBehaviour { + public static newTeamSelector Instance { get; private set; } + [Header("等级图片CBAS")] public Sprite levelIcon_sprite_C; public Sprite levelIcon_sprite_B; public Sprite levelIcon_sprite_A; public Sprite levelIcon_sprite_S; + [Header("已选择的队伍")] + public int selected_heroSlot01_heroID; + public int selected_heroSlot02_heroID; + public int selected_heroSlot03_heroID; + public int selected_heroSlot04_heroID; + public int selected_heroSlot05_heroID; + [Tooltip("Prefab for a single hero slot. Must contain slots_heroSlots component.")] public GameObject slotPrefab; @@ -28,10 +37,23 @@ public class newTeamSelector : MonoBehaviour private readonly List createdSlots = new List(); + void Awake() + { + if (Instance == null) + { + Instance = this; + } + else + { + Destroy(gameObject); + } + } + void Start() { if (instantiateOnStart) CreateSlots(); + LoadSelectedHeroes(); } void Update() { } @@ -137,4 +159,92 @@ public class newTeamSelector : MonoBehaviour } public List GetCreatedSlots() => createdSlots; + + public void UpdateAndSaveSelectedHeroes() + { + if (createdSlots.Count > 0) selected_heroSlot01_heroID = createdSlots[0].heroSlot_heroID; + if (createdSlots.Count > 1) selected_heroSlot02_heroID = createdSlots[1].heroSlot_heroID; + if (createdSlots.Count > 2) selected_heroSlot03_heroID = createdSlots[2].heroSlot_heroID; + if (createdSlots.Count > 3) selected_heroSlot04_heroID = createdSlots[3].heroSlot_heroID; + if (createdSlots.Count > 4) selected_heroSlot05_heroID = createdSlots[4].heroSlot_heroID; + + PlayerPrefs.SetInt("selected_heroSlot01_heroID", selected_heroSlot01_heroID); + PlayerPrefs.SetInt("selected_heroSlot02_heroID", selected_heroSlot02_heroID); + PlayerPrefs.SetInt("selected_heroSlot03_heroID", selected_heroSlot03_heroID); + PlayerPrefs.SetInt("selected_heroSlot04_heroID", selected_heroSlot04_heroID); + PlayerPrefs.SetInt("selected_heroSlot05_heroID", selected_heroSlot05_heroID); + PlayerPrefs.Save(); + + Debug.Log("已保存当前队伍到PlayerPrefs"); + } + + public void LoadSelectedHeroes() + { + if (createdSlots.Count == 0) return; + + selected_heroSlot01_heroID = PlayerPrefs.GetInt("selected_heroSlot01_heroID", 0); + selected_heroSlot02_heroID = PlayerPrefs.GetInt("selected_heroSlot02_heroID", 0); + selected_heroSlot03_heroID = PlayerPrefs.GetInt("selected_heroSlot03_heroID", 0); + selected_heroSlot04_heroID = PlayerPrefs.GetInt("selected_heroSlot04_heroID", 0); + selected_heroSlot05_heroID = PlayerPrefs.GetInt("selected_heroSlot05_heroID", 0); + + // Set the slots + if (createdSlots.Count > 0) createdSlots[0].heroSlot_heroID = selected_heroSlot01_heroID; + if (createdSlots.Count > 1) createdSlots[1].heroSlot_heroID = selected_heroSlot02_heroID; + if (createdSlots.Count > 2) createdSlots[2].heroSlot_heroID = selected_heroSlot03_heroID; + if (createdSlots.Count > 3) createdSlots[3].heroSlot_heroID = selected_heroSlot04_heroID; + if (createdSlots.Count > 4) createdSlots[4].heroSlot_heroID = selected_heroSlot05_heroID; + + // Update each slot's UI + for (int i = 0; i < createdSlots.Count; i++) + { + var slot = createdSlots[i]; + if (slot.heroSlot_heroID != 0) + { + // Find the hero SO + AllyHero_SO hero = FindHeroById(slot.heroSlot_heroID); + if (hero != null) + { + slot.SetSlot(slot.heroSlot_heroID, hero.ally_heroName, hero.ally_heroPoster); + } + } + else + { + // Clear slot logic + slot.heroSlot_heroID = 0; + if (slot.heroSlot_heroName != null) slot.heroSlot_heroName.text = "空置"; + if (slot.heroImage != null) + { + // revert to default sprite if provided, otherwise keep transparent + if (slot.defaultHeroSprite != null) + { + slot.heroImage.sprite = slot.defaultHeroSprite; + slot.heroImage.color = new Color(slot.heroImage.color.r, slot.heroImage.color.g, slot.heroImage.color.b, 1f); + } + else + { + slot.heroImage.sprite = null; + slot.heroImage.color = new Color(slot.heroImage.color.r, slot.heroImage.color.g, slot.heroImage.color.b, 0f); + } + } + if (slot.heroLevelImage != null) + { + slot.heroLevelImage.sprite = null; + slot.heroLevelImage.color = new Color(1f, 1f, 1f, 0f); + } + // Update skill list + slot.UpdateSkillList(); + } + } + } + + private AllyHero_SO FindHeroById(int id) + { + var arr = Resources.LoadAll(""); + foreach (var a in arr) + { + if (a != null && a.ally_heroID == id) return a; + } + return null; + } } diff --git a/Assets/scripts/utils/DragGhost.cs b/Assets/scripts/utils/DragGhost.cs index e7c54d26..fa642752 100644 --- a/Assets/scripts/utils/DragGhost.cs +++ b/Assets/scripts/utils/DragGhost.cs @@ -8,6 +8,7 @@ namespace Utils private static GameObject ghost; private static Image ghostImage; private static Canvas parentCanvas; + private static CanvasGroup ghostCanvasGroup; // Ensure ghost exists under given canvas public static void Show(Canvas canvas, Sprite sprite) @@ -21,8 +22,9 @@ namespace Utils ghost.transform.SetParent(parentCanvas.transform, false); ghostImage = ghost.AddComponent(); ghostImage.raycastTarget = false; - var cg = ghost.AddComponent(); - cg.blocksRaycasts = false; + ghostCanvasGroup = ghost.AddComponent(); + ghostCanvasGroup.blocksRaycasts = false; + ghostCanvasGroup.alpha = 0.5f; // Set transparency to half } ghostImage.sprite = sprite; // set size to sprite rect (avoid SetNativeSize to reduce layout work)