完成编队 增加多个细节和小功能

This commit is contained in:
FloatGaming
2025-12-10 19:12:27 +08:00
parent c0a822b958
commit edc2608f47
131 changed files with 11889 additions and 127 deletions
+4
View File
@@ -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;
+1
View File
@@ -71,6 +71,7 @@ public class CharacterCardView : MonoBehaviour, IBeginDragHandler, IDragHandler,
img.SetNativeSize();
var cg = dragGhost.AddComponent<CanvasGroup>();
cg.blocksRaycasts = false;
cg.alpha = 0.5f; // Set transparency to half
UpdateGhostPosition(eventData);
}
+110
View File
@@ -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<slots_heroSlots> createdSlots = new List<slots_heroSlots>();
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<slots_heroSlots> 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<AllyHero_SO>("");
foreach (var a in arr)
{
if (a != null && a.ally_heroID == id) return a;
}
return null;
}
}
+4 -2
View File
@@ -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<Image>();
ghostImage.raycastTarget = false;
var cg = ghost.AddComponent<CanvasGroup>();
cg.blocksRaycasts = false;
ghostCanvasGroup = ghost.AddComponent<CanvasGroup>();
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)