完成编队 增加多个细节和小功能
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@@ -5,12 +5,21 @@ using System.Collections;
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public class newTeamSelector : MonoBehaviour
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{
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public static newTeamSelector Instance { get; private set; }
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[Header("等级图片CBAS")]
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public Sprite levelIcon_sprite_C;
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public Sprite levelIcon_sprite_B;
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public Sprite levelIcon_sprite_A;
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public Sprite levelIcon_sprite_S;
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[Header("已选择的队伍")]
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public int selected_heroSlot01_heroID;
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public int selected_heroSlot02_heroID;
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public int selected_heroSlot03_heroID;
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public int selected_heroSlot04_heroID;
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public int selected_heroSlot05_heroID;
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[Tooltip("Prefab for a single hero slot. Must contain slots_heroSlots component.")]
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public GameObject slotPrefab;
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@@ -28,10 +37,23 @@ public class newTeamSelector : MonoBehaviour
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private readonly List<slots_heroSlots> createdSlots = new List<slots_heroSlots>();
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void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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void Start()
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{
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if (instantiateOnStart)
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CreateSlots();
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LoadSelectedHeroes();
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}
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void Update() { }
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@@ -137,4 +159,92 @@ public class newTeamSelector : MonoBehaviour
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}
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public List<slots_heroSlots> GetCreatedSlots() => createdSlots;
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public void UpdateAndSaveSelectedHeroes()
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{
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if (createdSlots.Count > 0) selected_heroSlot01_heroID = createdSlots[0].heroSlot_heroID;
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if (createdSlots.Count > 1) selected_heroSlot02_heroID = createdSlots[1].heroSlot_heroID;
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if (createdSlots.Count > 2) selected_heroSlot03_heroID = createdSlots[2].heroSlot_heroID;
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if (createdSlots.Count > 3) selected_heroSlot04_heroID = createdSlots[3].heroSlot_heroID;
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if (createdSlots.Count > 4) selected_heroSlot05_heroID = createdSlots[4].heroSlot_heroID;
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PlayerPrefs.SetInt("selected_heroSlot01_heroID", selected_heroSlot01_heroID);
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PlayerPrefs.SetInt("selected_heroSlot02_heroID", selected_heroSlot02_heroID);
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PlayerPrefs.SetInt("selected_heroSlot03_heroID", selected_heroSlot03_heroID);
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PlayerPrefs.SetInt("selected_heroSlot04_heroID", selected_heroSlot04_heroID);
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PlayerPrefs.SetInt("selected_heroSlot05_heroID", selected_heroSlot05_heroID);
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PlayerPrefs.Save();
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Debug.Log("已保存当前队伍到PlayerPrefs");
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}
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public void LoadSelectedHeroes()
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{
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if (createdSlots.Count == 0) return;
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selected_heroSlot01_heroID = PlayerPrefs.GetInt("selected_heroSlot01_heroID", 0);
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selected_heroSlot02_heroID = PlayerPrefs.GetInt("selected_heroSlot02_heroID", 0);
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selected_heroSlot03_heroID = PlayerPrefs.GetInt("selected_heroSlot03_heroID", 0);
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selected_heroSlot04_heroID = PlayerPrefs.GetInt("selected_heroSlot04_heroID", 0);
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selected_heroSlot05_heroID = PlayerPrefs.GetInt("selected_heroSlot05_heroID", 0);
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// Set the slots
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if (createdSlots.Count > 0) createdSlots[0].heroSlot_heroID = selected_heroSlot01_heroID;
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if (createdSlots.Count > 1) createdSlots[1].heroSlot_heroID = selected_heroSlot02_heroID;
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if (createdSlots.Count > 2) createdSlots[2].heroSlot_heroID = selected_heroSlot03_heroID;
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if (createdSlots.Count > 3) createdSlots[3].heroSlot_heroID = selected_heroSlot04_heroID;
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if (createdSlots.Count > 4) createdSlots[4].heroSlot_heroID = selected_heroSlot05_heroID;
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// Update each slot's UI
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for (int i = 0; i < createdSlots.Count; i++)
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{
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var slot = createdSlots[i];
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if (slot.heroSlot_heroID != 0)
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{
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// Find the hero SO
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AllyHero_SO hero = FindHeroById(slot.heroSlot_heroID);
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if (hero != null)
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{
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slot.SetSlot(slot.heroSlot_heroID, hero.ally_heroName, hero.ally_heroPoster);
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}
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}
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else
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{
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// Clear slot logic
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slot.heroSlot_heroID = 0;
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if (slot.heroSlot_heroName != null) slot.heroSlot_heroName.text = "空置";
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if (slot.heroImage != null)
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{
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// revert to default sprite if provided, otherwise keep transparent
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if (slot.defaultHeroSprite != null)
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{
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slot.heroImage.sprite = slot.defaultHeroSprite;
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slot.heroImage.color = new Color(slot.heroImage.color.r, slot.heroImage.color.g, slot.heroImage.color.b, 1f);
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}
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else
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{
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slot.heroImage.sprite = null;
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slot.heroImage.color = new Color(slot.heroImage.color.r, slot.heroImage.color.g, slot.heroImage.color.b, 0f);
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}
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}
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if (slot.heroLevelImage != null)
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{
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slot.heroLevelImage.sprite = null;
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slot.heroLevelImage.color = new Color(1f, 1f, 1f, 0f);
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}
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// Update skill list
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slot.UpdateSkillList();
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}
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}
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}
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private AllyHero_SO FindHeroById(int id)
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{
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var arr = Resources.LoadAll<AllyHero_SO>("");
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foreach (var a in arr)
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{
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if (a != null && a.ally_heroID == id) return a;
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}
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return null;
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}
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}
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