307 lines
11 KiB
C#
307 lines
11 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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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("Inspector")]
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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("Inspector")]
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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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[Tooltip("Container (GameObject with HorizontalLayoutGroup) where slots will be instantiated")]
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public RectTransform container;
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[Tooltip("Number of slots to create (default 5)")]
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public int slotCount = 5;
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[Tooltip("Optional override colors used for header images per slot. If not set, prefab's headerImage_colors will be used.")]
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public Color[] overrideHeaderColors;
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[Tooltip("If true, create slots automatically on Start")]
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public bool instantiateOnStart = true;
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[Tooltip("Delay skill list rebuild until after slot enter animation to reduce hitching.")]
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public float delayedSkillRefreshSeconds = 0.75f;
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private readonly List<slots_heroSlots> createdSlots = new List<slots_heroSlots>();
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private static AllyHero_SO[] cachedHeroes;
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private static Dictionary<int, AllyHero_SO> cachedHeroesById;
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private Coroutine refreshSkillsRoutine;
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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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EnsureHeroCache();
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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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StartCoroutine(LoadSelectedHeroesNextFrame());
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}
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void Update() { }
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private IEnumerator LoadSelectedHeroesNextFrame()
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{
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yield return null;
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LoadSelectedHeroes();
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}
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public void CreateSlots()
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{
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if (slotPrefab == null || container == null)
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{
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Debug.LogError("newTeamSelector: slotPrefab or container is not assigned.");
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return;
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}
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// Clear existing
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for (int i = container.childCount - 1; i >= 0; i--)
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{
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var c = container.GetChild(i);
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#if UNITY_EDITOR
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if (!Application.isPlaying) DestroyImmediate(c.gameObject);
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else Destroy(c.gameObject);
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#else
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Destroy(c.gameObject);
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#endif
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}
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createdSlots.Clear();
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for (int i = 0; i < slotCount; i++)
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{
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var go = Instantiate(slotPrefab, container);
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go.transform.SetParent(container, false);
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go.name = $"heroSlot_{i}";
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var slotComp = go.GetComponent<slots_heroSlots>();
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if (slotComp == null)
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{
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Debug.LogWarning("newTeamSelector: instantiated prefab does not contain slots_heroSlots component.");
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continue;
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}
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slotComp.heroSlot_slotID = i;
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// choose color: overrideHeaderColors takes priority, then prefab's headerImage_colors if available
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Color chosen = Color.white;
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if (overrideHeaderColors != null && i < overrideHeaderColors.Length)
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{
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chosen = overrideHeaderColors[i];
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}
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else if (slotComp.headerImage_colors != null && i < slotComp.headerImage_colors.Length)
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{
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chosen = slotComp.headerImage_colors[i];
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}
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// Ensure visible alpha
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chosen.a = Mathf.Clamp01(chosen.a);
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if (chosen.a <= 0f) chosen.a = 1f;
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// Apply immediately if possible
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if (slotComp.heroSlot_colorImage != null)
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{
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slotComp.heroSlot_colorImage.color = chosen;
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}
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createdSlots.Add(slotComp);
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}
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// Force immediate layout rebuild so HorizontalLayoutGroup arranges children right away
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LayoutRebuilder.ForceRebuildLayoutImmediate(container);
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// Re-apply colors next frame to override any Start() logic on instantiated prefabs
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StartCoroutine(ApplyHeaderColorsNextFrame());
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}
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private IEnumerator ApplyHeaderColorsNextFrame()
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{
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yield return null; // wait one frame
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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 == null) continue;
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Color chosen = Color.white;
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if (overrideHeaderColors != null && i < overrideHeaderColors.Length)
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{
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chosen = overrideHeaderColors[i];
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}
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else if (slot.headerImage_colors != null && i < slot.headerImage_colors.Length)
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{
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chosen = slot.headerImage_colors[i];
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}
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chosen.a = 1f;
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if (slot.heroSlot_colorImage == null)
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{
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var img = slot.GetComponentInChildren<Image>(true);
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if (img != null) slot.heroSlot_colorImage = img;
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}
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if (slot.heroSlot_colorImage != null)
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slot.heroSlot_colorImage.color = chosen;
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}
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// ensure layout rebuilt after modifications
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LayoutRebuilder.ForceRebuildLayoutImmediate(container);
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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("已保存当前英雄到 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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// Delay expensive skill UI refresh to avoid slot-enter stutters.
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slot.SetSlot(slot.heroSlot_heroID, hero.ally_heroName, hero.ally_heroPoster, false);
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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 = "未选择";
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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(false);
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}
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}
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if (refreshSkillsRoutine != null)
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StopCoroutine(refreshSkillsRoutine);
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refreshSkillsRoutine = StartCoroutine(RefreshSkillsGradually());
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}
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private IEnumerator RefreshSkillsGradually()
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{
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if (delayedSkillRefreshSeconds > 0f)
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yield return new WaitForSecondsRealtime(delayedSkillRefreshSeconds);
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else
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yield return null;
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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 == null) continue;
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if (slot.heroSlot_heroID != 0)
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{
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slot.UpdateSkillList(false);
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// Spread UI instantiation across frames to reduce hitch.
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yield return null;
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}
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}
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TeamSelectorAnimController.PlaySkillsFlash(null);
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refreshSkillsRoutine = null;
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}
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private AllyHero_SO FindHeroById(int id)
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{
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EnsureHeroCache();
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if (cachedHeroesById != null && cachedHeroesById.TryGetValue(id, out var hero))
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return hero;
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return null;
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}
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private static void EnsureHeroCache()
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{
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if (cachedHeroesById != null && cachedHeroesById.Count > 0)
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return;
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if (cachedHeroes == null || cachedHeroes.Length == 0)
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cachedHeroes = Resources.LoadAll<AllyHero_SO>("");
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cachedHeroesById = new Dictionary<int, AllyHero_SO>();
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if (cachedHeroes == null) return;
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for (int i = 0; i < cachedHeroes.Length; i++)
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{
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AllyHero_SO hero = cachedHeroes[i];
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if (hero == null) continue;
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cachedHeroesById[hero.ally_heroID] = hero;
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}
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}
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}
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