130 lines
4.7 KiB
C#
130 lines
4.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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public class TeamManager : MonoBehaviour
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{
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public static TeamManager Instance {get; private set;}
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public teamSettingPanel teamSettingPanelInstance;
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/// <summary>
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/// 当前玩家存档下的所有编队配置,key为编队索引,value为该编队的角色列表,表内只有角色ID
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/// </summary>
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public Dictionary<int, TeamSetting> currentTeamSettings = new Dictionary<int, TeamSetting>();
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/// <summary>
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/// 玩家存档下已经解锁的角色信息列表
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/// </summary>
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public List<CharacterView> SelectableCharacterList = new List<CharacterView>();
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/// <summary>
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/// 根据此字段来在编队信息页显示已有编队
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/// </summary>
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public int currentSelectedTeam = 0;
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/// <summary>
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/// 记录被选中的编队中角色的索引,用于处理队列位置交换的逻辑。-1表示无角色被选中
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/// </summary>
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public int currentSelectedCharacter = -1;
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/// <summary>
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/// 在修改被选中的编队中角色的索引时触发
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/// </summary>
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public event Action OnSelectedCharacterChanged;
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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 testTeamSetting()
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{
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SelectableCharacterList.Add(new CharacterView(1001001,"C"));
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SelectableCharacterList.Add(new CharacterView(1001002,"S"));
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SelectableCharacterList.Add(new CharacterView(1001001,"C"));
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SelectableCharacterList.Add(new CharacterView(1001002,"C"));
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//手动向currentTeamSettings和SelectableCharacterList添加测试数据
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currentTeamSettings.Add(0,new TeamSetting(new List<CharacterView>(),1001001));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"S"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
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currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"C"));
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currentTeamSettings.Add(1,new TeamSetting(new List<CharacterView>(),1001002));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"B"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001001,"C"));
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currentTeamSettings[0].teamIdList.Add( new CharacterView(1001002,"A"));
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currentTeamSettings[0].teamIdList.Add(new CharacterView(1001002,"A"));
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Debug.Log("testTeamSetting ready");
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}
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public void openTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(true);
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public void closeTeamSettingPanel()=> teamSettingPanelInstance.gameObject.SetActive(false);
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void Start()
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{
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// if(teamSettingPanelInstance == null)
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// {
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// teamSettingPanelInstance = teamSettingPanel.Instance;
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// }
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testTeamSetting();//接入玩家存档后请注释掉此行
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}
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/// <summary>
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/// 读取玩家存档信息后可直接在此写入编队信息
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/// </summary>
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/// <param name="playerTeamSettings"></param>
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public void setcurrentTeamSettings(Dictionary<int,TeamSetting> playerTeamSettings)
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{
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currentTeamSettings = playerTeamSettings;
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}
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/// <summary>
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/// 依据选定的队伍预设索引来获得队伍信息
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/// </summary>
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/// <returns></returns>
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public TeamSetting getCurrentSelectedTeam()
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{
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return currentTeamSettings[currentSelectedTeam];
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}
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public void setCurrentSelectedTeam(TeamSetting newTeamData, int teamIndex)
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{
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currentTeamSettings[teamIndex] = newTeamData;
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}
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public void setCurrentSelectedCharacterInTeam(int characterIndex)
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{
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if (characterIndex != currentSelectedCharacter)
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{
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currentSelectedCharacter = characterIndex;
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OnSelectedCharacterChanged?.Invoke(); // 触发事件
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}
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}
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/// <summary>
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/// 交换指定索引中的两个队伍中元素的位置
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/// </summary>
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/// <param name="firstIndex"></param>
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/// <param name="secondIndex"></param>
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public void swapTeamElements(int firstIndex, int secondIndex)
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{
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List<CharacterView> newCurrentTeam = getCurrentSelectedTeam().teamIdList;
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CharacterView temp = newCurrentTeam[firstIndex];
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newCurrentTeam[firstIndex] = newCurrentTeam[secondIndex];
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newCurrentTeam[secondIndex] = temp;
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currentTeamSettings[currentSelectedTeam].teamIdList = newCurrentTeam;
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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