157 lines
4.9 KiB
C#
157 lines
4.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using utils;
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public class teamSettingPanel : MonoBehaviour
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{
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/// <summary>
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/// 编队页面顶父级对象,用于控制显示隐藏等操作
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/// </summary>
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[SerializeField]
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public GameObject teamSettingPanelObj;
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/// <summary>
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/// ui层编队显示,包含五个组件
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/// </summary>
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[SerializeField]
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public GameObject[] teamElementsObj;
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/// <summary>
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/// 左侧角色选择页组件
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/// </summary>
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[SerializeField]
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public GameObject teamCharacterPrefab;
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[SerializeField]
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public GameObject teamCharacterViewContent;
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private TeamManager teamManager;
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public static teamSettingPanel Instance{get;private set;}
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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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teamManager = TeamManager.Instance;
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if(teamManager!=null)
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{
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teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
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}
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}
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void OnDestroy()
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{
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if (teamManager != null)
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{
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teamManager.OnSelectedCharacterChanged -= updateTeamCharacterSelectedStatus;
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}
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}
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public void openTeamSettingPanel()
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{
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updateTeamSettingElements();
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getSelectableCharacterList();
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//根据获取的队伍信息处理ui组件
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//可在此补充ui动画信息
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teamSettingPanelObj.SetActive(true);
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}
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public void closeTeamSettingPanel()
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{
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teamSettingPanelObj.SetActive(false);
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Transform transform;
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for (int i = 0; i < teamCharacterViewContent.transform.childCount; i++)
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{
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transform = teamCharacterViewContent.transform.GetChild(i);
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GameObject.Destroy(transform.gameObject);
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}
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}
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public void updateTeamSettingElements()
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{
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List<Character> currentTeam = teamManager.getCurrentSelectedTeam();
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for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++)
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{
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if(teamElementsObj[i]!=null && currentTeam[i]!=null)
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{
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teamCharacterView t = teamElementsObj[i].GetComponent<teamCharacterView>();
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if(t!=null)
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{
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Sprite sprite;
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sprite = FileUtils.getImage($"TeamCharacters/TeamCharacterImg/{currentTeam[i].name}");
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t.charcterImg.sprite = sprite;
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sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{currentTeam[i].boundaryLevel}");
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t.levelIcon.sprite = sprite;
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t.isLeader.SetActive(currentTeam[i].isLeader);
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t.notLeader.SetActive(!currentTeam[i].isLeader);
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}
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}
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}
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}
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/// <summary>
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/// 获取当前可选入队伍的角色列表,并显示在界面上
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/// </summary>
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public void getSelectableCharacterList()
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{
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List<Character> selectAbleCharacters = teamManager.SelectableCharacterList;
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foreach (Character c in selectAbleCharacters)
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{
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GameObject characterObj = Instantiate(teamCharacterPrefab, teamCharacterViewContent.transform);
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CharacterCardView ccv = characterObj.GetComponent<CharacterCardView>();
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if (ccv != null)
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{
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ccv.characterName = c.name;
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ccv.characterImage.sprite = FileUtils.getImage($"TeamCharacters/CharacterImg/{c.name}");
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ccv.levelIcon.sprite = FileUtils.getImage($"TeamCharacters/levelIcon/level{c.boundaryLevel}");
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ccv.occupationIcon.sprite = FileUtils.getImage($"TeamCharacters/OccupationIcon/{c.occupation}");
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}
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}
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}
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/// <summary>
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/// 将当前角色向下交换位置
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/// </summary>
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public void downChangeCharcterIndex()
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{
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}
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public void upChangeCharcterIndex()
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{
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}
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/// <summary>
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/// 用于保证team内对象的选中状态一致
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/// </summary>
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public void updateTeamCharacterSelectedStatus()
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{
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int currentSelectedCharacter = teamManager.currentSelectedCharacter;
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Debug.Log(currentSelectedCharacter+" "+$"{teamElementsObj.Length}");
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for (int i = 0; i < teamElementsObj.Length; i++)
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{
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if (i != currentSelectedCharacter)
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{
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teamCharacterView teamCharacterView = teamElementsObj[i].GetComponent<teamCharacterView>();
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if(teamCharacterView!=null)
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{
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teamCharacterView.SetUnSelected();
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}
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}
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}
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}
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/// <summary>
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/// 若玩家更换了team成员或调整了team成员顺序,则使用此方法更新view
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/// </summary>
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public void updateTeamStatus()
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{
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}
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}
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