Files
bansonic_beta_main/Assets/scripts/Team/teamSettingPanel.cs
T

303 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using utils;
using Transform = UnityEngine.Transform;
public class teamSettingPanel : MonoBehaviour
{
/// <summary>
/// 编队页面顶父级对象,用于控制显示隐藏等操作
/// </summary>
[SerializeField]
public GameObject teamSettingPanelObj;
/// <summary>
/// ui层编队显示,包含五个组件
/// </summary>
[SerializeField]
public GameObject[] teamElementsObj;
/// <summary>
/// 编队显示上层切换编队预设按钮
/// </summary>
[SerializeField] public TeamIndexSetterView[] teamSettingButtonStatusObj;
/// <summary>
/// team用角色数据库总表
/// </summary>
[SerializeField]
public TeamCharacterList teamCharacterList;
/// <summary>
/// 等级贴图表
/// </summary>
[SerializeField]
public TeamCharacterLevelData teamCharacterLevelData;
/// <summary>
/// 左侧角色选择页组件
/// </summary>
[SerializeField]
public GameObject teamCharacterPrefab;
[SerializeField]
public RectTransform teamCharacterViewContent;
private TeamManager teamManager;
public static teamSettingPanel Instance{get;private set;}
void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
}
}
void Start()
{
teamManager = TeamManager.Instance;
if(teamManager!=null)
{
teamManager.OnSelectedCharacterChanged += updateTeamCharacterSelectedStatus;
teamManager.OnSelectedTeamChanged += updateTeamSettingSelectedStatus;
teamManager.OnSelectedTeamChanged += updateTeamSettingElements;
}
updateTeamSettingElements();
updateSelectableCharacterViewList();
// StartCoroutine(UpdateTeamSettingAfterOneFrame());
// StartCoroutine(UpdateSelectableCharacterAfterOneFrame());
}
void OnDestroy()
{
if (teamManager != null)
{
teamManager.OnSelectedCharacterChanged -= updateTeamCharacterSelectedStatus;
teamManager.OnSelectedTeamChanged -= updateTeamSettingSelectedStatus;
teamManager.OnSelectedTeamChanged -= updateTeamSettingElements;
}
}
/// <summary>
/// 切换预设编队
/// </summary>
/// <param name="index"></param>
public void updateSelectedTeam(int index)
{
teamManager.setCurrentSelectedTeam(index);
updateTeamSettingElements();
}
public TeamCharacterDataInfo getCharacterViewInfo(int characterID)
{
if (teamCharacterList == null)
{
Debug.LogError("teamCharacterList 缺失");
return null;
}
foreach (TeamCharacterDataInfo tcdi in teamCharacterList.characters)
{
if(tcdi.CharacterID==characterID)
{
return tcdi;
}
}
Debug.LogWarning($"未找到{characterID}对应的角色信息");;
return null;
}
public Sprite getLevelSprite(string level)
{
if(level==null)
{
Debug.LogWarning("level为空,无法获取对应等级贴图");
return null;
}
switch (level)
{
case "S":
return teamCharacterLevelData.LevelSSprite;
case "A":
return teamCharacterLevelData.LevelASprite;
case "B":
return teamCharacterLevelData.LevelBSprite;
case "C":
return teamCharacterLevelData.LevelCSprite;
default:
Debug.LogWarning($"未找到对应等级贴图,当前等级为:{level}");
return null;
}
}
/// <summary>
/// 把队列恢复到空视图状态
/// </summary>
public void clearTeamSettingElements()
{
foreach (GameObject gameObject in teamElementsObj)
{
teamCharacterView t = gameObject.GetComponent<teamCharacterView>();
if (t != null)
{
t.characterID = -1;
t.charcterImg.sprite = null;
t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f);
t.levelIcon.sprite = null;
t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f);
t.skillName.text="";
t.isLeader.SetActive(false);
t.notLeader.SetActive(true);
}
}
}
public void updateTeamSettingElements()
{
TeamSetting currentSelectedTeam = teamManager.getCurrentSelectedTeam();
List<CharacterView> currentTeam = currentSelectedTeam.teamIdList;
// if(currentTeam==null||currentTeam.Count==0)
// {
// clearTeamSettingElements();
// return;
// }
clearTeamSettingElements();
for (int i = 0; i < teamElementsObj.Length && i < currentTeam.Count; i++)
{
if(teamElementsObj[i]!=null && currentTeam[i]!=null)
{
//Debug.Log($"当前元素为第{i},当前角色为{currentTeam[i].characterId}");
teamCharacterView t = teamElementsObj[i].GetComponent<teamCharacterView>();
if(t!=null)
{
t.characterID= currentTeam[i].characterId;
TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID);
if (tcdi != null)
{
t.charcterImg.sprite = tcdi.CharacterTeamSprite;
t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,255f);
t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel);
t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,255f);
t.skillName.text = tcdi.CharacterSkillName;
}
else
{
t.charcterImg.sprite = null;
t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f);
t.levelIcon.sprite = null;
t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f);
t.skillName.text="";
}
if(currentSelectedTeam.LeaderId==currentTeam[i].characterId)
{
Debug.Log($"当前队长为{currentTeam[i].characterId} {currentTeam[i].currentBoundaryLevel},存档信息为{currentSelectedTeam.LeaderId}");
t.isLeader.SetActive(true);
t.notLeader.SetActive(false);
}
else
{
t.isLeader.SetActive(false);
t.notLeader.SetActive(true);
}
}
}
}
}
/// <summary>
/// 获取当前可选入队伍的角色列表,并显示在界面上
/// </summary>
public void updateSelectableCharacterViewList()
{
foreach (Transform child in teamCharacterViewContent.transform)
{
Destroy(child.gameObject);
}
List<CharacterView> selectAbleCharacters = teamManager.SelectableCharacterList;
foreach (CharacterView c in selectAbleCharacters) //id and level
{
GameObject characterObj = Instantiate(teamCharacterPrefab, teamCharacterViewContent.transform);
CharacterCardView ccv = characterObj.GetComponent<CharacterCardView>();
TeamCharacterDataInfo tcdi = getCharacterViewInfo(c.characterId);
if (ccv != null&& tcdi!=null)
{
ccv.characterID = tcdi.CharacterID;
ccv.characterImage.sprite =tcdi.CharacterCardSprite;
ccv.levelIcon.sprite = getLevelSprite(c.currentBoundaryLevel);
ccv.occupationIcon.sprite = tcdi.CharacterRoleSprite;
}
}
}
/// <summary>
/// 用于保证team内对象的选中状态一致
/// </summary>
public void updateTeamCharacterSelectedStatus()
{
int currentSelectedCharacter = teamManager.currentSelectedCharacter;
Debug.Log($"当前选择为{currentSelectedCharacter}");
for (int i = 0; i < teamElementsObj.Length; i++)
{
if (i != currentSelectedCharacter)
{
teamCharacterView teamCharacterView = teamElementsObj[i].GetComponent<teamCharacterView>();
if(teamCharacterView!=null)
{
teamCharacterView.SetUnSelected();
}
}
else
{
teamCharacterView teamCharacterView = teamElementsObj[i].GetComponent<teamCharacterView>();
teamCharacterView.SetSelected();
}
}
}
/// <summary>
/// 右切换编队信息
/// </summary>
public void rightChangeTeamSettingIndex()
{
int currentSelectedTeam = teamManager.currentSelectedTeam;
if (currentSelectedTeam < 4)
{
teamManager.setCurrentSelectedTeamSetting(currentSelectedTeam + 1);
}
}
/// <summary>
/// 左切换编队信息
/// </summary>
public void leftChangeTeamSettingIndex()
{
int currentSelectedTeam = teamManager.currentSelectedTeam;
if(currentSelectedTeam>0)
{
teamManager.setCurrentSelectedTeamSetting(currentSelectedTeam - 1);
}
}
public void updateTeamSettingSelectedStatus()
{
int currentSelectedTeam = teamManager.currentSelectedTeam;
for(int i= 0;i<teamSettingButtonStatusObj.Length;i++)
{
if(i!=currentSelectedTeam)
{
teamSettingButtonStatusObj[i].setUnSelectedTeamSetting();
}
else
{
teamSettingButtonStatusObj[i].setTeamSettingSelect();
}
}
}
/// <summary>
/// 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
/// </summary>
public void updateTeamStatus()
{
}
}