303 lines
10 KiB
C#
303 lines
10 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using utils;
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using Transform = UnityEngine.Transform;
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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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/// 编队显示上层切换编队预设按钮
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/// </summary>
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[SerializeField] public TeamIndexSetterView[] teamSettingButtonStatusObj;
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/// <summary>
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/// team用角色数据库总表
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/// </summary>
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[SerializeField]
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public TeamCharacterList teamCharacterList;
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/// <summary>
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/// 等级贴图表
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/// </summary>
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[SerializeField]
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public TeamCharacterLevelData teamCharacterLevelData;
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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 RectTransform 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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teamManager.OnSelectedTeamChanged += updateTeamSettingSelectedStatus;
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teamManager.OnSelectedTeamChanged += updateTeamSettingElements;
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}
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updateTeamSettingElements();
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updateSelectableCharacterViewList();
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// StartCoroutine(UpdateTeamSettingAfterOneFrame());
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// StartCoroutine(UpdateSelectableCharacterAfterOneFrame());
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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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teamManager.OnSelectedTeamChanged -= updateTeamSettingSelectedStatus;
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teamManager.OnSelectedTeamChanged -= updateTeamSettingElements;
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}
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}
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/// <summary>
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/// 切换预设编队
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/// </summary>
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/// <param name="index"></param>
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public void updateSelectedTeam(int index)
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{
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teamManager.setCurrentSelectedTeam(index);
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updateTeamSettingElements();
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}
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public TeamCharacterDataInfo getCharacterViewInfo(int characterID)
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{
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if (teamCharacterList == null)
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{
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Debug.LogError("teamCharacterList 缺失");
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return null;
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}
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foreach (TeamCharacterDataInfo tcdi in teamCharacterList.characters)
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{
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if(tcdi.CharacterID==characterID)
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{
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return tcdi;
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}
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}
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Debug.LogWarning($"未找到{characterID}对应的角色信息");;
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return null;
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}
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public Sprite getLevelSprite(string level)
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{
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if(level==null)
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{
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Debug.LogWarning("level为空,无法获取对应等级贴图");
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return null;
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}
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switch (level)
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{
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case "S":
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return teamCharacterLevelData.LevelSSprite;
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case "A":
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return teamCharacterLevelData.LevelASprite;
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case "B":
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return teamCharacterLevelData.LevelBSprite;
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case "C":
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return teamCharacterLevelData.LevelCSprite;
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default:
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Debug.LogWarning($"未找到对应等级贴图,当前等级为:{level}");
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return null;
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}
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}
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/// <summary>
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/// 把队列恢复到空视图状态
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/// </summary>
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public void clearTeamSettingElements()
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{
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foreach (GameObject gameObject in teamElementsObj)
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{
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teamCharacterView t = gameObject.GetComponent<teamCharacterView>();
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if (t != null)
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{
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t.characterID = -1;
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t.charcterImg.sprite = null;
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t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f);
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t.levelIcon.sprite = null;
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t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f);
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t.skillName.text="";
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t.isLeader.SetActive(false);
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t.notLeader.SetActive(true);
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}
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}
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}
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public void updateTeamSettingElements()
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{
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TeamSetting currentSelectedTeam = teamManager.getCurrentSelectedTeam();
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List<CharacterView> currentTeam = currentSelectedTeam.teamIdList;
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// if(currentTeam==null||currentTeam.Count==0)
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// {
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// clearTeamSettingElements();
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// return;
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// }
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clearTeamSettingElements();
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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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//Debug.Log($"当前元素为第{i},当前角色为{currentTeam[i].characterId}");
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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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t.characterID= currentTeam[i].characterId;
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TeamCharacterDataInfo tcdi = getCharacterViewInfo(t.characterID);
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if (tcdi != null)
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{
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t.charcterImg.sprite = tcdi.CharacterTeamSprite;
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t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,255f);
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t.levelIcon.sprite = getLevelSprite(currentTeam[i].currentBoundaryLevel);
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t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,255f);
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t.skillName.text = tcdi.CharacterSkillName;
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}
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else
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{
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t.charcterImg.sprite = null;
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t.charcterImg.color=new Color(t.charcterImg.color.r,t.charcterImg.color.g,t.charcterImg.color.b,0f);
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t.levelIcon.sprite = null;
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t.levelIcon.color=new Color(t.levelIcon.color.r,t.levelIcon.color.g,t.levelIcon.color.b,0f);
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t.skillName.text="";
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}
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if(currentSelectedTeam.LeaderId==currentTeam[i].characterId)
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{
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Debug.Log($"当前队长为{currentTeam[i].characterId} {currentTeam[i].currentBoundaryLevel},存档信息为{currentSelectedTeam.LeaderId}");
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t.isLeader.SetActive(true);
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t.notLeader.SetActive(false);
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}
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else
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{
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t.isLeader.SetActive(false);
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t.notLeader.SetActive(true);
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}
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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 updateSelectableCharacterViewList()
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{
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foreach (Transform child in teamCharacterViewContent.transform)
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{
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Destroy(child.gameObject);
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}
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List<CharacterView> selectAbleCharacters = teamManager.SelectableCharacterList;
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foreach (CharacterView c in selectAbleCharacters) //id and level
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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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TeamCharacterDataInfo tcdi = getCharacterViewInfo(c.characterId);
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if (ccv != null&& tcdi!=null)
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{
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ccv.characterID = tcdi.CharacterID;
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ccv.characterImage.sprite =tcdi.CharacterCardSprite;
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ccv.levelIcon.sprite = getLevelSprite(c.currentBoundaryLevel);
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ccv.occupationIcon.sprite = tcdi.CharacterRoleSprite;
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}
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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($"当前选择为{currentSelectedCharacter}");
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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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else
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{
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teamCharacterView teamCharacterView = teamElementsObj[i].GetComponent<teamCharacterView>();
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teamCharacterView.SetSelected();
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}
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}
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}
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/// <summary>
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/// 右切换编队信息
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/// </summary>
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public void rightChangeTeamSettingIndex()
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{
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int currentSelectedTeam = teamManager.currentSelectedTeam;
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if (currentSelectedTeam < 4)
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{
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teamManager.setCurrentSelectedTeamSetting(currentSelectedTeam + 1);
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}
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}
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/// <summary>
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/// 左切换编队信息
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/// </summary>
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public void leftChangeTeamSettingIndex()
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{
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int currentSelectedTeam = teamManager.currentSelectedTeam;
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if(currentSelectedTeam>0)
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{
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teamManager.setCurrentSelectedTeamSetting(currentSelectedTeam - 1);
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}
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}
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public void updateTeamSettingSelectedStatus()
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{
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int currentSelectedTeam = teamManager.currentSelectedTeam;
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for(int i= 0;i<teamSettingButtonStatusObj.Length;i++)
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{
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if(i!=currentSelectedTeam)
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{
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teamSettingButtonStatusObj[i].setUnSelectedTeamSetting();
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}
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else
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{
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teamSettingButtonStatusObj[i].setTeamSettingSelect();
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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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