137 lines
4.5 KiB
C#
137 lines
4.5 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using System.Collections.Generic;
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public class load_teammatesProfile : MonoBehaviour
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{
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[Header("½ÇɫͷÏñ")]
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public Image teammate_profile_01;
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public Image teammate_profile_02;
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public Image teammate_profile_03;
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public Image teammate_profile_04;
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public Image teammate_profile_05;
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[Header("boarder")]
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public Image teammate_profile_boarder_01;
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public Image teammate_profile_boarder_02;
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public Image teammate_profile_boarder_03;
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public Image teammate_profile_boarder_04;
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public Image teammate_profile_boarder_05;
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[Header("Level Colors")]
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public Color levelColor_C;
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public Color levelColor_B;
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public Color levelColor_A;
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public Color levelColor_S;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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update_teammates_profile();
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}
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public void update_teammates_profile()
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{
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// Load selected hero IDs from PlayerPrefs
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int heroId1 = PlayerPrefs.GetInt("selected_heroSlot01_heroID", 0);
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int heroId2 = PlayerPrefs.GetInt("selected_heroSlot02_heroID", 0);
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int heroId3 = PlayerPrefs.GetInt("selected_heroSlot03_heroID", 0);
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int heroId4 = PlayerPrefs.GetInt("selected_heroSlot04_heroID", 0);
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int heroId5 = PlayerPrefs.GetInt("selected_heroSlot05_heroID", 0);
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// Set sprites for each profile image
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teammate_profile_01.sprite = GetHeroSquareProfile(heroId1);
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teammate_profile_02.sprite = GetHeroSquareProfile(heroId2);
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teammate_profile_03.sprite = GetHeroSquareProfile(heroId3);
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teammate_profile_04.sprite = GetHeroSquareProfile(heroId4);
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teammate_profile_05.sprite = GetHeroSquareProfile(heroId5);
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// Set border colors based on hero level
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teammate_profile_boarder_01.color = GetBorderColor(GetHeroLevel(heroId1));
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teammate_profile_boarder_02.color = GetBorderColor(GetHeroLevel(heroId2));
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teammate_profile_boarder_03.color = GetBorderColor(GetHeroLevel(heroId3));
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teammate_profile_boarder_04.color = GetBorderColor(GetHeroLevel(heroId4));
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teammate_profile_boarder_05.color = GetBorderColor(GetHeroLevel(heroId5));
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}
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private Sprite GetHeroSquareProfile(int heroId)
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{
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if (heroId == 0) return null;
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// Load all AllyHero_SO and find the one with matching ID
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var allHeroes = Resources.LoadAll<AllyHero_SO>("");
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foreach (var hero in allHeroes)
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{
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if (hero != null && hero.ally_heroID == heroId)
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{
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return hero.ally_hero_squareProfile;
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}
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}
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return null; // Not found
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}
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private string GetHeroLevel(int heroId)
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{
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if (heroId == 0) return "C"; // default
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var allHeroes = Resources.LoadAll<AllyHero_SO>("");
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AllyHero_SO hero = null;
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foreach (var h in allHeroes)
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{
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if (h != null && h.ally_heroID == heroId)
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{
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hero = h;
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break;
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}
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}
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if (hero == null) return "C";
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return GetRatingFromSO(hero);
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}
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private string GetRatingFromSO(AllyHero_SO so)
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{
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if (so == null || so.levelStats == null || so.levelStats.Count == 0) return "C";
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// Build a sorted copy by requiredEXP ascending
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List<AllyHero_SO.AllyLevelInfo> sorted = new List<AllyHero_SO.AllyLevelInfo>();
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foreach (var l in so.levelStats) if (l != null) sorted.Add(l);
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sorted.Sort((a, b) => a.requiredEXP.CompareTo(b.requiredEXP));
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int currentExp = so.ally_currentEXP;
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int selectedIndex = 0;
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for (int i = 0; i < sorted.Count; i++)
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{
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if (currentExp >= sorted[i].requiredEXP)
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{
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selectedIndex = i;
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}
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else
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{
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break;
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}
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}
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// Map indices to ratings: index 0 -> C, 1 -> B, 2 -> A, 3+ -> S
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if (selectedIndex <= 0) return "C";
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if (selectedIndex == 1) return "B";
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if (selectedIndex == 2) return "A";
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return "S";
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}
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private Color GetBorderColor(string level)
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{
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Color color;
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switch (level)
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{
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case "C": color = levelColor_C; break;
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case "B": color = levelColor_B; break;
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case "A": color = levelColor_A; break;
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case "S": color = levelColor_S; break;
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default: color = Color.white; break;
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}
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color.a = 1f;
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return color;
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}
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}
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