【建造】UI相关
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||||||
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|
|
@ -104,6 +104,7 @@ public class GameBuildWindow : OdinEditorWindow
|
||||||
|
|
||||||
[VerticalGroup("BuildInfo/Create")]
|
[VerticalGroup("BuildInfo/Create")]
|
||||||
[Button("创建/更新 节点实例")]
|
[Button("创建/更新 节点实例")]
|
||||||
|
[InfoBox("会重新创建物体!!!")]
|
||||||
public void UpdateNode()
|
public void UpdateNode()
|
||||||
{
|
{
|
||||||
editorNodeResource = false;
|
editorNodeResource = false;
|
||||||
|
@ -164,6 +165,7 @@ public class GameBuildWindow : OdinEditorWindow
|
||||||
//生成节点
|
//生成节点
|
||||||
var nodeObj = Instantiate(nodeTemplate, root.transform);
|
var nodeObj = Instantiate(nodeTemplate, root.transform);
|
||||||
nodeObj.name = node.name;
|
nodeObj.name = node.name;
|
||||||
|
_tempNodeObj.Add(nodeObj);
|
||||||
|
|
||||||
//生成选项
|
//生成选项
|
||||||
var optionTemplate = nodeObj.transform.Find(OptionTemplatePath).gameObject;
|
var optionTemplate = nodeObj.transform.Find(OptionTemplatePath).gameObject;
|
||||||
|
|
|
@ -0,0 +1,14 @@
|
||||||
|
using System;
|
||||||
|
using Framework.Manager;
|
||||||
|
using Sirenix.OdinInspector;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class BuildBoot : MonoBehaviour
|
||||||
|
{
|
||||||
|
[LabelText("当前条件")] public int curCondition;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
// BuildManager.Instance.Init();
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
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|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -1,10 +1,12 @@
|
||||||
|
#if UNITY_EDITOR
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
|
#endif
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using PhxhSDK.Phxh;
|
using PhxhSDK.Phxh;
|
||||||
using Framework.Manager;
|
using Framework.Manager;
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
|
|
||||||
|
|
||||||
namespace Framework.GameBuild
|
namespace Framework.GameBuild
|
||||||
{
|
{
|
||||||
[ExecuteAlways]
|
[ExecuteAlways]
|
||||||
|
@ -34,6 +36,12 @@ namespace Framework.GameBuild
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
BuildData = JsonToLevelData(buildDataJson);
|
BuildData = JsonToLevelData(buildDataJson);
|
||||||
|
BuildManager.Instance.Init(BuildData);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
BuildManager.Instance.Release();
|
||||||
}
|
}
|
||||||
|
|
||||||
private BuildData JsonToLevelData(TextAsset jsonText)
|
private BuildData JsonToLevelData(TextAsset jsonText)
|
||||||
|
@ -73,9 +81,5 @@ namespace Framework.GameBuild
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDestroy()
|
|
||||||
{
|
|
||||||
BuildManager.Instance.Release();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -1,4 +1,5 @@
|
||||||
using System;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using Framework.Constants;
|
using Framework.Constants;
|
||||||
using Gameplay.Game;
|
using Gameplay.Game;
|
||||||
using Gameplay.Manager;
|
using Gameplay.Manager;
|
||||||
|
@ -9,6 +10,9 @@ using UnityEngine.UI;
|
||||||
|
|
||||||
namespace Framework.GameBuild
|
namespace Framework.GameBuild
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 建造物品栏UI类
|
||||||
|
/// </summary>
|
||||||
public class BuildBarUI : UIGameObjectWrapper
|
public class BuildBarUI : UIGameObjectWrapper
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -32,23 +36,107 @@ namespace Framework.GameBuild
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 选项UI类
|
||||||
|
/// </summary>
|
||||||
|
public class OptionUI : UIGameObjectWrapper
|
||||||
|
{
|
||||||
|
public GameObject NormalObj;
|
||||||
|
public Button NormalBtn;
|
||||||
|
|
||||||
|
public OptionUI(GameObject root, bool isScaleShow = true) : base(root, isScaleShow)
|
||||||
|
{
|
||||||
|
NormalObj = root.transform.Find("Normal").gameObject;
|
||||||
|
NormalBtn = root.GetComponent<Button>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void BindButton(Action callBack)
|
||||||
|
{
|
||||||
|
NormalBtn.onClick.RemoveAllListeners();
|
||||||
|
BindButton(NormalBtn, callBack);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 节点UI类
|
||||||
|
/// </summary>
|
||||||
|
public class NodeUI : UIGameObjectWrapper
|
||||||
|
{
|
||||||
|
public GameObject NodeObj;
|
||||||
|
|
||||||
|
public GameObject BubbleObj;
|
||||||
|
|
||||||
|
public Button BubbleBtn;
|
||||||
|
|
||||||
|
public List<OptionUI> OptionObj;
|
||||||
|
|
||||||
|
public NodeUI(GameObject root, bool isScaleShow = true) : base(root, isScaleShow)
|
||||||
|
{
|
||||||
|
NodeObj = root;
|
||||||
|
OptionObj = new List<OptionUI>();
|
||||||
|
foreach (Transform child in root.transform)
|
||||||
|
{
|
||||||
|
if (!child.gameObject.name.Equals("Btn"))
|
||||||
|
{
|
||||||
|
var option = new OptionUI(child.gameObject);
|
||||||
|
OptionObj.Add(option);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BubbleObj = child.gameObject;
|
||||||
|
BubbleBtn = BubbleObj.GetComponent<Button>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void BindButton(Action callBack)
|
||||||
|
{
|
||||||
|
foreach (var option in OptionObj)
|
||||||
|
{
|
||||||
|
option.BindButton(callBack);
|
||||||
|
}
|
||||||
|
|
||||||
|
BubbleBtn.onClick.RemoveAllListeners();
|
||||||
|
BindButton(BubbleBtn, callBack);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
public class UIMainBuild : MonoBehaviour
|
public class UIMainBuild : MonoBehaviour
|
||||||
{
|
{
|
||||||
private Button _btnClose;
|
private Button _btnClose;
|
||||||
|
|
||||||
private GameObject _buildBar;
|
private GameObject _buildBar;
|
||||||
private Button _btnBarClose;
|
private Button _btnBarClose;
|
||||||
private Button _btnBarYes;
|
private Button _btnBarYes;
|
||||||
|
|
||||||
|
private List<NodeUI> _nodes;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
_btnClose = transform.Find("UI_LiuHaiTop/BG_Top/Btn_Close").GetComponent<Button>();
|
_btnClose = transform.Find("UI_LiuHaiTop/BG_Top/Btn_Close").GetComponent<Button>();
|
||||||
_btnClose.onClick.AddListener(CloseUI);
|
_btnClose.onClick.AddListener(CloseUI);
|
||||||
|
|
||||||
|
|
||||||
|
InitBuild();
|
||||||
InitBuildBar();
|
InitBuildBar();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void InitBuild()
|
||||||
|
{
|
||||||
|
_nodes = new List<NodeUI>();
|
||||||
|
var buildRoot = gameObject.transform.Find("Build/Root").gameObject;
|
||||||
|
foreach (Transform child in buildRoot.transform)
|
||||||
|
{
|
||||||
|
var node = new NodeUI(child.gameObject);
|
||||||
|
node.BindButton(OptionClick);
|
||||||
|
_nodes.Add(node);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OptionClick()
|
||||||
|
{
|
||||||
|
DebugUtil.LogError("点击了");
|
||||||
|
}
|
||||||
|
|
||||||
private void InitBuildBar()
|
private void InitBuildBar()
|
||||||
{
|
{
|
||||||
|
@ -59,6 +147,7 @@ namespace Framework.GameBuild
|
||||||
_btnBarClose.onClick.AddListener(CloseBar);
|
_btnBarClose.onClick.AddListener(CloseBar);
|
||||||
_btnBarYes.onClick.AddListener(YesBar);
|
_btnBarYes.onClick.AddListener(YesBar);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CloseUI()
|
private void CloseUI()
|
||||||
{
|
{
|
||||||
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel));
|
GameStateManager.Instance.ChangeState(new GameStateStart(UIConstants.UIMainPanel));
|
||||||
|
|
|
@ -1,12 +1,8 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Linq;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using cfg.Build;
|
using cfg.Build;
|
||||||
using Gameplay.Manager;
|
|
||||||
using PhxhSDK;
|
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
using UnityEngine.Serialization;
|
|
||||||
|
|
||||||
namespace Framework.Manager
|
namespace Framework.Manager
|
||||||
{
|
{
|
||||||
|
@ -44,6 +40,9 @@ namespace Framework.Manager
|
||||||
public class UnlockInfo
|
public class UnlockInfo
|
||||||
{
|
{
|
||||||
[LabelText("条件")] public int condition;
|
[LabelText("条件")] public int condition;
|
||||||
|
|
||||||
|
//主题 or 挂点
|
||||||
|
[LabelText("对应组")] public int conditionGroup;
|
||||||
}
|
}
|
||||||
|
|
||||||
public class BuildNode
|
public class BuildNode
|
||||||
|
@ -57,19 +56,6 @@ namespace Framework.Manager
|
||||||
this.name = name;
|
this.name = name;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public BuildData()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public class BuildGroup
|
|
||||||
{
|
|
||||||
public int GroupID;
|
|
||||||
|
|
||||||
public int UnlockCondition;
|
|
||||||
//public Dictionary<int, BuildItem> BuildItems = new();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -90,87 +76,19 @@ namespace Framework.Manager
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public Dictionary<int, BuildGroup> BuildGroups;
|
|
||||||
public DataBuildSeries CurSeries;
|
public DataBuildSeries CurSeries;
|
||||||
|
|
||||||
private bool _isInit;
|
private bool _isInit;
|
||||||
|
|
||||||
public void Init(int nodeCount, int itemCount)
|
public void Init(BuildData buildData)
|
||||||
{
|
{
|
||||||
if (_isInit) return;
|
if (_isInit) return;
|
||||||
var buildSeriesTable = EditorTableManager.Instance.Tables.BuildSeriesConfig;
|
|
||||||
if (buildSeriesTable == null) return;
|
|
||||||
|
|
||||||
BuildGroups = new Dictionary<int, BuildGroup>(nodeCount);
|
DebugUtil.LogError(buildData.nodeCount);
|
||||||
|
|
||||||
InitData();
|
|
||||||
|
|
||||||
InitUnlockCondition();
|
|
||||||
|
|
||||||
_isInit = true;
|
_isInit = true;
|
||||||
|
|
||||||
/*foreach (var group in BuildGroups)
|
|
||||||
{
|
|
||||||
DebugUtil.LogWarning("当前 {0} 物品组的解锁关卡是:{1}", group.Key, group.Value.UnlockCondition);
|
|
||||||
foreach (var item in group.Value.BuildItems)
|
|
||||||
{
|
|
||||||
DebugUtil.LogError("当前 {0} 物品组的物体有:{1}", group.Key, item.Value._buildItem.ID);
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InitData()
|
|
||||||
{
|
|
||||||
/*var buildItemTable = EditorTableManager.Instance.Tables.BuildItemConfig;
|
|
||||||
if (buildItemTable?.DataList == null) return;
|
|
||||||
foreach (var buildItem in buildItemTable.DataList)
|
|
||||||
{
|
|
||||||
//查找该系列的所有建造物品
|
|
||||||
if (buildItem.SeriesID == CurSeries.ID)
|
|
||||||
{
|
|
||||||
//根据物品组ID查找并添加
|
|
||||||
if (!BuildGroups.TryGetValue(buildItem.BuildGroupID, out var buildGroup))
|
|
||||||
{
|
|
||||||
var group = new BuildGroup();
|
|
||||||
var item = new BuildItem(buildItem);
|
|
||||||
item.Load();
|
|
||||||
group.BuildItems.TryAdd(buildItem.ID, item);
|
|
||||||
group.UnlockCondition = GetUnlockCondition(CurSeries, buildItem.BuildGroupID);
|
|
||||||
BuildGroups.TryAdd(buildItem.BuildGroupID, group);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (!buildGroup.BuildItems.TryGetValue(buildItem.ID, out var buildGroupItem))
|
|
||||||
{
|
|
||||||
var item = new BuildItem(buildItem);
|
|
||||||
item.Load();
|
|
||||||
buildGroup.BuildItems.TryAdd(buildItem.ID, item);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 根据物品组ID获取解锁条件关卡
|
|
||||||
/// </summary>
|
|
||||||
private int GetUnlockCondition(DataBuildSeries series, int groupID)
|
|
||||||
{
|
|
||||||
var index = groupID - 1;
|
|
||||||
if (series.UnlockCondition.Length > index && index >= 0)
|
|
||||||
{
|
|
||||||
return series.UnlockCondition[index];
|
|
||||||
}
|
|
||||||
|
|
||||||
return Constants.LevelConstants.DefaultUnlockCondition;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void InitUnlockCondition()
|
|
||||||
{
|
|
||||||
DebugUtil.LogError("是否为空?{0}", LevelSelectManager.Instance == null);
|
|
||||||
/*DebugUtil.LogError("所有关卡:{0},当前关卡:{1}", LevelSelectManager.Instance.CurAllLevelDatas.Count,
|
|
||||||
LevelSelectManager.Instance.CurPassLevelIndex);*/
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Release()
|
public void Release()
|
||||||
{
|
{
|
||||||
|
|