【建造】选择切换表现
parent
0451039a5f
commit
54247e110c
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@ -760,7 +760,7 @@ PrefabInstance:
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type: 3}
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propertyPath: m_text
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value: Build_Game
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value: Start Game
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objectReference: {fileID: 0}
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- target: {fileID: 8263868880915436829, guid: e9c96c211fb08417084dbd9a3f85ab3c,
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type: 3}
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@ -770,7 +770,9 @@ PrefabInstance:
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- target: {fileID: 8779257074991400646, guid: e9c96c211fb08417084dbd9a3f85ab3c,
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type: 3}
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propertyPath: m_text
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value: Build_Tip
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value: 'Not yet unlocked
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Go explore more levels!'
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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@ -1541,7 +1543,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 9b618b5bdf3884745b8cccd94ea6fcf1, type: 3}
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m_Name:
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--- !u!1 &655320739
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GameObject:
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m_ObjectHideFlags: 0
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@ -4099,7 +4101,7 @@ Transform:
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m_GameObject: {fileID: 1919860221}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.4, y: 0.41, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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@ -4730,7 +4732,7 @@ Transform:
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m_GameObject: {fileID: 2135953382}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: -0.09, y: -0.26, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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@ -1,14 +1,15 @@
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using TMPro;
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using System;
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using System.Collections.Generic;
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using Framework.Constants;
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using Framework.Manager;
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using UnityEngine;
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using Gameplay.Game;
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using UnityEngine.UI;
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using Gameplay.Level;
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using Gameplay.Manager;
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using Framework.Manager;
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using Framework.Constants;
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using Sirenix.OdinInspector;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections.Generic;
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using LC.Google.Protobuf.WellKnownTypes;
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public class BuildBoot : MonoBehaviour
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{
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@ -25,19 +26,18 @@ public class BuildBoot : MonoBehaviour
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public GameObject BubbleObj;
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public List<Option> Options;
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public Dictionary<string, Option> Options;
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public Node(GameObject root)
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{
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Name = root.name;
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Options = new List<Option>();
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Options = new Dictionary<string, Option>();
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foreach (Transform child in root.transform)
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{
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if (!child.gameObject.name.Equals("Btn"))
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{
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//DebugUtil.LogError("当前节点{0}有选项{1}", root.gameObject.name, child.gameObject.name);
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var option = new Option(child.gameObject);
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Options.Add(option);
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Options.Add(child.gameObject.name, option);
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}
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else
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{
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@ -45,6 +45,22 @@ public class BuildBoot : MonoBehaviour
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}
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}
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}
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public Option GetOption(string optionName)
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{
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return Options.GetValueOrDefault(optionName);
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}
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/// <summary>
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/// 关闭其他选项表现
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/// </summary>
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public void OptionDisplay(Option option)
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{
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foreach (var optionInfo in Options.Values)
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{
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optionInfo.SetOptionActive(option);
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}
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}
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}
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/// <summary>
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@ -52,16 +68,23 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private class Option
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{
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public string Name;
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public GameObject NodeObj;
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public GameObject OptionObj;
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public GameObject NormalObj;
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public Option(GameObject root)
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{
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Name = root.name;
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NodeObj = root.transform.parent.gameObject;
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OptionObj = root;
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NormalObj = root.transform.Find("Normal").gameObject;
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}
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public void SetOptionActive(Option option)
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{
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OptionObj.SetActive(Name.Equals(option.Name));
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}
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}
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/// <summary>
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@ -70,59 +93,65 @@ public class BuildBoot : MonoBehaviour
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private class BuildBar
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{
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private GameObject _bar;
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public Dictionary<string, BuildItem> buildItem;
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private Dictionary<string, Transform> itemTrans;
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private Dictionary<string, BuildItem> _buildItem;
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private Dictionary<string, Transform> _itemTrans;
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private TMP_Text _condition;
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private const string ContentPath = "Bar_Tip/Scroll View/Viewport/Content";
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private const string IconItemTemplate = "Bar_Tip/Scroll View/Viewport/Content/Item";
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private const string TipPath = "Bar_Tip";
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private const string ConditionText = "Level\n{0}/{1}";
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private const string ItemName = "Item{0}";
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private Action<Option> _optionCallBack;
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public BuildBar(GameObject root)
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{
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_bar = root;
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_condition = root.transform.Find(TipPath).GetComponent<TMP_Text>();
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buildItem = new Dictionary<string, BuildItem>();
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itemTrans = new Dictionary<string, Transform>();
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_buildItem = new Dictionary<string, BuildItem>();
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_itemTrans = new Dictionary<string, Transform>();
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}
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public void Open(Node node, Action callBack, Action lockCallBack, int reachCondition, int condition)
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public void Open(Node node, Action<Option> callBack, Action lockCallBack, int reachCondition, int condition)
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{
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_optionCallBack = callBack;
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_bar.SetActive(true);
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_condition.text = string.Format(ConditionText, reachCondition, condition);
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var content = _bar.transform.Find(ContentPath);
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var iconTemplate = _bar.transform.Find(IconItemTemplate);
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buildItem.Clear();
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for (var i = 0; i < node.Options.Count; i++)
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_buildItem.Clear();
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var index = 1;
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foreach (var option in node.Options)
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{
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var optionName = node.Options[i].OptionObj.name;
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var iconName = string.Format(ItemName, i + 1);
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if (!itemTrans.TryGetValue(iconName, out var iconItem))
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var optionName = option.Value.OptionObj.name;
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var iconName = string.Format(ItemName, index);
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if (!_itemTrans.TryGetValue(iconName, out var iconItem))
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{
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iconItem = Instantiate(iconTemplate, content);
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iconItem.name = iconName;
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itemTrans.Add(iconName, iconItem);
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_itemTrans.Add(iconName, iconItem);
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}
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iconItem.gameObject.SetActive(true);
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var sprite = BuildManager.Instance.GetOptionIcon(node.Name, optionName);
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var item = new BuildItem(iconItem.gameObject);
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buildItem.Add(optionName, item);
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item.SetInfo(sprite, () =>
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{
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callBack?.Invoke();
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PickItemDisplay(optionName);
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}, lockCallBack);
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var unlock = reachCondition >= condition;
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var item = new BuildItem(iconItem.gameObject, option.Value);
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_buildItem.Add(optionName, item);
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item.SetInfo(sprite, unlock, ItemCallBack, lockCallBack);
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index++;
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//DebugUtil.Log("Bar添加物品Icon:{0}", iconItem.name);
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}
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}
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private void PickItemDisplay(string optionName)
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private void ItemCallBack(Option option)
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{
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foreach (var item in buildItem)
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_optionCallBack?.Invoke(option);
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PickItemDisplay(option.OptionObj.name);
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}
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public void PickItemDisplay(string optionName)
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{
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foreach (var item in _buildItem)
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{
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item.Value.SetPickActive(item.Key.Equals(optionName));
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}
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@ -131,7 +160,7 @@ public class BuildBoot : MonoBehaviour
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public void Close()
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{
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_bar.SetActive(false);
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foreach (var item in buildItem)
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foreach (var item in _buildItem)
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{
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item.Value.SetPickActive(false);
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}
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@ -143,14 +172,16 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private class BuildItem
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{
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public Option Option;
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private Button _btn;
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private Button _lockBtn;
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private Image _imgIcon;
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private GameObject _lock;
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private GameObject _imgPick;
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public BuildItem(GameObject root)
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public BuildItem(GameObject root, Option option)
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{
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this.Option = option;
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_btn = root.transform.Find("Img_Item").GetComponent<Button>();
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_imgIcon = root.transform.Find("Img_Item").GetComponent<Image>();
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_lock = root.transform.Find("Img_Lock").gameObject;
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@ -158,15 +189,17 @@ public class BuildBoot : MonoBehaviour
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_imgPick = root.transform.Find("Bg_Pick").gameObject;
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}
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public void SetInfo(Sprite sprite, Action callBack, Action lockCallBack)
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public void SetInfo(Sprite sprite, bool unlock, Action<Option> callBack, Action lockCallBack)
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{
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_lock.SetActive(!unlock);
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_btn.onClick.RemoveAllListeners();
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_btn.onClick.AddListener(() => { callBack?.Invoke(); });
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_btn.onClick.AddListener(() => { callBack?.Invoke(Option); });
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_lockBtn.onClick.RemoveAllListeners();
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_lockBtn.onClick.AddListener(() => { lockCallBack?.Invoke(); });
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_imgIcon.sprite = sprite;
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}
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public void SetPickActive(bool pick)
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{
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_imgPick.SetActive(pick);
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@ -184,6 +217,10 @@ public class BuildBoot : MonoBehaviour
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//当前点击的泡泡按钮
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private GameObject _curBubble;
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//当前选择的选项
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private Option _curOption;
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private Node _curNode;
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//当前节点字典
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private Dictionary<string, Node> _nodes;
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@ -192,6 +229,10 @@ public class BuildBoot : MonoBehaviour
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private Button _btnTipGoGame;
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private Button _btnTipClose;
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//遮罩
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private GameObject _mask;
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private bool _isChanging;
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private void Awake()
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{
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RegisterClickEvent();
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@ -230,6 +271,7 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private void UpdateBuildDisplay()
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{
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//TODO 加载玩家选择节点
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foreach (var node in _nodes)
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{
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if (BuildManager.Instance.NodeInfos.TryGetValue(node.Key, out var nodeInfo))
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@ -242,7 +284,7 @@ public class BuildBoot : MonoBehaviour
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{
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foreach (var option in node.Value.Options)
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{
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option.NormalObj.SetActive(false);
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option.Value.NormalObj.SetActive(false);
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}
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}
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_btnClose = transform.Find("UIRoot/UIMainBuild/UI_LiuHaiTop/BG_Top/Btn_Close").GetComponent<Button>();
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_btnClose.onClick.AddListener(CloseBuildPanel);
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_mask = transform.Find("UIRoot/UIMainBuild/Mask").gameObject;
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InitTipPanel();
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InitBuildBar();
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}
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@ -325,8 +369,16 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private void CloseBar()
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{
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_isChanging = false;
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_buildBar.Close();
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_curBubble.SetActive(true);
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_mask.SetActive(false);
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if (_curBubble != null)
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_curBubble.SetActive(true);
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//放弃修改
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if (_curNode == null || _curOption == null) return;
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_curNode.OptionDisplay(_curOption);
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_curNode = null;
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_curOption = null;
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}
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/// <summary>
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/// </summary>
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private void YesBar()
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{
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DebugUtil.LogError("保存更改");
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_isChanging = false;
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_mask.SetActive(false);
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_buildBar.Close();
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if (_curNode == null || _curOption == null) return;
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//TODO 保存至本地
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}
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#endregion
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@ -347,7 +403,26 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private void OnBuildItemClick(GameObject obj)
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{
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DebugUtil.LogError("obj");
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if (_isChanging) return;
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_isChanging = true;
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_mask.SetActive(true);
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var optionObj = obj.transform.parent.gameObject;
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var nodeName = optionObj.transform.parent.name;
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var optionName = optionObj.name;
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if (_nodes.TryGetValue(nodeName, out var node))
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{
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_curNode = node;
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_curOption = node.GetOption(optionName);
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var condition = BuildManager.Instance.GetCondition(nodeName);
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_buildBar.Open(node, BuildIconClick, BuildLockIconClick, CurCondition, condition);
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_buildBar.PickItemDisplay(optionName);
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}
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else
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{
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DebugUtil.LogError("节点获取信息错误: {0}", nodeName);
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}
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}
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/// <summary>
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@ -355,6 +430,9 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private void OnBuildBubbleClick(GameObject obj)
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{
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if (_isChanging) return;
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_isChanging = true;
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_mask.SetActive(true);
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_curBubble = obj;
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obj.SetActive(false);
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var nodeName = obj.transform.parent.name;
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@ -372,9 +450,19 @@ public class BuildBoot : MonoBehaviour
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/// <summary>
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/// 解锁图标点击
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/// </summary>
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private void BuildIconClick()
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private void BuildIconClick(Option option)
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{
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DebugUtil.LogError("点击了图标");
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var nodeName = option.NodeObj.name;
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//切换UI表现
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if (_nodes.TryGetValue(nodeName, out var node))
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{
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foreach (var optionInfo in node.Options.Values)
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{
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optionInfo.OptionObj.SetActive(option.Name.Equals(optionInfo.Name));
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}
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}
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//DebugUtil.LogError("点击了{0}节点的{1}选项", nodeName, option.OptionObj.name);
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}
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/// <summary>
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@ -382,6 +470,7 @@ public class BuildBoot : MonoBehaviour
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/// </summary>
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private void BuildLockIconClick()
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{
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_mask.SetActive(true);
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DebugUtil.LogError("点击了上锁图标");
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_tipObj.SetActive(true);
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}
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@ -1,11 +1,11 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Framework.GameBuild;
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using PhxhSDK;
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using System.IO;
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using UnityEngine;
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using Framework.GameBuild;
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using Sirenix.OdinInspector;
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using UnityEditor;
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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namespace Framework.Manager
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{
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@ -86,7 +86,7 @@ namespace Framework.Manager
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public int ID;
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public string Name;
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public string IconPath;
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public string IconName;
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//按主题解锁条件
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public int Condition;
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@ -94,7 +94,11 @@ namespace Framework.Manager
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public class BuildManager
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{
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/// <summary>
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/// 当前选择
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/// </summary>
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private const string NodeName = "Node{0}";
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private const string OptionName = "Option{0}";
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private static BuildManager _instance;
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@ -115,6 +119,9 @@ namespace Framework.Manager
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public Dictionary<string, NodeInfo> NodeInfos;
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//动态加载的图标
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private Dictionary<string, Sprite> _iconSprites;
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private BuildData _curBuildData;
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private bool _isInit;
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private bool _isInGame;
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@ -122,7 +129,9 @@ namespace Framework.Manager
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public void Init(BuildData buildData, bool inGame = true)
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{
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if (_isInit) return;
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NodeInfos = new Dictionary<string, NodeInfo>();
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_iconSprites = new Dictionary<string, Sprite>();
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_curBuildData = buildData;
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foreach (var node in buildData.nodeInfos)
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{
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|
@ -141,7 +150,7 @@ namespace Framework.Manager
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ID = index,
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Name = option
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};
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optionInfo.IconPath = InitOptionIconPath(node.IconPath, index);
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|
||||
nodeInfo.Options.Add(option, optionInfo);
|
||||
}
|
||||
|
||||
|
@ -149,9 +158,23 @@ namespace Framework.Manager
|
|||
}
|
||||
|
||||
InitCondition();
|
||||
InitIcon();
|
||||
_isInit = true;
|
||||
}
|
||||
|
||||
private async void InitIcon()
|
||||
{
|
||||
foreach (var nodeInfo in NodeInfos.Values)
|
||||
{
|
||||
foreach (var optionInfo in nodeInfo.Options.Values)
|
||||
{
|
||||
var index = GameBuildUtils.ExtractNumber(optionInfo.Name);
|
||||
|
||||
optionInfo.IconName = await InitOptionIcon(nodeInfo.IconPath, index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 初始化条件
|
||||
/// </summary>
|
||||
|
@ -167,7 +190,7 @@ namespace Framework.Manager
|
|||
if (NodeInfos.TryGetValue(nodeName, out var nodeInfo))
|
||||
{
|
||||
nodeInfo.Condition = unlockInfo.condition;
|
||||
DebugUtil.LogError("挂点解锁:节点{0}的解锁条件是:{1}", nodeInfo.Name, unlockInfo.condition);
|
||||
//DebugUtil.LogError("挂点解锁:节点{0}的解锁条件是:{1}", nodeInfo.Name, unlockInfo.condition);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -199,7 +222,7 @@ namespace Framework.Manager
|
|||
/// <summary>
|
||||
/// 获得选项对应的Icon路径
|
||||
/// </summary>
|
||||
private string InitOptionIconPath(string iconsPath, int index)
|
||||
private async UniTask<string> InitOptionIcon(string iconsPath, int index)
|
||||
{
|
||||
var fileEntries = Directory.GetFiles(iconsPath, "*.png");
|
||||
foreach (var filePath in fileEntries)
|
||||
|
@ -209,7 +232,9 @@ namespace Framework.Manager
|
|||
if (GameBuildUtils.ExtractNumber(name) == index)
|
||||
{
|
||||
var assetPath = filePath.Replace(Application.dataPath, "").Replace('\\', '/');
|
||||
return assetPath;
|
||||
var sprite = await AssetManager.Instance.LoadAssetAsync<Sprite>(assetPath);
|
||||
_iconSprites.TryAdd(name, sprite);
|
||||
return name;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -225,8 +250,7 @@ namespace Framework.Manager
|
|||
{
|
||||
if (nodeInfo.Options.TryGetValue(optionName, out var optionInfo))
|
||||
{
|
||||
var sprite = AssetManager.Instance.LoadAsset<Sprite>(optionInfo.IconPath);
|
||||
if (sprite != null)
|
||||
if (_iconSprites.TryGetValue(optionInfo.IconName, out var sprite))
|
||||
return sprite;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue