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3964102523485133} + m_OnClick: + m_PersistentCalls: + m_Calls: [] --- !u!1 &9129577244723562157 GameObject: m_ObjectHideFlags: 0 diff --git a/Forest/Assets/Config/Build/Build_2.json b/Forest/Assets/Config/Build/Build_2.json new file mode 100644 index 0000000..0eee6f6 --- /dev/null +++ b/Forest/Assets/Config/Build/Build_2.json @@ -0,0 +1,123 @@ +{ + "buildID": "Build_2", + "nodeCount": 8, + "thematicCount": 3, + "unlockType": 0, + "unlockConditionType": 0, + "unlockInfos": [ + { + "condition": 1, + "conditionGroup": 1, + "preGroup": 0 + }, + { + "condition": 12, + "conditionGroup": 2, + "preGroup": 1 + }, + { + "condition": 30, + "conditionGroup": 3, + "preGroup": 2 + }, + { + "condition": 40, + "conditionGroup": 4, + "preGroup": 3 + }, + { + "condition": 60, + "conditionGroup": 5, + "preGroup": 4 + }, + { + "condition": 80, + "conditionGroup": 6, + "preGroup": 5 + }, + { + "condition": 110, + "conditionGroup": 7, + "preGroup": 6 + }, + { + "condition": 135, + "conditionGroup": 8, + "preGroup": 7 + } + ], + "NodeInfos": [ + { + "Name": "Node1", + "Options": [ + "Option1", + "Option2", + "Option3" + ], + "IconPath": "Assets/Art/GameBuild/Texture/Build_2/Node1/Icon/{0}.png" + }, + { + "Name": "Node2", + "Options": [ + "Option1", + "Option2", + "Option3" + ], + "IconPath": "Assets/Art/GameBuild/Texture/Build_2/Node2/Icon/{0}.png" + }, + { + "Name": "Node3", + "Options": [ + "Option1", + "Option2", + "Option3" + ], + "IconPath": "Assets/Art/GameBuild/Texture/Build_2/Node3/Icon/{0}.png" + }, + { + "Name": "Node4", + "Options": [ + "Option1", + "Option2", + "Option3" + ], + "IconPath": "Assets/Art/GameBuild/Texture/Build_2/Node4/Icon/{0}.png" + }, + { + "Name": "Node5", + "Options": [ + "Option1", + "Option2", + "Option3" + ], + "IconPath": "Assets/Art/GameBuild/Texture/Build_2/Node5/Icon/{0}.png" + }, + { + "Name": "Node6", + "Options": [ + "Option1", + "Option2", + "Option3" + ], + "IconPath": "Assets/Art/GameBuild/Texture/Build_2/Node6/Icon/{0}.png" + }, + { + "Name": "Node7", + "Options": [ + "Option1", + "Option2", + "Option3" + ], + "IconPath": "Assets/Art/GameBuild/Texture/Build_2/Node7/Icon/{0}.png" + }, + { + "Name": "Node8", + "Options": [ + "Option1", + "Option2", + "Option3" + ], + "IconPath": "Assets/Art/GameBuild/Texture/Build_2/Node8/Icon/{0}.png" + } + ] +} \ No newline at end of file diff --git a/Forest/Assets/Config/Build/Build_2.json.meta b/Forest/Assets/Config/Build/Build_2.json.meta new file mode 100644 index 0000000..5a40cd6 --- /dev/null +++ b/Forest/Assets/Config/Build/Build_2.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a1ee0e03fa18e494f9c13ec3a0e85d1d +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Forest/Assets/Config/Data/build_buildconfig.json b/Forest/Assets/Config/Data/build_buildconfig.json new file mode 100644 index 0000000..d6a8e85 --- /dev/null +++ b/Forest/Assets/Config/Data/build_buildconfig.json @@ -0,0 +1,12 @@ +[ + { + "ID": "Build_1", + "BuildData": "Assets/Config/Build/Build_1.json", + "Path": "Assets/Scenes/Build/Build_1.unity" + }, + { + "ID": "Build_2", + "BuildData": "Assets/Config/Build/Build_2.json", + "Path": "Assets/Scenes/Build/Build_2.unity" + } +] \ No newline at end of file diff --git a/Forest/Assets/Config/Data/build_buildconfig.json.meta b/Forest/Assets/Config/Data/build_buildconfig.json.meta new file mode 100644 index 0000000..6d29759 --- /dev/null +++ b/Forest/Assets/Config/Data/build_buildconfig.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a388dc5a6d9534109b854dd10dbf8a02 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Forest/Assets/Editor/GameBuild/GameBuildWindow.cs b/Forest/Assets/Editor/GameBuild/GameBuildWindow.cs index 6dc4327..b3aa89b 100644 --- a/Forest/Assets/Editor/GameBuild/GameBuildWindow.cs +++ b/Forest/Assets/Editor/GameBuild/GameBuildWindow.cs @@ -2,7 +2,6 @@ using System; using System.IO; using UnityEditor; using UnityEngine; -using UnityEngine.UI; using Framework.Manager; using Sirenix.Utilities; using Framework.GameBuild; @@ -20,18 +19,15 @@ public class GameBuildWindow : OdinEditorWindow { [LabelText("挂点")] [ReadOnly] public string name; - [LabelText("选项数量")] [ReadOnly] public int count; + [LabelText("选项实例")] [HideInInspector] public List optionObj; - [LabelText("选项实例")] public List optionObj; - - [LabelText("选项资源路径")] [FolderPath] public string optionPath = "Assets/Art/GameBuild/Texture"; + [LabelText("选项资源路径")] [ReadOnly] public string optionPath = "Assets/Art/GameBuild/Texture"; [HideInInspector] public BuildData.BuildNode BuildNode; public NodeEditor(string name, int count) { this.name = name; - this.count = count; optionObj = new List(); } } @@ -43,23 +39,26 @@ public class GameBuildWindow : OdinEditorWindow private const string OptionName = "Option{0}"; private const string BtnBubble = "Btn"; private const int BuildItemLayer = 10; + private const string BuildTexturePath = "Assets/Art/GameBuild/Texture/{0}"; /// /// 当前窗口 /// private static GameBuildWindow _curWindow; - /// /// 当前建造编辑器数据 /// private BuildEditor _buildEditor; - private List _tempNodeObj = new List(); + private readonly List _tempNodeObj = new List(); [LabelText("当前建造数据")] [VerticalGroup("BuildInfo")] public BuildData curBuildData; + [LabelText("当前建造资源文件夹")] [VerticalGroup("BuildInfo")] [FolderPath] + public string buildDataPath; + /// /// 打开窗口 /// @@ -73,6 +72,10 @@ public class GameBuildWindow : OdinEditorWindow private void LoadBuildData(BuildData buildData) { + editorNodeResource = false; + var assetName = _buildEditor.BuildDataJson.name; + buildDataPath = string.Format(BuildTexturePath, assetName.Replace(".json", "")); + DebugUtil.LogError("问价家:{0}", buildDataPath); _curWindow.curBuildData = buildData; curBuildData.buildID = GameBuildUtils.GetFileNameWithoutExtension(_buildEditor.BuildDataJson.name); var root = GameObject.Find(NodeRootPath); @@ -112,9 +115,53 @@ public class GameBuildWindow : OdinEditorWindow } [VerticalGroup("BuildInfo/Create")] - [Button("创建/更新 节点实例")] - [InfoBox("会重新创建物体!!!")] - public void UpdateNode() + [Button("生成挂点实例")] + [InfoBox("会重新创建物体!!! 需要重新调整位置")] + public void Create() + { + if (string.IsNullOrEmpty(buildDataPath) || !Directory.Exists(buildDataPath)) return; + + string[] directories = Directory.GetDirectories(buildDataPath); + + curBuildData.nodeCount = directories.Length; + + var iconPaths = new Dictionary(); + var optionPaths = new Dictionary(); + var optionCount = new int[curBuildData.nodeCount]; + + for (int i = 0; i < curBuildData.nodeCount; i++) + { + var nodePath = directories[i]; + var nodeName = Path.GetFileName(nodePath); + + //图标路径 + var iconDir = Path.Combine(nodePath, "Icon"); + var iconPath = Path.Combine("Assets", Path.GetFullPath(iconDir).Substring(Application.dataPath.Length + 1)); + iconPaths.Add(nodeName, iconPath); + + //选项路径 + var normalDir = Path.Combine(nodePath, "Normal"); + var normalPath = Path.Combine("Assets", + Path.GetFullPath(normalDir).Substring(Application.dataPath.Length + 1)); + optionPaths.Add(nodeName, normalPath); + + //选项数量 + var optionFiles = Directory.GetFiles(normalDir, "*.png"); + optionCount[i] = optionFiles.Length; + + DebugUtil.LogError("挂点:{2},选项路径:{0},图标路径:{1}", normalPath, iconPath, nodeName); + } + + if (optionCount.Length > 0) + { + curBuildData.thematicCount = optionCount[0]; + DebugUtil.LogError("有挂点:{0} 个", curBuildData.thematicCount); + } + + UpdateNode(iconPaths, optionPaths); + } + + private void UpdateNode(Dictionary iconPaths, Dictionary optionPaths) { editorNodeResource = false; if (editorNodes != null) @@ -123,31 +170,42 @@ public class GameBuildWindow : OdinEditorWindow switch (curBuildData.unlockType) { case UnlockType.ForGroup: - InitBuildInfo(curBuildData.nodeCount); + InitBuildInfo(curBuildData.nodeCount, iconPaths); break; case UnlockType.ForThematic: - InitBuildInfo(curBuildData.thematicCount); + InitBuildInfo(curBuildData.thematicCount, iconPaths); break; default: DebugUtil.LogError("解锁条件错误"); break; } - CreateNodeObj(); + CreateNodeObj(optionPaths); } /// /// 初始化建造数据 /// - private void InitBuildInfo(int count) + private void InitBuildInfo(int count, Dictionary iconPaths) { //挂点初始化 curBuildData.NodeInfos = new List(curBuildData.nodeCount); for (int i = 0; i < curBuildData.nodeCount; i++) { + var nodeName = string.Format(NodeName, i + 1); + if (!iconPaths.TryGetValue(nodeName, out var iconPath)) + { + DebugUtil.LogError("没有检测到{0}的选项图标路径!!!", nodeName); + } + else + { + iconPath = iconPath.Replace("Icon", "Icon/{0}.png"); + } + var node = new BuildData.BuildNode { - Name = string.Format(NodeName, i + 1) + Name = nodeName, + IconPath = iconPath }; curBuildData.NodeInfos.Add(node); } @@ -162,9 +220,9 @@ public class GameBuildWindow : OdinEditorWindow } /// - /// 创建实例 + /// 创建实例挂点 /// - private void CreateNodeObj() + private void CreateNodeObj(Dictionary optionPaths) { //清除 DeleteNode(); @@ -195,6 +253,15 @@ public class GameBuildWindow : OdinEditorWindow optionObj.SetActive(false); } + if (optionPaths.TryGetValue(node.Name, out var optionPath)) + { + tempEditorNode.optionPath = optionPath; + } + else + { + DebugUtil.LogError("没有检测到{0}的选项路径!!!", node.Name); + } + tempEditorNode.BuildNode = node; editorNodes.Add(tempEditorNode); DestroyImmediate(optionTemplate); @@ -212,12 +279,11 @@ public class GameBuildWindow : OdinEditorWindow public List editorNodes; [VerticalGroup("Node/NodeCreate")] - [Button("创建选项资源")] + [Button("填充挂点资源")] [ShowIf("@editorNodeResource")] public void CreateNodeResource() { - var root = GameObject.Find(NodeRootPath); - var sortingOrder = 1; + var sortingOrder = curBuildData.nodeCount; foreach (var editorNode in editorNodes) { //加载路径下的资源 @@ -257,7 +323,7 @@ public class GameBuildWindow : OdinEditorWindow } } - sortingOrder++; + sortingOrder--; //初始化Icon资源路径 editorNode.BuildNode.IconPath = editorNode.optionPath.Replace("Normal", 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DesignResolutionHeight = 1920; public const string UserBuildSaveKey = "UserBuildInfo"; - public const string DefaultBuildID = "Build_1"; - + //多语言 public const string Chinese = "简体中文"; public const string English = "English"; diff --git a/Forest/Assets/Scripts/Framework/Constants/Constants.Path.cs b/Forest/Assets/Scripts/Framework/Constants/Constants.Path.cs index f962b01..9e82108 100644 --- a/Forest/Assets/Scripts/Framework/Constants/Constants.Path.cs +++ b/Forest/Assets/Scripts/Framework/Constants/Constants.Path.cs @@ -18,6 +18,7 @@ namespace Framework.Constants public const string SceneBuildPath = "Assets/Scenes/Build/{0}.unity"; public const string BuildConfigPath = "Assets/Config/Build/{0}.json"; public const string BuildBlueprint = "Assets/Art/GameBuild/Texture/Blueprint/{0}.png"; + public const string BuildTopUIPath = "Assets/Art/GameBuild/Texture/BuildUI/{0}.png"; public const string UIPrefabPath = "Assets/Art/UI/Prefab/{0}.prefab"; public const string ItemPrefabPath = "Assets/Art/LevelItem/{0}.prefab"; diff --git a/Forest/Assets/Scripts/Framework/Event/Events.cs b/Forest/Assets/Scripts/Framework/Event/Events.cs index 519a001..8a7345d 100644 --- a/Forest/Assets/Scripts/Framework/Event/Events.cs +++ b/Forest/Assets/Scripts/Framework/Event/Events.cs @@ -24,6 +24,7 @@ namespace Framework.Event ShowGfx, AddTime, LoadingEnd, + ChangeBuildScene, //关闭展示 建造UI HideBuildUI, diff --git a/Forest/Assets/Scripts/Framework/Game/GameStartLoadingExecutor.cs b/Forest/Assets/Scripts/Framework/Game/GameStartLoadingExecutor.cs index 2226d7b..25096d7 100644 --- a/Forest/Assets/Scripts/Framework/Game/GameStartLoadingExecutor.cs +++ b/Forest/Assets/Scripts/Framework/Game/GameStartLoadingExecutor.cs @@ -12,13 +12,13 @@ using Framework.Manager; using Framework.Constants; using Cysharp.Threading.Tasks; using System.Collections.Generic; -using UnityEngine.AddressableAssets; namespace Gameplay.LoadingExecutor { public class GameStartLoadingExecutor : LoadingExecutorWithUILoadingController { private bool _stayTuned; + private string _buildID; protected override async UniTask _DoLoading() { @@ -32,8 +32,8 @@ namespace Gameplay.LoadingExecutor _destProgress = 40f; await PreLoadSelectLevel(); _destProgress = 50f; - SettingManager.Instance.Init(); await InitBuildScene(); + InitStorage(); _destProgress = 60f; await InitGfx(); _destProgress = 70; @@ -45,9 +45,37 @@ namespace Gameplay.LoadingExecutor _destProgress = 100f; } - public GameStartLoadingExecutor(bool stayTuned = false) + public GameStartLoadingExecutor(string buildID = null, bool stayTuned = false) { _stayTuned = stayTuned; + _buildID = buildID; + } + + /// + /// 初始化各部分存盘信息 + /// + private void InitStorage() + { + SettingManager.Instance.Init(); + //建造读本地存盘 + + /* + _userBuildInfo = StorageManager.Instance.GetStorage(NormalConstants.UserBuildSaveKey); + _userBuildInfo ??= new UserBuildInfo(); + if (string.IsNullOrEmpty(_userBuildInfo.CurBuildId)) + { + _userBuildInfo.CurBuildId = TableManager.Instance.Tables.BuildConfig.DataList[0].ID; + DebugUtil.LogError("无存盘信息, 读默认表:{0}", _userBuildInfo.CurBuildId); + } + */ + + //根据本地信息判断是否开启新手引导 + if (!GuideMananger.Instance.IsGuiding && BuildManager.Instance.UserBuildInfo.GuideGroup <= 0 && + LevelSelectManager.Instance.CurPassLevelIndex < 1) + { + GuideMananger.Instance.NeedGuide = true; + DebugUtil.LogG("第一步判断需要开启新手引导!"); + } } /// @@ -55,39 +83,8 @@ namespace Gameplay.LoadingExecutor /// private async UniTask InitBuildScene() { - var buildInfo = StorageManager.Instance.GetStorage(NormalConstants.UserBuildSaveKey); - buildInfo ??= new UserBuildInfo(); - if (string.IsNullOrEmpty(buildInfo.BuildData)) - { - buildInfo.BuildData = NormalConstants.DefaultBuildID; - } - - //判断是否开启新手引导 - if (!GuideMananger.Instance.IsGuiding && buildInfo.GuideGroup <= 0 && - LevelSelectManager.Instance.CurPassLevelIndex < 1) - { - buildInfo.ChooseNodeInfo = new Dictionary(); - GuideMananger.Instance.NeedGuide = true; - DebugUtil.LogG("需要开启新手引导!"); - } - - var buildId = buildInfo.BuildData; - var buildPath = string.Format(Framework.Constants.PathConstants.SceneBuildPath, buildId); - var buildConfig = string.Format(Framework.Constants.PathConstants.BuildConfigPath, buildId); - var buildData = await JsonHelper.LoadFromAddressable(buildConfig); var reachCondition = LevelSelectManager.Instance.CurPassLevelIndex; - if (GuideMananger.Instance.IsGuiding && !string.IsNullOrEmpty(GuideMananger.Instance.PassLevelID)) - { - var guideCondition = int.Parse(GuideMananger.Instance.PassLevelID.Substring("level".Length)); - BuildManager.Instance.UpdateReachCondition(guideCondition); - } - else - { - BuildManager.Instance.UpdateReachCondition(reachCondition); - } - - await BuildManager.Instance.Init(buildData, true, buildInfo); - await Addressables.LoadSceneAsync(buildPath).ToUniTask(); + await BuildManager.Instance.LoadBuild(_buildID, reachCondition); } private async UniTask InitGfx() @@ -136,6 +133,7 @@ namespace Gameplay.LoadingExecutor EventManager.Instance.Send(EventManager.EventName.BackToMain); EventManager.Instance.Send(EventManager.EventName.LoadingEnd); BIManager.Instance.TrackEventOnce(EventFirst.fte_loading_end); + BuildManager.Instance.ChangeBuildSceneID = false; } } } \ No newline at end of file diff --git a/Forest/Assets/Scripts/Framework/Manager/InputManager.cs b/Forest/Assets/Scripts/Framework/Manager/InputManager.cs index be88bdd..f0eee52 100644 --- a/Forest/Assets/Scripts/Framework/Manager/InputManager.cs +++ b/Forest/Assets/Scripts/Framework/Manager/InputManager.cs @@ -31,17 +31,17 @@ namespace Framework.Manager return; } - if (obj.gameObject.layer == LayerMask.NameToLayer("BuildItem")) - { - OnBuildItemClick?.Invoke(obj.gameObject); - return; - } - if (obj.gameObject.layer == LayerMask.NameToLayer("BuildBubble")) { OnBuildBubbleClick?.Invoke(obj.gameObject); return; } + + if (obj.gameObject.layer == LayerMask.NameToLayer("BuildItem")) + { + OnBuildItemClick?.Invoke(obj.gameObject); + return; + } } private void OnEnable() @@ -102,6 +102,8 @@ namespace Framework.Manager private void Check(Vector2 checkPos) { Collider2D[] colliders = Physics2D.OverlapCircleAll(checkPos, LevelConstants.CheckRadius); + GameObject highestPriorityObject = null; + var highestOrderInLayer = int.MinValue; foreach (Collider2D collider in colliders) { if (collider.gameObject.layer == LayerMask.NameToLayer("Hole")) @@ -110,18 +112,31 @@ namespace Framework.Manager break; } - if (collider.gameObject.layer == LayerMask.NameToLayer("BuildItem") && - !BuildManager.Instance.IsChanging) + if (collider.gameObject.layer == LayerMask.NameToLayer("BuildBubble")) { - OnBuildItemClick?.Invoke(collider.gameObject); + highestPriorityObject = collider.gameObject; break; } - if (collider.gameObject.layer == LayerMask.NameToLayer("BuildBubble") && - !BuildManager.Instance.IsChanging) + int colliderOrderInLayer = collider.gameObject.GetComponent().sortingOrder; + + if (collider.gameObject.layer == LayerMask.NameToLayer("BuildItem") && + colliderOrderInLayer > highestOrderInLayer) { - OnBuildBubbleClick?.Invoke(collider.gameObject); - break; + highestOrderInLayer = colliderOrderInLayer; + highestPriorityObject = collider.gameObject; + } + } + + if (highestPriorityObject != null) + { + if (highestPriorityObject.layer == LayerMask.NameToLayer("BuildBubble")) + { + OnBuildBubbleClick?.Invoke(highestPriorityObject); + } + else if (highestPriorityObject.layer == LayerMask.NameToLayer("BuildItem")) + { + OnBuildItemClick?.Invoke(highestPriorityObject); } } } diff --git a/Forest/Assets/Scripts/Framework/Setting/SettingManager.cs b/Forest/Assets/Scripts/Framework/Setting/SettingManager.cs index 6559fe7..12d7cc6 100644 --- a/Forest/Assets/Scripts/Framework/Setting/SettingManager.cs +++ b/Forest/Assets/Scripts/Framework/Setting/SettingManager.cs @@ -20,6 +20,7 @@ namespace Framework.Setting { private const string SettingKey = "SettingKey"; private SettingData _settingData; + private bool _isInit; public SettingData CurSettingData { @@ -29,6 +30,7 @@ namespace Framework.Setting public void Init() { + if (_isInit) return; _settingData = StorageManager.Instance.GetStorage(SettingKey); _settingData ??= new SettingData(); @@ -43,6 +45,7 @@ namespace Framework.Setting //初始化语言 StringManager.Instance.InitLanguage(_settingData.Language); + _isInit = true; } public void SetMusic(float music) diff --git a/Forest/Assets/Scripts/Framework/State/GameStateStart.cs b/Forest/Assets/Scripts/Framework/State/GameStateStart.cs index aaa57bc..4610eda 100644 --- a/Forest/Assets/Scripts/Framework/State/GameStateStart.cs +++ b/Forest/Assets/Scripts/Framework/State/GameStateStart.cs @@ -1,4 +1,5 @@ using Gameplay.LoadingExecutor; +using Framework.Manager; using Framework.State; using Framework.UI; @@ -7,16 +8,18 @@ namespace Gameplay.Game public class GameStateStart : IState { private bool _stayTuned; + private string _buildID; - public GameStateStart( bool stayTuned = false) + public GameStateStart(string buildID = null, bool stayTuned = false) { _stayTuned = stayTuned; + _buildID = buildID; } public void OnEnter() { LoadingExecutorManager.Instance.ExecuteLoading( - new GameStartLoadingExecutor(_stayTuned)); + new GameStartLoadingExecutor(_buildID, _stayTuned)); } public void OnUpdate(float deltaTime) @@ -25,6 +28,7 @@ namespace Gameplay.Game public void OnExit() { + BuildManager.Instance.Release(); UIManager.Instance.CloseAllUI(true); GfxManager.Instance.ReturnGfxObj("Effect_MainCharacter", true); GfxManager.Instance.ReturnGfxObj("Effect_SelectSequin", true); diff --git a/Forest/Assets/Scripts/Framework/UI/StartPanel/UIStartMainController.cs b/Forest/Assets/Scripts/Framework/UI/StartPanel/UIStartMainController.cs index 48d6f9f..37fb514 100644 --- a/Forest/Assets/Scripts/Framework/UI/StartPanel/UIStartMainController.cs +++ b/Forest/Assets/Scripts/Framework/UI/StartPanel/UIStartMainController.cs @@ -8,12 +8,14 @@ using Framework.Event; using Gameplay.Manager; using Framework.Manager; using Framework.Constants; +using Gameplay.Game; using Event = cfg.BI.Event; public class UIStartMainController : UIWindow { private GameObject _mask; private GameObject _blueprint; + private string _curBuildSceneID; protected override void OnAwake() { @@ -23,7 +25,8 @@ public class UIStartMainController : UIWindow _mask = FindObj("MaskPanel").gameObject; BindButton("MaskPanel", ShowAllUI); BindButton("UI_LiuHaiBottom/Btn_Game", OnEnterLevel); - BindButton("UI_LiuHaiBottom/Btn_Level", OnSelectLevel); + BindButton("UI_LiuHaiBottom/Btn_Change", ChangeBuildScene); + BindButton("UI_LiuHaiTop/BG_Top/Btn_Level", OnSelectLevel); BindButton("UI_LiuHaiTop/BG_Top/Btn_Setting", OpenSettingPanel); BindButton("UI_LiuHaiTop/BG_Top/Btn_Shop", OpenShop); BindButton("UI_LiuHaiTop/BG_Top/Btn_HideUI", HideAllUI); @@ -38,6 +41,9 @@ public class UIStartMainController : UIWindow var sprite = BuildManager.Instance.CurBlueprint; if (sprite != null) FindObj("ResultPanel/Img_Blueprint").GetComponent().sprite = sprite; + var topSprite = BuildManager.Instance.CurTopBuildUI; + if (topSprite != null) + FindObj("UI_LiuHaiTop/BG_Top").GetComponent().sprite = topSprite; BindButton("ResultPanel/Img_Blueprint/Btn_Close", () => { _blueprint.SetActive(false); }); } @@ -74,6 +80,13 @@ public class UIStartMainController : UIWindow FindObj("UI_LiuHaiTop").SetActive(false); } + private void ChangeBuildScene() + { + BuildManager.Instance.ChangeBuildSceneID = true; + var buildID = BuildManager.Instance.BuildInfo.BuildSceneID.Equals("Build_2") ? "Build_1" : "Build_2"; + GameStateManager.Instance.ChangeState(new GameStateStart(buildID: buildID)); + } + /// /// 查看蓝图 /// diff --git a/Forest/Assets/Scripts/Gameplay/DataTable/Build.meta b/Forest/Assets/Scripts/Gameplay/DataTable/Build.meta new file mode 100644 index 0000000..5b45dfd --- /dev/null +++ b/Forest/Assets/Scripts/Gameplay/DataTable/Build.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 001f2deb859334eb59e904517f7f3b59 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Forest/Assets/Scripts/Gameplay/DataTable/Build/BuildConfig.cs b/Forest/Assets/Scripts/Gameplay/DataTable/Build/BuildConfig.cs new file mode 100644 index 0000000..cc7f89d --- /dev/null +++ b/Forest/Assets/Scripts/Gameplay/DataTable/Build/BuildConfig.cs @@ -0,0 +1,72 @@ +//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ +using Bright.Serialization; +using System.Collections.Generic; +using SimpleJSON; + + + +namespace cfg.Build +{ + +public sealed partial class BuildConfig +{ + private readonly Dictionary _dataMap; + private readonly List _dataList; + + public BuildConfig(JSONNode _json) + { + _dataMap = new Dictionary(); + _dataList = new List(); + + foreach(JSONNode _row in _json.Children) + { + var _v = Build.DataBuild.DeserializeDataBuild(_row); + _dataList.Add(_v); + _dataMap.Add(_v.ID, _v); + } + PostInit(); + } + + public Dictionary DataMap => _dataMap; + public List DataList => _dataList; + + public Build.DataBuild GetOrDefault(string key) => _dataMap.TryGetValue(key, out var v) ? v : null; + public Build.DataBuild Get(string key) { + if (_dataMap.TryGetValue(key, out var v)) { + return v; + } else { + UnityEngine.Debug.LogError($"table BuildConfig key not found: {key}"); + return null; + } + } + public Build.DataBuild this[string key] => _dataMap[key]; + + public void Resolve(Dictionary _tables) + { + foreach(var v in _dataList) + { + v.Resolve(_tables); + } + PostResolve(); + } + + public void TranslateText(System.Func translator) + { + foreach(var v in _dataList) + { + v.TranslateText(translator); + } + } + + + partial void PostInit(); + partial void PostResolve(); +} + +} \ No newline at end of file diff --git a/Forest/Assets/Scripts/Gameplay/DataTable/Build/BuildConfig.cs.meta b/Forest/Assets/Scripts/Gameplay/DataTable/Build/BuildConfig.cs.meta new file mode 100644 index 0000000..deb00ef --- /dev/null +++ b/Forest/Assets/Scripts/Gameplay/DataTable/Build/BuildConfig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3447cd00adcce4fc59bed954da2a3619 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Forest/Assets/Scripts/Gameplay/DataTable/Build/DataBuild.cs b/Forest/Assets/Scripts/Gameplay/DataTable/Build/DataBuild.cs new file mode 100644 index 0000000..82710d4 --- /dev/null +++ b/Forest/Assets/Scripts/Gameplay/DataTable/Build/DataBuild.cs @@ -0,0 +1,77 @@ +//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ +using Bright.Serialization; +using System.Collections.Generic; +using SimpleJSON; + + + +namespace cfg.Build +{ + +public sealed partial class DataBuild : Bright.Config.BeanBase +{ + public DataBuild(JSONNode _json) + { + { if(!_json["ID"].IsString) { throw new SerializationException(); } ID = _json["ID"]; } + { if(!_json["BuildData"].IsString) { throw new SerializationException(); } BuildData = _json["BuildData"]; } + { if(!_json["Path"].IsString) { throw new SerializationException(); } Path = _json["Path"]; } + PostInit(); + } + + public DataBuild(string ID, string BuildData, string Path ) + { + this.ID = ID; + this.BuildData = BuildData; + this.Path = Path; + PostInit(); + } + + public static DataBuild DeserializeDataBuild(JSONNode _json) + { + return new Build.DataBuild(_json); + } + + /// + /// 建造ID + /// + public string ID { get; private set; } + /// + /// 建造信息 + /// + public string BuildData { get; private set; } + /// + /// 场景路径 + /// + public string Path { get; private set; } + + public const int __ID__ = -430481116; + public override int GetTypeId() => __ID__; + + public void Resolve(Dictionary _tables) + { + PostResolve(); + } + + public void TranslateText(System.Func translator) + { + } + + public override string ToString() + { + return "{ " + + "ID:" + ID + "," + + "BuildData:" + BuildData + "," + + "Path:" + Path + "," + + "}"; + } + + partial void PostInit(); + partial void PostResolve(); +} +} diff --git a/Forest/Assets/Scripts/Gameplay/DataTable/Build/DataBuild.cs.meta b/Forest/Assets/Scripts/Gameplay/DataTable/Build/DataBuild.cs.meta new file mode 100644 index 0000000..4ec23b8 --- /dev/null +++ b/Forest/Assets/Scripts/Gameplay/DataTable/Build/DataBuild.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1fc8b5d5662154d0fb5d0631f082816e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Forest/Assets/Scripts/Gameplay/DataTable/Tables.cs b/Forest/Assets/Scripts/Gameplay/DataTable/Tables.cs index ad185b4..d6d58f5 100644 --- a/Forest/Assets/Scripts/Gameplay/DataTable/Tables.cs +++ b/Forest/Assets/Scripts/Gameplay/DataTable/Tables.cs @@ -20,6 +20,7 @@ public sealed partial class Tables public AD.ADConfig ADConfig {get; } public Prop.PropConfig PropConfig {get; } public Guide.GuideConfig GuideConfig {get; } + public Build.BuildConfig BuildConfig {get; } public Tables(System.Func loader) { @@ -32,12 +33,15 @@ public sealed partial class Tables tables.Add("Prop.PropConfig", PropConfig); GuideConfig = new Guide.GuideConfig(loader("guide_guideconfig")); tables.Add("Guide.GuideConfig", GuideConfig); + BuildConfig = new Build.BuildConfig(loader("build_buildconfig")); + tables.Add("Build.BuildConfig", BuildConfig); PostInit(); StringConfig.Resolve(tables); ADConfig.Resolve(tables); PropConfig.Resolve(tables); GuideConfig.Resolve(tables); + BuildConfig.Resolve(tables); PostResolve(); } @@ -46,6 +50,7 @@ public sealed partial class Tables loader("ad_adconfig"); loader("prop_propconfig"); loader("guide_guideconfig"); + loader("build_buildconfig"); } public static void AfterLoaded(Action loader) { @@ -53,6 +58,7 @@ public sealed partial class Tables loader("ad_adconfig"); loader("prop_propconfig"); loader("guide_guideconfig"); + loader("build_buildconfig"); } public void TranslateText(System.Func translator) @@ -61,6 +67,7 @@ public sealed partial class Tables ADConfig.TranslateText(translator); PropConfig.TranslateText(translator); GuideConfig.TranslateText(translator); + BuildConfig.TranslateText(translator); } partial void PostInit(); diff --git a/Forest/Assets/Scripts/Gameplay/Debug/SROptions.Level.cs b/Forest/Assets/Scripts/Gameplay/Debug/SROptions.Level.cs index a3e448c..d46a74e 100644 --- a/Forest/Assets/Scripts/Gameplay/Debug/SROptions.Level.cs +++ b/Forest/Assets/Scripts/Gameplay/Debug/SROptions.Level.cs @@ -79,7 +79,7 @@ public partial class SROptions LevelSelectManager.Instance.ClearFile(); } - [Category("存档相关"), DisplayName("清除当前所有选择节点")] + [Category("存档相关"), DisplayName("清除当前场景所有选择节点")] public void ClearBuildOption() { BuildManager.Instance.ClearOption(); diff --git a/Forest/Assets/Scripts/Gameplay2/BuildManager.cs b/Forest/Assets/Scripts/Gameplay2/BuildManager.cs index 2383441..7136876 100644 --- a/Forest/Assets/Scripts/Gameplay2/BuildManager.cs +++ b/Forest/Assets/Scripts/Gameplay2/BuildManager.cs @@ -7,6 +7,9 @@ using Framework.Constants; using Sirenix.OdinInspector; using Cysharp.Threading.Tasks; using System.Collections.Generic; +using cfg.Build; +using PhxhSDK.Phxh; +using UnityEngine.AddressableAssets; namespace Framework.Manager { @@ -115,32 +118,50 @@ namespace Framework.Manager public string PreThematic; } + /// + /// 每个主题节点保存信息 + /// + public class BuildInfo + { + public string BuildSceneID; + public Dictionary ChooseNodeInfo; + + public BuildInfo() + { + ChooseNodeInfo = new Dictionary(); + } + + public BuildInfo(string buildId) + { + BuildSceneID = buildId; + ChooseNodeInfo = new Dictionary(); + } + } + /// /// 玩家养成建造存盘数据 /// public class UserBuildInfo { public int GuideGroup; - public string BuildData = NormalConstants.DefaultBuildID; - public Dictionary ChooseNodeInfo; + public string CurBuildId; + public Dictionary AllChooseNodeInfo; public UserBuildInfo() { - ChooseNodeInfo = new Dictionary(); + AllChooseNodeInfo = new Dictionary(); } - public UserBuildInfo(string buildData) + public UserBuildInfo(string curBuildId) { - DebugUtil.LogError("建造新的buildDAta :{0}", buildData); - BuildData = buildData; - ChooseNodeInfo = new Dictionary(); + CurBuildId = curBuildId; + AllChooseNodeInfo = new Dictionary(); } } public class BuildManager { - public const string UserBuildSaveKey = "UserBuildInfo"; - public const string DefaultBuildID = "Build_1"; + private const string UserBuildSaveKey = "UserBuildInfo"; private const string NodeName = "Node{0}"; private const string OptionName = "Option{0}"; @@ -159,59 +180,135 @@ namespace Framework.Manager } } - public Dictionary NodeInfos; - - public NodeInfo CurIUnlockNodeInfo; - - public bool IsChanging = false; - - //玩家存盘选择信息 - private UserBuildInfo _userBuildInfo; - + /// + /// 玩家存盘选择信息 + /// public UserBuildInfo UserBuildInfo { get => _userBuildInfo; private set => _userBuildInfo = value; } - //已达到的条件 - public int ReachCondition + private UserBuildInfo _userBuildInfo; + + /// + /// 当前主题玩家选择情况 + /// + public BuildInfo BuildInfo { - get => _reachCondition; - private set => _reachCondition = value; + get => _curBuildInfo; + private set => _curBuildInfo = value; } - private int _reachCondition = -1; + private BuildInfo _curBuildInfo; - //动态加载的图标 - private Dictionary _iconSprites; + /// + /// 更换场景 + /// + public bool ChangeBuildSceneID; - //当前场景蓝图 + /// + /// 已达到的条件 + /// + public int ReachCondition { get; private set; } = -1; + + /// + /// 当前场景蓝图 + /// public Sprite CurBlueprint; - //Build场景相机 + /// + /// 当前场景顶栏图片 + /// + public Sprite CurTopBuildUI; + + /// + /// Build场景相机 + /// public Camera CurBuildCamera; + /// + /// 当前场景节点信息 + /// + private Dictionary _nodeInfos; + + /// + ///动态加载的图标 + /// + private Dictionary _iconSprites; + + /// + /// 已经加载的资源 + /// + private readonly List _loadAssets = new List(); private BuildData _curBuildData; private bool _isInit; private bool _isInGame; - public async UniTask Init(BuildData buildData, bool inGame = false, UserBuildInfo userBuildInfo = null) + public async UniTask LoadBuild(string buildID, int reachCondition) + { + InitForStorage(); + + var buildConfigId = !string.IsNullOrEmpty(buildID) ? buildID : _userBuildInfo.CurBuildId; + + if (!TableManager.Instance.Tables.BuildConfig.DataMap.TryGetValue(buildConfigId, out var buildConfig)) + { + DebugUtil.LogError("没有{0}的建造配置", buildConfigId); + return; + } + + if (GuideMananger.Instance.IsGuiding && !string.IsNullOrEmpty(GuideMananger.Instance.PassLevelID)) + { + var guideCondition = int.Parse(GuideMananger.Instance.PassLevelID.Substring("level".Length)); + Instance.UpdateReachCondition(guideCondition); + } + else + { + UpdateReachCondition(reachCondition); + } + + var buildData = await JsonHelper.LoadFromAddressable(buildConfig.BuildData); + await Init(buildData, true); + await Addressables.LoadSceneAsync(buildConfig.Path).ToUniTask(); + _userBuildInfo.CurBuildId = buildConfigId; + StorageManager.Instance.SaveWithoutUpdate(); + } + + /// + /// 获取存盘信息 + /// + private void InitForStorage() { if (_isInit) return; + _userBuildInfo = StorageManager.Instance.GetStorage(NormalConstants.UserBuildSaveKey); + _userBuildInfo ??= new UserBuildInfo(); + if (string.IsNullOrEmpty(_userBuildInfo.CurBuildId)) + { + _userBuildInfo.CurBuildId = TableManager.Instance.Tables.BuildConfig.DataList[0].ID; + DebugUtil.LogError("无存盘信息, 读默认表:{0}", _userBuildInfo.CurBuildId); + } + } + + public async UniTask Init(BuildData buildData, bool inGame = false) + { + if (_isInit && !ChangeBuildSceneID) return; + + _isInGame = inGame; _curBuildData = buildData; - NodeInfos = new Dictionary(); + _nodeInfos = new Dictionary(); _iconSprites = new Dictionary(); InitNodesInfo(); - InitUserBuildInfo(userBuildInfo); + InitUserBuildInfo(); InitCondition(); await InitIcon(); InitBlueprint(); - _isInGame = inGame; + + if (inGame) CurBuildCamera = CameraManager.Instance.UICamera; + _isInit = true; } @@ -241,7 +338,7 @@ namespace Framework.Manager nodeInfo.Options.Add(option, optionInfo); } - NodeInfos.Add(nodeInfo.Name, nodeInfo); + _nodeInfos.Add(nodeInfo.Name, nodeInfo); } } catch (Exception e) @@ -250,44 +347,47 @@ namespace Framework.Manager } } + /// - /// 初始化存盘信息 + /// 初始化选择信息 /// - private void InitUserBuildInfo(UserBuildInfo userBuildInfo) + private void InitUserBuildInfo() { try { - //游戏中传入数据 - if (userBuildInfo != null) - { - _userBuildInfo = userBuildInfo; - } - else + if (!_isInGame) { StorageManager.Instance.Init(); - _userBuildInfo = - StorageManager.Instance.GetStorage(UserBuildSaveKey); - if (_userBuildInfo == null) - { - var buildId = _curBuildData.buildID; - _userBuildInfo = new UserBuildInfo(buildId); - } + _userBuildInfo = StorageManager.Instance.GetStorage(UserBuildSaveKey); } - foreach (var nodeInfo in NodeInfos) + if (_userBuildInfo == null) { - if (_userBuildInfo.ChooseNodeInfo.TryGetValue(nodeInfo.Key, out var option)) + var buildId = _curBuildData.buildID; + _userBuildInfo = new UserBuildInfo(buildId); + } + + var curBuildID = _curBuildData.buildID; + //获取节点存盘信息 + if (!_userBuildInfo.AllChooseNodeInfo.TryGetValue(curBuildID, out var buildInfo)) + { + _userBuildInfo.AllChooseNodeInfo.TryAdd(curBuildID, new BuildInfo(curBuildID)); + } + + foreach (var nodeInfo in _nodeInfos) + { + if (_userBuildInfo.AllChooseNodeInfo[curBuildID].ChooseNodeInfo + .TryGetValue(nodeInfo.Key, out var option)) { continue; } - /*var optionInfo = nodeInfo.Value.GetOptionInfo(); - if (optionInfo == null) return; - - _userBuildInfo.ChooseNodeInfo.TryAdd(nodeInfo.Key, optionInfo.Name);*/ - _userBuildInfo.ChooseNodeInfo.TryAdd(nodeInfo.Key, ""); + _userBuildInfo.AllChooseNodeInfo[curBuildID].ChooseNodeInfo.TryAdd(nodeInfo.Key, ""); + DebugUtil.LogError("当前场景:{0},添加了信息节点:{1},选项:{2}", curBuildID, nodeInfo.Key, ""); } + _curBuildInfo = _userBuildInfo.AllChooseNodeInfo[curBuildID]; + //DebugUserChooseNode(); } catch (Exception e) @@ -310,7 +410,7 @@ namespace Framework.Manager foreach (var unlockInfo in _curBuildData.unlockInfos) { var nodeName = string.Format(NodeName, unlockInfo.conditionGroup); - if (NodeInfos.TryGetValue(nodeName, out var nodeInfo)) + if (_nodeInfos.TryGetValue(nodeName, out var nodeInfo)) { nodeInfo.Condition = unlockInfo.condition; var nextNode = string.Format(NodeName, unlockInfo.preGroup); @@ -326,7 +426,7 @@ namespace Framework.Manager foreach (var unlockInfo in _curBuildData.unlockInfos) { var optionName = string.Format(OptionName, unlockInfo.conditionGroup); - foreach (var nodeInfo in NodeInfos.Values) + foreach (var nodeInfo in _nodeInfos.Values) { if (nodeInfo.Options.TryGetValue(optionName, out var optionInfo)) { @@ -358,7 +458,7 @@ namespace Framework.Manager { try { - foreach (var nodeInfo in NodeInfos.Values) + foreach (var nodeInfo in _nodeInfos.Values) { foreach (var optionInfo in nodeInfo.Options.Values) { @@ -394,14 +494,18 @@ namespace Framework.Manager } /// - /// 加载当前场景蓝图 + /// 加载当前场景蓝图和对应UI /// private async void InitBlueprint() { try { - var path = string.Format(Constants.PathConstants.BuildBlueprint, _curBuildData.buildID); - CurBlueprint = await AssetManager.Instance.LoadAssetAsync(path); + var bluePath = string.Format(Constants.PathConstants.BuildBlueprint, _curBuildData.buildID); + CurBlueprint = await AssetManager.Instance.LoadAssetAsync(bluePath); + var buildUIPath = string.Format(PathConstants.BuildTopUIPath, _curBuildData.buildID); + CurTopBuildUI = await AssetManager.Instance.LoadAssetAsync(buildUIPath); + _loadAssets.Add(bluePath); + _loadAssets.Add(buildUIPath); } catch (Exception e) { @@ -414,7 +518,7 @@ namespace Framework.Manager /// public Sprite GetOptionIcon(string nodeName, string optionName) { - if (NodeInfos.TryGetValue(nodeName, out var nodeInfo)) + if (_nodeInfos.TryGetValue(nodeName, out var nodeInfo)) { if (nodeInfo.Options.TryGetValue(optionName, out var optionInfo)) { @@ -432,7 +536,7 @@ namespace Framework.Manager public int GetCondition(string nodeName) { var condition = 0; - if (NodeInfos.TryGetValue(nodeName, out var nodeInfo)) + if (_nodeInfos.TryGetValue(nodeName, out var nodeInfo)) { condition = nodeInfo.Condition; } @@ -440,17 +544,20 @@ namespace Framework.Manager return condition; } + /// + /// 保存节点 + /// public void SaveNodeInfo(string node, string option) { - if (_userBuildInfo.ChooseNodeInfo.TryGetValue(node, out var oldOption)) + if (_curBuildInfo.ChooseNodeInfo.TryGetValue(node, out var oldOption)) { - _userBuildInfo.ChooseNodeInfo[node] = option; - DebugUtil.LogY($"节点{node}保存了{option}选择"); + _curBuildInfo.ChooseNodeInfo[node] = option; + DebugUtil.LogY($"场景{_userBuildInfo.CurBuildId}中的节点{node}保存了{option}选择"); } else { DebugUtil.LogWarning("玩家Build存档信息没有 {0} 节点信息,请检查初始化", node); - _userBuildInfo.ChooseNodeInfo.Add(node, option); + _curBuildInfo.ChooseNodeInfo.Add(node, option); } StorageManager.Instance.SaveWithoutUpdate(); @@ -467,10 +574,10 @@ namespace Framework.Manager { case UnlockType.ForGroup: { - foreach (var node in NodeInfos) + foreach (var node in _nodeInfos) { - if (_userBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var curNode) && - _userBuildInfo.ChooseNodeInfo.TryGetValue(node.Value.PreGroup, out var preNode)) + if (_curBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var curNode) && + _curBuildInfo.ChooseNodeInfo.TryGetValue(node.Value.PreGroup, out var preNode)) { //当前节点位选择且前置节点已选择 if (string.IsNullOrEmpty(curNode) && !string.IsNullOrEmpty(preNode)) @@ -481,7 +588,7 @@ namespace Framework.Manager } } - var firstNode = NodeInfos + var firstNode = _nodeInfos .OrderBy(kv => kv.Value.Condition) .FirstOrDefault(); @@ -503,7 +610,7 @@ namespace Framework.Manager public void UpdateReachCondition(int condition) { //TODO 分场景 、解锁类型、解锁条件 - _reachCondition = condition; + ReachCondition = condition; } /// @@ -530,10 +637,10 @@ namespace Framework.Manager /// public void ClearOption() { - foreach (var node in NodeInfos) + foreach (var node in _nodeInfos) { - if (_userBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var option)) - _userBuildInfo.ChooseNodeInfo[node.Key] = ""; + if (_curBuildInfo.ChooseNodeInfo.TryGetValue(node.Key, out var option)) + _curBuildInfo.ChooseNodeInfo[node.Key] = ""; } DebugUserChooseNode(); @@ -542,7 +649,7 @@ namespace Framework.Manager private void DebugUserChooseNode() { - foreach (var infos in _userBuildInfo.ChooseNodeInfo) + foreach (var infos in BuildInfo.ChooseNodeInfo) { DebugUtil.LogError("节点 {0} 选择的的是 {1}", infos.Key, infos.Value); } @@ -550,6 +657,15 @@ namespace Framework.Manager public void Release() { + foreach (var icon in _iconSprites) + { + AssetManager.Instance.Unload(icon.Key); + } + + foreach (var ass in _loadAssets) + { + AssetManager.Instance.Unload(ass); + } } } } \ No newline at end of file diff --git a/Forest/Assets/Scripts/Gameplay2/GameBuild/BuildBoot.cs b/Forest/Assets/Scripts/Gameplay2/GameBuild/BuildBoot.cs index 54103d2..b2d4ed4 100644 --- a/Forest/Assets/Scripts/Gameplay2/GameBuild/BuildBoot.cs +++ b/Forest/Assets/Scripts/Gameplay2/GameBuild/BuildBoot.cs @@ -316,13 +316,18 @@ public class BuildBoot : MonoBehaviour /// private void UpdateBuildDisplay() { - var chooseNodeInfo = BuildManager.Instance.UserBuildInfo.ChooseNodeInfo; + var chooseNodeInfo = BuildManager.Instance.BuildInfo.ChooseNodeInfo; if (chooseNodeInfo == null || chooseNodeInfo.Count <= 0) { DebugUtil.LogError("Build Boot: 玩家在该场景的建造信息获取错误"); return; } + /*foreach (var choose in BuildManager.Instance.BuildInfo.ChooseNodeInfo) + { + DebugUtil.LogError("{0} 的选择为: {1}", choose.Key, choose.Value); + }*/ + CurCondition = BuildManager.Instance.ReachCondition < 0 ? CurCondition : BuildManager.Instance.ReachCondition; @@ -485,6 +490,7 @@ public class BuildBoot : MonoBehaviour GameStateManager.Instance.ChangeState(new LevelState(levelID)); EventManager.Instance.Send(EventManager.EventName.EnterGame); } + BuildManager.Instance.PlaySound(); } @@ -526,7 +532,7 @@ public class BuildBoot : MonoBehaviour if (_curNode == null || _newOption == null) { - _curBubble.SetActive(true); + _curBubble?.SetActive(true); return; } @@ -678,6 +684,7 @@ public class BuildBoot : MonoBehaviour InputManager.Instance.OnBuildBubbleClick += OnBuildBubbleClick; EventManager.Instance.Register(EventManager.EventName.HideBuildUI, HideUI); EventManager.Instance.Register(EventManager.EventName.ShowBuildUI, ShowUI); + EventManager.Instance.Register(EventManager.EventName.ChangeBuildScene, UpdateBuildDisplay); EventManager.Instance.Register(EventManager.EventName.RefreshGameData, UpdateReachCondition); } @@ -691,6 +698,7 @@ public class BuildBoot : MonoBehaviour EventManager.Instance.Unregister(EventManager.EventName.HideBuildUI, HideUI); EventManager.Instance.Unregister(EventManager.EventName.ShowBuildUI, ShowUI); + EventManager.Instance.Unregister(EventManager.EventName.ChangeBuildScene, UpdateBuildDisplay); EventManager.Instance.Unregister(EventManager.EventName.RefreshGameData, UpdateReachCondition); } } \ No newline at end of file diff --git a/Forest/Assets/Scripts/Gameplay2/GameBuild/BuildEditor.cs b/Forest/Assets/Scripts/Gameplay2/GameBuild/BuildEditor.cs index 9923b20..569714f 100644 --- a/Forest/Assets/Scripts/Gameplay2/GameBuild/BuildEditor.cs +++ b/Forest/Assets/Scripts/Gameplay2/GameBuild/BuildEditor.cs @@ -36,14 +36,19 @@ namespace Framework.GameBuild private void Awake() { BuildData = JsonToLevelData(buildDataJson); - BuildManager.Instance.Init(BuildData); + Init(); } - + + private async void Init() + { + await BuildManager.Instance.Init(BuildData); + } + private void OnDestroy() { BuildManager.Instance.Release(); } - + private BuildData JsonToLevelData(TextAsset jsonText) { #if UNITY_EDITOR @@ -67,7 +72,7 @@ namespace Framework.GameBuild return null; #endif } - + public void SaveData() { #if UNITY_EDITOR @@ -80,6 +85,5 @@ namespace Framework.GameBuild } #endif } - } } \ No newline at end of file diff --git a/Forest/ProjectSettings/GvhProjectSettings.xml b/Forest/ProjectSettings/GvhProjectSettings.xml index 8777098..47fce63 100644 --- a/Forest/ProjectSettings/GvhProjectSettings.xml +++ b/Forest/ProjectSettings/GvhProjectSettings.xml @@ -1,22 +1,6 @@ - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/Tool/Luban/.cache.meta b/Tool/Luban/.cache.meta index 5f20213..bbc3d05 100644 --- a/Tool/Luban/.cache.meta +++ b/Tool/Luban/.cache.meta @@ -1,26 +1,30 @@ -/Users/zhangaotian/UnityProject/Forest_Client/Forest/Assets/Config/Data/ad_adconfig.json,A36B3A44ABABA2DDE095849E3626C9,1094,1723616194219 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