NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/PVP/PVPManager.DefenderPrepare.cs

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using System.Collections;
using System.Collections.Generic;
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using System.Linq;
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using Cysharp.Threading.Tasks;
using Framework;
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using Framework.Wrapper;
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using Gameplay;
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using Gameplay.Common;
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using Gameplay.Level;
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using Gameplay.Net;
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using Gameplay.SubSystems;
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using PhxhSDK;
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using TGS;
using UnityEngine;
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using UnityEngine.SceneManagement;
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//防守方布阵
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public partial class PVPManager
{
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private string _scenePath;
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public async void EnterDefendPrepare()
{
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await LoadingManager.Instance.ExecuteLoading(new PVPDefendLoadingExecutor(), 0f, 0f);
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}
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public async void ExitDefendPrepare(List<PVPUnitInfo> unitInfosAfterEdit)
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{
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SetPVPDefenderPrepareData(unitInfosAfterEdit);
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PrepareTeamManager.Instance.Dispose();
await CommonUtils.CloseUIWithScene(UINameConst.UI_PVPDefendPrepare);
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}
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public async void ExitDefendPrepare()
{
PrepareTeamManager.Instance.Dispose();
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//await GameSceneHelper.Instance.UnloadSceneForUIView();
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await CommonUtils.CloseUIWithScene(UINameConst.UI_PVPDefendPrepare);
}
public void SavePvPDefenderPrepareData(List<PVPUnitInfo> unitInfosAfterEdit)
{
SetPVPDefenderPrepareData(unitInfosAfterEdit);
}
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private void SetPVPDefenderPrepareData(List<PVPUnitInfo> unitInfos)
{
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if (unitInfos.Count == 0)
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return;
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unitInfos.Sort((a, b) => a.type.CompareTo(b.type));
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//uint vehicleID = 0;//unitInfos[^1].type == Unit.UnitType.Vehicle ? unitInfos[^1].unitID : 0;
var buildingList = new List<uint>();
var characterIDList = new List<uint>();
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var vehicleIDList = new List<uint>();
foreach (var unitInfo in unitInfos)
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{
if (unitInfo.type == Unit.UnitType.Charactor)
{
characterIDList.Add(unitInfo.unitID);
}
if (unitInfo.type == Unit.UnitType.Vehicle)
{
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vehicleIDList.Add(unitInfo.unitID);
}
if (unitInfo.type == Unit.UnitType.Building)
{
buildingList.Add(unitInfo.unitID);
}
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}
uint[] characterIDs = characterIDList.ToArray();//new uint[vehicleID == 0 ? unitInfos.Count : unitInfos.Count - 1];
uint[] buildingIDs = buildingList.ToArray();
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uint[] vehicleIDs = vehicleIDList.ToArray();
// for (int i = 0; i < characterIDs.Length; i++)
// {
// characterIDs[i] = unitInfos[i].unitID;
// }
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if (characterIDs.Length > GLConfig.Inst.data.PvpFightCharacterLimit)
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{
DebugUtil.LogError("保存的CharacterID长度有误length:" + characterIDs.Length);
return;
}
for (int i = 0; i < characterIDs.Length; i++)
{
var curIdx = characterIDs[i];
int j = 0;
while (j < characterIDs.Length)
{
if (j == i)
{
++j;
continue;
}
if (curIdx == characterIDs[j])
{
DebugUtil.LogError("保存的CharacterID有重复ID:" + curIdx);
return;
}
++j;
}
}
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if (buildingIDs.Length > GLConfig.Inst.data.PvpFightBuildLimit)
{
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DebugUtil.LogError("保存的BuildingID长度有误length:" + characterIDs.Length);
return;
}
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byte[] teamData = PVPUnitInfo.Serialize(unitInfos);
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NetHelper.SetDefenceTeamForPvp(characterIDs, vehicleIDs, buildingIDs, teamData);
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}
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}