队伍选择和指挥官技能UI
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ProjectNLD/Assets/Art/UI/Fonts/SourceHanSansCN-Medium SDF.asset (Stored with Git LFS)
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ProjectNLD/Assets/Art/UI/Fonts/SourceHanSansCN-Medium SDF.asset (Stored with Git LFS)
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@ -81,6 +81,7 @@ public partial class UIManager
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_WindowMeta(UINameConst.UINoticeTwo, UIWindowLayer.Waiting);
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_WindowMeta(UINameConst.UI_CommandSkillCultivate, UIWindowLayer.Normal);
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_WindowMeta(UINameConst.UI_TeamAndSkillSelect, UIWindowLayer.Normal);
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}
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@ -174,8 +175,14 @@ public static class UINameConst
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public static readonly string UI_Patio = "MainScene/Raffle/UI_Patio";
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public static readonly string UI_BuyDiamond = "Interface/Shop/UI_BuyDiamond";
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public static readonly string UI_LevelDetail = "LevelSelect/UI_LevelDetail";
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/// <summary>
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/// 指挥官技能养成界面
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/// </summary>
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public static readonly string UI_CommandSkillCultivate = "CommandSkill/UI_CommandSkillCultivate";
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public static readonly string UI_TeamAndSkillSelect = "CommandSkill/CommandAndTeamSelect/TeamAndSkillSelect";
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/// <summary>
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/// 队伍选择和指挥官技能选择进入战斗界面
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/// </summary>
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public static readonly string UI_TeamAndSkillSelect = "CommandSkill/CommandAndTeamSelect/UI_TeamAndSkillSelect";
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public static readonly string UI_DailyBonus = "Interface/UI_DailyBonus";
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}
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@ -94,7 +94,7 @@ public partial class SROptions
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[Category("快速创建默认队列")]
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public void CreateDefaultTeam()
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{
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Team team = new Team(0, "DefaultTeam", 1, new uint[]{100001, 100002, 100003, 100004, 100005}, 300001);
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Team team = new Team(0, "DefaultTeam", 1, new uint[] { 100001, 100002, 100003, 100004, 100005 }, new uint[] { 0, 0, 0 }, 300001);
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TeamEditManager.Instance.SaveTeam(team);
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}
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}
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@ -91,7 +91,7 @@ public class TeamEditManager : Singlenton<TeamEditManager>, IInitable
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}
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//在管理器内部创建一个成员Team
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public void CreateTeam(int idx, string name, int icon, uint[] characterIDs, uint vehicleID)
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public void CreateTeam(int idx, string name, int icon, uint[] characterIDs, uint[] playerSkillIDs, uint vehicleID)
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{
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//test
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for (int i = 0; i < characterIDs.Length; i++)
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@ -103,14 +103,14 @@ public class TeamEditManager : Singlenton<TeamEditManager>, IInitable
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characterIDs[i] = 0;
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}
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}
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_teamList.Add(new Team(idx, name, icon, characterIDs, vehicleID));
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_teamList.Add(new Team(idx, name, icon, characterIDs, playerSkillIDs, vehicleID));
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}
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public void CreateTeam(Team team)
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{
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CreateTeam(team.TeamIndex, team.Name, team.IconNumber, team.GetCharacterIDs(), team.GetVehicleID());
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CreateTeam(team.TeamIndex, team.Name, team.IconNumber, team.GetCharacterIDs(), team.GetPlayerSkillIDs(), team.GetVehicleID());
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}
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public Team GetTeamByIndex(uint idx)
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@ -304,13 +304,14 @@ public class TeamEditManager : Singlenton<TeamEditManager>, IInitable
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var info = teamInfos[i];
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if (info != null)
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{
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CreateTeam(i, info.Name, (int)info.Icon, info.CharacterIDs, info.VehicleID);
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CreateTeam(i, info.Name, (int)info.Icon, info.CharacterIDs, info.PlayerSkillIDs, info.VehicleID);
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}
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else
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{
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//test
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uint[] testIDs = {0, 0, 0, 0, 0, 0};
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CreateTeam(i, CommonUtils.GetLocalizeText("team_edit_default" + i), 1, testIDs, 0);
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uint[] testSkillIDs = { 0, 0, 0 };
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CreateTeam(i, CommonUtils.GetLocalizeText("team_edit_default" + i), 1, testIDs, testSkillIDs, 0);
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}
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}
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}
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@ -347,7 +348,7 @@ public class Team
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public const int MAX_VEHICLE_COUNT = 1;
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public const uint NONE_ID = 0;
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public Team(int teamIdx, string name, int icon, uint[] characterIDs, uint vehicleID)
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public Team(int teamIdx, string name, int icon, uint[] characterIDs, uint[] playerSkillIDs, uint vehicleID)
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{
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_teamIdx = teamIdx;
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_name = name;
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@ -373,7 +374,21 @@ public class Team
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{
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_characterIDs = (uint[]) characterIDs.Clone();
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}
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uint[] tempSkillIDs = { NONE_ID, NONE_ID, NONE_ID };
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// 判断一下传入的技能列表是否达到固定长度,未达到后面添加0到满足固定长度
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if (playerSkillIDs.Length < CommandSkillManager.COMMAND_SKILL_COUNT)
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{
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for (int i = 0; i < tempSkillIDs.Length; i++)
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{
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if (i < tempSkillIDs.Length)
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tempSkillIDs[i] = tempSkillIDs[i];
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}
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_playerSkillIDs = tempSkillIDs;
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}
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else
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_playerSkillIDs = (uint[])tempSkillIDs.Clone();
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_vehicleID = vehicleID;
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}
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@ -19,8 +19,11 @@ using NPOI.SS.Formula.Functions;
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using BehaviorDesigner.Runtime.Tasks.Unity.UnityParticleSystem;
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using Gameplay.PlayerSkill;
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using Gameplay.Skill;
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using Constants = Framework.Constants;
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using DG.Tweening;
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using Gameplay.Level;
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using Gameplay;
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using static MagicaCloth2.TeamManager;
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using Constants = Framework.Constants;
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/// <summary>
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/// 队伍和技能选择界面
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@ -35,11 +38,16 @@ public class UI_TeamAndSkillSelectController : UIWindow
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return await UIManager.Instance.OpenWindow(UINameConst.UI_TeamAndSkillSelect, levelId);
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}
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#region 类
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/// <summary>
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/// 队伍
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/// 无效技能id
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/// </summary>
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private class TeamItem : UIBaseItem
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private const int INVAIN_SKILL_ID = 0;
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#region 类
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/// <summary>
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/// 队伍
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/// </summary>
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private class TeamItem : UIBaseItem
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{
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#region UI
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/// <summary>
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@ -73,27 +81,42 @@ public class UI_TeamAndSkillSelectController : UIWindow
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private RectTransform rectTransformTeam;
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#endregion
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/// <summary>
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/// 队伍索引
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/// </summary>
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private readonly int index;
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/// <summary>
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/// 队伍数据
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/// </summary>
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private Team teamData;
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/// <summary>
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/// 是否选中
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/// </summary>
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private bool isSelect;
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private readonly bool isSelect;
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/// <summary>
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/// 选择队伍回调
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/// </summary>
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private readonly Action<TeamItem> selectTeamAction;
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public bool IsSelect
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{
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get { return isSelect; }
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set
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{
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//rectTransformTeam.DOPivotX(1f, 0.3f);
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if(value)
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rectTransformTeam.DOPivotX(0f, 0.3f);
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else
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rectTransformTeam.DOPivotX(1f, 0.3f);
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}
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}
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public TeamItem(GameObject root, int index) : base(root)
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/// <summary>
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/// 队伍数据
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/// </summary>
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public Team TeamData
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{
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this.index = index;
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get { return teamData; }
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}
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public TeamItem(GameObject root, Action<TeamItem> selectTeam) : base(root)
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{
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selectTeamAction = selectTeam;
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goTeam = FindObj("ImageTeamName");
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textTeamNum = GetComponent<TMP_Text>("TextTeamNum");
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@ -104,19 +127,21 @@ public class UI_TeamAndSkillSelectController : UIWindow
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buttonRoot = GoRoot.GetComponent<Button>();
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rectTransformTeam = goTeam.transform as RectTransform;
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BindButton(buttonRoot, OnPop);
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BindButton(buttonReturn, OnPush);
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BindButton(buttonRoot, OnClick);
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BindButton(buttonReturn, OnClick);
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BindButton(buttonEdit, OnEdit);
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}
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/// <summary>
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/// 入口
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/// </summary>
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public void SetInfo()
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rectTransformTeam.pivot = new Vector2(1f, rectTransformTeam.pivot.y);
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}
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/// <summary>
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/// 入口
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/// </summary>
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public void SetInfo(Team team)
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{
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textTeamNum.text = $"{index + 1}";
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teamData = team;
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Team team = TeamEditManager.Instance.TeamList[index];
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textTeamNum.text = $"{teamData.TeamIndex + 1}";
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textName.text = team.Name;
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//imageTeamLogo.sprite = await AssetManager.Instance.LoadAssetAsync<Sprite>(team.); TODO 加载队伍图标
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@ -125,20 +150,12 @@ public class UI_TeamAndSkillSelectController : UIWindow
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#region 按钮回调方法
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/// <summary>
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/// UI收回
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/// 点击
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/// </summary>
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private void OnPush()
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private void OnClick()
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{
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rectTransformTeam.DOPivotX(1f, 0.3f);
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}
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/// <summary>
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/// UI弹出
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/// </summary>
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private void OnPop()
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{
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rectTransformTeam.DOPivotX(0f, 0.3f);
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}
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selectTeamAction?.Invoke(this);
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}
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/// <summary>
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/// 队伍编辑
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@ -147,15 +164,15 @@ public class UI_TeamAndSkillSelectController : UIWindow
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{
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TeamEditManager.Instance.RefreshTeams();
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await TeamEditManager.Instance.PreLoadAssets();
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await UIManager.Instance.OpenWindow(UINameConst.UITeamChoose, index);
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await UIManager.Instance.OpenWindow(UINameConst.UITeamChoose, teamData.TeamIndex);
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}
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#endregion
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}
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/// <summary>
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/// 技能
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/// 选中的指挥官技能
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/// </summary>
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private class SkillItem : UIBaseItem
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private class UseSkillItem : UIBaseItem
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{
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/// <summary>
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/// 打开技能选择按钮
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@ -166,7 +183,10 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// </summary>
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private Image imageLogo;
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private readonly string UI_Plus_Icon_Path = "Assets/Art/UI/Texture/UI_Pic_Team/UI_TeamAndSkillSelect/UI_Plus";
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/// <summary>
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/// 未携带技能的图标状态
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/// </summary>
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private readonly string UI_Plus_Icon_Path = "Assets/Art/UI/Texture/UI_Pic_Team/UI_TeamAndSkillSelect/UI_Plus.png";
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/// <summary>
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/// 打开技能选择界面回调
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/// </summary>
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@ -176,7 +196,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// </summary>
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private int index;
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public SkillItem(GameObject root, int index, Action openSelectSkillAction) : base(root)
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public UseSkillItem(GameObject root, int index, Action openSelectSkillAction) : base(root)
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{
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this.index = index;
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this.openSelectSkillAction = openSelectSkillAction;
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@ -189,12 +209,13 @@ public class UI_TeamAndSkillSelectController : UIWindow
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public async void SetInfo(int skillId)
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{
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if (skillId == Constants.INVALID_ID)
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if (skillId == INVAIN_SKILL_ID)
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imageLogo.sprite = await AssetManager.Instance.LoadAssetAsync<Sprite>(UI_Plus_Icon_Path);
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else
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{
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DataPlayerSkill dataPlayerSkill = TableManager.Instance.Tables.PlayerSkillConfig.Get(skillId);
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imageLogo.sprite = await AssetManager.Instance.LoadAssetAsync<Sprite>(dataPlayerSkill.IconPath);
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string iconPath = $"{Constants.UI_PlaySkill_IconPathFolder}{dataPlayerSkill.IconPath}.png";
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imageLogo.sprite = await AssetManager.Instance.LoadAssetAsync<Sprite>(iconPath);
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}
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IsScaleShow = true;
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@ -379,7 +400,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// <summary>
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/// 动态列表
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/// </summary>
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private RecycleView phxhRecycleView;
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private RecycleView recycleView;
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/// <summary>
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/// 滑动列表
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/// </summary>
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@ -438,8 +459,8 @@ public class UI_TeamAndSkillSelectController : UIWindow
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textSkillTitle = GetComponent<TMP_Text>("Image_BG/Image_RightBG/Text_SkillTitle");
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textSkillCollingTime = GetComponent<TMP_Text>("Image_BG/Image_RightBG/Text_SkillCollingTime");
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textDescribe = GetComponent<TMP_Text>("Image_BG/Image_RightBG/Text_Describe");
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phxhRecycleView = GetComponent<RecycleView>("Image_BG/PhxhScrollView");
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scrollRect = phxhRecycleView.transform.GetComponent<ScrollRect>();
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recycleView = GetComponent<RecycleView>("Image_BG/ScrollView");
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scrollRect = recycleView.transform.GetComponent<ScrollRect>();
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listTab.Add(new TabItem(FindObj("Image_BG/Button_ConductTitle"), PlayerSkillType.Conduct, OnSelectTab));
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listTab.Add(new TabItem(FindObj("Image_BG/Button_AttackTitle"), PlayerSkillType.Attack, OnSelectTab));
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@ -458,7 +479,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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}
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#endregion
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phxhRecycleView.Init(RefreshItem);
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recycleView.Init(RefreshItem);
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BindButton(buttonCancel, OnCancel);
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BindButton(buttonClose, OnClose);
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@ -477,7 +498,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// </summary>
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private void RefreshSkillList()
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{
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phxhRecycleView.ShowList(GetRecycleListShowCount());
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recycleView.ShowList(GetRecycleListShowCount());
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// 默认选中第一个
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List<DataPlayerSkill> listCurSkillData = GetCurTapSkillDatas();
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@ -627,15 +648,23 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// <summary>
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/// 选中的技能列表
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/// </summary>
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private readonly List<SkillItem> listSkill = new(CommandSkillManager.COMMAND_SKILL_COUNT);
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/// <summary>
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/// 编队列表
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/// </summary>
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private readonly List<TeamItem> listTeam = new(TeamEditManager.MAX_TEAM_COUNT);
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private readonly List<UseSkillItem> listSkill = new(CommandSkillManager.COMMAND_SKILL_COUNT);
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/// <summary>
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/// 编队列表(有10个队伍,但是该界面只有8个队伍,后续可能修改)
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/// </summary>
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private readonly List<TeamItem> listTeam = new(TeamEditManager.MAX_TEAM_COUNT);
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/// <summary>
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/// 选择技能面板
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/// </summary>
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private SelectSkillPanel selectSkillPanel;
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/// <summary>
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/// 当前选中队伍
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/// </summary>
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private TeamItem curTeamItem;
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/// <summary>
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/// 当前关卡id
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/// </summary>
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private int curLevelId;
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/// <summary>
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/// 初始化
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@ -644,18 +673,18 @@ public class UI_TeamAndSkillSelectController : UIWindow
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{
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TeamAndSkillSelectBinder.GetComponents(this);
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selectSkillPanel = new SelectSkillPanel(FindObj("ImageBG/ChangeSkillPanel"));
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selectSkillPanel = new SelectSkillPanel(FindObj("ImageBG/SelectSkillPanel"));
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Transform tsTeamRoot = FindObj("ImageBG/Teams").transform;
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for (int i = 0; i < tsTeamRoot.childCount; ++i)
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{
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listTeam.Add(new TeamItem(tsTeamRoot.GetChild(i).gameObject, i));
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listTeam.Add(new TeamItem(tsTeamRoot.GetChild(i).gameObject, OnSelectTeam));
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}
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Transform tsSkillRoot = FindObj("ImageBG/CommandSkill").transform;
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Transform tsSkillRoot = FindObj("ImageBG/CommandSkills").transform;
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for (int i = 0; i < tsSkillRoot.childCount; ++i)
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{
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listSkill.Add(new SkillItem(tsSkillRoot.GetChild(i).gameObject, i, OnOpenSkillSelect));
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listSkill.Add(new UseSkillItem(tsSkillRoot.GetChild(i).gameObject, i, OnOpenSkillSelect));
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}
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BindButton(Button_Back, OnBack);
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@ -669,22 +698,18 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// <param name="data"></param>
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protected override void OnShowWindow(object data = null)
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{
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selectSkillPanel.IsScaleShow = false;
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if (data != null)
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curLevelId = (int)data;
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foreach (TeamItem teamItem in listTeam)
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{
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teamItem.SetInfo();
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}
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selectSkillPanel.IsScaleShow = false;
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TeamManager.Instance.Init();
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for (int i = 0; i < CommandSkillManager.COMMAND_SKILL_COUNT; ++i)
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for (int i=0;i<listTeam.Count;++i)
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{
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if(TeamManager.Instance.CommonSkillMgr.CommandSkillIDs.Count > i)
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listSkill[i].SetInfo(TeamManager.Instance.CommonSkillMgr.CommandSkillIDs[i]);
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else
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listSkill[i].SetInfo(Constants.INVALID_ID);
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listTeam[i].SetInfo(TeamEditManager.Instance.TeamList[i]);
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}
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||||
}
|
||||
|
||||
OnSelectTeam(listTeam[TeamEditManager.Instance.SelectTeamIdx]); // 初始选中
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重新加载窗口时调用
|
||||
|
|
@ -713,6 +738,39 @@ public class UI_TeamAndSkillSelectController : UIWindow
|
|||
base.OnRelease();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 进入关卡完成后回调
|
||||
/// </summary>
|
||||
private void OnEnterLevelFinished()
|
||||
{
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 刷新队伍使用的技能
|
||||
/// </summary>
|
||||
public void RefreshTeamUseSkill()
|
||||
{
|
||||
if (curTeamItem == null)
|
||||
{
|
||||
for (int i = 0; i < CommandSkillManager.COMMAND_SKILL_COUNT; ++i)
|
||||
{
|
||||
listSkill[i].SetInfo(INVAIN_SKILL_ID);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
uint[] skills = curTeamItem.TeamData.GetPlayerSkillIDs();
|
||||
for (int i = 0; i < CommandSkillManager.COMMAND_SKILL_COUNT; ++i)
|
||||
{
|
||||
if (skills.Length > i)
|
||||
listSkill[i].SetInfo((int)skills[i]);
|
||||
else
|
||||
listSkill[i].SetInfo(INVAIN_SKILL_ID);
|
||||
}
|
||||
}
|
||||
|
||||
#region 按钮回调方法
|
||||
/// <summary>
|
||||
/// 返回
|
||||
|
|
@ -733,16 +791,43 @@ public class UI_TeamAndSkillSelectController : UIWindow
|
|||
/// <summary>
|
||||
/// 扫荡
|
||||
/// </summary>
|
||||
private void OnSweep()
|
||||
private async void OnSweep()
|
||||
{
|
||||
// TODO
|
||||
Debug.Log("点击扫荡");
|
||||
}
|
||||
if (curTeamItem == null)
|
||||
return;
|
||||
|
||||
if (curTeamItem.TeamData.IsMemberEmpty())
|
||||
return;
|
||||
|
||||
// 关闭选关界面和场景
|
||||
await CommonUtils.CloseUIWithScene(UINameConst.UI_LevelSelect);
|
||||
LevelManager.Instance.TryEnterLevel(curLevelId, OnEnterLevelFinished);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 打开技能选择界面
|
||||
/// 选择队伍
|
||||
/// </summary>
|
||||
private void OnOpenSkillSelect()
|
||||
private void OnSelectTeam(TeamItem teamItem)
|
||||
{
|
||||
#region 选中状态
|
||||
if (curTeamItem == teamItem)
|
||||
return;
|
||||
|
||||
if (curTeamItem != null)
|
||||
curTeamItem.IsSelect = false;
|
||||
|
||||
curTeamItem = teamItem;
|
||||
curTeamItem.IsSelect = true;
|
||||
#endregion
|
||||
|
||||
TeamEditManager.Instance.SetSelectTeam((uint)teamItem.TeamData.TeamIndex);
|
||||
RefreshTeamUseSkill();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 打开技能选择界面
|
||||
/// </summary>
|
||||
private void OnOpenSkillSelect()
|
||||
{
|
||||
selectSkillPanel.SetInfo();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -279,6 +279,5 @@ public class CommandSkillData
|
|||
skillLevel = Actor.Instance.PlayerSkill.GetLevel(id);
|
||||
skillUpgradeData = TableManager.Instance.Tables.PlayerSkillUpgrade.Get(skillID, skillLevel);
|
||||
playerSkill = TableManager.Instance.Tables.PlayerSkillConfig.Get(skillID);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -498,12 +498,12 @@ public class UI_CommandSkillCultivateController : UIWindow
|
|||
{
|
||||
RefreshAllUI();
|
||||
|
||||
EventManager.Instance.Register(EventManager.EventName.CultivatePlayerSkillUpgrade, RefreshAllUI);
|
||||
EventManager.Instance.Register(EventManager.EventName.CultivatePlayerSkillUpgrade, OnSkillUpgrade);
|
||||
}
|
||||
|
||||
protected override void OnHideWindow()
|
||||
{
|
||||
EventManager.Instance.Unregister(EventManager.EventName.CultivatePlayerSkillUpgrade, RefreshAllUI);
|
||||
EventManager.Instance.Unregister(EventManager.EventName.CultivatePlayerSkillUpgrade, OnSkillUpgrade);
|
||||
}
|
||||
|
||||
public override void OnRelease()
|
||||
|
|
@ -511,6 +511,16 @@ public class UI_CommandSkillCultivateController : UIWindow
|
|||
base.OnRelease();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 接收到服务器的技能升级消息
|
||||
/// </summary>
|
||||
private void OnSkillUpgrade()
|
||||
{
|
||||
Button_LevelUp.interactable = true;
|
||||
|
||||
RefreshAllUI();
|
||||
}
|
||||
|
||||
#region 刷新方法
|
||||
/// <summary>
|
||||
/// 刷新所有UI
|
||||
|
|
@ -684,6 +694,8 @@ public class UI_CommandSkillCultivateController : UIWindow
|
|||
return;
|
||||
}
|
||||
|
||||
Button_LevelUp.interactable = false; // 防止快速重复点击
|
||||
|
||||
NetHelper.PlayerSkillUpgrade((uint)curSelectItem.SkillData.SkillID);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -8,7 +8,6 @@ using UnityEngine.UIElements;
|
|||
using Button = UnityEngine.UI.Button;
|
||||
using Image = UnityEngine.UI.Image;
|
||||
using Toggle = UnityEngine.UI.Toggle;
|
||||
using ScrollView = PhxhSDK.PhxhScrollView;
|
||||
|
||||
public class TeamAndSkillSelectBinder
|
||||
{
|
||||
|
|
|
|||
|
|
@ -132,9 +132,9 @@ public class UI_LevelDetailController : UIWindow
|
|||
BindButton(Button_Minus, MinusOnClick);
|
||||
}
|
||||
|
||||
private void FightOnClick()
|
||||
private async void FightOnClick()
|
||||
{
|
||||
UIManager.Instance.OpenWindow(UINameConst.UI_BeforeFight, _currLevelInfo.ID);
|
||||
await UI_TeamAndSkillSelectController.Open(_currLevelInfo.ID);
|
||||
}
|
||||
|
||||
private void OnEnterLevelFinished()
|
||||
|
|
|
|||
Loading…
Reference in New Issue