合并类似功能的类,添加相关UI方法,优化代码
parent
265bb90739
commit
b28bba93bd
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@ -81,7 +81,8 @@ namespace Framework.Wrapper
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{
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isDisposed = true;
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OnDispose();
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_goWrapper?.SetActive(false);
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if (_goWrapper != null)
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_goWrapper.IsActive = false;
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// if (_goWrapper != null) GameplayInfoManager.Instance.UnRegister(_goWrapper.GetInstanceID());
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//Utils.Destroy(_goWrapper?.GameObject);
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if (_goWrapper != null && _goWrapper.GameObject != null)
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@ -67,7 +67,7 @@ namespace Gameplay.Level
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{
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if (_targetGFX != null)
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{
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_targetGFX.SetActive(false);
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_targetGFX.IsActive = false;
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}
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_targetInfo = null;
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@ -108,11 +108,11 @@ namespace Gameplay.Level
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_targetGFX.transform.position = _targetInfo.pos;
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_targetGFX.transform.localRotation = Quaternion.identity;
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_targetGFX.transform.localScale = Vector3.one;
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_targetGFX.SetActive(true);
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_targetGFX.IsActive = true;
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}
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else
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{
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_targetGFX.SetActive(false);
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_targetGFX.IsActive = false;
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}
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}
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@ -297,7 +297,7 @@ namespace Gameplay.Level
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renders[i].enabled = true;
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OutlineManager.instance.AddRenderer(renders[i], false);
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}
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selectedCharacter.Node.SetActive(true);
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selectedCharacter.Node.IsActive = true;
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}
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private static async void _SetAnother(GameUnit characterHere,
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@ -2,28 +2,29 @@ using System.Collections.Generic;
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public class CommandSkillManager
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{
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/// <summary>
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/// 指挥官可以携带的技能数量
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/// </summary>
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public static readonly int COMMAND_SKILL_COUNT = 3;
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/// <summary>
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/// 指挥官技能无效id
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/// </summary>
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public static readonly int NONE_ID = 0;
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private readonly List<int> _commandSkillIDs = new List<int> { NONE_ID, NONE_ID, NONE_ID };
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private readonly List<int> _commandSkillIDs = new() { NONE_ID, NONE_ID, NONE_ID };
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public List<int> CommandSkillIDs => _commandSkillIDs;
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public CommandSkillManager(int id0 = 0, int id1 = 0, int id2 = 0)
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{
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if (id0 > NONE_ID)
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{
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if(IsIdValid(id0))
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_commandSkillIDs[0] = id0;
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}
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if (id1 > NONE_ID)
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{
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if (IsIdValid(id0))
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_commandSkillIDs[1] = id1;
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}
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if (id2 > NONE_ID)
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{
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if (IsIdValid(id0))
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_commandSkillIDs[2] = id2;
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}
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}
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public int GetCommandSkillID(int idx)
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@ -35,4 +36,13 @@ public class CommandSkillManager
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{
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_commandSkillIDs[idx] = id;
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}
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/// <summary>
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/// 指挥官技能id是否有效
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/// </summary>
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/// <returns></returns>
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public static bool IsIdValid(int skillId)
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{
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return skillId > NONE_ID;
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}
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}
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@ -86,8 +86,7 @@ public class TeamEditManager : Singlenton<TeamEditManager>, IInitable
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{
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var headEmptyImgStr =
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"Assets/Art/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Pic_Cultivate/UI_Cultivate_RankPlus.png";
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AssetManager.Instance.PostPreload<Sprite>(headEmptyImgStr);
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await AssetManager.Instance.PostPreload<Sprite>(headEmptyImgStr);
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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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@ -263,7 +262,7 @@ public class TeamEditManager : Singlenton<TeamEditManager>, IInitable
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for (int i = 0; i < charList.Count; i++)
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{
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var path = CommonUtils.GetDefaultHeadPathByUid(charList[i].Uid);
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AssetManager.Instance.PostPreload<Sprite>(path);
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await AssetManager.Instance.PostPreload<Sprite>(path);
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}
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await AssetManager.Instance.WaitAllPreloads();
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@ -1,5 +1,4 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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@ -17,7 +16,6 @@ using Gameplay;
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using Constants = Framework.Constants;
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using Gameplay.Net;
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using cfg.ActorCfg;
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using System.Linq;
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/// <summary>
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/// 队伍和技能选择界面
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@ -36,7 +34,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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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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private class TeamItem : UIGameObjectWrapper
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{
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#region UI
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/// <summary>
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@ -157,7 +155,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// <summary>
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/// 选中的指挥官技能
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/// </summary>
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private class UseSkillItem : UIBaseItem
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private class UseSkillItem : UIGameObjectWrapper
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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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@ -218,12 +216,12 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// <summary>
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/// 技能选择面板
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/// </summary>
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private class SelectSkillPanel : UIBaseItem
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private class SelectSkillPanel : UIGameObjectWrapper
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{
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/// <summary>
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/// 页签
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/// </summary>
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private class TabItem : UIBaseItem
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private class TabItem : UIGameObjectWrapper
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{
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#region UI
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/// <summary>
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@ -304,7 +302,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// <summary>
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/// 技能
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/// </summary>
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private class SkillItem : UIBaseItem
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private class SkillItem : UIGameObjectWrapper
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{
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/// <summary>
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/// 选中状态
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@ -490,20 +488,23 @@ public class UI_TeamAndSkillSelectController : UIWindow
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uint[] skillIds = team.GetPlayerSkillIDs();
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curSelectSkillID = (int)skillIds[skillIndex];
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if (curSelectSkillID == Team.NONE_ID)
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if (CommandSkillManager.IsIdValid(curSelectSkillID))
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{
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List<DataPlayerSkillUpgrade> listCurSkillData = GetCurTapSkillDatas();
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if (listCurSkillData == null || listCurSkillData.Count < 1)
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return;
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curSelectSkillID = listCurSkillData[0].ID;
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OnSelectTab(PlayerSkillType.Conduct); // 默认选中指挥系
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DataPlayerSkillUpgrade skillUpgradeData = TableManager.Instance.Tables.PlayerSkillUpgrade.Get(curSelectSkillID, 0);
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OnSelectTab(skillUpgradeData.SkillType);
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}
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else
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{
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DataPlayerSkillUpgrade skillUpgradeData = TableManager.Instance.Tables.PlayerSkillUpgrade.Get(curSelectSkillID, 0);
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OnSelectTab(skillUpgradeData.SkillType);
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}
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List<DataPlayerSkillUpgrade> listCurSkillData = GetSkillDatasByTab(PlayerSkillType.Conduct);
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if (listCurSkillData == null || listCurSkillData.Count < 1)
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{
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DebugUtil.LogError("指挥官技能数据错误");
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return;
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}
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curSelectSkillID = listCurSkillData[0].ID;
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OnSelectTab(PlayerSkillType.Conduct); // 默认选中指挥系
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}
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IsScaleShow = true;
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}
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@ -521,7 +522,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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dicSkillItem[cell.GetInstanceID()] = skillItem;
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}
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List<DataPlayerSkillUpgrade> listPlayerSkillData = GetCurTapSkillDatas();
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List<DataPlayerSkillUpgrade> listPlayerSkillData = GetSkillDatasByTab(curSelectTab);
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if (listPlayerSkillData == null)
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return;
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@ -539,12 +540,12 @@ public class UI_TeamAndSkillSelectController : UIWindow
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}
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/// <summary>
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/// 获取当前页签对应所有技能数据
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/// 获取页签对应所有技能数据
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/// </summary>
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/// <returns></returns>
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private List<DataPlayerSkillUpgrade> GetCurTapSkillDatas()
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private List<DataPlayerSkillUpgrade> GetSkillDatasByTab(PlayerSkillType playerSkillType)
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{
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dicSkillUpgradeData.TryGetValue(curSelectTab, out List<DataPlayerSkillUpgrade> listData);
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dicSkillUpgradeData.TryGetValue(playerSkillType, out List<DataPlayerSkillUpgrade> listData);
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return listData;
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}
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@ -555,7 +556,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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/// <returns></returns>
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private int GetRecycleListShowCount()
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{
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List<DataPlayerSkillUpgrade> listSkillData = GetCurTapSkillDatas();
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List<DataPlayerSkillUpgrade> listSkillData = GetSkillDatasByTab(curSelectTab);
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if (listSkillData == null)
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return 0;
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@ -661,10 +662,10 @@ public class UI_TeamAndSkillSelectController : UIWindow
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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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/// </summary>
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public override void OnInit()
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/// <summary>
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/// 初始化
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/// </summary>
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public override void OnInit()
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{
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TeamAndSkillSelectBinder.GetComponents(this);
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@ -755,7 +756,7 @@ public class UI_TeamAndSkillSelectController : UIWindow
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if (skills.Length > i)
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listSkill[i].SetInfo((int)skills[i]);
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else
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listSkill[i].SetInfo((int)Team.NONE_ID);
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listSkill[i].SetInfo(CommandSkillManager.NONE_ID);
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}
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}
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@ -31,7 +31,7 @@ public class UIDebugShowIDController : UIWindow
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public TextMeshProUGUI Text_State;
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public UIInfos(GameObject go) : base(go)
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public UIInfos(GameObject go) : base(go, true)
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{
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@ -165,7 +165,7 @@ public class UIDebugShowIDController : UIWindow
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{
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info.SetActive(false);
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info.IsActive = false;
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}
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@ -187,7 +187,7 @@ public class UIDebugShowIDController : UIWindow
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}
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infos.SetActive(true);
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infos.IsActive = true;
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infos.Text_ID.text = $"ID:{id:000000}";
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@ -2,18 +2,12 @@
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using cfg.PlayerSkillCfg;
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using Cysharp.Threading.Tasks;
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using Framework;
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using Framework.Condition;
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using Gameplay;
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using Gameplay.Net;
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using NLDPB;
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using PhxhSDK;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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using TGS;
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using TMPro;
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using UnityEngine;
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@ -43,7 +37,7 @@ public class UI_CommandSkillCultivateController : UIWindow
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/// <summary>
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/// 技能树
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/// </summary>
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private class SkillTree : UIBaseItem
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private class SkillTree : UIGameObjectWrapper
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{
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/// <summary>
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/// 技能树层数(修改该值时同时修改prefab)
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@ -53,7 +47,7 @@ public class UI_CommandSkillCultivateController : UIWindow
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/// <summary>
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/// 技能树的一层
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/// </summary>
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private class SkillFloor : UIBaseItem
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private class SkillFloor : UIGameObjectWrapper
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{
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/// <summary>
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/// 锁定状态
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@ -220,7 +214,7 @@ public class UI_CommandSkillCultivateController : UIWindow
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/// <summary>
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/// 单个技能
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/// </summary>
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private class SkillItem : UIBaseItem
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private class SkillItem : UIGameObjectWrapper
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{
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/// <summary>
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/// 等级文本解锁显示颜色
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@ -1,290 +0,0 @@
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// UI内部类基类
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/// </summary>
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public abstract class UIBaseItem
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{
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/// <summary>
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/// 根节点
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/// </summary>
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protected GameObject GoRoot;
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/// <summary>
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/// 以缩放判定是否显示(缩放比SetActive性能好,优先用这个)
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/// </summary>
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public bool IsScaleShow
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{
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get
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{
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if (GoRoot.transform.localScale.x == 0f)
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return false;
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if (GoRoot.transform.localScale.y == 0f)
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return false;
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return true;
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}
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set
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{
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GoRoot.IsScaleShow(value);
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}
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}
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/// <summary>
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/// 以SetActivex显示隐藏
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/// </summary>
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public bool IsActive
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{
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get { return GoRoot.activeSelf; }
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set { GoRoot.SetActive(value); }
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}
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/// <summary>
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/// 根据现有实例构造
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/// </summary>
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/// <param name="root"></param>
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/// <param name="isScaleShow"></param>
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public UIBaseItem(GameObject root, bool isScaleShow = false)
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{
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GoRoot = root;
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IsScaleShow = isScaleShow;
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}
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/// <summary>
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/// 根据现有实例克隆新的实例并构造
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/// </summary>
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/// <param name="root"></param>
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/// <param name="i"></param>
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/// <param name="isScaleShow"></param>
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public UIBaseItem(GameObject root, int i, bool isScaleShow = false)
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{
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GoRoot = UnityEngine.Object.Instantiate(root, root.transform.parent);
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GoRoot.name = i.ToString();
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IsScaleShow = isScaleShow;
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}
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#region 绑定方法
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public GameObject BindButton(string target, Action action, bool playAudio = true)
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{
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GameObject obj = GoRoot.transform.Find(target)?.gameObject;
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if (obj != null)
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{
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if (obj.TryGetComponent(out Button button))
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{
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button.onClick.AddListener(
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delegate ()
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{
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if (playAudio)
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{
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//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
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}
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action?.Invoke();
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});
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}
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}
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else
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DebugUtil.LogError("未找到 {0}/{1}", GoRoot.name, target);
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return obj;
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}
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/// <summary>
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/// 增加一个可绑定对应变量的点击事件
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/// 传入GameObject
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/// </summary>
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/// <param name="obj"></param>
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/// <param name="action"></param>
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/// <param name="playAudio"></param>
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/// <returns></returns>
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public GameObject BindButton(GameObject obj, Action action, bool playAudio = true)
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{
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if (obj != null)
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{
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if (obj.TryGetComponent(out Button button))
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{
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button.onClick.AddListener(
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delegate ()
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{
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if (playAudio)
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{
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//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
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}
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action?.Invoke();
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});
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}
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}
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else
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DebugUtil.LogError("未找到 {0}/{1}", GoRoot.name, obj.name);
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return obj;
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}
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/// <summary>
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/// 传入参数
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="obj"></param>
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/// <param name="action"></param>
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/// <param name="parameter"></param>
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/// <param name="playAudio"></param>
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/// <returns></returns>
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public GameObject BindButton<T>(GameObject obj, Action<T> action, T parameter, bool playAudio = true)
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{
|
||||
if (obj != null)
|
||||
{
|
||||
if (obj.TryGetComponent(out Button button))
|
||||
{
|
||||
button.onClick.AddListener(
|
||||
delegate ()
|
||||
{
|
||||
if (playAudio)
|
||||
{
|
||||
//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
|
||||
}
|
||||
action?.Invoke(parameter);
|
||||
});
|
||||
}
|
||||
}
|
||||
else
|
||||
DebugUtil.LogError("未找到 {0}/{1}", GoRoot.name, obj.name);
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 直接绑按钮
|
||||
/// </summary>
|
||||
/// <param name="button"></param>
|
||||
/// <param name="action"></param>
|
||||
/// <param name="playAudio"></param>
|
||||
/// <returns></returns>
|
||||
public GameObject BindButton(Button button, Action action, bool playAudio = true)
|
||||
{
|
||||
if (button != null)
|
||||
{
|
||||
//Button button = button.GetComponent<Button>();
|
||||
if (button != null)
|
||||
{
|
||||
button.onClick.AddListener
|
||||
(
|
||||
delegate ()
|
||||
{
|
||||
if (playAudio)
|
||||
{
|
||||
//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
|
||||
}
|
||||
action?.Invoke();
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugUtil.LogError("传入按钮为空,请检查按钮绑定参数!!!");
|
||||
//DebugUtil.LogError($"未找到 {gameObject.name}/{button.name}");
|
||||
return null;
|
||||
}
|
||||
|
||||
return button.gameObject;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 可传入参数
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <param name="button"></param>
|
||||
/// <param name="action"></param>
|
||||
/// <param name="parameter"></param>
|
||||
/// <param name="playAudio"></param>
|
||||
/// <returns></returns>
|
||||
public GameObject BindButton<T>(Button button, Action<T> action, T parameter, bool playAudio = true)
|
||||
{
|
||||
if (button != null)
|
||||
{
|
||||
//Button button = obj.GetComponent<Button>();
|
||||
if (button != null)
|
||||
{
|
||||
button.onClick.AddListener
|
||||
(
|
||||
delegate ()
|
||||
{
|
||||
if (playAudio)
|
||||
{
|
||||
//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
|
||||
}
|
||||
|
||||
if (parameter == null)
|
||||
{
|
||||
DebugUtil.LogError("=== 传入参数为空! ===");
|
||||
}
|
||||
action?.Invoke(parameter);
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugUtil.LogError("传入按钮为空,请检查按钮绑定参数!!!");
|
||||
return null;
|
||||
}
|
||||
|
||||
return button.gameObject;
|
||||
}
|
||||
|
||||
public void ClearBind(Button button)
|
||||
{
|
||||
if (button != null)
|
||||
{
|
||||
button.onClick.RemoveAllListeners();
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearBind(GameObject go)
|
||||
{
|
||||
if (go.TryGetComponent(out Button button))
|
||||
button.onClick.RemoveAllListeners();
|
||||
}
|
||||
|
||||
public GameObject FindObj(string path)
|
||||
{
|
||||
GameObject obj = GoRoot.transform.Find(path)?.gameObject;
|
||||
if (obj == null)
|
||||
{
|
||||
DebugUtil.LogError("未找到 {0}/{1}", GoRoot.name, path);
|
||||
}
|
||||
return obj;
|
||||
}
|
||||
|
||||
public T GetComponent<T>(string path = "") where T : Behaviour
|
||||
{
|
||||
T component = GoRoot.transform.Find(path)?.GetComponent<T>();
|
||||
if (component == null)
|
||||
{
|
||||
DebugUtil.LogError("未找到组件{0}: {1}", typeof(T).Name, path);
|
||||
}
|
||||
return component;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
public static class GameObjectExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 修改缩放的方式显示隐藏
|
||||
/// </summary>
|
||||
/// <param name="go"></param>
|
||||
/// <param name="isShow"></param>
|
||||
public static void IsScaleShow(this GameObject go, bool isShow)
|
||||
{
|
||||
if (isShow)
|
||||
go.transform.localScale = Vector3.one;
|
||||
else
|
||||
go.transform.localScale = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f360947ab08f1904da7a5708e8d811a1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -1 +1 @@
|
|||
Subproject commit a9168438683ab7a1a3d154df80bf48fc5c0d4690
|
||||
Subproject commit 86d277977c6a3095e6bfd0bc69635a7303fcc12b
|
||||
Loading…
Reference in New Issue