【战斗】提交战斗结算动画修改

main
chenyuqi 2024-10-11 19:07:01 +08:00
parent 0ee62aab7c
commit cbd1c8d06c
15 changed files with 400 additions and 188 deletions

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@ -89,7 +89,7 @@ namespace Gameplay.Area
public void CreateEndNotice(int unitIndex)
{
DebugUtil.Log("CreateEndNotice: " + unitIndex);
DebugUtil.Log("CreateEndNotice: " + (++unitIndex));
var loadPath = PathDefine.RoadLine.END_NOTICES[unitIndex];
var sampleObj = AssetManager.Instance.GetPreLoadResult<GameObject>(loadPath);
_endNoticeObj = Object.Instantiate(sampleObj);

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@ -18,7 +18,7 @@ public class FightWinComponent: MonoBehaviour
{
private Scene _scene;
private List<uint> _characterIDs;
private uint _vehicleID;
private List<uint> _vehicleIDs;
private GameObject _objRoot;
private List<Transform> _posTransList;
@ -32,6 +32,7 @@ public class FightWinComponent: MonoBehaviour
//test
private List<GameObject> _testObjs = new List<GameObject>();
private readonly int vehicleStartIndex = 7; //第七位开始算,载具的位置起始点
private readonly int Vehicle_Model_Index = 5;
#region Unity EventFunction
@ -108,9 +109,9 @@ public class FightWinComponent: MonoBehaviour
}
}
if (_vehicleID != Constants.INVALID_UINT_ID)
if (_vehicleIDs != null)
{
await _AddVehicleModel(_vehicleID);
await _AddVehicleModel(_vehicleIDs);
}
}
@ -137,18 +138,23 @@ public class FightWinComponent: MonoBehaviour
}
}
private async UniTask _AddVehicleModel(uint uid)
private async UniTask _AddVehicleModel(List<uint> vehicleIDs)
{
var modelPath = CommonUtils.GetVehicleShowModelPath(uid);
if (modelPath != null)
for (int i = 0; i < vehicleIDs.Count; i++)
{
var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(modelPath);
var model = Instantiate(prefab, _objRoot.transform);
var posTrans = _posTransList[Vehicle_Model_Index];
model.transform.SetPositionAndRotation(posTrans.position, posTrans.rotation);
model.transform.localScale = posTrans.localScale;
model.SetLayerEx(LayerDefine.TeamEdit);
var vehicleID = vehicleIDs[i];
var modelPath = CommonUtils.GetVehicleShowModelPath(vehicleID);
if (modelPath != null)
{
var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(modelPath);
var model = Instantiate(prefab, _objRoot.transform);
var posTrans = _posTransList[vehicleStartIndex + i];
model.transform.SetPositionAndRotation(posTrans.position, posTrans.rotation);
model.transform.localScale = posTrans.localScale;
model.SetLayerEx(LayerDefine.TeamEdit);
}
}
}
private async UniTask _LoadTimeline()
@ -171,12 +177,12 @@ public class FightWinComponent: MonoBehaviour
_timelinePlayable = timeline;
//新建轨道
for (int i = 0; i < 5; i++)
for (int i = 0; i < _characterIDs.Count; i++)
{
if (i >= _characterIDs.Count)
{
break;
}
// if (i >= _characterIDs.Count)
// {
// break;
// }
var child = _objRoot.transform.GetChild(i);
if (!child)
{
@ -332,16 +338,11 @@ public class FightWinComponent: MonoBehaviour
_characterIDs = charIDList;
}
public void SetData(uint vehicleID)
{
_vehicleID = vehicleID;
}
public void SetData(List<uint> charIDList, uint vehicleID)
public void SetData(List<uint> charIDList, List<uint> vehicleIDs)
{
_characterIDs = charIDList;
_vehicleID = vehicleID;
_vehicleIDs = vehicleIDs;
}
public void StartPlay()

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@ -23,12 +23,12 @@ namespace Gameplay.Level
public PVPSettleData PvpSettleData;
private List<uint> _showCharIDs; //结算动画展示角色
private uint _showVehicleID; //结算动画展示载具
private List<uint> _showVehicleIDs; //结算动画展示载具
private readonly string _testScenePath = "Assets/Scenes/FightWinSceneLocal.unity";
public List<uint> ShowCharIDs => _showCharIDs;
public uint ShowVehicleID => _showVehicleID;
public List<uint> ShowVehicleID => _showVehicleIDs;
#region API
public async UniTask SettleSceneProcess(ItemList itemList, bool isSweep)
@ -125,17 +125,24 @@ namespace Gameplay.Level
{
_showCharIDs.Clear();
}
_showVehicleID = Constants.INVALID_UINT_ID;
if (_showVehicleIDs == null)
{
_showVehicleIDs = new List<uint>();
}
else
{
_showVehicleIDs.Clear();
}
var team = TeamEditManagerNew.Instance.GetSelectTeam();
var charIDs = team.GetAllCharacters();
for (int i = 0; i < charIDs.Count; i++)
{
if (_showCharIDs.Count >= 5)
{
break;
}
// if (_showCharIDs.Count >= 5)
// {
// break;
// }
if (charIDs[i] > 0)
{
_showCharIDs.Add(charIDs[i]);
@ -144,8 +151,7 @@ namespace Gameplay.Level
// TODO 修改为可以 多个载具展示
var vehicleIDs = team.GetVehicleIDs();
if(vehicleIDs.Count>0)
_showVehicleID = vehicleIDs[0];
_showVehicleIDs = vehicleIDs;
}
}

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@ -54,6 +54,7 @@ namespace Gameplay.Net
{
m_Characters.Clear();
m_Vehicles.Clear();
m_Buildings.Clear();
}
public void AddCharacter(uint nID)

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@ -28,7 +28,7 @@ public class LevelUIManager
public static string GetNumberImgPath(int index)
{
return string.Format(Constants.UI_TEAM_UNIT_INDEX_PATH, index);
return string.Format(Constants.UI_TEAM_UNIT_INDEX_PATH, index + 1);
}
public static string GetMoralePic(bool isDanger)

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@ -217,7 +217,7 @@ public partial class TeamManager
continue;
}
singleInfo = new SingleTeamCharacterInfo(CharacterDataInfoManager.Instance.DataDic[id], unit.GetID());
unit.unitUIData.uiIndex = workUIIndex;
unit.unitUIData.uiIndex = defaultTeam.GetAllCharacterIdx(id);
workUIIndex++;
selectList.Add(singleInfo);
}
@ -231,7 +231,7 @@ public partial class TeamManager
SingleTeamCharacterInfo singleInfo;
var unit = await GameUnitManager.instance.PrepareVehicle(vInfos[i], ETroopsId.Self);
singleInfo = new SingleTeamCharacterInfo(unit.GetID(), vInfos[i]);
unit.unitUIData.uiIndex = workUIIndex;
unit.unitUIData.uiIndex = defaultTeam.GetVehicleIdx(vInfos[i].nID);
workUIIndex++;
selectList.Add(singleInfo);
}
@ -467,7 +467,7 @@ public partial class TeamManager
{
AssetManager.Instance.PostPreload<Sprite>(LevelUIManager.GetNumberImage(i));
}
for (int i = 1; i <= 7; i++)
for (int i = 0; i <= 7; i++)
{
AssetManager.Instance.PostPreload<Sprite>(LevelUIManager.GetNumberImgPath(i));
}

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