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DebugUtil.Log("CreateEndNotice: " + unitIndex); + DebugUtil.Log("CreateEndNotice: " + (++unitIndex)); var loadPath = PathDefine.RoadLine.END_NOTICES[unitIndex]; var sampleObj = AssetManager.Instance.GetPreLoadResult(loadPath); _endNoticeObj = Object.Instantiate(sampleObj); diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LevelFightEnd/FightWinComponent.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LevelFightEnd/FightWinComponent.cs index d6b5f631e6a..2b1cf222e10 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LevelFightEnd/FightWinComponent.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LevelFightEnd/FightWinComponent.cs @@ -18,7 +18,7 @@ public class FightWinComponent: MonoBehaviour { private Scene _scene; private List _characterIDs; - private uint _vehicleID; + private List _vehicleIDs; private GameObject _objRoot; private List _posTransList; @@ -32,6 +32,7 @@ public class FightWinComponent: MonoBehaviour //test private List _testObjs = new List(); + 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 vehicleIDs) { - var modelPath = CommonUtils.GetVehicleShowModelPath(uid); - if (modelPath != null) + for (int i = 0; i < vehicleIDs.Count; i++) { - var prefab = await AssetManager.Instance.LoadAssetAsync(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(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 charIDList, uint vehicleID) + public void SetData(List charIDList, List vehicleIDs) { _characterIDs = charIDList; - _vehicleID = vehicleID; + _vehicleIDs = vehicleIDs; } public void StartPlay() diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LevelManager.Settle.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LevelManager.Settle.cs index e61068186ec..d18e02fbfbd 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LevelManager.Settle.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/LevelManager.Settle.cs @@ -23,12 +23,12 @@ namespace Gameplay.Level public PVPSettleData PvpSettleData; private List _showCharIDs; //结算动画展示角色 - private uint _showVehicleID; //结算动画展示载具 + private List _showVehicleIDs; //结算动画展示载具 private readonly string _testScenePath = "Assets/Scenes/FightWinSceneLocal.unity"; public List ShowCharIDs => _showCharIDs; - public uint ShowVehicleID => _showVehicleID; + public List 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(); + } + 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; } } diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Net/Actor/Part/PartPvp.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Net/Actor/Part/PartPvp.cs index 2edd9e06e41..a27f193b183 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Net/Actor/Part/PartPvp.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Net/Actor/Part/PartPvp.cs @@ -54,6 +54,7 @@ namespace Gameplay.Net { m_Characters.Clear(); m_Vehicles.Clear(); + m_Buildings.Clear(); } public void AddCharacter(uint nID) diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/LevelUIManager.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/LevelUIManager.cs index f0d74bc0c83..8f1b8fe25db 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/LevelUIManager.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/LevelUIManager.cs @@ -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) diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/TeamManager.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/TeamManager.cs index c3b61495662..f030a022f42 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/TeamManager.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/TeamManager.cs @@ -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(LevelUIManager.GetNumberImage(i)); } - for (int i = 1; i <= 7; i++) + for (int i = 0; i <= 7; i++) { AssetManager.Instance.PostPreload(LevelUIManager.GetNumberImgPath(i)); } diff --git a/ProjectNLD/Assets/Scenes/FightWinSceneLocal.unity b/ProjectNLD/Assets/Scenes/FightWinSceneLocal.unity index 883e8b9e1ff..c09b308f47e 100644 --- a/ProjectNLD/Assets/Scenes/FightWinSceneLocal.unity +++ b/ProjectNLD/Assets/Scenes/FightWinSceneLocal.unity @@ -38,7 +38,7 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - 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