增加debug角色名字显示
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@ -7,6 +7,7 @@ using Gameplay.Common;
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using Gameplay.Level;
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using Gameplay.Skill;
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using PhxhSDK;
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using TMPro;
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using Unity.Mathematics;
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using Constants = Framework.Constants;
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@ -163,6 +164,32 @@ public class UIHerosHeadItemNode: UIHeadItemNode
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RemoveAllClickListener(ButtonEx_CharacterPicRect);
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}
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#if UNITY_EDITOR
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private void _ForceShowName(string showName)
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{
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// 这里只做测试用,用于显示角色名字
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var cmpText = _GetOrCreate();
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cmpText.text = showName;
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}
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private TextMeshProUGUI _GetOrCreate()
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{
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var findTrans = transform.Find("Text_Name");
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if (findTrans != null)
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{
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return findTrans.GetComponent<TextMeshProUGUI>();
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}
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var sampleObj = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Art/Debug/UI/Text_Name.prefab");
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var newObj = GameObject.Instantiate(sampleObj, transform);
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newObj.name = "Text_Name";
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var cmp = newObj.GetComponent<TextMeshProUGUI>();
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cmp.rectTransform.anchoredPosition = new Vector2(0, -100);
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return cmp;
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}
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#endif
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//刷新整个头像Item
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public override void RefreshHeadItem(uint id, bool bOnFight = false)
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{
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@ -172,12 +199,16 @@ public class UIHerosHeadItemNode: UIHeadItemNode
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SingleTeamCharacterInfo characterData = TeamManager.Instance.GetCharacterDataInfo(uid);
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var configData = characterData.GetConfigInfo();
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if (characterData == null || configData == null)
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if (configData == null)
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{
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DebugUtil.LogError("=== 头像Item传入了错误UID!!! ===");
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return;
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}
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#if UNITY_EDITOR
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_ForceShowName(characterData.GetConfigInfo().Cfg.NameRead);
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#endif
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RefreshIcon(characterData);
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if (characterData.GetIsDead())
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