using System.ComponentModel; using Code.Scripts.Gameplay.Game; using Gameplay.Character; using Gameplay.Common; public partial class SROptions { private bool _useFullCharacters; [Category("GM"), DisplayName("使用全角色")] public bool UseFullCharacters { get { return _useFullCharacters; } set { _useFullCharacters = value; } } [Category("GM"), DisplayName("己方无敌")] public bool SelfUnbeatable { get { return _selfUnbeatable; } set { _selfUnbeatable = value; } } private bool _selfUnbeatable = false; [Category("GM"), DisplayName("敌方无敌")] public bool EnemyUnbeatable { get { return _enemyUnbeatable; } set { _enemyUnbeatable = value; } } private bool _enemyUnbeatable = false; private int _emojiId; [Category("GM"), DisplayName("表情ID")] public int EmojiId { get { return _emojiId; } set { if (_emojiId.Equals(value)) return; _emojiId = value; SetEmoji(); } } [Category("GM"), DisplayName("设置表情")] public void SetEmoji() { var allUnits = GameUnitMapper.Inst.unitList; for (int i = 0; i < allUnits.Count; i++) { var unit = allUnits[i]; if (unit.gameunitType != EGameUnitType.Character) continue; if (unit is Character character) character.emojiManager.SwitchEmoji(_emojiId); } } [Category("GM"), DisplayName("机器人数据初始化")] public void SendRobotTestInit() { if(UnityEngine.Application.isPlaying) { Gameplay.Net.NetHelper.RobotTestInit(); } } [Category("GM"), DisplayName("进入测试剧情")] public void EnterStory() { GameStateManager.Instance.ChangeState(new GameStateStory(1)); } private string gc; [Category("礼包兑换")] public string GiftCode { get { return gc; } set { gc = value; }} [Category("礼包兑换")] public void DoGiftCode() { if(UnityEngine.Application.isPlaying) { Gameplay.Net.NetHelper.GiftCode(GiftCode); } } [Category("屏幕适配"), DisplayName("显示UI适配安全区域")] public bool IsShowScreenSafeArea { get { return DebugScreen.Instance.IsShowSafeArea; } set { DebugScreen.Instance.IsShowSafeArea = value; DebugScreen.Instance.DebugChangeShowAreaState(); } } }