1135 lines
28 KiB
C#
1135 lines
28 KiB
C#
using PhxhSDK;
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using Gameplay;
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using Framework;
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using System.Linq;
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using Gameplay.Net;
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using cfg.CharacterCfg;
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using Cysharp.Threading.Tasks;
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using System.Collections.Generic;
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public class TeamEditStoreData
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{
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public int teamSelectID = 0;
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}
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/// <summary>
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/// 编队系统管理器
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/// </summary>
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public class TeamEditManagerNew : Singlenton<TeamEditManagerNew>, IInitable
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{
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#region 常量
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public const int MAX_TEAM_COUNT = 10;
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private const int DefaultIconID = 1;
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private const int DefaultConductorID = 0;
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private const string DefaultTeamIndex = "DefaultTeamIndex";
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#endregion
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#region 私有成员变量
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/// <summary>
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/// 队伍列表
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/// </summary>
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private List<TeamNew> _teamList;
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/// <summary>
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/// 选择队伍
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/// </summary>
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private TeamNew _selectTeam;
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/// <summary>
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/// 选择队伍索引
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/// </summary>
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private int _selectTeamIdx;
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/// <summary>
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/// 当前节点
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/// </summary>
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private TeamPreviewNode _teamPreviewNode;
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/// <summary>
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/// 展示节点列表
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/// </summary>
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private readonly List<string> previewNodeOpenList = new();
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#endregion
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#region 成员变量
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public List<TeamNew> TeamList => _teamList;
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public TeamPreviewNode TeamPreviewNode => _teamPreviewNode;
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public int SelectTeamIdx
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{
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get
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{
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var teamStoreData = StorageMgr.Instance.GetStorage<TeamEditStoreData>(DefaultTeamIndex);
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if (_selectTeamIdx > 0) return _selectTeamIdx;
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if (teamStoreData != null)
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{
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_selectTeamIdx = teamStoreData.teamSelectID;
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}
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return _selectTeamIdx;
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}
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}
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#endregion
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#region 初始化与释放
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void IInitable.Init()
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{
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_teamList = new List<TeamNew>();
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EventManager.Instance.Register(EventManager.EventName.TeamEditCreateSucc, OnTeamUpdate);
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}
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void IInitable.Release()
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{
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_teamList.Clear();
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EventManager.Instance.Unregister(EventManager.EventName.TeamEditCreateSucc, OnTeamUpdate);
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}
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#endregion
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#region 对外方法
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/// <summary>
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/// 刷新队伍列表
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/// </summary>
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public void RefreshTeams()
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{
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RefreshOwnTeams();
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}
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/// <summary>
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/// 创建队伍
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/// </summary>
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public void CreateTeam(TeamNew team)
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{
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CreateTeam(team.TeamIndex, team.Name, team.IconNumber, team.Commander, team.GetUnitIDs(),
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team.GetPlayerSkillIDs());
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}
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/// <summary>
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/// 获取当前选择队伍
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/// </summary>
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public TeamNew GetSelectTeam()
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{
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if (_teamList.Count == 0)
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{
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DebugUtil.LogError("当前没有任何编队");
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return null;
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}
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_selectTeam = GetTeamByIndex(_selectTeamIdx);
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return _selectTeam;
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}
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/// <summary>
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/// 根据索引获取队伍
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/// </summary>
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public TeamNew GetTeamByIndex(int idx)
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{
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if (_teamList.Count == 0)
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{
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DebugUtil.LogError("当前没有任何编队");
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return null;
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}
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return _teamList.FirstOrDefault(team => team.TeamIndex == idx);
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}
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/// <summary>
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/// 设置当前选择的队伍
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/// </summary>
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public void SetSelectTeam(int idx)
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{
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if (_teamList.Count <= 0)
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{
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DebugUtil.LogError("----- 当前编队列表为空,请检查!!!-----");
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}
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// DebugUtil.LogError("更换队伍:{0}", idx);
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_selectTeamIdx = idx;
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foreach (var team in _teamList.Where(team => team.TeamIndex == idx))
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{
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_selectTeam = team;
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}
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var teamStoreData = StorageMgr.Instance.GetStorage<TeamEditStoreData>(DefaultTeamIndex);
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if (teamStoreData != null)
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{
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teamStoreData.teamSelectID = _selectTeamIdx;
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}
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StorageMgr.Instance.SyncForce = true;
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}
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/// <summary>
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/// 保存队伍
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/// </summary>
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public void SaveTeam(TeamNew team)
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{
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if (team == null)
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{
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return;
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}
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/*DebugUtil.LogWarning("保存的第{0}队的队名:{1},Icon:{2}, 指挥官:{3}", team.TeamIndex, team.Name, (uint)team.IconNumber,
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team.Commander);
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foreach (var unit in team.GetUnitIDs())
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{
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DebugUtil.LogWarning("及其保存的成员有:{0}", unit);
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}*/
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if (team.TeamIndex == 0 && team.IsMemberEmpty())
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{
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// TODO 需提示默认队伍不能清空
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return;
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}
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NetHelper.CreateTeamNew((uint)team.TeamIndex, team.Name, (uint)team.IconNumber, team.Commander,
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team.GetUnitIDs(), team.GetPlayerSkillIDs());
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}
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#endregion
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#region 内部函数
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/// <summary>
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/// 刷新队伍列表
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/// </summary>
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private void RefreshOwnTeams()
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{
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_teamList.Clear();
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var partTeam = Actor.Instance.Team;
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var teamInfos = partTeam.Get();
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if (teamInfos != null)
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{
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for (var i = 0; i < teamInfos.Length; i++)
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{
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var info = teamInfos[i];
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var defaultName = CommonUtils.GetLocalizeText("team_edit_default" + (i + 1));
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// 获取队伍不为空
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if (info != null)
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{
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// ebugUtil.LogError("队伍不是空,成员有:{0}",info.UnitIDs.Count);
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var name = info.Name;
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if (string.IsNullOrEmpty(name))
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{
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name = defaultName;
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}
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CreateTeam(i, name, (int)info.Icon, info.Conductor, info.UnitIDs, info.PlayerSkillIDs);
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}
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else
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{
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uint[] testSkillIDs = { 0, 0, 0 };
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CreateTeam(i, defaultName, DefaultIconID, DefaultConductorID, new List<uint>(), testSkillIDs);
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}
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}
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}
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var storeData = StorageMgr.Instance.GetStorage<TeamEditStoreData>(DefaultTeamIndex);
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var storeIdx = 0;
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if (storeData != null)
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{
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storeIdx = storeData.teamSelectID;
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}
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_selectTeamIdx = storeIdx;
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}
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/// <summary>
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/// 内部创建Team
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/// </summary>
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private void CreateTeam(int idx, string name, int icon, uint conductor, List<uint> unitIDs, uint[] playerSkillIDs)
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{
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/*DebugUtil.LogError("队伍:{0},队伍名字:{1},图标:{2},指挥官:{3},成员数量:{4}", idx, name, icon, conductor, unitIDs.Count);
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foreach (var unit in unitIDs)
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{
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DebugUtil.LogError("发过来的队伍成员:{0}", unit);
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}*/
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/*if (unitIDs != null)
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{
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// 检索不合法成员
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var illegalIDs = unitIDs.Where(unit =>
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unit != 0 && !vehicleDataDic.ContainsKey(unit) && !characterDataDic.ContainsKey(unit)).ToList();
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foreach (var illegalID in illegalIDs)
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{
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if (unitIDs.Contains(illegalID))
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{
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unitIDs.Remove(illegalID);
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}
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}
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}*/
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//DebugUtil.LogError("创建:{0},索引:{1},指挥官:{2}", name, idx, conductor);
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_teamList.Add(new TeamNew(idx, name, 510001, conductor, unitIDs, playerSkillIDs));
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}
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#endregion
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#region 模型展示相关
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/// <summary>
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/// 加载队伍成员展示节点
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/// </summary>
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public async UniTask LoadTeamPreviewNode(int teamIdx, string openPanel = "")
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{
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if (string.IsNullOrEmpty(openPanel))
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{
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DebugUtil.LogError("----- 请传入打开TeamPreviewNode的界面名!!!-----");
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}
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var isRefresh = _teamPreviewNode && previewNodeOpenList.Count > 0;
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if (!previewNodeOpenList.Contains(openPanel))
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{
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previewNodeOpenList.Add(openPanel);
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}
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if (isRefresh)
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{
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RefreshPreviewNode(teamIdx);
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return;
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}
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await LoadNewTeamPreviewNode(teamIdx);
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}
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/// <summary>
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/// 释放展示节点
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/// </summary>
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public void ReleaseTeamPreviewNode(string releasePanel)
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{
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if (string.IsNullOrEmpty(releasePanel))
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{
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return;
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}
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previewNodeOpenList.Remove(releasePanel);
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if (_teamPreviewNode && previewNodeOpenList.Count <= 0)
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{
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DoReleaseTeamPreviewNode();
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}
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}
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/// <summary>
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/// 强制释放
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/// </summary>
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public void CompulsoryReleasePreviewNode()
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{
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previewNodeOpenList.Clear();
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DoReleaseTeamPreviewNode();
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}
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/// <summary>
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/// 通过队伍索引加载队伍展示节点
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/// </summary>
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private async UniTask LoadNewTeamPreviewNode(int teamIdx)
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{
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DoReleaseTeamPreviewNode();
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var team = _teamList[teamIdx];
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var charIDs = team.GetAllCharacters().ToArray();
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var vehicleIDs = team.GetVehicleIDs().ToArray();
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var node = await TeamPreviewNode.LoadNode();
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_teamPreviewNode = node;
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node.SetData(teamIdx, charIDs, vehicleIDs);
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node.CreateRt();
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await node.Init();
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}
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/// <summary>
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/// 通过队伍索引刷新队伍展示节点
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/// </summary>
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private async void RefreshPreviewNode(int teamIdx)
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{
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if (!_teamPreviewNode) return;
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var team = _teamList[teamIdx];
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if (team == null) return;
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var charIDs = team.GetAllCharacters().ToArray();
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var vehicleIDs = team.GetVehicleIDs().ToArray();
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_teamPreviewNode.SetData(teamIdx, charIDs, vehicleIDs);
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await _teamPreviewNode.Init();
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}
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/// <summary>
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/// 释放展示节点
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/// </summary>
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private void DoReleaseTeamPreviewNode()
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{
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if (_teamPreviewNode)
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{
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TeamPreviewNode.ReleaseNode(_teamPreviewNode);
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_teamPreviewNode = null;
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}
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}
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#endregion
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#region 事件监听
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private void OnTeamUpdate()
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{
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RefreshOwnTeams();
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EventManager.Instance.Send(EventManager.EventName.TeamUpdate);
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}
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#endregion
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#region 测试队伍
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public TeamNew GetTestTeam()
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{
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var unitIDs = new List<uint>() { 100002, 100003, 100004, 100005, 100011, 100025, };
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return new TeamNew(0, "测试编队", 510001, 100001, unitIDs, new uint[] { 911, 0, 0 });
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}
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#endregion
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}
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/// <summary>
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/// 队列类
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/// </summary>
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public class TeamNew
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{
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public const int ConductorIndex = -1;
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public const uint NoneID = 0;
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public const uint DefaultMark = 510001;
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#region 私有成员变量
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/// <summary>
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/// 队伍名称
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/// </summary>
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private string _name;
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/// <summary>
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/// 队伍图标
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/// </summary>
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private int _icon;
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/// <summary>
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/// 指挥官ID
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/// </summary>
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private uint _commander;
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/// <summary>
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/// 队伍所有成员
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/// </summary>
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private List<uint> _unitIDs;
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/// <summary>
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/// 队伍中角色成员
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/// </summary>
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private List<uint> _characterIDs;
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/// <summary>
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/// 队伍中载具成员
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/// </summary>
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private List<uint> _vehicleIDs;
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/// <summary>
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/// 角色技能
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/// </summary>
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private uint[] _playerSkillIDs;
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/// <summary>
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/// 队伍索引
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/// </summary>
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private int _teamIdx;
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/// <summary>
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/// 该队伍所花费领导力
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/// </summary>
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private int _allLeadership;
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/// <summary>
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/// 指挥官所提供的列表
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/// </summary>
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private List<ProvideJob> _provideJob;
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/// <summary>
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/// 指挥官所提供的载具数量
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/// </summary>
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private int _provideVehicleCount;
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#endregion
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#region 成员变量
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public List<ProvideJob> ProvideJobs
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{
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get => _provideJob;
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}
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public uint Commander
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{
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get => _commander;
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}
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public string Name
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{
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get => _name;
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}
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public int IconNumber
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{
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get => _icon;
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}
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public int TeamIndex
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{
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get => _teamIdx;
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}
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public int AllLeaderShip
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{
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get => _allLeadership;
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}
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public int ProvideJobCount
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{
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get
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{
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return _provideJob is { Count: <= 0 }
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? 0
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: _provideJob.Count(job => job == cfg.CharacterCfg.ProvideJob.Job_Vehicle);
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}
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}
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#endregion
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||
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#region 构造函数
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||
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public TeamNew(int teamIdx, string name, int icon, uint commander, List<uint> unitIDs, uint[] playerSkillIDs)
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{
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//DebugUtil.LogError("创建队伍:名字:{0},指挥官:{1},队标:{2}", name, commander, icon);
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_teamIdx = teamIdx;
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_name = name;
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_icon = icon;
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_commander = commander;
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// 指挥合法
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if (CheckConductorLegal(_commander) && unitIDs is { Count: > 0 })
|
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{
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_provideJob = CharacterDataInfoManager.Instance.GetCharacterInfo(_commander).Cfg.ProvideJob.ToList();
|
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if (CheckTeamLegal(unitIDs))
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||
{
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||
_unitIDs = unitIDs;
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||
//DebugUtil.LogError("有成员数量:{0}",unitIDs.Count);
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||
}
|
||
else
|
||
{
|
||
_unitIDs = new List<uint>();
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||
foreach (var job in ProvideJobs)
|
||
{
|
||
_unitIDs.Add(NoneID);
|
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}
|
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}
|
||
}
|
||
else
|
||
{
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||
_commander = NoneID;
|
||
_unitIDs = new List<uint>();
|
||
_provideJob = new List<ProvideJob>();
|
||
}
|
||
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||
PartUnits();
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RefreshSpendLeadership();
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||
|
||
// 技能
|
||
uint[] tempSkillIDs = { NoneID, NoneID, NoneID };
|
||
// 判断一下传入的技能列表是否达到固定长度,未达到后面添加0到满足固定长度
|
||
if (playerSkillIDs.Length < CommandSkillManager.COMMAND_SKILL_COUNT)
|
||
{
|
||
for (var i = 0; i < tempSkillIDs.Length; i++)
|
||
{
|
||
if (i < playerSkillIDs.Length)
|
||
tempSkillIDs[i] = playerSkillIDs[i];
|
||
}
|
||
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||
_playerSkillIDs = tempSkillIDs;
|
||
}
|
||
else
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||
_playerSkillIDs = (uint[])playerSkillIDs.Clone();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 编辑队伍成员
|
||
|
||
/// <summary>
|
||
/// 上阵角色
|
||
/// </summary>
|
||
/// <param name="idx">角色在队伍中的索引</param>
|
||
/// <param name="id">角色ID</param>
|
||
public void DoCharacterUp(int idx, uint id = 0)
|
||
{
|
||
if (_unitIDs == null || _characterIDs == null) return;
|
||
if (idx == ConductorIndex)
|
||
{
|
||
DoCommanderUp(id);
|
||
return;
|
||
}
|
||
|
||
// 该索引不存在
|
||
if (idx >= _unitIDs.Count) return;
|
||
|
||
// 替换队内角色
|
||
if (IsUnitInTeam(id))
|
||
{
|
||
var oldIndex = _unitIDs.IndexOf(id);
|
||
if (oldIndex >= 0)
|
||
{
|
||
_unitIDs[oldIndex] = NoneID;
|
||
_characterIDs[oldIndex] = NoneID;
|
||
}
|
||
}
|
||
|
||
_characterIDs[idx] = id;
|
||
_unitIDs[idx] = id;
|
||
|
||
RefreshSpendLeadership();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过索引下阵角色 (直接点空角色)
|
||
/// </summary>
|
||
/// <param name="idx">角色在队伍中的索引</param>
|
||
public void DoCharacterDown(int idx)
|
||
{
|
||
if (idx == ConductorIndex)
|
||
{
|
||
DoCommanderDown();
|
||
return;
|
||
}
|
||
|
||
if (_unitIDs == null || _characterIDs == null) return;
|
||
|
||
if (idx >= _unitIDs.Count)
|
||
{
|
||
DebugUtil.LogError("队伍{0}下阵角色时索引{1}错误", _teamIdx, idx);
|
||
return;
|
||
}
|
||
|
||
var oldCharacter = _unitIDs[idx];
|
||
_unitIDs[idx] = 0;
|
||
|
||
var idxCharacter = _characterIDs.IndexOf(oldCharacter);
|
||
if (idxCharacter >= 0)
|
||
_characterIDs[idxCharacter] = 0;
|
||
|
||
RefreshSpendLeadership();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过ID下阵角色 (更换)
|
||
/// </summary>
|
||
/// <param name="id">角色ID</param>
|
||
public void DoCharacterDown(uint id)
|
||
{
|
||
if (_unitIDs == null || _characterIDs == null) return;
|
||
if (id >= _unitIDs.Count) return;
|
||
|
||
var idxUnits = _unitIDs.IndexOf(id);
|
||
_unitIDs[idxUnits] = 0;
|
||
|
||
var idxCharacter = _characterIDs.IndexOf(id);
|
||
if (idxCharacter >= 0)
|
||
_characterIDs[idxCharacter] = 0;
|
||
RefreshSpendLeadership();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 上阵载具
|
||
/// </summary>
|
||
/// <param name="idx">载具在队伍中的索引 载具排在角色后面</param>
|
||
/// <param name="id">载具ID</param>
|
||
public void DoVehicleUp(int idx, uint id = 0)
|
||
{
|
||
if (_unitIDs == null || _vehicleIDs == null) return;
|
||
|
||
if (IsUnitInTeam(id))
|
||
{
|
||
var unitIndex = _unitIDs.IndexOf(id);
|
||
var vehicleIndex = _vehicleIDs.IndexOf(id);
|
||
|
||
_unitIDs[unitIndex] = NoneID;
|
||
_vehicleIDs[vehicleIndex] = NoneID;
|
||
|
||
// 添加到新位置
|
||
var newVehicleIndex = idx - _characterIDs.Count;
|
||
if (newVehicleIndex < _vehicleIDs.Count)
|
||
_vehicleIDs[newVehicleIndex] = id;
|
||
}
|
||
else
|
||
{
|
||
var oldVehicle = _unitIDs[idx];
|
||
var oldVehicleIndex = _vehicleIDs.IndexOf(oldVehicle);
|
||
if (oldVehicleIndex >= 0)
|
||
_vehicleIDs[oldVehicleIndex] = id;
|
||
}
|
||
|
||
_unitIDs[idx] = id;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过索引下阵载具 (直接点空载具)
|
||
/// </summary>
|
||
/// <param name="idx">载具在队伍中的索引</param>
|
||
public void DoVehicleDown(int idx)
|
||
{
|
||
if (_unitIDs == null || _vehicleIDs == null) return;
|
||
|
||
if (idx >= _unitIDs.Count)
|
||
{
|
||
DebugUtil.LogError("队伍{0}下阵载具时索引{1}错误", _teamIdx, idx);
|
||
return;
|
||
}
|
||
|
||
var oldVehicle = _unitIDs[idx];
|
||
var vehicleIndex = _vehicleIDs.IndexOf(oldVehicle);
|
||
//DebugUtil.LogError("传来的载具的索引{0},找到的载具索引:{1}",idx,vehicleIndex);
|
||
if (vehicleIndex >= 0)
|
||
_vehicleIDs[vehicleIndex] = 0;
|
||
|
||
_unitIDs[idx] = NoneID;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过ID下阵载具 (更换)
|
||
/// </summary>
|
||
/// <param name="id">载具ID</param>
|
||
public void DoVehicleDown(uint id)
|
||
{
|
||
if (_unitIDs == null || _vehicleIDs == null) return;
|
||
|
||
if (id >= _unitIDs.Count) return;
|
||
var idxUnits = _unitIDs.IndexOf(id);
|
||
_unitIDs[idxUnits] = 0;
|
||
|
||
var idxVehicle = _vehicleIDs.IndexOf(id);
|
||
if (idxVehicle >= 0)
|
||
_vehicleIDs[idxVehicle] = 0;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新该队伍花费的领导力
|
||
/// </summary>
|
||
public void RefreshSpendLeadership()
|
||
{
|
||
if (_commander == NoneID)
|
||
{
|
||
_allLeadership = 0;
|
||
return;
|
||
}
|
||
|
||
_allLeadership = CharacterDataInfoManager.Instance.GetSpendLeadership(_commander);
|
||
foreach (var unitID in _unitIDs)
|
||
{
|
||
if (unitID == NoneID)
|
||
continue;
|
||
if (VehicleCultivateDataManager.Instance.DataDic.ContainsKey(unitID))
|
||
{
|
||
_allLeadership += VehicleCultivateDataManager.Instance.GetSpendLeadership(unitID);
|
||
}
|
||
else
|
||
{
|
||
_allLeadership += CharacterDataInfoManager.Instance.GetSpendLeadership(unitID);
|
||
}
|
||
}
|
||
|
||
// DebugUtil.LogError("刷新后的领导力是:{0}", _allLeadership);
|
||
}
|
||
|
||
private async void DoCommanderUp(uint id)
|
||
{
|
||
_commander = id;
|
||
var info = CharacterDataInfoManager.Instance.GetCharacterInfo(id);
|
||
if (info == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
var jobs = info.Cfg.ProvideJob;
|
||
if (jobs.Length == 0)
|
||
{
|
||
DebugUtil.LogError("该指挥 {0} 提供职业为空", id);
|
||
return;
|
||
}
|
||
|
||
_provideJob = jobs.ToList();
|
||
// 重置队伍
|
||
ResetUnits();
|
||
|
||
RefreshSpendLeadership();
|
||
|
||
// 刷新一下节点
|
||
await TeamEditManagerNew.Instance.LoadTeamPreviewNode(_teamIdx, UINameConst.UI_TeamAndSkillSelect);
|
||
|
||
/*DebugUtil.LogError("------上指挥官后-----------");
|
||
foreach (var job in _unitIDs)
|
||
{
|
||
DebugUtil.LogError("有:{0}", job);
|
||
}
|
||
|
||
DebugUtil.LogError("-----------------");*/
|
||
}
|
||
|
||
private void DoCommanderDown()
|
||
{
|
||
ClearUnits();
|
||
EventManager.Instance.Send(EventManager.EventName.TeamEditVAllModelClear);
|
||
_commander = NoneID;
|
||
RefreshSpendLeadership();
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 技能相关
|
||
|
||
/// <summary>
|
||
/// 更换技能
|
||
/// </summary>
|
||
public void ChangeSkill(int index, uint skillId)
|
||
{
|
||
if (_playerSkillIDs == null)
|
||
{
|
||
DebugUtil.LogError("空");
|
||
return;
|
||
}
|
||
|
||
if (index >= _playerSkillIDs.Length)
|
||
{
|
||
DebugUtil.LogError("越界");
|
||
return;
|
||
}
|
||
|
||
_playerSkillIDs[index] = skillId;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 修改队伍属性相关
|
||
|
||
/// <summary>
|
||
/// 更改队伍名称
|
||
/// </summary>
|
||
public void ChangeName(string newName)
|
||
{
|
||
_name = newName;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更改图标
|
||
/// </summary>
|
||
public void ChangeIcon(int icon)
|
||
{
|
||
_icon = icon;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 对外方法
|
||
|
||
/// <summary>
|
||
/// 获取提供职业
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
public List<ProvideJob> GetProvideJobs()
|
||
{
|
||
return _provideJob;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取队伍成员
|
||
/// </summary>
|
||
public List<uint> GetUnitIDs()
|
||
{
|
||
return _unitIDs;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取队伍载具列表
|
||
/// </summary>
|
||
public List<uint> GetVehicleIDs()
|
||
{
|
||
return _vehicleIDs;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取队伍角色列表
|
||
/// </summary>
|
||
public List<uint> GetCharacterButCommanderIDs()
|
||
{
|
||
return _characterIDs;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获得所有角色 包括指挥官
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
public List<uint> GetAllCharacters()
|
||
{
|
||
var characters = new List<uint>();
|
||
characters.Add(_commander);
|
||
foreach (var id in _characterIDs)
|
||
{
|
||
characters.Add(id);
|
||
}
|
||
|
||
return characters;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取指挥官技能id
|
||
/// </summary>
|
||
public uint[] GetPlayerSkillIDs()
|
||
{
|
||
return _playerSkillIDs;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 队伍成员是否全为空
|
||
/// </summary>
|
||
public bool IsMemberEmpty()
|
||
{
|
||
// 只根据指挥判断
|
||
return _commander == NoneID;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 判断队伍中是否包含某成员
|
||
/// </summary>
|
||
public bool IsUnitInTeam(uint id)
|
||
{
|
||
return _unitIDs.Contains(id);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 判断是否包含某个技能
|
||
/// </summary>
|
||
public bool IsSkillInTeam(uint id, ref int index)
|
||
{
|
||
for (int i = 0; i < _playerSkillIDs.Length; ++i)
|
||
{
|
||
if (id == _playerSkillIDs[i])
|
||
{
|
||
index = i;
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取队伍角色数量
|
||
/// </summary>
|
||
public int GetCharacterCount()
|
||
{
|
||
return GetAllCharacters()?.Count ?? 0;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过ID获取角色列表的索引(包含指挥官) TODO 需联调确定是否正确
|
||
/// </summary>
|
||
public int GetAllCharacterIdx(uint id)
|
||
{
|
||
var characters = GetAllCharacters();
|
||
if (characters != null && id != NoneID)
|
||
return characters.IndexOf(id);
|
||
return -1;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过ID获取载具列表的索引
|
||
/// </summary>
|
||
public int GetVehicleIdx(uint id)
|
||
{
|
||
if (id != NoneID)
|
||
return _vehicleIDs.IndexOf(id);
|
||
return -1;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过units索引获取载具列表的索引
|
||
/// </summary>
|
||
public int GetVehicleByUnitsIndex(int idx)
|
||
{
|
||
if (idx < 0) return -1;
|
||
var vehicle = _unitIDs[idx];
|
||
return _vehicleIDs.IndexOf(vehicle);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 单位是否为角色
|
||
/// </summary>
|
||
public bool IsCharacter(uint id)
|
||
{
|
||
if (id <= 0)
|
||
{
|
||
DebugUtil.LogError("该单位ID错误:{0}", id);
|
||
}
|
||
|
||
return CharacterDataInfoManager.Instance.DataDic.ContainsKey(id);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 内部函数
|
||
|
||
/// <summary>
|
||
/// 检查指挥官是否合法
|
||
/// </summary>
|
||
private bool CheckConductorLegal(uint conductorID)
|
||
{
|
||
if (conductorID == NoneID) return false;
|
||
var info = CharacterDataInfoManager.Instance.GetCharacterInfo(conductorID);
|
||
if (info == null)
|
||
return false;
|
||
return info.Cfg.Job == Ejob.Job_Commander;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 检查队伍成员是否合法
|
||
/// </summary>
|
||
private bool CheckTeamLegal(List<uint> units)
|
||
{
|
||
if (units is not { Count: > 0 }) return false;
|
||
|
||
/*// 获取推荐职业
|
||
var jobs = CharacterDataInfoManager.Instance.GetCharacterInfo(_commander).Cfg.ProvideJob.ToList();
|
||
var index = 0;
|
||
if (jobs.Count != units.Count)
|
||
return false;
|
||
|
||
foreach (var unit in units)
|
||
{
|
||
if (jobs[index] == ProvideJob.Job_Unlimited)
|
||
{
|
||
index++;
|
||
continue;
|
||
}
|
||
|
||
// 有角色职业不为指挥所提供
|
||
if (CharacterDataInfoManager.Instance.DataDic.ContainsKey(unit))
|
||
{
|
||
var job = CharacterDataInfoManager.Instance.GetCharacterJob(unit);
|
||
if (jobs.All(pJob => (int)pJob != (int)job))
|
||
return false;
|
||
}
|
||
|
||
// 有载具但是不为指挥所提供
|
||
if (VehicleCultivateDataManager.Instance.DataDic.ContainsKey(unit) &&
|
||
!jobs.Contains(ProvideJob.Job_Vehicle))
|
||
{
|
||
return false;
|
||
}
|
||
}*/
|
||
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 区分角色与载具
|
||
/// </summary>
|
||
private void PartUnits()
|
||
{
|
||
_characterIDs = new List<uint>();
|
||
_vehicleIDs = new List<uint>();
|
||
if (_provideJob is { Count: <= 0 }) return;
|
||
var index = 0;
|
||
foreach (var unit in _unitIDs)
|
||
{
|
||
//DebugUtil.LogError("索引「{0}」,推荐大小:「{1}」,units的大小:「{2}」", index, _provideJob.Count, _unitIDs.Count);
|
||
if (CharacterDataInfoManager.Instance.DataDic.ContainsKey(unit) ||
|
||
(unit == NoneID && _provideJob[index] != ProvideJob.Job_Vehicle))
|
||
{
|
||
//DebugUtil.LogError("添加角色:{0},其职业是:{1}", unit, _provideJob[index]);
|
||
_characterIDs.Add(unit);
|
||
}
|
||
|
||
if (VehicleCultivateDataManager.Instance.DataDic.ContainsKey(unit) ||
|
||
(unit == NoneID && _provideJob[index] == ProvideJob.Job_Vehicle))
|
||
{
|
||
//DebugUtil.LogError("添加载具:{0},其职业是:{1}", unit, _provideJob[index]);
|
||
|
||
_vehicleIDs.Add(unit);
|
||
}
|
||
|
||
index++;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取提供职业中的角色数量
|
||
/// </summary>
|
||
private int GetCharacterCountFromProvideJob()
|
||
{
|
||
return _provideJob.Count(job => job != ProvideJob.Job_Vehicle);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取提供职业中的载具数量
|
||
/// </summary>
|
||
private int GetVehicleCountFromProvideJob()
|
||
{
|
||
return _provideJob.Count(job => job == ProvideJob.Job_Vehicle);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 清空队伍
|
||
/// </summary>
|
||
private void ClearUnits()
|
||
{
|
||
_unitIDs.Clear();
|
||
_characterIDs.Clear();
|
||
_vehicleIDs.Clear();
|
||
_provideJob.Clear();
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 根据推荐职业重置队伍
|
||
/// </summary>
|
||
private void ResetUnits()
|
||
{
|
||
_unitIDs.Clear();
|
||
_characterIDs.Clear();
|
||
_vehicleIDs.Clear();
|
||
foreach (var job in ProvideJobs)
|
||
{
|
||
// DebugUtil.LogError("指挥官更换后,提供的职业有:{0}", job);
|
||
_unitIDs.Add(NoneID);
|
||
if (job == ProvideJob.Job_Vehicle)
|
||
{
|
||
_vehicleIDs.Add(NoneID);
|
||
}
|
||
else
|
||
{
|
||
_characterIDs.Add(NoneID);
|
||
}
|
||
}
|
||
|
||
/*
|
||
DebugUtil.LogError("------更换指挥官后-----------");
|
||
foreach (var job in _provideJob)
|
||
{
|
||
DebugUtil.LogError("职业有:{0}", job);
|
||
}
|
||
|
||
DebugUtil.LogError("-----------------");*/
|
||
}
|
||
|
||
#endregion
|
||
} |