NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Team/TeamEditManager.cs

1135 lines
28 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

using PhxhSDK;
using Gameplay;
using Framework;
using System.Linq;
using Gameplay.Net;
using cfg.CharacterCfg;
using Cysharp.Threading.Tasks;
using System.Collections.Generic;
public class TeamEditStoreData
{
public int teamSelectID = 0;
}
/// <summary>
/// 编队系统管理器
/// </summary>
public class TeamEditManagerNew : Singlenton<TeamEditManagerNew>, IInitable
{
#region 常量
public const int MAX_TEAM_COUNT = 10;
private const int DefaultIconID = 1;
private const int DefaultConductorID = 0;
private const string DefaultTeamIndex = "DefaultTeamIndex";
#endregion
#region 私有成员变量
/// <summary>
/// 队伍列表
/// </summary>
private List<TeamNew> _teamList;
/// <summary>
/// 选择队伍
/// </summary>
private TeamNew _selectTeam;
/// <summary>
/// 选择队伍索引
/// </summary>
private int _selectTeamIdx;
/// <summary>
/// 当前节点
/// </summary>
private TeamPreviewNode _teamPreviewNode;
/// <summary>
/// 展示节点列表
/// </summary>
private readonly List<string> previewNodeOpenList = new();
#endregion
#region 成员变量
public List<TeamNew> TeamList => _teamList;
public TeamPreviewNode TeamPreviewNode => _teamPreviewNode;
public int SelectTeamIdx
{
get
{
var teamStoreData = StorageMgr.Instance.GetStorage<TeamEditStoreData>(DefaultTeamIndex);
if (_selectTeamIdx > 0) return _selectTeamIdx;
if (teamStoreData != null)
{
_selectTeamIdx = teamStoreData.teamSelectID;
}
return _selectTeamIdx;
}
}
#endregion
#region 初始化与释放
void IInitable.Init()
{
_teamList = new List<TeamNew>();
EventManager.Instance.Register(EventManager.EventName.TeamEditCreateSucc, OnTeamUpdate);
}
void IInitable.Release()
{
_teamList.Clear();
EventManager.Instance.Unregister(EventManager.EventName.TeamEditCreateSucc, OnTeamUpdate);
}
#endregion
#region 对外方法
/// <summary>
/// 刷新队伍列表
/// </summary>
public void RefreshTeams()
{
RefreshOwnTeams();
}
/// <summary>
/// 创建队伍
/// </summary>
public void CreateTeam(TeamNew team)
{
CreateTeam(team.TeamIndex, team.Name, team.IconNumber, team.Commander, team.GetUnitIDs(),
team.GetPlayerSkillIDs());
}
/// <summary>
/// 获取当前选择队伍
/// </summary>
public TeamNew GetSelectTeam()
{
if (_teamList.Count == 0)
{
DebugUtil.LogError("当前没有任何编队");
return null;
}
_selectTeam = GetTeamByIndex(_selectTeamIdx);
return _selectTeam;
}
/// <summary>
/// 根据索引获取队伍
/// </summary>
public TeamNew GetTeamByIndex(int idx)
{
if (_teamList.Count == 0)
{
DebugUtil.LogError("当前没有任何编队");
return null;
}
return _teamList.FirstOrDefault(team => team.TeamIndex == idx);
}
/// <summary>
/// 设置当前选择的队伍
/// </summary>
public void SetSelectTeam(int idx)
{
if (_teamList.Count <= 0)
{
DebugUtil.LogError("----- 当前编队列表为空,请检查!!!-----");
}
// DebugUtil.LogError("更换队伍:{0}", idx);
_selectTeamIdx = idx;
foreach (var team in _teamList.Where(team => team.TeamIndex == idx))
{
_selectTeam = team;
}
var teamStoreData = StorageMgr.Instance.GetStorage<TeamEditStoreData>(DefaultTeamIndex);
if (teamStoreData != null)
{
teamStoreData.teamSelectID = _selectTeamIdx;
}
StorageMgr.Instance.SyncForce = true;
}
/// <summary>
/// 保存队伍
/// </summary>
public void SaveTeam(TeamNew team)
{
if (team == null)
{
return;
}
/*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,
team.Commander);
foreach (var unit in team.GetUnitIDs())
{
DebugUtil.LogWarning("及其保存的成员有:{0}", unit);
}*/
if (team.TeamIndex == 0 && team.IsMemberEmpty())
{
// TODO 需提示默认队伍不能清空
return;
}
NetHelper.CreateTeamNew((uint)team.TeamIndex, team.Name, (uint)team.IconNumber, team.Commander,
team.GetUnitIDs(), team.GetPlayerSkillIDs());
}
#endregion
#region 内部函数
/// <summary>
/// 刷新队伍列表
/// </summary>
private void RefreshOwnTeams()
{
_teamList.Clear();
var partTeam = Actor.Instance.Team;
var teamInfos = partTeam.Get();
if (teamInfos != null)
{
for (var i = 0; i < teamInfos.Length; i++)
{
var info = teamInfos[i];
var defaultName = CommonUtils.GetLocalizeText("team_edit_default" + (i + 1));
// 获取队伍不为空
if (info != null)
{
// ebugUtil.LogError("队伍不是空,成员有:{0}",info.UnitIDs.Count);
var name = info.Name;
if (string.IsNullOrEmpty(name))
{
name = defaultName;
}
CreateTeam(i, name, (int)info.Icon, info.Conductor, info.UnitIDs, info.PlayerSkillIDs);
}
else
{
uint[] testSkillIDs = { 0, 0, 0 };
CreateTeam(i, defaultName, DefaultIconID, DefaultConductorID, new List<uint>(), testSkillIDs);
}
}
}
var storeData = StorageMgr.Instance.GetStorage<TeamEditStoreData>(DefaultTeamIndex);
var storeIdx = 0;
if (storeData != null)
{
storeIdx = storeData.teamSelectID;
}
_selectTeamIdx = storeIdx;
}
/// <summary>
/// 内部创建Team
/// </summary>
private void CreateTeam(int idx, string name, int icon, uint conductor, List<uint> unitIDs, uint[] playerSkillIDs)
{
/*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);
foreach (var unit in unitIDs)
{
DebugUtil.LogError("发过来的队伍成员:{0}", unit);
}*/
/*if (unitIDs != null)
{
// 检索不合法成员
var illegalIDs = unitIDs.Where(unit =>
unit != 0 && !vehicleDataDic.ContainsKey(unit) && !characterDataDic.ContainsKey(unit)).ToList();
foreach (var illegalID in illegalIDs)
{
if (unitIDs.Contains(illegalID))
{
unitIDs.Remove(illegalID);
}
}
}*/
//DebugUtil.LogError("创建:{0},索引:{1},指挥官:{2}", name, idx, conductor);
_teamList.Add(new TeamNew(idx, name, 510001, conductor, unitIDs, playerSkillIDs));
}
#endregion
#region 模型展示相关
/// <summary>
/// 加载队伍成员展示节点
/// </summary>
public async UniTask LoadTeamPreviewNode(int teamIdx, string openPanel = "")
{
if (string.IsNullOrEmpty(openPanel))
{
DebugUtil.LogError("----- 请传入打开TeamPreviewNode的界面名-----");
}
var isRefresh = _teamPreviewNode && previewNodeOpenList.Count > 0;
if (!previewNodeOpenList.Contains(openPanel))
{
previewNodeOpenList.Add(openPanel);
}
if (isRefresh)
{
RefreshPreviewNode(teamIdx);
return;
}
await LoadNewTeamPreviewNode(teamIdx);
}
/// <summary>
/// 释放展示节点
/// </summary>
public void ReleaseTeamPreviewNode(string releasePanel)
{
if (string.IsNullOrEmpty(releasePanel))
{
return;
}
previewNodeOpenList.Remove(releasePanel);
if (_teamPreviewNode && previewNodeOpenList.Count <= 0)
{
DoReleaseTeamPreviewNode();
}
}
/// <summary>
/// 强制释放
/// </summary>
public void CompulsoryReleasePreviewNode()
{
previewNodeOpenList.Clear();
DoReleaseTeamPreviewNode();
}
/// <summary>
/// 通过队伍索引加载队伍展示节点
/// </summary>
private async UniTask LoadNewTeamPreviewNode(int teamIdx)
{
DoReleaseTeamPreviewNode();
var team = _teamList[teamIdx];
var charIDs = team.GetAllCharacters().ToArray();
var vehicleIDs = team.GetVehicleIDs().ToArray();
var node = await TeamPreviewNode.LoadNode();
_teamPreviewNode = node;
node.SetData(teamIdx, charIDs, vehicleIDs);
node.CreateRt();
await node.Init();
}
/// <summary>
/// 通过队伍索引刷新队伍展示节点
/// </summary>
private async void RefreshPreviewNode(int teamIdx)
{
if (!_teamPreviewNode) return;
var team = _teamList[teamIdx];
if (team == null) return;
var charIDs = team.GetAllCharacters().ToArray();
var vehicleIDs = team.GetVehicleIDs().ToArray();
_teamPreviewNode.SetData(teamIdx, charIDs, vehicleIDs);
await _teamPreviewNode.Init();
}
/// <summary>
/// 释放展示节点
/// </summary>
private void DoReleaseTeamPreviewNode()
{
if (_teamPreviewNode)
{
TeamPreviewNode.ReleaseNode(_teamPreviewNode);
_teamPreviewNode = null;
}
}
#endregion
#region 事件监听
private void OnTeamUpdate()
{
RefreshOwnTeams();
EventManager.Instance.Send(EventManager.EventName.TeamUpdate);
}
#endregion
#region 测试队伍
public TeamNew GetTestTeam()
{
var unitIDs = new List<uint>() { 100002, 100003, 100004, 100005, 100011, 100025, };
return new TeamNew(0, "测试编队", 510001, 100001, unitIDs, new uint[] { 911, 0, 0 });
}
#endregion
}
/// <summary>
/// 队列类
/// </summary>
public class TeamNew
{
public const int ConductorIndex = -1;
public const uint NoneID = 0;
public const uint DefaultMark = 510001;
#region 私有成员变量
/// <summary>
/// 队伍名称
/// </summary>
private string _name;
/// <summary>
/// 队伍图标
/// </summary>
private int _icon;
/// <summary>
/// 指挥官ID
/// </summary>
private uint _commander;
/// <summary>
/// 队伍所有成员
/// </summary>
private List<uint> _unitIDs;
/// <summary>
/// 队伍中角色成员
/// </summary>
private List<uint> _characterIDs;
/// <summary>
/// 队伍中载具成员
/// </summary>
private List<uint> _vehicleIDs;
/// <summary>
/// 角色技能
/// </summary>
private uint[] _playerSkillIDs;
/// <summary>
/// 队伍索引
/// </summary>
private int _teamIdx;
/// <summary>
/// 该队伍所花费领导力
/// </summary>
private int _allLeadership;
/// <summary>
/// 指挥官所提供的列表
/// </summary>
private List<ProvideJob> _provideJob;
/// <summary>
/// 指挥官所提供的载具数量
/// </summary>
private int _provideVehicleCount;
#endregion
#region 成员变量
public List<ProvideJob> ProvideJobs
{
get => _provideJob;
}
public uint Commander
{
get => _commander;
}
public string Name
{
get => _name;
}
public int IconNumber
{
get => _icon;
}
public int TeamIndex
{
get => _teamIdx;
}
public int AllLeaderShip
{
get => _allLeadership;
}
public int ProvideJobCount
{
get
{
return _provideJob is { Count: <= 0 }
? 0
: _provideJob.Count(job => job == cfg.CharacterCfg.ProvideJob.Job_Vehicle);
}
}
#endregion
#region 构造函数
public TeamNew(int teamIdx, string name, int icon, uint commander, List<uint> unitIDs, uint[] playerSkillIDs)
{
//DebugUtil.LogError("创建队伍:名字:{0},指挥官:{1},队标:{2}", name, commander, icon);
_teamIdx = teamIdx;
_name = name;
_icon = icon;
_commander = commander;
// 指挥合法
if (CheckConductorLegal(_commander) && unitIDs is { Count: > 0 })
{
_provideJob = CharacterDataInfoManager.Instance.GetCharacterInfo(_commander).Cfg.ProvideJob.ToList();
if (CheckTeamLegal(unitIDs))
{
_unitIDs = unitIDs;
//DebugUtil.LogError("有成员数量:{0}",unitIDs.Count);
}
else
{
_unitIDs = new List<uint>();
foreach (var job in ProvideJobs)
{
_unitIDs.Add(NoneID);
}
}
}
else
{
_commander = NoneID;
_unitIDs = new List<uint>();
_provideJob = new List<ProvideJob>();
}
PartUnits();
RefreshSpendLeadership();
// 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];
}
_playerSkillIDs = tempSkillIDs;
}
else
_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
}