910 lines
26 KiB
C#
910 lines
26 KiB
C#
using cfg.ShowCfg;
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using Cysharp.Threading.Tasks;
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using Framework;
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using Gameplay;
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using PhxhSDK;
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using Sirenix.OdinInspector;
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using Sirenix.Utilities;
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using SRF;
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using System;
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using System.Collections.Generic;
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using Gameplay.Emoji;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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using static ShowComponent;
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using Constants = Framework.Constants;
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using Object = UnityEngine.Object;
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/// <summary>
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/// 演出组件
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/// </summary>
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public class ShowComponent : MonoBehaviour, IShow
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{
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/// <summary>
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/// 当前状态
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/// </summary>
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protected enum E_CurState
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{
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None = 0,
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/// <summary>
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/// 加载角色
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/// </summary>
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LoadingCharacters,
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/// <summary>
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/// 当前
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/// </summary>
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Present,
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}
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/// <summary>
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/// 被弃用的原因
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/// </summary>
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public enum E_DisposeReason
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{
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None,
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/// <summary>
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/// 演出点重复
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/// </summary>
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[LabelText("演出点重复")]
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ShowPointRepeat,
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/// <summary>
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/// 组内人数不满
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/// </summary>
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[LabelText("组内人数不满")]
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CharacterCountNotFull,
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/// <summary>
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/// 固定角色不存在
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/// </summary>
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[LabelText("固定角色不存在")]
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FixedCharacterNotExist,
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}
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#region 外部序列化字段
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/// <summary>
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/// 演出场景类型
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/// </summary>
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[LabelText("演出场景类型")]
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[SerializeField]
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private E_ShowSceneType showSceneType;
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/// <summary>
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/// 角色根节点
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/// </summary>
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[LabelText("角色根节点")]
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[SerializeField]
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private Transform tsCharacterRoot;
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/// <summary>
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/// 收集演出点根节点
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/// </summary>
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[LabelText("收集演出点的根节点")]
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[SerializeField]
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private Transform tsCollectRoot;
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/// <summary>
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/// 角色演出点根节点
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/// </summary>
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[LabelText("角色演出点根节点")]
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[SerializeField]
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private Transform tsCharacterShowPointRoot;
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/// <summary>
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/// 道具演出点根节点
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/// </summary>
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[LabelText("道具演出点根节点")]
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[SerializeField]
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private Transform tsItemShowPointRoot;
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/// <summary>
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/// 最大抽取角色数量
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/// </summary>
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[LabelText("最大抽取角色数")]
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[SerializeField]
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private int characterMaxCount = 20;
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/// <summary>
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/// 是否忽略看板娘
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/// </summary>
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[LabelText("是否忽略看板娘")]
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[SerializeField]
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private bool IsIgnoreKanbanban;
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/// <summary>
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/// 相机动画状态机
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/// </summary>
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[LabelText("相机动画状态机")]
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[SerializeField]
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private Animator cameraAnimator;
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/// <summary>
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/// 抽取记录
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/// </summary>
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[ReadOnly]
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[LabelText("抽取记录")]
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[SerializeField]
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[ShowIf("@listExtractRecord.Count > 0")]
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private List<ExtractRecord> listExtractRecord = new();
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#endregion
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/// <summary>
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/// 当前场景所有演出点
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/// </summary>
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private List<Transform> listShowPoint;
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/// <summary>
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/// 当前场景所有演出组字典 key:组id value:演出组数据
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/// </summary>
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private readonly Dictionary<int, ShowGroupData> dicShowGroup = new();
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/// <summary>
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/// 最终的演出点数据
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/// </summary>
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private readonly List<ShowPointResult> listShowPointResult = new();
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/// <summary>
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/// Timeline资源字典
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/// </summary>
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private readonly Dictionary<string, TimelineAsset> dicTimeLineAsset = new();
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/// <summary>
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/// 已经加载的资源集合
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/// </summary>
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private readonly HashSet<string> setAssetToUnload = new();
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/// <summary>
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/// 角色模型字典
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/// </summary>
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private readonly Dictionary<int, GameObject> dicCharacterModel = new();
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private readonly List<UnitEmojiManager> _cacheEmojiList = new();
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/// <summary>
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/// 当前状态
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/// </summary>
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protected E_CurState currState = E_CurState.None;
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#region (刷新数据,抽取)过程临时变量
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/// <summary>
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/// 可以抽取的演出组数据(排序用)
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/// </summary>
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private readonly List<ShowGroupData> listRemindShowGroup = new();
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/// <summary>
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/// 可以抽取演出的角色数据(排序用)
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/// </summary>
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private readonly List<CharacterDataInfo> listRemindCharacter = new();
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/// <summary>
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/// 随机抽取的演出组链表
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/// </summary>
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private LinkedList<ShowGroupData> linkShowGroup;
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/// <summary>
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/// 随机抽取的角色链表
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/// </summary>
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private LinkedList<CharacterDataInfo> linkCharacter;
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/// <summary>
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/// 已经抽取的演出点索引集合
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/// </summary>
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private readonly HashSet<int> setUseShowPointIndex = new();
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/// <summary>
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/// 已经抽取的角色id
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/// </summary>
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private readonly HashSet<int> setUseCharactrtId = new();
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#endregion
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/// <summary>
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/// 可以抽取的角色最大数量
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/// </summary>
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public int CharacterMaxCount
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{
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get { return Mathf.Min(listRemindCharacter.Count, characterMaxCount, listShowPoint.Count); }
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}
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public E_ShowSceneType ShowSceneTyp
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{
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get { return showSceneType; }
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}
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#if UNITY_EDITOR
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/// <summary>
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/// 演出点根节点
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/// </summary>
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public Transform TsShowPointRoot
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{
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get { return tsCharacterShowPointRoot; }
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}
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#endif
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private void Awake()
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{
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if (!CommonUtils.IsInGame())
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return;
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ShowManager.Instance.Add(this);
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currState = E_CurState.None;
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#region 初始化数据
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#region 获取演出点
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if (tsCharacterShowPointRoot == null)
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listShowPoint = new();
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else
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{
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listShowPoint = new(tsCharacterShowPointRoot.childCount);
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for (int i = 0; i < tsCharacterShowPointRoot.childCount; ++i)
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{
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listShowPoint.Add(tsCharacterShowPointRoot.GetChild(i));
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}
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}
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#endregion
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#region 获取演出组配置
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List<DataShowConfig> listShowConfig = TableManager.Instance.Tables.ShowConfig.DataList;
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foreach (DataShowConfig showConfig in listShowConfig)
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{
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if (showSceneType != showConfig.ShowSceneType)
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continue;
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int groupID = showConfig.GroupID;
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if (!dicShowGroup.TryGetValue(groupID, out ShowGroupData group))
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{
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group = new(groupID);
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dicShowGroup.Add(groupID, group);
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}
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group.Add(showConfig);
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}
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foreach (ShowGroupData group in dicShowGroup.Values)
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{
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group.Shuffle();
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}
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#endregion
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#endregion
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}
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private void OnDestroy()
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{
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foreach (string path in setAssetToUnload)
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{
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AssetManager.Instance.Unload(path);
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}
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foreach (var unitEmojiManager in _cacheEmojiList)
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{
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unitEmojiManager.Dispose();
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}
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}
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/// <summary>
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/// 刷新演出
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/// </summary>
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public virtual async UniTask RefreshShow(object data = null)
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{
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currState = E_CurState.LoadingCharacters;
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RefreshShowData();
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ExtractShowCharacter();
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await ExecuteShowResult();
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currState = E_CurState.Present;
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}
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/// <summary>
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/// 刷新演出数据
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/// </summary>
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private void RefreshShowData()
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{
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listRemindShowGroup.Clear();
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listRemindCharacter.Clear();
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listRemindShowGroup.AddRange(dicShowGroup.Values);
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#region 获取看板娘id
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int kanbanbanId = 0;
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if (IsIgnoreKanbanban)
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{
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MainPanelSceneStoreData storeData = StorageMgr.Instance.GetStorage<MainPanelSceneStoreData>("MainPanelSceneStoreData");
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if (storeData == null)
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DebugUtil.LogError("没有看板娘数据");
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else
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kanbanbanId = storeData.PosterID;
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}
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#endregion
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foreach (CharacterDataInfo characterDataInfo in CharacterDataInfoManager.Instance.DataList)
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{
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if (IsIgnoreKanbanban && characterDataInfo.Cfg.RoleID == kanbanbanId)
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continue; // TODO 看板娘不加进可以演出的抽取列表
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listRemindCharacter.Add(characterDataInfo);
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}
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CommonUtils.Shuffle(listRemindShowGroup);
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CommonUtils.Shuffle(listRemindCharacter);
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linkShowGroup = new(listRemindShowGroup);
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linkCharacter = new(listRemindCharacter);
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#region 隐藏之前的角色模型
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foreach (GameObject go in dicCharacterModel.Values)
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{
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go.SetActive(false);
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}
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#endregion
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}
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/// <summary>
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/// 抽取演出角色
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/// </summary>
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private void ExtractShowCharacter()
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{
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listExtractRecord.Clear();
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listShowPointResult.Clear();
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List<ShowPointResult> listTempResult = new(); // 临时存放抽取的结果
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while (linkShowGroup.First != null)
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{
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ShowGroupData groupData = linkShowGroup.First.Value;
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linkShowGroup.RemoveFirst();
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// 如果组里的演出点和当前已经使用的演出点重复,则踢出该组
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if (IsShowPointExist(groupData))
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{
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listExtractRecord.Add(new ExtractRecord(groupData.GroupID, E_DisposeReason.ShowPointRepeat));
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continue;
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}
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// 如果是固定角色的组的角色已经被使用,则踢出该组
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if (!IsCanUseFixCharacter(groupData))
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{
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listExtractRecord.Add(new ExtractRecord(groupData.GroupID, E_DisposeReason.FixedCharacterNotExist));
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continue;
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}
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listTempResult.Clear();
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ExtractRecord extractRecord = new(groupData.GroupID, E_DisposeReason.None);
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foreach (DataShowConfig dataShowConfig in groupData.ListConfig)
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{
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// 如果当前没有剩余的演员,则直接跳出抽取
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if (linkCharacter.First == null)
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break;
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// 抽取timeline
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string timelineName = CommonUtils.GetRandomItem(dataShowConfig.TimelineNames);
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ExtractRecord.SinglePointRecord singlePointRecord = new()
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{
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timelineName = timelineName
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};
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extractRecord.Add(singlePointRecord);
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if (timelineName == "0" || timelineName.IsNullOrWhitespace()) // 说明不站人
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continue;
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#region 角色抽取
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CharacterDataInfo characterDataInfo = null;
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if (ValueValidator.IsIdValid(dataShowConfig.CharacterID)) // 抽取指定演员
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{
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foreach (CharacterDataInfo character in linkCharacter)
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{
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if ((int)character.ID == dataShowConfig.CharacterID)
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{
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characterDataInfo = character;
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break;
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}
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}
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if (characterDataInfo == null)
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continue;
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else
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linkCharacter.Remove(characterDataInfo);
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}
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else
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{
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characterDataInfo = linkCharacter.First.Value;
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linkCharacter.RemoveFirst();
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}
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#endregion
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ShowPointResult result = new(groupData.GroupID, dataShowConfig.PointID, timelineName, characterDataInfo);
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singlePointRecord.showPoint = dataShowConfig.PointID;
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singlePointRecord.characterID = characterDataInfo.ID;
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listTempResult.Add(result);
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}
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if (groupData.IsMustHasCharacter && listTempResult.Count < groupData.ListConfig.Count)
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{
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// 如果该组必须满员但没满员
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// 取出来的CharacterDataInfo归还
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foreach (ShowPointResult result in listTempResult)
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{
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listRemindCharacter.Add(result.CharacterData);
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}
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listExtractRecord.Add(new ExtractRecord(groupData.GroupID, E_DisposeReason.CharacterCountNotFull));
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}
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else // 添加到最后的result列表中
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{
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foreach (ShowPointResult result in listTempResult)
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{
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listShowPointResult.Add(result);
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setUseCharactrtId.Add((int)result.CharacterData.ID);
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setUseShowPointIndex.Add(result.ShowPointIndex);
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}
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}
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}
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setUseShowPointIndex.Clear();
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setUseCharactrtId.Clear();
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}
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/// <summary>
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/// 执行演出结果
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/// </summary>
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protected virtual async UniTask ExecuteShowResult()
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{
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if (listShowPointResult.Count == 0)
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return;
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foreach (ShowPointResult result in listShowPointResult)
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{
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int showPointIndex = result.ShowPointIndex;
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if (showPointIndex < 0 || showPointIndex >= listShowPoint.Count || listShowPoint[showPointIndex] == null)
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{
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DebugUtil.LogError($"找不到演出点!演出点索引:{showPointIndex}");
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continue;
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}
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Transform tsShowPoint = listShowPoint[showPointIndex].transform;
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GameObject goModel = await GetModel(result.CharacterData);
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if (goModel == null)
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continue;
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goModel.SetActive(true);
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goModel.transform.SetPositionAndRotation(tsShowPoint.position, tsShowPoint.rotation);
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TimelineAsset timelineAsset = await GetTimeLineAsset(result.TimelineName);
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if (timelineAsset == null)
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continue;
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if (!goModel.TryGetComponent(out PlayableDirector director))
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{
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DebugUtil.LogError($"{goModel.name}未绑定PlayableDirector组件");
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continue;
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}
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director.playableAsset = timelineAsset;
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director.extrapolationMode = DirectorWrapMode.Loop;
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foreach (PlayableBinding playableBinding in timelineAsset.outputs)
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{
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director.SetGenericBinding(playableBinding.sourceObject, goModel.GetComponentInChildren<Animator>());
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}
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director.Play();
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}
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}
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private UnitEmojiManager _InitEmoji(GameObject cObj, CharacterDataInfo dataInfo)
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{
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var config = dataInfo.Cfg;
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var skinID = dataInfo.SkinID > 0 ? (int)dataInfo.SkinID : Constants.DEFULT_SKINID;
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var skinData = TableManager.Instance.Tables.SkinCfg.Get(skinID, dataInfo.Cfg.RoleID);
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if (skinData == null)
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{
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DebugUtil.LogError($"找不到皮肤数据, skinID:{skinID}, roleID:{dataInfo.Cfg.RoleID}");
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return null;
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}
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var eyebowsType = string.IsNullOrEmpty(config.EmojiEyeBowsType) ? "1" : config.EmojiEyeBowsType;
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var eyesColor = string.IsNullOrEmpty(config.EmojiEyesColor) ? "#ff0000" : config.EmojiEyesColor;
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var eyebowsColor = string.IsNullOrEmpty(config.EmojiEyeBowsColor) ? "#ff0000" : config.EmojiEyeBowsColor;
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var unitEmojiManager = new UnitEmojiManager(cObj, eyesColor, eyebowsType, eyebowsColor, -1);
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unitEmojiManager.SwitchEmoji(config.DefaultDisplayEmojiId);
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return unitEmojiManager;
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}
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/// <summary>
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/// 播放相机动画
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/// </summary>
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/// <exception cref="NotImplementedException"></exception>
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public async void PlayeCameraAnim(Action callbackAction)
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{
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if (cameraAnimator == null)
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{
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DebugUtil.LogError("相机未赋值");
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return;
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}
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cameraAnimator.SetTrigger("Play");
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while (cameraAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1f)
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{
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await UniTask.Yield();
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}
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callbackAction?.Invoke();
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}
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/// <summary>
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/// 异步加载资源
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="path"></param>
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/// <returns></returns>
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private async UniTask<T> LoadAssetAsync<T>(string path) where T : Object
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{
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T res = await AssetManager.Instance.LoadAssetAsync<T>(path);
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if (res != null)
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setAssetToUnload.Add(path);
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return res;
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}
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/// <summary>
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/// 获取角色模型
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/// </summary>
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/// <param name="characterDataInfo"></param>
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/// <returns></returns>
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private async UniTask<GameObject> GetModel(CharacterDataInfo characterDataInfo)
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|
{
|
|
if (!dicCharacterModel.TryGetValue(characterDataInfo.Cfg.RoleID, out GameObject goModel))
|
|
{
|
|
string prefabPath = characterDataInfo.PrefabPath;
|
|
goModel = await LoadAssetAsync<GameObject>(prefabPath);
|
|
if (goModel == null)
|
|
{
|
|
DebugUtil.LogError($"找不到模型, path:{prefabPath}");
|
|
return null;
|
|
}
|
|
|
|
goModel = Instantiate(goModel, tsCharacterRoot);
|
|
goModel.GetComponentOrAdd<PlayableDirector>();
|
|
goModel.SetLayerEx(Framework.Constants.Layer.UIVIEW);
|
|
|
|
var unitEmojiManager = _InitEmoji(goModel, characterDataInfo);
|
|
if (unitEmojiManager != null)
|
|
{
|
|
// 缓存起来
|
|
_cacheEmojiList.Add(unitEmojiManager);
|
|
}
|
|
|
|
dicCharacterModel.Add(characterDataInfo.Cfg.RoleID, goModel);
|
|
}
|
|
|
|
HideCharacterWeapon(goModel);
|
|
|
|
return goModel;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏角色武器
|
|
/// </summary>
|
|
private void HideCharacterWeapon(GameObject goCharacter)
|
|
{
|
|
if (goCharacter.transform.childCount < 1)
|
|
{
|
|
DebugUtil.LogError("角色节点错误");
|
|
return;
|
|
}
|
|
// TODO 临时隐藏武器方式
|
|
Transform tsRoot = goCharacter.transform.GetChild(0).Find("Root");
|
|
Transform tsWeaponRoot = tsRoot.Find("Bip001/Bip001 Spine/Bip001 Spine1/Bip001 R Clavicle/Bip001 R UpperArm/Bip001 R Forearm/Bip001 R Hand/Grip_point01");
|
|
if (tsWeaponRoot != null)
|
|
tsWeaponRoot.gameObject.SetActive(false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取Timeline资源
|
|
/// </summary>
|
|
/// <param name="timelineName"></param>
|
|
/// <returns></returns>
|
|
private async UniTask<TimelineAsset> GetTimeLineAsset(string timelineName)
|
|
{
|
|
if (!dicTimeLineAsset.TryGetValue(timelineName, out TimelineAsset timelineAsset))
|
|
{
|
|
string timelinePath = CampTimeLineCollector.Instance[showSceneType, timelineName];
|
|
if (string.IsNullOrWhiteSpace(timelinePath))
|
|
{
|
|
DebugUtil.LogError($"找不到timelinePath,{nameof(timelineName)}:{timelineName}");
|
|
return null;
|
|
}
|
|
|
|
timelineAsset = await LoadAssetAsync<TimelineAsset>(timelinePath);
|
|
if (timelineAsset == null)
|
|
{
|
|
DebugUtil.LogError($"找不到TimelineAsset, {nameof(timelineName)}:{timelineName} path:{timelinePath}");
|
|
return null;
|
|
}
|
|
|
|
dicTimeLineAsset.Add(timelineName, timelineAsset);
|
|
}
|
|
|
|
return timelineAsset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 演出点是否重复
|
|
/// </summary>
|
|
/// <param name="group"></param>
|
|
/// <returns></returns>
|
|
private bool IsShowPointExist(ShowGroupData group)
|
|
{
|
|
foreach (DataShowConfig showConfig in group.ListConfig)
|
|
{
|
|
if (setUseShowPointIndex.Contains(showConfig.PointID))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 是否可以使用限定角色
|
|
/// </summary>
|
|
/// <param name="group"></param>
|
|
/// <returns></returns>
|
|
private bool IsCanUseFixCharacter(ShowGroupData group)
|
|
{
|
|
foreach (DataShowConfig showConfig in group.ListConfig)
|
|
{
|
|
if (!ValueValidator.IsIdValid(showConfig.CharacterID) && !IsCanUseCharacter(showConfig.CharacterID))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 角色是否可用
|
|
/// </summary>
|
|
/// <param name="characterId"></param>
|
|
/// <returns></returns>
|
|
private bool IsCanUseCharacter(int characterId)
|
|
{
|
|
return !setUseCharactrtId.Contains(characterId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取进度
|
|
/// </summary>
|
|
/// <returns>0f-1f</returns>
|
|
public float GetRefreshProcess()
|
|
{
|
|
return currState switch
|
|
{
|
|
E_CurState.None => 0f,
|
|
E_CurState.LoadingCharacters => (float)listShowPointResult.Count / CharacterMaxCount,
|
|
E_CurState.Present => 1f,
|
|
_ => 0f,
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// 收集演出点
|
|
/// </summary>
|
|
[Button("收集演出点")]
|
|
public void CollectShowPoint()
|
|
{
|
|
if (tsCharacterShowPointRoot == null)
|
|
{
|
|
Debug.LogError("角色演出点为空");
|
|
return;
|
|
}
|
|
|
|
if (tsItemShowPointRoot == null)
|
|
{
|
|
Debug.LogError("道具演出点为空");
|
|
return;
|
|
}
|
|
|
|
#region 先清除原有演出点
|
|
|
|
Transform[] tsShowPoints = tsCharacterShowPointRoot.GetComponentsInChildren<Transform>();
|
|
foreach (Transform ts in tsShowPoints)
|
|
{
|
|
if (ts == tsCharacterShowPointRoot)
|
|
continue;
|
|
|
|
DestroyImmediate(ts.gameObject);
|
|
}
|
|
|
|
tsShowPoints = tsItemShowPointRoot.GetComponentsInChildren<Transform>();
|
|
foreach (Transform ts in tsShowPoints)
|
|
{
|
|
if (ts == tsItemShowPointRoot)
|
|
continue;
|
|
|
|
DestroyImmediate(ts.gameObject);
|
|
}
|
|
#endregion
|
|
|
|
ShowPoint[] showPoints = tsCollectRoot.GetComponentsInChildren<ShowPoint>();
|
|
int characterIndex = 0;
|
|
int itemIndex = 0;
|
|
foreach (ShowPoint showPoint in showPoints)
|
|
{
|
|
switch (showPoint.ShowPointType)
|
|
{
|
|
case E_ShowPointType.Character:
|
|
{
|
|
GameObject go = new($"{characterIndex++:D3}_{showPoint.Name}");
|
|
go.transform.SetPositionAndRotation(showPoint.gameObject.transform.position, showPoint.gameObject.transform.rotation);
|
|
go.transform.parent = tsCharacterShowPointRoot;
|
|
}
|
|
break;
|
|
case E_ShowPointType.Item:
|
|
{
|
|
GameObject go = new($"{itemIndex++:D3}_{showPoint.Name}");
|
|
go.transform.SetPositionAndRotation(showPoint.gameObject.transform.position, showPoint.gameObject.transform.rotation);
|
|
go.transform.parent = tsItemShowPointRoot;
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
Debug.LogError("未处理类型");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 抽取流程的记录
|
|
/// </summary>
|
|
[Serializable]
|
|
public struct ExtractRecord
|
|
{
|
|
/// <summary>
|
|
/// 单个演出点记录
|
|
/// </summary>
|
|
[Serializable]
|
|
public struct SinglePointRecord
|
|
{
|
|
[LabelText("演出点ID")]
|
|
public int showPoint;
|
|
|
|
public string timelineName;
|
|
|
|
public uint characterID;
|
|
}
|
|
|
|
[LabelText("组ID")]
|
|
private int groupID;
|
|
|
|
[LabelText("抛弃原因")]
|
|
[ShowIf("isDispose")]
|
|
private E_DisposeReason disposeReason;
|
|
|
|
[LabelText("角色记录")]
|
|
private List<SinglePointRecord> listRecord;
|
|
|
|
public ExtractRecord(int groupID, E_DisposeReason disposeReason)
|
|
{
|
|
this.groupID = groupID;
|
|
this.disposeReason = disposeReason;
|
|
|
|
listRecord = new();
|
|
}
|
|
|
|
public readonly void Add(SinglePointRecord singlePointRecord)
|
|
{
|
|
listRecord.Add(singlePointRecord);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 演出组数据
|
|
/// </summary>
|
|
public struct ShowGroupData
|
|
{
|
|
/// <summary>
|
|
/// 演出组id
|
|
/// </summary>
|
|
private readonly int groupId;
|
|
/// <summary>
|
|
/// 是否必须有角色
|
|
/// </summary>
|
|
private bool isMustHasCharacter;
|
|
/// <summary>
|
|
/// 该组演出点配置数据
|
|
/// </summary>
|
|
private readonly List<DataShowConfig> listConfig;
|
|
|
|
/// <summary>
|
|
/// 演出组id
|
|
/// </summary>
|
|
public readonly int GroupID
|
|
{
|
|
get { return groupId; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// 是否必须有角色
|
|
/// </summary>
|
|
public readonly bool IsMustHasCharacter { get { return isMustHasCharacter; } }
|
|
|
|
/// <summary>
|
|
/// 该组演出点配置数据
|
|
/// </summary>
|
|
public readonly List<DataShowConfig> ListConfig
|
|
{
|
|
get { return listConfig; }
|
|
}
|
|
|
|
public ShowGroupData(int groupId)
|
|
{
|
|
this.groupId = groupId;
|
|
|
|
isMustHasCharacter = false;
|
|
listConfig = new();
|
|
}
|
|
|
|
public void Add(DataShowConfig dataShowConfig)
|
|
{
|
|
isMustHasCharacter |= dataShowConfig.HasCharacter;
|
|
listConfig.Add(dataShowConfig);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 打乱顺序
|
|
/// </summary>
|
|
public readonly void Shuffle()
|
|
{
|
|
CommonUtils.Shuffle(listConfig);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 演出点结果
|
|
/// </summary>
|
|
public readonly struct ShowPointResult
|
|
{
|
|
/// <summary>
|
|
/// 演出组id
|
|
/// </summary>
|
|
private readonly int groupID;
|
|
/// <summary>
|
|
/// 演出点索引
|
|
/// </summary>
|
|
private readonly int showPointIndex;
|
|
/// <summary>
|
|
/// Timeline名
|
|
/// </summary>
|
|
private readonly string timelineName;
|
|
/// <summary>
|
|
/// 角色数据
|
|
/// </summary>
|
|
private readonly CharacterDataInfo characterData;
|
|
|
|
public int GroupID
|
|
{
|
|
get { return groupID; }
|
|
}
|
|
|
|
public int ShowPointIndex
|
|
{
|
|
get { return showPointIndex; }
|
|
}
|
|
|
|
public string TimelineName
|
|
{
|
|
get { return timelineName; }
|
|
}
|
|
|
|
public CharacterDataInfo CharacterData
|
|
{
|
|
get { return characterData; }
|
|
}
|
|
|
|
public ShowPointResult(int groupID, int showPointIndex, string timelineName, CharacterDataInfo characterData)
|
|
{
|
|
this.groupID = groupID;
|
|
this.showPointIndex = showPointIndex;
|
|
this.timelineName = timelineName;
|
|
this.characterData = characterData;
|
|
}
|
|
} |