241 lines
7.8 KiB
C#
241 lines
7.8 KiB
C#
using System;
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using Framework;
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using Gameplay.Character;
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using Gameplay.Level;
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using Gameplay.Skill;
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using Gameplay.Unit;
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using Gameplay.Unit.Data;
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using UnityEditor;
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using UnityEngine;
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using cfg.LevelCfg;
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namespace FightDebug
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{
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public class FightDebugWindowV2 : EditorWindow
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{
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private Vector2 _scrollPos1;
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private Vector2 _scrollPos2;
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[MenuItem("Tools/*战斗信息Debug/FightDebugWindowV2 _F11")]
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public static void ShowWindow()
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{
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var win = GetWindow<FightDebugWindowV2>("战斗信息调试");
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win.Show();
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}
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private void _ShowSkillInfo(GameUnit unit)
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{
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var skillManager = SkillManager.instance.GetUnitSkillManager(unit);
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if (skillManager == null)
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{
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EditorGUILayout.LabelField("无技能管理器");
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return;
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}
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if (skillManager.positiveSkill == null)
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{
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EditorGUILayout.LabelField("无主动技能");
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return;
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}
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var skill = skillManager.positiveSkill;
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EditorGUILayout.LabelField("技能ID:", skill.runtimeData.configData.ID + "");
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EditorGUILayout.LabelField("技能名称:", skill.runtimeData.configData.NameRead);
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}
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private void _ShowWaveIndex(GameUnit unit)
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{
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var levelData = unit.unitLevelData;
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if (levelData == null)
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{
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EditorGUILayout.LabelField("无波次数据");
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return;
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}
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EditorGUILayout.LabelField("波次ID:", levelData.waveId + "");
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}
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private void _ShowUnit(GameUnit unit)
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{
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GUILayout.BeginVertical("box",GUILayout.Width(200));
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_ShowLabel("ID:", unit.GetID() + "");
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_ShowLabel("类型:", EGameUnitTypeUtils.GetStrByType(unit.gameunitType));
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_ShowLabel("名字:", unit.debugShowInfo.name);
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_ShowLabel("配置ID:", unit.debugShowInfo.configId);
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_ShowWaveIndex(unit);
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_ShowLabel("等级:", unit.commonData.level + "");
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_ShowLabel("攻击力:", unit.fightData.attack + "");
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_ShowSkillInfo(unit);
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_ShowIcon(unit.debugShowInfo.iconPath);
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_ShowProgress("生命值:", unit.aliveData.currentHp, unit.aliveData.maxHp);
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_ShowProgress("护甲值:", unit.aliveData.currentShield, unit.aliveData.maxShield);
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_ShowProgress("士气值:", unit.aliveData.currentMorale, unit.aliveData.maxMorale);
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if (unit.unitUIData.showEvacuateBtn)
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{
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if (GUILayout.Button("撤离", GUILayout.Height(40)))
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{
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EventManager.Instance.Send(EventManager.EventName.INFIGHT_UI_EVACUATE_UNIT, unit);
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}
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}
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if (GUILayout.Button("显示详情", GUILayout.Height(40)))
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{
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SingleUnitWindow.ShowWindow(unit);
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}
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if (GUILayout.Button("直接杀死", GUILayout.Height(40)))
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{
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unit.ForceKill();
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}
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GUILayout.EndVertical();
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}
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private bool _CheckIconPathValid(string iconPath)
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{
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if (string.IsNullOrEmpty(iconPath))
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{
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return false;
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}
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if (!iconPath.StartsWith("Assets/"))
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{
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return false;
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}
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var iconObj = AssetDatabase.LoadAssetAtPath<Texture2D>(iconPath);
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if (iconObj == null)
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{
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return false;
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}
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return true;
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}
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private Texture2D _LoadIcon(string iconPath)
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{
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const string defaultIconPath = "Assets/_Test/Texture/no_pic.png";
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if (string.IsNullOrEmpty(iconPath))
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{
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return AssetDatabase.LoadAssetAtPath<Texture2D>(defaultIconPath);
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}
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if (!iconPath.StartsWith("Assets/"))
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{
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return AssetDatabase.LoadAssetAtPath<Texture2D>(defaultIconPath);
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}
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var iconObj = AssetDatabase.LoadAssetAtPath<Texture2D>(iconPath);
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if (iconObj == null)
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{
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return AssetDatabase.LoadAssetAtPath<Texture2D>(defaultIconPath);
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}
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return iconObj;
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}
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private void _ShowIcon(string iconPath)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Label("头像:", GUILayout.Width(60));
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GUILayout.Label(new GUIContent(_LoadIcon(iconPath)), GUILayout.Width(100), GUILayout.Height(100));
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GUILayout.EndHorizontal();
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}
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private void _ShowProgress(string label, int currentValue, int maxValue)
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{
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GUILayout.BeginHorizontal(GUILayout.Height(40));
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GUILayout.Label(label, GUILayout.Width(60));
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if (maxValue == 0)
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{
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GUILayout.Label("-无-");
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}
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else
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{
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GUILayout.BeginVertical();
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var progress = 1f * currentValue / maxValue;
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var progressStr = $"{currentValue}/{maxValue} ({progress:P})";
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GUILayout.Label(progressStr);
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GUILayout.HorizontalSlider(progress, 0, 1);
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GUILayout.EndVertical();
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}
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GUILayout.EndHorizontal();
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}
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private void _ShowLabel(string label, string value)
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{
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GUILayout.BeginHorizontal();
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GUILayout.Label(label, GUILayout.Width(80));
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GUILayout.Label(value);
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GUILayout.EndHorizontal();
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}
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private void _ShowInFight()
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{
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var oldBgColor = GUI.backgroundColor;
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var allUnits = GameUnitManager.instance.infightUnits.unitList;
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GUI.backgroundColor = new Color(0.2f, 0.2f, 1f, 0.5f);
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GUILayout.BeginVertical("box");
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GUILayout.Label("己方");
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_scrollPos1 = GUILayout.BeginScrollView(_scrollPos1);
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GUILayout.BeginHorizontal();
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for (int i = 0; i < allUnits.Count; i++)
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{
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var unit = allUnits[i];
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if (unit.commonData.troopId == ETroopsId.Self)
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{
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_ShowUnit(unit);
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}
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}
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GUILayout.EndHorizontal();
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GUILayout.EndScrollView();
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GUILayout.EndVertical();
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GUI.backgroundColor = new Color(1f, 0.2f, 0.2f, 0.5f);
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GUILayout.BeginVertical("box");
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GUILayout.Label("敌方");
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_scrollPos2 = GUILayout.BeginScrollView(_scrollPos2);
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GUILayout.BeginHorizontal();
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for (int i = 0; i < allUnits.Count; i++)
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{
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var unit = allUnits[i];
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if (unit.commonData.troopId != ETroopsId.Self)
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{
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_ShowUnit(unit);
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}
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}
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GUILayout.EndHorizontal();
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GUILayout.EndScrollView();
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GUILayout.EndVertical();
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GUI.backgroundColor = oldBgColor;
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}
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private bool _CheckCanShow()
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{
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if (!Application.isPlaying)
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{
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return false;
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}
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if (LevelManager.Instance == null)
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{
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return false;
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}
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if (GameUnitManager.instance == null)
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{
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return false;
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}
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return true;
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}
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private void _ShowNotInFight()
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{
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EditorGUILayout.HelpBox("仅支持在开战后使用", MessageType.Error);
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}
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private void OnGUI()
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{
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if (_CheckCanShow())
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{
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_ShowInFight();
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}
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else
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{
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_ShowNotInFight();
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}
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}
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}
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}
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