374 lines
10 KiB
C#
374 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Data;
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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 Gameplay.Common;
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using Gameplay.Emoji;
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using Gameplay.Performance;
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using Gameplay.Utils;
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using PhxhSDK;
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using UnityEngine;
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using UnityEngine.Playables;
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using Constants = Framework.Constants;
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public class TeamPreviewNode: MonoBehaviour
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{
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public Transform[] characterPos;
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public Transform vehiclePos;
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public Transform cRoot;
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public Transform vRoot;
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public struct CharAddData
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{
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public uint ID;
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public int Idx;
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}
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public RenderTexture RTexture => _rTexture;
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private Dictionary<int, GameObject> _characterDic;
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private GameObject _vehicleGo;
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private uint[] _charIDs;
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private uint _vehicleID;
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private bool _isLoading;
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private int _teamIdx;
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private bool _isReleasing;
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private RenderTexture _rTexture;
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private Dictionary<string, int> _assetsLoadDic = new Dictionary<string, int>();
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private List<UnitEmojiManager> _emojiMgrList = new List<UnitEmojiManager>();
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private void Awake()
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{
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EventManager.Instance.Register(EventManager.EventName.TeamEditModelCreate, (Action<CharAddData>)OnCharModelCreate);
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EventManager.Instance.Register(EventManager.EventName.TeamEditModelClear, (Action<int>)OnCharModelClear);
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}
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private void OnDestroy()
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{
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EventManager.Instance.Unregister(EventManager.EventName.TeamEditModelCreate, (Action<CharAddData>)OnCharModelCreate);
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EventManager.Instance.Unregister(EventManager.EventName.TeamEditModelClear, (Action<int>)OnCharModelClear);
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UnLoad();
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AssetManager.Instance.Unload(Constants.TEAM_EDIT_PREFAB_PATH);
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}
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public static async UniTask<TeamPreviewNode> LoadNode()
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{
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var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(Constants.TEAM_EDIT_PREFAB_PATH);
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var go = Instantiate(prefab, Vector3.up, Quaternion.identity);
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var component = go.GetComponent<TeamPreviewNode>();
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return component;
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}
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public static void ReleaseNode(TeamPreviewNode node)
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{
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node.ReleaseRt();
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Destroy(node.gameObject);
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}
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private void UnLoad()
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{
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foreach (var kv in _assetsLoadDic)
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{
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var path = kv.Key;
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AssetManager.Instance.Unload(path);
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}
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foreach (var emojiMgr in _emojiMgrList)
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{
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emojiMgr.Dispose();
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}
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_emojiMgrList.Clear();
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}
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public void RefreshNode(int teamIdx)
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{
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var team = TeamEditManager.Instance.GetTeamByIndex((uint)teamIdx);
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var charIDs = team.GetCharacterIDs();
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var vehicleID = team.GetVehicleID();
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ClearObjs();
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SetData(teamIdx, charIDs, vehicleID);
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CreateObjs();
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}
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public void ClearObjs()
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{
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cRoot.transform.ClearChilds(true);
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vRoot.transform.ClearChilds(true);
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_characterDic.Clear();
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}
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public async void CreateObjs()
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{
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for (int i = 0; i < _charIDs.Length; i++)
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{
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var dataDic = CharacterDataInfoManager.Instance.DataDic;
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uint id = _charIDs[i];
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bool isValid = dataDic.ContainsKey(id);
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if (isValid)
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{
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var trans = characterPos[i];
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if (!_isLoading)
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{
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_isLoading = true;
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await AddCharacterGo(trans, id, i);
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}
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}
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}
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_isLoading = true;
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await AddVehicleGo(_vehicleID);
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}
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//初始化
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public async UniTask Init()
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{
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cRoot.transform.ClearChilds(true);
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vRoot.transform.ClearChilds(true);
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// if (!_rTexture)
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// {
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// _rTexture = RenderTexturePool.Instance.Create("TeamPreviewNode", Screen.width,
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// Screen.height, 32);
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// _rTexture.name = "team_rt";
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// // _rTexture.width = TeamEditManager.Instance.ImageSceneWidth;
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// // _rTexture.height = TeamEditManager.Instance.ImageSceneHeight;
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// }
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var teamCamera = TeamEditCameraObj.Instance.teamEditCamera;
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teamCamera.targetTexture = _rTexture;
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_characterDic = new Dictionary<int, GameObject>();
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for (int i = 0; i < _charIDs.Length; i++)
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{
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var dataDic = CharacterDataInfoManager.Instance.DataDic;
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uint id = _charIDs[i];
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bool isValid = dataDic.ContainsKey(id);
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if (isValid)
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{
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var trans = characterPos[i];
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if (!_isLoading)
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{
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_isLoading = true;
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await AddCharacterGo(trans, id, i);
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}
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}
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}
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_isLoading = true;
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await AddVehicleGo(_vehicleID);
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EventManager.Instance.Send(EventManager.EventName.TeamEditPreviewInit, _rTexture);
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}
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public void CreateRt()
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{
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if (!_rTexture)
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{
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_rTexture = RenderTexturePool.Instance.Create("TeamPreviewNode", PerformanceManager.instance.fullScreenWidth,
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PerformanceManager.instance.fullScreenHeight);
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}
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}
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public void ReleaseRt()
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{
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if (_rTexture)
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{
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RenderTexturePool.Instance.Destroy(_rTexture);
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_rTexture = null;
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}
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}
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public void Clear()
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{
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for (int i = 0; i < characterPos.Length; i++)
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{
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ClearCharacterGo(i);
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}
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ClearVehicleGo();
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_rTexture.Release();
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}
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//设置数据
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public void SetData(int teamIdx, uint[] charIDs, uint vehicleID)
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{
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_teamIdx = teamIdx;
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_charIDs = (uint[])charIDs.Clone();
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_vehicleID = vehicleID;
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}
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public async UniTask LoadCharacterModel(uint id, int idx)
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{
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if (_charIDs[idx] != id)
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{
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ClearCharacterGo(idx);
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_charIDs[idx] = id;
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await AddCharacterGo(characterPos[idx], id, idx);
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}
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}
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public async UniTask LoadVehicleModel(uint id)
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{
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if (_vehicleID != id)
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{
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ClearVehicleGo();
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_vehicleID = id;
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await AddVehicleGo(id);
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}
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}
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//监听事件
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private async void OnCharModelCreate(CharAddData charAddData)
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{
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await LoadCharacterModel(charAddData.ID, charAddData.Idx);
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}
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private void OnCharModelClear(int idx)
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{
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if (idx >= 0)
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{
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ClearCharacterGo(idx);
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return;
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}
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ClearVehicleGo();
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}
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/// <summary>
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/// 添加角色模型
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/// </summary>
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/// <param name="trans"></param>
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/// <param name="id"></param>
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/// <param name="idx"></param>
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async UniTask AddCharacterGo(Transform trans, uint id, int idx)
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{
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var charData = CharacterDataInfoManager.Instance.DataDic[id];
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var charCfg = charData.Cfg;
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var skinID = charData.SkinID > 0 ? (int)charData.SkinID : Constants.DEFULT_SKINID;
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var data = TableManager.Instance.Tables.SkinCfg.Get(skinID, charCfg.RoleID);
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if (data != null)
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{
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var prefabPath = PathEx.GetCharacterDisplayModelPath(data.NameID);
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var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(prefabPath);
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_assetsLoadDic.TryAdd(prefabPath, (int)id);
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if (!trans)
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{
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return;
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}
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var go = Instantiate(prefab, trans.position, trans.rotation, cRoot.transform);
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if (go)
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{
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_characterDic.Add(idx, go);
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go.SetLayerEx(LayerDefine.TeamEdit);
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var anim = CommonUtils.GetChildComponent<Animator>(go);
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var playableDir = go.GetComponent<PlayableDirector>();
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if (playableDir)
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{
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playableDir.enabled = false;
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}
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if (anim)
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{
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if (idx < 2 || idx > 4)
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{
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anim.Play("standready001");
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}
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else
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{
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anim.Play("squatready001");
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}
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}
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var charDataCfg = TableManager.Instance.Tables.CharacterAttri;
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if (charDataCfg.DataMap.TryGetValue((int)id, out var charSingleData))
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{
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var emojiMgr = new UnitEmojiManager(go, charSingleData.EmojiEyesColor,
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charSingleData.EmojiEyeBowsType, charSingleData.EmojiEyeBowsColor, -1);
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emojiMgr.SwitchEmoji(charSingleData.DefaultDisplayEmojiId);
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_emojiMgrList.Add(emojiMgr);
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}
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}
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}
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_isLoading = false;
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}
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void ClearCharacterGo(int idx)
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{
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if (_isLoading)
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{
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return;
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}
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_isLoading = true;
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if (_characterDic.TryGetValue(idx, out var go))
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{
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if (go)
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{
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DestroyImmediate(go);
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_charIDs[idx] = Team.NONE_ID;
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_characterDic.Remove(idx);
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}
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}
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_isLoading = false;
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}
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/// <summary>
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/// 载具模型加载
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/// </summary>
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/// <param name="id"></param>
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async UniTask AddVehicleGo(uint id)
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{
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var vehicleDataDic = VehicleCultivateDataManager.Instance.DataDic;
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if (vehicleDataDic.TryGetValue(id, out var vehicleData))
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{
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if (vehicleData != null)
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{
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var trans = vehiclePos;
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var prefabPath = PathEx.GetVehicleGameModelPath(vehicleData.Cfg.ID);
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var prefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(prefabPath);
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_assetsLoadDic.TryAdd(prefabPath, (int)id);
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if (!trans)
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{
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return;
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}
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var go = Instantiate(prefab, trans.position, trans.rotation, vRoot.transform);
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if (go)
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{
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go.SetLayerEx(LayerDefine.TeamEdit);
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go.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f);
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_vehicleGo = go;
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}
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}
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}
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_isLoading = false;
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}
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void ClearVehicleGo()
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{
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if (_isLoading)
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{
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return;
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}
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_isLoading = true;
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DestroyImmediate(_vehicleGo);
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_vehicleID = Team.NONE_ID;
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_vehicleGo = null;
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_isLoading = false;
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}
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} |