347 lines
12 KiB
C#
347 lines
12 KiB
C#
using Cysharp.Threading.Tasks;
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using Framework;
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using Gameplay.Character;
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using Gameplay.Character.Utils;
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using Gameplay.Common;
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using Gameplay.Utils;
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using Gameplay.Vehicle;
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using Gameplay.Vehicle.Impl;
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using TGS;
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using UnityEngine;
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namespace Gameplay.Level
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{
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public class PrepareState : LevelBaseState
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{
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protected override void _OnEnter()
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{
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// 设置为手动更新
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Physics.simulationMode = SimulationMode.Script;
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Physics2D.simulationMode = SimulationMode2D.Script;
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// 更新地面
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Physics.SyncTransforms();
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}
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protected override void _OnUpdate(float deltaTime)
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{
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VehicleManager.Inst.PreviewUpdate(deltaTime);
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}
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protected override void _OnExit()
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{
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}
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protected override void _OnClick(Vector2 screenPosition)
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{
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var clickCellIndex = GroundHitHelper.CalcHitCellIndex(screenPosition);
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if (clickCellIndex < 0)
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{
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return;
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}
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_OnCellClick(_level.Map.TerrainGridSystem, clickCellIndex, 0);
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}
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protected override void _OnCellClick(TerrainGridSystem tgs,
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int cellIndex,
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int buttonIndex)
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{
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if (InputManager.Instance.HandledThisFrame())
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{
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return;
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}
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var map = _level.Map;
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if (map == null)
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{
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return;
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}
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// 不是准备区域
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if (!_level.IsPreparingRegion(map.TGSCellIndex2BlockPosition(cellIndex)))
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{
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return;
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}
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// 如果UI没有选中角色
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if (!ValueValidator.IsIdValid(TeamManager.Instance.SelectID))
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{
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_HandleUIHasNoSelect(cellIndex);
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return;
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}
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// 如果UI有选中角色
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if (ValueValidator.IsIdValid(TeamManager.Instance.SelectID))
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{
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_HandleUIHasSelect(cellIndex, map);
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}
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}
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private void _HandleUIHasSelect(int cellIndex,
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Map map)
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{
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var unitType = TeamManager.Instance.GetUnitType(TeamManager.Instance.SelectID);
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var crossLevel = 0;
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switch (unitType)
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{
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case SingleTeamCharacterInfo.CharacType.Hero:
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var characterDataInfo = TeamManager.Instance.GetCharacterDataInfo(TeamManager.Instance.SelectID)
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.GetConfigInfo();
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crossLevel = characterDataInfo.Cfg.MoveCrossLevel;
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break;
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case SingleTeamCharacterInfo.CharacType.Vehicle:
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var vehicleInfo = TeamManager.Instance.GetCharacterDataInfo(TeamManager.Instance.SelectID)
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.GetVehicleInfo();
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crossLevel = vehicleInfo.Cfg.MoveCrossLevel;
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break;
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default:
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DebugUtil.LogError("暂未处理的类型:{0}", unitType);
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return;
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}
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// 检查通行级别是否可以放置
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var blockData = map.GetBlockData(map.TGSCellIndex2BlockPosition(cellIndex));
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if (!MapUtils.CanPass(crossLevel, blockData.GetTerrainTypeProperty()))
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{
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return;
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}
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var worldPosition = map.TerrainGridSystem.CellGetPosition(cellIndex);
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var blockIndex = map.TGSCellIndex2BlockIndex(cellIndex);
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var characterIDHere = Constants.INVALID_UINT_ID;
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bool teamSelectCharacterExist = false;
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var unitList = GameUnitMapper.Inst.unitList;
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for (int i = 0; i < unitList.Count; i++)
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{
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var unit = unitList[i];
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if (unit.transData.cellIndex == cellIndex)
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{
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characterIDHere = unit.GetID();
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}
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if (unit.GetID() == TeamManager.Instance.SelectID)
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{
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teamSelectCharacterExist = true;
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}
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}
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_OnHit(teamSelectCharacterExist, characterIDHere, worldPosition);
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}
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private void _HandleUIHasNoSelect(int cellIndex)
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{
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GameUnit clickUnit = null;
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//bool teamSelectCharacterExist = false;
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var unitList = GameUnitMapper.Inst.unitList;
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for (int i = 0; i < unitList.Count; i++)
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{
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var unit = unitList[i];
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if (unit.transData.cellIndex == cellIndex)
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{
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clickUnit = unit;
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break;
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}
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}
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// 如果点中了已有角色
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if (clickUnit != null)
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{
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var worldPosition =
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_level.Map.TGSCellIndex2WorldPosition(clickUnit.transData.cellIndex);
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_OnHit(false, clickUnit.GetID(), worldPosition);
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}
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}
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private void _OnHit(bool teamSelectCharacterExist,
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uint characterIDHere,
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Vector3 worldPosition)
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{
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var yaw = LevelUtils.SetCharaterToward(_level.GetLevelData().preparingRegionToward);
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if (teamSelectCharacterExist)
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{
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var unit = GameUnitMapper.Inst.GetUnitById(characterIDHere);
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if (TeamManager.Instance.SelectID == characterIDHere)
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{
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// 下阵
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switch (unit.gameunitType)
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{
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case EGameUnitType.Character:
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_level.CharacterManager.Remove(characterIDHere);
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break;
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case EGameUnitType.Vehicle:
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VehicleManager.Inst.RemoveVehicleForPreview(unit as PreviewVehicle);
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break;
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default:
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DebugUtil.LogError("暂未处理的类型:{0}", unit.gameunitType);
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return;
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}
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}
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else
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{
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// 交换位置
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var unitHere = unit;
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var selectUnit = GameUnitMapper.Inst.GetUnitById(TeamManager.Instance.SelectID);
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if (unitHere != null && selectUnit != null)
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{
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_SetAnother(unitHere, selectUnit);
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}
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if (selectUnit != null)
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{
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_SetSelf(selectUnit, worldPosition, yaw);
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}
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}
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}
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else
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{
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if (ValueValidator.IsIdValid(TeamManager.Instance.SelectID))
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{
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if (TeamManager.Instance.IsFightListLimit(TeamManager.Instance.SelectID))
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{
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//TODO chenyq 需要添加到stringconfig
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UITipsManager.ShowTips("上阵人数达到上限!");
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return;
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}
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// 创建单位
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if (ValueValidator.IsIdValid(characterIDHere))
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{
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TeamManager.Instance.SetIsChanging(true);
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var oldUnit = GameUnitMapper.Inst.GetUnitById(characterIDHere);
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switch (oldUnit.gameunitType)
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{
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case EGameUnitType.Character:
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_level.CharacterManager.Remove(characterIDHere);
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break;
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case EGameUnitType.Vehicle:
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VehicleManager.Inst.RemoveVehicleForPreview(oldUnit as PreviewVehicle);
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break;
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default:
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DebugUtil.LogError("暂未处理的类型:{0}", oldUnit.gameunitType);
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break;
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}
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}
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var unitType = TeamManager.Instance.GetUnitType(TeamManager.Instance.SelectID);
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switch (unitType)
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{
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case SingleTeamCharacterInfo.CharacType.Hero:
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_CreateCharacter(TeamManager.Instance.SelectID, worldPosition, yaw);
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break;
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case SingleTeamCharacterInfo.CharacType.Vehicle:
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_CreateVehicle(TeamManager.Instance.SelectID, worldPosition, yaw);
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break;
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}
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_level.SelectUnit(TeamManager.Instance.SelectID);
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}
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else
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{
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// 选中单位
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if (ValueValidator.IsIdValid(characterIDHere))
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{
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_level.SelectUnit(characterIDHere);
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}
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}
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}
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}
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private static async void _SetSelf(GameUnit selectedCharacter,
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Vector3 worldPosition,
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float yaw)
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{
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var renders = selectedCharacter.Node.GameObject.GetComponentsInChildren<Renderer>();
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for (var i = 0; i < renders.Length; ++i)
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{
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renders[i].enabled = false;
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OutlineManager.instance.RemoveRenderer(renders[i], false);
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}
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// selectedCharacter.Node.SetActive(false);
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selectedCharacter.transData.pos = worldPosition;
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selectedCharacter.transData.yaw = yaw;
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await UniTask.Delay(50);
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for (var i = 0; i < renders.Length; ++i)
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{
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renders[i].enabled = true;
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OutlineManager.instance.AddRenderer(renders[i], false);
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}
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selectedCharacter.Node.SetActive(true);
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}
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private static async void _SetAnother(GameUnit characterHere,
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GameUnit selectedCharacter)
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{
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// characterHere.Node.SetActive(false);
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var renders = characterHere.Node.GameObject.GetComponentsInChildren<Renderer>();
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for (var i = 0; i < renders.Length; ++i)
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{
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renders[i].enabled = false;
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OutlineManager.instance.RemoveRenderer(renders[i], false);
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}
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characterHere.transData.pos = selectedCharacter.transData.pos;
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await UniTask.Delay(50);
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for (var i = 0; i < renders.Length; ++i)
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{
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renders[i].enabled = true;
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OutlineManager.instance.AddRenderer(renders[i], false);
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}
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// characterHere.Node.SetActive(true);
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}
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private void _CreateVehicle(uint id,
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Vector3 pos,
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float yaw)
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{
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var cInfo = TeamManager.Instance.GetCharacterDataInfo(id);
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var vehicleId = cInfo.GetVehicleInfo().Cfg.ID;
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// cInfo.GetVehicleInfo().VehicleData.SumPowerLevel()
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var fakeSkillLevel = 1;
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var vehicle = VehicleManager.Inst.CreateVehicleForPreview(id, vehicleId, fakeSkillLevel, ETroopsId.Self);
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if (vehicle == null)
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{
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return;
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}
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vehicle.transData.pos = pos;
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vehicle.transData.yaw = yaw;
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vehicle.PrepareReady();
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}
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private async UniTask _CreateCharacter(uint id,
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Vector3 position,
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float yaw)
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{
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var map = _level.Map;
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if (map == null) return;
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var characterInfo = CharacterDataInfoManager.Instance.GetCharacterInfo(TeamManager.Instance.SelectID);
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if (characterInfo == null)
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{
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return;
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}
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var character = await _level.CharacterManager.CreateCharacter(characterInfo, ETroopsId.Self, position, yaw);
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if (character != null)
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{
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character.transData.pos = position;
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character.transData.yaw = yaw;
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character.PrepareReady();
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}
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}
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public PrepareState(Level level) : base(level)
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{
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}
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}
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}
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