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

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using System;
using System.Collections.Generic;
using System.Linq;
using cfg.CharacterCfg;
using Cysharp.Threading.Tasks;
using Framework;
using Gameplay;
using Gameplay.Net;
using PhxhSDK;
using TGS;
using UnityEngine;
/// <summary>
/// 编队系统管理器
/// </summary>
public class TeamEditManager : Singlenton<TeamEditManager>, IInitable
{
public const int MAX_TEAM_COUNT = 10;
private List<Team> _teamList;
private Team _selectTeam;
private int _selectTeamIdx;
private TeamPreviewNode _teamPreviewNode;
public static readonly List<string> PreviewNodeOpenList = new List<string>();
private bool _isOpeningUI;
public List<Team> TeamList => _teamList;
public TeamPreviewNode TeamPreviewNode => _teamPreviewNode;
public int SelectTeamIdx
{
get
{
var teamStoreData = StorageMgr.Instance.GetStorage<TeamEditStoreData>("DefaultTeamIndex");
if (_selectTeamIdx <= 0)
{
if (teamStoreData != null)
{
_selectTeamIdx = teamStoreData.teamSelectID;
}
}
return _selectTeamIdx;
}
}
public int ImageSceneWidth = 1200;
public int ImageSceneHeight = 600;
void IInitable.Init()
{
_teamList = new List<Team>();
EventManager.Instance.Register(EventManager.EventName.TeamEditCreateSucc, OnTeamUpdate);
}
void IInitable.Release()
{
_teamList.Clear();
EventManager.Instance.Unregister(EventManager.EventName.TeamEditCreateSucc, OnTeamUpdate);
}
public void RefreshTeams()
{
RefreshOwnTeams();
}
public Team GetSelectTeam()
{
if (_teamList.Count == 0)
{
DebugUtil.LogError("当前没有任何编队");
return null;
}
_selectTeam = _teamList[_selectTeamIdx];
return _selectTeam;
}
//设置编队界面场景RawImage长宽
public void SetRawImageRect(int width, int height)
{
ImageSceneWidth = width;
ImageSceneHeight = height;
}
//资源预加载
public async void LoadTeamEditAssets()
{
var headEmptyImgStr =
"Assets/Art/UI/Texture/UI_Pic_Main/UI_Pic_CultivateAll/UI_Pic_Cultivate/UI_Cultivate_RankPlus.png";
await AssetManager.Instance.PostPreload<Sprite>(headEmptyImgStr);
}
//在管理器内部创建一个成员Team
public void CreateTeam(int idx, string name, int icon, uint[] characterIDs, uint[] playerSkillIDs, uint vehicleID)
{
//test
for (int i = 0; i < characterIDs.Length; i++)
{
var dataDic = CharacterDataInfoManager.Instance.DataDic;
bool isValid = characterIDs[i] == 0 || dataDic.ContainsKey(characterIDs[i]);
if (!isValid)
{
characterIDs[i] = 0;
}
}
_teamList.Add(new Team(idx, name, icon, characterIDs, playerSkillIDs, vehicleID));
}
public void CreateTeam(Team team)
{
CreateTeam(team.TeamIndex, team.Name, team.IconNumber, team.GetCharacterIDs(), team.GetPlayerSkillIDs(),
team.GetVehicleID());
}
public Team GetTeamByIndex(uint idx)
{
for (int i = 0; i < _teamList.Count; i++)
{
if (_teamList[i].TeamIndex == idx)
{
return _teamList[i];
}
}
return null;
}
//设置选中上阵的Team
public void SetSelectTeam(uint idx)
{
if (_teamList.Count <= 0)
{
DebugUtil.LogError("----- 当前编队列表为空,请检查!!!-----");
}
_selectTeamIdx = (int)idx;
for (int i = 0; i < _teamList.Count; i++)
{
if (_teamList[i].TeamIndex == idx)
{
_selectTeam = _teamList[i];
}
}
var teamStoreData = StorageMgr.Instance.GetStorage<TeamEditStoreData>("DefaultTeamIndex");
if (teamStoreData != null)
{
teamStoreData.teamSelectID = _selectTeamIdx;
}
StorageMgr.Instance.SyncForce = true;
}
public void SaveTeam(Team team)
{
if (team == null)
{
return;
}
uint[] charIds = team.GetCharacterIDs();
uint[] playerSkillIds = team.GetPlayerSkillIDs();
NetHelper.CreateTeam((uint)team.TeamIndex, team.Name, (uint)team.IconNumber, charIds, playerSkillIds,
team.GetVehicleID());
}
public async UniTask LoadTeamPreviewNode(int teamIdx, string openPanel = "")
{
if (string.IsNullOrEmpty(openPanel))
{
DebugUtil.LogError("----- 请传入打开TeamPreviewNode的界面名-----");
}
bool isRefresh = _teamPreviewNode && PreviewNodeOpenList.Count > 0;
if (!PreviewNodeOpenList.Contains(openPanel))
{
PreviewNodeOpenList.Add(openPanel);
}
if (isRefresh)
{
RefreshPreviewNode(teamIdx);
return;
}
await LoadNewTeamPreviewNode(teamIdx);
}
public async UniTask LoadNewTeamPreviewNode(int teamIdx)
{
DoReleaseTeamPreviewNode();
var team = _teamList[teamIdx];
var charIDs = team.GetCharacterIDs();
var vehicleID = team.GetVehicleID();
var node = await TeamPreviewNode.LoadNode();
_teamPreviewNode = node;
node.SetData(teamIdx, charIDs, vehicleID);
node.CreateRt();
await node.Init();
}
public async void RefreshPreviewNode(int teamIdx)
{
if (_teamPreviewNode)
{
var team = _teamList[teamIdx];
if (team != null)
{
var charIDs = team.GetCharacterIDs();
var vehicleID = team.GetVehicleID();
_teamPreviewNode.SetData(teamIdx, charIDs, vehicleID);
await _teamPreviewNode.Init();
//_teamPreviewNode.RefreshNode(teamIdx);
}
}
}
public void ReleaseTeamPreviewNode(string releasePanel = "")
{
if (string.IsNullOrEmpty(releasePanel))
{
//DebugUtil.LogError("----- 请传入释放TeamPreviewNode的界面名-----");
return;
}
PreviewNodeOpenList.Remove(releasePanel);
if (_teamPreviewNode && PreviewNodeOpenList.Count <= 0)
{
DoReleaseTeamPreviewNode();
}
}
public void CompulsoryReleasePreviewNode()
{
PreviewNodeOpenList.Clear();
DoReleaseTeamPreviewNode();
}
public async UniTask PreLoadAssets()
{
// for (int i = 0; i < _teamList.Count; i++)
// {
// var team = _teamList[i];
// if (team.IsCharEmpty())
// {
// continue;
// }
//
// var charIDs = team.GetCharacterIDs();
// for (int j = 0; j < charIDs.Length; j++)
// {
// var id = charIDs[j];
// if (id != Team.NONE_ID)
// {
// var headIconPath = CommonUtils.GetDefaultHeadPathByUid(id);
// AssetManager.Instance.PostPreload<Sprite>(headIconPath);
// }
// }
// }
var charList = CharacterDataInfoManager.Instance.DataList;
for (int i = 0; i < charList.Count; i++)
{
var path = CommonUtils.GetDefaultHeadPathByUid(charList[i].Uid);
await AssetManager.Instance.PostPreload<Sprite>(path);
}
await AssetManager.Instance.WaitAllPreloads();
}
//外部打开编队信息界面
public async UniTask OpenTeamInfoUI(int idx)
{
if (_isOpeningUI)
{
return;
}
_isOpeningUI = true;
Team team = TeamEditManager.Instance.TeamList[idx];
await TeamEditManager.Instance.LoadTeamPreviewNode(idx, UINameConst.UITeamInfo);
await UIManager.Instance.CreateAndOpenWindow(UINameConst.UITeamInfo, team);
_isOpeningUI = false;
}
public void CalculateLeadership()
{
}
private void DoReleaseTeamPreviewNode()
{
if (_teamPreviewNode)
{
TeamPreviewNode.ReleaseNode(_teamPreviewNode);
_teamPreviewNode = null;
}
}
private void RefreshOwnTeams()
{
_teamList.Clear();
var partTeam = Actor.Instance.Team;
var teamInfos = partTeam.Get();
if (teamInfos != null)
{
for (int i = 0; i < teamInfos.Length; i++)
{
var info = teamInfos[i];
if (info != null)
{
string name = info.Name;
if (info.Name == "")
{
name = CommonUtils.GetLocalizeText("team_edit_default" + (i + 1));
}
CreateTeam(i, name, (int)info.Icon, info.CharacterIDs, info.PlayerSkillIDs, info.VehicleID);
}
else
{
//test
uint[] testIDs = { 0, 0, 0, 0, 0, 0 };
uint[] testSkillIDs = { 0, 0, 0 };
CreateTeam(i, CommonUtils.GetLocalizeText("team_edit_default" + (i + 1)), 1, testIDs, testSkillIDs,
0);
}
}
}
var storeData = StorageMgr.Instance.GetStorage<TeamEditStoreData>("DefaultTeamIndex");
int storeIdx = 0;
if (storeData != null)
{
storeIdx = storeData.teamSelectID;
}
_selectTeamIdx = storeIdx;
}
private void OnTeamUpdate()
{
RefreshOwnTeams();
EventManager.Instance.Send(EventManager.EventName.TeamUpdate);
}
public Team GetTestTeam()
{
var characterIDs = new uint[]
{
100001,
100002,
100003,
100004,
100005,
100011,
100025,
};
var vehicleIDs = new uint[]
{
300001,
300007,
300008
};
var team = new Team(0, "测试编队", 0, characterIDs, new uint[] { 911, 0, 0 }, vehicleIDs);
return team;
}
}
/// <summary>
/// 队列类
/// </summary>
public class Team
{
private string _name;
private int _icon;
private uint[] _characterIDs;
private uint[] _playerSkillIDs;
private uint[] _vehicleIDs;
private uint _vehicleID;
private int _teamIdx;
private int _allLeadership;
private ProvideJob[] _provideJob;
public const int MAX_CHARACTER_COUNT = 7;
public const int MAX_VEHICLE_COUNT = 1;
public const uint NONE_ID = 0;
public Team(int teamIdx, string name, int icon, uint[] characterIDs, uint[] playerSkillIDs, uint vehicleID)
{
_teamIdx = teamIdx;
_name = name;
_icon = icon;
uint[] tempIDs =
{
NONE_ID, NONE_ID, NONE_ID, NONE_ID, NONE_ID, NONE_ID, NONE_ID
};
//判断一下传入的队员列表是否达到固定长度未达到后面添加0到满足固定长度
if (characterIDs.Length < MAX_CHARACTER_COUNT)
{
for (int i = 0; i < tempIDs.Length; i++)
{
if (i < characterIDs.Length)
{
tempIDs[i] = characterIDs[i];
}
}
_characterIDs = tempIDs;
}
else
{
_characterIDs = (uint[])characterIDs.Clone();
}
uint[] tempSkillIDs = { NONE_ID, NONE_ID, NONE_ID };
// 判断一下传入的技能列表是否达到固定长度未达到后面添加0到满足固定长度
if (playerSkillIDs.Length < CommandSkillManager.COMMAND_SKILL_COUNT)
{
for (int i = 0; i < tempSkillIDs.Length; i++)
{
if (i < playerSkillIDs.Length)
tempSkillIDs[i] = playerSkillIDs[i];
}
_playerSkillIDs = tempSkillIDs;
}
else
_playerSkillIDs = (uint[])playerSkillIDs.Clone();
_vehicleID = vehicleID;
}
/// <summary>
/// Test
/// </summary>
public Team(int teamIdx, string name, int icon, uint[] characterIDs, uint[] playerSkillIDs, uint[] vehicleID)
{
_teamIdx = teamIdx;
_name = name;
_icon = icon;
uint[] tempIDs =
{
NONE_ID, NONE_ID, NONE_ID, NONE_ID, NONE_ID, NONE_ID, NONE_ID
};
//判断一下传入的队员列表是否达到固定长度未达到后面添加0到满足固定长度
if (characterIDs.Length < MAX_CHARACTER_COUNT)
{
for (int i = 0; i < tempIDs.Length; i++)
{
if (i < characterIDs.Length)
{
tempIDs[i] = characterIDs[i];
}
}
_characterIDs = tempIDs;
}
else
{
_characterIDs = (uint[])characterIDs.Clone();
}
uint[] tempSkillIDs = { NONE_ID, NONE_ID, NONE_ID };
// 判断一下传入的技能列表是否达到固定长度未达到后面添加0到满足固定长度
if (playerSkillIDs.Length < CommandSkillManager.COMMAND_SKILL_COUNT)
{
for (int i = 0; i < tempSkillIDs.Length; i++)
{
if (i < playerSkillIDs.Length)
tempSkillIDs[i] = playerSkillIDs[i];
}
_playerSkillIDs = tempSkillIDs;
}
else
_playerSkillIDs = (uint[])playerSkillIDs.Clone();
_vehicleIDs = vehicleID;
}
public string Name
{
get => _name;
}
public int IconNumber
{
get => _icon;
}
public int TeamIndex
{
get => _teamIdx;
}
//获取队列成员
public uint[] GetCharacterIDs()
{
return _characterIDs;
}
/// <summary>
/// 获取指挥官技能id
/// </summary>
public uint[] GetPlayerSkillIDs()
{
return _playerSkillIDs;
}
public uint GetVehicleID()
{
return _vehicleID;
}
public uint[] GetVehicleIDs()
{
return _vehicleIDs;
}
//上阵角色
public void DoCharacterUp(int idx, uint id = 0)
{
if (idx > MAX_CHARACTER_COUNT)
{
return;
}
_characterIDs[idx] = id;
RefreshSpendLeadership(id);
}
//下阵角色
public void DoCharacterDown(int idx)
{
if (idx > MAX_CHARACTER_COUNT)
{
return;
}
var oldCharacter = _characterIDs[idx];
_characterIDs[idx] = NONE_ID;
RefreshSpendLeadership(oldCharacter, false);
}
public void DoCharacterDown(uint id)
{
if (!_characterIDs.Contains(id))
{
return;
}
var idx = Array.IndexOf(_characterIDs, id);
if (idx > -1)
{
var oldCharacter = _characterIDs[idx];
_characterIDs[idx] = NONE_ID;
RefreshSpendLeadership(oldCharacter, false);
}
}
/// <summary>
/// 更新该队伍花费的领导力
/// </summary>
/// <param name="id">角色ID</param>
/// <param name="characterUp">是否为上阵</param>
private void RefreshSpendLeadership(uint id, bool characterUp = true)
{
var leadership = CharacterDataInfoManager.Instance.GetCharacterInfo(id).Cfg.SpendLeadership;
if (leadership <= 0)
{
DebugUtil.LogWarning("角色领导力配置错误为:{0}", leadership);
}
//DebugUtil.LogError("原来领导力:{0},需要改变的领导力:{1}", _allLeadership, leadership);
if (characterUp)
_allLeadership += leadership;
else
_allLeadership -= leadership;
//DebugUtil.LogError("上阵后总领导力:{0}", _allLeadership);
}
/// <summary>
/// 更换技能
/// </summary>
public void ChangeSkill(int index, uint skillId)
{
if (_playerSkillIDs == null)
{
DebugUtil.LogError("空");
return;
}
if (index >= _playerSkillIDs.Length)
{
DebugUtil.LogError("越界");
return;
}
_playerSkillIDs[index] = skillId;
}
public void DoVehicleDown()
{
_vehicleID = 0;
}
public void DoVehicleUp(uint id)
{
_vehicleID = id;
}
//判断某个队列位置是否有角色
public bool IsIndexCharacterEmpty(int idx)
{
if (!ValueValidator.IsIdValid(_characterIDs[idx]))
{
return true;
}
return false;
}
public bool IsVehicleEmpty()
{
if (_vehicleID != NONE_ID)
{
return false;
}
return true;
}
public bool IsCharEmpty()
{
for (int i = 0; i < _characterIDs.Length; i++)
{
if (_characterIDs[i] != NONE_ID)
{
return false;
}
}
return true;
}
public bool IsMemberEmpty()
{
return IsVehicleEmpty() && IsCharEmpty();
}
//修改属性
public void ChangeName(string newName)
{
_name = newName;
}
/// <summary>
/// 判断是否包含某个角色
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
public bool IsCharacterInTeam(uint id)
{
return _characterIDs.Contains(id);
}
/// <summary>
/// 判断是否包含某个技能
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
public bool IsSkillInTeam(uint id, ref int index)
{
for (int i = 0; i < _playerSkillIDs.Length; ++i)
{
if (id == _playerSkillIDs[i])
{
index = i;
return true;
}
}
return false;
}
/// <summary>
/// 获取队伍角色数量
/// </summary>
/// <returns></returns>
public int GetCharacterCount()
{
int count = 0;
foreach (uint id in _characterIDs)
{
if (NONE_ID == id)
continue;
++count;
}
return count;
}
//获取角色索引
public int GetCharacterIdx(uint id)
{
return Array.IndexOf(_characterIDs, id) + 1;
}
//获取载具索引
public int GetVehicleIdx(uint id)
{
if (_vehicleIDs != null && _vehicleIDs.Length > 0)
{
return Array.IndexOf(_vehicleIDs, id);
}
return _characterIDs.Length - 1;
}
}
public class TeamEditStoreData
{
public int teamSelectID = 0;
}
/// <summary>
/// 队列类
/// 队伍类替换成List
/// </summary>
public class TeamNew
{
private const int ConductorIndex = -1;
private const uint NoneID = 0;
#region 私有成员变量
/// <summary>
/// 队伍名称
/// </summary>
private string _name;
/// <summary>
/// 队伍图标
/// </summary>
private int _icon;
/// <summary>
/// 指挥官ID
/// </summary>
private uint _conductor;
/// <summary>
/// 队伍所有成员
/// </summary>
private List<uint> _unitIDs;
/// <summary>
/// 队伍中角色成员
/// </summary>
private List<uint> _characterIDs;
/// <summary>
/// 队伍中载具成员
/// </summary>
private List<uint> _vehicleIDs;
/// <summary>
/// 角色技能
/// </summary>
private uint[] _playerSkillIDs;
/// <summary>
/// 队伍索引
/// </summary>
private int _teamIdx;
/// <summary>
/// 该队伍所花费领导力
/// </summary>
private int _allLeadership;
/// <summary>
/// 指挥官所提供的职业列表
/// </summary>
private List<ProvideJob> _provideJob;
#endregion
#region 成员变量
public string Name
{
get => _name;
}
public int IconNumber
{
get => _icon;
}
public int TeamIndex
{
get => _teamIdx;
}
public int AllLeaderShip
{
get => _allLeadership;
}
#endregion
#region 构造函数
public TeamNew(int teamIdx, string name, int icon, uint conductor, List<uint> unitIDs, uint[] playerSkillIDs)
{
_teamIdx = teamIdx;
_name = name;
_icon = icon;
_conductor = conductor;
// 指挥合法
if (CheckConductorLegal(_conductor) && unitIDs is { Count: > 0 })
{
_unitIDs = CheckTeamLegal(unitIDs) ? unitIDs : new List<uint>();
_provideJob = CharacterDataInfoManager.Instance.GetCharacterInfo(_conductor).Cfg.ProvideJob.ToList();
}
else
{
_conductor = NoneID;
_unitIDs = new List<uint>();
_provideJob = new List<ProvideJob>();
}
InitCharacters();
InitVehicleIDs();
// 技能
uint[] tempSkillIDs = { NoneID, NoneID, NoneID };
// 判断一下传入的技能列表是否达到固定长度未达到后面添加0到满足固定长度
if (playerSkillIDs.Length < CommandSkillManager.COMMAND_SKILL_COUNT)
{
for (var i = 0; i < tempSkillIDs.Length; i++)
{
if (i < playerSkillIDs.Length)
tempSkillIDs[i] = playerSkillIDs[i];
}
_playerSkillIDs = tempSkillIDs;
}
else
_playerSkillIDs = (uint[])playerSkillIDs.Clone();
}
#endregion
#region 编辑队伍成员
/// <summary>
/// 上阵角色
/// </summary>
/// <param name="idx">角色在队伍中的索引</param>
/// <param name="id">角色ID</param>
public void DoCharacterUp(int idx, uint id = 0)
{
if (idx == ConductorIndex)
{
ChangeConductor(id);
return;
}
_unitIDs ??= new List<uint>();
_characterIDs ??= new List<uint>();
// 该索引不存在
if (idx >= _unitIDs.Count)
{
_unitIDs.Add(id);
_characterIDs.Add(id);
}
else
{
var oldCharacter = _unitIDs[idx];
var characterIndex = _characterIDs.IndexOf(oldCharacter);
if (characterIndex >= 0)
_characterIDs[characterIndex] = id;
_unitIDs[idx] = id;
}
RefreshSpendLeadership(id);
}
/// <summary>
/// 通过索引下阵角色 (直接点空角色)
/// </summary>
/// <param name="idx">角色在队伍中的索引</param>
public void DoCharacterDown(int idx)
{
if (idx == ConductorIndex)
{
ChangeConductor(NoneID);
return;
}
if (_unitIDs == null || _characterIDs == null) return;
if (idx >= _unitIDs.Count)
{
DebugUtil.LogError("队伍{0}下阵角色时索引{1}错误", _teamIdx, idx);
return;
}
var oldCharacter = _unitIDs[idx];
_unitIDs.RemoveAt(idx);
_characterIDs.Remove(oldCharacter);
RefreshSpendLeadership(oldCharacter, false);
}
/// <summary>
/// 通过ID下阵角色 (更换)
/// </summary>
/// <param name="id">角色ID</param>
public void DoCharacterDown(uint id)
{
if (_unitIDs == null || _characterIDs == null) return;
_unitIDs.Remove(id);
_characterIDs.Remove(id);
RefreshSpendLeadership(id, false);
}
/// <summary>
/// 上阵载具
/// </summary>
/// <param name="idx">载具在队伍中的索引</param>
/// <param name="id">载具ID</param>
public void DoVehicleUp(int idx, uint id = 0)
{
_unitIDs ??= new List<uint>();
_vehicleIDs ??= new List<uint>();
// 该索引不存在
if (idx >= _unitIDs.Count)
{
_unitIDs.Add(id);
_vehicleIDs.Add(id);
}
else
{
var oldVehicle = _unitIDs[idx];
var vehicleIndex = _characterIDs.IndexOf(oldVehicle);
if (vehicleIndex >= 0)
_vehicleIDs[vehicleIndex] = id;
_unitIDs[idx] = id;
}
RefreshSpendLeadership(id, true, true);
}
/// <summary>
/// 通过索引下阵载具 (直接点空载具)
/// </summary>
/// <param name="idx">载具在队伍中的索引</param>
public void DoVehicleDown(int idx)
{
if (_unitIDs == null || _characterIDs == null) return;
if (idx >= _unitIDs.Count)
{
DebugUtil.LogError("队伍{0}下阵载具时索引{1}错误", _teamIdx, idx);
return;
}
var oldVehicle = _unitIDs[idx];
_unitIDs.RemoveAt(idx);
_vehicleIDs.Remove(oldVehicle);
RefreshSpendLeadership(oldVehicle, false, true);
}
/// <summary>
/// 通过ID下阵载具 (更换)
/// </summary>
/// <param name="id">载具ID</param>
public void DoVehicleDown(uint id)
{
if (_unitIDs == null || _characterIDs == null) return;
_unitIDs.Remove(id);
_vehicleIDs.Remove(id);
RefreshSpendLeadership(id, false, true);
}
/// <summary>
/// 更新该队伍花费的领导力
/// </summary>
/// <param name="id">角色ID</param>
/// <param name="isUp">是否为上阵</param>
/// <param name="isVehicle">是否为载具</param>
private void RefreshSpendLeadership(uint id, bool isUp = true, bool isVehicle = false)
{
var leadership =
isVehicle
? VehicleCultivateDataManager.Instance.GetVehicleCultivateData(id).Cfg.SpendLeadership
: CharacterDataInfoManager.Instance.GetCharacterInfo(id).Cfg.SpendLeadership;
if (leadership <= 0)
{
DebugUtil.LogWarning("角色领导力配置错误为:{0}", leadership);
}
//DebugUtil.LogError("原来领导力:{0},需要改变的领导力:{1}", _allLeadership, leadership);
if (isUp)
_allLeadership += leadership;
else
_allLeadership -= leadership;
//DebugUtil.LogError("上阵后总领导力:{0}", _allLeadership);
}
/// <summary>
/// 更换指挥
/// </summary>
private void ChangeConductor(uint id)
{
if (IsCharacterInTeam(id)) return;
// 错误或为空都需要清空队伍
ClearAllCharacter();
_conductor = id;
if (id == NoneID) return;
var info = CharacterDataInfoManager.Instance.GetCharacterInfo(id);
if (info == null)
{
DebugUtil.LogError("更换指挥官角色错误:{0}, 没有该角色配置", id);
return;
}
var jobs = info.Cfg.ProvideJob;
if (jobs.Length == 0)
{
DebugUtil.LogError("该指挥 {0} 提供职业为空", id);
return;
}
_provideJob = jobs.ToList();
}
#endregion
#region 技能相关
/// <summary>
/// 更换技能
/// </summary>
public void ChangeSkill(int index, uint skillId)
{
if (_playerSkillIDs == null)
{
DebugUtil.LogError("空");
return;
}
if (index >= _playerSkillIDs.Length)
{
DebugUtil.LogError("越界");
return;
}
_playerSkillIDs[index] = skillId;
}
#endregion
#region 修改队伍属性相关
/// <summary>
/// 更改队伍名称
/// </summary>
public void ChangeName(string newName)
{
_name = newName;
}
/// <summary>
/// 更改图标
/// </summary>
public void ChangeIcon(int icon)
{
_icon = icon;
}
#endregion
#region 对外方法
/// <summary>
/// 获取队伍成员
/// </summary>
public List<uint> GetUnitIDs()
{
return _unitIDs;
}
/// <summary>
/// 获取队伍角色列表
/// </summary>
public List<uint> GetVehicleIDs()
{
return _vehicleIDs;
}
/// <summary>
/// 获取队伍载具列表
/// </summary>
public List<uint> GetcCharacterIDs()
{
return _characterIDs;
}
/// <summary>
/// 获取指挥官技能id
/// </summary>
public uint[] GetPlayerSkillIDs()
{
return _playerSkillIDs;
}
/// <summary>
/// 队伍成员是否全为空
/// </summary>
public bool IsMemberEmpty()
{
// 只根据指挥判断
return _conductor == NoneID;
}
/// <summary>
/// 判断队伍中是否包含某成员
/// </summary>
public bool IsCharacterInTeam(uint id)
{
return _unitIDs.Contains(id);
}
/// <summary>
/// 判断是否包含某个技能
/// </summary>
public bool IsSkillInTeam(uint id, ref int index)
{
for (int i = 0; i < _playerSkillIDs.Length; ++i)
{
if (id == _playerSkillIDs[i])
{
index = i;
return true;
}
}
return false;
}
/// <summary>
/// 获取队伍角色数量
/// </summary>
public int GetCharacterCount()
{
//TODO 需判断是否安全正确
return _characterIDs?.Count ?? 0;
}
/// <summary>
/// 通过ID获取角色索引 TODO 需联调确定是否正确
/// </summary>
public int GetCharacterIdx(uint id)
{
if (_unitIDs != null)
return _unitIDs.IndexOf(id);
return -1;
}
/// <summary>
/// 通过ID获取载具索引 TODO 需联调确定是否正确
/// </summary>
public int GetVehicleIdx(uint id)
{
if (_unitIDs != null)
return _unitIDs.IndexOf(id);
return -1;
}
#endregion
#region 内部函数
/// <summary>
/// 检查指挥官是否合法
/// </summary>
private bool CheckConductorLegal(uint conductorID)
{
if (conductorID == NoneID) return false;
var info = CharacterDataInfoManager.Instance.GetCharacterInfo(conductorID);
if (info == null)
return false;
return info.Cfg.Job == Ejob.Job_1;
}
/// <summary>
/// 检查队伍成员是否合法
/// </summary>
private bool CheckTeamLegal(List<uint> characters)
{
if (characters is not { Count: > 0 }) return false;
// 获取推荐职业
var jobs = CharacterDataInfoManager.Instance.GetCharacterInfo(_conductor).Cfg.ProvideJob;
_provideJob = jobs.ToList();
// 有职业不为指挥所提供
foreach (var character in characters)
{
var job = CharacterDataInfoManager.Instance.GetCharacterJob(character);
if (_provideJob.All(pJob => (int)pJob != (int)job))
return false;
}
return true;
}
/// <summary>
/// 初始化角色列表
/// </summary>
private void InitCharacters()
{
_characterIDs = new List<uint>();
foreach (var unit in _unitIDs.Where(unit => CharacterDataInfoManager.Instance.DataDic.ContainsKey(unit)))
{
_characterIDs.Add(unit);
}
}
/// <summary>
/// 初始化载具列表
/// </summary>
private void InitVehicleIDs()
{
_vehicleIDs = new List<uint>();
foreach (var unit in _unitIDs.Where(unit => VehicleCultivateDataManager.Instance.DataDic.ContainsKey(unit)))
{
_vehicleIDs.Add(unit);
}
}
/// <summary>
/// 获取提供职业中的角色数量
/// </summary>
private int GetCharacterCountFromProvideJob()
{
return _provideJob.Count(job => job != ProvideJob.Job_6);
}
/// <summary>
/// 获取提供职业中的载具数量
/// </summary>
private int GetVehicleCountFromProvideJob()
{
return _provideJob.Count(job => job == ProvideJob.Job_6);
}
/// <summary>
/// 清空队伍
/// </summary>
private void ClearAllCharacter()
{
_unitIDs.Clear();
_characterIDs.Clear();
_vehicleIDs.Clear();
_provideJob.Clear();
}
#endregion
}