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This commit is contained in:
@@ -5,6 +5,7 @@
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"turretType": 1,
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"prefabTurretResourcesPath": "paotai11001",
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@@ -14,6 +15,7 @@
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@@ -23,6 +25,7 @@
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@@ -32,6 +35,7 @@
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@@ -41,6 +45,7 @@
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@@ -50,6 +55,7 @@
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"turretType": 1,
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@@ -59,6 +65,7 @@
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@@ -68,6 +75,7 @@
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"turretType": 1,
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@@ -77,6 +85,7 @@
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"turretType": 1,
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@@ -86,6 +95,7 @@
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"turretType": 1,
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@@ -95,6 +105,7 @@
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"turretType": 1,
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@@ -104,6 +115,7 @@
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"turretType": 1,
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@@ -113,6 +125,7 @@
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@@ -122,6 +135,7 @@
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"turretType": 1,
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@@ -131,6 +145,7 @@
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"turretType": 1,
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@@ -140,6 +155,7 @@
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"turretType": 1,
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@@ -149,6 +165,7 @@
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@@ -158,6 +175,7 @@
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@@ -167,6 +185,7 @@
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@@ -176,6 +195,7 @@
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"turretType": 1,
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@@ -185,6 +205,7 @@
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@@ -194,6 +215,7 @@
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@@ -203,6 +225,7 @@
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@@ -212,6 +235,7 @@
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"prefabTurretResourcesPath": "paotai11024",
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@@ -221,6 +245,7 @@
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@@ -230,6 +255,7 @@
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@@ -239,6 +265,7 @@
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@@ -248,6 +275,7 @@
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@@ -257,6 +285,7 @@
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@@ -266,6 +295,7 @@
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@@ -275,6 +305,7 @@
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@@ -284,6 +315,7 @@
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@@ -293,6 +325,7 @@
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@@ -302,6 +335,7 @@
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@@ -311,6 +345,7 @@
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@@ -320,6 +355,7 @@
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@@ -329,6 +365,7 @@
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@@ -338,6 +375,7 @@
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@@ -347,6 +385,7 @@
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@@ -356,6 +395,7 @@
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@@ -365,6 +405,7 @@
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@@ -374,6 +415,7 @@
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@@ -383,6 +425,7 @@
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@@ -392,6 +435,7 @@
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@@ -401,6 +445,7 @@
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@@ -410,6 +455,7 @@
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@@ -419,6 +465,7 @@
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@@ -428,6 +475,7 @@
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@@ -437,6 +485,7 @@
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@@ -446,6 +495,7 @@
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@@ -455,6 +505,7 @@
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@@ -464,6 +515,7 @@
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@@ -473,6 +525,7 @@
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@@ -482,6 +535,7 @@
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@@ -491,6 +545,7 @@
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"turretType": 3,
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@@ -500,6 +555,7 @@
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@@ -509,6 +565,7 @@
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@@ -518,6 +575,7 @@
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@@ -527,6 +585,7 @@
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@@ -536,6 +595,7 @@
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@@ -545,6 +605,7 @@
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@@ -554,6 +615,7 @@
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@@ -563,6 +625,7 @@
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"turretType": 3,
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"bulletID": []
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||||
},
|
||||
@@ -572,6 +635,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17019",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
@@ -581,6 +645,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17020",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
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"bulletID": []
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},
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@@ -590,6 +655,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17021",
|
||||
"animationType": 1,
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||||
"prefabType": 0,
|
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"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
@@ -599,6 +665,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17022",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
@@ -608,6 +675,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17023",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
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},
|
||||
@@ -617,6 +685,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17024",
|
||||
"animationType": 2,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
@@ -626,6 +695,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17025",
|
||||
"animationType": 2,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
@@ -635,6 +705,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17026",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
@@ -644,6 +715,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17027",
|
||||
"animationType": 2,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
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},
|
||||
@@ -653,6 +725,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17028",
|
||||
"animationType": 2,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
@@ -662,6 +735,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17029",
|
||||
"animationType": 2,
|
||||
"prefabType": 0,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
||||
},
|
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@@ -671,6 +745,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17030",
|
||||
"animationType": 2,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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@@ -680,6 +755,7 @@
|
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"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17031",
|
||||
"animationType": 2,
|
||||
"prefabType": 0,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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@@ -689,6 +765,7 @@
|
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"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17032",
|
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"animationType": 1,
|
||||
"prefabType": 0,
|
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"attackAudioID": 0,
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"bulletID": []
|
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},
|
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@@ -698,6 +775,7 @@
|
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"turretType": 3,
|
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"prefabTurretResourcesPath": "chibang17033",
|
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"animationType": 2,
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"prefabType": 0,
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"attackAudioID": 0,
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"bulletID": []
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},
|
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@@ -707,6 +785,7 @@
|
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"turretType": 3,
|
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"prefabTurretResourcesPath": "chibang17034",
|
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"animationType": 2,
|
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"prefabType": 0,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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@@ -716,6 +795,7 @@
|
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"turretType": 3,
|
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"prefabTurretResourcesPath": "chibang17035",
|
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"animationType": 2,
|
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"prefabType": 0,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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@@ -725,6 +805,7 @@
|
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"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17036",
|
||||
"animationType": 2,
|
||||
"prefabType": 0,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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@@ -734,6 +815,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17037",
|
||||
"animationType": 2,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
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"bulletID": []
|
||||
},
|
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@@ -743,6 +825,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17038",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
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"bulletID": []
|
||||
},
|
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@@ -752,6 +835,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17039",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
@@ -761,6 +845,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17040",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
@@ -770,6 +855,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17041",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
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@@ -779,6 +865,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17042",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
||||
"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
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@@ -788,6 +875,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17043",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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@@ -797,6 +885,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17044",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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@@ -806,6 +895,7 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17045",
|
||||
"animationType": 1,
|
||||
"prefabType": 0,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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@@ -815,6 +905,7 @@
|
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"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17046",
|
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"animationType": 1,
|
||||
"prefabType": 0,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
||||
@@ -824,6 +915,67 @@
|
||||
"turretType": 3,
|
||||
"prefabTurretResourcesPath": "chibang17047",
|
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"animationType": 1,
|
||||
"prefabType": 0,
|
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"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
{
|
||||
"turretNumber": 13001,
|
||||
"turretName": "大乔",
|
||||
"turretType": 2,
|
||||
"prefabTurretResourcesPath": "display_wargod_in_14053_0_dev",
|
||||
"animationType": 0,
|
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"prefabType": 1,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
||||
},
|
||||
{
|
||||
"turretNumber": 13002,
|
||||
"turretName": "孙悟空",
|
||||
"turretType": 2,
|
||||
"prefabTurretResourcesPath": "display_wargod_14902_0_dev",
|
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"animationType": 0,
|
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"prefabType": 2,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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{
|
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"turretNumber": 13003,
|
||||
"turretName": "杨戬",
|
||||
"turretType": 2,
|
||||
"prefabTurretResourcesPath": "display_wargod_14901_0_dev",
|
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"animationType": 0,
|
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"prefabType": 2,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
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},
|
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{
|
||||
"turretNumber": 13004,
|
||||
"turretName": "熊猫侠客",
|
||||
"turretType": 2,
|
||||
"prefabTurretResourcesPath": "display_14080_0_DaTing",
|
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"animationType": 0,
|
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"prefabType": 3,
|
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"attackAudioID": 0,
|
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"bulletID": []
|
||||
},
|
||||
{
|
||||
"turretNumber": 13005,
|
||||
"turretName": "人鱼公主",
|
||||
"turretType": 2,
|
||||
"prefabTurretResourcesPath": "display_FishEntry_6004",
|
||||
"animationType": 0,
|
||||
"prefabType": 3,
|
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"attackAudioID": 0,
|
||||
"bulletID": []
|
||||
},
|
||||
{
|
||||
"turretNumber": 13006,
|
||||
"turretName": "核能怪兽",
|
||||
"turretType": 2,
|
||||
"prefabTurretResourcesPath": "display_FishEntry_4022",
|
||||
"animationType": 0,
|
||||
"prefabType": 3,
|
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"attackAudioID": 0,
|
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"bulletID": []
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}
|
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|
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@@ -14,11 +14,12 @@ public class TurretResourcesData
|
||||
public int turretType; // 1=普通炮台 2=战神 3=翅膀
|
||||
public string prefabTurretResourcesPath; // 资源路径(prefab/spine/sprite 共用名)
|
||||
public int animationType; // 1=spine 2=animator 3=animation
|
||||
public int prefabType; // 预制体类型(战神分类:1=国色天香 2=西游传说 3=山海奇闻;炮台/翅膀=0)
|
||||
public int attackAudioID; // 攻击音效 ID
|
||||
public List<int> bulletID; // 子弹 ID 列表
|
||||
|
||||
// ---- Addressables 标签 ----
|
||||
const string turret_AALabel = "PTCB"; // 炮台统一标签
|
||||
const string turret_AALabel = "PTCBZS"; // 炮台统一标签
|
||||
const string defaultSubLabel = "Default"; // 默认子标签
|
||||
|
||||
// ---- 路径→ID 映射(用于 Addressables 加载时反查) ----
|
||||
@@ -63,14 +64,21 @@ public class TurretResourcesData
|
||||
|
||||
foreach (var item in list)
|
||||
{
|
||||
// 战神(turretType==2)的 prefabTurretResourcesPath 可能为空,不跳过
|
||||
// 用 turretNumber 构造默认路径,以便 Addressables 按名匹配
|
||||
if (string.IsNullOrEmpty(item.prefabTurretResourcesPath))
|
||||
continue;
|
||||
{
|
||||
if (item.turretType == 2)
|
||||
item.prefabTurretResourcesPath = item.turretNumber.ToString();
|
||||
else
|
||||
continue; // 炮台/翅膀路径为空则跳过
|
||||
}
|
||||
|
||||
turretPrefabPathDic[item.prefabTurretResourcesPath] = item.turretNumber;
|
||||
turretSpritePathDic[item.prefabTurretResourcesPath] = item.turretNumber;
|
||||
turretDataDic[item.turretNumber] = item;
|
||||
|
||||
Debug.Log($"[TurretResourcesData] 加载炮台: ID={item.turretNumber}, Path={item.prefabTurretResourcesPath}, Type={item.turretType}, BulletIDs=[{string.Join(",", item.bulletID)}]");
|
||||
Debug.Log($"[TurretResourcesData] 加载炮台: ID={item.turretNumber}, Path={item.prefabTurretResourcesPath}, Type={item.turretType}, PrefabType={item.prefabType}, BulletIDs=[{string.Join(",", item.bulletID)}]");
|
||||
}
|
||||
|
||||
Debug.Log($"[TurretResourcesData] 初始化完成,共 {turretDataDic.Count} 个炮台配置");
|
||||
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,8 @@
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Load Diff
@@ -33,9 +33,14 @@ public class UIHome_BY_ItemListPanels : SubUIBase
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public Button btn_Get; //装备按钮
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public Image propIcon_ZS;
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public TextMeshProUGUI tmp_YouXiaoQi; //有效期
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public TextMeshProUGUI tmp_TeShuXiaoGuo; //特殊效果
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public Button btn_XuanZe;
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public GameObject obj_ZhanShenPanel;
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// ---- 运行时数据 ----
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/// <summary>战神道具 Toggle 实例</summary>
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|
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/// <summary>战神类型 Toggle → quality 映射</summary>
|
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|
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|
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|
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/// <summary>战神兑换 UI 的父节点</summary>
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private GameObject _duiHuanParent_ZS;
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// ==================== 生命周期 ====================
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public void Start()
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btn_Get.onClick.AddListener(OnClickGet);
|
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btn_DuiHuan.onClick.AddListener(OnClickDuiHuan);
|
||||
|
||||
if (btn_XuanZe != null)
|
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btn_XuanZe.onClick.AddListener(OnClickXuanZe);
|
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||||
if (tMP_Type != null)
|
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tMP_Type.onValueChanged.AddListener(OnDropdownChanged);
|
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|
||||
if (toggle_TurretItemPrefab != null)
|
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toggle_TurretItemPrefab.gameObject.SetActive(false);
|
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if (toggle_WingItemPrefab != null)
|
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toggle_WingItemPrefab.gameObject.SetActive(false);
|
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if (toggle_ZhanShenTypeItemPrefab != null)
|
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toggle_ZhanShenTypeItemPrefab.gameObject.SetActive(false);
|
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if (toggle_ZhanShenItemPrefab != null)
|
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toggle_ZhanShenItemPrefab.gameObject.SetActive(false);
|
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// 面板启动默认加载炮台列表
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UpdateSelectType(ItemPanelSelect.Turrect);
|
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RefreshDropdownOptions(itemPanel);
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UpdateScrollViewVisibility(itemPanel);
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// 战神面板:独立的二级列表(类型 + 道具),不走 RebuildItemList
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if (itemPanel == ItemPanelSelect.ZS)
|
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{
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// 默认选中已装备的战神编号
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var equipped = GetUserEquipped();
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_selectedZhanShenNumber = (equipped != null && int.TryParse(equipped.number, out int n)) ? n : -1;
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RebuildZhanShenTypeList();
|
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return;
|
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}
|
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// 切换到翅膀时,默认选中已装备的翅膀;无装备则先清空,列表会自动选第一个
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if (itemPanel == ItemPanelSelect.Wing)
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{
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@@ -150,6 +207,16 @@ public class UIHome_BY_ItemListPanels : SubUIBase
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/// </summary>
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private void UpdateScrollViewVisibility(ItemPanelSelect selected)
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{
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bool isZS = selected == ItemPanelSelect.ZS;
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// 切换主面板:战神有独立面板,炮台/翅膀共用一个面板
|
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if (obj_TurretWingPanel != null)
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obj_TurretWingPanel.SetActive(!isZS);
|
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if (obj_ZhanShenPanel != null)
|
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obj_ZhanShenPanel.SetActive(isZS);
|
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if (isZS) return; // 战神面板有自己的列表,不需要显示炮台/翅膀的 Scroll View
|
||||
|
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bool showWing = selected == ItemPanelSelect.Wing;
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bool showTurret = !showWing; // 炮台和战神共用 turret 的列表
|
||||
|
||||
@@ -375,6 +442,269 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
_toggleDataMap.Clear();
|
||||
}
|
||||
|
||||
// ==================== 战神列表(二级列表:类型 + 道具) ====================
|
||||
|
||||
/// <summary>prefabType → 中文名(战神分类:1=国色天香 2=西游传说 3=山海奇闻)</summary>
|
||||
private static string PrefabTypeName(int prefabType)
|
||||
{
|
||||
return prefabType switch { 1 => "国色天香", 2 => "西游传说", 3 => "山海奇闻", _ => "未知" };
|
||||
}
|
||||
|
||||
/// <summary>从数据表读取战神的 prefabType</summary>
|
||||
private static int GetItemPrefabType(int turretNumber)
|
||||
{
|
||||
var data = TurretResourcesData.GetTurretData(turretNumber);
|
||||
return data != null ? data.prefabType : 0;
|
||||
}
|
||||
|
||||
/// <summary>重建战神类型列表(按 prefabType 分组:国色天香/西游传说/山海奇闻)</summary>
|
||||
private void RebuildZhanShenTypeList()
|
||||
{
|
||||
ClearZhanShenTypeList();
|
||||
ClearZhanShenItemList();
|
||||
ClearPreview();
|
||||
|
||||
var allItems = TurretResourcesData.GetTurretDataByType(2); // 2=战神
|
||||
allItems = FilterUnsoldItems(allItems);
|
||||
|
||||
// 按 prefabType 分组
|
||||
var typeGroups = new Dictionary<int, List<TurretResourcesData>>();
|
||||
foreach (var item in allItems)
|
||||
{
|
||||
int pt = item.prefabType;
|
||||
if (!typeGroups.ContainsKey(pt))
|
||||
typeGroups[pt] = new List<TurretResourcesData>();
|
||||
typeGroups[pt].Add(item);
|
||||
}
|
||||
|
||||
var sortedTypes = new List<int>(typeGroups.Keys);
|
||||
sortedTypes.Sort();
|
||||
|
||||
if (sortedTypes.Count == 0)
|
||||
{
|
||||
if (tmp_ZHanShenName != null) tmp_ZHanShenName.text = "";
|
||||
if (tmp_ZHanShenLabel != null) tmp_ZHanShenLabel.text = "";
|
||||
RefreshDuiHuanUI_ZS(-1);
|
||||
return;
|
||||
}
|
||||
|
||||
// 查找已装备战神所在类型
|
||||
int equippedType = -1;
|
||||
if (_selectedZhanShenNumber > 0)
|
||||
equippedType = GetItemPrefabType(_selectedZhanShenNumber);
|
||||
|
||||
Toggle lastTypeToggle = null;
|
||||
foreach (var pt in sortedTypes)
|
||||
{
|
||||
var toggleGo = Instantiate(toggle_ZhanShenTypeItemPrefab.gameObject, toggle_ZhanShenTypeItemParent);
|
||||
toggleGo.SetActive(true);
|
||||
var toggle = toggleGo.GetComponent<Toggle>();
|
||||
|
||||
// 设置类型名称
|
||||
var tmp = toggleGo.GetComponentInChildren<TextMeshProUGUI>();
|
||||
if (tmp != null)
|
||||
|
||||
tmp.text = PrefabTypeName(pt);
|
||||
tmp = toggleGo.transform.GetChild(1).GetChild(0).GetComponent<TextMeshProUGUI>();
|
||||
if (tmp != null)
|
||||
|
||||
tmp.text = PrefabTypeName(pt);
|
||||
|
||||
|
||||
int prefabTypeVal = pt;
|
||||
toggle.onValueChanged.AddListener((isOn) =>
|
||||
{
|
||||
if (isOn) RebuildZhanShenItemList(prefabTypeVal);
|
||||
});
|
||||
|
||||
if (pt == equippedType)
|
||||
lastTypeToggle = toggle;
|
||||
|
||||
_zsTypeToggleMap[toggle] = pt;
|
||||
_instantiatedZSTypeToggles.Add(toggle);
|
||||
}
|
||||
|
||||
// 选中已装备类型,否则选第一个
|
||||
if (lastTypeToggle != null)
|
||||
lastTypeToggle.isOn = true;
|
||||
else if (_instantiatedZSTypeToggles.Count > 0)
|
||||
_instantiatedZSTypeToggles[0].isOn = true;
|
||||
}
|
||||
|
||||
/// <summary>重建战神道具列表(指定 prefabType 下)</summary>
|
||||
private void RebuildZhanShenItemList(int prefabType)
|
||||
{
|
||||
_selectedZhanShenType = prefabType;
|
||||
ClearZhanShenItemList();
|
||||
ClearPreview();
|
||||
|
||||
var allItems = TurretResourcesData.GetTurretDataByType(2);
|
||||
allItems = FilterUnsoldItems(allItems);
|
||||
|
||||
// 筛选指定 prefabType
|
||||
var filtered = allItems.FindAll(d => d.prefabType == prefabType);
|
||||
|
||||
// 排序:已拥有在前
|
||||
filtered.Sort((a, b) =>
|
||||
{
|
||||
bool aOwned = IsItemOwned(a.turretNumber);
|
||||
bool bOwned = IsItemOwned(b.turretNumber);
|
||||
if (aOwned && !bOwned) return -1;
|
||||
if (!aOwned && bOwned) return 1;
|
||||
return a.turretNumber.CompareTo(b.turretNumber);
|
||||
});
|
||||
|
||||
if (filtered.Count == 0)
|
||||
{
|
||||
if (tmp_ZHanShenName != null) tmp_ZHanShenName.text = "";
|
||||
if (tmp_ZHanShenLabel != null) tmp_ZHanShenLabel.text = "";
|
||||
RefreshDuiHuanUI_ZS(-1);
|
||||
return;
|
||||
}
|
||||
|
||||
Toggle lastItemToggle = null;
|
||||
foreach (var resData in filtered)
|
||||
{
|
||||
var toggleGo = Instantiate(toggle_ZhanShenItemPrefab.gameObject, toggle_ZhanShenItemParent);
|
||||
toggleGo.SetActive(true);
|
||||
var toggle = toggleGo.GetComponent<Toggle>();
|
||||
var toggleDisplay = toggleGo.GetComponent<UIHome_BY_ItemToggleDisplay>();
|
||||
|
||||
// 设置图标(和炮台一样从 TurretData.uiIconSprite 获取)
|
||||
if (toggleDisplay != null && resData != null)
|
||||
{
|
||||
GameObject turretPrefab = TurretResourcesData.GetTurretPrefab(resData.turretNumber);
|
||||
if (turretPrefab != null)
|
||||
{
|
||||
TurretData turretData = turretPrefab.GetComponent<TurretData>();
|
||||
if (turretData != null && turretData.uiIconSprite != null)
|
||||
toggleDisplay.SetSprite(turretData.uiIconSprite);
|
||||
}
|
||||
|
||||
bool isOwned = IsItemOwned(resData.turretNumber);
|
||||
bool isEquipped = IsItemEquipped(resData.turretNumber);
|
||||
toggleDisplay.SetLockState(!isOwned);
|
||||
toggleDisplay.SetEquipped(isEquipped);
|
||||
}
|
||||
|
||||
int turretNumber = resData.turretNumber;
|
||||
toggle.onValueChanged.AddListener((isOn) =>
|
||||
{
|
||||
if (isOn) OnZhanShenItemSelected(turretNumber);
|
||||
});
|
||||
|
||||
if (turretNumber == _selectedZhanShenNumber)
|
||||
lastItemToggle = toggle;
|
||||
|
||||
_zsItemToggleMap[toggle] = resData;
|
||||
_instantiatedZSItemToggles.Add(toggle);
|
||||
}
|
||||
|
||||
// 恢复选中
|
||||
if (lastItemToggle != null)
|
||||
lastItemToggle.isOn = true;
|
||||
else if (_instantiatedZSItemToggles.Count > 0)
|
||||
_instantiatedZSItemToggles[0].isOn = true;
|
||||
}
|
||||
|
||||
private void ClearZhanShenTypeList()
|
||||
{
|
||||
foreach (var toggle in _instantiatedZSTypeToggles)
|
||||
{
|
||||
if (toggle != null)
|
||||
Destroy(toggle.gameObject);
|
||||
}
|
||||
_instantiatedZSTypeToggles.Clear();
|
||||
_zsTypeToggleMap.Clear();
|
||||
}
|
||||
|
||||
private void ClearZhanShenItemList()
|
||||
{
|
||||
foreach (var toggle in _instantiatedZSItemToggles)
|
||||
{
|
||||
if (toggle != null)
|
||||
Destroy(toggle.gameObject);
|
||||
}
|
||||
_instantiatedZSItemToggles.Clear();
|
||||
_zsItemToggleMap.Clear();
|
||||
}
|
||||
|
||||
// ==================== 战神选中 / 详情 ====================
|
||||
|
||||
private void OnZhanShenItemSelected(int turretNumber)
|
||||
{
|
||||
_selectedZhanShenNumber = turretNumber;
|
||||
_selectedTurretNumber = turretNumber; // 同步给 OnClickGet/OnClickDuiHuan 使用
|
||||
RefreshZhanShenDetail(turretNumber);
|
||||
}
|
||||
|
||||
/// <summary>刷新战神详情:名字、标签、预览、兑换 UI(和翅膀一样用相机照出来)</summary>
|
||||
private void RefreshZhanShenDetail(int turretNumber)
|
||||
{
|
||||
ClearPreview();
|
||||
|
||||
var resData = turretNumber > 0 ? TurretResourcesData.GetTurretData(turretNumber) : null;
|
||||
GameObject prefab = resData != null ? TurretResourcesData.GetTurretPrefab(resData.turretNumber) : null;
|
||||
TurretData turretData = prefab != null ? prefab.GetComponent<TurretData>() : null;
|
||||
|
||||
// ---- 名字 ----
|
||||
string name = resData?.turretName ?? "";
|
||||
if (turretData != null && !string.IsNullOrEmpty(turretData.displayName))
|
||||
name = turretData.displayName;
|
||||
if (tmp_ZHanShenName != null)
|
||||
tmp_ZHanShenName.text = name;
|
||||
|
||||
// ---- 标签(分类 + 描述)----
|
||||
string label = "";
|
||||
if (resData != null && resData.prefabType > 0)
|
||||
label = $"分类: {PrefabTypeName(resData.prefabType)}";
|
||||
if (turretData != null && !string.IsNullOrEmpty(turretData.description))
|
||||
label += (string.IsNullOrEmpty(label) ? "" : " | ") + turretData.description;
|
||||
if (tmp_ZHanShenLabel != null)
|
||||
tmp_ZHanShenLabel.text = label;
|
||||
|
||||
// ---- 兑换 UI ----
|
||||
RefreshDuiHuanUI_ZS(turretNumber);
|
||||
|
||||
// ---- 选择按钮:已拥有才可点击装备 ----
|
||||
bool isOwned = turretNumber > 0 && IsItemOwned(turretNumber);
|
||||
if (btn_XuanZe != null)
|
||||
btn_XuanZe.interactable = isOwned;
|
||||
|
||||
// ---- 缩略图(和翅膀一样显示 RawImage)----
|
||||
if (rawImg_DetailPreview != null)
|
||||
rawImg_DetailPreview.gameObject.SetActive(true);
|
||||
|
||||
// ---- 预览(和翅膀一样实例化预制体到预览区)----
|
||||
if (resData != null && previewParent != null && prefab != null)
|
||||
{
|
||||
_currentPreviewObj = Instantiate(prefab, previewParent);
|
||||
_currentPreviewObj.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 战神选择按钮 ====================
|
||||
|
||||
/// <summary>选择按钮:装备选中的战神</summary>
|
||||
private void OnClickXuanZe()
|
||||
{
|
||||
if (_selectedZhanShenNumber < 0)
|
||||
{
|
||||
Debug.Log("[UIHome_BY_ItemListPanels] 未选中任何战神");
|
||||
return;
|
||||
}
|
||||
|
||||
bool isOwned = IsItemOwned(_selectedZhanShenNumber);
|
||||
if (isOwned)
|
||||
{
|
||||
EquipTurret(_selectedZhanShenNumber);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[UIHome_BY_ItemListPanels] 未拥有战神 #{_selectedZhanShenNumber},需先兑换");
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== GameManager 用户数据关联 ====================
|
||||
|
||||
/// <summary>检查玩家是否拥有指定炮台/翅膀/战神。</summary>
|
||||
@@ -628,7 +958,11 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
}
|
||||
}
|
||||
|
||||
RebuildItemList();
|
||||
// 战神走独立的二级列表重建
|
||||
if (_currentSelectType == ItemPanelSelect.ZS)
|
||||
RebuildZhanShenTypeList();
|
||||
else
|
||||
RebuildItemList();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -657,6 +991,8 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
|
||||
if (select != ItemPanelSelect.None && select != _currentSelectType)
|
||||
UpdateSelectType(select);
|
||||
else if (_currentSelectType == ItemPanelSelect.ZS)
|
||||
RebuildZhanShenTypeList();
|
||||
else
|
||||
RebuildItemList();
|
||||
}
|
||||
@@ -720,6 +1056,54 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
btn_DuiHuan.interactable = info.ownedCount >= info.config.fragmentCount;
|
||||
}
|
||||
|
||||
/// <summary>刷新战神兑换相关的 UI:碎片图标、进度条、文本(使用 propIcon_ZS / slider_ZS / tmp_CurrSuiPian_ZS)</summary>
|
||||
private void RefreshDuiHuanUI_ZS(int turretNumber)
|
||||
{
|
||||
// 战神兑换 UI 父节点:以 propIcon_ZS 的父对象为准
|
||||
if (_duiHuanParent_ZS == null && propIcon_ZS != null)
|
||||
_duiHuanParent_ZS = propIcon_ZS.transform.parent.gameObject;
|
||||
|
||||
if (turretNumber <= 0)
|
||||
{
|
||||
if (_duiHuanParent_ZS != null) _duiHuanParent_ZS.SetActive(false);
|
||||
return;
|
||||
}
|
||||
|
||||
bool isOwned = IsItemOwned(turretNumber);
|
||||
var info = isOwned ? (null, 0) : GetFragmentInfo(turretNumber);
|
||||
bool hasFragment = info.config != null;
|
||||
|
||||
// 统一控制战神兑换 UI 父节点的显隐
|
||||
if (_duiHuanParent_ZS != null)
|
||||
_duiHuanParent_ZS.SetActive(hasFragment);
|
||||
|
||||
if (!hasFragment) return;
|
||||
|
||||
// 设置图标(异步加载网络图片)
|
||||
if (propIcon_ZS != null)
|
||||
info.config.GetSprite(sprite => propIcon_ZS.sprite = sprite);
|
||||
|
||||
// 进度条
|
||||
if (slider_ZS != null)
|
||||
{
|
||||
slider_ZS.maxValue = info.config.fragmentCount;
|
||||
slider_ZS.value = Mathf.Min(info.ownedCount, info.config.fragmentCount);
|
||||
slider_ZS.interactable = false; // 只读
|
||||
}
|
||||
|
||||
// 文本:"当前数量/所需数量"
|
||||
if (tmp_CurrSuiPian_ZS != null)
|
||||
{
|
||||
bool canExchange = info.ownedCount >= info.config.fragmentCount;
|
||||
string color = canExchange ? "green" : "red";
|
||||
tmp_CurrSuiPian_ZS.text = $"<color={color}>{info.ownedCount}</color>/{info.config.fragmentCount}";
|
||||
}
|
||||
|
||||
// 战神没有独立兑换按钮,复用 btn_DuiHuan(若在面板外则同样可用)
|
||||
if (btn_DuiHuan != null)
|
||||
btn_DuiHuan.interactable = info.ownedCount >= info.config.fragmentCount;
|
||||
}
|
||||
|
||||
/// <summary>根据道具编号查找碎片配置和拥有的碎片数量。</summary>
|
||||
private (PropFragmentConfig config, int ownedCount) GetFragmentInfo(int turretNumber)
|
||||
{
|
||||
@@ -784,6 +1168,8 @@ public class UIHome_BY_ItemListPanels : SubUIBase
|
||||
private void OnDestroy()
|
||||
{
|
||||
ClearItemList();
|
||||
ClearZhanShenItemList();
|
||||
ClearZhanShenTypeList();
|
||||
ClearPreview();
|
||||
OnItemSelectedCallback = null;
|
||||
}
|
||||
|
||||
@@ -49,7 +49,7 @@ TextureImporter:
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteBorder: {x: 8, y: 0, z: 8, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
@@ -106,6 +106,19 @@ TextureImporter:
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 0
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
@@ -113,7 +126,7 @@ TextureImporter:
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
internalID: 1537655665
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
|
||||
Reference in New Issue
Block a user