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(client) feat:健康给予,路径优化,结算界面,商店界面 (#60)
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/60
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@@ -1,59 +1,63 @@
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using System.Collections.Generic;
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using Base;
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using Data;
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using Managers;
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using UnityEngine;
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using UnityEditor;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace UI
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{
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/// <summary>
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/// 技能树节点组件。
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/// 技能树节点组件。
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/// </summary>
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public class SkillTreeNodeUI : MonoBehaviour,IPointerClickHandler
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public class SkillTreeNodeUI : MonoBehaviour, IPointerClickHandler
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{
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/// <summary>
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/// 节点的RectTransform组件。
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/// 节点的RectTransform组件。
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/// </summary>
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public RectTransform rectTransform;
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/// <summary>
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/// 节点的最小高度。
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/// 节点的最小高度。
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/// </summary>
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[SerializeField] private float NODE_MIN_HEIGHT = 39.0122f * 2;
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/// <summary>
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/// 两条连接线结束点之间的最小垂直间距。
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/// 两条连接线结束点之间的最小垂直间距。
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/// </summary>
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[SerializeField] private float MIN_VERTICAL_SPACING = 12.9447f;
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/// <summary>
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/// 技能节点入口线UI组件。
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/// 技能节点入口线UI组件。
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/// </summary>
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public SkillNodeEnterLineUI skillNodeEnterLineUI;
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/// <summary>
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/// 输出线连接点的参考或容器。
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/// 输出线连接点的参考或容器。
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/// </summary>
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public RectTransform outputHead;
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/// <summary>
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/// 文本显示组件。
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/// 文本显示组件。
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/// </summary>
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public TMP_Text text;
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public SkillTreeDef SkillTreeDefine { get; private set; }
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public SkillTreeUI skillTreeUI;
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public Image lockedNodeImage;
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[SerializeField] private Sprite unlockedSprite;
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[SerializeField] private Sprite lockedSprite;
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[SerializeField] private Color unlockedColor;
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[SerializeField] private Color lockedColor;
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[SerializeField] private GameObject shader;
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public SkillTreeDef SkillTreeDefine { get; private set; }
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public void OnPointerClick(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left) return;
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skillTreeUI.OnShowNodeInformation(this);
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}
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public void Init(SkillTreeDef skillTreeDef)
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{
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@@ -72,7 +76,7 @@ namespace UI
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}
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/// <summary>
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/// 初始化技能树节点UI。
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/// 初始化技能树节点UI。
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/// </summary>
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/// <param name="linkLinePoints">连接线的点数组。</param>
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public void LinkLine(Vector2[] linkLinePoints)
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@@ -84,22 +88,18 @@ namespace UI
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rectTransform.sizeDelta = new Vector2(rectTransform.sizeDelta.x, height);
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skillNodeEnterLineUI.Init(linkLinePoints);
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}
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}
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/// <summary>
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/// 预先计算技能树节点在初始化后所需的最小高度。
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/// 此方法可以在调用 Init 之前用于布局计算。
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/// 预先计算技能树节点在初始化后所需的最小高度。
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/// 此方法可以在调用 Init 之前用于布局计算。
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/// </summary>
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/// <param name="linkLineCount">连接线(入口线)的数量。</param>
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/// <returns>节点所需的最小高度。</returns>
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public float GetRequiredNodeHeight(int linkLineCount)
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{
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// 如果没有连接线或 skillNodeEnterLineUI 组件为空,则高度为最小高度
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if (linkLineCount <= 0 || skillNodeEnterLineUI == null)
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{
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return NODE_MIN_HEIGHT;
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}
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if (linkLineCount <= 0 || skillNodeEnterLineUI == null) return NODE_MIN_HEIGHT;
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// 获取 SkillNodeEnterLineUI 根据连接线数量计算出的所需高度
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var calculatedLineHeight = skillNodeEnterLineUI.GetRequiredHeight(linkLineCount);
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@@ -111,7 +111,7 @@ namespace UI
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}
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/// <summary>
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/// 查询出口位置。
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/// 查询出口位置。
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/// </summary>
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/// <param name="totalCount">总数量。</param>
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/// <param name="index">位置(从上往下,0-based)。</param>
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@@ -139,13 +139,9 @@ namespace UI
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{
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// 特殊情况:当输出点为2个时,点1为(x,y+d),点2为(x,y-d),d为MIN_VERTICAL_SPACING
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if (index == 0) // 第一个点 (最上面的点)
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{
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worldY += MIN_VERTICAL_SPACING;
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}
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else // 第二个点 (最下面的点)
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{
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worldY -= MIN_VERTICAL_SPACING;
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}
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}
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else
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{
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@@ -161,17 +157,5 @@ namespace UI
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return new Vector2(worldX, worldY);
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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if (eventData.button != PointerEventData.InputButton.Left) return;
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var window = UIInputControl.Instance.GetWindow("SkillTreeNodeInformation") as SkillTreeNodeInformationUI;
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if (!window)
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{
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return;
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}
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UIInputControl.Instance.Show(window);
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window.Init(this);
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}
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}
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}
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}
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