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(client) feat:添加基地界面到游玩界面的过程,添加存档管理,技能树变得可用 (#58)
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/58
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126
Client/Assets/Scripts/Base/PlayGameSceneControl.cs
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126
Client/Assets/Scripts/Base/PlayGameSceneControl.cs
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using System;
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using Data;
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using Entity;
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using Managers;
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using Map;
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using UI;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Base
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{
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public class PlayGameSceneControl:MonoBehaviour,ITick
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{
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public Dimension dimensionPrefab;
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public WaitStartUI waitStartUI;
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public bool AllDimensionsLoaded => OutsideDimensionsLoaded && InsideDimensionsLoaded;
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public bool OutsideDimensionsLoaded { get; private set; }
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public bool InsideDimensionsLoaded { get; private set; }
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public DimensionDef OutsideDef{get; private set;}
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public DimensionDef InsideDef{get; private set;}
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public Dimension OutsideDimension{get; private set;}
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public Dimension InsideDimension{get; private set;}
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public bool TaskCompleted{get; private set;}
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private void Start()
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{
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OutsideDef = Program.Instance.OutsidePlayDimension;
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InsideDef = Program.Instance.CurrentCharacter.insideDimensionDef ??
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DefineManager.Instance.FindDefine<DimensionDef>(
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Configs.ConfigManager.Instance.GetValue<string>("InsideDimension"));
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if (OutsideDef == null || InsideDef == null)
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{
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MessageManager.Instance.DisplayMessage("初始化失败!检查XML文件完整性",PromptDisplayCategory.ScreenCenterLargeText,Color.brown);
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Invoke(nameof(ReturnMainMenu), 3);
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}
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OutsideDimension=Instantiate(dimensionPrefab);
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InsideDimension = Instantiate(dimensionPrefab);
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OutsideDimension.transform.localPosition = new Vector3(0, 0, 1);
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InsideDimension.transform.localPosition = new Vector3(0, 1000, 1);
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_ = OutsideDimension.ApplyDimensionDef(OutsideDef);
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_ = InsideDimension.ApplyDimensionDef(InsideDef);
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OutsideDimension.OnDimensionLoaded += OutsideDimensionLoaded;
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OutsideDimension.OnDimensionLoaded += InsideDimensionLoaded;
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Program.Instance.SetFocusedDimension(OutsideDimension.DimensionId);
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Clock.AddTick(this);
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}
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private void OnDestroy()
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{
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Clock.RemoveTick(this);
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}
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private void StartGame()
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{
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if (!AllDimensionsLoaded)
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{
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return;
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}
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waitStartUI.Hide();
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Program.Instance.PutPlayer();
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if (OutsideDef.story != null)
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{
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EventManager.Instance.PlayStory(OutsideDef.story.defName, OutsideDimension.DimensionId);
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}
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if (InsideDef.story != null)
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{
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EventManager.Instance.PlayStory(InsideDef.story.defName, InsideDimension.DimensionId);
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}
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}
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private void ReturnMainMenu()
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{
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EscUI.ReturnMainMenu();
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}
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private void OutsideDimensionLoaded(Dimension dimension)
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{
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OutsideDimensionsLoaded = true;
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StartGame();
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}
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private void InsideDimensionLoaded(Dimension dimension)
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{
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InsideDimensionsLoaded = true;
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StartGame();
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}
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public void Tick()
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{
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if(!AllDimensionsLoaded)
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return;
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if (EventManager.Instance.HasStoryDisplay || TaskCompleted)
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return;
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MessageManager.Instance.DisplayMessage("清理完毕!", PromptDisplayCategory.ScreenCenterLargeText,
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Color.softYellow);
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TaskCompleted = true;
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Invoke(nameof(ReturnBase), 5);
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var player = Program.Instance.FocusedEntity as Character;
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if(!player)
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return;
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Program.Instance.CoinCount += player.Coin.Quantity;
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}
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public void ReturnBase()
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{
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Program.Instance.EndPlayGame();
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SceneManager.LoadScene("Base");
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}
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}
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}
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