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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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@@ -1,11 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Data;
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using EventWorkClass;
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using Utils;
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using UnityEngine;
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using Base;
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using UnityEngine.SceneManagement;
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namespace Managers
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{
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@@ -34,6 +36,8 @@ namespace Managers
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/// 获取当前加载步骤的描述,用于启动流程的进度显示。
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/// </summary>
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public string StepDescription => "正在载入事件和故事";
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public bool HasStoryDisplay=>_activeStoryPlayers.Any();
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/// <summary>
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/// 初始化事件管理器,从定义管理器中加载所有事件定义和故事定义。
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@@ -85,8 +89,14 @@ namespace Managers
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// 将自身注册到时钟系统,以便每帧更新故事播放。
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Clock.AddTick(this);
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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Clock.AddTick(this);
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}
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/// <summary>
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/// 清理事件管理器,释放所有已加载的事件和故事定义。
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/// </summary>
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