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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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@@ -6,7 +6,7 @@ using UnityEngine;
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namespace UI
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{
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public class PlayerStateUI : MonoBehaviour, Base.ITick
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public class PlayerStateUI : MonoBehaviour, ITick
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{
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[SerializeField] private BarUI focusedEntityHP;
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[SerializeField] private BarUI lastEntityHP;
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@@ -17,14 +17,14 @@ namespace UI
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[SerializeField] private BuffIconListUI focuseEntityBuffIconList;
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[SerializeField] private BuffIconListUI lastEntityBuffIconList;
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[SerializeField] private AttackModeUI attackMode;
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public void Tick()
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{
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var focusedEntity = Program.Instance.FocusedEntity;
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if (focusedEntity && focusedEntity.entityDef != null)
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{
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focusedEntityHP.Progress =
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(float)focusedEntity.attributes.health / focusedEntity.entityDef.attributes.health;
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(float)focusedEntity.AttributesNow.health / focusedEntity.entityDef.attributes.health;
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}
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}
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@@ -39,6 +39,8 @@ namespace UI
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focuseEntityBuffIconList.gameObject.SetActive(true);
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lastEntityBuffIconList.gameObject.SetActive(true);
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attackMode.gameObject.SetActive(true);
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Clock.AddTick(this);
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}
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public void Hide()
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@@ -52,11 +54,14 @@ namespace UI
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focuseEntityBuffIconList.gameObject.SetActive(false);
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lastEntityBuffIconList.gameObject.SetActive(false);
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attackMode.gameObject.SetActive(false);
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Clock.RemoveTick(this);
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}
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private void Start()
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{
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UIInputControl.Instance.OnWindowVisibilityChanged += UIChange;
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Clock.AddTick(this);
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}
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private void OnDestroy()
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