``` docs(changelog): 更新项目变更日志 - 添加新的版本记录 - 修正已知问题描述 - 更新功能特性说明 ``` 注意:由于您提供的code differences部分为空,以上是一个示例模板。实际使用时请根据具体的代码变更内容来填写相应的type、scope、subject和body信息。
558 lines
19 KiB
C#
558 lines
19 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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// 决战玩法管理器:布阵阶段在己方半场网格放置单位,开战后生成敌方阵型,全灭判定胜负。
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public class BattleSetupManager : MonoBehaviour
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{
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public static BattleSetupManager Instance { get; private set; }
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public enum BattleState { Setup, Battle, Ended }
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[Header("布阵网格")]
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public float cellSize = 2f;
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public Vector2 xRange = new Vector2(-8f, 8f);
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public Vector2 zRange = new Vector2(-20f, -8f);
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[Header("人口")]
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public int maxPopulation = 30;
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[Header("可用兵种(生成底部卡片)")]
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public CharacterData[] availableCharacters;
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[Header("敌方阵型")]
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public CharacterData[] enemyFrontLine;
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public CharacterData[] enemyBackLine;
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public float enemyFrontZ = 14f;
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public float enemyBackZ = 18f;
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public float enemySpacing = 2f;
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public BattleState State { get; private set; } = BattleState.Setup;
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public int RemainingPopulation => maxPopulation - usedPopulation;
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// 已放置单位 -> 格子与数据,移除时退回人口。
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private class PlacementRecord
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{
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public Vector2Int cell;
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public CharacterData data;
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}
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private readonly HashSet<Vector2Int> occupiedCells = new HashSet<Vector2Int>();
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private readonly Dictionary<GameObject, PlacementRecord> placements = new Dictionary<GameObject, PlacementRecord>();
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private readonly Dictionary<CharacterData, Image> cardImages = new Dictionary<CharacterData, Image>();
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private CharacterData selectedCharacter;
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private int usedPopulation;
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private Camera mainCamera;
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private GameObject cellHighlight;
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private Material highlightMaterial;
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private GameObject startButton;
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private Text populationText;
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private Text resultText;
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private float endCheckTimer;
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private static readonly Color ValidCellColor = new Color(0.2f, 1f, 0.3f, 0.35f);
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private static readonly Color InvalidCellColor = new Color(1f, 0.25f, 0.2f, 0.35f);
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private static readonly Color CardNormalColor = new Color(0.15f, 0.15f, 0.2f, 0.85f);
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private static readonly Color CardSelectedColor = new Color(0.2f, 0.55f, 0.25f, 0.95f);
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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}
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private void Start()
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{
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mainCamera = Camera.main;
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CreateCellHighlight();
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CreateCardUI();
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CreateStartButton();
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CreateResultText();
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}
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private void Update()
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{
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if (State == BattleState.Setup)
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{
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HandleSetupInput();
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}
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else if (State == BattleState.Battle)
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{
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CheckBattleEnd();
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}
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}
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// 布阵阶段输入:选兵种后点格子放置,点击已放单位移除。
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private void HandleSetupInput()
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{
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if (mainCamera == null)
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{
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mainCamera = Camera.main;
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if (mainCamera == null) return;
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}
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bool overUI = EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
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bool highlightVisible = !overUI && selectedCharacter != null;
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if (cellHighlight != null)
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{
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cellHighlight.SetActive(highlightVisible);
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}
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if (!highlightVisible) return;
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if (!RaycastGround(out Vector3 groundPoint)) return;
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Vector2Int cell = WorldToCell(groundPoint);
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bool cellValid = IsCellInRange(cell) && !occupiedCells.Contains(cell);
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cellHighlight.transform.position = new Vector3(cell.x * cellSize, 0.02f, cell.y * cellSize);
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highlightMaterial.color = cellValid ? ValidCellColor : InvalidCellColor;
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if (Input.GetMouseButtonDown(0))
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{
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// 优先移除点中的己方单位。
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if (TryRemoveUnitAtMouse()) return;
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if (cellValid)
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{
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PlaceUnit(selectedCharacter, cell);
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}
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}
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}
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// 卡片点击入口:选中/再点取消。
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public void SelectCharacter(CharacterData data)
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{
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if (State != BattleState.Setup || data == null) return;
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if (selectedCharacter == data)
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{
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selectedCharacter = null;
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}
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else if (RemainingPopulation >= data.manaCost)
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{
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selectedCharacter = data;
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}
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else
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{
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Debug.Log($"人口不足,{data.characterName}需要{data.manaCost}人口,剩余{RemainingPopulation}");
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return;
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}
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RefreshCardSelection();
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}
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// 人口是否足够,供卡片按钮判断可用性。
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public bool CanAfford(CharacterData data)
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{
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return data != null && RemainingPopulation >= data.manaCost;
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}
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public void StartBattle()
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{
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if (State != BattleState.Setup) return;
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if (placements.Count == 0)
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{
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Debug.Log("请先放置至少一个单位再开战");
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return;
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}
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selectedCharacter = null;
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RefreshCardSelection();
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SpawnEnemyLine(enemyFrontLine, enemyFrontZ);
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SpawnEnemyLine(enemyBackLine, enemyBackZ);
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State = BattleState.Battle;
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if (startButton != null) startButton.SetActive(false);
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if (populationText != null) populationText.gameObject.SetActive(false);
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if (cellHighlight != null) cellHighlight.SetActive(false);
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Debug.Log("战斗开始!");
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}
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// 每0.5秒统计双方存活,全灭判定胜负。
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private void CheckBattleEnd()
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{
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endCheckTimer += Time.deltaTime;
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if (endCheckTimer < 0.5f) return;
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endCheckTimer = 0f;
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int friends = CountActiveUnits("Friend");
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int enemies = CountActiveUnits("Enemy");
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if (friends == 0 && enemies == 0)
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{
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EndBattle("平局!");
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}
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else if (enemies == 0)
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{
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EndBattle("胜利!");
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}
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else if (friends == 0)
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{
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EndBattle("失败");
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}
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}
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private static int CountActiveUnits(string tag)
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{
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// 单位死亡时会被立即隐藏并销毁,只统计激活对象。
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GameObject[] objects = GameObject.FindGameObjectsWithTag(tag);
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int count = 0;
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foreach (GameObject obj in objects)
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{
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if (obj.activeInHierarchy) count++;
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}
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return count;
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}
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private void EndBattle(string result)
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{
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State = BattleState.Ended;
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if (resultText != null)
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{
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resultText.text = result;
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resultText.gameObject.SetActive(true);
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}
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Debug.Log($"战斗结束:{result}");
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}
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// ===== 放置与移除 =====
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private void PlaceUnit(CharacterData data, Vector2Int cell)
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{
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if (data == null || data.unitPrefab == null) return;
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if (RemainingPopulation < data.manaCost) return;
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if (!occupiedCells.Add(cell)) return;
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Vector3 position = CellToWorld(cell);
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GameObject unit = Instantiate(data.unitPrefab, position, Quaternion.identity);
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unit.name = "Friend_" + data.characterName;
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unit.tag = "Friend";
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// 设置阵营 ID(玩家单位为 team 0)
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var unitTeam = unit.GetComponent<UnitTeam>();
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if (unitTeam != null)
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{
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unitTeam.teamId = 0;
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}
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var unitBase = unit.GetComponent<UnitBase>();
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if (unitBase != null)
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{
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unitBase.InitializeFromPlayerData(
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data.GetMaxHealth(1),
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data.GetAttackPower(1),
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data.GetMoveSpeed(1));
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}
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placements[unit] = new PlacementRecord { cell = cell, data = data };
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usedPopulation += data.manaCost;
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UpdatePopulationText();
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if (RemainingPopulation <= 0)
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{
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selectedCharacter = null;
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RefreshCardSelection();
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}
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}
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private bool TryRemoveUnitAtMouse()
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{
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Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
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RaycastHit[] hits = Physics.RaycastAll(ray, 200f);
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GameObject closest = null;
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float closestDistance = float.MaxValue;
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foreach (RaycastHit hit in hits)
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{
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var unitBase = hit.collider.GetComponentInParent<UnitBase>();
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if (unitBase != null && unitBase.CompareTag("Friend") && placements.ContainsKey(unitBase.gameObject))
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{
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if (hit.distance < closestDistance)
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{
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closestDistance = hit.distance;
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closest = unitBase.gameObject;
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}
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}
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}
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if (closest == null) return false;
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if (placements.TryGetValue(closest, out PlacementRecord record))
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{
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occupiedCells.Remove(record.cell);
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usedPopulation -= record.data.manaCost;
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placements.Remove(closest);
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UpdatePopulationText();
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}
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Destroy(closest);
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return true;
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}
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// ===== 敌方阵型 =====
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private void SpawnEnemyLine(CharacterData[] line, float z)
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{
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if (line == null) return;
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float startX = -(line.Length - 1) * 0.5f * enemySpacing;
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for (int i = 0; i < line.Length; i++)
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{
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CharacterData data = line[i];
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if (data == null || data.unitPrefab == null) continue;
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GameObject unit = Instantiate(
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data.unitPrefab,
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new Vector3(startX + i * enemySpacing, 0f, z),
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Quaternion.Euler(0f, 180f, 0f));
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unit.name = "Enemy_" + data.characterName;
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unit.tag = "Enemy";
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var unitBase = unit.GetComponent<UnitBase>();
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if (unitBase != null)
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{
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unitBase.InitializeFromPlayerData(
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data.GetMaxHealth(1),
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data.GetAttackPower(1),
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data.GetMoveSpeed(1));
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}
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}
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}
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// ===== 网格工具 =====
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private Vector2Int WorldToCell(Vector3 world)
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{
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return new Vector2Int(
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Mathf.RoundToInt(world.x / cellSize),
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Mathf.RoundToInt(world.z / cellSize));
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}
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private Vector3 CellToWorld(Vector2Int cell)
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{
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return new Vector3(cell.x * cellSize, 0f, cell.y * cellSize);
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}
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private bool IsCellInRange(Vector2Int cell)
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{
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float x = cell.x * cellSize;
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float z = cell.y * cellSize;
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return x >= xRange.x && x <= xRange.y && z >= zRange.x && z <= zRange.y;
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}
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private bool RaycastGround(out Vector3 point)
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{
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point = Vector3.zero;
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if (mainCamera == null) return false;
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Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out RaycastHit hit, 200f))
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{
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point = hit.point;
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return true;
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}
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return false;
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}
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// ===== UI 创建(代码生成,无需场景预制) =====
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private Canvas EnsureCanvas()
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{
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Canvas canvas = FindObjectOfType<Canvas>();
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if (canvas == null)
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{
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GameObject canvasObject = new GameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
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canvas = canvasObject.GetComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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var scaler = canvasObject.GetComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1080f, 1920f);
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scaler.matchWidthOrHeight = 0.5f;
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}
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if (FindObjectOfType<EventSystem>() == null)
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{
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new GameObject("EventSystem", typeof(EventSystem), typeof(StandaloneInputModule));
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}
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return canvas;
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}
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private void CreateCellHighlight()
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{
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cellHighlight = GameObject.CreatePrimitive(PrimitiveType.Quad);
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cellHighlight.name = "CellHighlight";
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// 高亮块不能挡射线,删掉自带的碰撞体。
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Destroy(cellHighlight.GetComponent<Collider>());
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cellHighlight.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
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cellHighlight.transform.localScale = new Vector3(cellSize * 0.95f, cellSize * 0.95f, 1f);
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cellHighlight.transform.position = new Vector3(0f, 0.02f, 0f);
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highlightMaterial = new Material(Shader.Find("Sprites/Default"));
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highlightMaterial.color = ValidCellColor;
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cellHighlight.GetComponent<Renderer>().sharedMaterial = highlightMaterial;
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cellHighlight.SetActive(false);
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}
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private void CreateCardUI()
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{
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if (availableCharacters == null || availableCharacters.Length == 0) return;
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Canvas canvas = EnsureCanvas();
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const float cardWidth = 108f;
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const float cardHeight = 150f;
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const float gap = 10f;
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int count = availableCharacters.Length;
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float totalWidth = count * cardWidth + (count - 1) * gap;
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float startX = -totalWidth * 0.5f + cardWidth * 0.5f;
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for (int i = 0; i < count; i++)
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{
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CharacterData data = availableCharacters[i];
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if (data == null) continue;
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GameObject card = new GameObject("卡片_" + data.characterName, typeof(RectTransform), typeof(Image), typeof(Button));
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card.transform.SetParent(canvas.transform, false);
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var cardRect = card.GetComponent<RectTransform>();
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cardRect.anchorMin = cardRect.anchorMax = new Vector2(0.5f, 0f);
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cardRect.pivot = new Vector2(0.5f, 0f);
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cardRect.anchoredPosition = new Vector2(startX + i * (cardWidth + gap), 24f);
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cardRect.sizeDelta = new Vector2(cardWidth, cardHeight);
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var cardImage = card.GetComponent<Image>();
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cardImage.color = CardNormalColor;
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cardImages[data] = cardImage;
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// 头像占上半部。
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GameObject iconObject = new GameObject("Icon", typeof(RectTransform), typeof(Image));
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iconObject.transform.SetParent(card.transform, false);
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var iconRect = iconObject.GetComponent<RectTransform>();
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iconRect.anchorMin = new Vector2(0.08f, 0.35f);
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iconRect.anchorMax = new Vector2(0.92f, 0.95f);
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iconRect.offsetMin = Vector2.zero;
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iconRect.offsetMax = Vector2.zero;
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var iconImage = iconObject.GetComponent<Image>();
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if (data.cardIcon != null)
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{
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iconImage.sprite = data.cardIcon;
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iconImage.preserveAspect = true;
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}
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else
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{
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iconImage.color = new Color(0.4f, 0.4f, 0.45f, 1f);
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}
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// 名字占底部。
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CreateChildText(card.transform, "Name", data.characterName, 26,
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new Vector2(0.05f, 0.02f), new Vector2(0.95f, 0.28f));
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// 人口占顶部。
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CreateChildText(card.transform, "Cost", data.manaCost + "人口", 28,
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new Vector2(0.05f, 0.72f), new Vector2(0.95f, 0.98f), new Color(1f, 0.85f, 0.3f));
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// 挂通用卡片按钮:点击进入选兵,人口不足自动置灰。
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var summonButton = card.AddComponent<SummonCardButton>();
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summonButton.characterData = data;
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}
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}
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private void CreateStartButton()
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{
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Canvas canvas = EnsureCanvas();
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startButton = new GameObject("开战按钮", typeof(RectTransform), typeof(Image), typeof(Button));
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startButton.transform.SetParent(canvas.transform, false);
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var buttonRect = startButton.GetComponent<RectTransform>();
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buttonRect.anchorMin = buttonRect.anchorMax = new Vector2(0.5f, 1f);
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buttonRect.pivot = new Vector2(0.5f, 1f);
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buttonRect.anchoredPosition = new Vector2(0f, -30f);
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buttonRect.sizeDelta = new Vector2(220f, 90f);
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startButton.GetComponent<Image>().color = new Color(0.75f, 0.2f, 0.15f, 0.95f);
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CreateChildText(startButton.transform, "Label", "开 战", 44,
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Vector2.zero, Vector2.one, Color.white);
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startButton.GetComponent<Button>().onClick.AddListener(StartBattle);
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// 人口显示在开战按钮下方。
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GameObject populationObject = new GameObject("PopulationText", typeof(RectTransform), typeof(Text));
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populationObject.transform.SetParent(canvas.transform, false);
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var populationRect = populationObject.GetComponent<RectTransform>();
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populationRect.anchorMin = populationRect.anchorMax = new Vector2(0.5f, 1f);
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populationRect.pivot = new Vector2(0.5f, 1f);
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populationRect.anchoredPosition = new Vector2(0f, -130f);
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populationRect.sizeDelta = new Vector2(300f, 50f);
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populationText = populationObject.GetComponent<Text>();
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populationText.alignment = TextAnchor.MiddleCenter;
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populationText.fontSize = 34;
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populationText.color = Color.white;
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UpdatePopulationText();
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}
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private void CreateResultText()
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{
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Canvas canvas = EnsureCanvas();
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GameObject resultObject = new GameObject("ResultText", typeof(RectTransform), typeof(Text));
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resultObject.transform.SetParent(canvas.transform, false);
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var resultRect = resultObject.GetComponent<RectTransform>();
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resultRect.anchorMin = resultRect.anchorMax = Vector2.one * 0.5f;
|
|
resultRect.sizeDelta = new Vector2(600f, 160f);
|
|
|
|
resultText = resultObject.GetComponent<Text>();
|
|
resultText.alignment = TextAnchor.MiddleCenter;
|
|
resultText.fontSize = 90;
|
|
resultText.fontStyle = FontStyle.Bold;
|
|
resultText.color = new Color(1f, 0.9f, 0.3f);
|
|
resultText.gameObject.SetActive(false);
|
|
}
|
|
|
|
private static Text CreateChildText(Transform parent, string name, string content, int fontSize,
|
|
Vector2 anchorMin, Vector2 anchorMax, Color? color = null)
|
|
{
|
|
GameObject textObject = new GameObject(name, typeof(RectTransform), typeof(Text));
|
|
textObject.transform.SetParent(parent, false);
|
|
|
|
var rect = textObject.GetComponent<RectTransform>();
|
|
rect.anchorMin = anchorMin;
|
|
rect.anchorMax = anchorMax;
|
|
rect.offsetMin = Vector2.zero;
|
|
rect.offsetMax = Vector2.zero;
|
|
|
|
Text text = textObject.GetComponent<Text>();
|
|
text.text = content;
|
|
text.fontSize = fontSize;
|
|
text.alignment = TextAnchor.MiddleCenter;
|
|
text.color = color ?? Color.white;
|
|
return text;
|
|
}
|
|
|
|
private void RefreshCardSelection()
|
|
{
|
|
foreach (var pair in cardImages)
|
|
{
|
|
pair.Value.color = pair.Key == selectedCharacter ? CardSelectedColor : CardNormalColor;
|
|
}
|
|
}
|
|
|
|
private void UpdatePopulationText()
|
|
{
|
|
if (populationText != null)
|
|
{
|
|
populationText.text = $"人口 {usedPopulation}/{maxPopulation}";
|
|
}
|
|
}
|
|
}
|