- BattleRuntime 调度替换为完整规则:速度高优先、同速玩家优先、同阵营同速 PartyOrder 小优先;先制第一轮玩家全先行,第二轮恢复普通排序;RemainingTurnOrder 同步按调度序输出 - TurnBattleComponent 开局行动者为敌人时自动推进,协程等待 UI 监听注册避免先手事件丢失 - 调试入口支持 1v1 / 2v2 / 4v4 与先制开关;新增敌人队伍预设 4005(四普通敌人) - UI:修复 UIForm 复用导致第二次开战按钮监听丢失;EnemySlots/TurnSlots 改为按数量复用 item,图标同一单位不重复加载 - EditMode 新增 10 个调度用例(共 35 个):排序规则、先制两轮、重复敌人分别击杀、4v4 创建、死亡移出候选、固定随机序列复现
82 lines
2.5 KiB
C#
82 lines
2.5 KiB
C#
using Cysharp.Threading.Tasks;
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using SepCore.AsyncTask;
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using SepCore.Battle;
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using SepCore.Definition;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace SepCore.UI
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{
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[DisallowMultipleComponent]
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public sealed class BattleTurnSlotItem : MonoBehaviour
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{
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[SerializeField] private GameObject activeMarker;
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[SerializeField] private Image icon;
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[SerializeField] private TextMeshProUGUI label;
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private int _iconVersion;
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private int _currentUnitId;
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/// <summary>
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/// 填充一个回合顺序槽:单位显示名、配置图标与当前行动者标记。
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/// 槽被复用到同一单位时不重复加载图标。
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/// </summary>
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public void SetTurnSlot(BattleUnitView unit, bool isCurrentActor)
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{
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if (unit == null)
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{
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return;
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}
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if (label != null)
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{
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label.text = BattleUnitViewHelper.GetDisplayName(unit);
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}
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SetCurrentActor(isCurrentActor);
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if (_currentUnitId != unit.BattleUnitId)
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{
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_currentUnitId = unit.BattleUnitId;
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_iconVersion++;
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LoadIconAsync(unit, _iconVersion).Forget();
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}
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}
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/// <summary>
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/// 只更新当前行动者标记,不改变显示名。
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/// 同轮内单位行动后由 Logic 逐槽移动高亮。
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/// </summary>
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public void SetCurrentActor(bool isCurrentActor)
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{
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if (activeMarker != null)
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{
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activeMarker.SetActive(isCurrentActor);
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}
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}
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/// <summary>
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/// 异步加载单位图标(玩家/敌人分别走各自配置);iconVersion 防止旧加载覆盖新内容。
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/// </summary>
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private async UniTaskVoid LoadIconAsync(BattleUnitView unit, int iconVersion)
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{
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SpriteConfig iconConfig = unit.Faction == BattleFaction.Player
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? BattleUnitViewHelper.GetPlayerIconConfig(unit.ConfigId)
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: BattleUnitViewHelper.GetEnemyIconConfig(unit.ConfigId);
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if (iconConfig == null || icon == null)
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{
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return;
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}
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Sprite sprite = await SpriteLoader.LoadSpriteAsync(iconConfig);
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if (sprite == null || _iconVersion != iconVersion)
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{
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return;
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}
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icon.sprite = sprite;
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icon.gameObject.SetActive(true);
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}
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}
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} |