Merge branch 'main' of http://10.27.17.121:3000/kawagiri/TH1 into main
This commit is contained in:
commit
9f455b477f
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@ -4311,8 +4311,8 @@ MonoBehaviour:
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Cost: 0
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CityExp: 0
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NoNeedTech: 0
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SpriteSize: {x: 0, y: 0}
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SpritePos: {x: 0, y: 0}
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SpriteSize: {x: 0, y: 1}
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SpritePos: {x: 40, y: 40}
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- ActionId:
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ActionType: 12
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WonderType: 0
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@ -4341,8 +4341,8 @@ MonoBehaviour:
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Cost: 5
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CityExp: 0
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NoNeedTech: 0
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SpriteSize: {x: 0, y: 0}
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SpritePos: {x: 0, y: 0}
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SpriteSize: {x: 30, y: 30}
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SpritePos: {x: 0, y: 1}
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- ActionId:
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ActionType: 12
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WonderType: 0
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@ -4371,8 +4371,8 @@ MonoBehaviour:
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Cost: 0
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CityExp: 0
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NoNeedTech: 1
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SpriteSize: {x: 0, y: 0}
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SpritePos: {x: 0, y: 0}
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SpriteSize: {x: 40, y: 40}
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SpritePos: {x: 0, y: 1}
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- ActionId:
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ActionType: 12
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WonderType: 0
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@ -4401,8 +4401,8 @@ MonoBehaviour:
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Cost: 0
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CityExp: 0
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NoNeedTech: 1
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SpriteSize: {x: 0, y: 0}
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SpritePos: {x: 0, y: 0}
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SpriteSize: {x: 40, y: 40}
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SpritePos: {x: 0, y: 1}
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- ActionId:
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ActionType: 12
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WonderType: 0
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@ -4431,5 +4431,5 @@ MonoBehaviour:
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Cost: 0
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CityExp: 0
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NoNeedTech: 1
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SpriteSize: {x: 0, y: 0}
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SpritePos: {x: 0, y: 0}
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SpriteSize: {x: 40, y: 40}
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SpritePos: {x: 0, y: 1}
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@ -96249,7 +96249,7 @@ MonoBehaviour:
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AIMoreMoney: 0
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LandThreshold: 0.3
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AnimationSpeed: 1
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DebugMode: 0
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DebugMode: 1
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DebugHideCenterMessage: 0
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cityCount: 30
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unitCount: 0
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@ -104,7 +104,7 @@ namespace TH1_Core.Managers
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BottomBarUI = new BottomBarUI(_main);
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//CenterMessageUI = new CenterMessageUI(_main,_mapData);
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TechTreeUI = new TechTreeUI();
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DebugUI = new DebugUI(_main,_mapData);
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DebugUI = new DebugUI();
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_gameInitReady = true;
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}
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@ -64,7 +64,7 @@ namespace TH1_Logic.Action
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city.CityInfoRenderMark = true;
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//Step #2 更新大使馆周围一格的视野,会自动处理视觉部分
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var gidList = map.GridMap.GetAroundGridIdList(1,grid);
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var gidList = map.GridMap.GetAroundGridIdList(1,grid,true );
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Main.PlayerLogic.UpdateSight(map,player,gidList);
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//step #3 扣钱
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@ -228,13 +228,13 @@ namespace TH1_Logic.Action
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}
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//Step #3 计算breakAlly按钮的情况
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if (_actionId.PlayerActionType == PlayerActionType.OfferAlly)
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if (_actionId.PlayerActionType == PlayerActionType.BreakAlly)
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{
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return ActionShowState.Available;
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}
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//Step #4 计算embassy按钮的情况
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if (_actionId.PlayerActionType == PlayerActionType.OfferAlly)
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if (_actionId.PlayerActionType == PlayerActionType.Embassy)
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{
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//如果没有科技
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if (!actionParams.PlayerData.TechTree.CheckActionCan(_actionId))
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@ -242,7 +242,6 @@ namespace TH1_Logic.Action
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//如果对方已经丢失原始首都
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if (!map.GetCapitalCityDataByPlayerId(targetPlayer.Id, out var targetCapital)) return ActionShowState.None;
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if (!Main.CityLogic.CheckCradleCapital(map, targetPlayer, targetCapital)) return ActionShowState.Unavailable;
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if(dipInfo2.IsLeagueRequest) return ActionShowState.Unavailable;
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//如果钱不够
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if (player.PlayerWealth < GetCost()) return ActionShowState.Expensive;
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//其他情况一律是available
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@ -261,68 +260,7 @@ namespace TH1_Logic.Action
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{
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return false;
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}
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//付钱
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protected bool UnitActionPayMoney(CommonActionParams actionParam)
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{
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if (actionParam.PlayerData.PlayerWealth - GetCost() < 0) return false;
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actionParam.PlayerData.PlayerWealth -= GetCost();
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return true;
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}
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//确认是否满足基本信息,并且补全actionParam(主要是补充unit所处的grid)
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protected bool UnitActionCheckBaseInfo(CommonActionParams actionParam)
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{
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//鲁棒性判断,必须包含unitData和playerData,表明是哪个玩家正在操作哪个单位
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if (actionParam.UnitData == null) return false;
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if (actionParam.PlayerData == null) return false;
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if (!actionParam.MapData.GetGridDataByUnitId(actionParam.UnitData.Id, out var grid)) return false;
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actionParam.GridData = grid;
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return true;
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}
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protected bool UnitActionCheckUnitBelongPlayer(CommonActionParams actionParam)
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{
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//如果unit不是player的,退出
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if(!actionParam.MapData.GetPlayerDataByUnitId(actionParam.UnitData.Id, out var playerData) ||
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playerData != actionParam.PlayerData)
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return false;
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return true;
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}
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//确认是否有科技
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protected bool UnitActionCheckHasTech(CommonActionParams actionParam)
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{
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//如果没有对应科技,return false
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if (!actionParam.PlayerData.TechTree.CheckActionCan(_actionId))
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return false;
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return true;
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}
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//确认是否有钱
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protected bool UnitActionCheckHasMoney(CommonActionParams actionParam)
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{
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//判断钱够不够
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if (GetCost() > actionParam.PlayerData.PlayerWealth)
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return false;
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return true;
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}
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//确认unit是否有CP
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protected bool UnitActionCheckUnitHasCP(CommonActionParams actionParam)
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{
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if (actionParam.UnitData == null || actionParam.UnitData.CP <= 0)
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return false;
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return true;
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}
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//确认unit是否拥有这个skill
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protected bool UnitActionCheckUnitHasSkill(CommonActionParams actionParam)
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{
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//将unitActionType转化为skillType
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if (!Enum.TryParse(_actionId.UnitActionType.ToString(), out SkillType skillType)) return false;
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if (actionParam.UnitData == null || !actionParam.UnitData.GetSkill(skillType, out var _)) return false;
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return true;
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}
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}
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@ -10,8 +10,6 @@ using UI;
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public class DebugUI
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{
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private Main _main;
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private MapData _mapData;
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public GameObject RODebugUI;
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private GameObject buttonGroup;
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@ -22,11 +20,8 @@ public class DebugUI
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public bool NeedShow = false;
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private uint _turn = 999;
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public DebugUI(Main main, MapData mapData)
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public DebugUI()
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{
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_main = main;
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_mapData = mapData;
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Transform root = UIManager.Instance.ROUIManager.transform;
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Transform panelRoot = root.Find("DebugPanel");
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@ -123,9 +118,9 @@ public class DebugUI
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if(UIManager.Instance.BottomInfoUI != null && RODebugUI.transform.Find("PanelGroup/Selected").gameObject.activeSelf)
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UIManager.Instance.BottomInfoUI.UpdateDebugInfo();
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//return;
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if (_mapData.PlayerMap.SelfPlayerData.Turn != _turn)
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if (Main.MapData.PlayerMap.SelfPlayerData.Turn != _turn)
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{
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_turn = _mapData.PlayerMap.SelfPlayerData.Turn;
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_turn = Main.MapData.PlayerMap.SelfPlayerData.Turn;
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UpdateAllPlayerInfo();
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}
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@ -137,7 +132,7 @@ public class DebugUI
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var c = RODebugUI.transform.Find("PanelGroup/AllUnit/Scroll View/Viewport/Content");
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foreach (Transform child in c)
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GameObject.Destroy(child.gameObject);
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foreach (var unit in _mapData.UnitMap.UnitList)
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foreach (var unit in Main.MapData.UnitMap.UnitList)
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{
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GameObject textObj = new GameObject("TMP_Child");
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@ -165,7 +160,7 @@ public class DebugUI
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foreach (Transform child in c)
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GameObject.Destroy(child.gameObject);
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foreach (var player in _mapData.PlayerMap.PlayerDataList)
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foreach (var player in Main.MapData.PlayerMap.PlayerDataList)
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{
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GameObject textObj = new GameObject("TMP_Child");
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@ -125,30 +125,38 @@ namespace TH1_UI.View.Info
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var img = tr.GetComponent<Image>();
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var star = tr.Find("Coin");
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var cost = tr.Find("Cost")?.GetComponent<TextMeshProUGUI>();
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if(img != null && star != null && cost != null)
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if(img != null)
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switch (stt)
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{
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case ActionShowState.Unavailable:
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tr.GetComponent<Image>().sprite = ResourceCache.Instance.SpriteCache.ActionBGUnavailable;
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star.gameObject.SetActive(false);
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cost.gameObject.SetActive(false);
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if(star != null)star.gameObject.SetActive(false);
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if(cost != null)cost.gameObject.SetActive(false);
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break;
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case ActionShowState.Available:
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tr.GetComponent<Image>().sprite = ResourceCache.Instance.SpriteCache.ActionBGAvailable;
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star.gameObject.SetActive(true);
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cost.gameObject.SetActive(true);
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cost.color = Color.white;
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if (star != null)star.gameObject.SetActive(true);
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if (cost != null)
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{
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cost.gameObject.SetActive(true);
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cost.color = Color.white;
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}
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break;
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case ActionShowState.Expensive:
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tr.GetComponent<Image>().sprite = ResourceCache.Instance.SpriteCache.ActionBGExpensive;
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star.gameObject.SetActive(true);
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cost.gameObject.SetActive(true);
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cost.color = Color.red;
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if (star != null)star.gameObject.SetActive(true);
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if (cost != null)
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{
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cost.gameObject.SetActive(true);
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cost.color = Color.red;
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}
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break;
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case ActionShowState.Finished:
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tr.GetComponent<Image>().sprite = ResourceCache.Instance.SpriteCache.TechCompleteBackground;
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star.gameObject.SetActive(false);
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cost.gameObject.SetActive(false);
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if (star != null)star.gameObject.SetActive(false);
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if (cost != null)cost.gameObject.SetActive(false);
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break;
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}
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//绑定点击事件
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