三国卡牌客户端基础资源仓库
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3 天以前 cec146fc3fe287928e075c79ece20a20a9b16b20
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using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
 
public class StoryBattleEditorWindow : EditorWindow
{
 
    private StoryBattleField storyBattleField;
 
    // 假设你有如下字段
    private int redIndex = 0;
    private int blueIndex = 0;
 
    private int skillId = 0;
    private SkillConfig currentSkillConfig;
    private int casterCamp = 0; // 0=红方,1=蓝方
 
    private float timeScale = 1f;
 
    [MenuItem("Tools/StoryBattleEditor")]
    public static void OpenWindow()
    {
        StoryBattleEditorWindow window = GetWindow<StoryBattleEditorWindow>("Story Battle Editor");
        window.minSize = new Vector2(800, 600);
        window.Show();
 
        BattleManager.Instance.StartStoryBattle();
        window.storyBattleField = BattleManager.Instance.storyBattleField;
    }
 
    private void OnGUI()
    {
        GUILayout.Label("Story Battle Editor", EditorStyles.boldLabel);
 
        if (storyBattleField == null)
        {
            EditorGUILayout.HelpBox("请先指定 StoryBattleField 实例", MessageType.Warning);
            if (GUILayout.Button("重新加载"))
            {
                storyBattleField = BattleManager.Instance.storyBattleField;
            }
            return;
        }
 
        EditorGUILayout.Space();
        EditorGUILayout.LabelField("技能录制动作测试", EditorStyles.boldLabel);
 
        // 技能ID输入与配置获取
        skillId = EditorGUILayout.IntField("技能ID", skillId);
        currentSkillConfig = SkillConfig.Get(skillId);
        if (currentSkillConfig != null)
        {
            EditorGUILayout.LabelField($"技能名: {currentSkillConfig.SkillName}");
        }
        else
        {
            EditorGUILayout.HelpBox("未找到该技能配置", MessageType.Warning);
        }
 
        timeScale = EditorGUILayout.FloatField("TimeScale", timeScale);
 
        Time.timeScale = timeScale;
 
        // 红蓝双方 BattleObject 选择
        var redCampList = new List<BattleObject>(from BO in storyBattleField.battleObjMgr.redCampList where !BO.IsDead() select BO);
        var blueCampList = new List<BattleObject>(from BO in storyBattleField.battleObjMgr.blueCampList where !BO.IsDead() select BO);
 
        string[] redNames = redCampList != null
            ? redCampList.ConvertAll(obj => obj != null ? obj.BattleObjectId.ToString() : "null").ToArray()
            : new string[0];
        redIndex = EditorGUILayout.Popup("红方 BattleObject", redIndex, redNames);
 
        string[] blueNames = blueCampList != null
            ? blueCampList.ConvertAll(obj => obj != null ? obj.BattleObjectId.ToString() : "null").ToArray()
            : new string[0];
        blueIndex = EditorGUILayout.Popup("蓝方 BattleObject", blueIndex, blueNames);
 
        // 选择施法者
        casterCamp = EditorGUILayout.Popup("施法者阵营", casterCamp, new string[] { "红方", "蓝方" });
 
        EditorGUILayout.Space();
        if (GUILayout.Button("播放 SkillRecordAction"))
        {
            if (currentSkillConfig == null)
            {
                Debug.LogError("SkillConfig 未找到!");
                return;
            }
            if (redCampList == null || blueCampList == null || redCampList.Count == 0 || blueCampList.Count == 0)
            {
                Debug.LogError("红方或蓝方列表为空!");
                return;
            }
            var redObj = redCampList[Mathf.Clamp(redIndex, 0, redCampList.Count - 1)];
            var blueObj = blueCampList[Mathf.Clamp(blueIndex, 0, blueCampList.Count - 1)];
            BattleObject caster = (casterCamp == 0) ? redObj : blueObj;
 
            // 构造SkillRecordAction
            var action = new SkillRecordAction(skillId, storyBattleField, caster);
 
            if (storyBattleField.recordPlayer != null)
            {
                storyBattleField.recordPlayer.PlayRecord(action);
            }
            else
            {
                Debug.LogError("recordPlayer 未设置!");
            }
        }
 
        if (GUILayout.Button("全部复活"))
        {
            storyBattleField.battleObjMgr.ReviveAll();
        }
    }
 
}