PlayerArmyManager.cs 3.8 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using Random = UnityEngine.Random;
  4. public class PlayerArmyManager : MonoBehaviour
  5. {
  6. // 玩家战士数量
  7. private int _playerWarriorCount;
  8. // 玩家弓箭手数量
  9. private int _playerArcherCount;
  10. // 玩家所有单位列表(战士+弓箭手)
  11. [HideInInspector] public List<Warrior> PlayerWarriors = new List<Warrior>();
  12. // 当前生成单位的计数器(用于出生点分配)
  13. private int _counter;
  14. /// <summary>
  15. /// 脚本唤醒时加载玩家单位数据
  16. /// </summary>
  17. private void Awake()
  18. {
  19. LoadData();
  20. }
  21. /// <summary>
  22. /// 启动时初始化玩家单位
  23. /// </summary>
  24. private void Start()
  25. {
  26. Init();
  27. }
  28. /// <summary>
  29. /// 从玩家单位列表中移除指定单位
  30. /// </summary>
  31. /// <param name="_warrior">要移除的Warrior对象</param>
  32. public void DeletePlayerFromStageList(Warrior _warrior)
  33. {
  34. PlayerWarriors.Remove(_warrior);
  35. }
  36. /// <summary>
  37. /// 随机获取一个玩家单位(用于敌人AI锁定目标)
  38. /// </summary>
  39. /// <returns>随机Warrior对象</returns>
  40. public Warrior GetRandomPlayerWarrior()
  41. {
  42. return PlayerWarriors[Random.Range(0, PlayerWarriors.Count)];
  43. }
  44. /// <summary>
  45. /// 新增一个战士单位到玩家队伍
  46. /// </summary>
  47. public void AddNewWarrior()
  48. {
  49. _playerWarriorCount++;
  50. PlayerWarriors.Add(Instantiate(ComponentsManager.BattleManager.PlayerWarriorPrefab.GetComponent<Warrior>(),
  51. ComponentsManager.StagesManager.GetCurrentStageItem.GetPlayerPoint(_counter).position, Quaternion.identity));
  52. _counter++;
  53. SaveData();
  54. }
  55. /// <summary>
  56. /// 新增一个弓箭手单位到玩家队伍
  57. /// </summary>
  58. public void AddNewArcher()
  59. {
  60. _playerArcherCount++;
  61. PlayerWarriors.Add(Instantiate(ComponentsManager.BattleManager.PlayerArcherPrefab.GetComponent<Warrior>(),
  62. ComponentsManager.StagesManager.GetCurrentStageItem.GetPlayerPoint(_counter).position, Quaternion.identity));
  63. _counter++;
  64. SaveData();
  65. }
  66. /// <summary>
  67. /// 重置所有玩家单位(如关卡切换时)
  68. /// </summary>
  69. public void ResetPlayerWarriors()
  70. {
  71. for (int i = 0; i < PlayerWarriors.Count; i++)
  72. {
  73. Destroy(PlayerWarriors[i].gameObject);
  74. }
  75. PlayerWarriors.Clear();
  76. Init();
  77. }
  78. /// <summary>
  79. /// 初始化玩家单位(战士和弓箭手)
  80. /// </summary>
  81. private void Init()
  82. {
  83. _counter = 0;
  84. InitWarrior();
  85. InitArcher();
  86. }
  87. /// <summary>
  88. /// 初始化所有战士单位
  89. /// </summary>
  90. private void InitWarrior()
  91. {
  92. for (int i = 0; i < _playerWarriorCount; i++)
  93. {
  94. PlayerWarriors.Add(Instantiate(ComponentsManager.BattleManager.PlayerWarriorPrefab.GetComponent<Warrior>(),
  95. ComponentsManager.StagesManager.GetCurrentStageItem.GetPlayerPoint(_counter).position, Quaternion.identity));
  96. _counter++;
  97. }
  98. }
  99. /// <summary>
  100. /// 初始化所有弓箭手单位
  101. /// </summary>
  102. private void InitArcher()
  103. {
  104. for (int i = 0; i < _playerArcherCount; i++)
  105. {
  106. PlayerWarriors.Add(Instantiate(ComponentsManager.BattleManager.PlayerArcherPrefab.GetComponent<Warrior>(),
  107. ComponentsManager.StagesManager.GetCurrentStageItem.GetPlayerPoint(_counter).position, Quaternion.identity));
  108. _counter++;
  109. }
  110. }
  111. /// <summary>
  112. /// 从本地存档加载玩家单位数量
  113. /// </summary>
  114. private void LoadData()
  115. {
  116. if (PlayerPrefs.HasKey("playerWarriorCount"))
  117. _playerWarriorCount = PlayerPrefs.GetInt("playerWarriorCount");
  118. else
  119. _playerWarriorCount = 2;
  120. _playerArcherCount = PlayerPrefs.GetInt("playerArcherCount");
  121. }
  122. /// <summary>
  123. /// 保存玩家单位数量到本地存档
  124. /// </summary>
  125. private void SaveData()
  126. {
  127. PlayerPrefs.SetInt("playerArcherCount", _playerArcherCount);
  128. PlayerPrefs.SetInt("playerWarriorCount", _playerWarriorCount);
  129. }
  130. }