V3.3.2 LevelProbabilityPanel初始化完成

LevelProbabilityPanel初始化完成
独立Target enum类
This commit is contained in:
Koha9 2023-09-14 20:13:53 +09:00
parent 904dc81c12
commit ae48180b8d
33 changed files with 1715 additions and 189 deletions

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@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class targetTypeExtensions
{
public static int ToIndex(this Targets targetType)
{
switch (targetType)
{
case Targets.Go:
return 0;
case Targets.Attack:
return 1;
case Targets.Defence:
return 2;
default:
Debug.LogError("ToIndex:targetType not found!");
return -1;
}
}
public static Targets ToTargetType(this int index)
{
switch (index)
{
case 0:
return Targets.Go;
case 1:
return Targets.Attack;
case 2:
return Targets.Defence;
default:
Debug.LogError("ToTargetType:index out of range!");
return Targets.Go;
}
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -215,7 +215,7 @@ private float Ballistic(int shootState)
return targetCon.HitEnemyReward(gotHitObj.transform.position);
}
}
if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
if (targetCon.targetTypeInt == (int)Targets.Attack)
{
// while if attack mode
float targetDis = Vector3.Distance(blockContainer.nowBlock.transform.position, transform.position);
@ -253,7 +253,7 @@ private float FacingReward()
bool isFacingtoEnemy = false;
float enemyFacingDistance = 0f;
Ray ray = fpsCam.ScreenPointToRay(new Vector3(fpsCam.pixelWidth / 2, fpsCam.pixelHeight / 2, 0));
if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Free)
if (targetCon.targetTypeInt == (int)Targets.Free)
{
//free mode
RaycastHit hit;
@ -299,7 +299,7 @@ private float FacingReward()
// Debug.Log("ninimum = " + nowReward);
}
}
else if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
else if (targetCon.targetTypeInt == (int)Targets.Attack)
{
// attack mode
// Target to Agent distance

View File

@ -135,27 +135,27 @@ public void UpdateTargetType(int targetInt)
{
switch (targetInt)
{
case (int)SceneBlockContainer.Targets.Go:
case (int)Targets.Go:
targetTypeText.text = "GOTO";
targetTypeText.color = Color.blue;
break;
case (int)SceneBlockContainer.Targets.Attack:
case (int)Targets.Attack:
targetTypeText.text = "Attack!";
targetTypeText.color = Color.red;
break;
case (int)SceneBlockContainer.Targets.Defence:
case (int)Targets.Defence:
targetTypeText.text = "Defence";
targetTypeText.color = Color.green;
break;
case (int)SceneBlockContainer.Targets.Free:
case (int)Targets.Free:
targetTypeText.text = "Free";
targetTypeText.color = Color.yellow;
break;
case (int)SceneBlockContainer.Targets.Stay:
case (int)Targets.Stay:
targetTypeText.text = "Stay";
targetTypeText.color = Color.white;
break;

View File

@ -171,7 +171,7 @@ public override void OnActionReceived(ActionBuffers actionBuffers)
// Win or lose Finished
Debug.Log("Finish reward = " + nowRoundReward);
EP += 1;
string targetString = Enum.GetName(typeof(SceneBlockContainer.Targets), targetController.targetTypeInt);
string targetString = Enum.GetName(typeof(Targets), targetController.targetTypeInt);
switch (finishedState)
{
case (int)TargetController.EndType.Win:

View File

@ -180,7 +180,7 @@ private void Start()
private void Update()
{
// get target distance and in area
if (targetCon.targetTypeInt is (int)SceneBlockContainer.Targets.Go or (int)SceneBlockContainer.Targets.Attack)
if (targetCon.targetTypeInt is (int)Targets.Go or (int)Targets.Attack)
{
(agentDistance, agentInArea) = blockCont.GetAgentTargetDistanceAndInside(agentObj.transform.position);
// attack goto or defence target

View File

@ -2,12 +2,10 @@
public class SceneBlockContainer : MonoBehaviour
{
public enum Targets
{ Free, Go, Attack, Defence, Stay, Num };// Num is use for get total target bumber
public float sceneSize = 10f;
public GameObject environmentObj;
public GameObject hudObj;
// public GameObject[] attackBlockPrefabs = new GameObject[1];
// public GameObject[] goBlockPrefabs = new GameObject[1];
// public GameObject[] defencePrefabs = new GameObject[1];
@ -42,7 +40,7 @@ public void CreateNewBlock(Targets targetType, int level, int blockType, Vector3
DestroyBlock();
}
// choose target type
nowBlockObj = Instantiate(scenePrefabSet.GetPrefab(targetType, level, blockType), blockPosition + environmentObj.transform.position, Quaternion.identity, transform);
nowBlockObj = Instantiate(scenePrefabSet.GetPrefab(level, blockType, targetType), blockPosition + environmentObj.transform.position, Quaternion.identity, transform);
nowBlock = nowBlockObj.GetComponent<SceneBlock>();
nowBlock.group1Tag = tag1;
nowBlock.group2Tag = tag2;

View File

@ -104,9 +104,9 @@ private void Start()
maxAgentAreaZ = edgeAgent_Enemy.transform.localPosition.z - 1.0f;
freeProb = 1 - attackProb - gotoProb - defenceProb;
targetNum = (int)SceneBlockContainer.Targets.Num;
gotoLevelNum = sceneBlockCon.scenePrefabSet.GetLevelNumber(SceneBlockContainer.Targets.Go);
attackLevelNum = sceneBlockCon.scenePrefabSet.GetLevelNumber(SceneBlockContainer.Targets.Attack);
targetNum = (int)Targets.Num;
gotoLevelNum = sceneBlockCon.scenePrefabSet.GetLevelNumber(Targets.Go);
attackLevelNum = sceneBlockCon.scenePrefabSet.GetLevelNumber(Targets.Attack);
if (freeProb < 0)
{
Debug.LogError("TargetController.Start: target percentage wrong");
@ -158,8 +158,8 @@ public void RollNewScene()
{
// goto target spawn
Debug.Log("GOTO THIS TARGET!");
targetTypeInt = (int)SceneBlockContainer.Targets.Go;
RandomSpawnSceneBlock(SceneBlockContainer.Targets.Go);
targetTypeInt = (int)Targets.Go;
RandomSpawnSceneBlock(Targets.Go);
// set startDistance
firstRewardFlag = true;
}
@ -167,8 +167,8 @@ public void RollNewScene()
{
// attack target spawn
Debug.Log("ATTACK!");
targetTypeInt = (int)SceneBlockContainer.Targets.Attack;
RandomSpawnSceneBlock(SceneBlockContainer.Targets.Attack);
targetTypeInt = (int)Targets.Attack;
RandomSpawnSceneBlock(Targets.Attack);
// set startDistance
firstRewardFlag = true;
targetEnemySpawnFinish = false;
@ -177,15 +177,15 @@ public void RollNewScene()
{
// defence target spawn
Debug.Log("DEFENCE!");
targetTypeInt = (int)SceneBlockContainer.Targets.Defence;
RandomSpawnSceneBlock(SceneBlockContainer.Targets.Defence);
targetTypeInt = (int)Targets.Defence;
RandomSpawnSceneBlock(Targets.Defence);
// set startDistance
firstRewardFlag = true;
}
else
{
Debug.Log("Free");
targetTypeInt = (int)SceneBlockContainer.Targets.Free;
targetTypeInt = (int)Targets.Free;
enemyCon.DestroyAllEnemys();
enemyCon.RandomInitEnemys(hudCon.enemyNum);
MoveAgentToSpwanArea();
@ -254,11 +254,11 @@ public void MoveAgentTo(Vector3 position)
/// This method generates a random scene block based on the target type and spawns enemies at the specified location.
/// 此方法根据目标类型生成一个随机场景块,并在指定位置生成敌人。
/// </remarks>
private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType)
private void RandomSpawnSceneBlock(Targets targetType)
{
randLevel = RollRandomLevelIndex(targetType);
randBlockType = Random.Range(0, sceneBlockCon.scenePrefabSet.GetBlockNumber(targetType,randLevel));
sceneBlockSize = sceneBlockCon.scenePrefabSet.GetBlockSize(targetType, randLevel, randBlockType);
randBlockType = Random.Range(0, sceneBlockCon.scenePrefabSet.GetBlockNumber(randLevel,targetType));
sceneBlockSize = sceneBlockCon.scenePrefabSet.GetBlockSize(randLevel, randBlockType, targetType);
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneBlockSize / 2 + 1f, maxEnemyAreaX - sceneBlockSize / 2 - 1f);
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneBlockSize / 2 + 1f, maxEnemyAreaZ - sceneBlockSize / 2 - 1f);
@ -289,7 +289,7 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType)
float nowDistance = 0f;
switch (targetTypeInt)
{
case (int)SceneBlockContainer.Targets.Go:
case (int)Targets.Go:
// goto
(nowDistance, inArea) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position);
envUICon.UpdateTargetGauge(sceneBlockCon.nowBlock.firebasesBelong, sceneBlockCon.nowBlock.belongMaxPoint);
@ -320,7 +320,7 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType)
}
break;
case (int)SceneBlockContainer.Targets.Attack:
case (int)Targets.Attack:
// attack
(nowDistance, inArea) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position);
envUICon.UpdateTargetGauge(sceneBlockCon.nowBlock.firebasesBelong, sceneBlockCon.nowBlock.belongMaxPoint);
@ -354,7 +354,7 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType)
}
break;
case (int)SceneBlockContainer.Targets.Defence:
case (int)Targets.Defence:
//defence
// !!! DIDN't FINISH!!!
(nowDistance, inArea) = sceneBlockCon.GetAgentTargetDistanceAndInside(agentObj.transform.position);
@ -382,7 +382,7 @@ private void RandomSpawnSceneBlock(SceneBlockContainer.Targets targetType)
}
break;
case (int)SceneBlockContainer.Targets.Stay:
case (int)Targets.Stay:
// Stay
// endless
nowReward = 0;
@ -462,7 +462,7 @@ private float GetDistanceReward(float nowDistance, int inarea)
public float KillReward(Vector3 enemyPosition)
{
float nowKillReward = 0f;
if (targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
if (targetTypeInt == (int)Targets.Attack)
{
// attack mode
(_, int isInArea) = sceneBlockCon.nowBlock.GetDistInArea(enemyPosition);
@ -476,7 +476,7 @@ public float KillReward(Vector3 enemyPosition)
nowKillReward = paramCon.killNonTargetReward;
}
}
else if (targetTypeInt == (int)SceneBlockContainer.Targets.Free)
else if (targetTypeInt == (int)Targets.Free)
{
// free mode hit
nowKillReward = paramCon.killTargetEnemyReward;
@ -498,7 +498,7 @@ public float KillReward(Vector3 enemyPosition)
public float HitEnemyReward(Vector3 enemyPosition)
{
float nowHitReward = 0f;
if (targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
if (targetTypeInt == (int)Targets.Attack)
{
// attack mode
(_, int isInArea) = sceneBlockCon.nowBlock.GetDistInArea(enemyPosition);
@ -513,7 +513,7 @@ public float HitEnemyReward(Vector3 enemyPosition)
nowHitReward = paramCon.hitNonTargetReward;
}
}
else if (targetTypeInt == (int)SceneBlockContainer.Targets.Free)
else if (targetTypeInt == (int)Targets.Free)
{
// free mode hit
nowHitReward = paramCon.hitTargetReward;
@ -544,7 +544,7 @@ public float HitEnemyReward(Vector3 enemyPosition)
/// </remarks>
public void PlayInitialize()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
targetTypeInt = (int)Targets.Stay;
UpdateTargetStates();
envUICon.UpdateTargetType(targetTypeInt);
MoveAgentToSpwanArea();
@ -555,7 +555,7 @@ public void PlayInitialize()
// change to attack mode
public void AttackModeChange(Vector3 targetPosition)
{
targetTypeInt = (int)SceneBlockContainer.Targets.Attack;
targetTypeInt = (int)Targets.Attack;
UpdateTargetStates(targetPosition);
envUICon.UpdateTargetType(targetTypeInt);
}
@ -563,7 +563,7 @@ public void AttackModeChange(Vector3 targetPosition)
// change to free mode
public void FreeModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Free;
targetTypeInt = (int)Targets.Free;
UpdateTargetStates();
envUICon.UpdateTargetType(targetTypeInt);
}
@ -571,7 +571,7 @@ public void FreeModeChange()
// change to goto mode
public void GotoModeChange(Vector3 targetPosition)
{
targetTypeInt = (int)SceneBlockContainer.Targets.Go;
targetTypeInt = (int)Targets.Go;
UpdateTargetStates(targetPosition);
envUICon.UpdateTargetType(targetTypeInt);
}
@ -579,7 +579,7 @@ public void GotoModeChange(Vector3 targetPosition)
// change to stay mode
public void StayModeChange()
{
targetTypeInt = (int)SceneBlockContainer.Targets.Stay;
targetTypeInt = (int)Targets.Stay;
UpdateTargetStates();
envUICon.UpdateTargetType(targetTypeInt);
}
@ -599,7 +599,7 @@ private void UpdateTargetStates(Vector3? targetPosition = null)
{
this.targetPosition = (Vector3)targetPosition;
}
if (targetTypeInt == (int)SceneBlockContainer.Targets.Free || targetTypeInt == (int)SceneBlockContainer.Targets.Stay)
if (targetTypeInt == (int)Targets.Free || targetTypeInt == (int)Targets.Stay)
{
for (int i = 1; i < targetState.Length; i++)
// set target position state to 0
@ -622,7 +622,7 @@ private void UpdateTargetStates(Vector3? targetPosition = null)
/// <returns>The in-area state.</returns>
public int GetInAreaState()
{
if (targetTypeInt == (int)SceneBlockContainer.Targets.Go)
if (targetTypeInt == (int)Targets.Go)
{
return inArea;
}
@ -638,19 +638,19 @@ public int GetInAreaState()
/// </summary>
/// <param name="target">The target type.</param>
/// <returns>A random level index.</returns>
public int RollRandomLevelIndex(SceneBlockContainer.Targets target)
public int RollRandomLevelIndex(Targets target)
{
List<float> targetProbs;
switch (target)
{
case SceneBlockContainer.Targets.Attack:
case Targets.Attack:
targetProbs = paramCon.attackLevelProbs;
break;
case SceneBlockContainer.Targets.Go:
case Targets.Go:
targetProbs = paramCon.gotoLevelProbs;
break;
case SceneBlockContainer.Targets.Defence:
case Targets.Defence:
targetProbs = paramCon.defenceLevelProbs;
break;
default:

View File

@ -13,15 +13,15 @@ public class WorldUIController : MonoBehaviour
// Start is called before the first frame update
private void Start()
{
totalGames = new int[(int)SceneBlockContainer.Targets.Num];
winGames = new int[(int)SceneBlockContainer.Targets.Num];
Array.Clear(totalGames, 0, (int)SceneBlockContainer.Targets.Num);
Array.Clear(winGames, 0, (int)SceneBlockContainer.Targets.Num);
totalGames = new int[(int)Targets.Num];
winGames = new int[(int)Targets.Num];
Array.Clear(totalGames, 0, (int)Targets.Num);
Array.Clear(winGames, 0, (int)Targets.Num);
//WinChart.Init();
winChart.RemoveData();
for (int i = 0; i < (int)SceneBlockContainer.Targets.Num; i++)
for (int i = 0; i < (int)Targets.Num; i++)
{
string lineName = Enum.GetName(typeof(SceneBlockContainer.Targets), i);
string lineName = Enum.GetName(typeof(Targets), i);
winChart.AddSerie<Line>(lineName);
}
}

View File

@ -14,7 +14,13 @@ public class MessageBoxController : MonoBehaviour
[SerializeField]
private List<Message> messages = new List<Message>();
/// <summary>
/// Pushes a simple message to the message list.
/// </summary>
/// <param name="text">The message text.</param>
/// <remarks>
/// This method pushes a simple text message to the message list and handles message overflow to ensure that the message list does not grow indefinitely.
/// </remarks>
public void PushMessage(string text)
{
// push simple message to message list
@ -29,7 +35,15 @@ public void PushMessage(string text)
messages.Add(newMessage);
}
// push multi color message to message list
/// <summary>
/// Pushes multi-color messages to the message list.
/// </summary>
/// <param name="messageList">The list of message texts.</param>
/// <param name="colorList">The list of colors.</param>
/// <remarks>
/// This method pushes multi-color text messages to the message list and handles message overflow to ensure that the message list does not grow indefinitely.
/// If the lengths of the message text list and the color list do not match, it either removes excess colors or adds white color to the extra messages.
/// </remarks>
public void PushMessage(List<string> messageList,List<string> colorList)
{
// check messages and colors list length match

View File

@ -77,7 +77,7 @@ private void Update()
else
{
// if agent or enemy is not nearby, create new block
sceneBlockCon.CreateNewBlock(SceneBlockContainer.Targets.Attack, blockLevel, blockNum, nowHitPositionRelative);
sceneBlockCon.CreateNewBlock(Targets.Attack, blockLevel, blockNum, nowHitPositionRelative);
sceneBlockCon.InitializeBlock(environmentObj);
targetCon.AttackModeChange(nowHitPositionRelative);
ChangeMouseMode(MouseMode.Default);
@ -94,7 +94,7 @@ private void Update()
else
{
// if agent or enemy is not nearby, create new block
sceneBlockCon.CreateNewBlock(SceneBlockContainer.Targets.Go, blockLevel, blockNum, nowHitPositionRelative);
sceneBlockCon.CreateNewBlock(Targets.Go, blockLevel, blockNum, nowHitPositionRelative);
sceneBlockCon.InitializeBlock(environmentObj);
targetCon.GotoModeChange(nowHitPositionRelative);
ChangeMouseMode(MouseMode.Default);
@ -124,7 +124,7 @@ private void Update()
public void ChangeMouseMode(MouseMode mouseMode, int level = -1, int blockNum = -1)
{
this.mouseMode = mouseMode;
SceneBlockContainer.Targets nowTargetType;
Targets nowTargetType;
switch (mouseMode)
{
case MouseMode.AttackSet:
@ -149,7 +149,7 @@ public void ChangeMouseMode(MouseMode mouseMode, int level = -1, int blockNum =
if (blockNum < 0)
{
// while blockNum is not set, random choose block type
this.blockNum = Random.Range(0, sceneBlockCon.scenePrefabSet.GetBlockNumber(nowTargetType, blockLevel));
this.blockNum = Random.Range(0, sceneBlockCon.scenePrefabSet.GetBlockNumber(blockLevel, nowTargetType));
}
else
{
@ -157,7 +157,7 @@ public void ChangeMouseMode(MouseMode mouseMode, int level = -1, int blockNum =
this.blockNum = blockNum;
}
// set previewModel
previewModel = sceneBlockCon.scenePrefabSet.GetPrefab(nowTargetType, blockLevel, this.blockNum);
previewModel = sceneBlockCon.scenePrefabSet.GetPrefab(blockLevel, this.blockNum, nowTargetType);
mousePreviewCon.ChangePreviewTo(previewModel);
break;
@ -223,20 +223,20 @@ private bool IsAgentorEnemyWithinDistance(float distance)
}
// change to TargetType from MouseMode
private SceneBlockContainer.Targets GetTargetTypeByMouseMode(MouseMode mode)
private Targets GetTargetTypeByMouseMode(MouseMode mode)
{
switch (mode)
{
case MouseMode.AttackSet:
return SceneBlockContainer.Targets.Attack;
return Targets.Attack;
case MouseMode.GotoSet:
return SceneBlockContainer.Targets.Go;
return Targets.Go;
default:
messageCon.PushMessage(new List<string> { "[Error]MouseInMap:GetTargetTypeByMouseMode:", "Mouse Mode not found!", "mode=", mode.ToString() },
new List<string> { messageCon.errorColor });
return SceneBlockContainer.Targets.Num;
return Targets.Num;
}
}
}

View File

@ -1,5 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEditor.PackageManager;
using UnityEngine;
/// <summary>
@ -13,18 +13,24 @@
public class SceneBlocksSet : ScriptableObject
{
public LevelsSet[] levels = new LevelsSet[3];
public Targets[] targets = new Targets[3];
private GameObject hudObj;
private MessageBoxController messageBoxController;
private bool isHudEnabled = false;
/// <summary>
/// Initialize the scene block set.
/// </summary>
/// <param name="hudObj">The HUD object used to access the message box controller.</param>
public void InitializeSceneBlocksSet(GameObject hudObj)
public void InitializeSceneBlocksSet(GameObject hudObj = null)
{
this.hudObj = hudObj;
messageBoxController = this.hudObj.GetComponent<MessageBoxController>();
if (hudObj != null)
{
isHudEnabled = true;
this.hudObj = hudObj;
messageBoxController = this.hudObj.GetComponent<MessageBoxController>();
}
for (int i = 0; i < levels.Length; i++)
{
// initialize all level prefab set
@ -33,101 +39,156 @@ public void InitializeSceneBlocksSet(GameObject hudObj)
}
/// <summary>
/// Get all level prefab sets based on the target type.
/// Gets all level prefab sets.
/// </summary>
/// <param name="targetType">The target type to retrieve all level prefab sets for.</param>
/// <returns>All level prefab sets for the specified target type.</returns>
public LevelsSet GetAllLevlePrefabSet(SceneBlockContainer.Targets targetType)
/// <param name="targetType">The target type (optional).</param>
/// <param name="index">The index (optional).</param>
/// <returns>The level prefab sets.</returns>
/// <remarks>
/// If the target type (targetType) or index (index) is provided, it returns the corresponding level prefab set.
/// If neither the target type (targetType) nor the index (index) is provided, an exception will be thrown, and an error message will be logged.
/// </remarks>
public LevelsSet GetAllLevlePrefabSet(Targets? targetType = null, int? index = null)
{
switch (targetType)
if (targetType == null && index == null)
{
case SceneBlockContainer.Targets.Go:
return levels[0];
PushSceneBlockMessages(new List<string> { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " targetType or index not found!" },
new List<string> { messageBoxController.errorColor });
throw new ArgumentNullException("Both targetType and index cannot be null.");
}
int levelIndex = 0;
switch (targetType, index)
{
case (Targets type, null):
levelIndex = type.ToIndex();
break;
case SceneBlockContainer.Targets.Attack:
return levels[1];
case (null, int i):
levelIndex = i;
break;
case SceneBlockContainer.Targets.Defence:
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " Defence Mode not ready!" },
new List<string> { messageBoxController.errorColor });
Debug.LogError("ScenePrefabSet.GetAllLevlePrefabSet:Defence Mode not ready!");
return levels[2];
case (Targets type, int i):
levelIndex = type.ToIndex();
break;
default:
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " targetType not found!","tagetType = ",targetType.ToString() },
new List<string> { messageBoxController.errorColor });
Debug.LogError("ScenePrefabSet.GetAllLevlePrefabSet:targetType not found!");
return null;
PushSceneBlockMessages(new List<string> { "[ERROR]ScenePrefabSet.GetAllLevlePrefabSet:", " targetType or index not found!" },
new List<string> { messageBoxController.errorColor });
break;
}
return levels[levelIndex];
}
/// <summary>
/// Get a single level prefab set based on the target type and level.
/// Gets the prefab set for a single level.
/// </summary>
/// <param name="targetType">The target type to retrieve the level prefab set for.</param>
/// <param name="level">The level to retrieve the level prefab set for.</param>
/// <returns>The single level prefab set for the specified target type and level.</returns>
public BlocksSet GetSingleLevelPrefabSet(SceneBlockContainer.Targets targetType, int level)
/// <param name="level">The level index.</param>
/// <param name="targetType">The target type (optional).</param>
/// <param name="index">The index (optional).</param>
/// <returns>The prefab set for a single level.</returns>
/// <remarks>
/// If the target type (targetType) or index (index) is provided, it returns the prefab set for the corresponding level.
/// If the level index is out of range, an exception will be thrown, and an error message will be logged.
/// </remarks>
public BlocksSet GetSingleLevelPrefabSet(int level, Targets? targetType = null, int? index = null)
{
if(level >= GetAllLevlePrefabSet(targetType).singleLevelSet.Length)
if (level >= GetAllLevlePrefabSet(targetType, index).singleLevelSet.Length)
{
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetSingleLevelPrefabSet:", " level out of range!","targetType = ",targetType.ToString(), "level = ",level.ToString()},
PushSceneBlockMessages(new List<string> { "[ERROR]ScenePrefabSet.GetSingleLevelPrefabSet:", " level out of range!", "targetType = ", targetType.ToString(), "level = ", level.ToString() },
new List<string> { messageBoxController.errorColor });
Debug.LogError("ScenePrefabSet.GetSingleLevelPrefabSet:level out of range!");
return null;
}
return GetAllLevlePrefabSet(targetType).singleLevelSet[level];
return GetAllLevlePrefabSet(targetType, index).singleLevelSet[level];
}
/// <summary>
/// Get a prefab based on the target type, level, and block type.
/// Gets a specific prefab for a given level, block type, target type, and index.
/// </summary>
/// <param name="targetType">The target type to retrieve the prefab for.</param>
/// <param name="level">The level to retrieve the prefab for.</param>
/// <param name="blockType">The block type to retrieve the size information for.</param>
/// <returns>The prefab for the specified block.</returns>
public GameObject GetPrefab(SceneBlockContainer.Targets targetType, int level, int blockType)
/// <param name="level">The level index.</param>
/// <param name="blockType">The block type index.</param>
/// <param name="targetType">The target type (optional).</param>
/// <param name="index">The index (optional).</param>
/// <returns>The prefab object.</returns>
/// <remarks>
/// If the target type (targetType) or index (index) is provided, it returns the specific prefab for the given level, block type, target type, and index.
/// If the block type index is out of range, an exception will be thrown, and an error message will be logged.
/// </remarks>
public GameObject GetPrefab(int level, int blockType, Targets? targetType = null, int? index = null)
{
if(blockType >= GetSingleLevelPrefabSet(targetType, level).prefabs.Length)
if (blockType >= GetSingleLevelPrefabSet(level, targetType, index).prefabs.Length)
{
messageBoxController.PushMessage(new List<string> { "[ERROR]ScenePrefabSet.GetPrefab:", " blockType out of range!","targetType = ",targetType.ToString(), "level = ",level.ToString(), "blockType = ",blockType.ToString()},
PushSceneBlockMessages(new List<string> { "[ERROR]ScenePrefabSet.GetPrefab:", " blockType out of range!", "targetType = ", targetType.ToString(), "level = ", level.ToString(), "blockType = ", blockType.ToString() },
new List<string> { messageBoxController.errorColor });
Debug.LogError("ScenePrefabSet.GetPrefab:blockType out of range!");
return null;
}
return GetSingleLevelPrefabSet(targetType, level).prefabs[blockType];
return GetSingleLevelPrefabSet(level, targetType, index).prefabs[blockType];
}
/// <summary>
/// Get the number of levels associated with a specific target type.
/// Gets the number of levels for a specific target type and index.
/// </summary>
/// <param name="targetType">The target type to retrieve level information for.</param>
/// <returns>The number of levels for the specified target type.</returns>
public int GetLevelNumber(SceneBlockContainer.Targets targetType)
/// <param name="targetType">The target type (optional).</param>
/// <param name="index">The index (optional).</param>
/// <returns>The number of levels.</returns>
/// <remarks>
/// If the target type (targetType) or index (index) is provided, it returns the number of levels for the corresponding target type and index.
/// </remarks>
public int GetLevelNumber(Targets? targetType = null, int? index = null)
{
return GetAllLevlePrefabSet(targetType).singleLevelSet.Length;
return GetAllLevlePrefabSet(targetType, index).singleLevelSet.Length;
}
/// <summary>
/// Get the number of blocks associated with a specific target type and level.
/// Gets the number of blocks for a specific level, target type, and index.
/// </summary>
/// <param name="targetType">The target type to retrieve block information for.</param>
/// <param name="level">The level to retrieve block information for.</param>
/// <returns>The number of blocks for the specified target type and level.</returns>
public int GetBlockNumber(SceneBlockContainer.Targets targetType, int level)
/// <param name="level">The level index.</param>
/// <param name="targetType">The target type (optional).</param>
/// <param name="index">The index (optional).</param>
/// <returns>The number of blocks.</returns>
/// <remarks>
/// If the target type (targetType) or index (index) is provided, it returns the number of blocks for the corresponding level, target type, and index.
/// </remarks>
public int GetBlockNumber(int level, Targets? targetType = null, int? index = null)
{
return GetSingleLevelPrefabSet(targetType, level).prefabs.Length;
return GetSingleLevelPrefabSet(level, targetType, index).prefabs.Length;
}
/// <summary>
/// Get the size of a block associated with a specific target type, level, and block type.
/// Gets the size of a specific block for a given level, block type, target type, and index.
/// </summary>
/// <param name="targetType">The target type to retrieve block size information for.</param>
/// <param name="level">The level to retrieve block size information for.</param>
/// <param name="blockType">The type of block to retrieve size information for.</param>
/// <returns>The size of the specified block.</returns>
public float GetBlockSize(SceneBlockContainer.Targets targetType, int level, int blockType)
/// <param name="level">The level index.</param>
/// <param name="blockType">The block type index.</param>
/// <param name="targetType">The target type (optional).</param>
/// <param name="index">The index (optional).</param>
/// <returns>The block size.</returns>
/// <remarks>
/// If the target type (targetType) or index (index) is provided, it returns the size of the block for the specified level, block type, target type, and index.
/// </remarks>
public float GetBlockSize(int level, int blockType, Targets? targetType = null, int? index = null)
{
return GetPrefab(targetType, level, blockType).GetComponent<SceneBlock>().blockSize;
return GetPrefab(level, blockType, targetType, index).GetComponent<SceneBlock>().blockSize;
}
/// <summary>
/// Pushes a message to the message box or debug log.推送消息到消息框或调试日志中。
/// </summary>
/// <param name="messageList">The list of messages.</param>
/// <param name="colorList">The list of colors.</param>
/// <remarks>
/// If the message box is enabled (isHudEnabled is true), the message will be pushed to the message box, and the messages will be colored according to the provided color list.
/// If the message box is not enabled (isHudEnabled is false), the messages will be logged as plain text in the debug log.
/// </remarks>
private void PushSceneBlockMessages(List<string> messageList, List<string> colorList)
{
if (isHudEnabled)
{
messageBoxController.PushMessage(messageList, colorList);
}
else
{
Debug.Log(string.Join(" ", messageList));
}
}
}

View File

@ -0,0 +1,70 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class SingleLevelProbabilityPanel : MonoBehaviour
{
public TextMeshProUGUI levelNameText;
public TextMeshProUGUI probabilityText;
public Slider probabilitySlider;
public float probabilityValue = 0;
/// <summary>
/// Initialize the level probability panel, setting the level name and probability value.
/// </summary>
/// <param name="levelName">The level name.</param>
/// <param name="probability">The probability value.</param>
public void InitializeLevelProbabilityPanel(string levelName, float probability)
{
SetLevelName(levelName);
SetProbability(probability);
}
/// <summary>
/// Initialize the level probability panel, setting the level number and probability value.
/// </summary>
/// <param name="levelName">The level number.</param>
/// <param name="probability">The probability value.</param>
public void InitializeLevelProbabilityPanel(int levelName, float probability)
{
SetLevelName(levelName);
SetProbability(probability);
}
/// <summary>
/// Set the level name.
/// </summary>
/// <param name="levelName">The level name.</param>
public void SetLevelName(string levelName)
{
levelNameText.text = levelName;
}
/// <summary>
/// Set the level name.
/// </summary>
/// <param name="levelName">The level number.</param>
public void SetLevelName(int levelName)
{
levelNameText.text = "Level" + levelName.ToString();
}
/// <summary>
/// Set the probability value.
/// </summary>
/// <param name="prob">The probability value.</param>
public void SetProbability(float prob)
{
probabilitySlider.value = prob;
UpdateProbabilityText();
}
/// <summary>
/// Update the probability text display.
/// </summary>
public void UpdateProbabilityText()
{
probabilityText.text = (probabilitySlider.value * 100).ToString("0.00") + "%";
}
}

View File

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@ -0,0 +1,4 @@
public enum Targets
{
Free, Go, Attack, Defence, Stay, Num
}// Num is use for get total target bumber

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using System.Collections.Generic;
using UnityEngine;
public class StartMenuProbabilityPanel : MonoBehaviour
{
public GameObject singleTargetLevelProbabilityPanel;
public SceneBlocksSet scenePrefabSet;
private List<TargetLevelProbabilityPanel> targetLevelProbabilityPanel = new List<TargetLevelProbabilityPanel>();
private void Start()
{
for (int i = 0; i < scenePrefabSet.levels.Length; i++)
{
Targets nowTarget = scenePrefabSet.targets[i];
targetLevelProbabilityPanel.Add(Instantiate(singleTargetLevelProbabilityPanel, transform).GetComponent<TargetLevelProbabilityPanel>());
targetLevelProbabilityPanel[i].IntializePanels(scenePrefabSet.GetLevelNumber(nowTarget), nowTarget.ToString());
}
}
}

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@ -0,0 +1,30 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class TargetLevelProbabilityPanel : MonoBehaviour
{
public GameObject singleLevelProbabilityPanel;
public GameObject targetTitleText;
private GameObject titleText;
private List<GameObject> singleLevelPanelsObjs = new List<GameObject>();
private List<SingleLevelProbabilityPanel> singleLevelPanels = new List<SingleLevelProbabilityPanel>();
public void IntializePanels(int levelNum, string titleName)
{
// initialize target level probability panel size
float defaultWidth = singleLevelProbabilityPanel.GetComponent<RectTransform>().sizeDelta.x;
float defaultLevelHeight = singleLevelProbabilityPanel.GetComponent<RectTransform>().sizeDelta.y;
float titleHeight = targetTitleText.GetComponent<RectTransform>().sizeDelta.y;
transform.GetComponent<RectTransform>().sizeDelta = new Vector2(defaultWidth, (defaultLevelHeight * levelNum) + titleHeight);
// create title text
titleText = Instantiate(targetTitleText, transform);
titleText.GetComponent<TextMeshProUGUI>().text = titleName;
for (int i = 0; i < levelNum; i++)
{
singleLevelPanelsObjs.Add(Instantiate(singleLevelProbabilityPanel, transform));
singleLevelPanels.Add(singleLevelPanelsObjs[i].GetComponent<SingleLevelProbabilityPanel>());
}
}
}

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