public void ShowActivitiesData(CommanderUnit _unit, bool _isLocal)
        {
            if (!_isLocal)
            {
                if (cacheCommandUnit || cacheSoliderUnit)
                {
                    return;
                }
            }

            CanvasGroupAdjust(intBtnArray, false);
            CanvasGroupAdjust(soliderPlane, false);
            CanvasGroupAdjust(commanderPlane, true);

            faceImage.sprite = _unit.unitFaceSprite;
            commanderAffiliationImage.sprite = _unit.affiliationSprite;

            nameText.text = _unit.unitName;
            roleText.text = _unit.roleTpe.ToString();
            commanderAffiliationText.text = _unit.affiliationName;
            levelText.text       = "LV " + _unit.levelValue;
            levelSlider.maxValue = _unit.levelSliderUpgradeValue;
            levelSlider.value    = _unit.levelSliderValue;

            commanderAttackText.text      = string.Concat("攻击力:", _unit.attackValue[0]);
            commanderDefenseText.text     = string.Concat("防御力:", _unit.defenseValue[0]);
            commanderMoveText.text        = string.Concat("移动:", _unit.moveRangeValue[0]);
            commanderHealthPointText.text = string.Concat("生命值:", _unit.healthValue[0], " / ", _unit.healthValue[1]);
            commanderMagicPointText.text  = string.Concat("魔法值:", _unit.magicValue[0], " / ", _unit.magicValue[1]);
            commandRangeText.text         = string.Concat("指挥范围:", _unit.commandRangeValue[0]);
            correctedText.text            = string.Concat("修正值:", _unit.correctedAttack[0], " / " + _unit.correctedDefense[0]);
        }
        /// <summary>
        /// 清空选中信息
        /// </summary>
        public void ClearUIInfo()
        {
            cacheSoliderUnit = null;
            cacheCommandUnit = null;

            CanvasGroupAdjust(intBtnArray, false);
            CanvasGroupAdjust(commanderPlane, false);
            CanvasGroupAdjust(soliderPlane, false);

            // UnitOtherActionPlane
            roundOverBtn.gameObject.SetActive(true);
            skillBtn.gameObject.SetActive(false);
            treatBtn.gameObject.SetActive(false);
            detailPanelBtn.gameObject.SetActive(false);


            SetCanNotClickPanelState(false);
        }
 /// <summary>
 /// 指挥官选中方法
 /// </summary>
 /// <param name="_unit"></param>
 public void SetActivitiesData(CommanderUnit _unit)
 {
     cacheCommandUnit = _unit;
     SetCanNotClickPanelState(false);
     OnSetActivitiesData(_unit);
 }
        public override void Execute(bool _isLinear)
        {
            campData = LoadInfo.Instance.gameManager.GetCampData(managerKeyName);

            CommanderUnit temp = Instantiate(template);

            temp.NodeInitData();

            // int[]
            temp.SetIntArrayData(ref temp.healthValue, healthValue);
            temp.SetIntArrayData(ref temp.magicValue, magicValue);
            temp.SetIntArrayData(ref temp.commandRangeValue, commandRangeValue);
            temp.SetIntArrayData(ref temp.correctedAttack, correctedAttackValue);
            temp.SetIntArrayData(ref temp.correctedDefense, correctedDefenseValue);
            temp.SetIntArrayData(ref temp.attackValue, attackValue);
            temp.SetIntArrayData(ref temp.attackRangeValue, attackRangeValue);
            temp.SetIntArrayData(ref temp.defenseValue, defenseValue);
            temp.SetIntArrayData(ref temp.moveRangeValue, moveValue);
            temp.SetIntArrayData(ref temp.skillRangeValue, skillRangeValue);

            // int
            temp.levelValue              = levelValue;
            temp.levelSliderValue        = levelSliderValue;
            temp.levelSliderUpgradeValue = levelSliderUpgradeValue;

            // string
            temp.unitName        = unitName;
            temp.affiliationName = campData.campType.ToString();
            temp.managerKeyName  = managerKeyName;

            // scriptable
            temp.activityConfig = activityConfig;

            // sprite
            temp.unitFaceSprite    = unitFaceSprite;
            temp.affiliationSprite = campData.affiliationSprite;

            // component
            temp.PlayActivityAnim(false);
            temp.mRendererComponent.sprite = activityConfig.normalSprite;
            temp.hpText.text             = healthValue.ToString();
            temp.professionSprite.sprite = campData.affiliationSprite;

            // enum
            temp.roleTpe      = roleType;
            temp.troopsType   = campData.troopType;
            temp.movingType   = activityConfig.movingType;
            temp.skillMastery = skillMastery;

            // pos
            Vector3Int calculateValue = LoadInfo.Instance.sceneTileMapManager.GetUnitSpacePos(showPos);

            temp.transform.position = calculateValue;
            temp.currentPos         = calculateValue;

            // other
            temp.campColor = campData.campColor;
            temp.manager   = LoadInfo.Instance.activitiesManager;
            temp.manager.AddActivitiesUnit(temp);


            cacheCommanderUnit = temp;

            State = NodeState.Succeed;
        }