Browse Source

aoe特效修改

pull/59/head
45 1 year ago
parent
commit
074df3c446
  1. 611
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset
  2. 8
      ColorlessWorld-2024-4-2/Assets/Materials/MapMark.meta
  3. 8
      ColorlessWorld-2024-4-2/Assets/Materials/MapMark/AOE.meta
  4. 5514
      ColorlessWorld-2024-4-2/Assets/Materials/MapMark/AOE/AOEMark.shadergraph
  5. 10
      ColorlessWorld-2024-4-2/Assets/Materials/MapMark/AOE/AOEMark.shadergraph.meta
  6. 155
      ColorlessWorld-2024-4-2/Assets/Materials/MapMark/AOE/AoeMark.mat
  7. 8
      ColorlessWorld-2024-4-2/Assets/Materials/MapMark/AOE/AoeMark.mat.meta
  8. BIN
      ColorlessWorld-2024-4-2/Assets/Materials/MapMark/AOE/ScanLines.png
  9. 127
      ColorlessWorld-2024-4-2/Assets/Materials/MapMark/AOE/ScanLines.png.meta
  10. 85
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/EmptyNode.prefab
  11. 101
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab
  12. 185
      ColorlessWorld-2024-4-2/Assets/Scenes/ChooseWeapon.unity
  13. 2
      ColorlessWorld-2024-4-2/Assets/Scenes/Map.unity
  14. 237
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  15. 1
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  16. 24
      ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs
  17. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ColorDrag.cs
  18. 61
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  19. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs
  20. 41
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs
  21. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs
  22. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs
  23. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs

611
ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset

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m_Father: {fileID: 846544929}
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CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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GameObject:
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@ -21078,7 +21233,7 @@ GameObject:
m_Icon: {fileID: 0}
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--- !u!114 &1180006400
MonoBehaviour:
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@ -22225,6 +22380,7 @@ RectTransform:
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m_ConstrainProportionsScale: 0
m_Children:
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@ -25218,7 +25374,7 @@ RectTransform:
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m_LocalScale: {x: 0.35, y: 0.35, z: 0.35}
m_ConstrainProportionsScale: 1
m_Children:
@ -25227,7 +25383,7 @@ RectTransform:
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@ -25613,6 +25769,18 @@ MonoBehaviour:
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- m_Target: {fileID: 1040257166}
m_TargetAssemblyTypeName: UnityEngine.UI.Text, UnityEngine.UI
m_MethodName: set_text
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
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m_BoolArgument: 0
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--- !u!1 &1437895613
GameObject:
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@ -28894,7 +29062,7 @@ RectTransform:
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m_LocalScale: {x: 0.35, y: 0.35, z: 0.35}
m_ConstrainProportionsScale: 1
m_Children:
@ -28903,7 +29071,7 @@ RectTransform:
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@ -29478,6 +29646,18 @@ MonoBehaviour:
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m_CallState: 2
- m_Target: {fileID: 1040257166}
m_TargetAssemblyTypeName: UnityEngine.UI.Text, UnityEngine.UI
m_MethodName: set_text
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_BoolArgument: 0
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--- !u!1 &1627366718
GameObject:
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@ -30168,6 +30348,7 @@ MonoBehaviour:
levelDevelopData: {fileID: 11400000, guid: 587726a845a2bc7498172485a1bd194b, type: 2}
cardDeck: {fileID: 11400000, guid: 1126a56dae0a1ab40821c18c251900ef, type: 2}
relicList: {fileID: 11400000, guid: 0ccbda8ca8e9a4146aebd15491d3b067, type: 2}
colorSortList: 010000000300000004000000
commonCardForLook: {fileID: 4169693119190854323, guid: 6b012c33b9abd7b4ab44b2b165c9ccdb,
type: 3}
legendaryCardForLook: {fileID: 4169693119190854323, guid: 6b012c33b9abd7b4ab44b2b165c9ccdb,
@ -33133,24 +33314,24 @@ MonoBehaviour:
enemyGenerateDataList:
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type: 3}
locationX: 4
locationY: 3
locationX: 3
locationY: 6
- enemyPrefab: {fileID: 1253231568001379261, guid: 860a25280c40f1040915b02a770609af,
type: 3}
locationX: 4
locationY: 2
locationX: 0
locationY: 7
- enemyPrefab: {fileID: 1253231568001379261, guid: 3d83bb7c6cfaa71439ad6302d0dceb51,
type: 3}
locationX: 4
locationY: 1
locationX: 2
locationY: 7
- enemyPrefab: {fileID: 1253231568001379261, guid: e7af8b56c0915664585cb503433ecd3e,
type: 3}
locationX: 4
locationY: 0
locationY: 7
- enemyPrefab: {fileID: 1253231568001379261, guid: 5215b7bf3c1792d44b7f72561a3051a1,
type: 3}
locationX: 4
locationY: 4
locationX: 6
locationY: 7
playerNameText: {fileID: 742474145}
playerMoneyText: {fileID: 506890230}
imagePath: BackGround
@ -33522,7 +33703,7 @@ MonoBehaviour:
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1
ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity

@ -755,6 +755,7 @@ MonoBehaviour:
levelDevelopData: {fileID: 11400000, guid: 587726a845a2bc7498172485a1bd194b, type: 2}
cardDeck: {fileID: 11400000, guid: 1126a56dae0a1ab40821c18c251900ef, type: 2}
relicList: {fileID: 11400000, guid: 0ccbda8ca8e9a4146aebd15491d3b067, type: 2}
colorSortList:
commonCardForLook: {fileID: 4169693119190854323, guid: 6b012c33b9abd7b4ab44b2b165c9ccdb,
type: 3}
legendaryCardForLook: {fileID: 4169693119190854323, guid: 6b012c33b9abd7b4ab44b2b165c9ccdb,

24
ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs

@ -136,4 +136,28 @@ public class ChooseWeaponManager : Singleton<ChooseWeaponManager>
}
}
public void ReturnColorSortChoose()
{
PlayerStatsManager.Instance.colorSortList.Clear();
for (int i=0;i<3;i++)
{
switch (colorSlots[i].colorType)
{
case ColorType.white:
PlayerStatsManager.Instance.colorSortList.Add(Name.NodeColor.White);
break;
case ColorType.red:
PlayerStatsManager.Instance.colorSortList.Add(Name.NodeColor.Red);
break;
case ColorType.green:
PlayerStatsManager.Instance.colorSortList.Add(Name.NodeColor.Green);
break;
case ColorType.blue:
PlayerStatsManager.Instance.colorSortList.Add(Name.NodeColor.Blue);
break;
}
}
}
}

5
ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ColorDrag.cs

@ -21,6 +21,8 @@ public class ColorDrag : MonoBehaviour,IBeginDragHandler, IDragHandler,IEndDragH
}
public void OnBeginDrag(PointerEventData eventData)
{
//ÉùÒô
AudioManager.Instance.MenuOpenPlayer();
transform.SetAsLastSibling();
image.raycastTarget = false;
ChooseWeaponManager.Instance.backGround.SetActive(true);
@ -40,6 +42,9 @@ public class ColorDrag : MonoBehaviour,IBeginDragHandler, IDragHandler,IEndDragH
}
public void OnEndDrag(PointerEventData eventData)
{
//ÉùÒô
AudioManager.Instance.MenuClosePlayer();
image.raycastTarget = true;
ChooseWeaponManager.Instance.backGround.SetActive(false);
transform.position = startPos;

61
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -372,52 +372,39 @@ public class GameManager : Singleton<GameManager>
IEnumerator StartStartColourCoroutine(bool complete)
{
yield return new WaitUntil (()=> this.complete==true ) ;
// yield return StartCoroutine(StartMapColour());
SyncColourCountUI();
yield return StartCoroutine(StartMapColour());
//SyncColourCountUI();
TurnMaster.Instance.turn = TurnMaster.Turn.playerTurnBegin;
}
//羲擁部華芨伎
/* IEnumerator StartMapColour()
IEnumerator StartMapColour()
{
//Íæ¼Ò
for (int i = 0; i < X.Count ; i++)
{
if (i % 2 == 0)
{
X[i].Y[0].switchColor(PlayerStatsManager.Instance.colorSortList[0]);
}
else
{
X[i].Y[0].switchColor(PlayerStatsManager.Instance.colorSortList[1]);
}
}
for (int i = 0; i < X.Count; i++)
{
for (int j = 0; j < X[i].Y.Count; j++)
X[i].Y[1].switchColor(PlayerStatsManager.Instance.colorSortList[2]);
}
//¹ÖÎï
for (int i = 0; i <X.Count; i++)
{
for (int j = X[i].Y .Count -2; j < X[i].Y.Count; j++)
{
if (j <= playerBoundary)
{
X[i].Y[j].whoColour = MapUnity.WhoColour.playerColour;
}
else if (j == enemyBoundary)
{
if(i % 2 != 0)
{
X[i].Y[j].whoColour = MapUnity.WhoColour.enemyColour;
}
else
{
X[i].Y[j].RefreshWhoColor();
}
}
else if(j > enemyBoundary)
{
if( j < X [i].Y .Count)
{
X[i].Y[j].whoColour = MapUnity.WhoColour.enemyColour;
}
else
{
X[i].Y[j].RefreshWhoColor();
}
}
else
{
X[i].Y[j].RefreshWhoColor();
}
yield return null;
X[i].Y[j].switchColor(Name.NodeColor.Black);
}
}
}*/
yield return null;
}
}

22
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs

@ -570,7 +570,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
return LevelDevelopManager.RoomType.monster;
}
//ĎÔĘžÁŹĎß
//显示连线,设置能否进入
public void ShowMap()
{
for (int i = 0; i < LevelDevelopManager.Instance.levelMap .Count;i++)
@ -585,6 +585,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
{
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent<LevelNode>().LineShow();
}
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent<LevelNode>().JudgeCanEnter();
}
}
@ -617,7 +618,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
if (i == generatorLine - 1)
{
LevelNode currentNode = GenerateLevelNode(i, j, currentLevelData.nodePos);
currentNode.gameObject.transform.localScale = new Vector3(2, 2, 2);
currentNode.gameObject.transform.localScale = bossBig;
currentNode.SetUpRoomWithRoomData(currentLevelData);
}
@ -630,7 +631,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
}
}
SetRoomBig();
for (int i = 0; i < LevelDevelopManager.Instance.levelDevelopData.levelSaveMap.Count; i++)
{
for (int j = 0; j < LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[i].levelDataList.Count; j++)
@ -647,10 +648,23 @@ public class LevelGenerator : Singleton<LevelGenerator>
{
currentLevelNode.LineShow();
}
//设置进度标识
if(currentLevelNode .isPassBy == true )
{
currentLevelNode.passByMark.SetActive(true);
}
currentLevelNode.JudgeCanEnter();
}
}
//判断能否进入
int line = LevelDevelopManager.Instance.levelDevelopData.levelStep;
for (int j = 0; j < LevelDevelopManager.Instance.levelMap[line].levelColumn.Count; j++)
{
LevelNode currentLevelNode = LevelDevelopManager.Instance.levelMap[line].levelColumn[j];
currentLevelNode.JudgeRoadCanEnter();
}
}
//ÉèÖ÷¿¼ä´óС

41
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -8,7 +8,7 @@ public class LevelNode : MonoBehaviour
{
public bool canEnter;//标识关卡当前能否进入
public bool isUse;//标识关卡是否可被路线选中
public bool isPassBy;//说明玩家走过
public int line;//行
public int column;//列
@ -29,6 +29,8 @@ public class LevelNode : MonoBehaviour
[Header("房间装配子物体")]
public Image roomIcon;
public Text roomText;
[Header("路过房间标识")]
public GameObject passByMark;
private void OnEnable()
{
@ -37,10 +39,9 @@ public class LevelNode : MonoBehaviour
}
private void Start()
{
canEnter = true;
SetUPRoomDestination();
//JudgeCanEnter();
// JudgeCanEnter();
}
public void SetUPRoomDestination()
@ -75,17 +76,45 @@ public class LevelNode : MonoBehaviour
if (LevelDevelopManager.Instance.levelDevelopData.levelStep != line)
{
canEnter = false;
roomIcon.color = new Color(1, 1, 1, 0.5f);
}
else
{
canEnter = true;
roomIcon.color = new Color(1, 1, 1, 1f);
}
}
public void JudgeRoadCanEnter()
{
Vector2 currentNode = LevelDevelopManager.Instance.levelDevelopData.currentPoint;
foreach (var levelNode in fatherLevelNodes)
{
Debug.Log(currentNode + "node" + levelNode . line + "colum" +levelNode . column);
Debug.Log(currentNode+"line"+(levelNode.line == (int)currentNode.x));
Debug.Log(currentNode + "colum" + (levelNode.column == (int)currentNode.y));
if (levelNode.line == (int)currentNode.x && levelNode.column == (int)currentNode.y)
{
canEnter = true;
roomIcon.color = new Color(1, 1, 1,1f);
break;
}
else
{
canEnter = false;
roomIcon.color = new Color(1, 1, 1, 0.5f);
}
}
}
public void ButtenLoadTo(int index)
public void ButtenLoadTo()
{
if (canEnter)
if (canEnter==true)
{
LevelDevelopManager.Instance.levelDevelopData.currentPoint = new Vector2(line, column);
LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[line].levelDataList[column].passBy = true;
passByMark.SetActive(true);
LevelDevelopManager.Instance.levelDevelopData.levelStep += 1;
ScenceLoadManager.Instance.LoadTargetLevel(roomDestinationIndex);
}
else
@ -116,6 +145,7 @@ public class LevelNode : MonoBehaviour
{
LevelDevelopData_SO.levelData levelData = new LevelDevelopData_SO.levelData();
levelData.isUse = isUse;
// levelData.passBy = isPassBy;
levelData.roomType = roomType;
levelData.nodePos = this.transform.position;
levelData.column = column;
@ -134,6 +164,7 @@ public class LevelNode : MonoBehaviour
public void SetUpRoomWithRoomData(LevelDevelopData_SO .levelData levelData )
{
isUse = levelData.isUse;
isPassBy = levelData.passBy;
roomType = levelData.roomType;
SetUpRoom(roomType);
// LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(this);

3
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -14,7 +14,8 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
public CardDeck_SO cardDeck;
//遗物数据
public RelicData_SO relicList;
[Header("玩家选择的涂色顺序")]
public List<int> colorSortList = new List<int>();
[Header("卡牌预制体")]
public GameObject commonCardForLook;
public GameObject legendaryCardForLook;

3
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs

@ -7,7 +7,7 @@ using UnityEngine;
public class LevelDevelopData_SO : ScriptableObject
{
public int levelStep;//关卡前进步数
public Vector2 currentPoint;//当前选择关卡,用来判断下一步那些可以走
public List<LevelDataList> levelSaveMap = new List<LevelDataList>();//关卡保存数据列表
[System.Serializable]
@ -20,6 +20,7 @@ public class LevelDevelopData_SO : ScriptableObject
{
public LevelDevelopManager .RoomType roomType ;
public bool isUse;
public bool passBy;
public Vector3 nodePos;
public int line;//行
public int column;//列

2
ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs

@ -21,7 +21,7 @@ public class ScenceLoadManager : Singleton <ScenceLoadManager>
//Çл»bgm
AudioManager.Instance.BGMSwitch(levelIndex);
//Çл»³¡¾°
loadScreen.SetActive(true);
//loadScreen.SetActive(true);
AsyncOperation operation = SceneManager.LoadSceneAsync(levelIndex);
operation.allowSceneActivation = false;

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