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怪物意图攻击范围检测

pull/98/head
45 1 year ago
parent
commit
08cd70d8e6
  1. BIN
      ColorlessWorld-2024-4-2/Assets/ArtAssets/Card/card_0317/dark.png
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  7. 95
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  8. 6
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  9. 401
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  10. 8
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  13. 141
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  14. 8
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  17. BIN
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  19. 4
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  20. 2
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Color-Card_v04-0319.prefab
  21. 9
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab
  22. 15
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab
  23. 2
      ColorlessWorld-2024-4-2/Assets/Resources/EnemyPrefab/Pharmacist.prefab
  24. 16
      ColorlessWorld-2024-4-2/Assets/Scenes/ChooseWeapon.unity
  25. 2
      ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity
  26. 6
      ColorlessWorld-2024-4-2/Assets/Scenes/Map.unity
  27. 369
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  28. 12
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  29. 14
      ColorlessWorld-2024-4-2/Assets/Scenes/StartPoint.unity
  30. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  31. 9
      ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs
  32. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BoundSoul.cs
  33. 9
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ContaminatusImmortalis.cs
  34. 9
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Enemy.cs
  35. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  36. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyUIBar.cs
  37. 16
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/FailedSample.cs
  38. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Gravitus.cs
  39. 32
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Leviathan.cs
  40. 16
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/LivingArmor.cs
  41. 25
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Pharmacist.cs
  42. 20
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Pollutinel.cs
  43. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/PollutionSpreader.cs
  44. 19
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/PrismReflector.cs
  45. 19
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/RatWarrior.cs
  46. 19
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ReconnaissanceBee.cs
  47. 35
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SoulMaker.cs
  48. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/StonePillar.cs
  49. 17
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Thief.cs
  50. 19
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Twinbee.cs
  51. 17
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  52. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LeveGeneraterNew.cs
  53. 48
      ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs
  54. 1203
      ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/OutLineSourceHanSansCN-Normal SDF 1.asset
  55. 41
      ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/SourceHanSansCN-Normal SDF.asset

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12
ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity

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14
ColorlessWorld-2024-4-2/Assets/Scenes/StartPoint.unity

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2
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -178,7 +178,7 @@ public class CardEntity : MonoBehaviour
cardOriginalData = CardOriginalDataList.Instance.existCardOriginalDataList[cardId];
settleForStart(SettlementManager.settleTurn);
//createCardUI(needTrueFun);
//createCardDescription();
createCardDescription();
createCardName();
//createCardCost();
//createCardImage();

9
ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs

@ -268,8 +268,17 @@ public class ChooseWeaponManager : Singleton<ChooseWeaponManager>
{
for (int i = 0; i < cardGroup_3.Count; i++)
{
Debug.Log("虴彆縐" + cardGroup_3[i].cardId);
PlayerStatsManager.Instance.cardDeck.cardDeckList.Add(cardGroup_3[i].cardId);
}
}
foreach (string effectCardID in cardGroupsInfor[3].cardIDGroup)
{
PlayerStatsManager.Instance.cardDeck.cardDeckList.Add(effectCardID);
}
//笭离華芞
PlayerStatsManager.Instance.levelDevelopData.levelStep = 0;
}
}

18
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BoundSoul.cs

@ -15,17 +15,23 @@ public class BoundSoul : Enemy
enemyNode = GetComponent<EnemyNode>();
enemyNode.sufferAbnormalCondition(AbnormalCondition.parasitism, 1);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 1.0f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Attack:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

9
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ContaminatusImmortalis.cs

@ -11,8 +11,17 @@ public class ContaminatusImmortalis : Enemy
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.7f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.3f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
public override void SettleRangeAttack()
{
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)

9
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Enemy.cs

@ -2,6 +2,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using static TurnMaster;
@ -27,7 +28,7 @@ public class Enemy : MonoBehaviour
// float lastTime = 0;
[Header("移动速度标量")]
public float moveSpeed;
public void enemyTurn()
{
@ -49,8 +50,12 @@ public class Enemy : MonoBehaviour
}
public virtual void SettlePlannText(EnemyAction currentAction)
{
}
public virtual void SettleRangeAttack()
{
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
}
public virtual void ChooseAimNode()
{

1
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -159,6 +159,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
CreatEnemyUIBar(this);
}
lasteHp = (int)EnemyState.currentHP;
}
private void Update()

3
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyUIBar.cs

@ -20,7 +20,8 @@ public class EnemyUIBar : MonoBehaviour
public Image planImage;
public Text attackDamageText;
public GameObject moveIcon;
[Header("超出攻击范围图标")]
public GameObject outAttackRange;
[Header("Buffͼ±êÏÔʾ")]
public List<GameObject> buffIconList = new List<GameObject>();
public GameObject buffIcon;

16
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/FailedSample.cs

@ -1,6 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using UnityEngine;
@ -16,8 +15,23 @@ public class FailedSample: Enemy
enemyNode = GetComponent<EnemyNode>();
enemyNode.sufferAbnormalCondition(AbnormalCondition.corrode, 1);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attackAndPollute), 1.0f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_AttackAndPollution:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)

22
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Gravitus.cs

@ -14,17 +14,27 @@ public class Gravitus : Enemy
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attackAndPollute), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spellAndShield), 0.4f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_Spell:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
case EnemyAction_SpellAndShield:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
case EnemyAction_AttackAndPollution:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

32
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Leviathan.cs

@ -17,6 +17,27 @@ public class Leviathan : Enemy
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.4f);
enemyNode.sufferAbnormalCondition(AbnormalCondition.stoneSkin, 4);
enemyNode.sufferAbnormalCondition(AbnormalCondition.shedding, 7);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_SpellAndAttack:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
case EnemyAction_Spell:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
case EnemyAction_AttackAndPollution:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{
@ -37,16 +58,7 @@ public class Leviathan : Enemy
}
}
private void Update()
{
}
private void OnEnable()
{
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);

16
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/LivingArmor.cs

@ -15,17 +15,21 @@ public class LivingArmor : Enemy
enemyNode = GetComponent<EnemyNode>();
enemyNode.sufferAbnormalCondition(AbnormalCondition.shedding, 1);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 1.0f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_Spell:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

25
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Pharmacist.cs

@ -16,17 +16,28 @@ public class Pharmacist : Enemy
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shieldAndPollution), 0.5f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
{
public override void SettleRangeAttack()
{
if(enemyNode != null && enemyNode.currentActionScript!= null )
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_ShootAndPollute:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
case EnemyAction_ShieldAndPollution:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
}
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

20
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Pollutinel.cs

@ -13,8 +13,28 @@ public class Pollutinel : Enemy
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.deBuff), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.4f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_DeBuff:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
case EnemyAction_Spell:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
case EnemyActionAction_Shield:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

22
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/PollutionSpreader.cs

@ -14,17 +14,27 @@ public class PollutionSpreader : Enemy
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spellAndAttack), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.pollution), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.4f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_SpellAndAttack:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
case EnemyAction_Pollution:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
case EnemyActionAction_Attack:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

19
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/PrismReflector.cs

@ -13,17 +13,24 @@ public class PrismReflector : Enemy
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shieldAndPollution), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.5f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_ShieldAndPollution:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
case EnemyAction_Spell:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

19
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/RatWarrior.cs

@ -14,17 +14,24 @@ public class RatWarrior : Enemy
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.5f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Attack:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
case EnemyAction_Spell:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

19
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ReconnaissanceBee.cs

@ -13,17 +13,24 @@ public class ReconnaissanceBee : Enemy
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.5f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Attack:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
case EnemyAction_ShootAndPollute:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

35
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SoulMaker.cs

@ -17,34 +17,25 @@ public class SoulMaker : Enemy
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.summon), 0.5f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
/*if (!isSpeedUp && MapUnityManager.Instance.enemyNodeCount > 12)
{
for (int i = 0; i < EnemyManager.Instance.enemySpeedSortingList.Count; i++)
{
EnemyManager.Instance.enemySpeedSortingList[i].sufferAbnormalCondition(AbnormalCondition.upSpeed, 2);
isSpeedUp = true;
}
}
else if(isSpeedUp && MapUnityManager.Instance.enemyNodeCount < 12)
{
for (int i = 0; i < EnemyManager.Instance.enemySpeedSortingList.Count; i++)
{
EnemyManager.Instance.enemySpeedSortingList[i].sufferAbnormalCondition(AbnormalCondition.downSpeed, 2);
isSpeedUp = false;
}
}*/
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_Summon:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
case EnemyAction_Spell:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)

14
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/StonePillar.cs

@ -13,11 +13,21 @@ public class StonePillar : Enemy
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.pollution), 1.0f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_Pollution:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

17
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Thief.cs

@ -17,8 +17,25 @@ public class Thief : Enemy
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.7f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.3f);
//actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.sleep), 0.4f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Attack:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
case EnemyAction_ShootAndPollute:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
}
}
public override void enemyTurnEnd()
{
aliveCount++;

19
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Twinbee.cs

@ -13,17 +13,24 @@ public class Twinbee : Enemy
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.aoe), 0.5f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void Update()
private void OnDestroy()
{
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
private void OnEnable()
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Attack:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
case EnemyActionAction_Aoe:
enemyNode.enemyUIBar.outAttackRange.SetActive(false);
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{

17
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -21,6 +21,7 @@ public class GameManager : Singleton<GameManager>
[Header("角色当前位置参数")]
public MapUnity playerOn;//当前在哪个格子上
public MapUnity lastPlayerOn;//之前在哪个格子上
public Player player;//玩家脚本
[Header("角色状态数据参数")]
@ -233,10 +234,20 @@ public class GameManager : Singleton<GameManager>
if(complete ==true )
SyncColourSunUI();
//检查玩家是否移动
if(playerOn != lastPlayerOn && complete ==true )
{
BroadPlayerMove();
}
}
public void SyncColourSunUI()
public event Action PlayerMove;
public void BroadPlayerMove()
{
if (PlayerMove != null)
PlayerMove();
}
public void SyncColourSunUI()
{
float redNodeCount = MapUnityManager.Instance.redNodeCount;
float blueNodeCount = MapUnityManager.Instance.blueNodeCount;

4
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LeveGeneraterNew.cs

@ -68,7 +68,9 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
GenerateGridMap(generatorLine, generatorColumn);
GeneratePath();
RandomSetUpRoom();
// CheckNodeRule();
// CheckNodeRule();
PlayerStatsManager.Instance.levelDevelopData.levelStep = 1;
PlayerStatsManager.Instance.levelDevelopData.currentPoint = new Vector2(0, 1);
ShowMap();
SetRoomEnemyPoolAndMap();
}

48
ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs

@ -146,29 +146,35 @@ public class Player : MonoBehaviour
{
CloseMove();
}
switch (GameManager.Instance.playerOn.whoColour)
{
case Name.NodeColor.Red:
standOnBuff.sprite = onRed;
break;
case Name.NodeColor.Green:
standOnBuff.sprite = onGreen;
break;
case Name.NodeColor.Blue:
standOnBuff.sprite = onBule;
break;
case Name.NodeColor.Black:
standOnBuff.sprite = onBlack;
break;
case Name.NodeColor.White:
standOnBuff.sprite = defaultBuff;
break;
}
}
}
}
public void ChangeColorAnim()
{
switch (GameManager.Instance.playerOn.whoColour)
{
case Name.NodeColor.Red:
standOnBuff.sprite = onRed;
anim.SetTrigger("changeColor");
break;
case Name.NodeColor.Green:
standOnBuff.sprite = onGreen;
anim.SetTrigger("changeColor");
break;
case Name.NodeColor.Blue:
standOnBuff.sprite = onBule;
anim.SetTrigger("changeColor");
break;
case Name.NodeColor.Black:
standOnBuff.sprite = onBlack;
anim.SetTrigger("changeColor");
break;
case Name.NodeColor.White:
standOnBuff.sprite = defaultBuff;
anim.SetTrigger("changeColor");
break;
}
}
IEnumerator MoveToChooseNode()//射线检测选择一个mapNode
{
//关闭寻路路线

1203
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/OutLineSourceHanSansCN-Normal SDF 1.asset

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41
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/SourceHanSansCN-Normal SDF.asset

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