Browse Source

涂色预览更改0720

pull/149/head
45 5 months ago
parent
commit
10e07ca8dc
  1. 5
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v04-Color.prefab
  2. 13
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/PictureMapUnity.prefab
  3. 156
      ColorlessWorld-2024-4-2/Assets/Prefab/Relic/Relic.prefab
  4. 146
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  5. 121
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  6. 17
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  7. 9
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  8. 305
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  9. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Relic/LegacyNode.cs
  10. 46
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

5
ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v04-Color.prefab

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ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/PictureMapUnity.prefab

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ColorlessWorld-2024-4-2/Assets/Prefab/Relic/Relic.prefab

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ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

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

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17
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -545,18 +545,19 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//显示范围
dyeing();
//setEffectRangePreview(cardEntity.cardOriginalData.EffectRange, euler, currentNode);
//influencePreviewPool.Add(currentNode);
//setEffectRangePreview(cardEntity.cardOriginalData.EffectRange, euler, currentNode);
//influencePreviewPool.Add(currentNode);
//更新涂色预览材质
// SettlementManager.Instance.PreviewSwitchColor(cardEntity.cardOriginalData, currentNode);
//更新地块计数(包含改色预览)
//SettlementManager.Instance.PreviewColorMapUnity(cardEntity.cardOriginalData, currentNode);
//更新涂色预览材质
// SettlementManager.Instance.PreviewSwitchColor(cardEntity.cardOriginalData, currentNode);
//更新地块计数(包含改色预览)
//SettlementManager.Instance.PreviewColorMapUnity(cardEntity.cardOriginalData, currentNode);
//}
// 更新地块计数(包含改色预览)
SettlementManager.Instance.PreviewColorMapUnity(cardEntity.cardOriginalData, currentNode);
//更新效果作用范围内怪物虚血
//EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool);
}
}

9
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -98,7 +98,6 @@ public class CardEntity : MonoBehaviour
[Header("卡牌销毁动画器")]
public Animator animator;
[Header("卡牌边框画器控件")]
public Animator borderAnim;
public GameObject normalBorder;
public GameObject triggerBorde;
[Header("卡牌费用变化监测")]
@ -125,16 +124,16 @@ public class CardEntity : MonoBehaviour
{
currentCost = cardOriginalData.Cost;
//注册到费用变化接口--移除在变小卡那里
if ( isLookCard ==false && GameManager.Instance != null)
/* if ( isLookCard ==false && GameManager.Instance != null)
{
GameManager.Instance.costChange += CheckUse;
}
}*/
StartCoroutine(SyncVuleText());
//初始化卡牌边框颜色
normalBorder.SetActive(true);
triggerBorde.SetActive(false);
// normalBorder.SetActive(true);
// triggerBorde.SetActive(false);
tempMinusCost = 0;
}

305
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -252,52 +252,109 @@ public class GameManager : Singleton<GameManager>
break;
}
}
public void SyncColourSunUI()
public void SyncColourSunUI()
{
float redNodeCount = MapUnityManager.Instance.redNodeCount;
float blueNodeCount = MapUnityManager.Instance.blueNodeCount;
float greenNodeCount = MapUnityManager.Instance.greenNodeCount;
float yellowNodeCount = MapUnityManager.Instance.yellowNodeCount;
float whiteNodeCount = MapUnityManager.Instance.whiteNodeCount;
float blackNodeCount = MapUnityManager.Instance.blackNodeCount;
float metalNodeCount = MapUnityManager.Instance.metalNodeCount;
redNodeCountLatest = Mathf.Lerp(redNodeCountLatest, redNodeCount, Time.deltaTime * sunSpeed);
blueNodeCountLatest = Mathf.Lerp(blueNodeCountLatest, blueNodeCount, Time.deltaTime * sunSpeed);
greenNodeCountLatest = Mathf.Lerp(greenNodeCountLatest, greenNodeCount, Time.deltaTime * sunSpeed);
yellowNodeCountLatest = Mathf.Lerp(yellowNodeCountLatest, yellowNodeCount, Time.deltaTime * sunSpeed);
// whiteNodeCountLatest = Mathf.Lerp(whiteNodeCountLatest, whiteNodeCount, Time.deltaTime * sunSpeed);
// metalNodeCountLatest = Mathf.Lerp(metalNodeCountLatest, metalNodeCount, Time.deltaTime * sunSpeed);
//ÎÄ×Ö
redText.text = redNodeCount.ToString();
redTextObj.gameObject.SetActive(redNodeCount != 0);
(int origin, int extra, int all) redNodeCount = getNodeTools.getNodesOriginCount(Name.NodeColor.Red);
(int origin, int extra, int all) blueNodeCount = getNodeTools.getNodesOriginCount(Name.NodeColor.Blue);
(int origin, int extra, int all) greenNodeCount = getNodeTools.getNodesOriginCount(Name.NodeColor.Green);
(int origin, int extra, int all) yellowNodeCount = getNodeTools.getNodesOriginCount(Name.NodeColor.Yellow);
(int origin, int extra, int all) whiteNodeCount = getNodeTools.getNodesOriginCount(Name.NodeColor.White);
(int origin, int extra, int all) blackNodeCount = getNodeTools.getNodesOriginCount(Name.NodeColor.Black);
(int origin, int extra, int all) metalNodeCount = getNodeTools.getNodesOriginCount(Name.NodeColor.Metal);
redNodeCountLatest = Mathf.Lerp(redNodeCountLatest, redNodeCount.all, Time.deltaTime * sunSpeed);
blueNodeCountLatest = Mathf.Lerp(blueNodeCountLatest, blueNodeCount.all, Time.deltaTime * sunSpeed);
greenNodeCountLatest = Mathf.Lerp(greenNodeCountLatest, greenNodeCount.all, Time.deltaTime * sunSpeed);
yellowNodeCountLatest = Mathf.Lerp(yellowNodeCountLatest, yellowNodeCount.all, Time.deltaTime * sunSpeed);
// whiteNodeCountLatest = Mathf.Lerp(whiteNodeCountLatest, whiteNodeCount, Time.deltaTime * sunSpeed);
// metalNodeCountLatest = Mathf.Lerp(metalNodeCountLatest, metalNodeCount, Time.deltaTime * sunSpeed);
//计算总和
float totoalNode = redNodeCount.all + blueNodeCount.all + greenNodeCount.all + yellowNodeCount.all + metalNodeCount.all;
if (totoalNode == 0)
{
totoalNode = 1;
}
greenText.text = greenNodeCount.ToString();
greenTextObj.gameObject.SetActive(greenNodeCount != 0);
//文字
redText.text = (redNodeCount.origin).ToString();
redTextObj.gameObject.SetActive(redNodeCount.origin != 0);
if (redNodeCount .extra !=0)//有额外计数,显示额外计数的总和
{
redTextPre.gameObject.SetActive(true);
redTextPre.text = redNodeCount.all.ToString();
}
else
{
redTextPre.gameObject.SetActive(false);
}
yellowText .text = yellowNodeCount.ToString();
yellowTextObj.gameObject.SetActive(yellowNodeCount != 0);
greenText.text = (greenNodeCount.origin).ToString();
greenTextObj.gameObject.SetActive(greenNodeCount.all != 0);
if (greenNodeCount.extra != 0)//有额外计数,显示额外计数的总和
{
greenTextPre.gameObject.SetActive(true);
greenTextPre.text = greenNodeCount.all.ToString();
}
else
{
greenTextPre.gameObject.SetActive(false);
}
blueText.text = blueNodeCount.ToString();
blueTextObj.gameObject.SetActive(blueNodeCount != 0);
yellowText .text = (yellowNodeCount.origin).ToString();
yellowTextObj.gameObject.SetActive(yellowNodeCount.all != 0);
if (yellowNodeCount.extra != 0)//有额外计数,显示额外计数的总和
{
yellowTextPre.gameObject.SetActive(true);
yellowTextPre.text = yellowNodeCount.all.ToString();
}
else
{
yellowTextPre.gameObject.SetActive(false);
}
blackText.text = blackNodeCount.ToString();
// blackTextObj.gameObject.SetActive(blackNodeCount != 0);
blueText.text = (blueNodeCount.origin).ToString();
blueTextObj.gameObject.SetActive(blueNodeCount.all != 0);
if (blueNodeCount.extra != 0)//有额外计数,显示额外计数的总和
{
blueTextPre.gameObject.SetActive(true);
blueTextPre.text = blueNodeCount.all.ToString();
}
else
{
blueTextPre.gameObject.SetActive(false);
}
// whiteText.text = whiteNodeCount.ToString();
// whiteTextObj.gameObject.SetActive(whiteNodeCount != 0);
blackText.text = (blackNodeCount.origin).ToString();
if (blackNodeCount.extra != 0)//有额外计数,显示额外计数的总和
{
blackTextPre.gameObject.SetActive(true);
blackTextPre.text = blackNodeCount.all.ToString();
}
else
{
blackTextPre.gameObject.SetActive(false);
}
// blackTextObj.gameObject.SetActive(blackNodeCount != 0);
metalText.text = metalNodeCount.ToString();
metalTextObj.gameObject.SetActive(metalNodeCount != 0);
// whiteText.text = whiteNodeCount.ToString();
// whiteTextObj.gameObject.SetActive(whiteNodeCount != 0);
metalText.text = (metalNodeCount.origin).ToString();
metalTextObj.gameObject.SetActive(metalNodeCount.all != 0);
if (metalNodeCount.extra != 0)//有额外计数,显示额外计数的总和
{
metalTextPre.gameObject.SetActive(true);
metalTextPre.text = metalNodeCount.all.ToString();
}
else
{
metalTextPre.gameObject.SetActive(false);
}
// sumPlayerText.text = (redNodeCount + blueNodeCount + greenNodeCount).ToString();
// sumMiddleText.text = (whiteNodeCount+metalNodeCount ).ToString();
// sumRightText.text = blackNodeCount.ToString();
float totoalNode = redNodeCount + blueNodeCount + greenNodeCount + yellowNodeCount + metalNodeCount;
if(totoalNode ==0)
{
totoalNode = 1;
}
//文字位置
float length = barBox.sizeDelta.x;
redTextObj.localPosition = new Vector3((length * (Red.fillAmount - 1)) * 0.5f,30, 0);
@ -316,16 +373,16 @@ public class GameManager : Singleton<GameManager>
Green.fillAmount = Red.fillAmount + greenNodeCountLatest / totoalNode;
Bule.fillAmount = Green.fillAmount + blueNodeCountLatest / totoalNode;
Yellow .fillAmount = Bule .fillAmount + yellowNodeCountLatest / totoalNode;
// Metal.fillAmount= Yellow.fillAmount+ metalNodeCountLatest / totoalNode;
// White.fillAmount = Metal.fillAmount + whiteNodeCountLatest / totoalNode;
// Metal.fillAmount= Yellow.fillAmount+ metalNodeCountLatest / totoalNode;
// White.fillAmount = Metal.fillAmount + whiteNodeCountLatest / totoalNode;
// Black.fillAmount = Bule.fillAmount + blackNodeCountLatest / totoalNode;
//预览涂色
if (onDrag && currentCardEntity != null )
if (onDrag && currentCardEntity != null)
{
if(currentCardEntity.cardOriginalData.CastingRange != 0)
if (currentCardEntity.cardOriginalData.CastingRange != 0)
{
if( currentMapNode != null )
if (currentMapNode != null)
{
}
@ -339,41 +396,48 @@ public class GameManager : Singleton<GameManager>
//currentMapNode = playerOn;
}
List<int> ints = SettlementManager.Instance.GetNodeCountStats();
for (int i = 0; i < ints.Count; i++)
{
switch (i)
{
case 1:
redNodeCountLatest = redNodeCount + ints[i];
redText.text = (redNodeCount+ ints[i]).ToString();
redTextPre .gameObject .SetActive(true);
if(ints[i]>0)
{
redTextPre.text = "(" +"+" +ints[i].ToString() + ")";
}
else
{
redTextPre.text = "(" + ints[i].ToString() + ")";
}
// redTextPre.transform.localPosition = new Vector3(redText.transform.localPosition.x, redText.transform.localPosition.y-75f, 0);
if (ints[i] != 0)
redTextObj.gameObject.SetActive(true);
redNodeCountLatest = redNodeCount.all + ints[i];
redText.text = (redNodeCount.origin + ints[i]).ToString();
redTextPre.text = (redNodeCount.all + ints[i]).ToString();
/* redTextPre .gameObject .SetActive(true);
if(ints[i]>0)
{
redTextPre.text = "(" +"+" +ints[i].ToString() + ")";
}
else
{
redTextPre.text = "(" + ints[i].ToString() + ")";
} */
// redTextPre.transform.localPosition = new Vector3(redText.transform.localPosition.x, redText.transform.localPosition.y-75f, 0);
break;
case 2:
/* whiteNodeCountLatest = whiteNodeCount + ints[i];
whiteText.text = (whiteNodeCount + ints[i]).ToString();
whiteTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
whiteTextPre.text = "(" + "+" + ints[i].ToString() + ")";
}
else
{
whiteTextPre.text = "(" + ints[i].ToString() + ")";
} */
/* whiteNodeCountLatest = whiteNodeCount + ints[i];
whiteText.text = (whiteNodeCount + ints[i]).ToString();
whiteTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
whiteTextPre.text = "(" + "+" + ints[i].ToString() + ")";
}
else
{
whiteTextPre.text = "(" + ints[i].ToString() + ")";
} */
break;
case 3:
blueNodeCountLatest = blueNodeCount + ints[i];
blueText.text = (blueNodeCount+ ints[i]).ToString();
blueTextPre .gameObject .SetActive(true);
if (ints[i] != 0)
blueTextObj.gameObject.SetActive(true);
blueNodeCountLatest = blueNodeCount.all + ints[i];
blueText.text = (blueNodeCount.origin + ints[i]).ToString();
blueTextPre.text = (blueNodeCount.all + ints[i]).ToString();
/*blueTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
blueTextPre.text = "(" +"+"+ ints[i].ToString() + ")";
@ -382,13 +446,16 @@ public class GameManager : Singleton<GameManager>
{
blueTextPre.text = "(" + ints[i].ToString() + ")";
}
blueTextPre.text = "(" + ints[i].ToString() + ")";
// blueTextPre.transform.localPosition = new Vector3(blueText.transform.localPosition.x, blackText.transform.localPosition.y - 75f, 0);
blueTextPre.text = "(" + ints[i].ToString() + ")";*/
// blueTextPre.transform.localPosition = new Vector3(blueText.transform.localPosition.x, blackText.transform.localPosition.y - 75f, 0);
break;
case 4:
greenNodeCountLatest = greenNodeCount + ints[i];
greenText.text = (greenNodeCount + ints[i]).ToString();
greenTextPre .gameObject .SetActive(true);
if (ints[i] != 0)
greenTextObj.gameObject.SetActive(true);
greenNodeCountLatest = greenNodeCount.all + ints[i];
greenText.text = (greenNodeCount.origin + ints[i]).ToString();
greenTextPre.text = (greenNodeCount.all + ints[i]).ToString();
/* greenTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
greenTextPre.text = "(" + "+"+ ints[i].ToString() + ")";
@ -396,26 +463,31 @@ public class GameManager : Singleton<GameManager>
else
{
greenTextPre.text = "(" + ints[i].ToString() + ")";
}
// greenTextPre.transform.localPosition = new Vector3(greenText.transform.localPosition.x, greenText.transform.localPosition.y - 75f, 0);
}*/
// greenTextPre.transform.localPosition = new Vector3(greenText.transform.localPosition.x, greenText.transform.localPosition.y - 75f, 0);
break;
case 5:
blackText.text = (blackNodeCount + ints[i]).ToString();
blackTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
blackTextPre.text = "(" +"+"+ ints[i].ToString() + ")";
}
else
{
blackTextPre.text = "(" + ints[i].ToString() + ")";
}
blackNodeCountLatest = yellowNodeCount.all + ints[i];
blackText.text = (blackNodeCount.origin + ints[i]).ToString();
blueTextPre.text = (blackNodeCount.all + ints[i]).ToString();
/* blackTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
blackTextPre.text = "(" +"+"+ ints[i].ToString() + ")";
}
else
{
blackTextPre.text = "(" + ints[i].ToString() + ")";
} */
break;
case 6:
metalText.text = (metalNodeCount + ints[i]).ToString();
metalTextPre.gameObject.SetActive(true);
if (ints[i] != 0)
metalTextObj.gameObject.SetActive(true);
metalNodeCountLatest = yellowNodeCount.all + ints[i];
metalText.text = (metalNodeCount.origin + ints[i]).ToString();
metalTextPre.text = (metalNodeCount.all + ints[i]).ToString();
/*metalTextPre.gameObject.SetActive(true);
if (ints[i] > 0)
{
metalTextPre.text = "(" + "+" + ints[i].ToString() + ")";
@ -423,39 +495,42 @@ public class GameManager : Singleton<GameManager>
else
{
metalTextPre.text = "(" + ints[i].ToString() + ")";
}
// metalTextPre.transform.localPosition = new Vector3(metalText.transform.localPosition.x,metalText.transform.localPosition.y - 75f, 0);
}*/
// metalTextPre.transform.localPosition = new Vector3(metalText.transform.localPosition.x,metalText.transform.localPosition.y - 75f, 0);
break;
case 7:
yellowNodeCountLatest = yellowNodeCount + ints[i];
yellowText .text = (yellowNodeCount + ints[i]).ToString();
yellowTextPre.gameObject.SetActive(true);
if (ints[i] > 0)
{
yellowTextPre.text = "(" + "+" + ints[i].ToString() + ")";
}
else
{
yellowTextPre.text = "(" + ints[i].ToString() + ")";
}
// yellowTextPre.transform.localPosition = new Vector3(yellowText.transform.localPosition.x,yellowText.transform.localPosition.y - 75f, 0);
if (ints[i] != 0)
yellowTextObj.gameObject.SetActive(true);
yellowNodeCountLatest = yellowNodeCount.all + ints[i];
yellowText.text = (yellowNodeCount.origin + ints[i]).ToString();
yellowTextPre.text = (yellowNodeCount.all + ints[i]).ToString();
/* yellowTextPre.gameObject.SetActive(true);
if (ints[i] > 0)
{
yellowTextPre.text = "(" + "+" + ints[i].ToString() + ")";
}
else
{
yellowTextPre.text = "(" + ints[i].ToString() + ")";
}*/
// yellowTextPre.transform.localPosition = new Vector3(yellowText.transform.localPosition.x,yellowText.transform.localPosition.y - 75f, 0);
break;
}
}
}
}
}
else
{
redTextPre.gameObject.SetActive(false);
whiteTextPre.gameObject.SetActive(false);
blueTextPre.gameObject.SetActive(false);
greenTextPre.gameObject.SetActive(false);
yellowTextPre .gameObject.SetActive(false);
blackTextPre.gameObject.SetActive(false);
metalTextPre.gameObject.SetActive(false);
// sumPlayerTextPre.gameObject .SetActive(false);
// sumMiddleTextPre.gameObject.SetActive(false);
// sumRightTextPre.gameObject.SetActive(false);
/* redTextPre.gameObject.SetActive(false);
whiteTextPre.gameObject.SetActive(false);
blueTextPre.gameObject.SetActive(false);
greenTextPre.gameObject.SetActive(false);
yellowTextPre .gameObject.SetActive(false);
blackTextPre.gameObject.SetActive(false);
metalTextPre.gameObject.SetActive(false);*/
// sumPlayerTextPre.gameObject .SetActive(false);
// sumMiddleTextPre.gameObject.SetActive(false);
// sumRightTextPre.gameObject.SetActive(false);
}
}
//统计场地颜色

2
ColorlessWorld-2024-4-2/Assets/Scripts/Relic/LegacyNode.cs

@ -32,7 +32,7 @@ public class LegacyNode : MonoBehaviour
{
LegacyManager.Instance.legacyNodesList.Add(className, this);
}
GetComponent<Image>().sprite = image;
transform.GetChild(1).GetComponent<Image>().sprite = image;
if (isOnGet )
{
OnGet();

46
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -316,26 +316,38 @@ public class getNodeTools
return colorCount;
}
public static int getNodesOriginCount(string color)
public static (int origin,int extra,int all) getNodesOriginCount(int color)
{
int colorCount = 0;
(int origin, int extra, int all) colorCount = (0, 0, 0);
switch (color)
{
case Name.Color.White:
colorCount = MapUnityManager.Instance.whiteNodeCount; break;
case Name.Color.Red:
colorCount = MapUnityManager.Instance.redNodeCount ; break;
case Name.Color.Green:
colorCount = MapUnityManager.Instance.greenNodeCount; break;
case Name.Color.Blue:
colorCount = MapUnityManager.Instance.blueNodeCount; break;
case Name.Color.Black:
colorCount = MapUnityManager.Instance.blackNodeCount; break;
case Name.Color.Metal:
colorCount = MapUnityManager.Instance.metalNodeCount; break;
case Name.Color.Yellow:
colorCount = MapUnityManager.Instance.yellowNodeCount ; break;
}
case Name.NodeColor.White:
colorCount.origin = MapUnityManager.Instance.whiteNodeCount;
break;
case Name.NodeColor.Red:
colorCount.origin = MapUnityManager.Instance.redNodeCount;
colorCount.extra = MapUnityManager.Instance.extraRedNodeCount;
break;
case Name.NodeColor.Green:
colorCount.origin = MapUnityManager.Instance.greenNodeCount;
break;
case Name.NodeColor.Blue:
colorCount.origin = MapUnityManager.Instance.blueNodeCount;
colorCount.extra = MapUnityManager.Instance.extraBlueNodeCount;
break;
case Name.NodeColor.Black:
colorCount.origin = MapUnityManager.Instance.blackNodeCount;
break;
case Name.NodeColor.Metal:
colorCount.origin = MapUnityManager.Instance.metalNodeCount;
break;
case Name.NodeColor.Yellow:
colorCount.origin = MapUnityManager.Instance.yellowNodeCount;
colorCount.extra = MapUnityManager.Instance.extraYellowNodeCount;
break;
}
colorCount.all = colorCount.origin + colorCount.extra;
return colorCount;
}

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