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合并0705

remotes/checkIfPRContentChanged-1752730301603610417/dev45-0705
45 7 months ago
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  1. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeBlack.anim
  2. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeBule.anim
  3. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeBule.anim.meta
  4. 348
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeColorMark.controller
  5. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeGreen.anim
  6. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeGreen.anim.meta
  7. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeRed.anim
  8. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeRed.anim.meta
  9. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeWhite.anim
  10. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeWhite.anim.meta
  11. 122
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/DefoutColor.anim
  12. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/DefoutColor.anim.meta
  13. 2
      ColorlessWorld-2024-4-2/Assets/Lana Studio.meta
  14. 2
      ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX.meta
  15. 6
      ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Upgrade for URP.meta
  16. 5
      ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Upgrade for URP/Upgrade for URP.unitypackage.meta
  17. 27
      ColorlessWorld-2024-4-2/Assets/Plugins/Microsoft.CSharp.dll.meta
  18. 11016
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  19. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/PlayerAnimAudio.cs
  20. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/PlayerAnimAudio.cs.meta
  21. 36
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/BulletMove.cs
  22. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/BulletMove.cs.meta
  23. 27
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs
  24. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs.meta
  25. 67
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs
  26. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs.meta
  27. 37
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/FireStraightBullet.cs
  28. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/FireStraightBullet.cs.meta
  29. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  30. 31
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  31. 10
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardResourcesManager.cs
  32. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  33. 89
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  34. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs
  35. 372
      ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs
  36. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs.meta
  37. 21
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/AddUIToHideUICrtl.cs
  38. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/AddUIToHideUICrtl.cs.meta
  39. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/PlayerUIBar.cs
  40. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/PlayerUIBar.cs.meta
  41. 56
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
  42. BIN
      ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache

401
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5
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ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

File diff suppressed because it is too large

12
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/PlayerAnimAudio.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAnimAudio : MonoBehaviour
{
//音效播放器
public void AttackVoicePlayer()
{
AudioManager.Instance.AttackVoicePlayer();
}
}

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ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/BulletMove.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletMove : MonoBehaviour
{
public Vector3 destination;//Ä¿µÄµØ
float time=0;
Vector3 startPoint;
[Header("ËÙ¶È")]
public float speed = 2f;
private void Start()
{
startPoint = transform.position;
Vector3 direction = destination - startPoint;
float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
transform.Rotate(new Vector3(0, angle, 0));
}
private void Update()
{
MoveToDestination();
}
public void MoveToDestination()
{
transform .position = Vector3.Lerp(startPoint, destination, time += Time.deltaTime * speed);
if(Vector3 .Distance (this .transform .position ,destination )<0.1f)
{
Destroy(this.gameObject);
}
}
}

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27
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs

@ -1,27 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletFather : MonoBehaviour
{
[Header("×Óµ¯Ò©Ô¤ÖÆÌå")]
public GameObject bullet;
public IEnumerator CreateBulleNode(List<MapUnity> destinationMapUnity)
{
for (int i = 0; i < destinationMapUnity.Count; i++)
{
var bulle = Instantiate(bullet, transform.position, bullet.transform.localRotation);
if (i < destinationMapUnity.Count - 1)
{
StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform));
//yield return new WaitForSeconds(0.1f);
}
else
{
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform));
}
yield return null;
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs.meta

@ -1,11 +0,0 @@
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guid: db15616011d4af54ab96675691ae89d9
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67
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs

@ -1,67 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletNode : MonoBehaviour
{
public Vector3 destination;//目的地
public float time = 0;
public Vector3 startPoint;
[Header("速度")]
public float speed = 2f;
[Header("时间")]
public float waitTimes = 4f;
[Header("类型")]
public BulletType bulletType;
public enum BulletType
{
speed,
waitTime
}
public virtual IEnumerator MoveToDestination(Transform inputDestination,Transform inputStartPoint)
{
startPoint = inputStartPoint.position;
destination = inputDestination.position;
destination.y = startPoint.y-0.5f;
// Vector3 direction = destination - startPoint;
// float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
// transform.Rotate(new Vector3(0, angle, 0));
Debug.Log("发射" + startPoint + "结束" + destination);
//曲线中点
Vector3 middleMark = (startPoint + destination) * 0.5f;
// middleMark.x += Random.Range(-1f,1f);
// middleMark.y += Random.Range(0.5f,1f);
// middleMark.z += Random.Range(-1f, 1f);
middleMark.y += 2;
List <Vector3 > linePath = PlayerStatsManager .Instance .CalculatePath (9,startPoint,middleMark,destination);
if (bulletType == BulletType.speed )
{
for (int i = 1;i<linePath .Count;i++)
{
time = 0;
Debug.Log("linePath[i - 1]" + linePath[i - 1] + "linePath[i]" + linePath[i]);
while (true)
{
transform.position = Vector3.Lerp(linePath[i-1], linePath[i], time += Time.deltaTime * speed);
if (time >= 1)
{
break;
}
yield return null;
}
}
Destroy(this.gameObject);
yield break;
}
else if(bulletType == BulletType.waitTime)
{
transform.position = destination;
yield return new WaitForSeconds(waitTimes);
Destroy(this.gameObject);
yield break;
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs.meta

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37
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/FireStraightBullet.cs

@ -1,37 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FireStraightBullet : BulletNode
{
public GameObject destroyBoom;
public GameObject targetPlan;//夷能
bool isDone;
public override IEnumerator MoveToDestination(Transform inputDestination, Transform inputStartPoint)
{
startPoint = inputStartPoint.position;
destination = inputDestination.position;
// destination.y = startPoint.y -0.5f;
// destination.y = startPoint.y-0.35f;
//譜協了崔
transform.position = startPoint;
//廬�
Vector3 direction = destination - startPoint;
float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
transform.eulerAngles = new Vector3(0, angle, 0);
//譜崔夷能了崔
// transform.GetComponent<ParticleSystem>().collision.AddPlane(inputDestination);//譜協当弉
targetPlan .transform .position =inputDestination.position;
yield return new WaitUntil(() => isDone == true);
yield break;
}
private void OnParticleCollision(GameObject other )
{
Instantiate(destroyBoom, destination, destroyBoom.transform.rotation);
isDone = true;
Destroy(this.gameObject);
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/FireStraightBullet.cs.meta

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

@ -530,7 +530,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
cardEntity.influencePreviewPool.Clear();
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//重新调用范围预览
//GameManager.Instance.player.StepPreviewInfluencedNode(cardEntity.cardOriginalData.CastingRange);

31
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -259,13 +259,7 @@ public class CardEntity : MonoBehaviour
{
//音效
AudioManager.Instance.AttackVoicePlayer();
//卡牌销毁动画触发和角色翻转
Player player = GameManager.Instance.player;
player.anim.SetTrigger("attack");
Vector3 dis = UnityEngine.Input.mousePosition + Vector3.forward *15;
Vector3 pos = Camera.main.ScreenToWorldPoint(dis);
player.FlipLocalScale(pos);
//debug卡名
//Debug.Log("打出"+cardOriginalData.ChineseName);
//Debug.Log("结算时候influencePreviewPool大小" + influencePreviewPool.Count);
@ -281,34 +275,13 @@ public class CardEntity : MonoBehaviour
if (cardOriginalData.CastingRange>0)
{
//遍历范围预览池消除影响色
Debug.Log("清除前红色格数:" + GameManager.Instance.player.influencePreviewPool.Count);
foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool)
{
mapUnity.castRangeInf = false;
}
MapUnityManager.Instance.castPool.Clear();
List<MapUnity> cardColorInfluence = influencePreviewPool.ToList();//生效地块
var bullet = Instantiate(cardBulletFatherPrefab, transform.position, cardBulletFatherPrefab.transform.localRotation);
BulletFather bulletFather = bullet.GetComponent<BulletFather>();
yield return bulletFather .StartCoroutine(bulletFather.CreateBulleNode(cardColorInfluence));
/*
for(int i=0;i < cardColorInfluence.Count;i++ )
{
var bulle = Instantiate(cardBulletPrefab, transform.position, cardBulletPrefab.transform.localRotation);
if(i< cardColorInfluence.Count-1)
{
StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(cardColorInfluence[i].transform, GameManager.Instance.player.transform));
//yield return new WaitForSeconds(0.1f);
}
else
{
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(cardColorInfluence[i].transform, GameManager.Instance.player.transform));
}
}*/
}
yield return StartCoroutine(DestructionManager.Instance.startDestoryAndUseCard(this.gameObject, cardOriginalData, influencePreviewPool, cardIndex, targetNode));

10
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardResourcesManager.cs

@ -97,10 +97,7 @@ public class CardResourcesManager : Singleton <CardResourcesManager>
CardOriginalData cardOriginalData= cardEntity.cardOriginalData;
int cost = cardOriginalData.Cost;
string costType=cardOriginalData.costType.Substring(0);
if (MapUnityManager.Instance.isPlayerOn(Name.NodeColor.Black))
{
cost += 1;
}
cost -= cardEntity.tempMinusCost;
if (cardOriginalData.TrueFunctionVal.ContainsKey(CardFunction.reduceCost))
{
@ -147,10 +144,7 @@ public class CardResourcesManager : Singleton <CardResourcesManager>
{
int cost = cardOriginalData.Cost;
string costType = cardOriginalData.costType.Substring(0);
if (MapUnityManager.Instance.isPlayerOn(Name.NodeColor.Black))
{
cost += 1;
}
if (cardOriginalData.TrueFunctionVal.ContainsKey(CardFunction.reduceCost))
{
cost -= int.Parse(cardOriginalData.TrueFunctionVal[CardFunction.reduceCost]);

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

@ -122,8 +122,7 @@ public class TurnMaster : Singleton<TurnMaster>
Usermanager.Instance.PlayerTurnSettle();
//结算敌人护盾
//EnemyManager.Instance.enemyShieldSettle(0);
//消除移动预览
GameManager.Instance.player.CloseStepPreviewInfluencedNode();
//回合结束销毁卡牌
TurnEndDisCard();
settleTurn++;
@ -152,6 +151,7 @@ public class TurnMaster : Singleton<TurnMaster>
turn = Turn.turnStop;
turn = Turn.enemyTurnEnd;
}
if (turn == Turn.enemyTurnEnd)

89
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -22,7 +22,6 @@ public class GameManager : Singleton<GameManager>
public MapUnity playerOn;//当前在哪个格子上
public MapUnity lastPlayerOn;//之前在哪个格子上
public int lastWhoColor;//之前玩家格子颜色
public Player player;//玩家脚本
[Header("角色状态数据参数")]
public PlayerState_SO playerState;//在游戏中实际使用的数据
@ -34,7 +33,6 @@ public class GameManager : Singleton<GameManager>
[Header("角色状态数据UI")]
public TMP_Text textCost;
public TMP_Text textStep;
public Text textShieldValue;
[Header("场地颜色个数UI")]
public int playerBoundary;//开局场地分界
@ -203,63 +201,16 @@ public class GameManager : Singleton<GameManager>
}
//同步UI数据
textCost.text = playerState.currentCost.ToString()+"/"+ playerState.maxCost.ToString();
textStep.text = playerState.currentStepRange.ToString()+"/" + playerState.maxStepRange.ToString();
// textShieldValue.text = playerState.currentShieldValue.ToString();
textShieldValue.text = Usermanager.Instance.shield.ToString();
//同步步数UI标识
/* if(playerState .currentStepRange != player .stepIconCount )
{
for(int i= player.StepIconFather.childCount-1; i>=0;i--)
{
Destroy(player.StepIconFather.GetChild(i).gameObject);
}
player.stepIconCount = playerState.currentStepRange;
for (int i = 0; i < player.stepIconCount; i++)
{
Instantiate(player.stepIconPrefab, player.StepIconFather);
}
}*/
textStep.text = playerState.currentStepRange.ToString()+"/" + playerState.maxStepRange.ToString();
//同步太阳
if(complete ==true )
SyncColourSunUI();
//检查玩家是否移动
if(playerOn != lastPlayerOn && complete ==true &&TurnMaster .Instance .playerAction != TurnMaster.PlayerAction.move )
{
BroadPlayerMove();
if (playerOn.whoColour != lastPlayerOn.whoColour)
{
Debug.Log("节点1");
Usermanager.Instance.SufferPlayerOnColorCondition(playerOn.whoColour);
//player.ChangeColorAnim();
}
lastPlayerOn = playerOn ;
}
//检查颜色是否变化
if (complete == true && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.move)
{
if (playerOn.whoColour != lastWhoColor)
{
// player.ChangeColorAnim();
Debug.Log("节点2");
Usermanager.Instance.SufferPlayerOnColorCondition(playerOn.whoColour);
}
lastWhoColor = playerOn.whoColour;
}
}
public event Action PlayerMove;
public void BroadPlayerMove()
{
if (PlayerMove != null)
PlayerMove();
}
public void SyncPlayerStandColor(int colorIndex)
{
switch (colorIndex)
@ -540,42 +491,6 @@ public class GameManager : Singleton<GameManager>
// sumMiddleTextPre.gameObject.SetActive(false);
// sumRightTextPre.gameObject.SetActive(false);
}
//太阳
/* string advColor = MapUnityManager.Instance.getAdvNode();
if(lastSunColor != advColor )
{
sunAnim.SetTrigger("Change");
lastSunColor = advColor;
switch (advColor)
{
case Name.Color.Red:
// sunImage.sprite = redSun;
sunImage.color = Color.red;
break;
case Name.Color.Green:
// sunImage.sprite = greenSun;
sunImage.color = Color.green;
break;
case Name.Color.Blue:
// sunImage.sprite = blueSun;
sunImage.color = Color.blue;
break;
case Name.Color.Black:
// sunImage.sprite = blackSun;
sunImage.color = Color.black;
break;
case Name.Color.White:
// sunImage.sprite = whiteSun;
sunImage.color = Color.white;
break;
case Name.none:
// sunImage.sprite = defaultSun;
sunImage.color = Color.gray;
break;
}
} */
}
//统计场地颜色
public bool SyncColourCountUI()

3
ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs

@ -264,8 +264,7 @@ public class MapManager : Singleton<MapManager>
IEnumerator PlayerGenerate()
{
// yield return StartCoroutine(EnemyGenerate());
GameManager.Instance.player.StartPlayer();
// GameManager.Instance.player.StartPlayer();
yield return null;
}

372
ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs

@ -1,372 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using static Name;
using static TurnMaster;
public class Player : MonoBehaviour
{
public int step;
public int startPositionX, startPositionY;
public HashSet<MapUnity> influencePreviewPool=new HashSet<MapUnity>();//记录预览影响的对象池
[Header("层级检测")]
public LayerMask chooseNodeLayerMask;//移动射线选择的层级
public LayerMask playerLayerMask;//角色层级
[Header("路径")]
public List<MapUnity> movePath = new List<MapUnity>();
[Header("动画器")]
public Animator anim;
public Animator colorAnim;//切换颜色动画
[Header("跑步速度")]
public float speed =2;
[Header("跳跃曲线节点数")]
public float posCount;
[Header("跳跃高度")]
public float jumpHeight = 2;
[Header("跳跃速度")]
public float jumpSpeed = 10;
public AnimationCurve speedCurve;
[Header("步数标识个数集(UI)")]
public int stepIconCount;
public Transform StepIconFather;
public GameObject stepIconPrefab;
[Header("地块实时buff")]
public Image standOnBuff;
public Sprite defaultBuff;
public Sprite onRed;
public Sprite onGreen;
public Sprite onBule;
public Sprite onBlack;
[Header("寻路目的地")]
public GameObject playerMoveDestination;
MapUnity currentMapunity;
public bool destinationCannotUpdate;
[Header("寻路路线")]
public LineRenderer moveLineRenderer;
private int id = Shader.PropertyToID("_MainTex");
private void Start()
{
// Invoke("StartPlayer", 4f);
}
public void StartPlayer()
{
MapUnity currentNode = GameManager.Instance.X[startPositionX].Y[startPositionY];
currentNode.playerOn = true;
GameManager.Instance.playerOn = currentNode;
GameManager .Instance .lastPlayerOn = currentNode;
this.gameObject.transform.position = new Vector3(currentNode.transform.position.x,0.5f, currentNode.transform.position.z);
//this.gameObject.transform.SetParent(currentNode.CylinderFloor.transform);
}
public void Update()
{
if(GameManager .Instance .complete ==true )
{
if (Mouse.current.leftButton.wasPressedThisFrame &&TurnMaster .Instance .turn == Turn.playerTurn && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.useCard && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.banAction)
{
if (GameManager.Instance.playerState.currentStepRange > 0 && !Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banStep))
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, playerLayerMask.value) && raycastHit.collider.gameObject.tag == "Player"&&destinationCannotUpdate ==false)
{
GameManager.Instance.character = GameManager.SelectedCharacter.player;
Debug.Log(raycastHit.collider.gameObject.name);
influencePreviewPool.UnionWith(MapUnityManager.Instance.findReachableTiles(GameManager.Instance.playerOn, GameManager.Instance.playerState.currentStepRange));
//遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool)
{
mapUnity.StepRangeInfluenced(influencePreviewPool);
}
//StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange);
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.move;
}
else
{
if (TurnMaster.Instance.playerAction == TurnMaster.PlayerAction.move&&GameManager.Instance.character == GameManager.SelectedCharacter.player)
{
StartCoroutine(MoveToChooseNode());
}
}
}
else
{
Debug.Log("没有体力啦");
}
}
if(TurnMaster.Instance.playerAction == TurnMaster.PlayerAction.move)
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, chooseNodeLayerMask.value))
{
MapUnity mapUnity = raycastHit .transform .GetComponent<MapUnity>();
if(mapUnity != currentMapunity && destinationCannotUpdate==false )
{
//寻路路线显示
moveLineRenderer.enabled = true;
playerMoveDestination.SetActive(true);
//记录当前地块
currentMapunity = mapUnity;
//同步终点位置
playerMoveDestination.transform.position = raycastHit.transform.position;
playerMoveDestination.transform.localPosition = new Vector3(playerMoveDestination.transform.localPosition.x, 0.8f, playerMoveDestination.transform.localPosition.z);
List <MapUnity > path = new List <MapUnity>();
if(influencePreviewPool .Contains (mapUnity ))
{
path = AStarManager.Instance.FindPathWithEndNode(GameManager.Instance.playerOn, mapUnity);
}
else
{
playerMoveDestination.SetActive(false);
}
moveLineRenderer.positionCount = path.Count;
for (int i=0;i<path .Count;i++)
{
moveLineRenderer.SetPosition(i, new Vector3(path[i].transform.position.x, 0.3f, path[i].transform.position.z));
}
moveLineRenderer.material.SetTextureScale(id, new Vector2((path.Count-1)*5, 1));
}
}
}
if (Mouse.current.rightButton.wasPressedThisFrame)
{
CloseMove();
}
}
}
public void ChangeColorAnim()
{
switch (GameManager.Instance.playerOn.whoColour)
{
case Name.NodeColor.Red:
standOnBuff.sprite = onRed;
colorAnim.SetTrigger("changeRed");
break;
case Name.NodeColor.Green:
standOnBuff.sprite = onGreen;
colorAnim.SetTrigger("changeGreen");
break;
case Name.NodeColor.Blue:
standOnBuff.sprite = onBule;
colorAnim.SetTrigger("changeBlue");
break;
case Name.NodeColor.Black:
standOnBuff.sprite = onBlack;
colorAnim.SetTrigger("changeBlack");
break;
case Name.NodeColor.White:
standOnBuff.sprite = defaultBuff;
colorAnim.SetTrigger("changeWhite");
break;
case Name.NodeColor.Metal:
standOnBuff.sprite = defaultBuff;
colorAnim.SetTrigger("changeWhite");
break;
}
}
IEnumerator MoveToChooseNode()//射线检测选择一个mapNode
{
//关闭寻路路线
moveLineRenderer.enabled = false;
//检测mapnode
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if(Physics .Raycast (ray ,out RaycastHit raycastHit,500, chooseNodeLayerMask.value))
{
Debug.Log(raycastHit.collider.gameObject.name);
MapUnity mapNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//角色移动
if (mapNode .stepInfluenced &&mapNode .blocked ==false && mapNode.playerOn == false )
{
//获得路径
movePath = AStarManager.Instance.FindPathWithEndNode(GameManager.Instance.playerOn, mapNode);
//判断能否到达
if(movePath .Count -1>GameManager .Instance .playerState .currentStepRange )
{
Debug.Log("不能移动到该位置");
yield break;
}
//改变缩放翻转
FlipLocalScale(raycastHit.point);
//改变动画
anim.SetBool("move", true);
//声音
// AudioManager.Instance.PlayerMoveVoicePlayer();
if (GameManager.Instance.playerOn != null )
{
GameManager.Instance.playerOn.playerOn = false;
GameManager.Instance.playerOn.stepInfluenced = false;
}
//遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool)
{
mapUnity.stepInfluenced = false;
}
influencePreviewPool.Clear();
//关闭移动交互
destinationCannotUpdate = true;
//标记终点
mapNode.markInfluenced = true;
//临时加一个腐蚀当前节点
Usermanager.Instance.ParasitismnRealize(movePath[0]);
for (int i=1;i<movePath .Count;i++)
{
Vector3 startPos= transform.position;
Vector3 endpos = new Vector3(movePath[i].transform.position.x,transform.position.y, movePath[i].transform.position.z);
Vector3 jumpCentre = new Vector3((startPos.x + endpos.x) / 2.0f, (startPos.y + endpos.y) / 2.0f+ jumpHeight, (startPos.z + endpos.z) / 2.0f);
List<Vector3> linePath = new List<Vector3>();
linePath = CalculatePath(linePath, posCount, startPos, jumpCentre, endpos);
bool move = true;
float time = 0;
Debug.Log("开始" + startPos + "结束" + endpos + "中间" + jumpCentre);
for (int posIndex = 0;posIndex < linePath .Count;posIndex++)
{
time = 0;
move = true;
while (move)
{
if (posIndex == linePath.Count-1)
{
transform.position = Vector3.Lerp(linePath[posIndex], endpos , time += Time.deltaTime * speedCurve.Evaluate(posIndex / posCount) * jumpSpeed);
}
else
{
transform.position = Vector3.Lerp(linePath[posIndex], linePath[posIndex + 1], time += Time.deltaTime * speedCurve.Evaluate(posIndex / posCount) * jumpSpeed); //time += Time.deltaTime * speedCurve.Evaluate(posIndex+1 /posCount ));
}
if (time >= 1)
{
move = false;
}
yield return null;
}
if(posIndex ==5)
{
//声音
AudioManager.Instance.PlayerMoveVoicePlayer();
}
}
//判断寄生,流血是否生效
Usermanager.Instance.ParasitismnRealize(movePath [i]);//传入当前node
Usermanager.Instance.bleedRealize();
//减体力
GameManager.Instance.playerState.currentStepRange -= 1;
LegacyManager.Instance.tryUseLegacy(Name.Legacy.LegacyNode_PlatedSteelcaps);
}
this.gameObject.transform.position = new Vector3(mapNode.transform.position.x, 0.5f, mapNode.transform.position.z);
mapNode.playerOn = true;
GameManager.Instance.playerOn = mapNode;
// GameManager.Instance.player.transform.SetParent(mapNode.CylinderFloor.transform);
//改变动画
anim.SetBool("move", false);
//SurveillanceCheck(mapNode);
//取消标记终点
mapNode.markInfluenced = false;
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.none;
//关闭寻路路线
// moveLineRenderer.enabled = false;
playerMoveDestination.SetActive(false);
destinationCannotUpdate = false;
GameManager.Instance.isPlayerMoved = true;
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_Bipod))
{
LegacyManager.Instance.legacyNodesList[Name.Legacy.LegacyNode_Bipod].ResetCount();
}
//同步站立位置
GameManager.Instance.SyncPlayerStandColor(mapNode.whoColour);
}
else
{
Debug.Log("不能移动到该位置");
CloseMove();
}
}
}
public void CloseMove()
{
// StepPreviewInfluencedNode(step);
CloseStepPreviewInfluencedNode();//取消格子预览
//关闭寻路路线
moveLineRenderer.enabled = false;
playerMoveDestination.SetActive(false);
if (TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.banAction && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.selectCard)
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.none;
}
public void CloseStepPreviewInfluencedNode()
{
//遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool)
{
mapUnity.stepInfluenced = false;
}
influencePreviewPool.Clear();
}
//改变缩放翻转
public void FlipLocalScale(Vector3 point)
{
if (point.x < transform.position.x)
{
anim.transform.localScale = new Vector3(-0.1f, 0.1f, 0.1f);
}
else
{
anim.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
}
}
#region 计算贝塞尔曲线的拟合点
public List<Vector3> CalculatePath(List <Vector3 > linePath , float posCount,Vector3 lineStart,Vector3 lineMiddel,Vector3 lineEnd)
{
linePath.Clear();
for (int i = 0; i < posCount; i++)
{
Vector3 currentPoint = CalculateBezierPoint(lineStart, lineMiddel, lineEnd, i / posCount);
linePath.Add(currentPoint);
Debug.Log("currentPoint" + currentPoint);
}
return linePath;
}
public Vector3 CalculateBezierPoint(Vector3 p0, Vector3 p1, Vector3 p2, float t)
{
Debug.Log("t"+t);
float u = 1 - t;
float tt = t * t;
return u * u * p0 + 2 * t * u * p1 + tt * p2;
}
#endregion
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs.meta

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: f95aeba43ed20c14a961d4e725fe9e25
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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21
ColorlessWorld-2024-4-2/Assets/Scripts/UI/AddUIToHideUICrtl.cs

@ -1,21 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class AddUIToHideUICrtl : MonoBehaviour
{
private void Start()
{
HideUIBarManager.Instance.roleUIBarList.Add(this.gameObject);
}
private void OnDestroy()
{
if(HideUIBarManager.Instance!=null )
{
HideUIBarManager.Instance.roleUIBarList.Remove(this.gameObject);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/UI/AddUIToHideUICrtl.cs.meta

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: d9af96d3efeea7643b6681771fa498c2
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serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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22
ColorlessWorld-2024-4-2/Assets/Scripts/UI/PlayerUIBar.cs

@ -1,22 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class PlayerUIBar : MonoBehaviour
{
public Image HPBar;
public TMP_Text textCurrentHPdValue;
public TMP_Text textMaxHPValue;
public Text stepText;
public TMP_Text textShieldValue;
private void Update()
{
textCurrentHPdValue.text = GameManager.Instance.playerState.currentHP.ToString();
textMaxHPValue.text = GameManager.Instance.playerState.maxHP.ToString();
HPBar.fillAmount = GameManager.Instance.playerState.currentHP / GameManager.Instance.playerState.maxHP;
stepText.text = GameManager.Instance.playerState.currentStepRange.ToString();
textShieldValue.text = Usermanager.Instance.shield.ToString();
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/UI/PlayerUIBar.cs.meta

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 5cf378275f534ae45a94d70d37b91ec6
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externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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56
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -21,10 +21,10 @@ public class Usermanager : Singleton<Usermanager>
public static Dictionary<string, Buff > playerAbnormalCondition = new Dictionary<string, Buff >();//异常状态
[Header("Buff状态UI组件")]
//角色身上
public List<GameObject> buffIconList = new List<GameObject>();
public GameObject buffPanle;
public GameObject buffIcon;
//角色身上(删除)
// public List<GameObject> buffIconList = new List<GameObject>();
// public GameObject buffPanle;
// public GameObject buffIcon;
//底边UI
public List<GameObject> buffIconListInPlayerPanel = new List<GameObject>();
public GameObject buffPanleInPlayerPanel;
@ -46,7 +46,6 @@ public class Usermanager : Singleton<Usermanager>
public bool sleep;
public bool canAction;
[Header("BuffInforOnMouse")]
public PlayerUIInforOnMouse buffInforOnMouse;
public PlayerUIInforOnMouse buffInforOnMouseInStatus;
[Header("角色将要造成的伤害")]
@ -368,10 +367,7 @@ public class Usermanager : Singleton<Usermanager>
AbnormalConditionEndCheck();
RefreshPlayerBuffIcon();
}
if (MapUnityManager.Instance.isPlayerOn(Name.NodeColor.Blue))
{
Usermanager.Instance.Shield += Usermanager.Instance.ShieldCalculation(5);
}
}
public void PlayerTurnBeginSettle()
@ -412,11 +408,6 @@ public class Usermanager : Singleton<Usermanager>
}
public void ClearBuff()
{
foreach (var icon in buffIconList)
{
Destroy(icon);
}
buffIconList.Clear();
foreach (var icon in buffIconListInPlayerPanel)
{
Destroy(icon);
@ -427,33 +418,6 @@ public class Usermanager : Singleton<Usermanager>
//异常Buff显示
public void RefreshPlayerBuffIcon()
{
//角色身上
//先清空
foreach (var icon in buffIconList)
{
Destroy(icon);
}
buffIconList.Clear();
buffInforOnMouse.buffNodeList.Clear();
//再刷新
foreach (var key in playerAbnormalCondition.Keys.ToList())
{
if (playerAbnormalCondition[key].value != 0)
{
var buff = Instantiate(buffIcon, buffPanle.transform);
playerAbnormalCondition[key].UIShow(buff, key);
//装配buffNode
BuffNode buffNode = buff .GetComponent<BuffNode>();
buffNode.buffName = key;
buffNode.buffValue = playerAbnormalCondition[key].value.ToString ();
buffNode.buffIcon = buff.transform.GetChild(0).GetComponent<Image>().sprite;
buffInforOnMouse.buffNodeList.Add(buffNode);
buffIconList.Add(buff);
}
}
//底边栏
foreach (var icon in buffIconListInPlayerPanel )
{
@ -581,11 +545,7 @@ public class Usermanager : Singleton<Usermanager>
{
int trueDamage = 0;
int angerUpperDamage = 0;
//红色站立效果
if (MapUnityManager.Instance.isPlayerOn(Name.NodeColor.Red))
{
damage += 2;
}
if (playerAbnormalCondition .ContainsKey (AbnormalCondition.angerUpperDamage))
{
angerUpperDamage = playerAbnormalCondition[AbnormalCondition.angerUpperDamage].value;
@ -643,10 +603,6 @@ public class Usermanager : Singleton<Usermanager>
{
int addStepRange =0;
if (MapUnityManager.Instance.isPlayerOn(Name.NodeColor.Yellow))
{
addStepRange++;
}
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.upSpeed))
{
addStepRange += 1;

BIN
ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache

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