Browse Source

Merge branch 'dev-0524' into master

pull/153/head
yjm484 2 years ago
parent
commit
19fc890c09
  1. 2
      .gitignore
  2. 8
      ColorlessWorld-2024-4-2/Assets/GameDate.meta
  3. 8
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  4. 21
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  5. 2
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  6. 19
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  8. 27
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  10. 17
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  11. 8
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  12. 135
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  19. 8
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  20. 135
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  92. 225
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  100. 2
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4
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDeck.cs

@ -5,7 +5,7 @@ using UnityEngine;
public class CardDeck : MonoBehaviour
{
public GameObject cardPrefab;
public List<GameObject> cardList;//局内使用卡组
public List<int> cardList;//局内使用卡组
public List<GameObject> cardDeck;//标准卡组
public List<int> cardDeck;//标准卡组
}

225
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -9,12 +9,12 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
// public Vector3 OriginTransform;
//private Vector3 EndTransform;
[Header ("拖拽参数")]
[Header("拖拽参数")]
public Transform originalParent;
public Vector3 originalpoint;
public EventSystem eventSystem;
[Header ("贝塞尔曲线瞄准")]
[Header("贝塞尔曲线瞄准")]
public GameObject ainPanle;
[Header("影响格参数")]
@ -22,7 +22,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
public List<MapUnity> influencePreviewPool;
//[Header("卡牌属性")]
void Start()
{
eventSystem = GameObject.FindObjectOfType<EventSystem>();
@ -35,8 +35,8 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
public void OnBeginDrag(PointerEventData eventData)
{
// if (GameObject.Find("CardPanel") != null)
// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
// if (GameObject.Find("CardPanel") != null)
// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
GetComponent<CanvasGroup>().blocksRaycasts = false;
@ -46,9 +46,15 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
transform.SetParent(transform.parent.parent);
transform.position = eventData.position;
//根据卡牌数据决定是否调用曲线
ainPanle.SetActive(true);
//todo-统一确定锚点位置
//重新调用范围预览--以后要写到卡牌效果里,现在默认影响1格
GameManager.Instance.player.StepPreviewInfluencedNode(1);
}
public void OnDrag(PointerEventData eventData)
@ -65,94 +71,98 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
// if (eventData.pointerCurrentRaycast.gameObject != null)
// Debug.Log(eventData.pointerCurrentRaycast.gameObject.name);
//射线检测瞄准的地图节点,判断是否可放置和改变放置影响区
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit))
if (eventData.pointerCurrentRaycast.gameObject != null)
{
// Debug.Log(raycastHit.collider.gameObject.name);
//检测到跟上次瞄准地方不同,更新
if ( currentNode == null || raycastHit.collider.transform.gameObject!=currentNode.gameObject )
if (Physics.Raycast(ray, out RaycastHit raycastHit))
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//重新调用范围预览
GameManager.Instance.player.StepPreviewInfluencedNode(1);
//预览影响范围
if (currentNode.influenced)
// Debug.Log(raycastHit.collider.gameObject.name);
//检测到跟上次瞄准地方不同,更新
if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject)
{
//根据卡牌属性改变影响池
influencePreviewPool.Add(currentNode);
Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position;
float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward,face,GameManager.Instance.playerOn.transform.up)+180;
Debug.Log(euler);
if (euler > 0 && euler < 45)
{
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 45 && euler < 135)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
else if (euler > 135 && euler < 180)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
}
else if (euler > 180 && euler < 225)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
}
else if (euler > 225 && euler < 315)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 315 && euler < 360)
{
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
influencePreviewPool.Add(currentNode);
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = true;
influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].yellow;
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
}
//重新调用范围预览
GameManager.Instance.player.StepPreviewInfluencedNode(1);
//预览影响范围
if (currentNode.influenced)
{
//根据卡牌属性改变影响池
influencePreviewPool.Add(currentNode);
Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position;
float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180;
Debug.Log(euler);
if (euler > 0 && euler < 45)
{
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 45 && euler < 135)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
else if (euler > 135 && euler < 180)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
}
else if (euler > 180 && euler < 225)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
}
else if (euler > 225 && euler < 315)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 315 && euler < 360)
{
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
//influencePreviewPool.Add(currentNode);
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = true;
influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].yellow;
}
}
}
}
}
}
public void OnEndDrag(PointerEventData eventData)
{
if(eventData .pointerCurrentRaycast.gameObject!=null )
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (eventData.pointerCurrentRaycast.gameObject.name == "Card")
{
@ -162,6 +172,15 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
eventData.pointerCurrentRaycast.gameObject.transform.SetParent(originalParent);
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
return;
}
else if (eventData.pointerCurrentRaycast.gameObject.name == "cardSlot")
@ -169,17 +188,55 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
return;
}
}
ainPanle.SetActive(false);
ainPanle.SetActive(false);//关闭贝塞尔曲线
//检测碰撞的地图节点是否被影响(可释放)
if (currentNode.influenced)
if (currentNode == null || currentNode.influenced == false)
{
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
}
else if (currentNode.influenced)
{
//卡牌释放效果
CardEntity cardEntity = this.GetComponent<CardEntity>();
cardEntity.use();
Debug.Log(Usermanager.Instance.Health);
//临时效果--将颜色变成玩家颜色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour;
//造成伤害
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.EnemyState.currentHP -= 50;
Debug.Log(influencePreviewPool[i].enemyNode.EnemyState.currentHP);
if (influencePreviewPool[i].enemyNode.EnemyState.currentHP <= 0)
{
influencePreviewPool[i].enemyNode.OnDeath();
}
}
}
//临时效果结束
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
@ -187,19 +244,27 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
influencePreviewPool.Clear();
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//临时效果--将其加入墓地并销毁实体
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject);
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId);
Destroy(this.gameObject);
}
GetComponent<CanvasGroup>().blocksRaycasts = true;
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
return;
}
}

437
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -0,0 +1,437 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class CardEntity : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public CardOriginalData cardOriginalData;
//public CardOriginalData cardData;
public int cardId;
public int CardId
{
get { return cardId; }
set { cardId = value; }
}
// public Vector3 OriginTransform;
//private Vector3 EndTransform;
[Header("拖拽参数")]
public Transform originalParent;
public Vector3 originalpoint;
public EventSystem eventSystem;
bool canUse=true;//决定卡牌是否可以释放
bool choosed;//标识卡牌是否被选中
[Header("贝塞尔曲线瞄准")]
public GameObject ainPanle;
[Header("影响格参数")]
public MapUnity currentNode;//瞄准的格子
public List<MapUnity> influencePreviewPool;//卡牌的影响范围
public void Start()
{
//cardData = GetComponent<CardOriginalData>();
eventSystem = GameObject.FindObjectOfType<EventSystem>();
}
private void Update()
{
//右键取消释放
if (choosed && Mouse.current.rightButton.wasPressedThisFrame)
{
Debug.Log("1");
canUse = false;//取消释放
ainPanle.SetActive(false);
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
GetComponent<CanvasGroup>().blocksRaycasts = true;
return;
}
}
public void createCard(int cardId)
{
this.cardId = cardId;
Debug.Log(cardId + "-" + CardOriginalDataList.Instance.cardOriginalDataList[cardId]);
cardOriginalData = CardOriginalDataList.Instance.cardOriginalDataList[cardId];
settleForStart(SettlementManager.settleTurn);
}
//不应该为void,返回值为作用的地块
public void use()
{
settle(0);
}
//卡牌效果的结算
public void settle(int settleTurn)
{
for (int i = 0; i < cardOriginalData.Function.Length; i++)
{
switch (cardOriginalData.Function[i])
{
case CardFunction.cardDamage:
damageWork(int.Parse(cardOriginalData.FunctionVal[i]));
break;
case CardFunction.cardShield:
Usermanager.Instance.Shield = Usermanager.Instance.Shield + int.Parse(cardOriginalData.FunctionVal[i]);
break;
case CardFunction.posion:
case CardFunction.weak:
case CardFunction.coma:
case CardFunction.disarm:
case CardFunction.sleep:
case CardFunction.bleed:
case CardFunction.thorn:
abnormalConditionWork(cardOriginalData.Function[i], int.Parse(cardOriginalData.FunctionVal[i]));
break;
case CardFunction.costRestore:
break;
case CardFunction.dyeing:
Debug.Log("功能是:" + cardOriginalData.Function[1]);
dyeingWork();
break;
}
}
}
public void abnormalConditionWork(string condition, int stackVak)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
//施加负面
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.sufferAbnormalCondition(condition, stackVak);
}
}
}
private void damageWork(int damageVal)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
//造成伤害
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.sufferDamage(damageVal);
}
}
}
private void dyeingWork()
{
Debug.Log(influencePreviewPool.Count);
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour;
}
}
private void dyeing()
{
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = true;
influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].yellow;
}
}
//生成卡牌时候遗物的结算
public void settleForStart(int settleTurn)
{
}
//卡牌效果结束之后结算
public void settleForEnd(int settleTurn)
{
}
public void OnBeginDrag(PointerEventData eventData)
{
// if (GameObject.Find("CardPanel") != null)
// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
choosed = true;
GetComponent<CanvasGroup>().blocksRaycasts = false;
originalParent = this.gameObject.transform.parent;
originalpoint = this.transform.localPosition;
transform.SetParent(transform.parent.parent);
transform.position = eventData.position;
//根据卡牌数据决定是否调用曲线
if (cardOriginalData.CastingRange != 0)
{
//释放范围为0则不需要调用曲线
ainPanle.SetActive(true);
}
else
{
ainPanle.SetActive(false);
}
//todo-统一确定锚点位置
//重新调用范围预览--以后要写到卡牌效果里,现在默认影响1格
//GameManager.Instance.player.StepPreviewInfluencedNode(1);
}
public void OnDrag(PointerEventData eventData)
{
if (cardOriginalData.CastingRange != 0)
{
ainPanleWork(eventData);
}
else
{
//没有范围不需要射线吧,因为不需要指定目标点?
// noAinPanleWork(eventData);
}
dyeing();
}
private void ainPanleWork(PointerEventData eventData)
{
//射线检测瞄准的地图节点,判断是否可放置和改变放置影响区
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (Physics.Raycast(ray, out RaycastHit raycastHit))
{
// Debug.Log(raycastHit.collider.gameObject.name);
//检测到跟上次瞄准地方不同,更新
if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//重新调用范围预览
GameManager.Instance.player.StepPreviewInfluencedNode(cardOriginalData.CastingRange);
Debug.Log(cardOriginalData.CastingRange);
//预览影响范围
if (currentNode.influenced)
{
//根据卡牌属性改变影响池
influencePreviewPool.Add(currentNode);
Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position;
float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180;
Debug.Log(euler);
if (euler > 0 && euler < 45)
{
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 45 && euler < 135)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
else if (euler > 135 && euler < 180)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
}
else if (euler > 180 && euler < 225)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
}
else if (euler > 225 && euler < 315)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 315 && euler < 360)
{
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
//influencePreviewPool.Add(currentNode);
}
}
}
}
Debug.Log("结束影响数值" + influencePreviewPool.Count);
}
private void noAinPanleWork(PointerEventData eventData)
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (Physics.Raycast(ray, out RaycastHit raycastHit))
{
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
influencePreviewPool.Add(currentNode);
}
}
}
public void OnEndDrag(PointerEventData eventData)
{
choosed = false;
if(canUse )
{
Debug.Log("进入影响数值" + influencePreviewPool.Count);
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (eventData.pointerCurrentRaycast.gameObject.name == "Card")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform.parent);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
eventData.pointerCurrentRaycast.gameObject.transform.position = originalParent.position;
eventData.pointerCurrentRaycast.gameObject.transform.SetParent(originalParent);
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
return;
}
else if (eventData.pointerCurrentRaycast.gameObject.name == "cardSlot")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
return;
}
}
if (ainPanle.activeSelf)
{
ainPanle.SetActive(false);//关闭贝塞尔曲线
}
//先判断该卡牌的类型是否是需要范围
if (cardOriginalData.CastingRange != 0)
{
//检测碰撞的地图节点是否被影响(可释放)
if (currentNode == null || currentNode.influenced == false)
{
//遍历范围预览池消除影响色(红色,卡牌的释放范围)
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
}
else if (currentNode.influenced)
{
//卡牌释放效果
use();
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
//临时效果--将其加入墓地并销毁实体
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId);
Destroy(this.gameObject);
}
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
GetComponent<CanvasGroup>().blocksRaycasts = true;
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
return;
}//范围类,需要指定被影响的节点才能释放
else
{
//卡牌释放效果
use();
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
//临时效果--将其加入墓地并销毁实体
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId);
Destroy(this.gameObject);
return;
}//无范围类,直接释放
}
else
{
canUse = true;
}
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9878eb734a9bb9e448c1a125b1e863e6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

120
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData.cs

@ -0,0 +1,120 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CardOriginalData : System.Object
{
private int cardId;
private int cost;
private string chineseName;
private int rarity;
private string[] function;
private string[] functionVal;
private int castingRange;
private int effectRange;
private int isDisposable;
private string[] advantageFunction;
private string[] advantageFunctionVal;
private int carType;
private string description;
private string imgPath;
public int CardId
{
get { return cardId; }
set { cardId = value; }
}
public int Cost
{
get { return cost; }
set { cost = value; }
}
public string ChineseName
{
get { return chineseName; }
set { chineseName = value; }
}
public int Rarity
{
get { return rarity; }
set { rarity = value; }
}
public string[] Function
{
get { return function; }
set { function = value; }
}
public string[] FunctionVal
{
get { return functionVal; }
set { functionVal = value; }
}
public int CastingRange
{
get { return castingRange; }
set { castingRange = value; }
}
public int EffectRange
{
get { return effectRange; }
set { effectRange = value; }
}
public bool IsDisposable
{
get { return isDisposable == 1; }
set { isDisposable = value ? 1 : 0; }
}
public string[] AdvantageFunction
{
get { return advantageFunction; }
set { advantageFunction = value; }
}
public string[] AdvantageFunctionVal
{
get { return advantageFunctionVal; }
set { advantageFunctionVal = value; }
}
public int CarType
{
get { return carType; }
set { carType = value; }
}
public string Description
{
get { return description; }
set { description = value; }
}
public string ImgPath
{
get { return imgPath; }
set { imgPath = value; }
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b4150f21c56643d43b609b96eb88caa1
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65
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs

@ -0,0 +1,65 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class CardOriginalDataList : Singleton<CardOriginalDataList>
{
public Dictionary<int, CardOriginalData> cardOriginalDataList;
//private CardOriginalData cardOriginalData;//卡牌数据类型
//public CardData_SO templateardData_SO;//卡牌数据模板
// public List<CardData_SO> cardData_SOs;//测试用的表,用来打印字典
void Start()
{
cardOriginalDataList = ReadExcel("Assets/data/card_data.csv");
/* for(int i =0;i<10;i++)
{
cardData_SOs.Add(Instantiate(templateardData_SO));
cardData_SOs[i].cardId = i;
}*/
}
Dictionary<int, CardOriginalData> ReadExcel(string filePath)
{
Dictionary<int, CardOriginalData> cardOriginalDataList = new Dictionary<int, CardOriginalData>();
string[] lines = File.ReadAllLines(filePath);
// 跳过标题行(如果CSV文件有标题行的话)
for (int i = 1; i < lines.Length; i++)
{
// 用逗号分隔每行数据
string[] values = lines[i].Split(',');
CardOriginalData cardOriginalData = new CardOriginalData();
loadDatafromCsv(values, cardOriginalData);
cardOriginalDataList.Add(cardOriginalData.CardId, cardOriginalData);
}
return cardOriginalDataList;
}
private CardOriginalData loadDatafromCsv(string[] values, CardOriginalData cardOriginalData)
{
//CardOriginalData cardOriginalData = CardOriginalData.Instance;
cardOriginalData.CardId = int.Parse(values[0]);
cardOriginalData.ChineseName = values[1];
cardOriginalData.Cost = int.Parse(values[2]);
cardOriginalData.Rarity = int.Parse(values[3]);
cardOriginalData.Function = values[4].Split(";");
cardOriginalData.FunctionVal = values[5].Split(";");
cardOriginalData.CastingRange = int.Parse(values[6]);
cardOriginalData.EffectRange = int.Parse(values[7]);
cardOriginalData.IsDisposable = int.Parse(values[8]) == 1;
cardOriginalData.AdvantageFunction = values[9].Split(";");
cardOriginalData.AdvantageFunctionVal = values[10].Split(";");
cardOriginalData.CarType = int.Parse(values[11]);
cardOriginalData.Description = values[12];
cardOriginalData.ImgPath = values[13];
return cardOriginalData;
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 34479ee20dc78fb49927983a85316eb8
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139
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -25,53 +25,37 @@ public class TurnMaster : Singleton<TurnMaster>
private void Update()
{
if(turn == Turn.playerTurnBegin )
if (turn == Turn.playerTurnBegin)
{
//恢复体力
GameManager.Instance.playerState.currentStepRange = GameManager.Instance.playerState.maxStepRange;
//Ï´ÅÆ--³é¿¨
int k= 0;
for (int i= 0;i<6;i++)
{
for (int j=k ;j<handCard .cardSlotList .Count;j++)
{
k++;
if(handCard .cardSlotList [j].transform .childCount ==0)
{
if(cardDeck.cardList.Count>0)
{
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[j].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[j].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
break;
}
else
{
//Ï´ÅÆ¼ÌÐø³é
for(int c = 0;c<usedCard .usedCardList .Count;c++)
{
cardDeck.cardList.Add(cardDeck.cardPrefab);
}
usedCard.usedCardList.Clear();
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[j].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[j].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
break;
}
}
}
}
ShuffleWithLosingCards();
//阶段流转
turn = Turn.playerTurn;
}
if (turn == Turn.enemyTurnBegin)
{
//½áËã¼¼ÄÜ
//结算buff
//结算技能冷却
EnemyManager.Instance.EnemySkillCoolDown_Observer();
turn = Turn.enemyTurn;
}
if (turn == Turn.enemyTurn)
{
//敌人动作如移动,涂色
EnemyManager.Instance.EnemyMove_Observer();
EnemyManager.Instance.EnemyColour_Observer();
EnemyManager.Instance.enemyTurnSettle(0);
EndEnemyTurn();
}
//ͬ²½UI
cardDeckNumberText.text = cardDeck.cardList.Count.ToString();
usedCardNumberText.text = usedCard.usedCardList.Count.ToString();
@ -79,11 +63,92 @@ public class TurnMaster : Singleton<TurnMaster>
public void EndPlayerTurn()
{
//turn = Turn.enemyTurnBegin;
turn = Turn.playerTurnBegin;
turn = Turn.enemyTurnBegin;
//turn = Turn.playerTurnBegin;
}
public void EndEnemyTurn()
{
turn = Turn.playerTurnBegin;
}
public void ShuffleWithLosingCards()
{
for (int j = 0; j < handCard.cardSlotList.Count; j++)
{
if (handCard.cardSlotList[j].transform.childCount > 0)
{
//临时效果--将其加入墓地并销毁实体
var card = handCard.cardSlotList[j].transform.GetChild(0).gameObject;
TurnMaster.Instance.usedCard.usedCardList.Add(card.gameObject.GetComponent<CardEntity>().CardId);
Destroy(card);
}
}
for (int i = 0; i < 6; i++)
{
if (cardDeck.cardList.Count > 0)
{
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1]);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
}
else
{
//洗牌继续抽
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
cardDeck.cardList.Add (usedCard.usedCardList[c]);
}
usedCard.usedCardList.Clear();
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1]);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
//a.GetComponent<CardEntity>().createCard(CardId.Instance.attack);
}
}
}
}
/* public void ShuffleWithoutLosingCards()
{
int k = 0;
for (int i = 0; i < 6; i++)
{
for (int j = k; j < handCard.cardSlotList.Count; j++)
{
k++;
if (handCard.cardSlotList[j].transform.childCount == 0)
{
if (cardDeck.cardList.Count > 0)
{
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[j].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[j].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
break;
}
else
{
//洗牌继续抽
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
cardDeck.cardList.Add(cardDeck.cardPrefab);
}
usedCard.usedCardList.Clear();
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[j].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[j].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
break;
}
}
}
}
}
*/

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

@ -5,5 +5,5 @@ using UnityEngine;
public class UsedCard : MonoBehaviour
{
public GameObject cardPrefab;
public List<GameObject> usedCardList;
public List<int> usedCardList;
}

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