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敌人卡组ui0804

pull/171/head
45 5 months ago
parent
commit
1c5dad37b2
  1. 8
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyCardPrefab.meta
  2. 233
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyCardPrefab/EnemyCard.prefab
  3. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyCardPrefab/EnemyCard.prefab.meta
  4. 166
      ColorlessWorld-2024-4-2/Assets/Prefab/RewardTip/RelicReward.prefab
  5. 1513
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  6. 20
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  7. 32
      ColorlessWorld-2024-4-2/Assets/Scripts/AttackScore/AttackScorManager.cs
  8. 42
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Enemy.cs
  9. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyCard.cs
  10. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/PlayCard/EnemyPlayerCardUIManager.cs
  11. 46
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ShowEnemyDeck.cs
  12. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ShowEnemyDeck.cs.meta
  13. 56
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  14. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponManager.cs
  15. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs

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32
ColorlessWorld-2024-4-2/Assets/Scripts/AttackScore/AttackScorManager.cs

@ -17,6 +17,7 @@ public class AttackScorManager : Singleton<AttackScorManager>
public Image attackPattern;//攻击模式指示
public Sprite defenseIcon;
public Sprite attackIcon;
public CanvasGroup attackHitTypeCanvasGroup;//ÓÃÀ´¹Ø±Õ¿ªÆôÉäÏß×èµ²
[Header("分数")]
public int scorResults;
public Image playerScoreBar;
@ -66,8 +67,9 @@ public class AttackScorManager : Singleton<AttackScorManager>
enemyScoreText .text = enemyScore .ToString();
//玩家血量
float maxHP = PlayerStatsManager.Instance.playerState.maxHP;
playerHPBar.fillAmount = (PlayerStatsManager.Instance.playerState.currentHP / maxHP);
float resultHP = PlayerStatsManager.Instance.playerState.currentHP;
float currentHP = PlayerStatsManager.Instance.playerState.currentHP;
playerHPBar.fillAmount = (currentHP / maxHP);
float resultHP = currentHP;
if(straightHit ==false )
{
if (scorResults < 0)
@ -80,10 +82,19 @@ public class AttackScorManager : Singleton<AttackScorManager>
resultHP -= enemyScore;
}
preViewHPBar.fillAmount = (resultHP / maxHP);
playerHPText.text = resultHP.ToString() + "/" + maxHP.ToString();
if (resultHP != currentHP )
{
playerHPText.text = currentHP.ToString() + "(" + (resultHP - currentHP).ToString() + ")/" + maxHP.ToString();
}
else
{
playerHPText.text = currentHP.ToString() + "/" + maxHP.ToString();
}
//敌人血量
enemyHPBar.fillAmount = GameManager.Instance.enemy.currentEnemyHP / (float)GameManager.Instance.enemy.maxEnemyHP;
float resultEnemyHP = GameManager.Instance.enemy.currentEnemyHP;
int currentEnemyHP = GameManager.Instance.enemy.currentEnemyHP;
enemyHPBar.fillAmount =currentEnemyHP / (float)GameManager.Instance.enemy.maxEnemyHP;
float resultEnemyHP = currentEnemyHP;
if (straightHit == false)
{
if (scorResults > 0)
@ -98,7 +109,14 @@ public class AttackScorManager : Singleton<AttackScorManager>
preEnemyHPBar.fillAmount = resultEnemyHP / 60.0f;
if (resultEnemyHP>0)
{
enemyHPText.text = resultEnemyHP.ToString() + "/" + GameManager.Instance.enemy.maxEnemyHP.ToString();
if (resultEnemyHP != currentEnemyHP)
{
enemyHPText.text = currentEnemyHP.ToString() + "(" + (resultEnemyHP - currentEnemyHP).ToString() + ")/" + GameManager.Instance.enemy.maxEnemyHP.ToString();
}
else
{
enemyHPText.text = currentEnemyHP.ToString() + "/" + GameManager.Instance.enemy.maxEnemyHP.ToString();
}
}
else
{
@ -161,10 +179,12 @@ public class AttackScorManager : Singleton<AttackScorManager>
{
isScorSettle = true;
enemyScoreBar.fillAmount = 1;
attackHitTypeCanvasGroup.blocksRaycasts = true;
}
public void FadeMode()//非战斗界面隐藏功能
{
isScorSettle = false;
attackHitTypeCanvasGroup .blocksRaycasts = false;
playerScoreBar.fillAmount = 0;
playerScoreText.text = " ";

42
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Enemy.cs

@ -5,6 +5,7 @@ using System.Diagnostics;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using static TurnMaster;
using Debug = UnityEngine.Debug;
using Random = UnityEngine.Random;
@ -13,9 +14,13 @@ public class Enemy : MonoBehaviour
{
[Header ("¹ÖÎ│×é")]
public List<EnemyCard> deck = new List<EnemyCard>(); // ¿¨×é
public List<EnemyCard> hand = new List<EnemyCard>(); // 手牌
public List<EnemyCard> discardPile = new List<EnemyCard>();// ÆúÅÆ¶Ñ
public List<EnemyCard> inPlay = new List<EnemyCard>(); // 战场上的牌
// public List<EnemyCard> hand = new List<EnemyCard>(); // 手牌
// public List<EnemyCard> inPlay = new List<EnemyCard>(); // 战场上的牌
[Header("怪物卡组ui")]
public Transform cardFather;
public GameObject cardPrefab;
[Header("¹ÖÎïѪÁ¿")]
public int currentEnemyHP=60;
public int maxEnemyHP=60;
@ -37,8 +42,41 @@ public class Enemy : MonoBehaviour
}
//yield return null;
//刷新卡组ui
RefreshCardDeckUI();
//½áÊø»ØºÏ
TurnMaster.Instance.turn = Turn.enemyTurnEnd;
}
public void RefreshCardDeckUI()
{
//删除所有子物体
if (cardFather.childCount !=0)
{
int count = cardFather.childCount;
for (int i=0;i<count;i++)
{
DestroyImmediate(cardFather.GetChild(0).gameObject);
}
}
//重新生成ui
for (int i=0;i<deck .Count;i++)
{
GameObject card = Instantiate(cardPrefab, cardFather);
if (deck[i].isKnow == true)
{
card.GetComponent<Image>().sprite = deck[i].cardSprite;
}
}
for (int i = 0; i < discardPile.Count; i++)
{
GameObject disCard = Instantiate(cardPrefab, cardFather);
if (discardPile[i].isKnow == true)
{
disCard.GetComponent<Image>().sprite = discardPile[i].cardSprite;
}
disCard .transform .GetChild (0).gameObject.SetActive(true);
}
}
public void PlayCard(int num)
{

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

@ -7,7 +7,8 @@ public class EnemyCard
{
public string[] nodesMark;
public string[] nodesColor;
public Sprite cardSprite;
public bool isKnow =false ;//是否打出过
public void CardSettle(MapUnity targetNode)
{
Debug.Log("打出一张");

3
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/PlayCard/EnemyPlayerCardUIManager.cs

@ -9,7 +9,8 @@ public class EnemyPlayerCardUIManager : Singleton<EnemyPlayerCardUIManager>
public void ShowCard(EnemyCard enemyCard)
{
cardUIImage.sprite = CardManager.Instance.createGemImageByToolX(enemyCard.nodesMark, enemyCard.nodesColor);
cardUIImage.sprite = enemyCard.cardSprite;
enemyCard .isKnow = true;
}
}

46
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ShowEnemyDeck.cs

@ -0,0 +1,46 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class ShowEnemyDeck : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public GameObject cardDeck;
public bool isLock;
public bool isOn;
private void Update()
{
if(isLock ==true )
{
if (Input.GetKeyDown(KeyCode.Mouse0)|| Input.GetKeyDown(KeyCode.Mouse1))
{
cardDeck.gameObject.SetActive(false);
isLock = false;
}
}
else
{
if (Input.GetKeyDown(KeyCode.Mouse1))
{
if (isOn == true)
{
isLock = true;
}
}
}
}
public void OnPointerEnter(PointerEventData eventData)
{
cardDeck.SetActive(true);
isOn = true;
}
public void OnPointerExit(PointerEventData eventData)
{
if (isLock == false)
{
cardDeck.SetActive(false);
}
isOn = false;
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 670f77706c43dbe4bacfe8ebd00441aa
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

56
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -130,37 +130,61 @@ public class GameManager : Singleton<GameManager>
//Éú³É½ÇÉ«Êý¾Ý
if (PlayerStatsManager.Instance.playerState != null)
playerState = PlayerStatsManager.Instance.playerState;
//生成敌人数据
StartCoroutine(CreatEnemyDate());
//生成空地图列表
// GenerateEnmptyMapList();
GenerateEnmptyMapListDefault();
//开局场地涂色并开始阶段
StartCoroutine(StartStartColourCoroutine(complete));
}
[System.Serializable]
public class Yunit
{
public List<MapUnity> Y;
}
IEnumerator CreatEnemyDate()
{
yield return new WaitUntil(() => complete == true);
yield return null;
//生成敌人卡牌
EnemyCard enemyCard = new EnemyCard();
enemyCard.nodesMark = new string[5] { "0_1", "0_-1", "-1_1", "-1_-1", "0_0" };
enemyCard.nodesColor = new string[5] { "black", "black", "black", "black", "black" };
enemyCard.cardSprite = CardManager.Instance.createGemImageByToolX(enemyCard.nodesMark, enemyCard.nodesColor);
EnemyCard enemyCard_2 = new EnemyCard();
enemyCard_2.nodesMark = new string[6] { "1_0", "0_1", "0_-1", "-1_0", "-1_1", "-1_-1" };
enemyCard_2.nodesColor = new string[6] { "black", "black", "black", "black", "black", "black" };
enemyCard_2.cardSprite = CardManager.Instance.createGemImageByToolX(enemyCard_2.nodesMark, enemyCard_2.nodesColor);
EnemyCard enemyCard_3 = new EnemyCard();
enemyCard_3.nodesMark = new string[5] { "0_0", "1_0", "2_0", "-1_0", "-2_0" };
enemyCard_3.nodesColor = new string[5] { "black", "black", "black", "black", "black" };
enemyCard_3.cardSprite = CardManager.Instance.createGemImageByToolX(enemyCard_3.nodesMark, enemyCard_3.nodesColor);
EnemyCard enemyCard_4 = new EnemyCard();
enemyCard_4.nodesMark = new string[5] { "0_1", "0_-1", "-1_1", "-1_-1", "0_0" };
enemyCard_4.nodesColor = new string[5] { "black", "black", "black", "black", "black" };
enemyCard_4.cardSprite = CardManager.Instance.createGemImageByToolX(enemyCard_4.nodesMark, enemyCard_4.nodesColor);
EnemyCard enemyCard_5 = new EnemyCard();
enemyCard_5.nodesMark = new string[6] { "1_0", "0_1", "0_-1", "-1_0", "-1_1", "-1_-1" };
enemyCard_5.nodesColor = new string[6] { "black", "black", "black", "black", "black", "black" };
enemyCard_5.cardSprite = CardManager.Instance.createGemImageByToolX(enemyCard_5.nodesMark, enemyCard_5.nodesColor);
EnemyCard enemyCard_6 = new EnemyCard();
enemyCard_6.nodesMark = new string[5] { "0_0", "1_0", "2_0", "-1_0", "-2_0" };
enemyCard_6.nodesColor = new string[5] { "black", "black", "black", "black", "black" };
enemyCard_6.cardSprite = CardManager.Instance.createGemImageByToolX(enemyCard_6.nodesMark, enemyCard_6.nodesColor);
enemy.deck.Add(enemyCard);
enemy.deck.Add(enemyCard);
enemy.deck.Add(enemyCard_2);
enemy.deck.Add(enemyCard_2);
enemy.deck.Add(enemyCard_3);
enemy.deck.Add(enemyCard_3);
//生成空地图列表
// GenerateEnmptyMapList();
GenerateEnmptyMapListDefault();
//开局场地涂色并开始阶段
StartCoroutine(StartStartColourCoroutine(complete));
enemy.deck.Add(enemyCard_4);
enemy.deck.Add(enemyCard_5);
enemy.deck.Add(enemyCard_6);
//生成敌人卡牌预览
enemy.RefreshCardDeckUI();
}
[System.Serializable]
public class Yunit
{
public List<MapUnity> Y;
}
public void GenerateEnmptyMapList()
{
if (complete == false)

13
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponManager.cs

@ -113,5 +113,18 @@ public class WeaponManager : Singleton<WeaponManager>
isWeaponSettle = false;
enemyWeaponObject.SetActive(false);
enemyWeaponNodeList .gameObject .SetActive(false);
foreach (Transform transform in playerWeaponNodeList)
{
WeaponNode weaponNode = transform.GetChild(0).GetComponent<WeaponNode>();
if (weaponNode.enableVFX != null)
weaponNode.enableVFX.SetActive(false);
}
foreach (Transform transform in enemyWeaponNodeList)
{
WeaponNode weaponNode = transform.GetChild(0).GetComponent<WeaponNode>();
if (weaponNode.enableVFX != null)
weaponNode.enableVFX.SetActive(false);
}
}
}

3
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs

@ -589,6 +589,9 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
{
//临时加入背包
transform.SetParent(targetObj.transform);
//触发特效
if (enableVFX != null)
enableVFX.SetActive(false);
}
else//其他位置归位
{

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