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m_AnchoredPosition: {x: -0.000061035156, y: 0} - m_SizeDelta: {x: 0, y: 0} + m_AnchoredPosition: {x: -5.839966, y: 14} + m_SizeDelta: {x: 11.69, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &904284329 MonoBehaviour: @@ -19924,9 +19924,9 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3} m_Name: m_EditorClassIdentifier: - m_Material: {fileID: 0} + m_Material: {fileID: 2100000, guid: 29be5ebdb6720ad4cb1f435fdec0dc93, type: 2} m_Color: {r: 1, g: 1, b: 1, a: 1} - m_RaycastTarget: 1 + m_RaycastTarget: 0 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_Maskable: 1 m_OnCullStateChanged: @@ -41444,13 +41444,13 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1754106176} serializedVersion: 2 - m_LocalRotation: {x: 0, y: -1, z: 0, w: 0} - m_LocalPosition: {x: 2.8463, y: 0.1, z: 2.7155} - m_LocalScale: {x: 1.7823455, y: 1, z: 1.4651362} + m_LocalRotation: {x: -0, y: -0.96667933, z: 0.25599056, w: 0} + m_LocalPosition: {x: 3.5506, y: 1.54, z: 1.59} + m_LocalScale: {x: 2.3465989, y: 1, z: 1.3138553} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 495022420} - m_LocalEulerAnglesHint: {x: 0, y: -180, z: 0} + m_LocalEulerAnglesHint: {x: 29.665, y: -180, z: 0} --- !u!23 &1754106178 MeshRenderer: m_ObjectHideFlags: 0 @@ -42878,8 +42878,8 @@ MonoBehaviour: line: 9 column: 6 generatePoint: {fileID: 514899946} - lineOffSet: {x: 1.35, y: 0, z: 0} - columnOffSet: {x: 0, y: 0, z: 0.815} + lineOffSet: {x: 1.45, y: 0, z: 0} + columnOffSet: {x: 0, y: 0, z: 0.865} enemyGenerateDataList: - enemyPrefab: {fileID: 1253231568001379261, guid: cd51de58fa2114447b96f63a1bf19b5c, type: 3} @@ -44971,7 +44971,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} - m_AnchoredPosition: {x: 35.289978, y: 0} + m_AnchoredPosition: {x: 35.289917, y: 0} m_SizeDelta: {x: -70.58, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &1876395449 diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs index 48a6db3f..27783e9b 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs @@ -45,12 +45,17 @@ public class MapUnity : MonoBehaviour public Animator anim; public Transform planePoint; - public GameObject plyerColourGameObject;//ɫ - public GameObject enemyColourGameObject;//ɫ - public GameObject noneColourGameObject;//ɫ - public int whoColour; public int beforeWhoColour; + [Header("ɫ߿")] + public GameObject planeBorder; + [Header("ؿ鷺")] + public Sprite redFlood; + public Sprite greenFlood; + public Sprite blueFlood; + public Sprite blackFlood; + public SpriteRenderer floodPanel;//ͼƬ + [Header("ͿɫԤ")] public Material redPre; public Material greenPre; @@ -447,30 +452,39 @@ public class MapUnity : MonoBehaviour public void ChengePlan() { colourGameObject.SetActive(true); + floodPanel.gameObject.SetActive(true); + planeBorder.gameObject.SetActive(false); if (whoColour == Name.NodeColor.Green) { colourGameObject.GetComponent().material = greenColour[UnityEngine.Random.Range(0, greenColour.Count)]; + floodPanel.sprite = greenFlood; } else if (whoColour == Name.NodeColor.Blue) { colourGameObject.GetComponent().material = blueColour[UnityEngine.Random.Range(0, blueColour.Count)]; + floodPanel.sprite = blueFlood; } else if (whoColour == Name.NodeColor.Red) { colourGameObject.GetComponent().material = redColour[UnityEngine.Random.Range(0, redColour.Count)]; + floodPanel.sprite = redFlood; } else if (whoColour == Name.NodeColor.Black) { colourGameObject.GetComponent().material = blackColour[UnityEngine.Random.Range(0, blackColour.Count)]; + floodPanel.sprite = blackFlood; } else if (whoColour == Name.NodeColor.White) { // colourGameObject.GetComponent().material = whiteColour[UnityEngine.Random.Range(0, whiteColour.Count)]; colourGameObject.SetActive(false); + floodPanel .gameObject .SetActive (false); + planeBorder.gameObject .SetActive (true); } else if (whoColour == Name.NodeColor.Metal ) { colourGameObject.GetComponent().material = metalColour[UnityEngine.Random.Range(0, metalColour.Count)]; + floodPanel.gameObject.SetActive(false); } } public void ParticlePlay()