Browse Source

地块泛光和优化

pull/80/head
45 11 months ago
parent
commit
2368a8ec12
  1. BIN
      ColorlessWorld-2024-4-2/Assets/Image/2D新场景/AI/AI背景.png
  2. 11
      ColorlessWorld-2024-4-2/Assets/Image/2D新场景/BackGround.mat
  3. 0
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  4. BIN
      ColorlessWorld-2024-4-2/Assets/Materials/Map/AI地块/污染地块1.png
  5. BIN
      ColorlessWorld-2024-4-2/Assets/Materials/Map/AI地块/污染地块2.png
  6. 8
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  11. BIN
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  15. BIN
      ColorlessWorld-2024-4-2/Assets/Materials/Map/AI地块/泛光/蓝色泛光.png
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  17. BIN
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  18. BIN
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  19. BIN
      ColorlessWorld-2024-4-2/Assets/Materials/Map/AI地块/红色地块4.png
  20. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/BlackMap-1 1.mat
  21. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/BlackMap-1.mat
  22. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/FireMap-1.mat
  23. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/FireMap-3.mat
  24. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/FireMap-4.mat
  25. 105
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab
  26. 32
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  27. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs

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4
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4
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105
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32
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

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22
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;//玩家颜色
public GameObject enemyColourGameObject;//敌人颜色
public GameObject noneColourGameObject;//中立颜色
public int whoColour;
public int beforeWhoColour;
[Header("伎輸晚遺")]
public GameObject planeBorder;
[Header("華輸滓嫖")]
public Sprite redFlood;
public Sprite greenFlood;
public Sprite blueFlood;
public Sprite blackFlood;
public SpriteRenderer floodPanel;//滓嫖芞⑵
[Header("ͿɫԤÀÀ²ÄÖÊ")]
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<Renderer>().material = greenColour[UnityEngine.Random.Range(0, greenColour.Count)];
floodPanel.sprite = greenFlood;
}
else if (whoColour == Name.NodeColor.Blue)
{
colourGameObject.GetComponent<Renderer>().material = blueColour[UnityEngine.Random.Range(0, blueColour.Count)];
floodPanel.sprite = blueFlood;
}
else if (whoColour == Name.NodeColor.Red)
{
colourGameObject.GetComponent<Renderer>().material = redColour[UnityEngine.Random.Range(0, redColour.Count)];
floodPanel.sprite = redFlood;
}
else if (whoColour == Name.NodeColor.Black)
{
colourGameObject.GetComponent<Renderer>().material = blackColour[UnityEngine.Random.Range(0, blackColour.Count)];
floodPanel.sprite = blackFlood;
}
else if (whoColour == Name.NodeColor.White)
{
// colourGameObject.GetComponent<Renderer>().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<Renderer>().material = metalColour[UnityEngine.Random.Range(0, metalColour.Count)];
floodPanel.gameObject.SetActive(false);
}
}
public void ParticlePlay()

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