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remotes/checkIfPRContentChanged-1718088198349323294/dev-0604
yjm484 2 years ago
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40157cf2e5
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cardList: 11270000112700001127000011270000112700001127000011270000112700001227000012270000122700001227000012270000122700001227000012270000
cardDeck: 00000000
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3
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -46,6 +46,9 @@ 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

341
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -1,12 +1,15 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class CardEntity : MonoBehaviour
public class CardEntity : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public CardData_SO cardOriginalData;
public CardOriginalData cardData;
public CardOriginalData cardOriginalData;
//public CardOriginalData cardData;
public int cardId;
public int CardId
@ -15,15 +18,30 @@ public class CardEntity : MonoBehaviour
set { cardId = value; }
}
// public Vector3 OriginTransform;
//private Vector3 EndTransform;
[Header("拖拽参数")]
public Transform originalParent;
public Vector3 originalpoint;
public EventSystem eventSystem;
[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>();
//cardData = GetComponent<CardOriginalData>();
}
public void createCard(int cardId)
{
this.cardId = cardId;
cardOriginalData = CardOriginalDataList.cardOriginalDataList[cardId];
Debug.Log(cardId + "-" + CardOriginalDataList.Instance.cardOriginalDataList[cardId]);
cardOriginalData = CardOriginalDataList.Instance.cardOriginalDataList[cardId];
settleForStart(SettlementManager.settleTurn);
}
@ -31,15 +49,7 @@ public class CardEntity : MonoBehaviour
public void use()
{
settle(0);
/*if (cardOriginalData.CastingRange == 0)
{
//作用坐标为自身
}
else
{
//玩家选择的作用坐标
}
settle(SettlementManager.settleTurn);*/
}
//卡牌效果的结算
@ -50,11 +60,75 @@ public class CardEntity : MonoBehaviour
switch (cardOriginalData.Function[i])
{
case CardFunction.cardDamage:
Usermanager.Instance.Health = Usermanager.Instance.Health - int.Parse(cardOriginalData.FunctionVal[i]);
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)
{
@ -65,4 +139,241 @@ public class CardEntity : MonoBehaviour
{
}
public void OnBeginDrag(PointerEventData eventData)
{
// if (GameObject.Find("CardPanel") != null)
// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
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
{
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);
//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)
{
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
}
//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;
}
}

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

@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CardOriginalData : MonoBehaviour
public class CardOriginalData : System.Object
{
private int cardId;

15
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs

@ -7,10 +7,10 @@ using System.IO;
public class CardOriginalDataList : Singleton<CardOriginalDataList>
{
public static Dictionary<int, CardData_SO> 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
//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
@ -26,9 +26,9 @@ public class CardOriginalDataList : Singleton<CardOriginalDataList>
}
Dictionary<int, CardData_SO> ReadExcel(string filePath )
Dictionary<int, CardOriginalData> ReadExcel(string filePath )
{
Dictionary<int, CardData_SO> cardOriginalDataList = new Dictionary<int, CardData_SO>();
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)
@ -36,15 +36,14 @@ public class CardOriginalDataList : Singleton<CardOriginalDataList>
{
// 用逗号分隔每行数据
string[] values = lines[i].Split(',');
var cardOriginalData = Instantiate(templateardData_SO);
CardOriginalData cardOriginalData = new CardOriginalData();
loadDatafromCsv(values , cardOriginalData);
cardOriginalDataList.Add(cardOriginalData.CardId, cardOriginalData);
}
return cardOriginalDataList;
}
private CardData_SO loadDatafromCsv(string[] values , CardData_SO cardOriginalData)
private CardOriginalData loadDatafromCsv(string[] values , CardOriginalData cardOriginalData)
{
//CardOriginalData cardOriginalData = CardOriginalData.Instance;
cardOriginalData.CardId = int.Parse(values[0]);

27
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -27,32 +27,32 @@ public class TurnMaster : Singleton<TurnMaster>
{
if (turn == Turn.playerTurnBegin)
{
//恢复体力
//�ָ�����
GameManager.Instance.playerState.currentStepRange = GameManager.Instance.playerState.maxStepRange;
//洗牌--抽卡
//ϴ��--�鿨
ShuffleWithLosingCards();
//阶段流转
//�׶���ת
turn = Turn.playerTurn;
}
if (turn == Turn.enemyTurnBegin)
{
//结算buff
//����buff
turn = Turn.enemyTurn;
}
if (turn == Turn.enemyTurn)
{
//敌人动作如移动,涂色
//���˶������ƶ���Ϳɫ
EnemyManager.Instance.EnemyMove_Observer();
EnemyManager.Instance.EnemyColour_Observer();
EnemyManager.Instance.enemyTurnSettle(0);
EndEnemyTurn();
}
//同步UI
//ͬ��UI
cardDeckNumberText.text = cardDeck.cardList.Count.ToString();
usedCardNumberText.text = usedCard.usedCardList.Count.ToString();
}
@ -73,7 +73,7 @@ public class TurnMaster : Singleton<TurnMaster>
{
if (handCard.cardSlotList[j].transform.childCount > 0)
{
//临时效果--将其加入墓地并销毁实体
//��ʱЧ��--�������Ĺ�ز�����ʵ��
var card = handCard.cardSlotList[j].transform.GetChild(0).gameObject;
TurnMaster.Instance.usedCard.usedCardList.Add(card.gameObject.GetComponent<CardEntity>().CardId);
Destroy(card);
@ -88,12 +88,13 @@ public class TurnMaster : Singleton<TurnMaster>
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]);
//a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1]);
a.GetComponent<CardEntity>().createCard(CardId.Instance.attack);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
}
else
{
//洗牌继续抽
//ϴ�Ƽ�����
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
cardDeck.cardList.Add (usedCard.usedCardList[c]);
@ -102,8 +103,8 @@ public class TurnMaster : Singleton<TurnMaster>
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]);
a.GetComponent<CardEntity>().createCard(CardId.Instance.attack);
//a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1]);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
//a.GetComponent<CardEntity>().createCard(CardId.Instance.attack);
}
@ -129,7 +130,7 @@ public class TurnMaster : Singleton<TurnMaster>
}
else
{
//洗牌继续抽
//ϴ�Ƽ�����
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
cardDeck.cardList.Add(cardDeck.cardPrefab);

10
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs

@ -31,6 +31,16 @@ public class EnemyManager : Singleton<EnemyManager>
foreach (var observer in enemyObservers)
{
observer.EnemyMove();
observer.GetEnemyNode().bleedSettle();
}
}
public void enemyTurnSettle(int settleTurn)
{
foreach (var observer in enemyObservers)
{
observer.GetEnemyNode().enemyTurnSettleInit();
observer.GetEnemyNode().enemyTurnSettle(settleTurn);
}
}
}

155
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -1,5 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Xml;
using UnityEngine;
public class EnemyNode : MonoBehaviour,IEnemyObserver
@ -82,6 +84,34 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
}
public void sufferAbnormalCondition(string condition,int value)
{
if (EnemyState.abnormalCondition.ContainsKey(condition))
{
int beforeval = EnemyState.abnormalCondition[condition];
int afterval = beforeval + value;
EnemyState.abnormalCondition[condition]= afterval;
}
else
{
EnemyState.abnormalCondition[condition] = value;
}
Debug.Log("Òì³£²ãÊý" + EnemyState.abnormalCondition[condition]);
}
public void sufferDamage(int damageVal)
{
EnemyState.currentHP -= damageVal;
Debug.Log("µÐÈËѪÁ¿" + EnemyState.currentHP);
if (EnemyState.currentHP <= 0)
{
OnDeath();
}
}
public EnemyNode GetEnemyNode()
{
return this;
@ -104,4 +134,129 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
}
}
public void enemyTurnSettleInit()
{
EnemyState.damageMultiplier = 1;
EnemyState.stepRangeMultiplier = 1;
}
public void enemyTurnSettle(int settleTurn)
{
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
switch (key)
{
case AbnormalCondition.posion:
posionSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.weak:
weakSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.coma:
comaSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.disarm:
disarmSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.sleep:
sleepSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.bleed:
//bleedSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.thorn:
thornSettle(EnemyState.abnormalCondition[key]);
break;
}
abnormalConditionEndCheck();
}
/*for(int i=0;i< EnemyState.abnormalCondition.Count; i++)
{
switch (EnemyState.abnormalCondition[i].key)
{
case AbnormalCondition.posion:
posionSettle(kvp.Value);
break;
case AbnormalCondition.weak:
weakSettle(kvp.Value);
break;
case AbnormalCondition.coma:
comaSettle(kvp.Value);
break;
case AbnormalCondition.disarm:
disarmSettle(kvp.Value);
break;
case AbnormalCondition.sleep:
sleepSettle(kvp.Value);
break;
case AbnormalCondition.bleed:
bleedSettle(kvp.Value);
break;
case AbnormalCondition.thorn:
thornSettle(kvp.Value);
break;
}
}*/
}
private void posionSettle(int posionStack)
{
sufferDamage(posionStack);
EnemyState.abnormalCondition[AbnormalCondition.posion]--;
}
private void weakSettle(int weakStack)
{
EnemyState.damageMultiplier = 0.75;
EnemyState.abnormalCondition[AbnormalCondition.weak]--;
}
private void comaSettle(int comaStack)
{
EnemyState.damageMultiplier = 0;
EnemyState.stepRangeMultiplier = 0;
EnemyState.abnormalCondition[AbnormalCondition.coma]--;
}
private void disarmSettle(int disarmStack)
{
EnemyState.damageMultiplier = 0;
EnemyState.abnormalCondition[AbnormalCondition.disarm]--;
}
private void sleepSettle(int sleepStack)
{
EnemyState.damageMultiplier = 0;
EnemyState.stepRangeMultiplier = 0;
}
public void bleedSettle()
{
if (EnemyState.abnormalCondition.TryGetValue(AbnormalCondition.bleed,out int stack))
{
sufferDamage(2);
EnemyState.abnormalCondition[AbnormalCondition.bleed]=stack-1;
}
}
private void thornSettle(int thornStack)
{
}
private void abnormalConditionEndCheck()
{
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
if (EnemyState.abnormalCondition[key] <= 0)
{
EnemyState.abnormalCondition.Remove(key);
}
}
}
}

21
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs

@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AbnormalCondition : Singleton<AbnormalCondition>
{
//中毒
public const string posion = "4";
//虚弱
public const string weak = "5";
//昏迷
public const string coma = "6";
//缴械
public const string disarm = "7";
//睡眠
public const string sleep = "8";
//流血
public const string bleed = "9";
//荆棘
public const string thorn = "10";
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f5cade0e1c640114d85bcce9668d2937
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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13
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/EnemyState_SO.cs

@ -7,11 +7,22 @@ public class EnemyState_SO : ScriptableObject
{
public int stepRange;//步数
public double stepRangeMultiplier=1;//步数系数
public int shieldValue;//护盾
public float maxHP;//血量
public float currentHP;
public float currentHP;//当前血量
public int colourType;//涂色类型,0为不涂色
public Dictionary<string, int> abnormalCondition = new Dictionary<string, int>();//异常状态
public double damageMultiplier=1;//攻击力系数
public int damage;//攻击力
}

33
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs

@ -4,11 +4,34 @@ using UnityEngine;
public class CardFunction
{
//伤害
public const string cardDamage = "1";
//护盾
public const string cardShield = "2";
//生成草地
public const string createGrassGroud = "3";
//中毒
public const string posion = "4";
//虚弱
public const string weak = "5";
//昏迷
public const string coma = "6";
//缴械
public const string disarm = "7";
//睡眠
public const string sleep = "8";
//流血
public const string bleed = "9";
//荆棘
public const string thorn = "10";
//回复能量
public const string costRestore = "11";
//抽牌
public const string drawCard = "12";
//弃牌
public const string discard = "13";
//染色
public const string dyeing = "14";
public static string CardDamage()
{
return cardDamage;
}
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Interface/IEnemyObserver.cs

@ -9,5 +9,7 @@ public interface IEnemyObserver
EnemyNode GetEnemyNode();
void enemyTurnSettleInit(){}
}

5
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -5,16 +5,19 @@ using UnityEngine;
public class Usermanager : Singleton<Usermanager>
{
private int health;
private int shield;
public int Health { get => health; set => health = value; }
public int Shield { get => shield; set => shield = value; }
public Usermanager(int health)
{
Health = health;
Shield = 0;
}
public void Start()
{
health = 100;
Shield = 0;
}
}

6
ColorlessWorld-2024-4-2/Assets/data/card_data.csv

@ -1,3 +1,3 @@
ID,名称,费用,稀有度,功能,数值,施法范围,作用范围,消耗,优势功能,数值,卡牌类型,文本描述,图片路径
10001,打击,1,1,1,2,0,0,0,0,0,1,,
10002,治疗,2,2,2,2,0,0,0,0,0,1,,
ID,名称,费用,稀有度,功能,数值,施法范围,作用范围,消耗,优势功能,数值,卡牌类型,文本描述,图片路径
10001,打击,1,1,1;14;2;9,2;0;2;1,5,0,0,0,0,1,,
10002,治疗,2,2,2,2,0,0,0,0,0,1,,

1 ID 名称 费用 稀有度 功能 数值 施法范围 作用范围 消耗 优势功能 数值 卡牌类型 文本描述 图片路径
2 10001 打击 1 1 1 1;14;2;9 2 2;0;2;1 0 5 0 0 0 0 1
3 10002 治疗 2 2 2 2 0 0 0 0 0 1

2
ColorlessWorld-2024-4-2/Assets/data/card_data.csv.meta

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