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Merge pull request 'dev45-0725' (#164) from dev45-0725 into dev45-0703NewVer

Reviewed-on: #164
pull/165/head
45 7 months ago
parent
commit
417b63b57a
  1. 2
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset
  2. 7
      ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Upgrade for URP/Upgrade for URP.unitypackage.meta
  3. 27
      ColorlessWorld-2024-4-2/Assets/Plugins/Microsoft.CSharp.dll.meta
  4. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/InFight/EmptyBossNode.prefab
  5. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/InFight/EmptyNode.prefab
  6. 2
      ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/EnvironmentVFX/par_eff_environment_pollution0721.prefab
  7. 2
      ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/EnvironmentVFX/par_eff_environment_wind0721.prefab
  8. 2108
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  9. 35097
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  10. 38
      ColorlessWorld-2024-4-2/Assets/Scripts/AttackScore/AttackScorManager.cs
  11. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardPictureManager.cs
  12. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  13. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Enemy.cs
  14. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs
  15. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  16. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegisteJumpInScenceCamera.cs
  17. 34
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs
  18. 34
      ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs
  19. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  20. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/PlayerStatusUIManager.cs
  21. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponManager.cs
  22. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs
  23. 28
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityEnvironmentManager.cs
  24. 2
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv
  25. 421
      ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/OutLint_msyhbd SDF.asset
  26. 20
      ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/colorMapForText.asset

2
ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset

@ -14,7 +14,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
levelStep: 1 levelStep: 1
mapLevel: 1 mapLevel: 1
currentPoint: {x: 0, y: 1} currentPoint: {x: 1, y: 1}
levelSaveMap: levelSaveMap:
- levelDataList: - levelDataList:
- roomType: 13 - roomType: 13

7
ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Upgrade for URP/Upgrade for URP.unitypackage.meta

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 5b07afdbcf13e43438545d591cfd2e4b
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

27
ColorlessWorld-2024-4-2/Assets/Plugins/Microsoft.CSharp.dll.meta

@ -1,27 +0,0 @@
fileFormatVersion: 2
guid: a94cf6fef2879da4c91e5ef768aadf4e
PluginImporter:
externalObjects: {}
serializedVersion: 2
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 0
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
- first:
Any:
second:
enabled: 1
settings: {}
- first:
Editor: Editor
second:
enabled: 0
settings:
DefaultValueInitialized: true
userData:
assetBundleName:
assetBundleVariant:

4
ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/InFight/EmptyBossNode.prefab

@ -236,8 +236,8 @@ MonoBehaviour:
lineOffsetInFight: 30 lineOffsetInFight: 30
roomType: 0 roomType: 0
roomDestinationIndex: 0 roomDestinationIndex: 0
roomIcon: {fileID: 0} roomIcon: {fileID: 132958885633141561}
roomText: {fileID: 0} roomText: {fileID: 3256753201700063874}
passByMark: {fileID: 4772141347427806082} passByMark: {fileID: 4772141347427806082}
fightEenemyPool: fightEenemyPool:
enemyList: [] enemyList: []

4
ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/InFight/EmptyNode.prefab

@ -236,8 +236,8 @@ MonoBehaviour:
lineOffsetInFight: 30 lineOffsetInFight: 30
roomType: 0 roomType: 0
roomDestinationIndex: 0 roomDestinationIndex: 0
roomIcon: {fileID: 0} roomIcon: {fileID: 132958885633141561}
roomText: {fileID: 0} roomText: {fileID: 3256753201700063874}
passByMark: {fileID: 4772141347427806082} passByMark: {fileID: 4772141347427806082}
fightEenemyPool: fightEenemyPool:
enemyList: [] enemyList: []

2
ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/EnvironmentVFX/par_eff_environment_pollution0721.prefab

@ -27,7 +27,7 @@ Transform:
m_GameObject: {fileID: 613275738227413794} m_GameObject: {fileID: 613275738227413794}
serializedVersion: 2 serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0.215, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children:

2
ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/EnvironmentVFX/par_eff_environment_wind0721.prefab

@ -27,7 +27,7 @@ Transform:
m_GameObject: {fileID: 1592969954725867776} m_GameObject: {fileID: 1592969954725867776}
serializedVersion: 2 serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0.215, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children:

2108
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

File diff suppressed because it is too large

35097
ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity

File diff suppressed because it is too large

38
ColorlessWorld-2024-4-2/Assets/Scripts/AttackScore/AttackScorManager.cs

@ -12,8 +12,6 @@ public class AttackScorManager : Singleton<AttackScorManager>
[Header("分数数据")] [Header("分数数据")]
public int playerScore; public int playerScore;
public int enemyScore; public int enemyScore;
[Header("ѪÁ¿Êý¾Ý")]
public int enemyHp =60;
[Header("攻击模式控件")] [Header("攻击模式控件")]
public bool straightHit;//是否直击 public bool straightHit;//是否直击
public Image attackPattern;//攻击模式指示 public Image attackPattern;//攻击模式指示
@ -32,10 +30,12 @@ public class AttackScorManager : Singleton<AttackScorManager>
public Image enemyHPBar; public Image enemyHPBar;
public Image preEnemyHPBar; public Image preEnemyHPBar;
public TMP_Text enemyHPText; public TMP_Text enemyHPText;
//[Header("µÐÈËÊý¾Ý")]
Enemy enemy;
private void Start() private void Start()
{ {
DontDestroyOnLoad(this.gameObject); DontDestroyOnLoad(this.gameObject);
enemy = GameManager .Instance.enemy;
} }
private void Update() private void Update()
{ {
@ -67,7 +67,8 @@ public class AttackScorManager : Singleton<AttackScorManager>
playerScoreText .text = playerScore .ToString(); playerScoreText .text = playerScore .ToString();
enemyScoreText .text = enemyScore .ToString(); enemyScoreText .text = enemyScore .ToString();
//玩家血量 //玩家血量
playerHPBar.fillAmount = (PlayerStatsManager.Instance.playerState.currentHP / PlayerStatsManager.Instance.playerState.maxHP); float maxHP = PlayerStatsManager.Instance.playerState.maxHP;
playerHPBar.fillAmount = (PlayerStatsManager.Instance.playerState.currentHP / maxHP);
float resultHP = PlayerStatsManager.Instance.playerState.currentHP; float resultHP = PlayerStatsManager.Instance.playerState.currentHP;
if(straightHit ==false ) if(straightHit ==false )
{ {
@ -80,11 +81,11 @@ public class AttackScorManager : Singleton<AttackScorManager>
{ {
resultHP -= enemyScore; resultHP -= enemyScore;
} }
preViewHPBar.fillAmount = (resultHP / PlayerStatsManager.Instance.playerState.maxHP); preViewHPBar.fillAmount = (resultHP / maxHP);
playerHPText .text = resultHP.ToString(); playerHPText.text = resultHP.ToString() + "/" + maxHP.ToString();
//敌人血量 //敌人血量
enemyHPBar.fillAmount = enemyHp / 60.0f; enemyHPBar.fillAmount = enemy.currentEnemyHP / (float)enemy.maxEnemyHP;
float resultEnemyHP = enemyHp; float resultEnemyHP = enemy.currentEnemyHP;
if (straightHit == false) if (straightHit == false)
{ {
if (scorResults > 0) if (scorResults > 0)
@ -97,20 +98,27 @@ public class AttackScorManager : Singleton<AttackScorManager>
resultEnemyHP -= playerScore; resultEnemyHP -= playerScore;
} }
preEnemyHPBar.fillAmount = resultEnemyHP / 60.0f; preEnemyHPBar.fillAmount = resultEnemyHP / 60.0f;
enemyHPText .text = resultEnemyHP .ToString(); if (resultEnemyHP>0)
{
enemyHPText.text = resultEnemyHP.ToString() + "/" + enemy.maxEnemyHP.ToString();
}
else
{
enemyHPText.text = "DEATH";
}
} }
public void SettleScore() public bool SettleScore()
{ {
if(straightHit) if(straightHit)
{ {
enemyHp-= playerScore; enemy .currentEnemyHP -= playerScore;
PlayerStatsManager .Instance .playerState .currentHP -= enemyScore; PlayerStatsManager .Instance .playerState .currentHP -= enemyScore;
} }
else else
{ {
if(scorResults>=0) if(scorResults>=0)
{ {
enemyHp -= scorResults; enemy.currentEnemyHP -= scorResults;
} }
else else
{ {
@ -118,6 +126,12 @@ public class AttackScorManager : Singleton<AttackScorManager>
} }
} }
if(enemy.currentEnemyHP<=0)
{
RewardManager.Instance.EnemyOver();
return true;
}
return false;
} }

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

@ -16,6 +16,9 @@ public class CardPictureManager : Singleton<CardPictureManager>
public Transform mapUnityFather; public Transform mapUnityFather;
[Header("地图信息列表")] [Header("地图信息列表")]
public List<Yunit> ToolX; public List<Yunit> ToolX;
[Header("生成进程")]
public bool complete;
private void Start() private void Start()
{ {
DontDestroyOnLoad(this.gameObject); DontDestroyOnLoad(this.gameObject);
@ -31,6 +34,7 @@ public class CardPictureManager : Singleton<CardPictureManager>
yield return StartCoroutine(SetUpMapUnityForCubeForTool()); yield return StartCoroutine(SetUpMapUnityForCubeForTool());
createCameraAboveObject(ToolX[5].Y[5].gameObject, 10.0f, 0); createCameraAboveObject(ToolX[5].Y[5].gameObject, 10.0f, 0);
//CardManager.createCardImageMap(); //CardManager.createCardImageMap();
complete = true;
} }
IEnumerator MapGenerateTest() IEnumerator MapGenerateTest()
{ {

6
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -174,7 +174,11 @@ public class TurnMaster : Singleton<TurnMaster>
settleTurn++; settleTurn++;
//结算分数 //结算分数
AttackScorManager.Instance.SettleScore(); if( AttackScorManager.Instance.SettleScore()==true )
{
turn = Turn.turnStop;
return;//怪物死亡直接中断回合
}
//领域的回合结束 //领域的回合结束
DomainManager.Instance.endTurnDomainListRemove(); DomainManager.Instance.endTurnDomainListRemove();

5
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Enemy.cs

@ -4,11 +4,14 @@ using UnityEngine;
public class Enemy public class Enemy
{ {
[Header ("¹ÖÎ│×é")]
public List<EnemyCard> deck = new List<EnemyCard>(); // 卡组 public List<EnemyCard> deck = new List<EnemyCard>(); // 卡组
public List<EnemyCard> hand = new List<EnemyCard>(); // 手牌 public List<EnemyCard> hand = new List<EnemyCard>(); // 手牌
public List<EnemyCard> discardPile = new List<EnemyCard>();// 弃牌堆 public List<EnemyCard> discardPile = new List<EnemyCard>();// 弃牌堆
public List<EnemyCard> inPlay = new List<EnemyCard>(); // 战场上的牌 public List<EnemyCard> inPlay = new List<EnemyCard>(); // 战场上的牌
[Header("¹ÖÎïѪÁ¿")]
public int currentEnemyHP=60;
public int maxEnemyHP=60;
public void EnemyTurnSettle(int num) public void EnemyTurnSettle(int num)
{ {

6
ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs

@ -61,12 +61,12 @@ public class RewardManager : Singleton<RewardManager>
AddRewardTips(RewardManager.RewardType.card,"3"); AddRewardTips(RewardManager.RewardType.card,"3");
AddRewardTips(RewardManager.RewardType.forgPoint, "20"); AddRewardTips(RewardManager.RewardType.forgPoint, "20");
AddRewardTips(RewardManager.RewardType.potion, "6001"); AddRewardTips(RewardManager.RewardType.potion, "6001");
AddRewardTips(RewardManager.RewardType.legacy, "LegacyNode_PlatedSteelcaps"); // AddRewardTips(RewardManager.RewardType.legacy, "LegacyNode_PlatedSteelcaps");
} }
public void JudgeEnemyOver()//判断是否结束回合 public void EnemyOver()//敌人死亡战局结束
{ {
StartCoroutine(WaitGameOver());
} }
IEnumerator WaitGameOver() IEnumerator WaitGameOver()
{ {

8
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -117,15 +117,19 @@ public class GameManager : Singleton<GameManager>
public MapUnity currentMapNode; public MapUnity currentMapNode;
public bool isPlayerMoved = false; public bool isPlayerMoved = false;
[Header("怪物数据")]
public Enemy enemy; public Enemy enemy;
private void OnEnable()
{
enemy = new Enemy();
}
private void Start() private void Start()
{ {
//生成角色数据 //生成角色数据
if (PlayerStatsManager.Instance.playerState != null) if (PlayerStatsManager.Instance.playerState != null)
playerState = PlayerStatsManager.Instance.playerState; playerState = PlayerStatsManager.Instance.playerState;
enemy=new Enemy();
EnemyCard enemyCard = new EnemyCard(); EnemyCard enemyCard = new EnemyCard();
enemyCard.nodesMark= new string[1] {"0_0" }; enemyCard.nodesMark= new string[1] {"0_0" };
enemyCard.nodesColor = new string[1] { "black" }; enemyCard.nodesColor = new string[1] { "black" };

3
ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegisteJumpInScenceCamera.cs

@ -21,7 +21,8 @@ public class RegisteJumpInScenceCamera : MonoBehaviour
AttackScorManager.Instance.SwitchMode(isScorSettle); AttackScorManager.Instance.SwitchMode(isScorSettle);
//设置是否进行武器结算 //设置是否进行武器结算
WeaponManager.Instance.SwitchMode(isWeaponSettle); WeaponManager.Instance.SwitchMode(isWeaponSettle);
//重置地图界面的刷新次数
PlayerStatusUIManager.Instance.infightMapComplete = false;
/* if(JumpInScenceManager .Instance != null ) /* if(JumpInScenceManager .Instance != null )
{ {
JumpInScenceManager.Instance.cameraTrans = this.gameObject.transform; JumpInScenceManager.Instance.cameraTrans = this.gameObject.transform;

34
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs

@ -8,9 +8,10 @@ public class InFightMap : Singleton <InFightMap>
public GameObject levelPrefab; public GameObject levelPrefab;
public GameObject levelBossPrefab; public GameObject levelBossPrefab;
public LevelDevelopData_SO levelDevelopData; public LevelDevelopData_SO levelDevelopData;
public Transform mapFather;
public GameObject generatorPoint; public GameObject generatorPoint;
Vector3 originalPoint; Vector3 originalPoint;
bool complete;
public float lineOffset; public float lineOffset;
public float columnOffset; public float columnOffset;
@ -25,12 +26,35 @@ public class InFightMap : Singleton <InFightMap>
GenerateGridMap(levelDevelopData.levelSaveMap.Count,3); GenerateGridMap(levelDevelopData.levelSaveMap.Count,3);
GeneratorLevelMapFormSave(); GeneratorLevelMapFormSave();
complete = true;
} }
private void OnEnable()
{
if(PlayerStatusUIManager .Instance .infightMapComplete == false && complete == true )
{
RefreshInfightMap();
}
}
//ˢеØÍ¼
public void RefreshInfightMap()
{
for(int i=0;i<levelMap .Count;i++)
{
for (int j=0;j<levelMap[i].levelColumn .Count;j++)
{
Destroy(levelMap[i].levelColumn[j].gameObject);
}
levelMap[i].levelColumn.Clear();
}
GenerateGridMap(levelDevelopData.levelSaveMap.Count, 3);
GeneratorLevelMapFormSave();
}
//生成一个节点 //生成一个节点
public LevelNode GenerateLevelNode(int line, int column, Vector3 pos) public LevelNode GenerateLevelNode(int line, int column, Vector3 pos)
{ {
var level = Instantiate(levelPrefab, transform); var level = Instantiate(levelPrefab,mapFather);
// var level = Instantiate(levelPrefab, pos, this .transform .rotation ); // var level = Instantiate(levelPrefab, pos, this .transform .rotation );
level.transform.localPosition = pos ; level.transform.localPosition = pos ;
LevelNode levelNode = level.GetComponent<LevelNode>(); LevelNode levelNode = level.GetComponent<LevelNode>();
@ -43,7 +67,6 @@ public class InFightMap : Singleton <InFightMap>
//生成网格 //生成网格
public void GenerateGridMap(int generatorLine, int generatorColumn) public void GenerateGridMap(int generatorLine, int generatorColumn)
{ {
for (int i = 0; i < generatorLine; i++) for (int i = 0; i < generatorLine; i++)
{ {
if (i == generatorLine - 1) if (i == generatorLine - 1)
@ -56,7 +79,7 @@ public class InFightMap : Singleton <InFightMap>
//var level = Instantiate(levelPrefab, generatorPoint.transform.position, this.transform.rotation); //var level = Instantiate(levelPrefab, generatorPoint.transform.position, this.transform.rotation);
//level.transform.SetParent(transform); //level.transform.SetParent(transform);
var level = Instantiate(levelBossPrefab, transform); var level = Instantiate(levelBossPrefab, mapFather);
level.transform.localPosition = generatorPoint.transform.localPosition; level.transform.localPosition = generatorPoint.transform.localPosition;
level.transform.localScale = level.transform.localScale*2; level.transform.localScale = level.transform.localScale*2;
@ -143,6 +166,9 @@ public class InFightMap : Singleton <InFightMap>
LevelNode currentLevelNode = levelMap[line].levelColumn[j]; LevelNode currentLevelNode = levelMap[line].levelColumn[j];
currentLevelNode.JudgeRoadCanEnter(); currentLevelNode.JudgeRoadCanEnter();
} }
PlayerStatusUIManager.Instance.infightMapComplete = true;
generatorPoint.transform.localPosition = originalPoint;
} }
//设置房间大小 //设置房间大小

34
ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs

@ -111,6 +111,8 @@ public class MapUnity : MonoBehaviour
public int colorUnderAttack; public int colorUnderAttack;
[Header("»·¾³")] [Header("»·¾³")]
public MapUnityEnvironmentManager.Environment environment; public MapUnityEnvironmentManager.Environment environment;
public GameObject environmentVFX;//环境特效
public GameObject colorVFX;//颜色特效
[Header("ÖÐÁ¢µ¥Î»")] [Header("ÖÐÁ¢µ¥Î»")]
public BlockNode blockNode; public BlockNode blockNode;
@ -515,36 +517,68 @@ public class MapUnity : MonoBehaviour
greenPartical.transform.SetParent(transform); greenPartical.transform.SetParent(transform);
// mapGameObject.SetActive(false); // mapGameObject.SetActive(false);
// whoColourPlane.SetActive(true); // whoColourPlane.SetActive(true);
//生成环境特效
if (colorVFX != null)
{
Destroy(colorVFX.gameObject);
}
break; break;
case Name.NodeColor.Blue: case Name.NodeColor.Blue:
var bluePartical = Instantiate(ParticalManager.Instance.blueParticleEffect, planePoint.position, ParticalManager.Instance.blueParticleEffect.transform.rotation); var bluePartical = Instantiate(ParticalManager.Instance.blueParticleEffect, planePoint.position, ParticalManager.Instance.blueParticleEffect.transform.rotation);
bluePartical.transform.SetParent(transform); bluePartical.transform.SetParent(transform);
// mapGameObject.SetActive(false); // mapGameObject.SetActive(false);
// whoColourPlane.SetActive(true); // whoColourPlane.SetActive(true);
//生成环境特效
if (colorVFX != null)
{
Destroy(colorVFX.gameObject);
}
break; break;
case Name.NodeColor.Red: case Name.NodeColor.Red:
var redPartical = Instantiate(ParticalManager.Instance.redParticleEffect, planePoint.position, ParticalManager.Instance.redParticleEffect.transform.rotation); var redPartical = Instantiate(ParticalManager.Instance.redParticleEffect, planePoint.position, ParticalManager.Instance.redParticleEffect.transform.rotation);
redPartical.transform.SetParent(transform); redPartical.transform.SetParent(transform);
// mapGameObject.SetActive(false); // mapGameObject.SetActive(false);
// whoColourPlane.SetActive(true); // whoColourPlane.SetActive(true);
//生成环境特效
if (colorVFX != null)
{
Destroy(colorVFX.gameObject);
}
break; break;
case Name.NodeColor.Black: case Name.NodeColor.Black:
var blackPartical = Instantiate(ParticalManager.Instance.blueParticleEffect, planePoint.position, ParticalManager.Instance.blueParticleEffect.transform.rotation); var blackPartical = Instantiate(ParticalManager.Instance.blueParticleEffect, planePoint.position, ParticalManager.Instance.blueParticleEffect.transform.rotation);
blackPartical.transform.SetParent(transform); blackPartical.transform.SetParent(transform);
// mapGameObject.SetActive(false); // mapGameObject.SetActive(false);
// whoColourPlane.SetActive(true); // whoColourPlane.SetActive(true);
//生成环境特效
if(colorVFX != null )
{
Destroy (colorVFX.gameObject);
}
colorVFX = Instantiate(MapUnityEnvironmentManager.Instance.blackVFX, transform.position, Quaternion.identity);
break; break;
case Name.NodeColor.White: case Name.NodeColor.White:
var whitePartical = Instantiate(ParticalManager.Instance.blueParticleEffect, planePoint.position, ParticalManager.Instance.blueParticleEffect.transform.rotation); var whitePartical = Instantiate(ParticalManager.Instance.blueParticleEffect, planePoint.position, ParticalManager.Instance.blueParticleEffect.transform.rotation);
whitePartical.transform.SetParent(transform); whitePartical.transform.SetParent(transform);
// mapGameObject.SetActive(false); // mapGameObject.SetActive(false);
// whoColourPlane.SetActive(true); // whoColourPlane.SetActive(true);
//生成环境特效
if (colorVFX != null)
{
Destroy(colorVFX.gameObject);
}
break; break;
case Name.NodeColor.Yellow: case Name.NodeColor.Yellow:
var yellowPartical = Instantiate(ParticalManager.Instance.greenParticleEffect, planePoint.position, ParticalManager.Instance.greenParticleEffect.transform.rotation); var yellowPartical = Instantiate(ParticalManager.Instance.greenParticleEffect, planePoint.position, ParticalManager.Instance.greenParticleEffect.transform.rotation);
yellowPartical.transform.SetParent(transform); yellowPartical.transform.SetParent(transform);
// mapGameObject.SetActive(false); // mapGameObject.SetActive(false);
// whoColourPlane.SetActive(true); // whoColourPlane.SetActive(true);
//生成环境特效
if (colorVFX != null)
{
Destroy(colorVFX.gameObject);
}
break; break;
} }
} }

1
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs

@ -935,6 +935,7 @@ public static class Name
public const string itemPrefabPath= "ItemPrefab/"; public const string itemPrefabPath= "ItemPrefab/";
public const string Volcano = "Volcano"; public const string Volcano = "Volcano";
public const string AcidRain = "AcidRain"; public const string AcidRain = "AcidRain";
public const string Wind = "Wind";
} }
public static class WeaponNodeFunction public static class WeaponNodeFunction
{ {

3
ColorlessWorld-2024-4-2/Assets/Scripts/UI/PlayerStatusUIManager.cs

@ -5,6 +5,9 @@ using UnityEngine;
public class PlayerStatusUIManager : Singleton<PlayerStatusUIManager> public class PlayerStatusUIManager : Singleton<PlayerStatusUIManager>
{ {
public Canvas playerUICanvas; public Canvas playerUICanvas;
[Header("战局内地图节点刷新控件")]
public bool infightMapComplete = true;
void Start() void Start()
{ {
if (PlayerStatsManager.Instance.playerStatusUI != null) if (PlayerStatsManager.Instance.playerStatusUI != null)

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

@ -50,6 +50,10 @@ public class WeaponManager : Singleton<WeaponManager>
Debug.LogWarning($"性能警告!耗时 {stopwatch.ElapsedMilliseconds}ms"); Debug.LogWarning($"性能警告!耗时 {stopwatch.ElapsedMilliseconds}ms");
} }
if(stopwatch.ElapsedMilliseconds>10)
{
Debug.LogWarning($"性能警告!耗时 {stopwatch.ElapsedMilliseconds}ms");
}
} }

22
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs

@ -49,7 +49,8 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
public string resultDescription; public string resultDescription;
public string conditionDescription; public string conditionDescription;
public Sprite gemImage; //public Sprite gemImage;
public bool isGemImage;//标志是否是领域类型宝石
private void Update() private void Update()
{ {
@ -588,7 +589,7 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
public void OnPointerEnter(PointerEventData eventData) public void OnPointerEnter(PointerEventData eventData)
{ {
if (gemImage == null) if (isGemImage == false)
{ {
inforPanel.SetActive(true); inforPanel.SetActive(true);
} }
@ -602,16 +603,25 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
inforPanel.SetActive(false); inforPanel.SetActive(false);
gemImageInforPanel.SetActive(false); gemImageInforPanel.SetActive(false);
} }
IEnumerator GenerateGemImage()
{
yield return new WaitUntil(() => CardPictureManager.Instance.complete == true);
gemImageIcon.sprite = CardManager.Instance.createGemImageByToolX(nodesMark, nodesColor);
inforTextGemImage.text = resultDescription;
}
public void SetUpInforText() public void SetUpInforText()
{ {
if (resultDescription.Length != 0) if (resultDescription.Length != 0)
{ {
if(gemImage ==null ) if(isGemImage == false )
{ {
if (conditionDescription.Length == 0) if (conditionDescription.Length == 0)
{ {
inforText.text = resultDescription; inforText.text = resultDescription;
if (result == Name.WeaponNodeFunction.addScore)
Match match = Regex.Match(condition, Name.Regex.cardConditionPattern);
if (match.Success)
{ {
inforText.text = "µ±" + CardResourcesManager.StringColorToSprite(condition) + "ʱ£¬" + resultDescription; inforText.text = "µ±" + CardResourcesManager.StringColorToSprite(condition) + "ʱ£¬" + resultDescription;
} }
@ -625,9 +635,7 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
} }
else else
{ {
gemImageIcon.sprite = gemImage; StartCoroutine(GenerateGemImage());
inforTextGemImage.text = resultDescription;
} }
} }

28
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityEnvironmentManager.cs

@ -9,10 +9,14 @@ public class MapUnityEnvironmentManager : Singleton<MapUnityEnvironmentManager>
public enum Environment public enum Environment
{ {
none, none,
acidRain acidRain,
wind
} }
[Header("ťˇžłĐ§šű")] [Header("ťˇžłĐ§šű")]
public GameObject acidRain; public GameObject acidRain;
public GameObject wind;
[Header("µØ¿éЧ¹û")]
public GameObject blackVFX;
//˝áË㝡žł //˝áË㝡žł
public void SettlementEnvironment() public void SettlementEnvironment()
@ -26,6 +30,9 @@ public class MapUnityEnvironmentManager : Singleton<MapUnityEnvironmentManager>
break; break;
case Environment.acidRain: case Environment.acidRain:
node.switchColor(Name.NodeColor.White); node.switchColor(Name.NodeColor.White);
break;
case Environment.wind:
break; break;
} }
@ -39,10 +46,27 @@ public class MapUnityEnvironmentManager : Singleton<MapUnityEnvironmentManager>
switch (index) switch (index)
{ {
case "0": case "0":
mapUnity.environment = Environment.none;
if (mapUnity.environmentVFX != null)
{
Destroy(mapUnity.environmentVFX);
}
break; break;
case Name.NodeItem.AcidRain: case Name.NodeItem.AcidRain:
mapUnity.environment = Environment.acidRain; mapUnity.environment = Environment.acidRain;
Instantiate(acidRain, mapUnity.transform.position, acidRain.transform.rotation); if(mapUnity.environmentVFX!= null )
{
Destroy(mapUnity.environmentVFX);
}
mapUnity.environmentVFX = Instantiate(acidRain, mapUnity.transform.position, acidRain.transform.rotation);
break;
case Name.NodeItem.Wind:
mapUnity.environment = Environment.wind;
if (mapUnity.environmentVFX != null)
{
Destroy(mapUnity.environmentVFX);
}
mapUnity.environmentVFX = Instantiate(wind, mapUnity.transform.position, wind.transform.rotation);
break; break;
} }
} }

2
ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv

@ -1,5 +1,5 @@
地图编号,物品数据,,, 地图编号,物品数据,,,
100001,3;Volcano;1;3,3;CampHold;1;3,4;acidRain;2;10,2;Vacancy;0;0 100001,3;Volcano;1;3,3;CampHold;1;3,4;AcidRain;2;10,4;Wind;2;10
100002,3;tree;0;1,3;boom;5;10,1;Whirlpool;0;2,2;Vacancy;0;4 100002,3;tree;0;1,3;boom;5;10,1;Whirlpool;0;2,2;Vacancy;0;4
100003,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;1;5 100003,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;1;5
100004,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;2;8 100004,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;2;8

Can't render this file because it has a wrong number of fields in line 2.

421
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/OutLint_msyhbd SDF.asset

File diff suppressed because one or more lines are too long

20
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/colorMapForText.asset

@ -75,8 +75,8 @@ MonoBehaviour:
m_Metrics: m_Metrics:
m_Width: 96 m_Width: 96
m_Height: 111 m_Height: 111
m_HorizontalBearingX: -10 m_HorizontalBearingX: -0.72
m_HorizontalBearingY: 100 m_HorizontalBearingY: 86.8
m_HorizontalAdvance: 100 m_HorizontalAdvance: 100
m_GlyphRect: m_GlyphRect:
m_X: 113 m_X: 113
@ -91,8 +91,8 @@ MonoBehaviour:
m_Metrics: m_Metrics:
m_Width: 96 m_Width: 96
m_Height: 111 m_Height: 111
m_HorizontalBearingX: -10 m_HorizontalBearingX: -0.72
m_HorizontalBearingY: 100 m_HorizontalBearingY: 86.8
m_HorizontalAdvance: 100 m_HorizontalAdvance: 100
m_GlyphRect: m_GlyphRect:
m_X: 224 m_X: 224
@ -107,8 +107,8 @@ MonoBehaviour:
m_Metrics: m_Metrics:
m_Width: 97 m_Width: 97
m_Height: 112 m_Height: 112
m_HorizontalBearingX: -10 m_HorizontalBearingX: -0.72
m_HorizontalBearingY: 100 m_HorizontalBearingY: 86.8
m_HorizontalAdvance: 100 m_HorizontalAdvance: 100
m_GlyphRect: m_GlyphRect:
m_X: 0 m_X: 0
@ -123,8 +123,8 @@ MonoBehaviour:
m_Metrics: m_Metrics:
m_Width: 95 m_Width: 95
m_Height: 111 m_Height: 111
m_HorizontalBearingX: -10 m_HorizontalBearingX: -0.72
m_HorizontalBearingY: 100 m_HorizontalBearingY: 86.8
m_HorizontalAdvance: 100 m_HorizontalAdvance: 100
m_GlyphRect: m_GlyphRect:
m_X: 2 m_X: 2
@ -139,8 +139,8 @@ MonoBehaviour:
m_Metrics: m_Metrics:
m_Width: 97 m_Width: 97
m_Height: 112 m_Height: 112
m_HorizontalBearingX: -10 m_HorizontalBearingX: -0.72
m_HorizontalBearingY: 100 m_HorizontalBearingY: 86.8
m_HorizontalAdvance: 100 m_HorizontalAdvance: 100
m_GlyphRect: m_GlyphRect:
m_X: 112 m_X: 112

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