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武器界面优化,奖励界面优化

pull/51/head
45 1 year ago
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4820bfbadd
  1. 1317
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForReward/Card_v04.2-CommonForReward.prefab
  2. 7
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  3. 8
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  4. 77
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  6. 135
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  7. 100
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  8. 60
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  9. 82
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  10. 58
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  21. 880
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  22. 1235
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  23. 2
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  24. 23
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/AudioManager.cs
  25. 115
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDataForChooseUI.cs
  26. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs
  27. 85
      ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs
  28. 52
      ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ColorSlot.cs
  29. 8
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  30. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardCardNode.cs
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  32. 70
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  33. 0
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  34. 10
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  35. 0
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  36. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs
  37. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Shop/CardSaleNode.cs
  38. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Shop/ShopManager.cs
  39. 21
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs

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@ -1,5 +1,5 @@
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TextureImporter:
internalIDToNameTable: []
externalObjects: {}

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ColorlessWorld-2024-4-2/Assets/Resources/CardIcon/2green.png

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ColorlessWorld-2024-4-2/Assets/Resources/CardIcon/11.png.meta → ColorlessWorld-2024-4-2/Assets/Resources/CardIcon/2green.png.meta

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ColorlessWorld-2024-4-2/Assets/Resources/CardIcon/Sslx_Card_Kamizn_Huikan_v01.png

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880
ColorlessWorld-2024-4-2/Assets/Scenes/ChooseWeapon.unity

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1235
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

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

@ -1962,7 +1962,7 @@ MonoBehaviour:
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 1
m_IntArgument: 5
m_FloatArgument: 0
m_StringArgument:
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23
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/AudioManager.cs

@ -24,10 +24,15 @@ public class AudioManager : Singleton<AudioManager>
public AudioClip chooseClip;
public AudioClip disChooseClip;
public AudioClip flipClip;//¿¨ÅÆ»¬¶¯
[Header("½±Àø½çÃæÒôƵ")]
public AudioClip gainMoneyClip;
public AudioClip gainCardClip;
[Header("É̵ê½çÃæÒôƵ")]
public AudioClip buyClip;
[Header("ÒôÔ´")]
public AudioSource UIClickSource;
public AudioSource ActionSource;
AudioSource GainObjectSource;//»ñµÃÎïÆ·½»»¥ÒôЧ
AudioSource attackSource;
AudioSource BookSource;
AudioSource CardSource;
@ -42,6 +47,7 @@ public class AudioManager : Singleton<AudioManager>
CardSource = gameObject.AddComponent<AudioSource>();
attackSource = gameObject.AddComponent<AudioSource>();
enemyActionSource = gameObject.AddComponent<AudioSource>();
GainObjectSource = gameObject.AddComponent<AudioSource>();
}
public void UIClickPlayer()
@ -140,4 +146,19 @@ public class AudioManager : Singleton<AudioManager>
yield return new WaitForSeconds(time);
ShieldVoicePlayer(value);
}
public void GainMoneyVoicePlayer()
{
GainObjectSource.clip = gainMoneyClip;
GainObjectSource.Play();
}
public void GainCardVoicePlayer()
{
GainObjectSource.clip = gainCardClip;
GainObjectSource.Play();
}
public void BuyVoicePlayer()
{
GainObjectSource.clip = buyClip;
GainObjectSource.Play();
}
}

115
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDataForChooseUI.cs

@ -1,115 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
public class CardDataForChooseUI : MonoBehaviour
{
public CardOriginalData cardOriginalData;
public HashSet<MapUnity> influencePreviewPool = new HashSet<MapUnity>();//卡牌的影响范围
public string cardId;
public Text cost;
public string CardId
{
get { return cardId; }
set { cardId = value; }
}
public int cardIndex;
public Text cardDescription;
public Text cardName;
public Image cardImage;
public bool costEnough = true;
[Header("奖励选卡控件")]
public GameObject currentRewardCardTip;
[Header("商店选卡控件")]
public bool canSale =true;//可以出售
public int price;//价格
public float discount;//折扣
public Text priceText;//售价UI
public GameObject saledIcon;//已售出标识
//商店界面
public void ReturnSelectedDeleteIndex()
{
// ShopManager.Instance.selectedDeleteIndex = cardIndex;
}
public void BuyCard()
{
if (canSale && ShopManager.Instance.playerState.money >= (int)(price * discount))
{
ShopManager.Instance.cardDeck.Add(cardId);
saledIcon.SetActive(true);
ShopManager.Instance.playerState .money -= (int)(price * discount);
canSale = false;
}
else
{
Debug.Log("金币不足");
}
}
public void SetUpSaleCard()
{
priceText.text = ((int)price * discount).ToString();
}
//奖励界面
public void RewardCardToDeck()
{
PlayerStatsManager .Instance.cardDeck.cardDeckList.Add(this .cardId);
RewardManager.Instance.DeleteRewardTip(currentRewardCardTip);
currentRewardCardTip.GetComponent <RewardTipData>().cardChoosePanle . SetActive(false);
}
//创建卡牌
public void createCard(string cardId, int cardIndex)
{
this.cardId = cardId;
cardOriginalData = CardOriginalDataList.Instance.cardOriginalDataList[cardId];
//createCardDescription();
createCardName();
createCardCost();
createCardImage();
this.cardIndex = cardIndex;
}
//获取卡牌图片
public void createCardImage()
{
if (cardOriginalData.ImgPath != null)
{
Sprite sprite = Resources.Load<Sprite>(cardOriginalData.ImgPath);
if (sprite != null)
{
cardImage.sprite = sprite;
}
}
}
//获取卡牌名字
public void createCardName()
{
cardName.text = cardOriginalData.ChineseName;
}
public void createCardCost()
{
cost.text = cardOriginalData.Cost.ToString();
}
}

5
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs

@ -27,7 +27,10 @@ public class CardOriginalDataList : Singleton<CardOriginalDataList>
}
private void Start()
{
DontDestroyOnLoad(this.gameObject);
}
public HashSet<string> GetCardRewards(int count)
{
double rareCardCount = 0;

85
ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs

@ -20,6 +20,28 @@ public class ChooseWeaponManager : Singleton<ChooseWeaponManager>
[Header("δѡÔñÑÕÉ«Ìáʾ")]
public GameObject NoneColorTip;
public List<ColorSlot> colorSlots = new List<ColorSlot>();
[Header("ż¨ĹĆ×éĐĹϢ")]
public GameObject cardSlotPrefab;
public List<CardGroupInfor> cardGroupsInfor;
[System .Serializable]
public class CardGroupInfor
{
public Transform cardGroupFathers;
public List <string > cardIDGroup;
}
[Header("ż¨ĹĆ×é")]
public List<CardEntity> cardGroup_1;
public List<CardEntity> cardGroup_2;
public List<CardEntity> cardGroup_3;
public List<CardEntity> newCardGroup_1;
public List<CardEntity> newCardGroup_2;
public List<CardEntity> newCardGroup_3;
private void Start()
{
GenerateCardGroup();
}
public void ChooseWeapon(int weaponID)
{
for(int i =0;i<weaponNodes .Count;i++ )
@ -51,4 +73,67 @@ public class ChooseWeaponManager : Singleton<ChooseWeaponManager>
}
ScenceLoadManager.Instance.LoadTargetLevel(levelIndex);
}
public void GenerateCardGroup()
{
for(int i=0;i<cardGroupsInfor .Count;i++ )
{
for (int j = 0; j < cardGroupsInfor[i].cardIDGroup.Count; j++)
{
var slot = Instantiate(cardSlotPrefab, cardGroupsInfor[i].cardGroupFathers);
slot.transform.SetAsLastSibling();
var card= PlayerStatsManager.Instance.CreateCardWithIDForLook(cardGroupsInfor[i].cardIDGroup[j], slot.transform);
card.transform.localPosition = new Vector3(0, 0, 0);
switch (i)
{
case 0:
cardGroup_1.Add(card.GetComponent<CardEntity>());
break;
case 1:
cardGroup_2.Add(card.GetComponent<CardEntity>());
break;
case 2:
cardGroup_3.Add(card.GetComponent<CardEntity>());
break;
}
}
}
}
public void GenerateChangeColorCardGroup(int groupIndex ,List<string > newCard )
{
List<CardEntity> cardGroup = new List<CardEntity>();
List<CardEntity> newCardGroup = new List<CardEntity>();
switch (groupIndex)
{
case 0:
cardGroup = cardGroup_1;
newCardGroup = newCardGroup_1;
break;
case 1:
cardGroup = cardGroup_2;
newCardGroup = newCardGroup_2;
break;
case 2:
cardGroup = cardGroup_3;
newCardGroup = newCardGroup_3;
break;
}
foreach (var card in newCardGroup )
{
CardOriginalDataList.Instance.existCardOriginalDataList.Remove(card.cardId);
Destroy(card.gameObject);
}
newCardGroup.Clear();
for (int i = 0; i < newCard.Count; i++)
{
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(newCard[i], cardGroup[i].transform.parent);
card.transform.localPosition = new Vector3(0, 0, 0);
card.transform.SetAsLastSibling();
newCardGroup.Add(card.GetComponent<CardEntity>());
}
}
}

52
ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ColorSlot.cs

@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -6,13 +7,62 @@ using UnityEngine.UI;
public class ColorSlot : MonoBehaviour
{
public ChooseWeaponManager.ColorType colorType;
[Header ("žöś¨Äĸöż¨×éľÄŃŐÉŤ")]
public int groupIndex;
[HideInInspector] public List<CardEntity> cardGroup;
[HideInInspector] public Image image;
private void Start()
{
image = GetComponent<Image>();
switch (groupIndex)
{
case 0:
cardGroup = ChooseWeaponManager.Instance.cardGroup_1;
break;
case 1:
cardGroup = ChooseWeaponManager.Instance.cardGroup_2;
break;
case 2:
cardGroup = ChooseWeaponManager.Instance.cardGroup_3;
break;
}
}
public void ChangeColor(ChooseWeaponManager.ColorType inputColorType)
{
colorType = inputColorType;
}
List<string> newCard = new List<string>();
for(int i=0;i<cardGroup.Count;i++)
{
newCard.Add(ChangeCondition(cardGroup[i], inputColorType));
}
ChooseWeaponManager.Instance.GenerateChangeColorCardGroup(groupIndex, newCard);
}
public string ChangeCondition(CardEntity cardEntity , ChooseWeaponManager.ColorType inputColorType)
{
string newColor = "red";
switch (inputColorType)
{
case ChooseWeaponManager.ColorType.red:
newColor = Name.Color.Red;
break;
case ChooseWeaponManager.ColorType.green:
newColor = Name.Color.Green;
break;
case ChooseWeaponManager.ColorType.blue:
newColor = Name.Color.Blue;
break;
case ChooseWeaponManager.ColorType.white:
newColor = Name.Color.White;
break;
}
string newcard;
newcard = CardManager.Instance.SwitchCardAllColor(cardEntity.cardId, cardEntity.cardOriginalData, newColor);
return newcard;
}
}

8
ColorlessWorld-2024-4-2/Assets/Scripts/FightReward.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9b611725eb88f0f4e81cfeecc8caeef2
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

18
ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardCardNode.cs

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RewardCardNode : MonoBehaviour
{
public string cardID;
public GameObject rewardTip;
public void RewardCardToDeck()
{
PlayerStatsManager.Instance.cardDeck.cardDeckList.Add(this.cardID);
RewardManager.Instance.DeleteRewardTip(rewardTip);
rewardTip.GetComponent<RewardTipData>().cardChoosePanle.SetActive(false);
//ÉùÒô
AudioManager.Instance.GainCardVoicePlayer();
}
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDataForChooseUI.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardCardNode.cs.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: c3237ec859125a24a8de6cc0ccd79d00
guid: 6a52df32d6b281b4c80de6a8b468bc2f
MonoImporter:
externalObjects: {}
serializedVersion: 2

70
ColorlessWorld-2024-4-2/Assets/Scripts/manager/RewardManager.cs → ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs

@ -28,7 +28,9 @@ public class RewardManager : Singleton<RewardManager>
[Header("卡牌奖励表")]
public List<string> cardRewardList = new List<string>();
public GameObject cardPrefab;
public GameObject cardPrefabCommon;
public GameObject cardPrefabLegendary;
public GameObject cardPrefabRare;
public GameObject cardChoosePanleFather;//选卡界面生成父级
public GameObject cardChoosePanlePrefab;//选卡界面预制体
@ -47,7 +49,7 @@ public class RewardManager : Singleton<RewardManager>
{
//AddRewardTips(RewardManager.RewardType.card,0);
AddRewardTips(RewardManager.RewardType.money,20);
//AddRewardTips(RewardManager.RewardType.card, 0);
AddRewardTips(RewardManager.RewardType.card, 3);
AddRewardTips(RewardManager.RewardType.money, 20);
}
public void JudgeEnemyOver()//判断是否结束回合
@ -74,7 +76,7 @@ public class RewardManager : Singleton<RewardManager>
var cardChoosePanle = Instantiate(cardChoosePanlePrefab, cardChoosePanleFather.transform);//生成选卡表
cardRewardTipData.cardChoosePanle = cardChoosePanle;
GeneratorRewardCard(cardChoosePanle.transform .GetChild(0), cardTip);//生成随机卡牌
GeneratorRewardCard(cardChoosePanle.transform .GetChild(1), cardTip,amount);//生成随机卡牌
break;
case RewardType.money:
var moneyTip = Instantiate(rewardTipPrefabMoney, chooseRewardPanle.transform);
@ -93,41 +95,55 @@ public class RewardManager : Singleton<RewardManager>
chooseRewardPanle.GetComponent<RectTransform>().sizeDelta = new Vector2(400 * rewardsList.Count, 0);
}
public void DeleteRewardTip( GameObject gameObject)//删除已领取的奖励
{
for(int i=0;i<rewardsList .Count;i++)
public void DeleteRewardTip(GameObject gameObject)//删除已领取的奖励
{
rewardsList.Remove(gameObject.GetComponent<RewardTipData>());
Destroy(gameObject);
if (rewardsList.Count <= 0)
{
if(rewardsList[i].gameObject . GetHashCode()==gameObject.GetHashCode() )
{
rewardsList[i].gameObject .SetActive (false );
rewardsList.RemoveAt(i);
if(rewardsList.Count<=0)
{
ScenceLoadManager.Instance.LoadTargetLevel(1);
}
break;
}
ScenceLoadManager.Instance.LoadTargetLevel(1);
}
}
public void GeneratorRewardCard(Transform cardFather ,GameObject cardTip)
public void GeneratorRewardCard(Transform cardFather ,GameObject cardTip ,int cardCount)
{
List <string> cardList = CardOriginalDataList .Instance .GetCardRewards (3).ToList();
List <string> cardList = CardOriginalDataList .Instance .GetCardRewards (cardCount).ToList();
for(int i =0;i<cardList .Count;i++)
{
var currentCard = Instantiate(cardPrefab, cardFather);
CardDataForChooseUI cardDataForChooseUI = currentCard.GetComponent<CardDataForChooseUI>();
cardDataForChooseUI.createCard(cardList[i], cardList.Count - 1);
cardDataForChooseUI.currentRewardCardTip = cardTip;
var currentCard = CreateCardWithIDForReward(cardList[i], cardFather);
RewardCardNode rewardCardNode = currentCard.GetComponent<RewardCardNode>();
rewardCardNode.cardID = cardList[i];
rewardCardNode.rewardTip = cardTip;
}
cardRewardList = cardList;
}
//创建其奖励卡牌
public GameObject CreateCardWithIDForReward(string id, Transform cardFrather)
{
GameObject cardPrefab;
cardPrefab = new GameObject();
int cardRarity = CardOriginalDataList.Instance.cardOriginalDataList[id].Rarity;
switch (cardRarity)
{
case Name.CardRarity.Legendary:
cardPrefab = Instantiate(cardPrefabLegendary, cardFrather);
break;
case Name.CardRarity.Rare:
cardPrefab = Instantiate(cardPrefabRare, cardFrather);
break;
case Name.CardRarity.Common:
cardPrefab = Instantiate(cardPrefabCommon, cardFrather);
break;
}
cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
CardEntity cardEntity = cardPrefab.GetComponent<CardEntity>();
cardEntity.createCard(id, 0);
return cardPrefab;
}
public void LevelStepAdd()
{
levelDevelopData.levelStep += 1;

0
ColorlessWorld-2024-4-2/Assets/Scripts/manager/RewardManager.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs.meta

10
ColorlessWorld-2024-4-2/Assets/Scripts/UI/RewardTipData.cs → ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardTipData.cs

@ -7,7 +7,6 @@ using static RewardManager;
public class RewardTipData : MonoBehaviour
{
public RewardManager.RewardType rewardType;
public int rewardID;
[Header("×é×°UI")]
public Image tipIcon;
@ -26,14 +25,17 @@ public class RewardTipData : MonoBehaviour
public void ShowCardChoosePanle()
{
cardChoosePanle.SetActive(true);
//¼Ó¿¨ÅÆ
//ÉùÒô
AudioManager.Instance.MenuOpenPlayer();
}
public void AddMoney()
{
RewardManager.Instance.DeleteRewardTip(this .gameObject);
//¼ÓÇ®
// GameManager.Instance.AddMoney( moneyCount);
//¼ÓÇ®;
PlayerStatsManager.Instance.EffectFunction(1, moneyCount);
//ÉùÒô
AudioManager.Instance.MenuClosePlayer();
}
public void AddLegacy()
{

0
ColorlessWorld-2024-4-2/Assets/Scripts/UI/RewardTipData.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardTipData.cs.meta

4
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -37,6 +37,8 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
case 1:
gainMoney(amount);
BroadCastSyncMoneyText();//ͬ²½UI
//ÉùÒô
AudioManager.Instance.GainMoneyVoicePlayer();
break;
//¼ÓѪ
case 2:
@ -115,5 +117,5 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
return cardPrefab;
}
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Shop/CardSaleNode.cs

@ -13,5 +13,7 @@ public class CardSaleNode : MonoBehaviour
{
saledMark.SetActive(true);
ShopManager.Instance.cardDeck.Add(cardID);
//ÉùÒô
AudioManager.Instance.BuyVoicePlayer();
}
}

1
ColorlessWorld-2024-4-2/Assets/Scripts/Shop/ShopManager.cs

@ -107,6 +107,7 @@ public class ShopManager : Singleton <ShopManager>
card.transform.SetAsFirstSibling();
currentSaleCardNode.GetComponent<CardSaleNode>().cardID = cardId.ToString ();
}
//单独购买的无色卡
int noneColorCardId = (int)Random.Range(1001, 1004);
var noneColorCardNode = Instantiate(saleCardNode, cardNoneColorFather);
var noneColorCard = PlayerStatsManager.Instance.CreateCardWithIDForLook(noneColorCardId.ToString(), noneColorCardNode.transform);

21
ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs

@ -48,6 +48,27 @@ public class CardManager : Singleton<CardManager>
string newCardId = AddElementToDictionary(CardOriginalDataList.Instance.existCardOriginalDataList, cardOriginalData.CardId, newCardOriginalData);
return newCardId;
}
public string SwitchCardAllColor(string orginalCardId, CardOriginalData cardOriginalData, string newColor)
{
//¸ÄĚőźţ
for(int i=0;i<cardOriginalData.conditionAndFunctionVal.Count;i++)
{
}
//¸ÄȞɍ
CardOriginalData newCardOriginalData = JsonConvert.DeserializeObject<CardOriginalData>(JsonConvert.SerializeObject(cardOriginalData));
for (int i = 0; i < newCardOriginalData.nodesColor.Length; i++)
{
newCardOriginalData.nodesColor[i] = newColor;
}
string newCardImgPath = "CardIcon/" + cardOriginalData.EffectRange + newColor;
newCardOriginalData.ImgPath = newCardImgPath;
string newCardId = AddElementToDictionary(CardOriginalDataList.Instance.existCardOriginalDataList, cardOriginalData.CardId, newCardOriginalData);
return newCardId;
}
public static string AddElementToDictionary(Dictionary<string, CardOriginalData> dictionary, string baseKey, CardOriginalData value)
{
string key = baseKey;

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