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颜色条预览

pull/75/head
45 1 year ago
parent
commit
4d6950ed96
  1. 132
      ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/WaitTimeCardBullet.prefab
  2. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab
  3. 691
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  4. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  5. 15
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/UI/ExpHpFlash.cs
  6. 173
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  7. 54
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

132
ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/WaitTimeCardBullet.prefab

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

@ -426,7 +426,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{ {
//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 //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); Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
Debug.Log(Mouse.current.position.value); // Debug.Log(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value)) if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value))
{ {
//Debug.Log(raycastHit.collider.gameObject.name); //Debug.Log(raycastHit.collider.gameObject.name);
@ -440,6 +440,9 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
cardEntity.influencePreviewPool.Clear(); cardEntity.influencePreviewPool.Clear();
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>(); currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//注册拖拽卡牌信息
GameManager.Instance.currentCardEntity = cardEntity;
GameManager .Instance .currentMapNode = currentNode;
//重新调用范围预览 //重新调用范围预览
//GameManager.Instance.player.StepPreviewInfluencedNode(cardEntity.cardOriginalData.CastingRange); //GameManager.Instance.player.StepPreviewInfluencedNode(cardEntity.cardOriginalData.CastingRange);
int castRange = cardEntity.cardOriginalData.CastingRange; int castRange = cardEntity.cardOriginalData.CastingRange;
@ -464,6 +467,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//更新效果作用范围内怪物虚血 //更新效果作用范围内怪物虚血
EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool); EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool);
} }
} }

15
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/UI/ExpHpFlash.cs

@ -7,6 +7,14 @@ using UnityEngine.UI;
public class ExpHpFlash : MonoBehaviour public class ExpHpFlash : MonoBehaviour
{ {
public Image image; public Image image;
public Text text;
public UItype uItype;
public enum UItype
{
imageUI,
textUI
}
public Color white; public Color white;
public Color black; public Color black;
public Color originColor; public Color originColor;
@ -32,6 +40,13 @@ public class ExpHpFlash : MonoBehaviour
dir = true; dir = true;
} }
if(uItype == UItype.imageUI )
{
image.color = Vector4.Lerp(black, white, time); image.color = Vector4.Lerp(black, white, time);
} }
else
{
text.color = Vector4.Lerp(black, white, time);
}
}
} }

173
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -57,6 +57,7 @@ public class GameManager : Singleton<GameManager>
public Image Green; public Image Green;
public Image Bule; public Image Bule;
public Image Black; public Image Black;
public Image White;
[Header("场地颜色分度盘文字")] [Header("场地颜色分度盘文字")]
public Text redText; public Text redText;
public Text greenText; public Text greenText;
@ -65,7 +66,7 @@ public class GameManager : Singleton<GameManager>
public Text whiteText; public Text whiteText;
public Text sumPlayerText; public Text sumPlayerText;
public Text sumMiddleText; public Text sumMiddleText;
public Text sumEnemyText; public Text sumRightText;
[Header("场地颜色优势框")] [Header("场地颜色优势框")]
public Image sunImage; public Image sunImage;
public RectTransform barBox;//总框体大小 public RectTransform barBox;//总框体大小
@ -83,6 +84,15 @@ public class GameManager : Singleton<GameManager>
float greenNodeCountLatest; float greenNodeCountLatest;
float whiteNodeCountLatest; float whiteNodeCountLatest;
float blackNodeCountLatest; float blackNodeCountLatest;
[Header("场地颜色分度盘文字预览")]
public Text redTextPre;
public Text greenTextPre;
public Text blueTextPre;
public Text blackTextPre;
public Text whiteTextPre;
public Text sumPlayerTextPre;
public Text sumMiddleTextPre;
public Text sumRightTextPre;
[Header("太阳动画")] [Header("太阳动画")]
public Animator sunAnim; public Animator sunAnim;
@ -96,7 +106,10 @@ public class GameManager : Singleton<GameManager>
[Header("虚拟像机")] [Header("虚拟像机")]
public GameObject colseCamera; public GameObject colseCamera;
public GameObject farCamera; public GameObject farCamera;
[Header("当前玩家拖拽的卡牌")]
public CardEntity currentCardEntity;
[Header("当前玩家拖拽的卡牌选中的地块")]
public MapUnity currentMapNode;
private void Start() private void Start()
{ {
//生成空地图列表 //生成空地图列表
@ -212,14 +225,8 @@ public class GameManager : Singleton<GameManager>
blueNodeCountLatest = Mathf.Lerp(blueNodeCountLatest, blueNodeCount, Time.deltaTime * sunSpeed); blueNodeCountLatest = Mathf.Lerp(blueNodeCountLatest, blueNodeCount, Time.deltaTime * sunSpeed);
greenNodeCountLatest = Mathf.Lerp(greenNodeCountLatest, greenNodeCount, Time.deltaTime * sunSpeed); greenNodeCountLatest = Mathf.Lerp(greenNodeCountLatest, greenNodeCount, Time.deltaTime * sunSpeed);
// float currentWhiteNodeCount = Mathf.Lerp(whiteNodeCountLatest, whiteNodeCount, Time.deltaTime * sunSpeed); // float currentWhiteNodeCount = Mathf.Lerp(whiteNodeCountLatest, whiteNodeCount, Time.deltaTime * sunSpeed);
blackNodeCountLatest = Mathf.Lerp(blackNodeCountLatest, blackNodeCount, Time.deltaTime * sunSpeed); whiteNodeCountLatest = Mathf.Lerp(whiteNodeCountLatest, whiteNodeCount, Time.deltaTime * sunSpeed);
//blackNodeCountLatest = Mathf.Lerp(blackNodeCountLatest, blackNodeCount, Time.deltaTime * sunSpeed);
float totoalNode = redNodeCount + blueNodeCount + greenNodeCount + whiteNodeCount + blackNodeCount;
//ÑÕÉ«
Red.fillAmount = redNodeCountLatest / totoalNode;
Green.fillAmount = Red.fillAmount + greenNodeCountLatest / totoalNode;
Bule.fillAmount = Green.fillAmount + blueNodeCountLatest / totoalNode;
Black.fillAmount = Bule.fillAmount + blackNodeCountLatest / totoalNode;
//文字 //文字
redText.text = redNodeCount.ToString(); redText.text = redNodeCount.ToString();
if (redNodeCount == 0) if (redNodeCount == 0)
@ -238,19 +245,154 @@ public class GameManager : Singleton<GameManager>
whiteText.text = " "; whiteText.text = " ";
sumPlayerText.text = (redNodeCount + blueNodeCount + greenNodeCount).ToString(); sumPlayerText.text = (redNodeCount + blueNodeCount + greenNodeCount).ToString();
sumMiddleText.text = whiteNodeCount.ToString(); sumMiddleText.text = whiteNodeCount.ToString();
sumEnemyText.text = blackNodeCount.ToString(); sumRightText.text = blackNodeCount.ToString();
float totoalNode = redNodeCount + blueNodeCount + greenNodeCount + whiteNodeCount + blackNodeCount;
//颜色
Red.fillAmount = redNodeCountLatest / totoalNode;
Green.fillAmount = Red.fillAmount + greenNodeCountLatest / totoalNode;
Bule.fillAmount = Green.fillAmount + blueNodeCountLatest / totoalNode;
White.fillAmount = Bule.fillAmount + whiteNodeCountLatest / totoalNode;
// Black.fillAmount = Bule.fillAmount + blackNodeCountLatest / totoalNode;
//预览涂色
if (onDrag && currentCardEntity != null && currentMapNode != null && currentMapNode .influenced ==true)
{
List<int> ints = SettlementManager.Instance.PreviewColorMapUnity(currentCardEntity.cardOriginalData, currentMapNode);
for (int i = 0; i < ints.Count; i++)
{
switch (i)
{
case 1:
redNodeCountLatest = redNodeCount + ints[i];
redText.text = (redNodeCount+ ints[i]).ToString();
redTextPre .gameObject .SetActive(true);
if(ints[i]>0)
{
redTextPre.text = "(" +"+" +ints[i].ToString() + ")";
}
else
{
redTextPre.text = "(" + ints[i].ToString() + ")";
}
redTextPre.transform.localPosition = new Vector3(redText.transform.localPosition.x, redText.transform.localPosition.y-50f, 0);
break;
case 2:
whiteNodeCountLatest = whiteNodeCount + ints[i];
whiteText.text = (whiteNodeCount + ints[i]).ToString();
whiteTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
whiteTextPre.text = "(" + "+" + ints[i].ToString() + ")";
}
else
{
whiteTextPre.text = "(" + ints[i].ToString() + ")";
}
whiteTextPre.transform.localPosition = new Vector3(whiteText.transform.localPosition.x, whiteText.transform.localPosition.y - 50f, 0);
break;
case 3:
blueNodeCountLatest = blueNodeCount + ints[i];
blueText.text = (blueNodeCount+ ints[i]).ToString();
blueTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
blueTextPre.text = "(" +"+"+ ints[i].ToString() + ")";
}
else
{
blueTextPre.text = "(" + ints[i].ToString() + ")";
}
blueTextPre.text = "(" + ints[i].ToString() + ")";
blueTextPre.transform.localPosition = new Vector3(blueText.transform.localPosition.x, blackText.transform.localPosition.y - 50f, 0);
break;
case 4:
greenNodeCountLatest = greenNodeCount + ints[i];
greenText.text = (greenNodeCount + ints[i]).ToString();
greenTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
greenTextPre.text = "(" + "+"+ ints[i].ToString() + ")";
}
else
{
greenTextPre.text = "(" + ints[i].ToString() + ")";
}
greenTextPre.transform.localPosition = new Vector3(greenText.transform.localPosition.x, greenText.transform.localPosition.y - 50f, 0);
break;
case 5:
// blackNodeCountLatest = blackNodeCount - ints[i];
blackText.text = (blackNodeCount + ints[i]).ToString();
blackTextPre .gameObject .SetActive(true);
if (ints[i] > 0)
{
blackTextPre.text = "(" +"+"+ ints[i].ToString() + ")";
}
else
{
blackTextPre.text = "(" + ints[i].ToString() + ")";
}
blackTextPre.transform.localPosition = new Vector3(blackText.transform.localPosition.x, blackText.transform.localPosition.y - 50f, 0);
break;
}
}
sumPlayerText.text = (redNodeCount + blueNodeCount + greenNodeCount + ints[1] + ints[3] + ints[4]).ToString();
sumPlayerTextPre .gameObject .SetActive(true);
sumPlayerTextPre.transform.localPosition = new Vector3(sumPlayerText.transform.localPosition.x + 150f, sumPlayerText.transform.localPosition.y , 0);
if (ints[1] + ints[3] + ints[4]>0)
{
sumPlayerTextPre.text = "("+"+"+(ints[1] + ints[3] + ints[4]).ToString() + ")";
}
else
{
sumPlayerTextPre.text = "(" + (ints[1] + ints[3] + ints[4]).ToString() + ")";
}
sumMiddleText.text = (whiteNodeCount + ints[2]).ToString();
sumMiddleTextPre .gameObject .SetActive(true);
sumMiddleTextPre.transform.localPosition = new Vector3(sumMiddleText.transform.localPosition.x + 150f, sumMiddleText.transform.localPosition.y, 0);
if (ints[2] > 0)
{
sumMiddleTextPre.text = "(" + "+" + ints[2].ToString() + ")";
}
else
{
sumMiddleTextPre.text = "(" + ints[2].ToString() + ")";
}
sumRightText.text = (blackNodeCount + ints[5]).ToString();
sumRightTextPre .gameObject .SetActive(true);
sumRightTextPre.transform.localPosition = new Vector3(sumRightText.transform.localPosition.x + 150f, sumRightText.transform.localPosition.y, 0);
if (ints[5] > 0)
{
sumRightTextPre.text= "(" + "+" + ints[5].ToString() + ")";
}
else
{
sumRightTextPre.text = "(" + ints[5].ToString() + ")";
}
}
else
{
redTextPre.gameObject.SetActive(false);
whiteTextPre.gameObject.SetActive(false);
blueTextPre.gameObject.SetActive(false);
greenTextPre.gameObject.SetActive(false);
blackTextPre.gameObject.SetActive(false);
sumPlayerTextPre.gameObject .SetActive(false);
sumMiddleTextPre.gameObject.SetActive(false);
sumRightTextPre.gameObject.SetActive(false);
}
//文字位置 //文字位置
float length = barBox.sizeDelta.x; float length = barBox.sizeDelta.x;
redText.transform.localPosition = new Vector3((length * (Red.fillAmount-1))*0.5f, 0, 0); redText.transform.localPosition = new Vector3((length * (Red.fillAmount-1))*0.5f, 0, 0);
greenText.transform.localPosition = new Vector3(length * 0.5f * (Green.fillAmount + Red.fillAmount - 1), 0, 0); greenText.transform.localPosition = new Vector3(length * 0.5f * (Green.fillAmount + Red.fillAmount - 1), 0, 0);
blueText.transform.localPosition = new Vector3(length * 0.5f * (Bule.fillAmount + Green.fillAmount - 1), 0, 0); blueText.transform.localPosition = new Vector3(length * 0.5f * (Bule.fillAmount + Green.fillAmount - 1), 0, 0);
blackText .transform .localPosition = new Vector3 (length * 0.5f * (Black.fillAmount + Bule.fillAmount - 1), 0, 0); whiteText .transform .localPosition = new Vector3 (length * 0.5f * (White.fillAmount + Bule.fillAmount - 1), 0, 0);
whiteText.transform.localPosition= new Vector3 (length * 0.5f * Black.fillAmount , 0, 0); blackText.transform.localPosition= new Vector3 (length * 0.5f * White.fillAmount , 0, 0);
sumPlayerText .transform .localPosition = new Vector3 (length * (Bule.fillAmount - 1) * 0.5f,150,0); sumPlayerText .transform .localPosition = new Vector3 (length * (Bule.fillAmount - 1) * 0.5f,150,0);
sumMiddleText.transform.localPosition = new Vector3(whiteText.transform.localPosition.x, 150, 0); sumMiddleText.transform.localPosition = new Vector3(whiteText.transform.localPosition.x, 150, 0);
sumEnemyText.transform.localPosition = new Vector3(blackText.transform.localPosition.x, 150, 0); sumRightText.transform.localPosition = new Vector3(blackText.transform.localPosition.x, 150, 0);
//太阳 //太阳
string advColor = MapUnityManager.Instance.getAdvNode(); string advColor = MapUnityManager.Instance.getAdvNode();
if(lastSunColor != advColor ) if(lastSunColor != advColor )
@ -285,6 +427,9 @@ public class GameManager : Singleton<GameManager>
break; break;
} }
} }
} }
//统计场地颜色 //统计场地颜色
public bool SyncColourCountUI() public bool SyncColourCountUI()

54
ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

@ -75,6 +75,60 @@ public class SettlementManager : Singleton<SettlementManager>
} }
} }
//Ô¤¼ÆµØ¿é¼ÆÊý
public List <int> PreviewColorMapUnity(CardOriginalData cardOriginalData, MapUnity targetNode)
{
List<int > mapColorCount = new List<int>() { 0,0,0,0,0,0};//1red,2white,3blue,4green,5black
ZeroToFiveCircularCounter counter = new ZeroToFiveCircularCounter();
int offset = 3;
Vector3 face = targetNode.transform.position - GameManager.Instance.playerOn.transform.position;
if (!targetNode.Equals(GameManager.Instance.playerOn))
{
float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180;
offset = getEulerOffset(offset, euler);
}
if (!cardOriginalData.nodesColor[0].Equals(Name.none))
{
// targetNode.switchColor(Name.stringColorToint(cardOriginalData.nodesColor[0]));
if (targetNode.whoColour != Name.stringColorToint(cardOriginalData.nodesColor[0]))
{
mapColorCount[Name.stringColorToint(cardOriginalData.nodesColor[0])] += 1;
mapColorCount[targetNode.whoColour] -= 1;
}
}
// Debug.Log("offsetÊÇ" + offset);
for (int i = 0; i < cardOriginalData.nodesMark.Length; i++)
{
MapUnity endNode = targetNode;
try
{
string[] marks = cardOriginalData.nodesMark[i].Split("_");
for (int j = 0; j < marks.Length; j++)
{
MapUnity oldNode = endNode;
endNode = oldNode.unitPool[counter.Add(offset, int.Parse(marks[j]))];
}
if (endNode != null)
{
// endNode.switchColor(Name.stringColorToint(cardOriginalData.nodesColor[i + 1]));
if(endNode.whoColour != Name.stringColorToint(cardOriginalData.nodesColor[i + 1]))
{
mapColorCount[Name.stringColorToint(cardOriginalData.nodesColor[i + 1])] += 1;
mapColorCount[endNode.whoColour] -= 1;
}
}
}
catch (Exception e)
{
}
}
return mapColorCount;
}
private int getEulerOffset(int offset, float euler) private int getEulerOffset(int offset, float euler)
{ {

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