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2024.5.23ui联动和优化

remotes/checkIfPRContentChanged-1718088198349323294/test_master_2
软件204张景程 2 years ago
parent
commit
5860de5851
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40
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -49,6 +49,9 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
ainPanle.SetActive(true);
//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)
@ -69,6 +72,8 @@ 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
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);
@ -149,6 +154,8 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
}
}
public void OnEndDrag(PointerEventData eventData)
{
@ -162,6 +169,15 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
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")
@ -169,13 +185,32 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
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;
}
}
ainPanle.SetActive(false);
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.influenced)
if (currentNode == null|| currentNode.influenced==false)
{
//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();
}
else if (currentNode.influenced)
{
//卡牌释放效果
@ -207,6 +242,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
GetComponent<CanvasGroup>().blocksRaycasts = true;
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;

92
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -27,7 +27,75 @@ public class TurnMaster : Singleton<TurnMaster>
{
if(turn == Turn.playerTurnBegin )
{
//恢复体力
GameManager.Instance.playerState.currentStepRange = GameManager.Instance.playerState.maxStepRange;
//Ï´ÅÆ--³é¿¨
ShuffleWithLosingCards();
//阶段流转
turn = Turn.playerTurn;
}
if (turn == Turn.enemyTurnBegin)
{
//结算技能
turn = Turn.enemyTurn;
}
//同步UI
cardDeckNumberText.text = cardDeck.cardList.Count.ToString();
usedCardNumberText.text = usedCard.usedCardList.Count.ToString();
}
public void EndPlayerTurn()
{
//turn = Turn.enemyTurnBegin;
turn = Turn.playerTurnBegin;
}
public void EndEnemyTurn()
{
turn = Turn.playerTurnBegin;
}
public void ShuffleWithLosingCards()
{
for (int j = 0; j < handCard.cardSlotList.Count; j++)
{
if (handCard.cardSlotList[j].transform.childCount > 0)
{
//临时效果--将其加入墓地并销毁实体
var card = handCard.cardSlotList[j].transform.GetChild(0).gameObject;
TurnMaster.Instance.usedCard.usedCardList.Add(card);
Destroy(card);
}
}
for (int i = 0; i < 6; i++)
{
if (cardDeck.cardList.Count > 0)
{
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
}
else
{
//洗牌继续抽
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
cardDeck.cardList.Add(cardDeck.cardPrefab);
}
usedCard.usedCardList.Clear();
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
}
}
}
public void ShuffleWithoutLosingCards()
{
int k = 0;
for (int i = 0; i < 6; i++)
{
@ -61,29 +129,5 @@ public class TurnMaster : Singleton<TurnMaster>
}
}
turn = Turn.playerTurn;
}
if (turn == Turn.enemyTurnBegin)
{
//½áËã¼¼ÄÜ
turn = Turn.enemyTurn;
}
//ͬ²½UI
cardDeckNumberText.text = cardDeck.cardList.Count.ToString();
usedCardNumberText.text = usedCard.usedCardList.Count.ToString();
}
public void EndPlayerTurn()
{
//turn = Turn.enemyTurnBegin;
turn = Turn.playerTurnBegin;
}
public void EndEnemyTurn()
{
turn = Turn.playerTurnBegin;
}
}

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

@ -0,0 +1,8 @@
fileFormatVersion: 2
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70
ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs

@ -12,12 +12,61 @@ public class Player : MonoBehaviour
{
if(Mouse .current .leftButton .wasPressedThisFrame )
{
if(GameManager.Instance.playerState.currentStepRange>0)
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit) && raycastHit.collider.gameObject.tag == "Player")
{
Debug.Log(raycastHit.collider.gameObject.name);
StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange);
}
else
{
// Debug.Log(raycastHit.collider.gameObject.name);
ChooseNode();
}
}
else
{
Debug.Log("没有体力啦");
}
}
if (Mouse.current.rightButton.wasPressedThisFrame)
{
StepPreviewInfluencedNode(step);
// StepPreviewInfluencedNode(step);
CloseStepPreviewInfluencedNode();//取消格子预览
//todo取消卡牌释放
}
}
public void CalculateDistance(Vector3 targetPostion)//计算走了几步,目前先用距离来判断以后要写寻路算法
{
if(GameManager.Instance.playerOn != null )
{
Vector3 vec = GameManager.Instance.playerOn.transform.position - targetPostion;
float length = vec.magnitude;
Debug.Log(length);
if(length==0)
{
Debug.Log("无法移动");
}
else if( length <1.5f)
{
//-1
GameManager.Instance.playerState.currentStepRange -= 1;
}
else if(length<2.5f)
{
//-2
GameManager.Instance.playerState.currentStepRange -= 2;
}
else if(length <3.5)
{
//-3
GameManager.Instance.playerState.currentStepRange -= 3;
}
}
}
public void ChooseNode()//射线检测选择一个mapNode
@ -28,6 +77,12 @@ public class Player : MonoBehaviour
Debug.Log(raycastHit.collider.gameObject.name);
MapUnity mapNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//计算移动距离来减步数
if (mapNode.influenced)
CalculateDistance(mapNode.gameObject.transform.position);
//角色移动
if (mapNode .influenced )
{
if(GameManager.Instance.playerOn != null )
@ -47,9 +102,22 @@ public class Player : MonoBehaviour
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
}
}
}
public void CloseStepPreviewInfluencedNode()
{
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
}
public void StepPreviewInfluencedNode(int step)//可移动格子预览
{
influencePreviewPool.Clear();

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{ "pid": 35942, "tid": 1, "ts": 1716079657827082, "dur": 1824, "ph": "X", "name": "", "args": {} },
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