diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs index 64db2d1e..c6aa682b 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs @@ -132,6 +132,7 @@ public class TurnMaster : Singleton MapUnityManager.Instance.switchNodeNum = 0; } WeaponManager.Instance.resetNodeScore(); + MapUnityManager.Instance.switchNodeNum = 0; //洗牌--抽卡 StartCoroutine(ShuffleWithLosingCards()); //洗牌抽卡声音 diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/StartChoosePoint/StartChooseCardManager.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/StartChoosePoint/StartChooseCardManager.cs index 78de1a38..de343304 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/StartChoosePoint/StartChooseCardManager.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/StartChoosePoint/StartChooseCardManager.cs @@ -111,7 +111,7 @@ public class StartChooseCardManager : Singleton Destroy(getWeaponNodeList[i].currentWeaponNode); } //GameObject weaponNode = WeaponManager.Instance.getRandomWeaponNodeForPlayer(); - GameObject weaponNode = WeaponManager.Instance.getRandomWeaponNodeForPlayerWithLevel(Name.WeaponNodeLevel.Elementary); + GameObject weaponNode = WeaponManager.Instance.getRandomWeaponNodeForPlayerWithLevel(Name.WeaponNodeLevel.Basic); weaponNode.transform.parent = getWeaponNodeList[i].weaponNodeFather; weaponNode.transform.localPosition = Vector3.zero; weaponNode .transform .localScale = Vector3.one; diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/TavernPoint/WeaponNode/WeaponNodeOutcomSlot.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/TavernPoint/WeaponNode/WeaponNodeOutcomSlot.cs index b242f5b1..d206d6c4 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/TavernPoint/WeaponNode/WeaponNodeOutcomSlot.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/TavernPoint/WeaponNode/WeaponNodeOutcomSlot.cs @@ -69,7 +69,7 @@ public class WeaponNodeOutcomSlot : MonoBehaviour } //GameObject weaponNode = WeaponManager.Instance.getRandomWeaponNodeForPlayer(); - GameObject weaponNode = WeaponManager.Instance.getRandomWeaponNodeForPlayerWithLevel(Name.WeaponNodeLevel.Elementary); + GameObject weaponNode = WeaponManager.Instance.getRandomWeaponNodeForPlayerWithLevel(Name.WeaponNodeLevel.Basic); weaponNode.transform.SetParent(outcomeWeaponNodeFather); weaponNode.transform.localPosition = Vector3.zero; weaponNode.transform.localScale = Vector3.one; diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs index 4d7da792..b6e8bfcf 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs @@ -103,7 +103,13 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra Debug.Log("结算成功节点1"); //score = 0; //scoreMul = 0f; - + extraRedNodeCount = 0; + extraBlueNodeCount = 0; + extraYellowNodeCount = 0; + extraMostNodeCount = 0; + extraLeastNodeCount = 0; + extraAllNodeCount = 0; + turnScore = 0; if (isIgnoreCondition||ConditionCheck(position)) { Debug.Log("结算成功节点2"+"位置"+position); @@ -144,13 +150,7 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra public virtual void SettleFunction(int position,string result, ref int score) { - extraRedNodeCount = 0; - extraBlueNodeCount = 0; - extraYellowNodeCount = 0; - extraMostNodeCount = 0; - extraLeastNodeCount = 0; - extraAllNodeCount = 0; - turnScore = 0; + Debug.Log("结算成功节点3"); string[] keys = result.Split("_"); for (int j = 0; j < keys.Length; j++)