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bug修复

dev45-0922
yjm484 3 months ago
parent
commit
5d4bff354c
  1. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  2. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/StartChoosePoint/StartChooseCardManager.cs
  3. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/TavernPoint/WeaponNode/WeaponNodeOutcomSlot.cs
  4. 16
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs

1
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -132,6 +132,7 @@ public class TurnMaster : Singleton<TurnMaster>
MapUnityManager.Instance.switchNodeNum = 0; MapUnityManager.Instance.switchNodeNum = 0;
} }
WeaponManager.Instance.resetNodeScore(); WeaponManager.Instance.resetNodeScore();
MapUnityManager.Instance.switchNodeNum = 0;
//Ï´ÅÆ--³é¿¨ //Ï´ÅÆ--³é¿¨
StartCoroutine(ShuffleWithLosingCards()); StartCoroutine(ShuffleWithLosingCards());
//Ï´ÅÆ³é¿¨ÉùÒô //Ï´ÅÆ³é¿¨ÉùÒô

2
ColorlessWorld-2024-4-2/Assets/Scripts/StartChoosePoint/StartChooseCardManager.cs

@ -111,7 +111,7 @@ public class StartChooseCardManager : Singleton<StartChooseCardManager>
Destroy(getWeaponNodeList[i].currentWeaponNode); Destroy(getWeaponNodeList[i].currentWeaponNode);
} }
//GameObject weaponNode = WeaponManager.Instance.getRandomWeaponNodeForPlayer(); //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.parent = getWeaponNodeList[i].weaponNodeFather;
weaponNode.transform.localPosition = Vector3.zero; weaponNode.transform.localPosition = Vector3.zero;
weaponNode .transform .localScale = Vector3.one; weaponNode .transform .localScale = Vector3.one;

2
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.getRandomWeaponNodeForPlayer();
GameObject weaponNode = WeaponManager.Instance.getRandomWeaponNodeForPlayerWithLevel(Name.WeaponNodeLevel.Elementary); GameObject weaponNode = WeaponManager.Instance.getRandomWeaponNodeForPlayerWithLevel(Name.WeaponNodeLevel.Basic);
weaponNode.transform.SetParent(outcomeWeaponNodeFather); weaponNode.transform.SetParent(outcomeWeaponNodeFather);
weaponNode.transform.localPosition = Vector3.zero; weaponNode.transform.localPosition = Vector3.zero;
weaponNode.transform.localScale = Vector3.one; weaponNode.transform.localScale = Vector3.one;

16
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"); Debug.Log("结算成功节点1");
//score = 0; //score = 0;
//scoreMul = 0f; //scoreMul = 0f;
extraRedNodeCount = 0;
extraBlueNodeCount = 0;
extraYellowNodeCount = 0;
extraMostNodeCount = 0;
extraLeastNodeCount = 0;
extraAllNodeCount = 0;
turnScore = 0;
if (isIgnoreCondition||ConditionCheck(position)) if (isIgnoreCondition||ConditionCheck(position))
{ {
Debug.Log("结算成功节点2"+"位置"+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) 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"); Debug.Log("结算成功节点3");
string[] keys = result.Split("_"); string[] keys = result.Split("_");
for (int j = 0; j < keys.Length; j++) for (int j = 0; j < keys.Length; j++)

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