21 changed files with 448 additions and 739 deletions
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using Unity.VisualScripting; |
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using UnityEngine; |
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using UnityEngine.UI; |
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using UnityEngine.EventSystems; |
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using UnityEngine.InputSystem; |
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public class CardEntity_OldSave : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler |
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{ |
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public CardOriginalData cardOriginalData; |
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//public CardOriginalData cardData;
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public int cardId; |
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public int CardId |
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{ |
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get { return cardId; } |
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set { cardId = value; } |
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} |
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// public Vector3 OriginTransform;
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//private Vector3 EndTransform;
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[Header("拖拽参数")] |
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public Transform originalParent; |
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public Vector3 originalpoint; |
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bool canUse = true;//决定卡牌是否可以释放
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bool choosed;//标识卡牌是否被选中
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[Header("贝塞尔曲线瞄准")] |
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public GameObject ainPanle; |
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[Header("影响格参数")] |
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public MapUnity currentNode;//瞄准的格子
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public List<MapUnity> influencePreviewPool;//卡牌的影响范围
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[Header("卡牌拖拽状态")] |
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public CardDragState dragState; |
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public enum CardDragState |
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{ |
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onBeginDrag, |
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onDrag, |
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onEndDrag, |
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noDrag |
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} |
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public EventSystem eventSystem; |
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PointerEventData eventData; |
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List<RaycastResult> result = new List<RaycastResult>(); |
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public void Start() |
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{ |
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//cardData = GetComponent<CardOriginalData>();
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eventSystem = GameObject.FindObjectOfType<EventSystem>(); |
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eventData = new PointerEventData(eventSystem); |
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} |
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private void Update() |
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{ |
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//右键取消释放
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if (choosed && Mouse.current.rightButton.wasPressedThisFrame) |
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{ |
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Debug.Log("1"); |
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dragState = CardDragState.noDrag; |
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canUse = false;//取消释放
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ainPanle.SetActive(false); |
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//遍历范围预览池消除影响色
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for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
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{ |
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GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
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} |
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GameManager.Instance.player.influencePreviewPool.Clear(); |
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//遍历影响池变色
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for (int i = 0; i < influencePreviewPool.Count; i++) |
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{ |
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influencePreviewPool[i].influenced = false; |
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} |
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influencePreviewPool.Clear(); |
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//其他位置都归位
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transform.SetParent(originalParent); |
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transform.localPosition = originalpoint; |
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GetComponent<CanvasGroup>().blocksRaycasts = true; |
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return; |
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} |
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if (dragState != CardDragState.noDrag && dragState != CardDragState.onDrag) |
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{ |
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//UI射线检测
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eventData.position = Mouse.current.position.value; |
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eventSystem.RaycastAll(eventData, result); |
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if (result.Count > 0) |
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{ |
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Debug.Log(result[0].gameObject.name); |
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} |
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} |
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switch (dragState) |
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{ |
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case CardDragState.onBeginDrag: |
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TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.useCard; |
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CardChoose(eventData); |
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dragState = CardDragState.onDrag; |
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break; |
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case CardDragState.onDrag: |
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CardFollow(); |
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if (Mouse.current.leftButton.wasReleasedThisFrame) |
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{ |
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dragState = CardDragState.onEndDrag; |
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} |
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break; |
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case CardDragState.onEndDrag: |
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TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.none; |
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CardUse(); |
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break; |
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case CardDragState.noDrag: |
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if (Mouse.current.leftButton.wasReleasedThisFrame) |
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{ |
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eventData.position = Mouse.current.position.value; |
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eventSystem.RaycastAll(eventData, result); |
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if (result.Count > 0) |
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{ |
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Debug.Log(result[0].gameObject.name); |
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if (result[0].gameObject == this.gameObject) |
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{ |
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dragState = CardDragState.onBeginDrag; |
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} |
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} |
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} |
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break; |
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} |
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} |
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public void createCard(int cardId) |
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{ |
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this.cardId = cardId; |
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Debug.Log(cardId + "-" + CardOriginalDataList.Instance.cardOriginalDataList[cardId]); |
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cardOriginalData = CardOriginalDataList.Instance.cardOriginalDataList[cardId]; |
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settleForStart(SettlementManager.settleTurn); |
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} |
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//不应该为void,返回值为作用的地块
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public void use() |
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{ |
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settle(0); |
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} |
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//卡牌效果的结算
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public void settle(int settleTurn) |
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{ |
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for (int i = 0; i < cardOriginalData.Function.Length; i++) |
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{ |
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switch (cardOriginalData.Function[i]) |
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{ |
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case CardFunction.cardDamage: |
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damageWork(int.Parse(cardOriginalData.FunctionVal[i])); |
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break; |
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case CardFunction.cardShield: |
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Usermanager.Instance.Shield = Usermanager.Instance.Shield + int.Parse(cardOriginalData.FunctionVal[i]); |
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break; |
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case CardFunction.posion: |
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case CardFunction.weak: |
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case CardFunction.coma: |
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case CardFunction.disarm: |
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case CardFunction.sleep: |
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case CardFunction.bleed: |
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case CardFunction.thorn: |
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abnormalConditionWork(cardOriginalData.Function[i], int.Parse(cardOriginalData.FunctionVal[i])); |
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break; |
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case CardFunction.costRestore: |
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break; |
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case CardFunction.dyeing: |
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Debug.Log("功能是:" + cardOriginalData.Function[1]); |
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dyeingWork(); |
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break; |
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} |
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} |
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} |
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public void abnormalConditionWork(string condition, int stackVak) |
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{ |
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for (int i = 0; i < influencePreviewPool.Count; i++) |
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{ |
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//施加负面
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if (influencePreviewPool[i].enemyNode != null) |
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{ |
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influencePreviewPool[i].enemyNode.sufferAbnormalCondition(condition, stackVak); |
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} |
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} |
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} |
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private void damageWork(int damageVal) |
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{ |
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for (int i = 0; i < influencePreviewPool.Count; i++) |
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{ |
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//造成伤害
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if (influencePreviewPool[i].enemyNode != null) |
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{ |
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influencePreviewPool[i].enemyNode.sufferDamage(damageVal); |
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} |
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} |
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} |
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private void dyeingWork() |
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{ |
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Debug.Log(influencePreviewPool.Count); |
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for (int i = 0; i < influencePreviewPool.Count; i++) |
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{ |
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influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour; |
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} |
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} |
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private void dyeing() |
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{ |
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//遍历影响池变色
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for (int i = 0; i < influencePreviewPool.Count; i++) |
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{ |
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influencePreviewPool[i].influenced = true; |
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influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].yellow; |
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} |
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} |
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//生成卡牌时候遗物的结算
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public void settleForStart(int settleTurn) |
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{ |
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} |
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//卡牌效果结束之后结算
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public void settleForEnd(int settleTurn) |
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{ |
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} |
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public void OnBeginDrag(PointerEventData eventData) |
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{ |
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dragState = CardDragState.onBeginDrag; |
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} |
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public void OnDrag(PointerEventData eventData) |
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{ |
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} |
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private void ainPanleWork() |
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{ |
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//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
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Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
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if (Physics.Raycast(ray, out RaycastHit raycastHit)) |
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{ |
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Debug.Log(raycastHit.collider.gameObject.name); |
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//检测到跟上次瞄准地方不同,更新
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if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject) |
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{ |
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for (int i = 0; i < influencePreviewPool.Count; i++) |
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{ |
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influencePreviewPool[i].influenced = false; |
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} |
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influencePreviewPool.Clear(); |
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currentNode = raycastHit.collider.transform.GetComponent<MapUnity>(); |
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//重新调用范围预览
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GameManager.Instance.player.StepPreviewInfluencedNode(cardOriginalData.CastingRange); |
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Debug.Log(cardOriginalData.CastingRange); |
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//预览影响范围
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if (currentNode.influenced) |
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{ |
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//根据卡牌属性改变影响池
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influencePreviewPool.Add(currentNode); |
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Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position; |
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float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180; |
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Debug.Log(euler); |
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if (euler > 0 && euler < 45) |
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{ |
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if (currentNode.unitPool[0] != null) |
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influencePreviewPool.Add(currentNode.unitPool[0]); |
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if (currentNode.unitPool[4] != null) |
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influencePreviewPool.Add(currentNode.unitPool[4]); |
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} |
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else if (euler > 45 && euler < 135) |
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{ |
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if (currentNode.unitPool[1] != null) |
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influencePreviewPool.Add(currentNode.unitPool[1]); |
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if (currentNode.unitPool[5] != null) |
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influencePreviewPool.Add(currentNode.unitPool[5]); |
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} |
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else if (euler > 135 && euler < 180) |
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{ |
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if (currentNode.unitPool[2] != null) |
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influencePreviewPool.Add(currentNode.unitPool[2]); |
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if (currentNode.unitPool[0] != null) |
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influencePreviewPool.Add(currentNode.unitPool[0]); |
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} |
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else if (euler > 180 && euler < 225) |
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{ |
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if (currentNode.unitPool[1] != null) |
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influencePreviewPool.Add(currentNode.unitPool[1]); |
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if (currentNode.unitPool[3] != null) |
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influencePreviewPool.Add(currentNode.unitPool[3]); |
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} |
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else if (euler > 225 && euler < 315) |
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{ |
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if (currentNode.unitPool[2] != null) |
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influencePreviewPool.Add(currentNode.unitPool[2]); |
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if (currentNode.unitPool[4] != null) |
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influencePreviewPool.Add(currentNode.unitPool[4]); |
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} |
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else if (euler > 315 && euler < 360) |
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{ |
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if (currentNode.unitPool[3] != null) |
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influencePreviewPool.Add(currentNode.unitPool[3]); |
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if (currentNode.unitPool[5] != null) |
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influencePreviewPool.Add(currentNode.unitPool[5]); |
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} |
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//influencePreviewPool.Add(currentNode);
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} |
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} |
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} |
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Debug.Log("结束影响数值" + influencePreviewPool.Count); |
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} |
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private void noAinPanleWork(PointerEventData eventData) |
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{ |
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Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
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if (eventData.pointerCurrentRaycast.gameObject != null) |
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{ |
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if (Physics.Raycast(ray, out RaycastHit raycastHit)) |
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{ |
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currentNode = raycastHit.collider.transform.GetComponent<MapUnity>(); |
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influencePreviewPool.Add(currentNode); |
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} |
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} |
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} |
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public void OnEndDrag(PointerEventData eventData) |
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{ |
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} |
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//卡片动作
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//开始选中
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public void CardChoose(PointerEventData eventData) |
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{ |
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// if (GameObject.Find("CardPanel") != null)
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// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
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choosed = true; |
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GetComponent<CanvasGroup>().blocksRaycasts = false; |
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originalParent = this.gameObject.transform.parent; |
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originalpoint = this.transform.localPosition; |
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transform.SetParent(transform.parent.parent); |
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transform.position = eventData.position; |
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//根据卡牌数据决定是否调用曲线
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if (cardOriginalData.CastingRange != 0) |
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{ |
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//释放范围为0则不需要调用曲线
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ainPanle.SetActive(true); |
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} |
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else |
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{ |
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ainPanle.SetActive(false); |
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} |
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//todo-统一确定锚点位置
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//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
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//GameManager.Instance.player.StepPreviewInfluencedNode(1);
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} |
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//拖拽中
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public void CardFollow() |
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{ |
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if (cardOriginalData.CastingRange != 0) |
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{ |
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ainPanleWork(); |
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} |
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else |
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{ |
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//没有范围不需要射线吧,因为不需要指定目标点?
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// noAinPanleWork(eventData);
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} |
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dyeing(); |
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} |
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//卡牌释放
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public void CardUse() |
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{ |
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choosed = false; |
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if (canUse) |
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{ |
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Debug.Log("进入影响数值" + influencePreviewPool.Count); |
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if (result.Count > 0) |
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{ |
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if (result[0].gameObject.tag == "Card") |
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{ |
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choosed = true; |
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dragState = CardDragState.onDrag; |
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TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.useCard; |
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/* |
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GetComponent<CanvasGroup>().blocksRaycasts = true; |
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ainPanle.SetActive(false);//关闭贝塞尔曲线
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//遍历范围预览池消除影响色
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for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
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{ |
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GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
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} |
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//GameManager.Instance.player.influencePreviewPool.Clear();
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*/ |
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return; |
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} |
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else if (result[0].gameObject.name == "cardSlot") |
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{ |
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choosed = true; |
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dragState = CardDragState.onDrag; |
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TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.useCard; |
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/* |
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transform.SetParent(result[0].gameObject.transform); |
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transform.position = result [0].gameObject.transform.position; |
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GetComponent<CanvasGroup>().blocksRaycasts = true; |
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ainPanle.SetActive(false);//关闭贝塞尔曲线
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//遍历范围预览池消除影响色
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for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
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{ |
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GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
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} |
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//GameManager.Instance.player.influencePreviewPool.Clear();
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*/ |
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return; |
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} |
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} |
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if (ainPanle.activeSelf) |
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{ |
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ainPanle.SetActive(false);//关闭贝塞尔曲线
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} |
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//先判断该卡牌的类型是否是需要范围
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if (cardOriginalData.CastingRange != 0) |
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{ |
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//检测碰撞的地图节点是否被影响(可释放)
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if (currentNode == null || currentNode.influenced == false) |
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{ |
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//遍历范围预览池消除影响色(红色,卡牌的释放范围)
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for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
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{ |
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GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
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} |
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//GameManager.Instance.player.influencePreviewPool.Clear();
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} |
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else if (currentNode.influenced) |
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{ |
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//卡牌释放效果
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use(); |
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Debug.Log("玩家盾量:" + Usermanager.Instance.Shield); |
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//临时效果--将其加入墓地并销毁实体
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TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId); |
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Destroy(this.gameObject); |
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} |
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//遍历范围预览池消除影响色
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for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) |
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{ |
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GameManager.Instance.player.influencePreviewPool[i].influenced = false; |
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} |
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GameManager.Instance.player.influencePreviewPool.Clear(); |
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//遍历影响池变色
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for (int i = 0; i < influencePreviewPool.Count; i++) |
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{ |
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influencePreviewPool[i].influenced = false; |
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} |
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influencePreviewPool.Clear(); |
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GetComponent<CanvasGroup>().blocksRaycasts = true; |
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//其他位置都归位
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transform.SetParent(originalParent); |
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transform.localPosition = originalpoint; |
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return; |
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}//范围类,需要指定被影响的节点才能释放
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else |
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{ |
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//卡牌释放效果
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use(); |
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Debug.Log("玩家盾量:" + Usermanager.Instance.Shield); |
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//临时效果--将其加入墓地并销毁实体
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TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId); |
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Destroy(this.gameObject); |
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return; |
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}//无范围类,直接释放
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} |
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else |
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{ |
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canUse = true; |
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} |
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} |
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} |
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@ -0,0 +1,51 @@ |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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public class EffectRangeHandler1 : EffectRangeHandlerBase |
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{ |
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public EffectRangeHandler1(MapUnity currentNode, float euler) |
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{ |
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influencePreviewPool.Clear(); |
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influencePreviewPool.Add(currentNode); |
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angleActions = new Dictionary<float, Func<List<MapUnity>>> |
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{ |
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{ 30.0f, () => |
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{ |
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return influencePreviewPool; |
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} |
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}, |
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{ 90.0f, () => |
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{ |
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return influencePreviewPool; |
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} |
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}, |
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{ 150.0f, () => |
|||
{ |
|||
return influencePreviewPool; |
|||
} |
|||
}, |
|||
{ 210.0f, () => |
|||
{ |
|||
return influencePreviewPool; |
|||
} |
|||
}, |
|||
{ 270.0f, () => |
|||
{ |
|||
return influencePreviewPool; |
|||
} |
|||
}, |
|||
{ 330.0f, () => |
|||
{ |
|||
return influencePreviewPool; |
|||
} |
|||
} |
|||
}; |
|||
|
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
} |
|||
@ -1,5 +1,5 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 7831439f6bbbdf14b8546fd1ac26d312 |
|||
guid: 00c6f2acf33d3594aa85dff634c0b326 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
@ -0,0 +1,41 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class MapUnityManager : MonoBehaviour |
|||
{ |
|||
public List<MapUnity> findReachableTiles(MapUnity startNode, int movePoints) |
|||
{ |
|||
List<MapUnity> reachableNodes = new List<MapUnity>(); |
|||
Queue<MapUnity> queue = new Queue<MapUnity>(); |
|||
Dictionary<MapUnity, int> remainingMovePoints = new Dictionary<MapUnity, int>(); |
|||
|
|||
queue.Enqueue(startNode); |
|||
remainingMovePoints[startNode] = movePoints; |
|||
|
|||
while (queue.Count > 0) |
|||
{ |
|||
MapUnity currentNode = queue.Dequeue(); |
|||
int currentMovePoints = remainingMovePoints[currentNode]; |
|||
|
|||
foreach (MapUnity neighbor in currentNode.unitPool) |
|||
{ |
|||
if (neighbor == null || neighbor.blocked || remainingMovePoints.ContainsKey(neighbor)) |
|||
continue; |
|||
|
|||
int newMovePoints = currentMovePoints - 1; // 每移动一格,减少一点移动点数
|
|||
|
|||
if (newMovePoints >= 0) |
|||
{ |
|||
queue.Enqueue(neighbor); |
|||
remainingMovePoints[neighbor] = newMovePoints; |
|||
reachableNodes.Add(neighbor); |
|||
} |
|||
} |
|||
} |
|||
|
|||
//遍历影响池变色
|
|||
|
|||
return reachableNodes; |
|||
} |
|||
} |
|||
@ -0,0 +1,11 @@ |
|||
fileFormatVersion: 2 |
|||
guid: d344126aa8082fa48b7e5f19eff09202 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
|
Loading…
Reference in new issue