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软件204张景程 11 months ago
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668eb39cdc
  1. 57
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset
  2. 7
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  3. 8
      ColorlessWorld-2024-4-2/Assets/Image/2D新场景/卡子-学院/map.meta
  4. BIN
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  38. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/BlackMap-1 1.mat
  39. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/FireMap-3 1.mat
  40. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/GlassMap-5 1.mat
  41. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WaterMap-1.mat
  42. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WaterMap-2 1.mat
  43. 136
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  44. 8
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  45. 136
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  46. 8
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  47. 136
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  49. 136
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  51. 136
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  55. 6
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  56. 2
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  60. 127
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  61. 274
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  62. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/ForgingPoint/NodeInforCanvas.prefab.meta
  63. 12
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  64. 138
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/hollowMask.prefab
  65. 7
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  66. 1047
      ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity
  67. 216
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  68. 2
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  69. 77
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/CameraCtrl.cs
  70. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/CameraCtrl.cs.meta
  71. 15
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgingNodeInfor.cs
  72. 11
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  73. 160
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs
  74. 39
      ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs
  75. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs
  76. 21
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  77. 15
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs
  78. 3
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_4.csv

57
ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset

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@ -114,7 +110,7 @@ MonoBehaviour:
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@ -199,7 +194,7 @@ MonoBehaviour:
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7
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8
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m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1254176886}
m_Layer: 0
m_Name: "------\u573A\u5730\u906E\u7F69------"
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1254176886
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1254176885}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 2.593521, y: -0.8622055, z: 3.3836188}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1254736758
GameObject:
m_ObjectHideFlags: 0
@ -42545,7 +42577,7 @@ MonoBehaviour:
line: 9
column: 6
generatePoint: {fileID: 514899946}
lineOffSet: {x: 1, y: 0, z: 0}
lineOffSet: {x: 1.2, y: 0, z: 0}
columnOffSet: {x: 0, y: 0, z: 0.865}
enemyGenerateDataList:
- enemyPrefab: {fileID: 1253231568001379261, guid: cd51de58fa2114447b96f63a1bf19b5c,
@ -42564,7 +42596,8 @@ MonoBehaviour:
paper: {fileID: 802147682}
whiteColorNode: {fileID: 1485211135}
itemPrefabPath: ItemPrefab/
hollowMask: {fileID: 0}
hollowMask: {fileID: 2528225062261192555, guid: cd8c264f6da1e4845941b57d809322f5,
type: 3}
--- !u!4 &1802141879
Transform:
m_ObjectHideFlags: 0
@ -44842,7 +44875,7 @@ MonoBehaviour:
mapUnity: {fileID: 887005656701010215, guid: ecde4b12dc4538b4caff9ada56c9ab30, type: 3}
line: 9
column: 6
lineOffSet: {x: 1, y: 0, z: 0}
lineOffSet: {x: 1.2, y: 0, z: 0}
columnOffSet: {x: 0, y: 0, z: 0.865}
mapUnityFather: {fileID: 1884246785}
ToolX:
@ -51115,6 +51148,7 @@ SceneRoots:
- {fileID: 993262479}
- {fileID: 495022420}
- {fileID: 1671189985}
- {fileID: 1254176886}
- {fileID: 802147683}
- {fileID: 1597411728}
- {fileID: 1147870383}

2
ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity

@ -11084,7 +11084,7 @@ MonoBehaviour:
mapUnity: {fileID: 887005656701010215, guid: ecde4b12dc4538b4caff9ada56c9ab30, type: 3}
line: 9
column: 6
lineOffSet: {x: 1, y: 0, z: 0}
lineOffSet: {x: 1.2, y: 0, z: 0}
columnOffSet: {x: 0, y: 0, z: 0.865}
mapUnityFather: {fileID: 657490528}
ToolX:

77
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/CameraCtrl.cs

@ -0,0 +1,77 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraCtrl : MonoBehaviour
{
public Transform cameraStartPoint;
public Transform cameraOffsetPonit;
[Header("当前移动输入")]
public float moveX;
public float moveY;
[Header("平移距离限制")]
public float xMaxMove;
public float xMinMove;
public float yMaxMove;
public float yMinMove;
Vector3 xMaxPos;
Vector3 xMinPos;
Vector3 yMaxPos;
Vector3 yMinPos;
[Header("移动速度")]
public float moveSpeed;
private void Start()
{
xMaxPos = cameraStartPoint.position + new Vector3(xMaxMove, 0, 0);
xMinPos = cameraStartPoint.position + new Vector3(xMinMove, 0, 0);
yMaxPos = cameraStartPoint.position + new Vector3(0, 0, yMaxMove);
yMinPos = cameraStartPoint.position + new Vector3(0, 0, yMinMove);
}
private void LateUpdate()
{
//按下鼠标中键-移动
if (Input.GetMouseButton(2))
{
moveX = Mathf.Clamp(Input.GetAxis("Mouse X"), -1, 1);
moveY = Mathf.Clamp(Input.GetAxis("Mouse Y"), -1, 1);
//平面向量
// Quaternion rotation = Quaternion.AngleAxis(90 - transform.localEulerAngles.x, transform.right);
// Vector3 dir = rotation * transform.up;
if (transform.position.x > xMaxPos.x)
{
if (moveX < 0)
{
moveX = 0;
}
}
if (transform.position.x < xMinPos.x)
{
if (moveX > 0)
{
moveX = 0;
}
}
if (transform.position.z > yMaxPos.z)
{
if (moveY < 0)
{
moveY = 0;
}
}
if (transform.position.z < yMinPos.z)
{
if (moveY > 0)
{
moveY = 0;
}
}
Vector3 x = Vector3.right * -moveX * Time.deltaTime * moveSpeed;
transform.Translate(x);
Vector3 z = Vector3.forward * -moveY * Time.deltaTime * moveSpeed;
transform.Translate(z, Space.World);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/CameraCtrl.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 77f8e2d8bacc62b4181fcfe681b882cb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

15
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgingNodeInfor.cs

@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ForgingNodeInfor : MonoBehaviour
{
public Text text;
public int cost;
public void ChangeText(string massage,int costPoint)
{
text.text = massage;
cost = costPoint;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgingNodeInfor.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f34b182d56a002142a5d213b7a1bc0ee
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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160
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs

@ -1,16 +1,24 @@
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using static GameManager;
using static UnityEngine.Rendering.DebugUI;
public class ForgintPointManager : Singleton<ForgintPointManager>
{
public GameObject generatePoint;
public GameObject generatePoint;
[Header("颜色起始点")]
public MapUnity startMapUnity;
[Header("地图")]
public GameObject mapUnity;
public GameObject nodeInfor;//显示锻造信息的
public int line;
public int column;
public Vector3 lineOffSet;
@ -18,6 +26,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
public Transform mapUnityFather;
[Header("地图信息列表")]
public List<Yunit> mapList;
public Dictionary <(int x,int y),ForgingNodeInfor> nodeInforList = new Dictionary<(int x, int y), ForgingNodeInfor> ();//锻造信息节点
[Header("卡牌筛选按钮信息")]
public List<CardTypeHeaderNode> cardTypeHeaderButton = new List<CardTypeHeaderNode>();//存储卡牌图片做多选处理
[Header("卡组信息")]
@ -35,6 +44,9 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
List<RaycastResult> result = new List<RaycastResult>();
[Header("是否开启铸造界面")]
public ForgingStats forgingStats;
[Header("铸造消耗统计")]
public int totalCostPoint;
public Text totalCostPointText;
public enum ForgingStats
{
none,
@ -46,9 +58,17 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
[Header("铸造颜色时被选中的地块")]
public MapUnity choosedMapUnity;
HashSet<MapUnity> choosedMapUnityPool = new HashSet<MapUnity> ();
HashSet<MapUnity> forgedMapUnityPool = new HashSet<MapUnity>();//记录已经被锻造过的地块
bool isColorDone = true ;//间断点击地块,不会因为点击按钮点到下一个地块
[Header("铸造颜色弹窗")]
public GameObject colorSelectUI;
[Header("相机移动脚本组件")]
public CameraCtrl cameraCtrl;
[Header("锻造卡牌控件")]
// public CardOriginalData cardData;
public Transform frogingCardPreviewFather;//锻造卡牌预览位置
public string newCardID;//预览锻造中的卡牌
public CardEntity newColorForgingCard;//锻造卡牌预览大图
private void Start()
{
@ -141,6 +161,23 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
yield return StartCoroutine(TransformMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForCubeForTool());
yield return StartCoroutine(SetUpNodeInforUI());
}
IEnumerator SetUpNodeInforUI()
{
for (int i = 0; i < mapList .Count ; i++)
{
for (int j = 0; j < mapList [i].Y .Count ; j++)
{
MapUnity mapUnity = mapList[i].Y[j];
var ui = Instantiate(nodeInfor, mapUnity.transform);
ui.transform.localPosition = new Vector3(0, 0.31f, 0);
ForgingNodeInfor forgingNodeInfor = ui .GetComponent <ForgingNodeInfor>();
nodeInforList.Add((mapUnity.locationX, mapUnity.locationY), forgingNodeInfor);
}
}
yield return null;
}
IEnumerator MapGenerateTest()
{
@ -276,16 +313,19 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
//读取卡牌
public void LoadCardId()
{
cardTypeHeaderButton[1].cardId.Clear();
cardTypeHeaderButton[0].cardId.Clear();
foreach (var id in PlayerStatsManager.Instance.cardDeck.cardDeckList)
{
if (int.Parse(id) > 1999)
cardTypeHeaderButton[0].cardId.Add(id);
/*if (int.Parse(id) > 1999)
{
cardTypeHeaderButton[1].cardId .Add(id);
}
else
{
cardTypeHeaderButton[0].cardId.Add(id);
}
}*/
}
}
//生成卡组
@ -348,7 +388,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
}
}
//生成卡牌大图
//选择界面生成卡牌大图
public void ChooseViewCard(string cardId)
{
if(chooseCardEntity!= null )
@ -360,13 +400,28 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
card.transform.localPosition = new Vector3(0, 0, 0);
chooseCardEntity = card.GetComponent<CardEntity>();
}
//锻造卡牌生成卡牌大图
public void CreatForgingCardPreview()
{
if (newColorForgingCard != null)
{
Destroy(newColorForgingCard.gameObject);
}
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(newCardID,frogingCardPreviewFather);
card.transform.localScale = new Vector3(3.45f, 3.45f, 3.45f);
card.transform.localPosition = new Vector3(0, 0, 0);
newColorForgingCard = card.GetComponent<CardEntity>();
}
//锻造改色方法
public void ChangeColor(int color)
{
choosedMapUnity.switchColor(color);
choosedMapUnity.influenced = false;
colorSelectUI .SetActive (false);
//计算消耗
totalCostPoint += nodeInforList[(choosedMapUnity.locationX, choosedMapUnity.locationY)].cost;
totalCostPointText.text = "-" + totalCostPoint.ToString();
ChangeInforText(choosedMapUnity.locationX, choosedMapUnity.locationY, "-0", 0);
//释放临界不能染色区域
for (int i = 0; i < choosedMapUnity.unitPool.Count; i++)
{
@ -374,13 +429,49 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
{
choosedMapUnity.unitPool[i].whoColour = Name.NodeColor.White;
choosedMapUnity.unitPool[i].ChengePlan();
ChangeInforText(choosedMapUnity.unitPool[i].locationX, choosedMapUnity.unitPool[i].locationY, "-9", 9);
}
}
CardOriginalData cardData = newColorForgingCard.cardOriginalData;
(int x, int y, int z) = MathTool.GetRelativeCoordinates(choosedMapUnity, startMapUnity);
(int j, int k) = MathTool.CubeToAxial(x, y, z);
//将选中的地块加入到卡牌数据中
if (forgedMapUnityPool.Contains (choosedMapUnity))//已存在,只改变颜色
{
string ds = j.ToString() + "_" + k.ToString();
for(int i = 0;i < cardData.nodesMark.Length;i++)
{
if (cardData.nodesMark[i] == ds)
{
cardData.nodesColor[i] = Name.intColorTostring(choosedMapUnity.whoColour);
break;
}
}
}
else//未存在,直接加入
{
List<string> ds = cardData.nodesMark.ToList ();
ds.Add((j + "_" + k));
cardData.nodesMark = ds.ToArray();
ds = cardData.nodesColor.ToList();
ds.Add(Name.intColorTostring(choosedMapUnity.whoColour));
cardData.nodesColor= ds.ToArray();
CoordinateColorPair pair = new CoordinateColorPair(j, k, Name.intColorTostring(choosedMapUnity.whoColour));
cardData.cardImageMark.Add(pair);
}
//注册卡牌信息
CardOriginalData newCardOriginalData = JsonConvert.DeserializeObject<CardOriginalData>(JsonConvert.SerializeObject(cardData));
CardOriginalDataList.Instance.existCardOriginalDataList[newCardID] = newCardOriginalData;
//重新生成预览卡牌
// newCardID = CardManager.Instance.createNewCard(cardData);
CreatForgingCardPreview();
//结束
forgedMapUnityPool.Add(choosedMapUnity);
StartCoroutine(IsColorDone(0.1f));
}
public IEnumerator IsColorDone(float time)
{
yield return new WaitForSeconds(time);
@ -402,10 +493,44 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
break;
}
}
//删除锻造中未被确认的卡牌数据
public void ClearMiddleCardData()
{
if (newCardID != null)//注意newCardId,当它生成了新卡片后注意要置空,防止把生成的卡牌删掉
{
CardOriginalDataList.Instance.existCardOriginalDataList.Remove(newCardID);
}
newCardID = null;
}
//确认锻造卡牌
public void ConfirmForgingCard()
{
//todo-唯一标识删卡
PlayerStatsManager.Instance.cardDeck.cardDeckList.Remove(chooseCardEntity.CardId);
PlayerStatsManager.Instance.cardDeck.cardDeckList.Add(newCardID);
newCardID = null;
LoadCardId();
GenerateViewCard();
Destroy(chooseCardEntity.gameObject);
}
//刷新锻造地块
public void RefreshColorMap()
{
//刷新锻造卡牌数据
//方法1:todo-如何标记一张牌在卡组中的唯一位置,如序列号;重新生成卡组刷新卡牌数据后拿到序列号位置的卡牌信息
//
//方法2:改改色预览卡的数据,用选中预览卡做蓝本刷新
if(newCardID !=null )//注意newCardId,当它生成了新卡片后注意要置空,防止把生成的卡牌删掉
{
CardOriginalDataList.Instance.existCardOriginalDataList.Remove (newCardID);
}
newCardID = CardManager.Instance.createNewCard(chooseCardEntity.cardOriginalData);
CreatForgingCardPreview();
//锻造点显示归零
totalCostPoint = 0;
totalCostPointText.text = "-0";
forgedMapUnityPool.Clear();
HashSet<MapUnity> mapHasSet = new HashSet<MapUnity>();
HashSet<MapUnity> colorHasSet = new HashSet<MapUnity>();
//清除所有颜色
@ -423,6 +548,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
}
//重新生成卡牌颜色形状
MapUnity targetNode = mapList[4].Y[4];
startMapUnity = targetNode;
CardOriginalData cardOriginalData = chooseCardEntity.cardOriginalData;
float euler = 90;
@ -462,6 +588,8 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
endNode.switchColor(Name.stringColorToint(cardOriginalData.nodesColor[i]));
mapHasSet .Remove (endNode);
colorHasSet .Add (endNode);
forgedMapUnityPool .Add (endNode);
ChangeInforText(endNode.locationX, endNode.locationY, "-0", 0);
}
}
@ -469,6 +597,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
{
mapUnity .whoColour = Name.NodeColor.Metal;
mapUnity.ChengePlan();
ChangeInforText(mapUnity.locationX, mapUnity.locationY,"", 0);
}
foreach (MapUnity mapUnity in colorHasSet)
{
@ -479,8 +608,25 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
{
mapUnity.unitPool[i].whoColour = Name.NodeColor.White;
mapUnity.unitPool[i].ChengePlan();
ChangeInforText(mapUnity.unitPool[i].locationX, mapUnity.unitPool[i].locationY, "-9",9);
}
}
}
}
public void ChangeInforText(int x,int y,string massage,int costPoint)
{
nodeInforList[(x,y)].ChangeText(massage,costPoint);
}
//相机归位
public void ResetCamera()
{
cameraCtrl.transform.position = cameraCtrl.cameraStartPoint.position;
}
//相机位移
public void OffsetCamera()
{
cameraCtrl.transform.position = cameraCtrl.cameraOffsetPonit.position;
}
}

39
ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs

@ -200,8 +200,23 @@ public class MapManager : Singleton<MapManager>
yield return new WaitForSeconds(2);
yield return StartCoroutine(GenerateItem());
yield return StartCoroutine(EnemyGenerate());
yield return StartCoroutine(GenerateMask());
yield return StartCoroutine(CompleteGenerate());
}
IEnumerator GenerateMask()
{
for(int i=0;i<GameManager .Instance .X .Count;i++)
{
for (int j=0;j<GameManager .Instance .X[i].Y.Count;j++)
{
//Éú³ÉÕÚÕÖ
Vector3 pos = GameManager.Instance.X[i].Y[j].transform.position;
pos.y = 0.1f;
Instantiate(hollowMask, pos, hollowMask.transform.localRotation);
}
}
yield return null;
}
//场地坐标系转换(新转放行)
IEnumerator TransformMapUnity()
{
@ -284,17 +299,21 @@ public class MapManager : Singleton<MapManager>
List<GameObject> enemyPrefabList = EnemyPool.getEnemyPrefab(enemyList);
HashSet<MapUnity> allCanUseNode = getNodeTools.getAllCanUseNode();
foreach (var enemyPrefab in enemyPrefabList)
if(enemyPrefabList.Count >0)
{
MapUnity currentMapUnity = allCanUseNode.ElementAt(Random.Range(0, allCanUseNode.Count));
var currentEnemy = Instantiate(enemyPrefab, currentMapUnity.transform.position, enemyPrefab.transform.rotation);
EnemyNode enemynode = currentEnemy.GetComponent<EnemyNode>();
enemynode.positionX = currentMapUnity.locationX;
enemynode.positionY = currentMapUnity.locationY;
enemynode.StartPosition();
allCanUseNode.Remove(currentMapUnity);
yield return null;
foreach (var enemyPrefab in enemyPrefabList)
{
MapUnity currentMapUnity = allCanUseNode.ElementAt(Random.Range(0, allCanUseNode.Count));
var currentEnemy = Instantiate(enemyPrefab, currentMapUnity.transform.position, enemyPrefab.transform.rotation);
EnemyNode enemynode = currentEnemy.GetComponent<EnemyNode>();
enemynode.positionX = currentMapUnity.locationX;
enemynode.positionY = currentMapUnity.locationY;
enemynode.StartPosition();
allCanUseNode.Remove(currentMapUnity);
yield return null;
}
}
yield return null;
}
@ -432,7 +451,7 @@ public class MapManager : Singleton<MapManager>
currentMapUnityScript.locationX = i;
currentMapUnityScript.locationY = j;
currentMapUnityScript.RegisterUnit();
generatePoint.transform.position += lineOffSet;
generatePoint.transform.position += lineOffSet;
}
}
yield return null;

1
ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs

@ -113,6 +113,7 @@ public class MapUnity : MonoBehaviour
int xStart = locationX * 2 + 1;
int yStart = locationY * 2 + 1;
switchColor(Name.NodeColor.White);
//⑽諉華芞
if (locationX !=0&&locationX % 2 != 0)

21
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs

@ -125,7 +125,26 @@ public static class Name
}
return intcolor;
}
public static string intColorTostring(int color)
{
string stringColor = Color .White ;
switch (color)
{
case NodeColor .Red:
stringColor = Color.Red; break;
case NodeColor.Green:
stringColor = Color.Green; break;
case NodeColor.Blue:
stringColor = Color.Blue; break;
case NodeColor.White:
stringColor = Color.White; break;
case NodeColor.Black:
stringColor = Color.Black; break;
case NodeColor.Metal:
stringColor = Color.Metal; break;
}
return stringColor;
}
public static class Color
{
public const string Red = "red";

15
ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs

@ -9,6 +9,7 @@ using Newtonsoft.Json;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Rendering;
using static GameManager;
using static TMPro.SpriteAssetUtilities.TexturePacker_JsonArray;
using static UnityEngine.Rendering.DebugUI;
@ -194,12 +195,13 @@ public class CardManager : Singleton<CardManager>
counter++;
}
value.CardId=key;
dictionary.Add(key, value);
CardOriginalData newCardOriginalData = JsonConvert.DeserializeObject<CardOriginalData>(JsonConvert.SerializeObject(value));
dictionary.Add(key, newCardOriginalData);
Debug.Log("keyÊÇ" + key + "imgpathÊÇ" + value.ImgPath);
foreach (KeyValuePair<string, CardOriginalData> kvp in CardOriginalDataList.Instance.existCardOriginalDataList)
/*foreach (KeyValuePair<string, CardOriginalData> kvp in CardOriginalDataList.Instance.existCardOriginalDataList)
{
//Debug.Log("keyÊÇ"+kvp.Key+"imgpathÊÇ"+kvp.Value.ImgPath);
}
}*/
return key;
}
@ -228,6 +230,12 @@ public class CardManager : Singleton<CardManager>
}
}
public static void createOneCardImage(CardOriginalData cardOriginalData,int startX,int startY)//ÎŞľĽśŔŇťŐĹż¨´´˝¨ÍźĆŹ
{
MapUnity currentNode = CardPictureManager.Instance.ToolX[startX].Y[startY];
Debug.Log("createOneCardImage!");
createCardImage(cardOriginalData, 90.0f, currentNode);
}
public static Sprite createCardImage(CardOriginalData cardOriginalData, float euler, MapUnity currentNode)
{
@ -301,6 +309,7 @@ public class CardManager : Singleton<CardManager>
material.mainTexture = renderTexture;
Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f));
CardManager.Instance.cardImageMap.Add(cardOriginalData.cardImageMark, sprite);
return sprite;
}

3
ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_4.csv

@ -1,5 +1,6 @@
ID,费用类型,费用,施法范围,作用范围,条件,功能,数值,地块标记,地块颜色,图片路径,名称
1001,1,1,2,3_1,none,52,5,0_0;1_-1;2_0,red;blue;green,CardIcon/1010,射击
1001,1,1,2,3_1,none,52,5,1_-1;2_0;0_0,red;blue;green,CardIcon/1010,射击
1002,1,1,2,3_1,none,52,4,0_0;-1_1;-1_-1,white;white;white,CardIcon/1010,屏障
1003,1,1,2,3_1,none,,,0_0;1_0;2_0;3_0;4_0,white;white;white;white;white,CardIcon/1010,喷射
1004,1,0,2,3_1,none,1,5,0_0;1_0;2_0,green;green;green,CardIcon/1010,射击
1005,1,1,2,3_1,none,1,5,0_0;1_0;2_0,red;blue;green,CardIcon/1010,测试卡1005

1 ID 费用类型 费用 施法范围 作用范围 条件 功能 数值 地块标记 地块颜色 图片路径 名称
2 1001 1 1 2 3_1 none 52 5 0_0;1_-1;2_0 1_-1;2_0;0_0 red;blue;green CardIcon/1010 射击
3 1002 1 1 2 3_1 none 52 4 0_0;-1_1;-1_-1 white;white;white CardIcon/1010 屏障
4 1003 1 1 2 3_1 none 0_0;1_0;2_0;3_0;4_0 white;white;white;white;white CardIcon/1010 喷射
5 1004 1 0 2 3_1 none 1 5 0_0;1_0;2_0 green;green;green CardIcon/1010 射击
6 1005 1 1 2 3_1 none 1 5 0_0;1_0;2_0 red;blue;green CardIcon/1010 测试卡1005
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