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Merge pull request '0926提交' (#200) from dev-0926-yjm into dev45-0703NewVer

Reviewed-on: #200
pull/203/head
yjm484 6 months ago
parent
commit
69c528e2f3
  1. 20
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  2. 340
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponManager.cs
  3. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs
  4. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNodeDataPair.cs
  5. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNodeDataPair.cs.meta
  6. 45
      ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/BackGroundLightSourceHanSansCN-Normal SDF.asset

20
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs

@ -590,7 +590,7 @@ public static class Name
return sb.ToString();
}
public static string getGemResultDescription(string result, string resultValue, string[] nodesMark, string[] nodesColor)
public static string getGemResultDescription(string result, string resultValue)
{
StringBuilder sb = new StringBuilder();
switch (result)
@ -1048,20 +1048,20 @@ public static class Name
//炸弹爆炸
public const string bombbomb = "bombbomb";
public static readonly HashSet<string> PlayerConditionSet= new HashSet<string> { cardConditionPattern,position, positionUnused, positionUsed, diffSettle
,usedCard,node,threeColorCountMoreThan,everyNumNodeConvert};
public static readonly HashSet<string> PlayerConditionSet= new HashSet<string> { cardConditionPattern
,node,everyNumNodeConvert};
public static readonly HashSet<string> PlayerBasicConditionSet = new HashSet<string> { cardConditionPattern,
node,position};
node};
public static readonly HashSet<string> PlayerElementaryConditionSet = new HashSet<string> { cardConditionPattern,position
,usedCard,node,everyNumNodeConvert};
public static readonly HashSet<string> PlayerElementaryConditionSet = new HashSet<string> { cardConditionPattern
,node,everyNumNodeConvert};
public static readonly HashSet<string> PlayerIntermediateConditionSet = new HashSet<string> { cardConditionPattern,position, positionUsed, diffSettle
,usedCard,node,everyNumNodeConvert};
public static readonly HashSet<string> PlayerIntermediateConditionSet = new HashSet<string> { cardConditionPattern
,node,everyNumNodeConvert};
public static readonly HashSet<string> PlayerAdvancedConditionSet = new HashSet<string> { cardConditionPattern, positionUnused
,node,threeColorCountMoreThan};
public static readonly HashSet<string> PlayerAdvancedConditionSet = new HashSet<string> { cardConditionPattern
,node};
}

340
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponManager.cs

@ -3,7 +3,11 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using Unity.VisualScripting;
using UnityEngine;
using static Cinemachine.DocumentationSortingAttribute;
using static Name;
public class WeaponManager : Singleton<WeaponManager>
{
@ -316,7 +320,64 @@ public class WeaponManager : Singleton<WeaponManager>
return gem;
}
public WeaponNodeDataPair getRandomConditionWithLevel(string level)
{
string condition = "";
WeaponNodeDataPair result= new WeaponNodeDataPair();
switch (level)
{
case Name.WeaponNodeLevel.Basic:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerBasicConditionSet, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerElementaryConditionSet, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerIntermediateConditionSet, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerAdvancedConditionSet, 1).ElementAt(0);
break;
}
string conditionValue = "";
List<string> nodesMark = new List<string>();
List<string> nodesColor = new List<string>();
conditionValue = getConditionValueWithLevel(level, ref condition, ref nodesMark, ref nodesColor);
result.conditionOrResult = condition;
result.value = conditionValue;
result.nodesMark = nodesMark.ToArray();
result.nodesColor = nodesColor.ToArray();
result.description = Name.getGemConditionDescription(condition, conditionValue, nodesMark.ToArray(), nodesColor.ToArray());
return result;
}
public WeaponNodeDataPair getRandomResultWithLevel(string level)
{
string condition = "";
WeaponNodeDataPair resultData = new WeaponNodeDataPair();
string result = "";
switch (level)
{
case Name.WeaponNodeLevel.Basic:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0);
break;
}
string resultValue = getResultValueWithLevel(level, ref result, Name.none, Name.none);
resultData.conditionOrResult = condition;
resultData.value = resultValue;
resultData.description = Name.getGemResultDescription(result, resultValue);
return resultData;
}
public GameObject getRandomAddScoreWeaponNodeForPlayerWithLevel(string level)
{
GameObject gem = Instantiate(Resources.Load<GameObject>(Name.WeaponNode.PrefabPath + Name.WeaponNode.PrefabName));
@ -677,16 +738,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level)
{
case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "1", "2", }, 1).ElementAt(0);
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "1" }, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "2", "3", }, 1).ElementAt(0);
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "2", }, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "3", "4", "5" }, 1).ElementAt(0);
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "3" }, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "4", "5" }, 1).ElementAt(0);
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "4"}, 1).ElementAt(0);
break;
}
break;
@ -698,16 +759,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level)
{
case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(MathTool.GetIntegerRangeAsStrings(3, 5), 1).ElementAt(0);
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 11), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
conditionValue = MathTool.GetRandomElements(MathTool.GetIntegerRangeAsStrings(4, 6), 1).ElementAt(0);
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(7, 9), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
conditionValue = MathTool.GetRandomElements(MathTool.GetIntegerRangeAsStrings(5, 7), 1).ElementAt(0);
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 6), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
conditionValue = MathTool.GetRandomElements(MathTool.GetIntegerRangeAsStrings(6, 8), 1).ElementAt(0);
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 4), 1).ElementAt(0);
break;
}
break;
@ -748,16 +809,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level)
{
case Name.WeaponNodeLevel.Basic:
part3 = MathTool.GetRandomElements(MathTool.GetIntegerRangeAsStrings(3, 5), 1).ElementAt(0);
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 5), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
part3 = MathTool.GetRandomElements(MathTool.GetIntegerRangeAsStrings(5, 8), 1).ElementAt(0);
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 8), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
part3 = MathTool.GetRandomElements(MathTool.GetIntegerRangeAsStrings(9, 12), 1).ElementAt(0);
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(9, 12), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
part3 = MathTool.GetRandomElements(MathTool.GetIntegerRangeAsStrings(14, 18), 1).ElementAt(0);
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(14, 18), 1).ElementAt(0);
break;
}
sb.Append(part3);
@ -811,7 +872,7 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level)
{
case Name.WeaponNodeLevel.Basic:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 7), 1).ElementAt(0);
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 5), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 12), 1).ElementAt(0);
@ -848,7 +909,7 @@ public class WeaponManager : Singleton<WeaponManager>
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(1, 2), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(2, 3), 1).ElementAt(0);
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 3), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(4, 5), 1).ElementAt(0);
@ -923,6 +984,257 @@ public class WeaponManager : Singleton<WeaponManager>
}
public string getWeaponNodeResultRarity(string result, string resultValue)
{
string rarity=Name.none;
Dictionary<string,HashSet<string>> addScoreDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(5, 7) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(8, 12) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(13, 18) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(23, 30) }};
Dictionary<string, HashSet<string>> mulScoreDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(1, 3) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(4, 6) }};
Dictionary<string, HashSet<string>> nodeCountDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(3, 5) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(6, 12) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(14, 18) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(20, 25) }};
Dictionary<string, HashSet<string>> allNodeCountDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(2, 3) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(4, 6) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(7, 9) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(10, 12) }};
Dictionary<string, HashSet<string>> drawCardDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 2) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(3, 3) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(4, 5) }};
Dictionary<string, HashSet<string>> everyNodeAddScoreDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 1) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(2, 3) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(4, 5) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(6, 8) }};
Dictionary<string, HashSet<string>> isIgnoreConditionDict = new Dictionary<string, HashSet<string>>();
Dictionary<string, HashSet<string>> VolcanoDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 1) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(2, 2) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(3, 3) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(4, 4) }};
switch (result)
{
case Name.WeaponNodeFunction.addScore:
foreach(KeyValuePair<string, HashSet<string>> kvp in addScoreDict)
{
if (kvp.Value.Contains(resultValue))
{
rarity= kvp.Key;
}
}
break;
case Name.WeaponNodeFunction.mulScore:
foreach (KeyValuePair<string, HashSet<string>> kvp in mulScoreDict)
{
if (kvp.Value.Contains(resultValue))
{
rarity = kvp.Key;
}
}
break;
case Name.WeaponNodeFunction.repetWeaponNode:
rarity = Name.WeaponNodeLevel.Advanced;
break;
case Name.WeaponNodeFunction.redNodeCount:
case Name.WeaponNodeFunction.blueNodeCount:
case Name.WeaponNodeFunction.yellowNodeCount:
case Name.WeaponNodeFunction.mostNodeCount:
case Name.WeaponNodeFunction.leastNodeCount:
foreach (KeyValuePair<string, HashSet<string>> kvp in nodeCountDict)
{
if (kvp.Value.Contains(resultValue))
{
rarity = kvp.Key;
}
}
break;
case Name.WeaponNodeFunction.allNodeCount:
foreach (KeyValuePair<string, HashSet<string>> kvp in allNodeCountDict)
{
if (kvp.Value.Contains(resultValue))
{
rarity = kvp.Key;
}
}
break;
case Name.WeaponNodeFunction.drawCard:
foreach (KeyValuePair<string, HashSet<string>> kvp in drawCardDict)
{
if (kvp.Value.Contains(resultValue))
{
rarity = kvp.Key;
}
}
break;
case Name.WeaponNodeFunction.everyRedNodeAddScore:
case Name.WeaponNodeFunction.everyYellowNodeAddScore:
case Name.WeaponNodeFunction.everyBlueNodeAddScore:
foreach (KeyValuePair<string, HashSet<string>> kvp in everyNodeAddScoreDict)
{
if (kvp.Value.Contains(resultValue))
{
rarity = kvp.Key;
}
}
break;
case Name.NodeItem.Volcano:
foreach (KeyValuePair<string, HashSet<string>> kvp in VolcanoDict)
{
if (kvp.Value.Contains(resultValue))
{
rarity = kvp.Key;
}
}
break;
case Name.WeaponNodeFunction.isIgnoreCondition:
rarity = Name.WeaponNodeLevel.Advanced;
break;
}
return rarity;
}
public string getWeaponNodeConditionRarity(string condition, string conditionValue, string[] nodesColor)
{
string rarity = Name.none;
Dictionary<string, HashSet<string>> everyNumNodeConvertDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(10, 11) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(7, 9) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(5, 6) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(3, 4) }};
Dictionary<string, HashSet<string>> cardConditionPatternDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(3, 5) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(6, 8) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(9, 12) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(14, 18) }};
Dictionary<string, HashSet<string>> nodeCountDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(3, 5) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(6, 12) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(14, 18) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(20, 25) }};
Dictionary<string, HashSet<string>> allNodeCountDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(2, 3) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(4, 6) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(7, 9) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(10, 12) }};
Dictionary<string, HashSet<string>> drawCardDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 2) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(3, 3) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(4, 5) }};
Dictionary<string, HashSet<string>> everyNodeAddScoreDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 1) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(2, 3) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(4, 5) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(6, 8) }};
Dictionary<string, HashSet<string>> isIgnoreConditionDict = new Dictionary<string, HashSet<string>>();
Dictionary<string, HashSet<string>> VolcanoDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 1) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(2, 2) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(3, 3) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(4, 4) }};
Match match = System.Text.RegularExpressions.Regex.Match(condition, Name.Regex.cardConditionPattern);
if (match.Success)
{
string firstPart = match.Groups[1].Value; // 第一部分
string op = match.Groups[2].Value; // 运算符部分
string secondPart = match.Groups[3].Value; // 第二部分
int firstPartCount = CardManager.Instance.evaluateExpression(firstPart);
int secondPartCount = CardManager.Instance.evaluateExpression(secondPart);
foreach (KeyValuePair<string, HashSet<string>> kvp in cardConditionPatternDict)
{
if (kvp.Value.Contains(secondPart))
{
rarity = kvp.Key;
return rarity;
}
}
}
else
{
switch (condition)
{
case Name.WeaponNodeCondition.everyNumNodeConvert:
foreach (KeyValuePair<string, HashSet<string>> kvp in everyNumNodeConvertDict)
{
if (kvp.Value.Contains(conditionValue))
{
rarity = kvp.Key;
}
}
break;
case Name.WeaponNodeCondition.node:
if (nodesColor.Length == 3)
{
rarity = Name.WeaponNodeLevel.Basic;
}
else if (nodesColor.Length == 4)
{
rarity = Name.WeaponNodeLevel.Elementary;
}
else if (nodesColor.Length == 5)
{
rarity = Name.WeaponNodeLevel.Intermediate;
}
else if (nodesColor.Length == 6)
{
rarity = Name.WeaponNodeLevel.Advanced;
}
break;
}
}
return rarity;
}
public string getRarityWithLevelDiff(string rarity,int levelDiff)
{
string newRarity = "";
switch (rarity)
{
case Name.WeaponNodeLevel.Basic:
if (levelDiff == 0)
{
newRarity = Name.WeaponNodeLevel.Basic;
}else if (levelDiff == 1)
{
newRarity = Name.WeaponNodeLevel.Elementary;
}
break;
case Name.WeaponNodeLevel.Elementary:
if (levelDiff == 0)
{
newRarity = Name.WeaponNodeLevel.Elementary;
}
else if (levelDiff == 1)
{
newRarity = Name.WeaponNodeLevel.Intermediate;
}
break;
case Name.WeaponNodeLevel.Intermediate:
if (levelDiff == 0)
{
newRarity = Name.WeaponNodeLevel.Intermediate;
}
else if (levelDiff == 1)
{
newRarity = Name.WeaponNodeLevel.Advanced;
}
break;
case Name.WeaponNodeLevel.Advanced:
newRarity = Name.WeaponNodeLevel.Advanced;
break;
}
return newRarity;
}
public void ClearAllChildren(Transform parent)
{
// ������ʱ�б��洢�����壨������ѭ�����޸ļ��ϣ�

2
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs

@ -94,7 +94,7 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
private void Start()
{
currentTime = time;
resultDescription = Name.getGemResultDescription(result, resultValue, nodesMark, nodesColor);
resultDescription = Name.getGemResultDescription(result, resultValue);
conditionDescription = Name.getGemConditionDescription(condition, conditionValue, nodesMark, nodesColor);
SetUpInforText();
}

12
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNodeDataPair.cs

@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponNodeDataPair : MonoBehaviour
{
public string conditionOrResult;
public string value;
public string description;
public string[] nodesMark;
public string[] nodesColor;
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNodeDataPair.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c315193d9990cfe4888cba8e35bf7014
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

45
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/BackGroundLightSourceHanSansCN-Normal SDF.asset

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