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新放置物品和金属地块

pull/75/head
45 1 year ago
parent
commit
6cbb2fc81e
  1. 35
      ColorlessWorld-2024-4-2/Assets/GameDate/Enemy/TNTBurket.asset
  2. 8
      ColorlessWorld-2024-4-2/Assets/GameDate/Enemy/TNTBurket.asset.meta
  3. BIN
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  4. 127
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  5. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/BlackMap-1 1.mat
  6. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/FireMap-3 1.mat
  7. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/GlassMap-5 1.mat
  8. 8
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex.meta
  9. 8
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/1.meta
  10. 0
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  11. 0
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  12. 0
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  14. 0
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  16. 0
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  17. 0
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  18. 0
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  22. 8
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  33. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WaterMap-2 1.mat
  34. 4
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WhiteMap.mat
  35. 208
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/PlaceItem/Tree/Boom.prefab
  36. 7
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  37. 173
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  38. 7
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  39. 131
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/PlaceItem/Tree/Whirlpool.prefab
  40. 7
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  41. 22
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/PlaceItem/Tree/tree.prefab
  42. 221
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  43. 7
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  44. 77
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  46. 10
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  47. 310846
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  48. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  49. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  50. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs
  51. 39
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  52. 8
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  53. 8
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  55. 44
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  56. 0
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  57. 80
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  58. 11
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  59. 6
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  60. 11
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  61. 26
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TNTBucketNode.cs
  62. 11
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  63. 27
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TreeNode.cs
  64. 11
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  65. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI.meta
  66. 43
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI/BlockUIBar.cs
  67. 11
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  68. 8
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  69. 0
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyAimLine.cs
  70. 0
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  71. 0
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyPlanActionUI.cs
  72. 0
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  73. 0
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyUIBar.cs
  74. 0
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  75. 0
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  76. 0
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Tool/ExpHpFlash.cs
  77. 0
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Tool/ExpHpFlash.cs.meta
  78. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item.meta
  79. 46
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/Whirlpool.cs
  80. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/Whirlpool.cs.meta
  81. 51
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  82. 24
      ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs
  83. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  84. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs
  85. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/CardActiveSort/CardActiveSort.cs
  86. 10
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs
  87. 10
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

35
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7
ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/BlokUIBar.prefab.meta

@ -0,0 +1,7 @@
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PrefabImporter:
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10
ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab

@ -784,6 +784,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
image: {fileID: 8051707880280472587}
text: {fileID: 0}
uItype: 0
white: {r: 1, g: 1, b: 1, a: 1}
black: {r: 0.5294118, g: 0.5294118, b: 0.5294118, a: 1}
originColor: {r: 1, g: 1, b: 1, a: 1}
@ -866,7 +868,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: 994
m_Text: 987
--- !u!1 &4939717426418636302
GameObject:
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@ -1017,7 +1019,7 @@ MonoBehaviour:
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m_FillCenter: 1
m_FillMethod: 0
m_FillAmount: 1
m_FillAmount: 0.991
m_FillClockwise: 1
m_FillOrigin: 0
m_UseSpriteMesh: 0
@ -1035,6 +1037,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
image: {fileID: 3535951898584899345}
text: {fileID: 0}
uItype: 0
white: {r: 0.6037736, g: 0.6037736, b: 0.6037736, a: 0.78431374}
black: {r: 0, g: 0, b: 0, a: 0.78431374}
originColor: {r: 0, g: 0, b: 0, a: 0}
@ -1375,7 +1379,7 @@ MonoBehaviour:
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310846
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

File diff suppressed because it is too large

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

@ -195,6 +195,7 @@ public class CardEntity : MonoBehaviour
CardOnMouseEnter cardOnMouseEnter = GetComponent<CardOnMouseEnter>();
//关闭协程
cardOnMouseEnter.StopAllCoroutines();
GetComponent<CardDrag>().enabled = false;
cardOnMouseEnter.enabled = false;

8
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -390,8 +390,14 @@ public class TurnMaster : Singleton<TurnMaster>
CardActiveSort.Instance.drawCardCount = actualCardsToDraw;
CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards());
Debug.Log("抽卡点1");
while (CardActiveSort.Instance.canDrawCard ==false )
{
Debug.Log("抽卡点"+CardActiveSort.Instance.canDrawCard);
yield return null;
}
yield return new WaitUntil(() => CardActiveSort.Instance.canDrawCard == true);
Debug.Log("抽卡点2");
for (int i = handCardCount; i < handCardCount + actualCardsToDraw; i++)
{

2
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs

@ -35,7 +35,7 @@ public class EnemyManager : Singleton<EnemyManager>
[Header("¹ÖÎï¾ÖÄÚUIÌõ")]
public GameObject enemyUIBar;
public GameObject blockUIBar;
public enum EnemyTurnState
{
stop,

39
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Xml;
using UnityEditor.MemoryProfiler;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
@ -50,7 +51,8 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
[Header("敌人UI控制器")]
public EnemyUIBar enemyUIBar;
GameObject enemyUI;//UI¸úËæ
public BlockUIBar blockUIBar;
public GameObject enemyUI;//UI跟随
public Transform followPoint;//跟随点
[Header("当前意图脚本")]
@ -66,6 +68,9 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
[Header("敌人近战攻击动画速度")]
public float meleeAttackSpeed;
public AnimationCurve meleeAttackSpeedCurve;
[Header("敌人受到哪种颜色攻击")]
public int colorUnderAttack;
public enum EnemyType
{
enemy,
@ -129,6 +134,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
CreatEnemyUIBar(this);
}
}
private void OnDisable()
{
@ -152,7 +158,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
private void Update()
{
if(disableAttack != null)
if(disableAttack != null&& enemyType == EnemyType.enemy)
{
if (rangePool.Contains(GameManager.Instance.playerOn))
{
@ -186,10 +192,11 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
if(enemyType == EnemyType.block )
{
EnemyState.currentNumberOfHits -= 1;
blockUIBar.SyncHp(EnemyState.currentNumberOfHits);
if(EnemyState.currentNumberOfHits <= 0 )
{
GameManager.Instance.X[positionX].Y[positionY].blocked = false;
Destroy(this .gameObject );
OnDeath();
}
}
}
@ -199,25 +206,27 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
//展示虚血(预计伤害)
public void ShowExpHp(HashSet <MapUnity > mapUnities )
{
if (EnemyState.shieldValue > 0&& Usermanager.Instance.expectDamage>0)
if(enemyType == EnemyType.enemy )
{
if (EnemyState.shieldValue > 0 && Usermanager.Instance.expectDamage > 0)
{
enemyUIBar.sheildFlash.enabled = true;
}
if (mapUnities.Contains(GameManager.Instance.X[positionX].Y[positionY]))
{
enemyUIBar.isSync = false;
float remainDamage = EnemyState .shieldValue - Usermanager.Instance.expectDamage;
if(remainDamage >=0)
float remainDamage = EnemyState.shieldValue - Usermanager.Instance.expectDamage;
if (remainDamage >= 0)
{
enemyUIBar.sheildText .text = remainDamage.ToString();
enemyUIBar.sheildText.text = remainDamage.ToString();
}
else
{
enemyUIBar.sheildText.text = "0";
enemyUIBar.expHPBar.gameObject.SetActive(true);
enemyUIBar.currentHPText.text = (EnemyState.currentHP+remainDamage).ToString();
enemyUIBar.currentHPText.text = (EnemyState.currentHP + remainDamage).ToString();
enemyUIBar.expHPBar.fillAmount = EnemyState.currentHP / EnemyState.maxHP;
enemyUIBar.expAfterHPBar.fillAmount= (EnemyState.currentHP + remainDamage) / EnemyState.maxHP;
enemyUIBar.expAfterHPBar.fillAmount = (EnemyState.currentHP + remainDamage) / EnemyState.maxHP;
}
}
@ -226,20 +235,26 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
HideExpHP();
}
}
}
//关闭虚血展示
public void HideExpHP()
{
enemyUIBar.expHPBar.gameObject .SetActive (false );
if (enemyType == EnemyType.enemy)
{
enemyUIBar.expHPBar.gameObject.SetActive(false);
enemyUIBar.isSync = true;
enemyUIBar.sheildFlash.enabled = false;
enemyUIBar.sheildFlash.image.color = enemyUIBar.sheildFlash.originColor;
}
}
IEnumerator EnemyHurtVoice(float time)
{
yield return new WaitForSeconds(time);
AudioManager.Instance.EnemyHurtVoicePlayer();
}
public void CreatEnemyUIBar(EnemyNode enemyNode )
public virtual void CreatEnemyUIBar(EnemyNode enemyNode )
{
enemyUI = Instantiate(EnemyManager.Instance.enemyUIBar,enemyNode. followPoint.position,followPoint.rotation);
enemyUI.transform.SetParent(enemyNode . transform);
@ -743,7 +758,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
}
//死亡时
public void OnDeath()
public virtual void OnDeath()
{
if (EnemyState.abnormalCondition.TryGetValue(AbnormalCondition.posion,out Buff posionbuff)&&
LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_SnakeGall))

8
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI.meta

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8
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ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode.meta

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44
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BlockNode.cs

@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockNode : EnemyNode
{
public void OnEnable()
{
EnemyManager.Instance.enemyObservers.Add(this);
if (templateEnemyState != null)
EnemyState = Instantiate(templateEnemyState);
blockUIBar = GetComponent<BlockUIBar>();
}
private void OnDisable()
{
if (EnemyManager.Instance != null)
{
EnemyManager.Instance.enemyObservers.Remove(this);
}
}
private void Start()
{
if (blockUIBar == null)
{
CreatEnemyUIBar(this);
}
lasteHp = (int)EnemyState.currentHP;
}
public override void CreatEnemyUIBar(EnemyNode enemyNode)
{
enemyUI = Instantiate(EnemyManager.Instance.blockUIBar , enemyNode.followPoint.position, followPoint.rotation);
enemyUI.transform.SetParent(enemyNode.transform);
blockUIBar = enemyUI.GetComponent<BlockUIBar>();
blockUIBar.CreatSartHp(EnemyState.currentNumberOfHits);
// blockUIBar.enemyNode = enemyNode;
}
public override void OnDeath()
{
Destroy(this.gameObject);
}
}

0
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlockNode.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BlockNode.cs.meta

80
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoomNode.cs

@ -0,0 +1,80 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UIElements;
public class BoomNode : BlockNode
{
public int damage = 4;
public GameObject damageParticle;
public Transform particlePoint;
public override void OnDeath()
{
StartCoroutine(DrawCardAndDestory());
}
IEnumerator DrawCardAndDestory()
{
//¼ÆËã½Ç¶È
MapUnity currentNode = GameManager.Instance.X[positionX].Y[positionY];
CAngle(currentNode);
currentNode.blocked = false;
currentNode.enemyNode = null;
Destroy(this.gameObject);
yield break;
}
public void CAngle(MapUnity currentNode)
{
List<MapUnity> effectRangePreviewPool = new List<MapUnity>();
Vector3 direction = transform.position- GameManager.Instance.player.transform.position ;
float angle1 = Vector3.SignedAngle(transform.forward, direction, transform.up);
if (angle1 < 0)
{
angle1 += 360f;
}
if (angle1 >= 300f)
{
angle1 = 330f;
}
else if (angle1 >= 240f)
{
angle1 = 270f;
}
else if (angle1 >= 180f)
{
angle1 = 210f;
}
else if (angle1 >= 120f)
{
angle1 = 150f;
}
else if (angle1 >= 60f)
{
angle1 = 90f;
}
else if (angle1 >= 0f)
{
angle1 = 30f;
}
effectRangePreviewPool = getNodeTools.setEffectRangePreviewNoCard("4_1", angle1, currentNode).ToList ();
// SettlementManager.Instance.damageWork(damage, effectRangePreviewPool, -1);
foreach (var mapNode in effectRangePreviewPool )
{
// Vector3 pos = mapNode.transform.position;
// pos.y = particlePoint.position.y;
// var bluePartical = Instantiate(ParticalManager.Instance.redParticleEffect,pos, ParticalManager.Instance.redParticleEffect.transform.rotation);
// bluePartical.transform.SetParent(currentNode.transform);
mapNode.switchColor(colorUnderAttack);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoomNode.cs.meta

@ -0,0 +1,11 @@
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MonoImporter:
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6
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlockNode.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoxNode.cs

@ -2,11 +2,11 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockNode : MonoBehaviour
public class BoxNode : MonoBehaviour
{
EnemyNode enemyNode;
[Header ("±¦Ï佱Ʒ")]
[Header("±¦Ï佱Ʒ")]
public List<GameObject> rewardList = new List<GameObject>();
public enum BlockType
@ -37,7 +37,7 @@ public class BlockNode : MonoBehaviour
break;
case BlockType.box:
//Éú³É½±Àø
if(rewardList .Count >0)
if (rewardList.Count > 0)
{
Instantiate(rewardList[Random.Range(0, rewardList.Count)], this.transform.position, Quaternion.identity);
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoxNode.cs.meta

@ -0,0 +1,11 @@
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26
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TNTBucketNode.cs

@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TNTBucketNode : BlockNode
{
public override void OnDeath()
{
StartCoroutine(DrawCardAndDestory());
}
IEnumerator DrawCardAndDestory()
{
foreach (var node in GameManager.Instance.X[positionX].Y[positionY].unitPool )
{
if(node != null )
{
node.switchColor(colorUnderAttack);
}
}
GameManager.Instance.X[positionX].Y[positionY].blocked = false;
GameManager.Instance.X[positionX].Y[positionY].enemyNode = null;
Destroy(this.gameObject);
yield break;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TNTBucketNode.cs.meta

@ -0,0 +1,11 @@
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27
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TreeNode.cs

@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TreeNode : BlockNode
{
public int drawCardCount=2;
public override void OnDeath()
{
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banDrawCard))
{
}
else
{
StartCoroutine(DrawCardAndDestory());
}
}
IEnumerator DrawCardAndDestory()
{
TurnMaster.Instance.StartCoroutine(TurnMaster.Instance.drawCards(drawCardCount));
yield return StartCoroutine(TurnMaster.Instance.MoveCards());
GameManager.Instance.X[positionX].Y[positionY].blocked = false;
GameManager.Instance.X[positionX].Y[positionY].enemyNode = null;
yield break;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TreeNode.cs.meta

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8
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI.meta

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43
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI/BlockUIBar.cs

@ -0,0 +1,43 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlockUIBar : MonoBehaviour
{
public Transform hpFather;
public GameObject hpBarPrefab;
public List<GameObject> hpBarList;
public void SyncHp(int hitTimes)
{
int cha=0;
if(hpBarList .Count != hitTimes )
{
cha = hitTimes - hpBarList.Count;
}
for (int i = 0; i < MathF.Abs(cha); i++)
{
if(cha <0)
{
Destroy(hpBarList[0]);
hpBarList.RemoveAt(0);
}
else
{
var bar = Instantiate(hpBarPrefab, hpFather);
hpBarList .Add(bar);
}
}
}
public void CreatSartHp(int hitTimes)
{
for (int i = 0; i < hitTimes; i++)
{
var bar = Instantiate(hpBarPrefab, hpFather);
hpBarList.Add(bar);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI/BlockUIBar.cs.meta

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8
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy.meta

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0
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyAimLine.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyAimLine.cs

0
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyAimLine.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyAimLine.cs.meta

0
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyPlanActionUI.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyPlanActionUI.cs

0
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyPlanActionUI.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyPlanActionUI.cs.meta

0
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyUIBar.cs

0
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyUIBar.cs.meta

0
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/UI.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Tool.meta

0
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/UI/ExpHpFlash.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Tool/ExpHpFlash.cs

0
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/UI/ExpHpFlash.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Tool/ExpHpFlash.cs.meta

8
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item.meta

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46
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/Whirlpool.cs

@ -0,0 +1,46 @@
using System.Collections;
using System.Collections.Generic;
using Unity.PlasticSCM.Editor.WebApi;
using UnityEngine;
using UnityEngine.UI;
public class Whirlpool : MonoBehaviour
{
public int posX, posY;
public int holdColorCount=7;
public Text holdeText;
public List<MapUnity> holdPool;
private void Start()
{
MapUnity currentNode = GameManager .Instance .X[posX].Y[posY];
this.gameObject.transform.position = currentNode.transform.position;
for(int i=0;i<currentNode .unitPool .Count;i++)
{
if(currentNode.unitPool[i]!= null )
{
currentNode.unitPool[i].switchColor(2);
holdPool .Add(currentNode.unitPool[i]);
}
}
holdPool.Add(currentNode);
holdeText .text =holdColorCount .ToString();
GameManager.Instance.playerUsedCard += WhirlpoolHold;
}
public void WhirlpoolHold()
{
for (int i = 0; i < holdPool.Count ; i++)
{
if (holdPool[i] != null && holdPool[i].whoColour !=2)
{
holdPool[i].switchColor(2);
holdColorCount -= 1;
holdeText.text = holdColorCount.ToString();
if (holdColorCount <=0)
{
Destroy(this.gameObject);
}
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/Whirlpool.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8e1d4d1a606d36b43ae3dd2b9a98896f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

51
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -59,12 +59,14 @@ public class GameManager : Singleton<GameManager>
public Image Bule;
public Image Black;
public Image White;
public Image Metal;
[Header("场地颜色分度盘文字")]
public Text redText;
public Text greenText;
public Text blueText;
public Text blackText;
public Text whiteText;
public Text metalText;
public Text sumPlayerText;
public Text sumMiddleText;
public Text sumRightText;
@ -84,6 +86,7 @@ public class GameManager : Singleton<GameManager>
float blueNodeCountLatest;
float greenNodeCountLatest;
float whiteNodeCountLatest;
float metalNodeCountLatest;
float blackNodeCountLatest;
[Header("场地颜色分度盘文字预览")]
public Text redTextPre;
@ -91,6 +94,7 @@ public class GameManager : Singleton<GameManager>
public Text blueTextPre;
public Text blackTextPre;
public Text whiteTextPre;
public Text metalTextPre;
public Text sumPlayerTextPre;
public Text sumMiddleTextPre;
public Text sumRightTextPre;
@ -111,6 +115,8 @@ public class GameManager : Singleton<GameManager>
public CardEntity currentCardEntity;
[Header("当前玩家拖拽的卡牌选中的地块")]
public MapUnity currentMapNode;
private void Start()
{
//生成空地图列表
@ -221,12 +227,14 @@ public class GameManager : Singleton<GameManager>
float greenNodeCount = MapUnityManager.Instance.greenNodeCount;
float whiteNodeCount = MapUnityManager.Instance.whiteNodeCount;
float blackNodeCount = MapUnityManager.Instance.blackNodeCount;
float metalNodeCount = MapUnityManager.Instance.metalNodeCount;
redNodeCountLatest = Mathf.Lerp(redNodeCountLatest, redNodeCount, Time.deltaTime * sunSpeed);
blueNodeCountLatest = Mathf.Lerp(blueNodeCountLatest, blueNodeCount, Time.deltaTime * sunSpeed);
greenNodeCountLatest = Mathf.Lerp(greenNodeCountLatest, greenNodeCount, Time.deltaTime * sunSpeed);
// float currentWhiteNodeCount = Mathf.Lerp(whiteNodeCountLatest, whiteNodeCount, Time.deltaTime * sunSpeed);
whiteNodeCountLatest = Mathf.Lerp(whiteNodeCountLatest, whiteNodeCount, Time.deltaTime * sunSpeed);
metalNodeCountLatest = Mathf.Lerp(metalNodeCountLatest, metalNodeCount, Time.deltaTime * sunSpeed);
//blackNodeCountLatest = Mathf.Lerp(blackNodeCountLatest, blackNodeCount, Time.deltaTime * sunSpeed);
//文字
redText.text = redNodeCount.ToString();
@ -244,8 +252,11 @@ public class GameManager : Singleton<GameManager>
whiteText.text = whiteNodeCount.ToString();
if (whiteNodeCount == 0)
whiteText.text = " ";
metalText.text = metalNodeCount.ToString();
if (metalNodeCount == 0)
metalText.text = " ";
sumPlayerText.text = (redNodeCount + blueNodeCount + greenNodeCount).ToString();
sumMiddleText.text = whiteNodeCount.ToString();
sumMiddleText.text = (whiteNodeCount+metalNodeCount ).ToString();
sumRightText.text = blackNodeCount.ToString();
float totoalNode = redNodeCount + blueNodeCount + greenNodeCount + whiteNodeCount + blackNodeCount;
//文字位置
@ -253,17 +264,19 @@ public class GameManager : Singleton<GameManager>
redText.transform.localPosition = new Vector3((length * (Red.fillAmount - 1)) * 0.5f, 0, 0);
greenText.transform.localPosition = new Vector3(length * 0.5f * (Green.fillAmount + Red.fillAmount - 1), 0, 0);
blueText.transform.localPosition = new Vector3(length * 0.5f * (Bule.fillAmount + Green.fillAmount - 1), 0, 0);
whiteText.transform.localPosition = new Vector3(length * 0.5f * (White.fillAmount + Bule.fillAmount - 1), 0, 0);
metalText.transform.localPosition = new Vector3(length * 0.5f * (Metal.fillAmount + Bule.fillAmount - 1), 0, 0);
whiteText.transform.localPosition = new Vector3(length * 0.5f * (White.fillAmount + Metal.fillAmount - 1), 0, 0);
blackText.transform.localPosition = new Vector3(length * 0.5f * White.fillAmount, 0, 0);
sumPlayerText.transform.localPosition = new Vector3(length * (Bule.fillAmount - 1) * 0.5f, 150, 0);
sumMiddleText.transform.localPosition = new Vector3(whiteText.transform.localPosition.x, 150, 0);
sumMiddleText.transform.localPosition = new Vector3((whiteText.transform.localPosition.x+ metalText.transform.localPosition.x)*0.5f, 150, 0);
sumRightText.transform.localPosition = new Vector3(blackText.transform.localPosition.x, 150, 0);
//颜色
Red.fillAmount = redNodeCountLatest / totoalNode;
Green.fillAmount = Red.fillAmount + greenNodeCountLatest / totoalNode;
Bule.fillAmount = Green.fillAmount + blueNodeCountLatest / totoalNode;
White.fillAmount = Bule.fillAmount + whiteNodeCountLatest / totoalNode;
Metal.fillAmount= Bule.fillAmount+ metalNodeCountLatest / totoalNode;
White.fillAmount = Metal.fillAmount + whiteNodeCountLatest / totoalNode;
// Black.fillAmount = Bule.fillAmount + blackNodeCountLatest / totoalNode;
//预览涂色
if (onDrag && currentCardEntity != null )
@ -360,6 +373,19 @@ public class GameManager : Singleton<GameManager>
}
blackTextPre.transform.localPosition = new Vector3(blackText.transform.localPosition.x, blackText.transform.localPosition.y - 50f, 0);
break;
case 6:
metalText.text = (metalNodeCount + ints[i]).ToString();
metalTextPre.gameObject.SetActive(true);
if (ints[i] > 0)
{
metalTextPre.text = "(" + "+" + ints[i].ToString() + ")";
}
else
{
metalTextPre.text = "(" + ints[i].ToString() + ")";
}
metalTextPre.transform.localPosition = new Vector3(metalText.transform.localPosition.x,metalText.transform.localPosition.y - 50f, 0);
break;
}
}
@ -374,16 +400,16 @@ public class GameManager : Singleton<GameManager>
{
sumPlayerTextPre.text = "(" + (ints[1] + ints[3] + ints[4]).ToString() + ")";
}
sumMiddleText.text = (whiteNodeCount + ints[2]).ToString();
sumMiddleText.text = (whiteNodeCount+metalNodeCount + ints[2] + ints[6]).ToString();
sumMiddleTextPre .gameObject .SetActive(true);
sumMiddleTextPre.transform.localPosition = new Vector3(sumMiddleText.transform.localPosition.x + 150f, sumMiddleText.transform.localPosition.y, 0);
if (ints[2] > 0)
if (ints[2]+ ints[6] > 0)
{
sumMiddleTextPre.text = "(" + "+" + ints[2].ToString() + ")";
sumMiddleTextPre.text = "(" + "+" + (ints[2] + ints[6]).ToString() + ")";
}
else
{
sumMiddleTextPre.text = "(" + ints[2].ToString() + ")";
sumMiddleTextPre.text = "(" + (ints[2] + ints[6]).ToString() + ")";
}
sumRightText.text = (blackNodeCount + ints[5]).ToString();
sumRightTextPre .gameObject .SetActive(true);
@ -404,6 +430,7 @@ public class GameManager : Singleton<GameManager>
blueTextPre.gameObject.SetActive(false);
greenTextPre.gameObject.SetActive(false);
blackTextPre.gameObject.SetActive(false);
metalTextPre.gameObject.SetActive(false);
sumPlayerTextPre.gameObject .SetActive(false);
sumMiddleTextPre.gameObject.SetActive(false);
sumRightTextPre.gameObject.SetActive(false);
@ -566,5 +593,13 @@ public class GameManager : Singleton<GameManager>
yield return null;
}
//Íæ¼ÒÊÍ·ÅÍêÒ»ÕÅ¿¨ÅÆ
public event Action playerUsedCard;
public void BroadCastPlayerUsedCard()
{
if (playerUsedCard != null)
playerUsedCard();
}
}

24
ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs

@ -162,29 +162,51 @@ public class MapUnity : MonoBehaviour
}
public void switchColor(int newColor)
{
if (whoColour!=6)
{
whoColour = newColor;
RefreshWhoColor();
}
}
public void switchPreColor(int newColor)
{
Debug.Log("ÊÍ·ÅÑÕÉ«"+newColor);
switch (newColor )
{
case 1:
playerMark.meshRenderer.material = redPre;
if(enemyNode !=null )
{
enemyNode.colorUnderAttack = 1;
}
break;
case 2:
playerMark.meshRenderer.material = whitePre;
if (enemyNode != null)
{
enemyNode.colorUnderAttack = 2;
}
break;
case 3:
playerMark.meshRenderer.material = bluePre;
if (enemyNode != null)
{
enemyNode.colorUnderAttack = 3;
}
break;
case 4:
playerMark.meshRenderer.material = greenPre;
if (enemyNode != null)
{
enemyNode.colorUnderAttack = 4;
}
break;
case 5:
playerMark.meshRenderer.material = blackPre;
if (enemyNode != null)
{
enemyNode.colorUnderAttack = 5;
}
break;
}
}

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

@ -94,6 +94,7 @@ public static class Name
public const int Blue = 3;
public const int White = 2;
public const int Black = 5;
public const int Metal = 6;
public static readonly List<int> PlayerColor = new() { Red, Green, Blue };
}
@ -112,6 +113,8 @@ public static class Name
intcolor = NodeColor.White; break;
case Color.Black:
intcolor = NodeColor.Black; break;
case Color.Metal:
intcolor = NodeColor.Metal; break;
}
return intcolor;
}
@ -123,6 +126,7 @@ public static class Name
public const string Blue = "blue";
public const string White = "white";
public const string Black = "black";
public const string Metal = "metal";
}
public static class CardFunctionString

2
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -204,6 +204,8 @@ public class getNodeTools
colorCount = MapUnityManager.Instance.blueNodeCount; break;
case Name.Color.Black:
colorCount = MapUnityManager.Instance.blackNodeCount; break;
case Name.Color.Metal:
colorCount = MapUnityManager.Instance.metalNodeCount; break;
}
return colorCount;
}

3
ColorlessWorld-2024-4-2/Assets/Scripts/UI/CardActiveSort/CardActiveSort.cs

@ -136,9 +136,10 @@ public class CardActiveSort : Singleton <CardActiveSort>
StartCoroutine(MoveCard(cardEntitieList, i));
yield return new WaitForSeconds(0.1f);
}
Debug.Log("抽卡点3");
canDrawCard = true;//标识已经移动完成,让抽卡方法生成新卡牌
yield return new WaitUntil(() => prepareHandCard.Count == drawCardCount);//等待新抽的卡牌移动到位
Debug.Log("抽卡点4"+drawCardCount );
//将新加进来的卡牌加入列表
for (int i = 0; i < prepareHandCard.Count; i++)
{

10
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs

@ -15,6 +15,8 @@ public class MapUnityManager : Singleton<MapUnityManager>
public int blackNodeCount;
public int metalNodeCount;
public string getAdvNode()
{
Dictionary<string,int> kvps = new Dictionary<string, int>
@ -24,6 +26,7 @@ public class MapUnityManager : Singleton<MapUnityManager>
{ Name.Color.Green, greenNodeCount },
{ Name.Color.Black, blackNodeCount },
{ Name.Color.White, whiteNodeCount },
{ Name.Color.Metal, metalNodeCount },
};
string advColor= GetKeyWithMaxValue(kvps);
//Debug.Log(advColor);
@ -66,7 +69,7 @@ public class MapUnityManager : Singleton<MapUnityManager>
{
if(GameManager .Instance .complete ==true )
{
int red = 0, blue = 0, green = 0, white = 0, black = 0;
int red = 0, blue = 0, green = 0, white = 0, black = 0,metal=0;
for (int i = 0; i < GameManager.Instance.X.Count; i++)
{
for (int j = 0; j < GameManager.Instance.X[i].Y.Count; j++)
@ -88,10 +91,13 @@ public class MapUnityManager : Singleton<MapUnityManager>
case Name.NodeColor.Green:
green++;
break;
case Name.NodeColor.Metal:
metal++;
break;
}
}
}
redNodeCount = red; blueNodeCount = blue; greenNodeCount = green; whiteNodeCount = white; blackNodeCount = black;
redNodeCount = red; blueNodeCount = blue; greenNodeCount = green; whiteNodeCount = white; blackNodeCount = black;metalNodeCount =metal;
}
}

10
ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

@ -78,7 +78,7 @@ public class SettlementManager : Singleton<SettlementManager>
//Ô¤¼ÆµØ¿é¼ÆÊý
public List <int> PreviewColorMapUnity(CardOriginalData cardOriginalData, MapUnity targetNode)
{
List<int > mapColorCount = new List<int>() { 0,0,0,0,0,0};//1red,2white,3blue,4green,5black
List<int > mapColorCount = new List<int>() { 0,0,0,0,0,0,0};//1red,2white,3blue,4green,5black,6matel
ZeroToFiveCircularCounter counter = new ZeroToFiveCircularCounter();
int offset = 3;
@ -91,7 +91,7 @@ public class SettlementManager : Singleton<SettlementManager>
if (!cardOriginalData.nodesColor[0].Equals(Name.none))
{
// targetNode.switchColor(Name.stringColorToint(cardOriginalData.nodesColor[0]));
if (targetNode.whoColour != Name.stringColorToint(cardOriginalData.nodesColor[0]))
if (targetNode.whoColour != Name.stringColorToint(cardOriginalData.nodesColor[0])&&targetNode .whoColour !=6)
{
mapColorCount[Name.stringColorToint(cardOriginalData.nodesColor[0])] += 1;
mapColorCount[targetNode.whoColour] -= 1;
@ -112,7 +112,7 @@ public class SettlementManager : Singleton<SettlementManager>
if (endNode != null)
{
// endNode.switchColor(Name.stringColorToint(cardOriginalData.nodesColor[i + 1]));
if(endNode.whoColour != Name.stringColorToint(cardOriginalData.nodesColor[i + 1]))
if(endNode.whoColour != Name.stringColorToint(cardOriginalData.nodesColor[i + 1]) && endNode.whoColour != 6)
{
mapColorCount[Name.stringColorToint(cardOriginalData.nodesColor[i + 1])] += 1;
mapColorCount[endNode.whoColour] -= 1;
@ -485,7 +485,7 @@ public class SettlementManager : Singleton<SettlementManager>
GameManager.Instance.playerState.currentStepRange = trueStep;
}
}
private void damageWork(int damageVal, List<MapUnity> influencePreviewPool,int pierceNum)
public void damageWork(int damageVal, List<MapUnity> influencePreviewPool,int pierceNum)
{
int pierceCount=0;
if (pierceNum!=-1)
@ -681,6 +681,8 @@ public class SettlementManager : Singleton<SettlementManager>
Usermanager.Instance.RefreshPlayerBuffIcon();
GameManager.Instance.SyncColourCountUI();
EnemyManager.Instance.enemyRefreshEnemyBuffIcon(0);
//广播释放完一张卡牌的接口
GameManager.Instance.BroadCastPlayerUsedCard();
}
//Ô¤ÆÚÉ˺¦

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