Browse Source

敌人意图优化

pull/4/head
软件204张景程 2 years ago
parent
commit
6d399474a3
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File diff suppressed because it is too large

22
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -19,7 +19,8 @@ public class TurnMaster : Singleton<TurnMaster>
playerTurnBegin, playerTurnBegin,
playerTurn, playerTurn,
enemyTurnBegin, enemyTurnBegin,
enemyTurn enemyTurn,
turnStop
}; };
public Turn turn = Turn.playerTurnBegin; public Turn turn = Turn.playerTurnBegin;
[Header("角色动作")] [Header("角色动作")]
@ -41,21 +42,27 @@ public class TurnMaster : Singleton<TurnMaster>
//洗牌--抽卡 //洗牌--抽卡
ShuffleWithLosingCards(); ShuffleWithLosingCards();
//显示敌人攻击虚线
EnemyManager.Instance.EnemyLine_Observer();
//阶段流转 //阶段流转
turn = Turn.playerTurn; StartCoroutine(EndPlayerTurnBegin());
} }
if (turn == Turn.enemyTurnBegin) if (turn == Turn.enemyTurnBegin)
{ {
//结算buff //结算buff
//结算技能冷却 //结算技能冷却
EnemyManager.Instance.EnemySkillCoolDown_Observer(); // EnemyManager.Instance.EnemySkillCoolDown_Observer();
turn = Turn.enemyTurn; turn = Turn.enemyTurn;
} }
if (turn == Turn.enemyTurn) if (turn == Turn.enemyTurn)
{ {
//等待准备阶段效果结算完毕开始回合
//StartCoroutine(EnemyTurn());
//敌人动作如移动,涂色 //敌人动作如移动,涂色
EnemyManager.Instance.EnemyMove_Observer(); EnemyManager.Instance.EnemyMove_Observer();
EnemyManager.Instance.EnemyColour_Observer(); EnemyManager.Instance.EnemyColour_Observer();
@ -69,7 +76,12 @@ public class TurnMaster : Singleton<TurnMaster>
cardDeckNumberText.text = cardDeck.cardList.Count.ToString(); cardDeckNumberText.text = cardDeck.cardList.Count.ToString();
usedCardNumberText.text = usedCard.usedCardList.Count.ToString(); usedCardNumberText.text = usedCard.usedCardList.Count.ToString();
} }
IEnumerator EndPlayerTurnBegin()
{
turn = Turn.turnStop;
yield return new WaitForSeconds(3.0f); // 等待3秒
turn = Turn.playerTurn;
}
public void EndPlayerTurn() public void EndPlayerTurn()
{ {
turn = Turn.enemyTurnBegin; turn = Turn.enemyTurnBegin;

384
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs

@ -7,6 +7,9 @@ public class EnemyManager : Singleton<EnemyManager>
[SerializeField] [SerializeField]
public List<IEnemyObserver> enemyObservers = new List<IEnemyObserver>(); public List<IEnemyObserver> enemyObservers = new List<IEnemyObserver>();
[Header ("怪物攻击范围预览影响池")]
public List<MapUnity> influencePreviewPool = new List<MapUnity>();
private void Start() private void Start()
{ {
Invoke("GetEnemyPosition_Observer", 6f); Invoke("GetEnemyPosition_Observer", 6f);
@ -41,6 +44,13 @@ public class EnemyManager : Singleton<EnemyManager>
observer.SettlementSkill(); observer.SettlementSkill();
} }
} }
public void EnemyLine_Observer()
{
foreach (var observer in enemyObservers)
{
observer.AppearAimLine();
}
}
public void enemyTurnSettle(int settleTurn) public void enemyTurnSettle(int settleTurn)
{ {
@ -50,4 +60,378 @@ public class EnemyManager : Singleton<EnemyManager>
observer.GetEnemyNode().enemyTurnSettle(settleTurn); observer.GetEnemyNode().enemyTurnSettle(settleTurn);
} }
} }
public void AttackRangePreviewInfluencedNode(MapUnity enemyNode, int step)//可移动格子预览
{
influencePreviewPool.Clear();
//GameManager.Instance.playerOn.InfluencePool = GameManager.Instance.playerOn.unitPool;
MapUnity playerNode = enemyNode;
MapUnity currentNode = enemyNode;
MapUnity xRememberNode = enemyNode;
//Vector2 currentPoint = new Vector2(currentNode.locationX, currentNode.locationY);
//Vector2 surchPoint = new Vector2(currentNode.locationX, currentNode.locationY-step);
//迭代六次-逆时针
//向左
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[0] != null)
{
xRememberNode = xRememberNode.unitPool[0];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[5] != null)
{
influencePreviewPool.Add(currentNode.unitPool[5]);
currentNode = currentNode.unitPool[5];
}
else break;
}
}
//向左下
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[5] != null)
{
xRememberNode = xRememberNode.unitPool[5];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[4] != null)
{
influencePreviewPool.Add(currentNode.unitPool[4]);
currentNode = currentNode.unitPool[4];
}
else break;
}
}
//向右
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[4] != null)
{
xRememberNode = xRememberNode.unitPool[4];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[3] != null)
{
influencePreviewPool.Add(currentNode.unitPool[3]);
currentNode = currentNode.unitPool[3];
}
else break;
}
}
//向右上
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[3] != null)
{
xRememberNode = xRememberNode.unitPool[3];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[2] != null)
{
influencePreviewPool.Add(currentNode.unitPool[2]);
currentNode = currentNode.unitPool[2];
}
else break;
}
}
//向上
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[2] != null)
{
xRememberNode = xRememberNode.unitPool[2];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[1] != null)
{
influencePreviewPool.Add(currentNode.unitPool[1]);
currentNode = currentNode.unitPool[1];
}
else break;
}
}
//向左上
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[1] != null)
{
xRememberNode = xRememberNode.unitPool[1];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[0] != null)
{
influencePreviewPool.Add(currentNode.unitPool[0]);
currentNode = currentNode.unitPool[0];
}
else break;
}
}
//迭代六次-顺时针
//向左
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[5] != null)
{
xRememberNode = xRememberNode.unitPool[5];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[0] != null)
{
if (currentNode.influenced == false)
{
influencePreviewPool.Add(currentNode.unitPool[0]);
currentNode = currentNode.unitPool[0];
}
}
else break;
}
}
//向左下
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[4] != null)
{
xRememberNode = xRememberNode.unitPool[4];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[5] != null)
{
if (currentNode.influenced == false)
{
influencePreviewPool.Add(currentNode.unitPool[5]);
currentNode = currentNode.unitPool[5];
}
}
else break;
}
}
//向右
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[3] != null)
{
xRememberNode = xRememberNode.unitPool[3];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[4] != null)
{
if (currentNode.influenced == false)
{
influencePreviewPool.Add(currentNode.unitPool[4]);
currentNode = currentNode.unitPool[4];
}
}
else break;
}
}
//向右上
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[2] != null)
{
xRememberNode = xRememberNode.unitPool[2];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[3] != null)
{
if (currentNode.influenced == false)
{
influencePreviewPool.Add(currentNode.unitPool[3]);
currentNode = currentNode.unitPool[3];
}
}
else break;
}
}
//向上
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[1] != null)
{
xRememberNode = xRememberNode.unitPool[1];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[2] != null)
{
if (currentNode.influenced == false)
{
influencePreviewPool.Add(currentNode.unitPool[2]);
currentNode = currentNode.unitPool[2];
}
}
else break;
}
}
//向左上
xRememberNode = playerNode;//记忆标量归位
for (int j = 0; j < step; j++)
{
// surchPoint.y = currentNode.locationY+j+1;
// surchPoint.x = currentNode.locationX;
if (j != 0)
{
if (xRememberNode.unitPool[0] != null)
{
xRememberNode = xRememberNode.unitPool[0];//延迟一步
}
else break;
}
currentNode = xRememberNode;
for (int k = 0; k < step - j; k++)
{
if (currentNode.unitPool[1] != null)
{
if (currentNode.influenced == false)
{
influencePreviewPool.Add(currentNode.unitPool[1]);
currentNode = currentNode.unitPool[1];
}
}
else break;
}
}
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = true;
influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].red;
}
}
} }

24
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -12,11 +12,15 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public int positionX,positionY;//初始位置,移动后位置写回 public int positionX,positionY;//初始位置,移动后位置写回
[Header("寻路控件")] [Header("寻路控件")]
public List<MapUnity> pasth = new List<MapUnity>();//路径 public List<MapUnity> pasth = new List<MapUnity>();//路径
[Header("敌人类型")] [Header("敌人类型")]
public EnemyType enemyType; public EnemyType enemyType;
public EnemyScript enemyScript; public EnemyScript enemyScript;
[Header("Ãé×¼ÐéÏß")]
public GameObject lineAim;
public bool canLineAppre;
public enum EnemyType public enum EnemyType
{ {
enemy, enemy,
@ -35,7 +39,12 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public enum PlanAction public enum PlanAction
{ {
attack, attack,
dashAttack,
shoot,
sheield, sheield,
upBuff,
deBuff,
aoe,
random random
} }
@ -108,7 +117,16 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{ {
} }
public void AppearAimLine()
{
if(enemyType ==EnemyType.enemy&&canLineAppre )
{
lineAim.SetActive(true);
lineAim.GetComponent<EnemyAimLine>().LateDisappear(1);
canLineAppre = false;
}
}
//移动函数 //移动函数
public void FindPath() public void FindPath()
@ -314,4 +332,6 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
} }
} }
} }
} }

158
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Wolf.cs

@ -5,133 +5,111 @@ using UnityEngine;
public class Wolf : MonoBehaviour public class Wolf : MonoBehaviour
{ {
EnemyNode enemyNode; EnemyNode enemyNode;
public enum NextAction
{
attack,
dash,
random
}
public NextAction nextAction;
[Header("ÆÕͨ¹¥»÷·¶Î§")] [Header("ÆÕͨ¹¥»÷·¶Î§")]
public int attackRange; public int attackRange;
[Header("³å´Ì¹¥»÷·¶Î§")] [Header("³å´Ì¹¥»÷·¶Î§")]
public int dashRange; public int dashRange;
[Header("计数标量")]
float lastTime = 0;
public float time;
private void Start() private void Start()
{ {
enemyNode = GetComponent<EnemyNode>(); enemyNode = GetComponent<EnemyNode>();
} }
private void Update() public void WolfTurn()
{ {
if (TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn && GameManager .Instance .complete ) enemyNode.FindPath();
WolfMove();
//回合动作
switch (enemyNode.planAction)
{ {
if (lastTime > 0) case EnemyNode.PlanAction.attack:
//攻击
Debug.Log("攻击");
break;
case EnemyNode.PlanAction.dashAttack:
//冲锋
enemyNode.EnemyState.currentSkillCoolDown = enemyNode.EnemyState.maxSkillCoolDown;
Debug.Log("冲锋");
break;
case EnemyNode.PlanAction.random:
Debug.Log("无所事事");
break;
}
//下回合意图
enemyNode.SettlementSkill();
NextTurnIntention();
}
public void WolfMove()
{
if(enemyNode.pasth.Count>2)
{
if (enemyNode.canMove && enemyNode.EnemyState.currentSkillCoolDown > 0)
{ {
lastTime -= Time.deltaTime; enemyNode.Move(enemyNode.pasth[0], enemyNode.EnemyState.stepRange);
} }
else else if (enemyNode.canMove)
{ {
WolfAction(); enemyNode.Move(enemyNode.pasth[0], dashRange);
lastTime = time;
} }
} }
} }
public void WolfTurn() public void NextTurnIntention()
{ {
enemyNode.FindPath(); enemyNode.FindPath();
if (nextAction ==NextAction.dash) if (enemyNode .pasth.Count <=2)
{
//冲锋
enemyNode.Move(enemyNode.pasth[0], 5);
enemyNode.EnemyState.currentSkillCoolDown = enemyNode.EnemyState.maxSkillCoolDown;
Debug.Log("冲锋");
WolfColour();
}
else if(enemyNode.canMove == true&&enemyNode.pasth.Count>2)
{
//移动
enemyNode.Move(enemyNode.pasth[0], enemyNode.EnemyState.stepRange);
Debug.Log("移动");
enemyNode.EnemyState.currentMoveCoolDown = enemyNode.EnemyState.maxMoveCoolDown;
WolfColour();
}
else
{
//不动
Debug.Log("无法移动");
}
if (nextAction == NextAction.attack)
{ {
//攻击 enemyNode.canMove = false;
Debug.Log("攻击");
} }
else else if(enemyNode.EnemyState.currentMoveCoolDown > 0)
{ {
//不动 enemyNode.canMove = false;
Debug.Log("无动作");
}
WolfMove();
}
public void WolfMove() }
{
if (enemyNode.EnemyState.currentSkillCoolDown > 0&&enemyNode.EnemyState.currentMoveCoolDown <= 0)
{
enemyNode.canMove = true;
}
else else
{ {
enemyNode.canMove = false; enemyNode.canMove = true;
} }
if (enemyNode.EnemyState.currentSkillCoolDown <= 0 && enemyNode.pasth.Count > 6) if(enemyNode .pasth .Count <=dashRange +2)
{ {
if ( enemyNode.EnemyState.currentMoveCoolDown <= 0) if(enemyNode .EnemyState .currentSkillCoolDown <=0)
{ {
//下回合意图为冲锋
enemyNode.planAction = EnemyNode.PlanAction.dashAttack;
enemyNode.canMove = true; enemyNode.canMove = true;
enemyNode.canLineAppre = true;
}
else if(enemyNode .canMove ==true &&enemyNode .pasth .Count <=attackRange +enemyNode .EnemyState .stepRange +2)
{
//下回合意图为移动和攻击
enemyNode.planAction = EnemyNode.PlanAction.attack;
enemyNode.canLineAppre = true;
}
else if(enemyNode.canMove == false && enemyNode.pasth.Count <= attackRange + 2)
{
//下回合意图为攻击
enemyNode.planAction = EnemyNode.PlanAction.attack;
enemyNode.canLineAppre = true;
}
else
{
//下回合意图为无所事事
enemyNode.planAction = EnemyNode.PlanAction.random;
} }
}
}
public void WolfAction()
{
enemyNode.FindPath();
if (enemyNode.pasth.Count <= 2)
{
//攻击
nextAction = NextAction.attack;
enemyNode.planAction = EnemyNode.PlanAction.attack;
enemyNode.EnemyState.attackRange = attackRange;
}
else if( enemyNode.pasth.Count <= 4&& enemyNode.canMove )
{
//攻击
nextAction = NextAction.attack;
enemyNode.planAction = EnemyNode.PlanAction.attack;
enemyNode.EnemyState.attackRange = attackRange + enemyNode.EnemyState.stepRange;
}
else if(enemyNode.pasth.Count <= 6&& enemyNode.EnemyState.currentSkillCoolDown <= 0)
{
//冲锋
nextAction = NextAction.dash;
enemyNode.planAction = EnemyNode.PlanAction.attack;
enemyNode.EnemyState.attackRange = dashRange;
} }
else else
{ {
//不动
nextAction = NextAction.random;
enemyNode.planAction = EnemyNode.PlanAction.random; enemyNode.planAction = EnemyNode.PlanAction.random;
} }
} }
public void WolfColour() public void WolfColour()

2
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Interface/IEnemyObserver.cs

@ -9,6 +9,8 @@ public interface IEnemyObserver
void SettlementSkill(); void SettlementSkill();
void AppearAimLine();
EnemyNode GetEnemyNode(); EnemyNode GetEnemyNode();
} }

73
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyAimLine.cs

@ -0,0 +1,73 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAimLine : MonoBehaviour
{
public LineRenderer lineRenderer;
public float density =2f; //ÃܶÈ
public float speed;//ËÙ¶È
private Material material;
private int id = Shader.PropertyToID("_MainTex");
private Vector2 offset = new Vector2(0, 0);
private float disappearTimer = 2;//Ïûʧʱ¼ä
public float currentdisappearTime = 0;
private void Start()
{
material = lineRenderer.material;
}
void Update()
{
lineRenderer.SetPosition(0, this.transform.position);
lineRenderer.SetPosition(1, GameManager.Instance.player.transform.position);
float lineLength = (lineRenderer.GetPosition(1) - lineRenderer.GetPosition(0)).magnitude;
material.SetTextureScale(id, new Vector2(lineLength * density, 0));
offset -= new Vector2(speed, 0);
material.SetTextureOffset(id, offset);
if(currentdisappearTime >0)
{
currentdisappearTime -= Time.deltaTime;
Color color = new Color(1f, 0, 0, (currentdisappearTime/disappearTimer));
material.color = color;
if(currentdisappearTime /disappearTimer <=0.01)
{
currentdisappearTime = 0;
this.gameObject.SetActive(false);
}
}
}
public void Disappear()
{
disappearTimer = 2f;
currentdisappearTime = disappearTimer;
}
public void Disappear(int time)
{
disappearTimer = time;
currentdisappearTime = disappearTimer;
}
public void LateDisappear(int LateTime)
{
lineRenderer.SetPosition(0, this.transform.position);
lineRenderer.SetPosition(1, GameManager.Instance.player.transform.position);
Color color = new Color(1f, 0, 0, 1f);
material.color = color;
Invoke("Disappear", LateTime);
}
public void Appear()
{
lineRenderer.SetPosition(0, this.transform.position);
lineRenderer.SetPosition(1, GameManager.Instance.player.transform.position);
Color color = new Color(1f, 0, 0, 1f);
material.color = color;
//this.gameObject.SetActive(true);
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyAimLine.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0e85732096b0d414f9d6f9ea2e10f06f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

139
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs

@ -10,20 +10,26 @@ public class EnemyUIBar : MonoBehaviour
[Header("Òâͼͼ±ê")] [Header("Òâͼͼ±ê")]
public Sprite attackIcon; public Sprite attackIcon;
public Sprite shootIcon;
public Sprite aoeIcon;
public Sprite shieldIcon; public Sprite shieldIcon;
public Sprite upBuffIcon;
public Sprite deBuffIcon;
public Sprite randomIcon; public Sprite randomIcon;
public Text planInforText; public Image planImage;
public Image planIcon; public Text attackDamageText;
public GameObject attackRangeIcon;
public Text attackRangeText;
public GameObject moveIcon; public GameObject moveIcon;
public Text stepText;
[Header("悬停角色属性")]
public GameObject statePanel;
public Text stateText;
private bool isShow;
[Header("¼ÆÊý±êÁ¿")] [Header("¼ÆÊý±êÁ¿")]
float lastTime=0;
public float time; public float time;
float lastTime=0;
private void Start() private void Start()
{ {
@ -53,30 +59,40 @@ public class EnemyUIBar : MonoBehaviour
switch (enemyNode.planAction) switch (enemyNode.planAction)
{ {
case EnemyNode.PlanAction.attack: case EnemyNode.PlanAction.attack:
planIcon.sprite = attackIcon; planImage.sprite = attackIcon;
planInforText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString (); attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString ();
attackRangeIcon.SetActive(true); break;
attackRangeText.text = enemyNode.EnemyState.attackRange.ToString(); case EnemyNode.PlanAction.dashAttack:
break; planImage.sprite = attackIcon;
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier*2f).ToString();
break;
case EnemyNode.PlanAction.sheield: case EnemyNode.PlanAction.sheield:
planIcon.sprite = shieldIcon; planImage.sprite = shieldIcon;
planInforText.text = enemyNode.EnemyState.upShieldValue .ToString(); break;
attackRangeIcon.SetActive(false); case EnemyNode.PlanAction.shoot:
break; planImage.sprite = shootIcon;
break;
case EnemyNode.PlanAction.aoe:
planImage.sprite = aoeIcon;
break;
case EnemyNode.PlanAction.upBuff:
planImage.sprite = upBuffIcon;
break;
case EnemyNode.PlanAction.deBuff:
planImage.sprite = deBuffIcon;
break;
case EnemyNode.PlanAction.random: case EnemyNode.PlanAction.random:
planIcon.sprite = randomIcon; planImage.sprite = randomIcon;
planInforText.text = null;
attackRangeIcon.SetActive(false);
break; break;
} }
} }
private void SwitchMoveIntention(bool canMove) private void SwitchMoveIntention(bool canMove)
{ {
switch (canMove) switch (canMove)
{ {
case true: case true:
moveIcon.SetActive(true); moveIcon.SetActive(true);
stepText.text=(enemyNode.EnemyState.stepRange*enemyNode.EnemyState.stepRangeMultiplier).ToString();
break; break;
case false: case false:
moveIcon.SetActive(false); moveIcon.SetActive(false);
@ -84,4 +100,83 @@ public class EnemyUIBar : MonoBehaviour
} }
} }
//鼠标悬停
private void OnMouseOver()
{
isShow = true;
}
private void OnMouseExit()
{
isShow = false;
}
private void OnGUI()
{
if(TurnMaster .Instance .turn == TurnMaster.Turn.playerTurn)
{
if (isShow)
{
statePanel.SetActive(true);
MapUnity currentMapUnity = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
if (EnemyManager.Instance.influencePreviewPool .Contains (GameManager.Instance .playerOn ))
{
enemyNode.lineAim.SetActive(true);
enemyNode.lineAim.GetComponent<EnemyAimLine>().Appear();
}
//回合动作
switch (enemyNode.planAction)
{
case EnemyNode.PlanAction.attack:
//攻击
if (enemyNode.canMove)
{
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + enemyNode.EnemyState.stepRange.ToString() + "个格子。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange + enemyNode.EnemyState.stepRange);
}
else
{
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange);
}
break;
case EnemyNode.PlanAction.dashAttack:
//冲锋
if (enemyNode.canMove)
{
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。这个敌人将会移动5个格子。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange + 5);
}
else
{
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。";
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange);
}
break;
case EnemyNode.PlanAction.random:
stateText.text = "这个敌人将无所事事";
if (enemyNode.canMove)
{
stateText.text = "这个敌人将会移动" + enemyNode.EnemyState.stepRange.ToString() + "个格子。";
}
break;
}
}
else
{
statePanel.SetActive(false);
enemyNode.lineAim.SetActive (false );
//遍历影响池变色
for (int i = 0; i < EnemyManager.Instance.influencePreviewPool.Count; i++)
{
EnemyManager.Instance.influencePreviewPool[i].influenced = false;
}
EnemyManager.Instance.influencePreviewPool.Clear();
}
}
}
} }

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@ -29501,7 +29501,7 @@
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@ -29790,6 +29790,7 @@
"Assets/Scripts/Tool/CardId.cs", "Assets/Scripts/Tool/CardId.cs",
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@ -30063,7 +30064,7 @@
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