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Merge pull request '敌人范围显示优化' (#9) from dev-0705 into dev-0524

Reviewed-on: #9
pull/10/head
45 1 year ago
parent
commit
74a926324f
  1. BIN
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  3. 89
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab
  4. 137
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/enemyMark.mat
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  6. 9
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  7. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  8. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  9. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/UsedCard.cs
  10. 40
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs
  11. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  12. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs
  13. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyPlanActionUI.cs
  14. 2
      ColorlessWorld-2024-4-2/Assets/data/card_data.csv
  15. BIN
      ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache
  16. BIN
      ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache

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

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@ -9256,6 +9256,7 @@ MonoBehaviour:
usedCard: {fileID: 1964831963}
cardDeckNumberText: {fileID: 591146068}
usedCardNumberText: {fileID: 1278694494}
deleteCardNumberText: {fileID: 263387098}
currentCost: 0
totalCost: 0
turn: 4
@ -9468,7 +9469,7 @@ MonoBehaviour:
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@ -10199,6 +10200,7 @@ MonoBehaviour:
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type: 2}
playerState: {fileID: 0}
onDrag: 0
textMaxCost: {fileID: 2096369105}
textCurrentCost: {fileID: 791443579}
textMaxStep: {fileID: 219845941}
@ -11281,7 +11283,7 @@ MonoBehaviour:
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@ -15593,6 +15595,7 @@ MonoBehaviour:
cardPrefab: {fileID: 3410471369990512392, guid: d255d4b8a06372542bcbeef98cf4761c,
type: 3}
usedCardList:
deleteCardList:
--- !u!1 &1966305439
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6
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -20,7 +20,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
public EventSystem eventSystem;
bool canUse = true;//决定卡牌是否可以释放
bool choosed;//标识卡牌是否被选中
[Header("贝塞尔曲线瞄准")]
public GameObject ainPanle;
@ -129,6 +129,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
if (choosed && Mouse.current.rightButton.wasPressedThisFrame)
{
GameManager.Instance.onDrag = false;
Debug.Log("取消释放");
canUse = false;//取消释放
ainPanle.SetActive(false);
@ -147,6 +148,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
return;
}
GameManager.Instance.onDrag = true;
choosed = true;
GetComponent<CanvasGroup>().blocksRaycasts = false;
@ -331,6 +333,8 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
public void OnEndDrag(PointerEventData eventData)
{
GameManager.Instance.onDrag = false;
StartCoroutine(OnDragIEnumerator(eventData));
}

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

@ -13,6 +13,7 @@ public class TurnMaster : Singleton<TurnMaster>
public Text cardDeckNumberText;
public Text usedCardNumberText;
public Text deleteCardNumberText;
public int currentCost;
public int totalCost;
@ -83,6 +84,7 @@ public class TurnMaster : Singleton<TurnMaster>
//ͬ²½UI
cardDeckNumberText.text = cardDeck.cardList.Count.ToString();
usedCardNumberText.text = usedCard.usedCardList.Count.ToString();
deleteCardNumberText.text = usedCard.deleteCardList.Count.ToString();
}
IEnumerator EndPlayerTurnBegin()
{

3
ColorlessWorld-2024-4-2/Assets/Scripts/Card/UsedCard.cs

@ -5,5 +5,8 @@ using UnityEngine;
public class UsedCard : MonoBehaviour
{
public GameObject cardPrefab;
[Header("贏華")]
public List<int> usedCardList;
[Header("种障")]
public List<int> deleteCardList;
}

40
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
@ -153,9 +154,8 @@ public class EnemyManager : Singleton<EnemyManager>
}
public void AttackRangePreviewInfluencedNode(MapUnity enemyNode, int step,List<MapUnity> influencePreviewPool)//可移动格子预览
{
influencePreviewPool .Clear();
{
influencePreviewPool .Clear();
//GameManager.Instance.playerOn.InfluencePool = GameManager.Instance.playerOn.unitPool;
MapUnity playerNode = enemyNode;
MapUnity currentNode = enemyNode;
@ -519,11 +519,14 @@ public class EnemyManager : Singleton<EnemyManager>
}
}
List<MapUnity> disInfluencePreviewPool = influencePreviewPool.Distinct(new MapUnityCompare()).ToList();
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
foreach ( var i in disInfluencePreviewPool)
{
influencePreviewPool[i].influenced = true;
influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].red;
i.markInfluenced = true;
i.hightLigtMark.GetComponent<Renderer>().material = i.enemyMark;
}
}
@ -896,5 +899,30 @@ public class EnemyManager : Singleton<EnemyManager>
}
}
List<MapUnity> disInfluencePreviewPool = influencePreviewPool.Distinct(new MapUnityCompare()).ToList ();
influencePreviewPool.Clear();
foreach (var i in disInfluencePreviewPool )
{
influencePreviewPool.Add(i);
}
}
//±È½ÏÀà
class MapUnityCompare : IEqualityComparer<MapUnity>
{
public bool Equals(MapUnity x, MapUnity y)
{
if((x.locationX == y.locationX)&&(x.locationY == y.locationY))
{
return true;
}
return false;
}
public int GetHashCode(MapUnity obj)
{
return obj.locationX.GetHashCode() ^ obj.locationY.GetHashCode();
}
}
}

3
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -16,6 +16,9 @@ public class GameManager : Singleton<GameManager>
public PlayerState_SO templatePlayerState;//角色数据ScriptableObject模板
public PlayerState_SO playerState;//在游戏中实际使用的数据
[Header("角色动作状态")]
public bool onDrag;//正在拖动卡牌
[Header("角色状态数据UI")]
public Text textMaxCost;
public Text textCurrentCost;

18
ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs

@ -12,10 +12,14 @@ public class MapUnity : MonoBehaviour
[Header("UI效果范围控件")]
public bool influenced;//被选中
public bool markInfluenced;//需要被高亮显示
public GameObject choossedMark;//被选中激活
// public List<MapUnity> InfluencePool;//影响池
public GameObject hightLigtMark;//被选中高亮
public Material red;
public Material yellow;
public Material enemyMark;
[Header("涂色控件")]
public Material plyerColour;//玩家颜色
@ -77,9 +81,17 @@ public class MapUnity : MonoBehaviour
{
choossedMark.SetActive(false);
}
if (markInfluenced)
{
hightLigtMark.SetActive(true);
}
else
{
hightLigtMark.SetActive(false);
}
//根据涂色角色改变颜色
if(whoColour == WhoColour.playerColour )
//根据涂色角色改变颜色
if (whoColour == WhoColour.playerColour )
{
colourGameObject.GetComponent<Renderer>().material = plyerColour;
}

14
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyPlanActionUI.cs

@ -14,7 +14,7 @@ public class EnemyPlanActionUI : MonoBehaviour
private void OnMouseEnter()
{
if (TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn)
if (TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn &&GameManager .Instance .onDrag ==false )
{
MapUnity currentMapUnity = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
@ -134,21 +134,21 @@ public class EnemyPlanActionUI : MonoBehaviour
{
for (int i = 0; i < step + 1; i++)
{
enemyNode.pasth[i].choossedMark.GetComponent<Renderer>().material = enemyNode.pasth[i].yellow;
enemyNode.pasth[i].hightLigtMark.GetComponent<Renderer>().material = enemyNode.pasth[i].yellow;
}
}
else if (enemyNode.pasth.Count - 1 == step)
{
for (int i = 0; i < step; i++)
{
enemyNode.pasth[i].choossedMark.GetComponent<Renderer>().material = enemyNode.pasth[i].yellow;
enemyNode.pasth[i].hightLigtMark.GetComponent<Renderer>().material = enemyNode.pasth[i].yellow;
}
}
else
{
for (int i = 0; i < enemyNode.pasth.Count; i++)
{
enemyNode.pasth[i].choossedMark.GetComponent<Renderer>().material = enemyNode.pasth[i].yellow;
enemyNode.pasth[i].hightLigtMark.GetComponent<Renderer>().material = enemyNode.pasth[i].yellow;
}
}
}
@ -160,7 +160,7 @@ public class EnemyPlanActionUI : MonoBehaviour
{
for (int i = 0; i < enemyNode.oppositePasth.Count; i++)
{
enemyNode.oppositePasth[i].choossedMark.GetComponent<Renderer>().material = enemyNode.pasth[i].yellow;
enemyNode.oppositePasth[i].hightLigtMark.GetComponent<Renderer>().material = enemyNode.pasth[i].yellow;
}
}
break;
@ -185,9 +185,9 @@ public class EnemyPlanActionUI : MonoBehaviour
//±éÀúÓ°Ïì³Ø±äÉ«
for (int i = 0; i < enemyNode.rangePool.Count; i++)
{
enemyNode.rangePool[i].influenced = false;
enemyNode.rangePool[i].markInfluenced = false;
}
enemyNode.rangePool.Clear();
//enemyNode.rangePool.Clear();
}
}

2
ColorlessWorld-2024-4-2/Assets/data/card_data.csv

@ -3,7 +3,7 @@
10002,护盾,1,1,2,5,0,0,0,2,5,1,,PlayerIcon
10003,毒药,1,1,4,6,3,1,0,4,10,1,施加4层中毒,PlayerIcon
10004,枫叶炸弹,2,2,9,2,2,7_2,0,9;4,2;4,1,施加4层中毒,PlayerIcon
10005,花粉,0,2,8,1,4,1,0,8,2,1,施加1层沉睡,PlayerIcon
10005,花粉,0,2,8,2,4,1,0,8,2,1,施加1层沉睡,PlayerIcon
10006,致残,2,1,7,2,2,1,0,7;9,2;2,1,施加2层流血,PlayerIcon
10007,滋养,1,2,12;13,3;1,0,0,0,12,3,1,无需丢弃,PlayerIcon
10008,草山压顶,3,3,1;6,10;1,2,1,0,1;6,13;1,1,造成3点伤害,PlayerIcon

1 ID 名称 费用 稀有度 功能 数值 施法范围 作用范围 消耗 优势功能 数值 卡牌类型 优势描述 图片路径
3 10002 护盾 1 1 2 5 0 0 0 2 5 1 PlayerIcon
4 10003 毒药 1 1 4 6 3 1 0 4 10 1 施加4层中毒 PlayerIcon
5 10004 枫叶炸弹 2 2 9 2 2 7_2 0 9;4 2;4 1 施加4层中毒 PlayerIcon
6 10005 花粉 0 2 8 1 2 4 1 0 8 2 1 施加1层沉睡 PlayerIcon
7 10006 致残 2 1 7 2 2 1 0 7;9 2;2 1 施加2层流血 PlayerIcon
8 10007 滋养 1 2 12;13 3;1 0 0 0 12 3 1 无需丢弃 PlayerIcon
9 10008 草山压顶 3 3 1;6 10;1 2 1 0 1;6 13;1 1 造成3点伤害 PlayerIcon

BIN
ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache

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ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache

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