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新遗物

pull/29/head
yjm484 1 year ago
parent
commit
78de92b3d7
  1. 9
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  2. 72
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  3. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData.cs
  4. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs
  5. 37
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  6. 19
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  7. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_BoxLock.cs
  8. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_BoxLock.cs.meta
  9. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_CharcoalFire.cs
  10. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_CharcoalFire.cs.meta
  11. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_DamagedBag.cs
  12. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_DamagedBag.cs.meta
  13. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_Extractor.cs
  14. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_Extractor.cs.meta
  15. 17
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_FireHeart.cs
  16. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_FireSpark.cs
  17. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_FireSpark.cs.meta
  18. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_GoldVines.cs
  19. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_GoldVines.cs.meta
  20. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_LavaHeart.cs
  21. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_LavaHeart.cs.meta
  22. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_MagicGloves.cs
  23. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_MagicGloves.cs.meta
  24. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_MechanicalBoots.cs
  25. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_MechanicalBoots.cs.meta
  26. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_Scope.cs
  27. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_Scope.cs.meta
  28. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/PlayerState_SO.cs
  29. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  30. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs.meta
  31. 16
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs
  32. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnitySettleManager.cs
  33. 12
      ColorlessWorld-2024-4-2/Assets/data/Relic/Relic.csv
  34. 62
      ColorlessWorld-2024-4-2/Assets/data/card_data_2.csv

9
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

@ -11901,6 +11901,15 @@ MonoBehaviour:
relicClassNameList:
- LegacyNode_FireHeart
- LegacyNode_StrongBody
- LegacyNode_MechanicalBoots
- LegacyNode_Scope
- LegacyNode_BoxLock
- LegacyNode_DamagedBag
- LegacyNode_LavaHeart
- LegacyNode_MagicGloves
- LegacyNode_FireSpark
- LegacyNode_GoldVines
- LegacyNode_Extractor
legacyNodesList: []
--- !u!1 &1779627253
GameObject:

72
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -226,6 +226,13 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
public void CardUse()
{
GameManager.Instance.onDrag = false;
//目标释放选择
if (!cardTargetCheck())
{
canUse = false;
Debug.Log("目标不符合");
//resetComponentPosition();
}
if (canUse)
{
@ -435,7 +442,12 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//重新调用范围预览
//GameManager.Instance.player.StepPreviewInfluencedNode(cardEntity.cardOriginalData.CastingRange);
setCastingRangePreview(cardEntity.cardOriginalData.EffectRange);
int castRange = cardEntity.cardOriginalData.CastingRange;
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_Scope))
{
castRange++;
}
setCastingRangePreview(castRange);
//预览影响范围
if (currentNode.influenced)
{
@ -455,34 +467,15 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
private void setCastingRangePreview(string effectRange)
private void setCastingRangePreview(int castRange)
{
foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool)
{
mapUnity.influenced = false;
}
MapUnityManager.Instance.castPool.Clear();
if (effectRange == EffectRange.range1)
{
MapUnityManager.Instance.getCastPool(cardEntity.cardOriginalData.EffectRange, cardEntity.cardOriginalData.CastingRange);
//GameManager.Instance.player.StepPreviewInfluencedNode(cardEntity.cardOriginalData.CastingRange);
}
else
{
MapUnityManager.Instance.getCastPool(cardEntity.cardOriginalData.EffectRange, cardEntity.cardOriginalData.CastingRange);
//GameManager.Instance.player.StepPreviewInfluencedNode(1);
/* MapUnity playerNode = GameManager.Instance.playerOn;
MapUnity currentNode = GameManager.Instance.playerOn;
castingPool.Clear();
for (int i = 0; i < 6; i++)
{
currentNode = GameManager.Instance.playerOn;
if (currentNode.unitPool[0] != null && currentNode.unitPool[0].TryGetComponent<EnemyNode>(out _))
{
MapUnityManager.Instance.getCastPool(cardEntity.cardOriginalData.EffectRange, castRange);
}
}*/
}
}
private void setEffectRangePreview(string effectRange, float euler, MapUnity currentNode)
@ -604,13 +597,13 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
resetComponentPosition();
}
}//范围类,需要指定被影响的节点才能释放
}
else
{
//卡牌释放效果
yield return StartCoroutine(cardEntity.settle(0));
}//无范围类,直接释放
}
yield break;
}
else
@ -619,6 +612,37 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
}
private bool cardTargetCheck()
{
bool targetRight=false;
switch (cardEntity.cardOriginalData.CardTarget)
{
case Name.Target.enemy:
foreach (MapUnity mapUnity in cardEntity.influencePreviewPool)
{
if (mapUnity.enemyNode!=null&& mapUnity.enemyNode.enemyType==EnemyNode.EnemyType.enemy)
{
targetRight=true; break;
}
}
break;
case Name.Target.enemyAndBuilding:
foreach (MapUnity mapUnity in cardEntity.influencePreviewPool)
{
if (mapUnity.enemyNode != null )
{
targetRight = true; break;
}
}
break;
case Name.Target.ally:
targetRight = true;
break;
}
Debug.Log("targetRight是"+ targetRight);
return targetRight;
}
}

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

@ -35,6 +35,8 @@ public class CardOriginalData : System.Object
private int advPierceNum;
private string cardTarget;
public int CardId
{
get { return cardId; }
@ -125,4 +127,10 @@ public class CardOriginalData : System.Object
get { return advPierceNum; }
set { advPierceNum = value; }
}
public string CardTarget
{
get { return cardTarget; }
set { cardTarget = value; }
}
}

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

@ -136,6 +136,7 @@ public class CardOriginalDataList : Singleton<CardOriginalDataList>
cardOriginalData.ImgPath = values[13];
cardOriginalData.PierceNum = int.Parse(values[14]);
cardOriginalData.AdvPierceNum = int.Parse(values[15]);
cardOriginalData.CardTarget = values[16];
getDictionaryFromString(values, cardOriginalData);
return cardOriginalData;
}

37
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -65,11 +65,12 @@ public class TurnMaster : Singleton<TurnMaster>
Usermanager.Instance.BanActionJudge();
//回合开始结算玩家buff
Usermanager.Instance.PlayerTurnBeginSettle();
//»Ö¸´cost
restoreResource(0);
//结算地块Buff
MapUnitySettleManager.Instance.MapGridsSettle();
//恢复体力
GameManager.Instance.playerState.currentStepRange = Usermanager.Instance.StepRangeCalculation(GameManager.Instance.playerState.maxStepRange);
restoreResource(0);
//显示敌人攻击虚线
EnemyManager.Instance.EnemyLine_Observer();
//回复敌人系数
@ -186,10 +187,16 @@ public class TurnMaster : Singleton<TurnMaster>
IEnumerator ShuffleWithLosingCards()
{
int tureDrawCardsNum=commDrawCardsNum;
if (GameManager.Instance.playerOn.whoColour == MapUnity.WhoColour.playerColour&& LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_MechanicalBoots))
{
tureDrawCardsNum++;
}
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_MagicGloves))
{
tureDrawCardsNum++;
}
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.addDrawCard))
{
Debug.Log("×·¼Ó³é¿¨Êý:" + Usermanager.playerAbnormalCondition[AbnormalCondition.addDrawCard].value);
tureDrawCardsNum += Usermanager.playerAbnormalCondition[AbnormalCondition.addDrawCard].value;
}
MathTool.keepNature(tureDrawCardsNum);
@ -201,19 +208,25 @@ public class TurnMaster : Singleton<TurnMaster>
//回合结束销毁卡牌
public void TurnEndDisCard()
{
continueTurn = false;
List<int> cardIndex = new List<int>();
foreach (var card in handCard.cardEntityList)
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_BoxLock))
{
cardIndex.Add(card.cardId);
continueTurn = true;
}
for (int j = cardIndex.Count - 1; j > -1; j--)
else
{
Debug.Log(handCard.cardEntityList.Count);
disCard(j);
continueTurn = false;
List<int> cardIndex = new List<int>();
foreach (var card in handCard.cardEntityList)
{
cardIndex.Add(card.cardId);
}
for (int j = cardIndex.Count - 1; j > -1; j--)
{
Debug.Log(handCard.cardEntityList.Count);
disCard(j);
}
}
}
public IEnumerator MoveCards()
{

19
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -819,6 +819,17 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
private void sufferFireSeed(string condition, int value)
{
//firseed的特殊处理
int damage = 15;
int checkVal = 10;
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_CharcoalFire))
{
damage = 25;
checkVal = 15;
}
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_FireSpark))
{
checkVal = 8;
}
int nowValue=0;
if (EnemyState.abnormalCondition.ContainsKey(condition))
{
@ -826,16 +837,16 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
}
int trueValue=nowValue+ value;
int damamgeLayers=0;
if (trueValue >=10)
if (trueValue >= checkVal)
{
damamgeLayers = trueValue / 10;
damamgeLayers = trueValue / checkVal;
}
int afterval = trueValue % 10;
int afterval = trueValue % checkVal;
Debug.Log("伤害层数是:" + damamgeLayers);
Debug.Log("剩余层数是:" + afterval);
//TODO 是否应该是n次15点伤害
sufferDamage(15 * damamgeLayers,false);
sufferDamage(damage * damamgeLayers,false);
EnemyState.abnormalCondition.Remove(condition);
AddEnemyAbnormalCondition(condition, afterval);
//enemyUIBar.RefreshEnemyBuffIcon();

7
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_BoxLock.cs

@ -0,0 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_BoxLock : LegacyNode
{
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_BoxLock.cs.meta

@ -0,0 +1,11 @@
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MonoImporter:
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14
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_CharcoalFire.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_CharcoalFire : LegacyNode
{
public override void OnGet()
{
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_FireSpark))
{
LegacyManager.Instance.relicClassNameList.Remove(Name.Legacy.LegacyNode_FireSpark);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_CharcoalFire.cs.meta

@ -0,0 +1,11 @@
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MonoImporter:
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12
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_DamagedBag.cs

@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_DamagedBag : LegacyNode
{
public override void OnGet()
{
GameManager.Instance.playerState.cardRewardNumToChoose -= 2;
GameManager.Instance.playerState.maxCost ++;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_DamagedBag.cs.meta

@ -0,0 +1,11 @@
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MonoImporter:
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18
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_Extractor.cs

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_Extractor : LegacyNode
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_Extractor.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8690fa398a268ea418862d903705882e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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17
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_FireHeart.cs

@ -4,22 +4,5 @@ using UnityEngine;
public class LegacyNode_FireHeart : LegacyNode
{
private void OnEnable()
{
LegacyManager.Instance.settleInPlayerTurnBegin += EffectInPlayerTurnBegin;
}
private void OnDisable()
{
LegacyManager.Instance.settleInPlayerTurnBegin -= EffectInPlayerTurnBegin;
}
public override void OnGet()
{
}
public override void EffectInPlayerTurnBegin()
{
Debug.Log("FireHeart-Å­»ð");
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition .angerUpperDamage ,1);
}
}

14
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_FireSpark.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_FireSpark : LegacyNode
{
public override void OnGet()
{
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_CharcoalFire))
{
LegacyManager.Instance.relicClassNameList.Remove(Name.Legacy.LegacyNode_CharcoalFire);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_FireSpark.cs.meta

@ -0,0 +1,11 @@
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18
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_GoldVines.cs

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_GoldVines : LegacyNode
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_GoldVines.cs.meta

@ -0,0 +1,11 @@
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14
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_LavaHeart.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_LavaHeart : LegacyNode
{
public override void OnGet()
{
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_FireHeart))
{
LegacyManager.Instance.relicClassNameList.Remove(Name.Legacy.LegacyNode_FireHeart);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_LavaHeart.cs.meta

@ -0,0 +1,11 @@
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18
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_MagicGloves.cs

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_MagicGloves : LegacyNode
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_MagicGloves.cs.meta

@ -0,0 +1,11 @@
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8
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_MechanicalBoots.cs

@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_MechanicalBoots : LegacyNode
{
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_MechanicalBoots.cs.meta

@ -0,0 +1,11 @@
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7
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_Scope.cs

@ -0,0 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LegacyNode_Scope : LegacyNode
{
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_Scope.cs.meta

@ -0,0 +1,11 @@
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4
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/PlayerState_SO.cs

@ -24,6 +24,10 @@ public class PlayerState_SO : ScriptableObject
public float currentHP;
public int cardRewardNumToChoose;//提供卡牌奖励的卡牌数量
public int cardRewardNumToGget;//实际可以选择卡牌奖励的数量
[Header("资源系统")]
public int money;

30
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class Name
{
public static class Target
{
public const string enemyAndBuilding = "3";
public const string enemy = "2";
public const string ally = "1";
}
public static class Legacy
{
public const string LegacyNode_StrongBody = "LegacyNode_StrongBody";
public const string LegacyNode_FireHeart = "LegacyNode_FireHeart";
public const string LegacyNode_MechanicalBoots = "LegacyNode_MechanicalBoots";
public const string LegacyNode_Scope = "LegacyNode_Scope";
public const string LegacyNode_BoxLock = "LegacyNode_BoxLock";
public const string LegacyNode_DamagedBag = "LegacyNode_DamagedBag";
public const string LegacyNode_LavaHeart = "LegacyNode_LavaHeart";
public const string LegacyNode_MagicGloves = "LegacyNode_MagicGloves";
public const string LegacyNode_FireSpark = "LegacyNode_FireSpark";
public const string LegacyNode_GoldVines = "LegacyNode_GoldVines";
public const string LegacyNode_CharcoalFire = "LegacyNode_CharcoalFire";
public const string LegacyNode_Extractor = "LegacyNode_Extractor";
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs.meta

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16
ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs

@ -98,11 +98,7 @@ public class EventManager : Singleton <EventManager>
{
//¼ÓÇ®
case 1:
playerState.money += amount;
if (playerState.money < 0)
{
playerState.money = 0;
}
gainMoney(amount);
break;
//¼ÓѪ
case 2:
@ -128,4 +124,14 @@ public class EventManager : Singleton <EventManager>
{
backButton.SetActive(true);
}
public void gainMoney(int value)
{
playerState.money += value;
MathTool.keepNature(playerState.money);
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_GoldVines))
{
Usermanager.Instance.recoverHp(2);
}
}
}

22
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnitySettleManager.cs

@ -8,19 +8,33 @@ public class MapUnitySettleManager : Singleton<MapUnitySettleManager>
{
if(GameManager .Instance .playerOn .whoColour == MapUnity.WhoColour.enemyColour )
{
//Usermanager.Instance.AddPlayerAbnormalCondition_downSpeed(value);
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.downSpeed, 1);
}
else if (GameManager.Instance.playerOn.whoColour == MapUnity.WhoColour.playerColour)
{
Usermanager.Instance.AddPlayerAbnormalCondition_upperSpeed(value);
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.upSpeed,1);
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_FireHeart))
{
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.angerUpperDamage, 1);
}
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_Extractor))
{
GameManager.Instance.playerState.currentCost++;
}
}
}
public void EnemyRedGridSettle (EnemyNode enemyNode , int value)
public void EnemyRedGridSettle (EnemyNode enemyNode)
{
int value = 3;
if (enemyNode.GetMapGrid().whoColour == MapUnity.WhoColour.playerColour)
{
if (LegacyManager.Instance.relicClassNameList.Contains(Name.Legacy.LegacyNode_LavaHeart))
{
value = 7;
}
enemyNode.sufferAbnormalCondition(AbnormalCondition.fireSeed, value);
}
@ -52,7 +66,7 @@ public class MapUnitySettleManager : Singleton<MapUnitySettleManager>
{
if (EnemyManager.Instance.enemySpeedSortingList[i] != null)
{
EnemyRedGridSettle(EnemyManager.Instance.enemySpeedSortingList[i], 3);
EnemyRedGridSettle(EnemyManager.Instance.enemySpeedSortingList[i]);
}
}
}

12
ColorlessWorld-2024-4-2/Assets/data/Relic/Relic.csv

@ -1,2 +1,12 @@
10001,LegacyNode_FireHeart,RelicsIcon/LegacyNode_FireHeart,FireHeart
1001,LegacyNode_MechanicalBoots,RelicsIcon/LegacyNode_StrongBody,
1002,LegacyNode_Scope,RelicsIcon/LegacyNode_StrongBody,
1003,LegacyNode_FireHeart,RelicsIcon/LegacyNode_FireHeart,FireHeart
1004,LegacyNode_Extractor,RelicsIcon/LegacyNode_StrongBody,
1005,LegacyNode_BoxLock,RelicsIcon/LegacyNode_StrongBody,
1006,LegacyNode_DamagedBag,RelicsIcon/LegacyNode_StrongBody,
1007,LegacyNode_LavaHeart,RelicsIcon/LegacyNode_StrongBody,
1008,LegacyNode_MagicGloves,RelicsIcon/LegacyNode_StrongBody,
1010,LegacyNode_FireSpark,RelicsIcon/LegacyNode_StrongBody,
1011,LegacyNode_GoldVines,RelicsIcon/LegacyNode_StrongBody,
1012,LegacyNode_CharcoalFire,RelicsIcon/LegacyNode_StrongBody,
10002,LegacyNode_StrongBody,RelicsIcon/LegacyNode_StrongBody,StrongBody

1 10001 1001 LegacyNode_FireHeart LegacyNode_MechanicalBoots RelicsIcon/LegacyNode_FireHeart RelicsIcon/LegacyNode_StrongBody FireHeart
2 1002 LegacyNode_Scope RelicsIcon/LegacyNode_StrongBody
3 1003 LegacyNode_FireHeart RelicsIcon/LegacyNode_FireHeart FireHeart
4 1004 LegacyNode_Extractor RelicsIcon/LegacyNode_StrongBody
5 1005 LegacyNode_BoxLock RelicsIcon/LegacyNode_StrongBody
6 1006 LegacyNode_DamagedBag RelicsIcon/LegacyNode_StrongBody
7 1007 LegacyNode_LavaHeart RelicsIcon/LegacyNode_StrongBody
8 1008 LegacyNode_MagicGloves RelicsIcon/LegacyNode_StrongBody
9 1010 LegacyNode_FireSpark RelicsIcon/LegacyNode_StrongBody
10 1011 LegacyNode_GoldVines RelicsIcon/LegacyNode_StrongBody
11 1012 LegacyNode_CharcoalFire RelicsIcon/LegacyNode_StrongBody
12 10002 10002 LegacyNode_StrongBody LegacyNode_StrongBody RelicsIcon/LegacyNode_StrongBody RelicsIcon/LegacyNode_StrongBody StrongBody StrongBody

62
ColorlessWorld-2024-4-2/Assets/data/card_data_2.csv

@ -1,31 +1,31 @@
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,穿透,优势穿透
10003,拔刀斩,1,2,1,7,1,2,0,1;25,7;3,1,,PlayerIcon,0,0
10004,燕返,3,2,1;14,13;0,1,4_1,0,1;38;14,13;1;0,1,两次效果,PlayerIcon,0,0
10007,绳缚术,2,2,26,1,3,7_2,0,26;19,1;1,2,,PlayerIcon,0,0
10012,汲火刃,0,2,1;45;25,2;0;3,1,1,0,1;45;25,2;0;4,1,施加4层火种,PlayerIcon,0,0
10014,快手,1,2,20,1,0,0,1,20,1,1,,PlayerIcon,0,0
10006,火焰回复,1,3,27,0,8,7_2,1,28,0,2,回复格子数*2的血量,PlayerIcon,0,0
10010,装填,0,2,11,1,0,0,1,11;29,1;2,2,获得2点移动力,PlayerIcon,0,0
10011,岩浆汲取,1,1,30,10,0,0,0,30,7,2,,PlayerIcon,0,0
10013,火遁,2,2,2,12,0,0,0,32;2,2;12,2,,PlayerIcon,0,0
10015,夺刃,2,2,7,1,1,1,1,7;33,1;1,2,,PlayerIcon,0,0
10016,愤怒,1,3,23;16,1;3,0,0,1,23;16,1;3,3,,PlayerIcon,0,0
10018,踏浪,1,1,29,2,0,0,0,29,2,2,,PlayerIcon,0,0
10019,必杀剑·夜刃,3,3,29;34,0;0,3,1,0,29;34;33,0;0;1,1,消耗-1,PlayerIcon,0,0
10020,绝斩,1,1,1;29,13;-2,1,1,0,1;29,13;-2,1,,PlayerIcon,0,0
10021,飞焰,1,1,14,0,2,4_2,0,14,0,2,,PlayerIcon,0,0
10022,盾立,1,1,2;12,7;1,0,0,0,2;12,7;1,2,,PlayerIcon,0,0
10023,抽丝,1,1,1;12,10;1,4,1,0,1;12,10;1,1,,PlayerIcon,0,0
10025,机关伞,3,1,1;2,10;15,0,6_3,0,1;2,10;15,2,,PlayerIcon,0,0
10026,残影,1,1,12;2,2;6,0,0,0,12;2,2;6,2,,PlayerIcon,0,0
10028,凿击,1,1,6,1,0,0,0,1;6,5;1,1,,PlayerIcon,0,0
10001,纳刀,1,3,35,1,0,0,0,35;33,0;1,1,,PlayerIcon,0,0
10024,刀背击打,1,1,1;36,8;1,1,1,0,1;36,8;1,1,,PlayerIcon,0,0
10029,断腿,0,2,37;11,3;1,1,1,0,37;11,3;1,2,,PlayerIcon,0,0
10002,踏前斩,1,1,41,7,1,1,0,41,7,1,,PlayerIcon,0,0
10008,烈焰手里剑,2,2,1;14,9;0,5,5_1,0,1;14,9;0,1,,PlayerIcon,1,2
10027,净化,1,3,39,0,0,0,0,39;29,0;1,2,,PlayerIcon,0,0
10017,回旋飞镖,2,1,44,5_3,3,1,0,44,5_3,1,,PlayerIcon,0,0
10009,瞬身术,2,2,42,0,6,1,0,42;33,0;1,2,,PlayerIcon,0,0
10005,火焰锁链,1,2,43;25,0;4,5,5_1,0,43;25;2,0;4;6,2,额外获得6点护盾,PlayerIcon,0,0
10030,提取,1,1,46,0,0,0,0,46,0,2,,PlayerIcon,0,0
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,穿透,优势穿透,卡牌释放目标
10001,纳刀,1,3,35,1,0,0,0,35;33,0;1,1,,PlayerIcon,0,0,1
10002,踏前斩,1,1,41,7,1,1,0,41,7,1,,PlayerIcon,0,0,1
10003,拔刀斩,1,2,1,7,1,2,0,1;25,7;3,1,,PlayerIcon,0,0,3
10004,燕返,3,2,1;14,13;0,1,4_1,0,1;38;14,13;1;0,1,两次效果,PlayerIcon,0,0,3
10005,火焰锁链,1,2,43;25,0;4,5,5_1,0,43;25;2,0;4;6,2,额外获得6点护盾,PlayerIcon,0,0,2
10006,火焰回复,1,3,27,0,8,7_2,1,28,0,2,回复格子数*2的血量,PlayerIcon,0,0,1
10007,绳缚术,2,2,26,1,3,7_2,0,26;19,1;1,2,,PlayerIcon,0,0,2
10008,烈焰手里剑,2,2,1;14,9;0,5,5_1,0,1;14,9;0,1,,PlayerIcon,1,2,3
10009,瞬身术,2,2,42,0,6,1,0,42;33,0;1,2,,PlayerIcon,0,0,1
10010,装填,0,2,11,1,0,0,1,11;29,1;2,2,获得2点移动力,PlayerIcon,0,0,1
10011,岩浆汲取,1,1,30,10,0,0,0,30,7,2,,PlayerIcon,0,0,1
10012,汲火刃,0,2,1;45;25,2;0;3,1,1,0,1;45;25,2;0;4,1,施加4层火种,PlayerIcon,0,0,3
10013,火遁,2,2,2,12,0,0,0,32;2,2;12,2,,PlayerIcon,0,0,1
10014,快手,1,2,20,1,0,0,1,20,1,1,,PlayerIcon,0,0,1
10015,夺刃,2,2,7,1,1,1,1,7;33,1;1,2,,PlayerIcon,0,0,2
10016,愤怒,1,3,23;16,1;3,0,0,1,23;16,1;3,3,,PlayerIcon,0,0,1
10017,回旋飞镖,2,1,44,5_3,3,1,0,44,5_3,1,,PlayerIcon,0,0,3
10018,踏浪,1,1,29,2,0,0,0,29,2,2,,PlayerIcon,0,0,1
10019,必杀剑·夜刃,3,3,29;34,0;0,3,1,0,29;34;33,0;0;1,1,消耗-1,PlayerIcon,0,0,3
10020,绝斩,1,1,1;29,13;-2,1,1,0,1;29,13;-2,1,,PlayerIcon,0,0,3
10021,飞焰,1,1,14,0,2,4_2,0,14,0,2,,PlayerIcon,0,0,1
10022,盾立,1,1,2;12,7;1,0,0,0,2;12,7;1,2,,PlayerIcon,0,0,1
10023,抽丝,1,1,1;12,10;1,4,1,0,1;12,10;1,1,,PlayerIcon,0,0,3
10024,刀背击打,1,1,1;36,8;1,1,1,0,1;36,8;1,1,,PlayerIcon,0,0,3
10025,机关伞,3,1,1;2,10;15,0,6_3,0,1;2,10;15,2,,PlayerIcon,0,0,1
10026,残影,1,1,12;2,2;6,0,0,0,12;2,2;6,2,,PlayerIcon,0,0,1
10027,净化,1,3,39,0,0,0,0,39;29,0;1,2,,PlayerIcon,0,0,1
10028,凿击,1,1,6,1,0,0,0,1;6,5;1,1,,PlayerIcon,0,0,2
10029,断腿,0,2,37;11,3;1,1,1,0,37;11,3;1,2,,PlayerIcon,0,0,1
10030,提取,1,1,46,0,0,0,0,46,0,2,,PlayerIcon,0,0,1

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 穿透 优势穿透 卡牌释放目标
2 10003 10001 拔刀斩 纳刀 1 2 3 1 35 7 1 1 0 2 0 0 1;25 35;33 7;3 0;1 1 PlayerIcon 0 0 1
3 10004 10002 燕返 踏前斩 3 1 2 1 1;14 41 13;0 7 1 4_1 1 0 1;38;14 41 13;1;0 7 1 两次效果 PlayerIcon 0 0 1
4 10007 10003 绳缚术 拔刀斩 2 1 2 26 1 1 7 3 1 7_2 2 0 26;19 1;25 1;1 7;3 2 1 PlayerIcon 0 0 3
5 10012 10004 汲火刃 燕返 0 3 2 1;45;25 1;14 2;0;3 13;0 1 1 4_1 0 1;45;25 1;38;14 2;0;4 13;1;0 1 施加4层火种 两次效果 PlayerIcon 0 0 3
6 10014 10005 快手 火焰锁链 1 2 20 43;25 1 0;4 0 5 0 5_1 1 0 20 43;25;2 1 0;4;6 1 2 额外获得6点护盾 PlayerIcon 0 0 2
7 10006 火焰回复 1 3 27 0 8 7_2 1 28 0 2 回复格子数*2的血量 PlayerIcon 0 0 1
8 10010 10007 装填 绳缚术 0 2 2 11 26 1 0 3 0 7_2 1 0 11;29 26;19 1;2 1;1 2 获得2点移动力 PlayerIcon 0 0 2
9 10011 10008 岩浆汲取 烈焰手里剑 1 2 1 2 30 1;14 10 9;0 0 5 0 5_1 0 30 1;14 7 9;0 2 1 PlayerIcon 0 1 0 2 3
10 10013 10009 火遁 瞬身术 2 2 2 42 12 0 0 6 0 1 0 32;2 42;33 2;12 0;1 2 PlayerIcon 0 0 1
11 10015 10010 夺刃 装填 2 0 2 7 11 1 1 0 1 0 1 7;33 11;29 1;1 1;2 2 获得2点移动力 PlayerIcon 0 0 1
12 10016 10011 愤怒 岩浆汲取 1 3 1 23;16 30 1;3 10 0 0 1 0 23;16 30 1;3 7 3 2 PlayerIcon 0 0 1
13 10018 10012 踏浪 汲火刃 1 0 1 2 29 1;45;25 2 2;0;3 0 1 0 1 0 29 1;45;25 2 2;0;4 2 1 施加4层火种 PlayerIcon 0 0 3
14 10019 10013 必杀剑·夜刃 火遁 3 2 3 2 29;34 2 0;0 12 3 0 1 0 0 29;34;33 32;2 0;0;1 2;12 1 2 消耗-1 PlayerIcon 0 0 1
15 10020 10014 绝斩 快手 1 1 2 1;29 20 13;-2 1 1 0 1 0 0 1 1;29 20 13;-2 1 1 PlayerIcon 0 0 1
16 10021 10015 飞焰 夺刃 1 2 1 2 14 7 0 1 2 1 4_2 1 0 1 14 7;33 0 1;1 2 PlayerIcon 0 0 2
17 10022 10016 盾立 愤怒 1 1 3 2;12 23;16 7;1 1;3 0 0 0 1 2;12 23;16 7;1 1;3 2 3 PlayerIcon 0 0 1
18 10023 10017 抽丝 回旋飞镖 1 2 1 1;12 44 10;1 5_3 4 3 1 0 1;12 44 10;1 5_3 1 PlayerIcon 0 0 3
19 10025 10018 机关伞 踏浪 3 1 1 1;2 29 10;15 2 0 6_3 0 0 1;2 29 10;15 2 2 PlayerIcon 0 0 1
20 10026 10019 残影 必杀剑·夜刃 1 3 1 3 12;2 29;34 2;6 0;0 0 3 0 1 0 12;2 29;34;33 2;6 0;0;1 2 1 消耗-1 PlayerIcon 0 0 3
21 10028 10020 凿击 绝斩 1 1 6 1;29 1 13;-2 0 1 0 1 0 1;6 1;29 5;1 13;-2 1 PlayerIcon 0 0 3
22 10001 10021 纳刀 飞焰 1 3 1 35 14 1 0 0 2 0 4_2 0 35;33 14 0;1 0 1 2 PlayerIcon 0 0 1
23 10024 10022 刀背击打 盾立 1 1 1;36 2;12 8;1 7;1 1 0 1 0 0 1;36 2;12 8;1 7;1 1 2 PlayerIcon 0 0 1
24 10029 10023 断腿 抽丝 0 1 2 1 37;11 1;12 3;1 10;1 1 4 1 0 37;11 1;12 3;1 10;1 2 1 PlayerIcon 0 0 3
25 10002 10024 踏前斩 刀背击打 1 1 41 1;36 7 8;1 1 1 0 41 1;36 7 8;1 1 PlayerIcon 0 0 3
26 10008 10025 烈焰手里剑 机关伞 2 3 2 1 1;14 1;2 9;0 10;15 5 0 5_1 6_3 0 1;14 1;2 9;0 10;15 1 2 PlayerIcon 1 0 2 0 1
27 10027 10026 净化 残影 1 3 1 39 12;2 0 2;6 0 0 0 39;29 12;2 0;1 2;6 2 PlayerIcon 0 0 1
28 10017 10027 回旋飞镖 净化 2 1 1 3 44 39 5_3 0 3 0 1 0 0 44 39;29 5_3 0;1 1 2 PlayerIcon 0 0 1
29 10009 10028 瞬身术 凿击 2 1 2 1 42 6 0 1 6 0 1 0 0 42;33 1;6 0;1 5;1 2 1 PlayerIcon 0 0 2
30 10005 10029 火焰锁链 断腿 1 0 2 43;25 37;11 0;4 3;1 5 1 5_1 1 0 43;25;2 37;11 0;4;6 3;1 2 额外获得6点护盾 PlayerIcon 0 0 1
31 10030 提取 1 1 46 0 0 0 0 46 0 2 PlayerIcon 0 0 1
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