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Merge pull request '0703BUGFIX' (#7) from dev-0524-0703bugfix into dev-0524

Reviewed-on: #7
pull/9/head
45 2 years ago
parent
commit
8163cc21a7
  1. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  2. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  3. 28
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  4. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/MathTool.cs
  5. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

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

@ -269,6 +269,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{ {
cardEntity.influencePreviewPool = handler.HandleAngleWithResult(euler); cardEntity.influencePreviewPool = handler.HandleAngleWithResult(euler);
} }
cardEntity.influencePreviewPool=MathTool.RemoveDuplicates(cardEntity.influencePreviewPool);
} }

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

@ -63,7 +63,7 @@ public class TurnMaster : Singleton<TurnMaster>
//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();
EnemyManager.Instance.enemyTurnSettle(0);
turn = Turn.enemyTurn; turn = Turn.enemyTurn;
} }
@ -74,7 +74,7 @@ public class TurnMaster : Singleton<TurnMaster>
//敌人动作如移动,涂色 //敌人动作如移动,涂色
EnemyManager.Instance.EnemyTurn_Observer(); EnemyManager.Instance.EnemyTurn_Observer();
EnemyManager.Instance.enemyTurnSettle(0);
turn = Turn.turnStop; turn = Turn.turnStop;
// EndEnemyTurn();在enemyTurn里面调用 // EndEnemyTurn();在enemyTurn里面调用

28
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -309,6 +309,18 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
if (EnemyState.currentHP <= 0) if (EnemyState.currentHP <= 0)
{ {
OnDeath(); OnDeath();
}else
{
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
Debug.Log(key);
switch (key)
{
case AbnormalCondition.sleep:
EnemyState.abnormalCondition.Remove(key);
break;
}
}
} }
} }
@ -338,9 +350,6 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
case AbnormalCondition.disarm: case AbnormalCondition.disarm:
disarmSettle(EnemyState.abnormalCondition[key]); disarmSettle(EnemyState.abnormalCondition[key]);
break; break;
case AbnormalCondition.sleep:
sleepSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.bleed: case AbnormalCondition.bleed:
//bleedSettle(EnemyState.abnormalCondition[key]); //bleedSettle(EnemyState.abnormalCondition[key]);
break; break;
@ -350,6 +359,18 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
} }
abnormalConditionEndCheck(); abnormalConditionEndCheck();
} }
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
Debug.Log(key);
switch (key)
{
case AbnormalCondition.sleep:
sleepSettle(EnemyState.abnormalCondition[key]);
break;
}
abnormalConditionEndCheck();
}
/*for(int i=0;i< EnemyState.abnormalCondition.Count; i++) /*for(int i=0;i< EnemyState.abnormalCondition.Count; i++)
{ {
switch (EnemyState.abnormalCondition[i].key) switch (EnemyState.abnormalCondition[i].key)
@ -410,6 +431,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{ {
EnemyState.damageMultiplier = 0; EnemyState.damageMultiplier = 0;
EnemyState.stepRangeMultiplier = 0; EnemyState.stepRangeMultiplier = 0;
EnemyState.abnormalCondition[AbnormalCondition.sleep]--;
} }
public void bleedSettle() public void bleedSettle()

18
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/MathTool.cs

@ -39,4 +39,22 @@ public class MathTool
return numbers; return numbers;
} }
public static List<T> RemoveDuplicates<T>(List<T> list)
{
List<T> result = new List<T>();
HashSet<T> set = new HashSet<T>();
foreach (T item in list)
{
if (set.Add(item))
{
result.Add(item);
}
} }
return result;
}
}

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

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.VisualScripting; using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.Playables;
public class SettlementManager : Singleton<SettlementManager> public class SettlementManager : Singleton<SettlementManager>
{ {
@ -81,7 +82,7 @@ public class SettlementManager : Singleton<SettlementManager>
abnormalConditionWork(kvp.Key, int.Parse(kvp.Value), influencePreviewPool); abnormalConditionWork(kvp.Key, int.Parse(kvp.Value), influencePreviewPool);
break; break;
case CardFunction.costRestore: case CardFunction.costRestore:
TurnMaster.Instance.currentCost += int.Parse(kvp.Value); GameManager.Instance.playerState.currentCost += int.Parse(kvp.Value);
break; break;
case CardFunction.dyeing: case CardFunction.dyeing:
dyeingWork(influencePreviewPool); dyeingWork(influencePreviewPool);
@ -118,6 +119,7 @@ public class SettlementManager : Singleton<SettlementManager>
} }
} }
GameManager.Instance.SyncColourCountUI();
} }

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