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顶UI分离和图层调整,卡牌指针更换

pull/35/head
软件204张景程 1 year ago
parent
commit
8bfae1b8cc
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8
ColorlessWorld-2024-4-2/Assets/Scripts/Card/Arrow.meta

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ColorlessWorld-2024-4-2/Assets/Scripts/Card/Arrow/ArrowLineManager.cs

@ -0,0 +1,93 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArrowLineManager : MonoBehaviour
{
public GameObject arrowHeadPrefab;
public GameObject arrowNodePrefab;
public int arrowNodeNum;
public float scaleFactor = 1f;//节点缩放
private Transform origin;//起点
private List<Transform> arrowNodes = new List<Transform>();//每个节点位置
private List<Vector2> controlPoints = new List<Vector2>();//贝塞尔曲线控制节点p0-p3
private readonly List<Vector2> controlPointFactors = new List<Vector2>() { new Vector2(-0.3f, 0.8f), new Vector2(0.1f, 1.4f) };//决定p1和p2位置的向量因子
public LineRenderer lineRenderer;
private void Awake()
{
this.origin = this.transform;
for (int i = 0; i < this.arrowNodeNum; ++i)
{
this.arrowNodes.Add(Instantiate(this.arrowNodePrefab, this.transform).transform);
}
this.arrowNodes.Add(Instantiate(this.arrowHeadPrefab, this.transform).transform);
//todo-隐藏?
for (int i = 0; i < 4; ++i)
{
this.controlPoints.Add(Vector2.zero);
}
}
public void Update()
{
//p0是起始位置
// Vector3 worldstart = transform.parent.position ;
// Debug.Log(transform.parent.name + transform.parent.position );
this.controlPoints[0] = new Vector2(0, 0);
// Vector3 worldstart = transform.parent.TransformPoint(transform.position);
// this.controlPoints[0] = new Vector2(worldstart.x, worldstart.y);
//Debug.Log(controlPoints[0]);
//p3是鼠标位置-------鼠标在ui平面上的位置
Vector3 position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f);
Vector3 worldPoint = Camera.main.ScreenToWorldPoint(position);
Vector3 localPoint = transform.InverseTransformPoint(worldPoint);
this.controlPoints[3] = new Vector2(localPoint.x, localPoint.y);
//p1p2通过p0p3计算
this.controlPoints[1] = this.controlPoints[0] + (this.controlPoints[3] - this.controlPoints[0]) * this.controlPointFactors[0];
this.controlPoints[2] = this.controlPoints[0] + (this.controlPoints[3] - this.controlPoints[0]) * this.controlPointFactors[1];
for (int i = 0; i < this.arrowNodes.Count; ++i)
{
var t = Mathf.Log(1f * i / (this.arrowNodes.Count - 1) + 1f, 2f);
Vector3 currentPoint =
Mathf.Pow(1 - t, 3) * this.controlPoints[0] +
3 * Mathf.Pow(1 - t, 2) * t * this.controlPoints[1] +
3 * (1 - t) * Mathf.Pow(t, 2) * this.controlPoints[2] +
Mathf.Pow(t, 3) * this.controlPoints[3];
this.arrowNodes[i].localPosition = currentPoint;
// this.arrowNodes[i].localPosition -= new Vector3(0, 0, this.arrowNodes[i].localPosition.z);
if (i > 0)
{
var euler = new Vector3(0, 0, Vector2.SignedAngle(CardActiveSort.Instance.transform.InverseTransformDirection(transform.up), this.arrowNodes[i].localPosition - this.arrowNodes[i - 1].localPosition));
this.arrowNodes[i].localRotation = Quaternion.Euler(euler);
}
var scale = this.scaleFactor * (1f - 0.03f * (this.arrowNodes.Count - 1 - i));
this.arrowNodes[i].localScale = new Vector3(scale, scale, 1f);
}
lineRenderer.positionCount = arrowNodeNum+1;
for (int i = 0; i < this.arrowNodes.Count; ++i)
{
lineRenderer.SetPosition(i, this.arrowNodes[i].position);
}
//this.arrowNodes[0].transform.rotation = this.arrowNodes[1].transform.rotation;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Card/Arrow/ArrowLineManager.cs.meta

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ColorlessWorld-2024-4-2/Assets/Scripts/Card/ArrowManager.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Card/Arrow/ArrowManager.cs

0
ColorlessWorld-2024-4-2/Assets/Scripts/Card/ArrowManager.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Card/Arrow/ArrowManager.cs.meta

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

@ -66,7 +66,7 @@ public class CardDataForChooseUI : MonoBehaviour
//˝ąŔř˝çĂć
public void RewardCardToDeck()
{
TurnMaster.Instance.cardDeck.cardDeck.cardDeckList.Add(this .cardId);
PlayerStatsManager .Instance.cardDeck.cardDeckList.Add(this .cardId);
RewardManager.Instance.DeleteRewardTip(currentRewardCardTip);
currentRewardCardTip.GetComponent <RewardTipData>().cardChoosePanle . SetActive(false);

16
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDeck.cs

@ -9,14 +9,20 @@ public class CardDeck : MonoBehaviour
public List<int> cardList = new List<int>();//局内使用卡组
public CardDeck_SO cardDeck;//ąęןż¨×é
private void OnEnable()
private void Awake()
{
}
private void Start()
{
foreach (var card in cardDeck .cardDeckList )
foreach (var card in PlayerStatsManager.Instance.cardDeck.cardDeckList)
{
cardList.Add(card);
}
}
cardList.Shuffle();
}
private void OnEnable()
{
}
}

46
ColorlessWorld-2024-4-2/Assets/Scripts/Card/LookCard/LookCardManager.cs

@ -9,10 +9,16 @@ public class LookCardManager : MonoBehaviour
public List<GameObject> cardGameObjectList = new List<GameObject>();
public GameObject lookCardPrefab;
bool defaultSort =true;//(ÉýĐň)
public Vector3 cardScale;//ż¨ĹĆ´óĐĄËőˇĹ
[Header("排序")]
public List<GameObject> arrowListDown;
public List<GameObject> arrowListUp;
int currentIndex =-1;
bool defaultSort = true;//(升序)
public void ShowCard()
{
@ -22,7 +28,7 @@ public class LookCardManager : MonoBehaviour
}
cardGameObjectList.Clear();
cardList.Clear();
foreach (var card in TurnMaster .Instance .cardDeck.cardDeck.cardDeckList )
foreach (var card in PlayerStatsManager .Instance .cardDeck.cardDeckList )
{
cardList.Add(card);
}
@ -56,13 +62,11 @@ public class LookCardManager : MonoBehaviour
if(defaultSort == true )
{
cardEntities = cardEntities.OrderBy(classInfo => classInfo.cardOriginalData.Cost).ToList();
defaultSort = false;
}
else
{
cardEntities = cardEntities.OrderByDescending(classInfo => classInfo.cardOriginalData.Cost).ToList();
defaultSort = true;
}
// cardEntities.Sort((a, b) => { return int.Parse ( a.cost) > int.Parse(b.cost) ? 1 : -1; });
@ -89,13 +93,11 @@ public class LookCardManager : MonoBehaviour
if (defaultSort == true)
{
cardEntities = cardEntities.OrderBy(classInfo => classInfo.cardOriginalData.CarType).ToList();
defaultSort = false;
}
else
{
cardEntities = cardEntities.OrderByDescending(classInfo => classInfo.cardOriginalData.CarType).ToList();
defaultSort = true;
}
// cardEntities.Sort((a, b) => { return int.Parse ( a.cost) > int.Parse(b.cost) ? 1 : -1; });
@ -114,7 +116,7 @@ public class LookCardManager : MonoBehaviour
}
cardGameObjectList.Clear();
cardList.Clear();
foreach (var card in TurnMaster.Instance.cardDeck.cardDeck.cardDeckList)
foreach (var card in PlayerStatsManager.Instance.cardDeck.cardDeckList)
{
cardList.Add(card);
}
@ -130,7 +132,6 @@ public class LookCardManager : MonoBehaviour
currentCard.transform.localScale = cardScale;
cardGameObjectList.Add(currentCard);
}
defaultSort = false;
}
else
{
@ -141,14 +142,37 @@ public class LookCardManager : MonoBehaviour
currentCard.transform.localScale = cardScale;
cardGameObjectList.Add(currentCard);
}
defaultSort = true;
}
}
public void SetDefaultSortBool(GameObject gameObject )
public void SetSortArrow(int index )
{
gameObject.SetActive(defaultSort);
for(int i=0;i< arrowListDown.Count;i++)
{
if(i!= index )
{
arrowListDown[i].SetActive(false);
arrowListUp[i].SetActive(false);
}
else
{
if (currentIndex != index )//从别的按钮切过来
{
currentIndex = index;
defaultSort = true;
arrowListUp[i].SetActive(true);
arrowListDown[i].SetActive(false);
}
else//点击相同按钮
{
defaultSort = !defaultSort ;
arrowListUp[i].SetActive(defaultSort);
arrowListDown[i].SetActive(!defaultSort);
}
}
}
}
}

4
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyManager.cs

@ -24,14 +24,14 @@ public class LegacyManager : Singleton <LegacyManager>
private void OnEnable()
{
ReadRelicExcel(filePath);
relicClassNameList = PlayerStatsManager.Instance.relicList.relicClassNameList;
}
private void Start()
{
ShowLegacyClassAsOwned();
// CreateLegacyClassAsNew("LegacyNode_StrongBody");
Debug.Log(legacyNodesList[0].name);
Debug.Log(legacyNodesList[1].name);
}
public void CreateLegacyClassAsNew(string className)
{

8
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager.meta

@ -0,0 +1,8 @@
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98
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -0,0 +1,98 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerStatsManager : Singleton <PlayerStatsManager>
{
[Header ("玩家数据")]
//玩家数据
public PlayerState_SO playerState;
//关卡数据
public LevelDevelopData_SO levelDevelopData;
//卡组数据
public CardDeck_SO cardDeck;
//遗物数据
public RelicData_SO relicList;
private void Start()
{
DontDestroyOnLoad(this.gameObject);
StartCoroutine(e123());
}
IEnumerator e123 ()
{
while (true )
{
EffectFunction(1, 10);
yield return new WaitForSeconds(2f);
}
}
//选项效果==加一个同步UI的订阅系统
public void EffectFunction(int functionIndex, int amount)
{
switch (functionIndex)
{
//加钱
case 1:
gainMoney(amount);
BroadCastSyncMoneyText();//同步UI
break;
//加血
case 2:
playerState.currentHP += amount;
if (playerState.currentHP > playerState.maxHP)
{
playerState.currentHP = playerState.maxHP;
}
break;
//加牌
case 3:
Debug.Log("获得卡牌:" + amount);
break;
//加遗物
case 4:
Debug.Log("获得遗物:发光藤曼" + amount);
break;
}
}
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);
}
}
//战斗场景结束先销毁手卡
public void DeleteHandCard()
{
List<int> cardIndex = new List<int>();
foreach (var card in TurnMaster.Instance.handCard.cardEntityList)
{
cardIndex.Add(card.cardId);
}
for (int j = cardIndex.Count - 1; j > -1; j--)
{
TurnMaster.Instance.disCard(j);
}
}
//广播同步文本(在UI上添加synctextMono来订阅事件)
public event Action syncMoneyText;
public void BroadCastSyncMoneyText()
{
if (syncMoneyText != null)
syncMoneyText();
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs.meta

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11
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/RelicData_SO.cs

@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New State", menuName = "Relic/RelicList")]
public class RelicData_SO : ScriptableObject
{
[Header("ÒÅÎïÀàÃû±í")]
public List<string> relicClassNameList = new List<string>();
}

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

@ -0,0 +1,11 @@
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2
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EventChooseButtonData.cs

@ -20,7 +20,7 @@ public class EventChooseButtonData : MonoBehaviour
for (int i = 0;i<effectList .Count-1;i+=2)
{
Debug .Log (effectList[i]+"\\" + effectList[i + 1]);
EventManager.Instance.EffectFunction(effectList[i], effectList[i + 1]);
PlayerStatsManager.Instance.EffectFunction(effectList[i], effectList[i + 1]);
}
foreach (var data in EventManager.Instance.eventChooseButtonDatasList)

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

@ -32,7 +32,8 @@ public class RewardTipData : MonoBehaviour
{
RewardManager.Instance.DeleteRewardTip(this .gameObject);
//¼ÓÇ®
GameManager.Instance.AddMoney( moneyCount);
// GameManager.Instance.AddMoney( moneyCount);
PlayerStatsManager.Instance.EffectFunction(1, moneyCount);
}
public void AddLegacy()
{

8
ColorlessWorld-2024-4-2/Assets/Scripts/UI/SyncTextUI.meta

@ -0,0 +1,8 @@
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37
ColorlessWorld-2024-4-2/Assets/Scripts/UI/SyncTextUI/SyncMoneyText.cs

@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SyncMoneyText : MonoBehaviour
{
public Text text;
public TextType textType;
public enum TextType
{
money,
hp
}
private void OnEnable()
{
PlayerStatsManager.Instance.syncMoneyText += SyncText;
}
private void OnDisable()
{
PlayerStatsManager.Instance.syncMoneyText -= SyncText;
}
public void SyncText()
{
switch (textType )
{
case TextType.money:
text.text = PlayerStatsManager.Instance.playerState.money.ToString();
break;
case TextType.hp:
text.text = PlayerStatsManager.Instance.playerState.currentHP.ToString() + "/" + PlayerStatsManager.Instance.playerState.maxHP.ToString();
break;
}
}
}

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

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41
ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs

@ -91,47 +91,14 @@ public class EventManager : Singleton <EventManager>
return null;
}
//选项效果
public void EffectFunction(int functionIndex, int amount)
{
switch (functionIndex)
{
//加钱
case 1:
gainMoney(amount);
break;
//加血
case 2:
playerState.currentHP += amount;
if (playerState.currentHP > playerState.maxHP)
{
playerState.currentHP = playerState.maxHP;
}
break;
//加牌
case 3:
Debug.Log("获得卡牌:"+amount);
break;
//加遗物
case 4:
Debug.Log("获得遗物:发光藤曼" + amount);
break;
}
}
//选项效果--移动到playerStatsManager统一出入口
// public void EffectFunction(int functionIndex, int amount)
public void ShowBackButton()
{
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);
}
}
}

5
ColorlessWorld-2024-4-2/Assets/Scripts/manager/RewardManager.cs

@ -54,7 +54,10 @@ public class RewardManager : Singleton<RewardManager>
{
if (EnemyManager.Instance.enemySpeedSortingList.Count <= 1)
{
rewardPanle.SetActive(true);
rewardPanle.SetActive(true);
//销毁手卡
PlayerStatsManager.Instance.DeleteHandCard();
}
}
public void AddRewardTips(RewardManager.RewardType rewardType,int amount)//生成奖励

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

@ -38,6 +38,8 @@ public class ScenceLoadManager : Singleton <ScenceLoadManager>
}
}
public void QuitGame()
{
Application.Quit();

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