Browse Source

0530

remotes/checkIfPRContentChanged-1718088198349323294/dev-0530
yjm484 2 years ago
parent
commit
9a4508c840
  1. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  2. 120
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData MonoBehaviour {.cs
  3. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData.cs
  4. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  5. 74
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  6. 21
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs
  7. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs.meta
  8. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/EnemyState_SO.cs
  9. 32
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs
  10. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
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3
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -52,6 +52,9 @@ public class CardEntity : MonoBehaviour
case CardFunction.cardDamage: case CardFunction.cardDamage:
Usermanager.Instance.Health = Usermanager.Instance.Health - int.Parse(cardOriginalData.FunctionVal[i]); Usermanager.Instance.Health = Usermanager.Instance.Health - int.Parse(cardOriginalData.FunctionVal[i]);
break; break;
case CardFunction.cardShield:
Usermanager.Instance.Shield = Usermanager.Instance.Shield + int.Parse(cardOriginalData.FunctionVal[i]);
break;
} }
} }
} }

120
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData MonoBehaviour {.cs

@ -1,120 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CardOriginalData : Singleton<CardOriginalData>
{
private int cardId;
private int cost;
private string chineseName;
private int rarity;
private string[] function;
private string[] functionVal;
private int castingRange;
private int effectRange;
private int isDisposable;
private string[] advantageFunction;
private string[] advantageFunctionVal;
private int carType;
private string description;
private string imgPath;
public int CardId
{
get { return cardId; }
set { cardId = value; }
}
public int Cost
{
get { return cost; }
set { cost = value; }
}
public string ChineseName
{
get { return chineseName; }
set { chineseName = value; }
}
public int Rarity
{
get { return rarity; }
set { rarity = value; }
}
public string[] Function
{
get { return function; }
set { function = value; }
}
public string[] FunctionVal
{
get { return functionVal; }
set { functionVal = value; }
}
public int CastingRange
{
get { return castingRange; }
set { castingRange = value; }
}
public int EffectRange
{
get { return effectRange; }
set { effectRange = value; }
}
public bool IsDisposable
{
get { return isDisposable == 1; }
set { isDisposable = value ? 1 : 0; }
}
public string[] AdvantageFunction
{
get { return advantageFunction; }
set { advantageFunction = value; }
}
public string[] AdvantageFunctionVal
{
get { return advantageFunctionVal; }
set { advantageFunctionVal = value; }
}
public int CarType
{
get { return carType; }
set { carType = value; }
}
public string Description
{
get { return description; }
set { description = value; }
}
public string ImgPath
{
get { return imgPath; }
set { imgPath = value; }
}
}

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

@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class CardOriginalData : MonoBehaviour public class CardOriginalData : Singleton<CardOriginalData>
{ {
private int cardId; private int cardId;

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

@ -79,7 +79,7 @@ public class TurnMaster : Singleton<TurnMaster>
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity); var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform); a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1]); a.GetComponent<CardEntity>().createCard(CardId.Instance.attack);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1); cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
} }
else else
@ -94,7 +94,7 @@ public class TurnMaster : Singleton<TurnMaster>
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity); var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform); a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1]); a.GetComponent<CardEntity>().createCard(CardId.Instance.attack);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1); cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
//a.GetComponent<CardEntity>().createCard(CardId.Instance.attack); //a.GetComponent<CardEntity>().createCard(CardId.Instance.attack);
} }

74
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -1,5 +1,7 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Xml;
using UnityEngine; using UnityEngine;
public class EnemyNode : MonoBehaviour public class EnemyNode : MonoBehaviour
@ -20,4 +22,76 @@ public class EnemyNode : MonoBehaviour
{ {
this.transform.position = GameManager.Instance.X[EnemyState.positionX].Y[EnemyState.positionY].transform.position; this.transform.position = GameManager.Instance.X[EnemyState.positionX].Y[EnemyState.positionY].transform.position;
} }
public void enemyTurnSettle(int settleTurn)
{
foreach (KeyValuePair<string, int> kvp in EnemyState.abnormalCondition)
{
switch (kvp.Key)
{
case AbnormalCondition.posion:
posionSettle(kvp.Value);
break;
case AbnormalCondition.weak:
weakSettle(kvp.Value);
break;
case AbnormalCondition.coma:
comaSettle(kvp.Value);
break;
case AbnormalCondition.disarm:
disarmSettle(kvp.Value);
break;
case AbnormalCondition.sleep:
sleepSettle(kvp.Value);
break;
case AbnormalCondition.bleed:
bleedSettle(kvp.Value);
break;
case AbnormalCondition.thorn:
thornSettle(kvp.Value);
break;
}
}
}
private void posionSettle(int posionStack)
{
EnemyState.currentHP -= posionStack;
EnemyState.abnormalCondition[AbnormalCondition.posion]--;
}
private void weakSettle(int weakStack)
{
EnemyState.abnormalCondition[AbnormalCondition.weak]--;
}
private void comaSettle(int comaStack)
{
EnemyState.abnormalCondition[AbnormalCondition.coma]--;
}
private void disarmSettle(int disarmStack)
{
EnemyState.abnormalCondition[AbnormalCondition.disarm]--;
}
private void sleepSettle(int sleepStack)
{
EnemyState.abnormalCondition[AbnormalCondition.sleep]--;
}
private void bleedSettle(int bleedStack)
{
EnemyState.abnormalCondition[AbnormalCondition.bleed]--;
}
private void thornSettle(int thornStack)
{
EnemyState.abnormalCondition[AbnormalCondition.thorn]--;
}
} }

21
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs

@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AbnormalCondition : Singleton<AbnormalCondition>
{
//中毒
public const string posion = "4";
//虚弱
public const string weak = "5";
//昏迷
public const string coma = "6";
//缴械
public const string disarm = "7";
//睡眠
public const string sleep = "8";
//流血
public const string bleed = "9";
//荆棘
public const string thorn = "10";
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData MonoBehaviour {.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: fef905dcdd2ff584cb906322cf0aedd4 guid: 208bbcf356255bd4dbb798c1370cd80b
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

2
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/EnemyState_SO.cs

@ -16,4 +16,6 @@ public class EnemyState_SO : ScriptableObject
public float maxHP;//Ѫ�� public float maxHP;//Ѫ��
public float currentHP; public float currentHP;
public Dictionary<string, int> abnormalCondition;
} }

32
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs

@ -3,12 +3,32 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class CardFunction public class CardFunction
{ { //伤害
public const string cardDamage = "1"; public const string cardDamage = "1";
//护盾
public const string cardShield = "2";
//生成草地
public const string createGrassGroud = "3";
//中毒
public const string posion = "4";
//虚弱
public const string weak = "5";
//昏迷
public const string coma = "6";
//缴械
public const string disarm = "7";
//睡眠
public const string sleep = "8";
//流血
public const string bleed = "9";
//荆棘
public const string thorn = "10";
//回复能量
public const string costRestore = "11";
//抽牌
public const string drawCard = "12";
//弃牌
public const string discard = "13";
public static string CardDamage()
{
return cardDamage;
}
} }

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

@ -5,16 +5,19 @@ using UnityEngine;
public class Usermanager : Singleton<Usermanager> public class Usermanager : Singleton<Usermanager>
{ {
private int health; private int health;
private int shield;
public int Health { get => health; set => health = value; } public int Health { get => health; set => health = value; }
public int Shield { get => shield; set => shield = value; }
public Usermanager(int health) public Usermanager(int health)
{ {
Health = health; Health = health;
Shield = 0;
} }
public void Start() public void Start()
{ {
health = 100; health = 100;
Shield = 0;
} }
} }

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ColorlessWorld-2024-4-2/Library/ArtifactDB

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