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0911锻造系统重构

pull/196/head
45 6 months ago
parent
commit
9e50ca5d8d
  1. 16
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  2. 8
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04-0319.prefab
  3. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Color-Card_v04-0319.prefab
  4. 1302
      ColorlessWorld-2024-4-2/Assets/Prefab/ForgingPoint/BagForgedMaterialNode.prefab
  5. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/ForgingPoint/BagForgedMaterialNode.prefab.meta
  6. 6
      ColorlessWorld-2024-4-2/Assets/Prefab/ForgingPoint/NodeInforCanvas.prefab
  7. 715
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/PictureMapUnity.prefab
  8. 2
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Believer.asset
  9. 2
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/blue.asset
  10. 2
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/green.asset
  11. 2
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/red.asset
  12. 2
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/yellow.asset
  13. 10207
      ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity
  14. 6
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  15. 72
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/EffectForgCaseNode.cs
  16. 137
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgedMaterialDargNode.cs
  17. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgedMaterialDargNode.cs.meta
  18. 285
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForginTextLink.cs
  19. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForginTextLink.cs.meta
  20. 727
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs

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2
ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/blue.asset

@ -15,5 +15,5 @@ MonoBehaviour:
materialName: blue
materialInfor: blue
materialNodeMark: blue
materialCount: 0
materialCount: 7
materialIcon: {fileID: 0}

2
ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/green.asset

@ -15,5 +15,5 @@ MonoBehaviour:
materialName: green
materialInfor: green
materialNodeMark: green
materialCount: 0
materialCount: 10
materialIcon: {fileID: 0}

2
ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/red.asset

@ -15,5 +15,5 @@ MonoBehaviour:
materialName: red
materialInfor: red
materialNodeMark: red
materialCount: 0
materialCount: 8
materialIcon: {fileID: 0}

2
ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/yellow.asset

@ -15,5 +15,5 @@ MonoBehaviour:
materialName: yellow
materialInfor: yellow
materialNodeMark: yellow
materialCount: 0
materialCount: 8
materialIcon: {fileID: 0}

10207
ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity

File diff suppressed because it is too large

6
ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity

@ -165,7 +165,11 @@ MonoBehaviour:
bagForgedMaterialNodeFather: {fileID: 532420846}
bagForgerMaterialNodePrefab: {fileID: 2854515758532034481, guid: 40d0ba14db166834dad081840a8cae7c,
type: 3}
bagForgedMaterialDataeLsit: []
bagForgedMaterialDataeLsit:
- {fileID: 11400000, guid: 84a5908e5cd56624db024cd13ede7dce, type: 2}
- {fileID: 11400000, guid: 8e440be4a715c1a43a46642bf23b15c3, type: 2}
- {fileID: 11400000, guid: 9148ff0227daafb47861b3bbb30d33b9, type: 2}
- {fileID: 11400000, guid: 86161342c7eeef94b948eb0e6954bb60, type: 2}
bagForgedMaterialNodeLsit: []
forgedMaterialLoadPath: BagForgerMaterial/
--- !u!4 &1381861

72
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/EffectForgCaseNode.cs

@ -1,72 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
public class EffectForgCaseNode : MonoBehaviour
{
public string linkID;
public string linkText;
public string newCondition;
public Text caseDescription;
public KeyValuePair<string, string> kvp;
public string casePostion;
public bool isSelected;//被选中
public GameObject mask;
[Header("效果锻造预卡牌")]
public Transform cardFather;
public CardEntity previewCard;
public void ChangeCardVal()
{
/* if(isSelected ==false )
{
if (linkID.Equals("color"))
{
ForgintPointManager.Instance.ChangeCardCaseVal(newCondition);
}
else
{
ForgintPointManager.Instance.ChangeCardColorCaseVal(kvp, linkID, casePostion);
}
ChangeMask();
}*/
ChangeMask();
}
public void SetUpCardPreview()
{
if (previewCard != null)
{
if (previewCard.CardId != ForgintPointManager .Instance .chooseCardEntity.CardId)
{
CardOriginalDataList.Instance.existEffectCardOriginalDataList.Remove(previewCard.cardId);
}
Destroy(previewCard.gameObject);
}
//获得新id
string preCardID = ForgintPointManager.Instance.GetPreviewCardID(kvp, linkID, casePostion);
//创建预览卡牌
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(preCardID, cardFather);
card.transform.localScale = new Vector3(2.5f, 2.5f, 2.5f);
card.transform.localPosition = new Vector3(0, 0, 0);
previewCard = card.GetComponent<CardEntity>();
}
public void ChangeMask()
{
foreach (EffectForgCaseNode node in ForgintPointManager.Instance.effectCaseNodeList)
{
node.mask.SetActive(false);
node.isSelected = false;
}
mask.SetActive(true);
isSelected = true;
ForgintPointManager.Instance.newEffectCardID = previewCard.cardId;
}
}

137
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgedMaterialDargNode.cs

@ -0,0 +1,137 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ForgedMaterialDargNode : MonoBehaviour,IBeginDragHandler,IEndDragHandler,IDragHandler
{
public BagForgedMaterialData_SO forgedMaterialData;
public TMP_Text nameText;
public TMP_Text descriptionText;
public TMP_Text countText;
public Image materialImage;
public GameObject inforPanel;
[Header("消耗计数")]
public int usedCount;
[Header("拖拽属性")]
public Transform dragNode;
public LayerMask moveMask;
Transform originParent;
Vector3 screenPosition;//将物体从世界坐标转换为屏幕坐标
Vector3 mousePositionOnScreen;//获取到点击屏幕的屏幕坐标
Vector3 mousePositionInWorld;//将点击屏幕的屏幕坐标转换为世界坐标
[Header("消耗预览")]
public GameObject previewPanel;
public TMP_Text previewName;
public TMP_Text previewCount;
public Image previewImage;
public GameObject banMask;
public void OnBeginDrag(PointerEventData eventData)
{
if (forgedMaterialData.materialCount - usedCount > 0)
{
originParent = dragNode.transform.parent;
dragNode.SetParent(ForgintPointManager.Instance.colorForgingPanel.transform.GetChild(1));
//获取鼠标在相机中(世界中)的位置,转换为屏幕坐标;
screenPosition = Camera.main.WorldToScreenPoint(dragNode.transform.position);
//获取鼠标在场景中坐标
mousePositionOnScreen = Input.mousePosition;
//让场景中的Z=鼠标坐标的Z
mousePositionOnScreen.z = screenPosition.z;
//将相机中的坐标转化为世界坐标
mousePositionInWorld = Camera.main.ScreenToWorldPoint(mousePositionOnScreen);
//物体跟随鼠标移动
dragNode.transform.position = mousePositionInWorld;
// dragNode.GetComponent<CanvasGroup>().blocksRaycasts = false;
inforPanel.SetActive(false);
dragNode.gameObject.SetActive(true);
}
}
public void OnDrag(PointerEventData eventData)
{
if (forgedMaterialData.materialCount - usedCount > 0)
{
GameObject targetObj = eventData.pointerCurrentRaycast.gameObject;
if (targetObj != null)
{
//获取鼠标在相机中(世界中)的位置,转换为屏幕坐标;
screenPosition = Camera.main.WorldToScreenPoint(dragNode.transform.position);
//获取鼠标在场景中坐标
mousePositionOnScreen = Input.mousePosition;
//让场景中的Z=鼠标坐标的Z
mousePositionOnScreen.z = screenPosition.z;
//将相机中的坐标转化为世界坐标
mousePositionInWorld = Camera.main.ScreenToWorldPoint(mousePositionOnScreen);
//物体跟随鼠标移动
dragNode.transform.position = mousePositionInWorld;
inforPanel.SetActive(false);
}
}
}
public void OnEndDrag(PointerEventData eventData)
{
if (forgedMaterialData.materialCount - usedCount > 0)
{
dragNode.gameObject.SetActive(false);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, moveMask.value))
{
if (raycastHit.collider.gameObject.tag == "PictureMapUnity")
{
MapUnity mapUnity = raycastHit.transform.GetComponent<MapUnity>();
if (mapUnity.whoColour !=6 && mapUnity.whoColour != Name .stringColorToint (forgedMaterialData.materialNodeMark ))
{
usedCount += 1;
countText.text = (forgedMaterialData.materialCount - usedCount).ToString();
mapUnity.switchColorForging(forgedMaterialData.materialNodeMark);
Debug.Log(forgedMaterialData.materialNodeMark);
//设定消耗预览
previewPanel .SetActive(true);
previewPanel.transform.SetParent(ForgintPointManager.Instance.materialUsedPreviewFather);
previewCount.text = usedCount .ToString();
//计算金币消耗
ForgintPointManager.Instance.choosedMapUnity = mapUnity;
ForgintPointManager.Instance.SettltChangeColorCost();
}
if(forgedMaterialData.materialCount - usedCount<=0)
{
countText.text = "0";
banMask.SetActive(true);
}
}
}
BackPosition();
}
}
public void BackPosition()
{
dragNode.transform.SetParent(originParent);
dragNode.transform.localPosition = Vector3.zero;
// GetComponent<CanvasGroup>().blocksRaycasts = true;
}
public void SetUpMaterialDragNode(BagForgedMaterialData_SO materialData)
{
forgedMaterialData = materialData;
nameText .text = materialData.materialName;
descriptionText.text = materialData.materialInfor;
countText.text = materialData.materialCount.ToString();
materialImage.sprite = materialData.materialIcon;
dragNode .GetComponent <Image >().sprite = materialData.materialIcon;
dragNode.gameObject.SetActive(false);
previewName.text = materialData.materialName;
previewImage.sprite = materialData.materialIcon;
}
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/EffectForgCaseNode.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgedMaterialDargNode.cs.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: ee449c4649f693f46899e2a67219b66c
guid: a03fbd6077c6bab46a17cb4ca030e27f
MonoImporter:
externalObjects: {}
serializedVersion: 2

285
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForginTextLink.cs

@ -1,285 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
[RequireComponent(typeof(TMP_Text))]
public class ForginTextLink : MonoBehaviour,IPointerClickHandler ,IPointerEnterHandler ,IPointerExitHandler
{
public TMP_Text cardDescription;
public float zoomScale = 1.4f;//文字缩放比例
public Color hoverColor = Color.red;//鼠标悬浮颜色
private Color originalColor = new Color32 (0,88,254,255);//原本颜色
private bool isHover=false ;//鼠标悬停
private int linkIndex = -1;
private int selectLink = -1;
//光标设置
Vector2 hotSpot = Vector2.zero;
CursorMode cursorMode = CursorMode.Auto;
private void Awake()
{
cardDescription = GetComponent<TMP_Text>();
//originalColor = cardDescription.color;
}
private void Start()
{
InsertColor(cardDescription.text);
}
//插入颜色,高亮可以被锻造的地方
public void InsertColor(string inputString)
{
// 在 <link> 后插入 <1>
string pattern1 = @"(<link)";
string replacement1 = @"<b><i><color=#0058fe>$1";
string result = Regex.Replace(inputString, pattern1, replacement1);
// 在 </link> 前插入 </>
string pattern2 = @"(</link>)";
string replacement2 = @"$1</color></i></b>";
result = Regex.Replace(result, pattern2, replacement2);
cardDescription.text = result;
}
private void LateUpdate()
{
if(isHover )
{
int charIndex = TMP_TextUtilities.FindIntersectingCharacter(cardDescription, Input.mousePosition, null, true);
if( selectLink != -1 )
{
if(!IsValueInRange(charIndex,cardDescription.textInfo .linkInfo[selectLink].linkTextfirstCharacterIndex , cardDescription.textInfo.linkInfo[selectLink].linkTextfirstCharacterIndex+ cardDescription.textInfo.linkInfo[selectLink].linkIdLength ))
{
ResetLink(selectLink);
selectLink = -1;
}
}
linkIndex = TMP_TextUtilities.FindIntersectingLink(cardDescription,Input .mousePosition , Camera.main);
if(linkIndex != -1 && selectLink != linkIndex)
{
if(selectLink != -1)
{
ResetLink(selectLink);
selectLink = -1;
}
selectLink = linkIndex;
TMP_LinkInfo linkInfo = cardDescription.textInfo.linkInfo[linkIndex];
for(int i=0;i< linkInfo .linkTextLength;i++)
{
int materialIndex = cardDescription.textInfo.characterInfo[linkInfo.linkTextfirstCharacterIndex + i].materialReferenceIndex;
int vertexIndex = cardDescription.textInfo.characterInfo[linkInfo.linkTextfirstCharacterIndex + i].vertexIndex;
//矩阵变换缩放
Vector3[] vetices = cardDescription.textInfo.meshInfo[materialIndex].vertices;
Vector2 charCenter = (vetices[vertexIndex + 0] + vetices[vertexIndex + 2]) / 2;
Vector3 offset = charCenter;
vetices[vertexIndex + 0] -= offset;
vetices[vertexIndex + 1] -= offset;
vetices[vertexIndex + 2] -= offset;
vetices[vertexIndex + 3] -= offset;
var m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomScale);
vetices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vetices[vertexIndex + 0]);
vetices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vetices[vertexIndex + 1]);
vetices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vetices[vertexIndex + 2]);
vetices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vetices[vertexIndex + 3]);
vetices[vertexIndex + 0] += offset;
vetices[vertexIndex + 1] += offset;
vetices[vertexIndex + 2] += offset;
vetices[vertexIndex + 3] += offset;
//改颜色
Color32[] vertextColors = cardDescription.textInfo.meshInfo[materialIndex].colors32;
vertextColors[vertexIndex + 0] = hoverColor;
vertextColors[vertexIndex + 1] = hoverColor;
vertextColors[vertexIndex + 2] = hoverColor;
vertextColors[vertexIndex + 3] = hoverColor;
}
//同步锻造消耗文本位置
// 获取鼠标在屏幕上的位置
Vector3 mousePos = Input.mousePosition;
// 将鼠标在屏幕上的位置转换为世界空间中的位置
Vector3 worldPos = Camera.main.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y+15, 10));
ForgintPointManager.Instance.forgingCostIcon.gameObject.SetActive(true);
ForgintPointManager.Instance.forgingCostIcon.position = worldPos;
//同步消耗数值
int cost;
string linkID = linkInfo.GetLinkID();
if (linkID != "color")
{
if (ForgintPointManager.Instance.effectForgingCost.TryGetValue(linkID, out cost))
{
ForgintPointManager.Instance.forgingCostText.text = cost.ToString();
}
else
{
ForgintPointManager.Instance.forgingCostText.text = "-6";
}
}
else
{
ForgintPointManager.Instance.forgingCostText.text = "-3";
}
//刷新文本着色器
cardDescription .UpdateVertexData(TMP_VertexDataUpdateFlags.All);
}
}
else
{
if (selectLink != -1)
{
ResetLink(selectLink);
selectLink = -1;
}
}
}
public void OnPointerClick(PointerEventData eventData)
{
linkIndex = TMP_TextUtilities.FindIntersectingLink(cardDescription, eventData.position, Camera .main );
if(linkIndex !=-1)
{
if (PlayerStatsManager.Instance.playerState.forgingPoint >= -int.Parse(ForgintPointManager.Instance.forgingCostText.text))
{
//扣锻造点
PlayerStatsManager.Instance.EffectFunction(Name.Reward.ForgingPoint, ForgintPointManager.Instance.forgingCostText.text);
//执行方法
TMP_LinkInfo linkInfo = cardDescription.textInfo.linkInfo[linkIndex];
// Debug.Log(linkInfo.GetLinkID());
// Debug.Log(linkInfo.GetLinkText());
ForgintPointManager.Instance.effectSelectPlan.SetActive(true);
ForgintPointManager.Instance.newEffectCardID = ForgintPointManager.Instance.chooseCardEntity.cardId;
ForgintPointManager.Instance.CreatEffectForgingCardPreview();
string targetString = "<link=\"" + linkInfo.GetLinkID() + "\">";
Debug.Log(targetString);
ForgintPointManager.Instance.tagPosition = CheckTagPosition(cardDescription.text, targetString);
ForgintPointManager.Instance.currentLinkID = linkInfo.GetLinkID();
ForgintPointManager.Instance.currentLinkText = linkInfo.GetLinkText();
ForgintPointManager.Instance.currentCardOriginalData = ForgintPointManager.Instance.chooseCardEntity.cardOriginalData;
ForgintPointManager.Instance.SetUPCaseChoosePanel(ForgintPointManager.Instance.currentLinkID, ForgintPointManager.Instance.currentLinkText, ForgintPointManager.Instance.currentCardOriginalData, ForgintPointManager.Instance.tagPosition);
}
else
{
PlayerStatsManager.Instance.EffectFunction(6, "锻造点不足");
}
}
}
public void OnPointerEnter(PointerEventData eventData)
{
isHover = true;
//改鼠标样式
Cursor.SetCursor(ForgintPointManager.Instance.curcorIcon, hotSpot, cursorMode);
}
public void OnPointerExit(PointerEventData eventData)
{
isHover = false;
//恢复鼠标样式
ForgintPointManager.Instance.forgingCostIcon.gameObject.SetActive(false);
Cursor.SetCursor(null, hotSpot, cursorMode);
}
private bool IsValueInRange(float value,float minValue,float maxValue)
{
return value >= minValue && value <= maxValue;
}
private void ResetLink(int index)
{
TMP_LinkInfo linkInfo = cardDescription.textInfo.linkInfo[index];
for (int i = 0; i < linkInfo.linkTextLength; i++)
{
int materialIndex = cardDescription.textInfo.characterInfo[linkInfo.linkTextfirstCharacterIndex + i].materialReferenceIndex;
int vertexIndex = cardDescription.textInfo.characterInfo[linkInfo.linkTextfirstCharacterIndex + i].vertexIndex;
//矩阵变换缩放
Vector3[] vetices = cardDescription.textInfo.meshInfo[materialIndex].vertices;
Vector2 charCenter = (vetices[vertexIndex + 0] + vetices[vertexIndex + 2]) / 2;
Vector3 offset = charCenter;
vetices[vertexIndex + 0] -= offset;
vetices[vertexIndex + 1] -= offset;
vetices[vertexIndex + 2] -= offset;
vetices[vertexIndex + 3] -= offset;
var m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * (1/zoomScale));
vetices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vetices[vertexIndex + 0]);
vetices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vetices[vertexIndex + 1]);
vetices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vetices[vertexIndex + 2]);
vetices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vetices[vertexIndex + 3]);
vetices[vertexIndex + 0] += offset;
vetices[vertexIndex + 1] += offset;
vetices[vertexIndex + 2] += offset;
vetices[vertexIndex + 3] += offset;
//改颜色
Color32[] vertextColors = cardDescription.textInfo.meshInfo[materialIndex].colors32;
vertextColors[vertexIndex + 0] = originalColor;
vertextColors[vertexIndex + 1] = originalColor;
vertextColors[vertexIndex + 2] = originalColor;
vertextColors[vertexIndex + 3] = originalColor;
}
ForgintPointManager.Instance.forgingCostIcon.gameObject.SetActive(false);
cardDescription.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
}
//查找link位置
public string CheckTagPosition(string targetText, string dynamicTag)
{
// 定义目标标签
string targetTag = "<link=color>";
// 判断动态标签是否存在
if (!Regex.IsMatch(targetText, Regex.Escape(dynamicTag)))
{
Debug.Log($"{dynamicTag} 不存在于目标字符串中");
return Name.CardChangePosition .Condition;
}
// 构建正则表达式,匹配动态标签和 <link=color> 的位置关系
string patternDynamicBefore = $"{Regex.Escape(dynamicTag)}.*?{Regex.Escape(targetTag)}";
string patternDynamicAfter = $"{Regex.Escape(targetTag)}.*?{Regex.Escape(dynamicTag)}";
// 检查动态标签是否在 <link=color> 之前
if (Regex.IsMatch(targetText, patternDynamicBefore))
{
Debug.Log($"{dynamicTag} 存在于目标字符串中,并且在 {targetTag} 之前");
return Name.CardChangePosition.PartOne;
}
// 检查动态标签是否在 <link=color> 之后
else if (Regex.IsMatch(targetText, patternDynamicAfter))
{
Debug.Log($"{dynamicTag} 存在于目标字符串中,并且在 {targetTag} 之后");
return Name.CardChangePosition.PartTwo;
}
// 如果动态标签存在,但位置关系无法确定
else
{
Debug.Log($"{dynamicTag} 存在于目标字符串中,但与 {targetTag} 的位置关系无法确定");
return Name.CardChangePosition.Condition;
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForginTextLink.cs.meta

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: eba5be42a4c5e114499be88b4ddf933f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

727
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs

@ -30,18 +30,15 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
[Header("地图信息列表")]
public List<Yunit> mapList;
public Dictionary <(int x,int y),ForgingNodeInfor> nodeInforList = new Dictionary<(int x, int y), ForgingNodeInfor> ();//锻造信息节点
[Header("卡牌筛选按钮信息")]
public List<CardTypeHeaderNode> cardTypeHeaderButton = new List<CardTypeHeaderNode>();//存储卡牌图片做多选处理
[Header("卡组信息")]
public List<string> colorDeck;
public List<string> effectDeck;
public GameObject cardViewSlot;//排布卡槽
public List<Transform> cardGenerateFatherList = new List<Transform>();//卡牌生成位置
public Transform cardGenerateFather;
public GameObject cardSlotPrefab;
public List<GameObject> cardObject;//实际生成的卡牌
public RectTransform cardContent;//滑动面板长度
[Header("选中卡牌大图")]
[Header("颜色锻造被选中的卡信息")]
public CardEntity chooseCardEntity;
public Transform chooseCardFather;
[Header("事件系统")]
public EventSystem eventSystem;
PointerEventData eventData;
@ -61,69 +58,37 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
public LayerMask groundLayerMask;
[Header("铸造颜色时被选中的地块")]
public MapUnity choosedMapUnity;
HashSet<MapUnity> choosedMapUnityPool = new HashSet<MapUnity> ();
HashSet<MapUnity> originMapUnityPool = new HashSet<MapUnity> ();//一开始卡牌有什么地块
HashSet<MapUnity> forgedMapUnityPool = new HashSet<MapUnity>();//记录已经被锻造过的地块
bool isColorDone = true ;//间断点击地块,不会因为点击按钮点到下一个地块
[Header("铸造颜色弹窗")]
public GameObject colorSelectUI;
[Header("相机移动脚本组件")]
public CameraCtrl cameraCtrl;
[Header("颜色锻造卡牌控件")]
// public CardOriginalData cardData;
public Transform frogingCardPreviewFather;//锻造卡牌预览位置
public string newCardID;//预览锻造中的卡牌
public CardEntity newColorForgingCard;//锻造卡牌预览大图
[Header("效果锻造卡牌控件")]
public Transform effectFrogingCardPreviewFather;//锻造卡牌预览位置
public string newEffectCardID;//预览锻造中的卡牌
public CardEntity newEffectForgingCard;//锻造卡牌预览大图
[Header("进入颜色锻造按钮")]
public GameObject enterColorForgin;
[Header("进入效果锻造选择界面")]
public GameObject effectSelectPlan;
[Header("效果锻造选择项")]
public List<EffectForgCaseNode> effectCaseNodeList;//锻造效果随机选项
[Header("效果铸造预消耗图标")]
public Transform forgingCostIcon;
public TMP_Text forgingCostText;
public Texture2D curcorIcon;//光标图片
//效果对应费用目前字典里只有获得效果,没有输出效果
static int getEffectCost = -5;
public Dictionary<string, int> effectForgingCost = new Dictionary<string, int> {
{CardFunction.cardShield,getEffectCost},{CardFunction.costRestore,getEffectCost},{CardFunction.drawCard,getEffectCost},{CardFunction.discard,getEffectCost},{CardFunction.ember,getEffectCost},{CardFunction.agile,getEffectCost},
{CardFunction.firm,getEffectCost},{CardFunction.extraDrawCardsNum,getEffectCost},{CardFunction.banDrawCard,getEffectCost},{CardFunction.upSpeed,getEffectCost},{CardFunction.consumePlayerNodesForHealth,getEffectCost},{CardFunction.consumePlayerNodesForDoubleHealth,getEffectCost},
{CardFunction.immunity,getEffectCost},{CardFunction.nodesForCost,getEffectCost},{CardFunction.fireShield,getEffectCost},{CardFunction.reduceCost,getEffectCost},{CardFunction.doubleSettle,getEffectCost},{CardFunction.nextTurnExtraOneCost,getEffectCost},{CardFunction.costStep,getEffectCost},{CardFunction.settleAgain,getEffectCost},{CardFunction.clearAllAbnormalConditons,getEffectCost},{CardFunction.step,getEffectCost},{CardFunction.randomAttactCardToHand,getEffectCost},{CardFunction.recoverHp,getEffectCost},{CardFunction.placeTrees,getEffectCost},
{CardFunction.turnYellowNodesToShield,getEffectCost},{CardFunction.turnHalfYellowNodesToShield,getEffectCost},{CardFunction.turn2RedNodesToEmber,getEffectCost},{CardFunction.turn3RedNodesToEmber,getEffectCost},{CardFunction.halfHpShield,getEffectCost},{CardFunction.bleedHeal,getEffectCost},{CardFunction.bleed3TurnCost,getEffectCost},{CardFunction.bleed4TurnCost,getEffectCost},{CardFunction.nextCardCostHp,getEffectCost},{CardFunction.nextCardCostMinusOne,getEffectCost},{CardFunction.nextEffectCardDoubleSettle,getEffectCost},
{CardFunction.infCastRange,getEffectCost},{CardFunction.castRangePlusOne,getEffectCost},{CardFunction.tempEmberOneRound,getEffectCost},{CardFunction.tempEmberTwoRound,getEffectCost},{CardFunction.drawEffectCard,getEffectCost},{CardFunction.drawAndCopyCard,getEffectCost},{CardFunction.nextDyeingCardCostZero,getEffectCost},{CardFunction.calm,getEffectCost},{CardFunction.Invisible,getEffectCost}};
[Header("刷新按钮控件")]
public int reflashCost;//下一次刷新费用
public TMP_Text reflashCostText;
// [Header("刷新按钮控件用于刷新的数据")]
[HideInInspector] public string currentLinkID;
[HideInInspector] public string currentLinkText;
[HideInInspector] public CardOriginalData currentCardOriginalData;
[HideInInspector] public string tagPosition;
[Header("锻造特效")]
public ParticleSystem buildCollectionPartical;
public ParticleSystem buildSuccessPartical;
[Header("锻造面板")]
public GameObject colorForgingPanel;
public GameObject materialNodePrefab;
public Transform materialDragFather;
public List<ForgedMaterialDargNode> forgedMaterialDargNodeList = new List<ForgedMaterialDargNode>();
[Header("锻造消耗预览面板")]
public Transform materialUsedPreviewFather;
private void Start()
{
eventData = new PointerEventData(eventSystem);
LoadCardId();
GenerateViewCard();
//自动选择第一张卡
ChooseViewCard(cardTypeHeaderButton[0].cardId[0]);
GenerateEnmptyMapListForTool();
StartCoroutine(GenerateProcessTest());
}
private void Update()
{
if(Mouse.current.leftButton.wasReleasedThisFrame)
if(Mouse.current.leftButton.wasPressedThisFrame)
{
switch (forgingStats)
{
@ -133,11 +98,15 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
eventSystem.RaycastAll(eventData, result);
if (result.Count > 0 && result[0].gameObject.tag == "Card")
{
ChooseViewCard(result[0].gameObject.GetComponent<CardEntity>().cardId);
//注册选择
chooseCardEntity = result[0].gameObject.GetComponent<CardEntity>();
//进入颜色造界面
EnterColorForged();
}
break;
case ForgingStats.colorForg:
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
/* Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, groundLayerMask.value) && isColorDone ==true)
{
MapUnity mapUnity = raycastHit.collider.transform.GetComponent<MapUnity>();
@ -166,210 +135,50 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
TipManager.Instance.SendGetItemTip("该节点无法更改");
Debug.Log("不能锻造");
}
}
}*/
break;
case ForgingStats.effectForg:
/* eventData.position = Mouse.current.position.value;
eventSystem.RaycastAll(eventData, result);
if (result.Count > 0 && result[0].gameObject.tag == "Card")
{
ChooseViewCard(result[0].gameObject.GetComponent<CardEntity>().cardId);
}*/
break;
}
}
if(Mouse.current.rightButton .wasReleasedThisFrame&&forgingStats == ForgingStats.colorForg )
{
CancelMapUnityChoose();
}
}
//右键取消
public void CancelMapUnityChoose()
{
if (choosedMapUnity != null )
//进入颜色锻造
public void EnterColorForged()
{
choosedMapUnity.effectInfluenced = false;
choosedMapUnity = null;
}
isColorDone = true;
colorSelectUI.SetActive(false);
}
IEnumerator GenerateProcessTest()
{
yield return StartCoroutine(MapGenerateTest());
yield return StartCoroutine(TransformMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForCubeForTool());
yield return StartCoroutine(SetUpNodeInforUI());
colorForgingPanel.SetActive(true);
ChangeColoringStats(1);
RefreshColorMap();
ResetCamera();
RefreshMaterialNode();
}
IEnumerator SetUpNodeInforUI()
{
for (int i = 0; i < mapList .Count ; i++)
public void RefreshMaterialNode()
{
for (int j = 0; j < mapList [i].Y .Count ; j++)
for(int i=0;i< forgedMaterialDargNodeList.Count;i++)
{
MapUnity mapUnity = mapList[i].Y[j];
var ui = Instantiate(nodeInfor, mapUnity.transform);
ui.transform.localPosition = new Vector3(0, 0.31f, 0);
ForgingNodeInfor forgingNodeInfor = ui .GetComponent <ForgingNodeInfor>();
nodeInforList.Add((mapUnity.locationX, mapUnity.locationY), forgingNodeInfor);
Destroy(forgedMaterialDargNodeList[i].gameObject);
}
}
yield return null;
}
IEnumerator MapGenerateTest()
{
int middleLine = (line - 1) / 2;
int currentColumn = column;
forgedMaterialDargNodeList.Clear();
for (int i = 0; i < line; i++)
{
if (i != 0)
int count = materialUsedPreviewFather.childCount;
for(int i =0;i<count;i++)
{
generatePoint.transform.position += columnOffSet;
DestroyImmediate(materialUsedPreviewFather.GetChild(0).gameObject);
}
generatePoint.transform.position = new Vector3(0,0, generatePoint.transform.position.z);
if (i <= middleLine)
{
if (i != 0)
{
currentColumn += 1;
generatePoint.transform.position -= (lineOffSet / 2f) * i;
}
}
else
{
currentColumn -= 1;
generatePoint.transform.position -= (lineOffSet / 2f) * (line - i - 1);
}
Debug.Log("列数:" + currentColumn + "中间值:" + middleLine);
for (int j = 0; j < currentColumn; j++)
{
var a = Instantiate(mapUnity, generatePoint.transform.position - new Vector3(0, 2, 0), mapUnity.transform.rotation);
a.transform.SetParent(mapUnityFather);
MapUnity currentMapUnityScript = a.GetComponent<MapUnity>();
currentMapUnityScript.locationX = i;
currentMapUnityScript.locationY = j;
currentMapUnityScript.RegisterUnitToList(mapList);
generatePoint.transform.position += lineOffSet;
}
}
yield return null;
}
IEnumerator TransformMapUnityForTool()
{
int x = 0, y = 0;
int count = 1;
int currentOffset = 0;
int middeline = mapList.Count / 2;
List<int> lineOffsetList = new List<int>();
int lineOffsetListMark = 1;
for (int i = 0; i < mapList.Count; i++)
{
if (count >= 2)
{
count = 0;
if (i <= middeline)
{
currentOffset += 1;
List<BagForgedMaterialData_SO> dataList = BagManager.Instance.bagForgedMaterialDataeLsit;
}
}
if (i < middeline)
for (int i = 0; i < dataList.Count; i++)
{
lineOffsetList.Add(currentOffset);
GameObject currentDragNode = Instantiate(materialNodePrefab, materialDragFather);
ForgedMaterialDargNode forgedMaterialDargNode = currentDragNode .GetComponent<ForgedMaterialDargNode>();
forgedMaterialDargNodeList.Add (forgedMaterialDargNode);
forgedMaterialDargNode.SetUpMaterialDragNode(dataList[i]);
}
else if (i > middeline)
{
currentOffset = lineOffsetList[lineOffsetList.Count - lineOffsetListMark];
lineOffsetListMark += 1;
}
for (int j = 0; j < mapList[i].Y.Count; j++)
{
mapList[i].Y[j].ResetLocation(j - currentOffset, y);
}
x = 0;
y = i + 1;
count += 1;
}
yield return null;
}
IEnumerator SetUpMapUnityForTool()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < mapList.Count; i++)
{
for (int j = 0; j < mapList[i].Y.Count; j++)
{
mapList[i].Y[j].StartRegiste();
}
}
yield return null;
}
IEnumerator SetUpMapUnityForCubeForTool()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < mapList.Count; i++)
{
for (int j = 0; j < mapList[i].Y.Count; j++)
{
mapList[i].Y[j].CalCube();
}
}
yield return null;
}
public void GenerateEnmptyMapListForTool()
{
int currentColumn = column - 1;
for (int i = 0; i < line; i++)
{
if (i <= (line - 1) / 2)
{
currentColumn += 1;
}
else
{
currentColumn -= 1;
}
for (int j = 0; j < currentColumn; j++)
{
mapList[i].Y.Add(null);
}
}
}
//读取卡牌
public void LoadCardId()
{
cardTypeHeaderButton[1].cardId.Clear();
cardTypeHeaderButton[0].cardId.Clear();
foreach (var id in PlayerStatsManager.Instance.cardDeck.cardDeckList)
{
//区分效果卡和涂色卡
if (id.StartsWith( "1" ))
{
cardTypeHeaderButton[0].cardId .Add(id);
}
else
{
cardTypeHeaderButton[1].cardId.Add(id);
}
}
}
//生成卡组
public void GenerateViewCard()
{
@ -379,122 +188,25 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
}
cardObject.Clear();
for (int i = 0; i < cardTypeHeaderButton.Count; i++)
{
//确定父级框体大小和位置
float heightPos = 0;
for (int j = 0; j < i; j++)
{
heightPos += cardGenerateFatherList[j].GetComponent<RectTransform>().sizeDelta.y;
}
cardGenerateFatherList[i].GetComponent<RectTransform>().anchoredPosition = new Vector3(0, -(heightPos+40), 0);
cardTypeHeaderButton[i].transform.parent.GetComponent<RectTransform>().anchoredPosition = new Vector3(0, -(heightPos), 0);
if (cardTypeHeaderButton[i].isFold ==false )
{
cardGenerateFatherList[i].GetComponent<RectTransform>().sizeDelta = new Vector2(0, 15 + 295 * (Mathf.CeilToInt(cardTypeHeaderButton[i].cardId.Count / 4.0f)));
}
else
{
cardGenerateFatherList[i].GetComponent<RectTransform>().sizeDelta = new Vector2(0, 100);
}
if (cardTypeHeaderButton[i].isFold ==false )
{
List<string> cardlist = PlayerStatsManager.Instance.cardDeck.cardDeckList;
//生成卡牌
for (int j = 0; j < cardTypeHeaderButton[i].cardId.Count;j++)
for (int i = 0; i < cardlist.Count; i++)
{
var slot = Instantiate(cardViewSlot, cardGenerateFatherList[i]);
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(cardTypeHeaderButton[i].cardId[j], slot.transform);
card.transform.localScale = new Vector3(1.3f, 1.3f, 1.3f);
GameObject cardSlot = Instantiate(cardSlotPrefab, cardGenerateFather);
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(cardlist[i], cardSlot.transform);
card.transform.localScale = new Vector3(1.7f, 1.7f, 1.7f);
card.transform.localPosition = new Vector3(0, 0, 0);
cardObject.Add(slot);
cardObject.Add(cardSlot);
}
//占位换行
int remainder = cardTypeHeaderButton[i].cardId.Count % 4;
if (remainder != 0)
{
for (int j = 0; j < 4 - remainder; j++)
{
var slot = Instantiate(cardViewSlot, cardGenerateFatherList[i]);
slot.transform.GetChild(0).gameObject.SetActive(false);
cardObject.Add(slot);
}
}
}
}
//确定滑动面板长度
float contentHight = 200;
for(int i=0;i< cardGenerateFatherList.Count;i++)
{
contentHight += cardGenerateFatherList[i].GetComponent<RectTransform>().sizeDelta.y;
}
cardContent.sizeDelta = new Vector2(0, contentHight);
}
//选择界面生成卡牌大图
public void ChooseViewCard(string cardId)
{
if(chooseCardEntity!= null )
{
Destroy(chooseCardEntity.gameObject);
}
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(cardId, chooseCardFather);
card.transform.localScale = new Vector3(2.31f, 2.31f, 2.31f);
card.transform.localPosition = new Vector3(0, 0, 0);
chooseCardEntity = card.GetComponent<CardEntity>();
if(chooseCardEntity .cardId .StartsWith ("1"))
{
enterColorForgin .SetActive (true);
chooseCardEntity.cardDescription.transform.AddComponent<ForginTextLink>();
}
else
{
enterColorForgin.SetActive(false);
chooseCardEntity.cardDescription.transform.AddComponent<ForginTextLink>();
}
}
//锻造卡牌生成卡牌大图
//颜色锻造
public void CreatForgingCardPreview()
{
if (newColorForgingCard != null)
{
Destroy(newColorForgingCard.gameObject);
}
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(newCardID,frogingCardPreviewFather);
card.transform.localScale = new Vector3(3.45f, 3.45f, 3.45f);
card.transform.localPosition = new Vector3(0, 0, 0);
newColorForgingCard = card.GetComponent<CardEntity>();
}
//效果锻造
public void CreatEffectForgingCardPreview()//原版卡牌
{
if (newEffectForgingCard != null)
{
if(newEffectForgingCard .CardId != chooseCardEntity .CardId )
{
CardOriginalDataList.Instance.existEffectCardOriginalDataList.Remove(newEffectForgingCard.cardId);
}
Destroy(newEffectForgingCard.gameObject);
}
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(newEffectCardID, effectFrogingCardPreviewFather);
card.transform.localScale = new Vector3(3.45f, 3.45f, 3.45f);
card.transform.localPosition = new Vector3(0, 0, 0);
newEffectForgingCard = card.GetComponent<CardEntity>();
cardContent.sizeDelta = new Vector2(cardContent.sizeDelta.x, Mathf.Ceil(cardlist.Count / 3.0f)*450);
}
//锻造改色方法
public void ChangeColor(int color)
/* public void ChangeColor(int color)
{
choosedMapUnity.switchColorForging(Name.intColorTostring(color));
choosedMapUnity.effectInfluenced = false;
@ -545,14 +257,83 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
//注册卡牌信息
CardOriginalData newCardOriginalData = JsonConvert.DeserializeObject<CardOriginalData>(JsonConvert.SerializeObject(cardData));
CardOriginalDataList.Instance.existCardOriginalDataList[newCardID] = newCardOriginalData;
//重新生成预览卡牌
// newCardID = CardManager.Instance.createNewCard(cardData);
CreatForgingCardPreview();
//结束
forgedMapUnityPool.Add(choosedMapUnity);
StartCoroutine(IsColorDone(0.1f));
}*/
public void SettltChangeColorCost()
{
// choosedMapUnity.switchColorForging(Name.intColorTostring(color));
choosedMapUnity.effectInfluenced = false;
//计算消耗
totalCostPoint += nodeInforList[(choosedMapUnity.locationX, choosedMapUnity.locationY)].cost;
totalCostPointText.text = "-" + totalCostPoint.ToString();
ChangeInforText(choosedMapUnity.locationX, choosedMapUnity.locationY, "-0", 0);
//释放临界不能染色区域
for (int i = 0; i < choosedMapUnity.unitPool.Count; i++)
{
if (choosedMapUnity.unitPool[i] != null && choosedMapUnity.unitPool[i].whoColour == Name.NodeColor.Metal)
{
choosedMapUnity.unitPool[i].switchColorForging(Name.Color.White);
ChangeInforText(choosedMapUnity.unitPool[i].locationX, choosedMapUnity.unitPool[i].locationY, "-3", 3);
}
}
//结束
forgedMapUnityPool.Add(choosedMapUnity);
}
public void GenerateNewCard()
{
CardOriginalData cardData = chooseCardEntity.cardOriginalData;
foreach (MapUnity choosedMapUnity in forgedMapUnityPool)
{
(int x, int y, int z) = MathTool.GetRelativeCoordinates(choosedMapUnity, startMapUnity);
(int j, int k) = MathTool.CubeToAxial(x, y, z);
//将选中的地块加入到卡牌数据中
if (originMapUnityPool.Contains(choosedMapUnity))//已存在,只改变颜色
{
string ds = j.ToString() + "_" + k.ToString();
for (int i = 0; i < cardData.nodesMark.Length; i++)
{
if (cardData.nodesMark[i] == ds)
{
cardData.nodesColor[i] = Name.intColorTostring(choosedMapUnity.whoColour);
break;
}
}
}
else//未存在,直接加入
{
List<string> ds = cardData.nodesMark.ToList();
ds.Add((j + "_" + k));
cardData.nodesMark = ds.ToArray();
ds = cardData.nodesColor.ToList();
ds.Add(Name.intColorTostring(choosedMapUnity.whoColour));
cardData.nodesColor = ds.ToArray();
CoordinateColorPair pair = new CoordinateColorPair(j, k, Name.intColorTostring(choosedMapUnity.whoColour));
cardData.cardImageMark.Add(pair);
}
}
//注册卡牌信息
CardOriginalData newCardOriginalData = JsonConvert.DeserializeObject<CardOriginalData>(JsonConvert.SerializeObject(cardData));
string newCardID = chooseCardEntity.cardId + "1";
CardOriginalDataList.Instance.existCardOriginalDataList.Add(newCardID, newCardOriginalData);
PlayerStatsManager.Instance.cardDeck.cardDeckList.Remove(chooseCardEntity.CardId);
PlayerStatsManager.Instance.cardDeck.cardDeckList.Add(newCardID);
//减去消耗的资源
for(int i = 0; i < forgedMaterialDargNodeList.Count; i++)
{
if (forgedMaterialDargNodeList[i].usedCount>0)
{
BagManager.Instance.RemoveForgedMaterialToBag(forgedMaterialDargNodeList[i].forgedMaterialData, forgedMaterialDargNodeList[i].usedCount);
}
}
PlayerStatsManager.Instance.EffectFunction(Name.Reward.Money, totalCostPointText.text);
GenerateViewCard();
}
public IEnumerator IsColorDone(float time)
{
yield return new WaitForSeconds(time);
@ -574,15 +355,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
break;
}
}
//删除锻造中未被确认的卡牌数据
public void ClearMiddleCardData()
{
if (newCardID != null)//注意newCardId,当它生成了新卡片后注意要置空,防止把生成的卡牌删掉
{
CardOriginalDataList.Instance.existCardOriginalDataList.Remove(newCardID);
}
newCardID = null;
}
//确认锻造卡牌
//颜色锻造
public void ConfirmForgingCard()
@ -596,44 +369,21 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
buildSuccessPartical.Play();
//todo-唯一标识删卡
PlayerStatsManager.Instance.cardDeck.cardDeckList.Remove(chooseCardEntity.CardId);
PlayerStatsManager.Instance.cardDeck.cardDeckList.Add(newCardID);
// PlayerStatsManager.Instance.cardDeck.cardDeckList.Add(newCardID);
// newCardID = null;
LoadCardId();
GenerateViewCard();
Destroy(chooseCardEntity.gameObject);
//自动选择锻造好的卡
ChooseViewCard(newCardID);
}
//效果锻造
public void ConfirmForgingEffectCard()
{
//todo-唯一标识删卡
PlayerStatsManager.Instance.cardDeck.cardDeckList.Remove(chooseCardEntity.CardId);
PlayerStatsManager.Instance.cardDeck.cardDeckList.Add(newEffectCardID);
newEffectCardID = null;
LoadCardId();
GenerateViewCard();
Destroy(chooseCardEntity.gameObject);
// Destroy(chooseCardEntity.gameObject);
}
//刷新锻造地块
public void RefreshColorMap()
{
//刷新锻造卡牌数据
//方法1:todo-如何标记一张牌在卡组中的唯一位置,如序列号;重新生成卡组刷新卡牌数据后拿到序列号位置的卡牌信息
//
//方法2:改改色预览卡的数据,用选中预览卡做蓝本刷新
if(newCardID !=null )//注意newCardId,当它生成了新卡片后注意要置空,防止把生成的卡牌删掉
{
CardOriginalDataList.Instance.existCardOriginalDataList.Remove (newCardID);
}
newCardID = CardManager.Instance.createNewCard(chooseCardEntity.cardOriginalData);
CreatForgingCardPreview();
//锻造点显示归零
totalCostPoint = 0;
totalCostPointText.text = "-0";
forgedMapUnityPool.Clear();
//重置地块
HashSet<MapUnity> mapHasSet = new HashSet<MapUnity>();
HashSet<MapUnity> colorHasSet = new HashSet<MapUnity>();
//清除所有颜色
@ -695,15 +445,17 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
mapHasSet .Remove (endNode);
colorHasSet .Add (endNode);
forgedMapUnityPool .Add (endNode);
originMapUnityPool .Add (endNode);
ChangeInforText(endNode.locationX, endNode.locationY, "-1", 1);
}
}
foreach (MapUnity mapUnity in mapHasSet )
{
mapUnity .whoColour = Name.NodeColor.Metal;
mapUnity.currentTexture = null;
mapUnity.ChengePlan();
// mapUnity .whoColour = Name.NodeColor.Metal;
// mapUnity.currentTexture = null;
// mapUnity.ChengePlan();
mapUnity.switchColorForging(Name.Color.Metal);
ChangeInforText(mapUnity.locationX, mapUnity.locationY,"", 0);
}
foreach (MapUnity mapUnity in colorHasSet)
@ -722,135 +474,176 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
}
}
//组装效果界面
public void SetUPCaseChoosePanel(string linkID ,string linkText ,CardOriginalData cardOriginalData,string postion )
{
if(linkID .Equals ("color"))
{
List <string > caseList = CardResourcesManager .Instance .getCardCondition(linkText);
for(int i=0;i< effectCaseNodeList.Count;i++)
public void ChangeInforText(int x,int y,string massage,int costPoint)
{
effectCaseNodeList[i].linkID = linkID;
effectCaseNodeList[i].linkText = linkText;
effectCaseNodeList[i].caseDescription.text = caseList[i];
effectCaseNodeList[i].newCondition = caseList[i];
effectCaseNodeList[i].casePostion = postion;
nodeInforList[(x,y)].ChangeText(massage,costPoint);
}
//相机归位
public void ResetCamera()
{
cameraCtrl.transform.position = cameraCtrl.cameraStartPoint.position;
}
else
//相机位移
public void OffsetCamera()
{
Dictionary<string, string> effectVal = CardResourcesManager.Instance.getFunAndValForSwage(cardOriginalData.Cost, linkID);
cameraCtrl.transform.position = cameraCtrl.cameraOffsetPonit.position;
}
List <string > sbList = new List <string >();
List <KeyValuePair<string, string>> kvpList = new List <KeyValuePair<string, string>>();
foreach (KeyValuePair<string, string> kvp in effectVal)
//地图生成
IEnumerator GenerateProcessTest()
{
StringBuilder sb = new StringBuilder();
Name.getSingleDescription(sb, kvp);
sbList .Add(sb.ToString());
kvpList.Add(kvp);
// Debug.Log("Swage内容是" + sb.ToString());
yield return StartCoroutine(MapGenerateTest());
yield return StartCoroutine(TransformMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForCubeForTool());
yield return StartCoroutine(SetUpNodeInforUI());
}
for (int i = 0; i < sbList.Count; i++)
IEnumerator SetUpNodeInforUI()
{
for (int i = 0; i < mapList.Count; i++)
{
effectCaseNodeList[i].kvp = kvpList[i];
effectCaseNodeList[i].linkID = linkID;
effectCaseNodeList[i].linkText = linkText;
effectCaseNodeList[i].caseDescription.text = sbList[i];
effectCaseNodeList[i].newCondition = sbList[i];
effectCaseNodeList[i].casePostion = postion;
}
}
//刷新按钮状态
foreach (EffectForgCaseNode node in effectCaseNodeList)
for (int j = 0; j < mapList[i].Y.Count; j++)
{
node.mask.SetActive(false);
node.isSelected = false;
node.SetUpCardPreview();
MapUnity mapUnity = mapList[i].Y[j];
var ui = Instantiate(nodeInfor, mapUnity.transform);
ui.transform.localPosition = new Vector3(0, 0.31f, 0);
ForgingNodeInfor forgingNodeInfor = ui.GetComponent<ForgingNodeInfor>();
nodeInforList.Add((mapUnity.locationX, mapUnity.locationY), forgingNodeInfor);
}
}
yield return null;
}
IEnumerator MapGenerateTest()
{
int middleLine = (line - 1) / 2;
int currentColumn = column;
//更改条件按钮
public void ChangeCardCaseVal(string newCondition)
for (int i = 0; i < line; i++)
{
if (i != 0)
{
string cardID = CardManager.Instance.switchCardCondition(chooseCardEntity.cardOriginalData, newCondition);
newEffectCardID = cardID;
Debug.Log(cardID);
CreatEffectForgingCardPreview();
generatePoint.transform.position += columnOffSet;
}
//更改效果按钮
public void ChangeCardColorCaseVal(KeyValuePair<string, string> kvp,string originFun,string position)
generatePoint.transform.position = new Vector3(0, 0, generatePoint.transform.position.z);
if (i <= middleLine)
{
string cardID = null;
if (chooseCardEntity.cardOriginalData.CardId .StartsWith ("1"))
if (i != 0)
{
cardID = CardManager.Instance.switchCardFunAndValForDyeingCard(chooseCardEntity.cardOriginalData, kvp, originFun);
currentColumn += 1;
generatePoint.transform.position -= (lineOffSet / 2f) * i;
}
}
else
{
cardID = CardManager.Instance.switchCardFunAndVal(chooseCardEntity.cardOriginalData, kvp, position, originFun);
currentColumn -= 1;
generatePoint.transform.position -= (lineOffSet / 2f) * (line - i - 1);
}
newEffectCardID = cardID;
Debug.Log(cardID);
CreatEffectForgingCardPreview();
Debug.Log("列数:" + currentColumn + "中间值:" + middleLine);
for (int j = 0; j < currentColumn; j++)
{
var a = Instantiate(mapUnity, generatePoint.transform.position - new Vector3(0, 2, 0), mapUnity.transform.rotation);
a.transform.SetParent(mapUnityFather);
MapUnity currentMapUnityScript = a.GetComponent<MapUnity>();
currentMapUnityScript.locationX = i;
currentMapUnityScript.locationY = j;
currentMapUnityScript.RegisterUnitToList(mapList);
generatePoint.transform.position += lineOffSet;
}
}
yield return null;
}
public string GetPreviewCardID(KeyValuePair<string, string> kvp, string originFun, string position)
IEnumerator TransformMapUnityForTool()
{
int x = 0, y = 0;
int count = 1;
int currentOffset = 0;
int middeline = mapList.Count / 2;
List<int> lineOffsetList = new List<int>();
int lineOffsetListMark = 1;
for (int i = 0; i < mapList.Count; i++)
{
string cardID = null;
if (chooseCardEntity.cardOriginalData.CardId.StartsWith("1"))
if (count >= 2)
{
count = 0;
if (i <= middeline)
{
cardID = CardManager.Instance.switchCardFunAndValForDyeingCard(chooseCardEntity.cardOriginalData, kvp, originFun);
currentOffset += 1;
}
else
}
if (i < middeline)
{
cardID = CardManager.Instance.switchCardFunAndVal(chooseCardEntity.cardOriginalData, kvp, position, originFun);
lineOffsetList.Add(currentOffset);
}
return cardID;
else if (i > middeline)
{
currentOffset = lineOffsetList[lineOffsetList.Count - lineOffsetListMark];
lineOffsetListMark += 1;
}
public void ChangeInforText(int x,int y,string massage,int costPoint)
for (int j = 0; j < mapList[i].Y.Count; j++)
{
nodeInforList[(x,y)].ChangeText(massage,costPoint);
mapList[i].Y[j].ResetLocation(j - currentOffset, y);
}
//相机归位
public void ResetCamera()
{
cameraCtrl.transform.position = cameraCtrl.cameraStartPoint.position;
x = 0;
y = i + 1;
count += 1;
}
//相机位移
public void OffsetCamera()
yield return null;
}
IEnumerator SetUpMapUnityForTool()
{
cameraCtrl.transform.position = cameraCtrl.cameraOffsetPonit.position;
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < mapList.Count; i++)
{
for (int j = 0; j < mapList[i].Y.Count; j++)
{
mapList[i].Y[j].StartRegiste();
}
}
//刷新费用回归默认
public void ReflashCostToDefoult()
yield return null;
}
IEnumerator SetUpMapUnityForCubeForTool()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < mapList.Count; i++)
{
reflashCost = 1;
reflashCostText.text = reflashCost.ToString();
for (int j = 0; j < mapList[i].Y.Count; j++)
{
mapList[i].Y[j].CalCube();
}
public void ReflashEffectCase()
}
yield return null;
}
public void GenerateEnmptyMapListForTool()
{
if (PlayerStatsManager.Instance.playerState.forgingPoint >= reflashCost)
int currentColumn = column - 1;
for (int i = 0; i < line; i++)
{
//扣锻造点
PlayerStatsManager.Instance.EffectFunction(Name.Reward.ForgingPoint, (-reflashCost).ToString());
//刷新费用×2
reflashCost *= 2;
//同步文本
reflashCostText.text = reflashCost.ToString();
//刷新
newEffectCardID = chooseCardEntity.cardId;
CreatEffectForgingCardPreview();
SetUPCaseChoosePanel(currentLinkID, currentLinkText, currentCardOriginalData, tagPosition);
colorSelectUI.SetActive(true);
if (i <= (line - 1) / 2)
{
currentColumn += 1;
}
else
{
PlayerStatsManager.Instance.EffectFunction(6, "锻造点不足");
currentColumn -= 1;
}
for (int j = 0; j < currentColumn; j++)
{
mapList[i].Y.Add(null);
}
}
}
}

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