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Merge pull request '1020提交' (#214) from dev-1020-yjm into dev45-0703NewVer

Reviewed-on: #214
pull/216/head
yjm484 5 months ago
parent
commit
9f204fbd8c
  1. 3
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Bamboo.asset
  2. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Believer.asset
  3. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/BlackSheep.asset
  4. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Bomb.asset
  5. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Burrower.asset
  6. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Cactus.asset
  7. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/CoconutPalm.asset
  8. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Cultist.asset
  9. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/FireDragon.asset
  10. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Hibiscus.asset
  11. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Hippo.asset
  12. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/IceDragon.asset
  13. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Jimsonweed.asset
  14. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Lizard.asset
  15. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Lotus.asset
  16. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Mimic.asset
  17. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Penguin.asset
  18. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Rabbit.asset
  19. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Singularity.asset
  20. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Spruce.asset
  21. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Squirrel.asset
  22. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Sunflower.asset
  23. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Trash.asset
  24. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/TrashCan.asset
  25. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Treasure.asset
  26. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Void.asset
  27. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Willow.asset
  28. 4
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/black.asset
  29. 4
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/blue.asset
  30. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/holy.asset
  31. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/lava.asset
  32. 5
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/quicksand.asset
  33. 4
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/red.asset
  34. 4
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/white.asset
  35. 4
      ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/yellow.asset
  36. 2
      ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/Bomb.prefab
  37. 2
      ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/Mimic.prefab
  38. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/StartChoosePoint/StartChooseCardManager.cs
  39. 16
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/MathTool.cs
  40. 59
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  41. 571
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponManager.cs
  42. 369
      ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/OutLineSourceHanSansCN-Normal SDF 1.asset

3
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ColorlessWorld-2024-4-2/Assets/Resources/BagForgerMaterial/Trash.asset

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

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

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

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

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

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

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

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

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

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ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/Bomb.prefab

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ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/Mimic.prefab

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3
ColorlessWorld-2024-4-2/Assets/Scripts/StartChoosePoint/StartChooseCardManager.cs

@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using static Name; using static Name;
@ -225,7 +226,7 @@ public class StartChooseCardManager : Singleton<StartChooseCardManager>
{ {
Transform weaponNode = weaponSlot.GetChild(0); Transform weaponNode = weaponSlot.GetChild(0);
WeaponNode node = weaponNode.transform.GetComponent<WeaponNode>(); WeaponNode node = weaponNode.transform.GetComponent<WeaponNode>();
if (Name.WeaponNodeFunction.PlayerBasicAddScoreResultSet.Contains(node.result)) if (Name.WeaponNodeFunction.PlayerBasicAddScoreResultSet.Keys.ToList().Contains(node.result))
{ {
Debug.Log("³É¹¦½øÈë3"); Debug.Log("³É¹¦½øÈë3");
result =false; result =false;

16
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/MathTool.cs

@ -43,7 +43,23 @@ public class MathTool
return numbers; return numbers;
} }
public static string GetRandomString(Dictionary<string, float> pool)
{
System.Random random = new System.Random();
float totalWeight = pool.Values.Sum();
float randomNumber = (float)random.NextDouble() * totalWeight;
float cumulativeWeight = 0f;
foreach (var action in pool)
{
cumulativeWeight += action.Value;
if (randomNumber <= cumulativeWeight)
{
return action.Key;
}
}
return pool.Keys.Last();
}
public static HashSet<string> GenerateIntegerSet(int a, int b) public static HashSet<string> GenerateIntegerSet(int a, int b)
{ {
HashSet<string> result = new HashSet<string>(); HashSet<string> result = new HashSet<string>();

59
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs

@ -48,7 +48,7 @@ public static class Name
public const string CompulsiveArcanist = "CompulsiveArcanist"; public const string CompulsiveArcanist = "CompulsiveArcanist";
public const string CultHierophant = "CultHierophant"; public const string CultHierophant = "CultHierophant";
public static readonly HashSet<string> EnemySet = new HashSet<string> { CultHierophant, CompulsiveArcanist, BlastJester, Pontiff }; public static readonly HashSet<string> EnemySet = new HashSet<string> { CultHierophant, BlastJester, Pontiff };
} }
public const string value = "value"; public const string value = "value";
@ -1175,17 +1175,20 @@ public static class Name
public static readonly HashSet<string> PlayerConditionSet= new HashSet<string> { cardConditionPattern public static readonly HashSet<string> PlayerConditionSet= new HashSet<string> { cardConditionPattern
,node,everyNumNodeConvert,everyColorNodeConvert}; ,node,everyNumNodeConvert,everyColorNodeConvert};
public static readonly HashSet<string> PlayerBasicConditionSet = new HashSet<string> { cardConditionPattern, public static readonly Dictionary<string, float> PlayerBasicConditionSet = new Dictionary<string, float>() { {cardConditionPattern, 0.2f },
node,everyColorNodeConvert}; { node,0.2f },{everyNumNodeConvert,0.1f },{none,0.5f }};
public static readonly HashSet<string> PlayerElementaryConditionSet = new HashSet<string> { cardConditionPattern public static readonly Dictionary<string, float> PlayerSimpleConditionSet = new Dictionary<string, float>() { {cardConditionPattern, 0.3f },
,node,everyNumNodeConvert,everyColorNodeConvert}; { node,0.3f },{everyColorNodeConvert,0.2f },{everyNumNodeConvert,0.2f }};
public static readonly HashSet<string> PlayerIntermediateConditionSet = new HashSet<string> { cardConditionPattern public static readonly Dictionary<string, float> PlayerElementaryConditionSet = new Dictionary<string, float>() { {cardConditionPattern, 0.3f },
,node,everyNumNodeConvert,everyColorNodeConvert}; { node,0.3f },{everyColorNodeConvert,0.2f },{everyNumNodeConvert,0.2f }};
public static readonly HashSet<string> PlayerAdvancedConditionSet = new HashSet<string> { cardConditionPattern public static readonly Dictionary<string, float> PlayerIntermediateConditionSet = new Dictionary<string, float>() { {cardConditionPattern, 0.3f },
,node}; { node,0.3f },{everyColorNodeConvert,0.2f },{everyNumNodeConvert,0.2f }};
public static readonly Dictionary<string, float> PlayerAdvancedConditionSet = new Dictionary<string, float>() { {cardConditionPattern, 0.5f },
{ node,0.5f }};
} }
@ -1301,38 +1304,47 @@ public static class Name
public static readonly HashSet<string> PlayerResultSet = new HashSet<string> { addScore,mulScore, repetWeaponNode, redNodeCount, blueNodeCount public static readonly HashSet<string> PlayerResultSet = new HashSet<string> { addScore,mulScore, repetWeaponNode, redNodeCount, blueNodeCount
,yellowNodeCount,mostNodeCount,leastNodeCount,allNodeCount,drawCard,isIgnoreCondition,everyRedNodeAddScore,everyYellowNodeAddScore,everyBlueNodeAddScore}; ,yellowNodeCount,mostNodeCount,leastNodeCount,allNodeCount,drawCard,isIgnoreCondition,everyRedNodeAddScore,everyYellowNodeAddScore,everyBlueNodeAddScore};
public static readonly HashSet<string> PlayerBasicResultSet = new HashSet<string> { addScore, redNodeCount, blueNodeCount public static readonly Dictionary<string, float> PlayerBasicResultSet = new Dictionary<string, float> { {addScore,0.4f}, {redNodeCount, 0.1f }, {blueNodeCount,0.1f}
,yellowNodeCount,everyRedNodeAddScore,everyYellowNodeAddScore,everyBlueNodeAddScore}; ,{yellowNodeCount,0.1f},{ everyRedNodeAddScore,0.1f},{ everyYellowNodeAddScore,0.1f},{everyBlueNodeAddScore,0.1f}};
public static readonly Dictionary<string, float> PlayerSimpleResultSet = new Dictionary<string, float> { {addScore,0.4f}, {redNodeCount, 0.1f }, {blueNodeCount,0.1f}
,{yellowNodeCount,0.1f},{ everyRedNodeAddScore,0.1f},{ everyYellowNodeAddScore,0.1f},{everyBlueNodeAddScore,0.1f}};
public static readonly HashSet<string> PlayerBasicAddScoreResultSet = new HashSet<string> { addScore public static readonly Dictionary<string, float> PlayerBasicAddScoreResultSet = new Dictionary<string, float> { {addScore, 0.55f }
,everyRedNodeAddScore,everyYellowNodeAddScore,everyBlueNodeAddScore}; , {everyRedNodeAddScore,0.15f},{everyYellowNodeAddScore,0.15f},{everyBlueNodeAddScore,0.15f}};
public static readonly HashSet<string> PlayerElementaryResultSet = new HashSet<string> { addScore, redNodeCount, blueNodeCount public static readonly Dictionary<string, float> PlayerElementaryResultSet = new Dictionary<string, float> { { addScore, 0.1f }, { redNodeCount, 0.1f }, {blueNodeCount, 0.1f }
,yellowNodeCount,mostNodeCount,leastNodeCount,drawCard,everyRedNodeAddScore,everyYellowNodeAddScore,everyBlueNodeAddScore}; ,{yellowNodeCount, 0.1f },{mostNodeCount, 0.1f },{leastNodeCount, 0.1f },{drawCard, 0.1f },{everyRedNodeAddScore, 0.1f },{everyYellowNodeAddScore, 0.1f },{everyBlueNodeAddScore, 0.1f }};
public static readonly HashSet<string> PlayerIntermediateResultSet = new HashSet<string> { addScore,mulScore, repetWeaponNode, redNodeCount, blueNodeCount public static readonly Dictionary<string, float> PlayerIntermediateResultSet = new Dictionary<string, float> { { addScore, 0.1f }, { mulScore, 0.05f }, {repetWeaponNode, 0.05f },
,yellowNodeCount,mostNodeCount,leastNodeCount,allNodeCount,drawCard,everyRedNodeAddScore,everyYellowNodeAddScore,everyBlueNodeAddScore}; {redNodeCount, 0.1f }, {blueNodeCount, 0.1f }
,{yellowNodeCount, 0.1f },{mostNodeCount, 0.05f },{leastNodeCount, 0.05f },{allNodeCount, 0.05f },{drawCard, 0.05f },
{everyRedNodeAddScore, 0.1f },{everyYellowNodeAddScore, 0.1f },{everyBlueNodeAddScore, 0.1f }};
public static readonly HashSet<string> PlayerAdvancedResultSet = new HashSet<string> { addScore,mulScore, repetWeaponNode public static readonly Dictionary<string, float> PlayerAdvancedResultSet = new Dictionary<string, float> { { addScore, 0.3f }, { mulScore, 0.1f }, {repetWeaponNode, 0.1f }
,mostNodeCount,allNodeCount,everyRedNodeAddScore,everyYellowNodeAddScore,everyBlueNodeAddScore}; ,{mostNodeCount, 0.1f },{allNodeCount, 0.1f },{everyRedNodeAddScore, 0.1f },{everyYellowNodeAddScore, 0.1f },{everyBlueNodeAddScore, 0.1f }};
} }
public static class WeaponNodeLevel public static class WeaponNodeLevel
{ {
public const string Basic = "Basic"; public const string Basic = "Basic";
public const string Simple = "Simple";
public const string Elementary = "Elementary"; public const string Elementary = "Elementary";
public const string Intermediate = "Intermediate"; public const string Intermediate = "Intermediate";
public const string Advanced = "Advanced"; public const string Advanced = "Advanced";
public static readonly HashSet<string> WeaponNodeLevelSet = new HashSet<string> { Basic,Elementary,Intermediate,Advanced}; public static readonly HashSet<string> WeaponNodeLevelSet = new HashSet<string> { Basic, Simple,Elementary, Intermediate,Advanced};
public static readonly HashSet<string> WeaponNodeLevelSetWithoutBasic = new HashSet<string> { Basic, Simple, Elementary, Intermediate, Advanced };
} }
public static class EveryNodeAddScoreResultSet public static class EveryNodeAddScoreResultSet
{ {
public static readonly HashSet<string> BasiclSet = new HashSet<string> { "4_1" }; public static readonly HashSet<string> BasiclSet = new HashSet<string> { "4_1" };
public static readonly HashSet<string> ElementarySet = new HashSet<string> { "3_1" }; public static readonly HashSet<string> BasiclWithoutConditionSet = new HashSet<string> { "5_1" };
public static readonly HashSet<string> IntermediateSet = new HashSet<string> { "2_1" }; public static readonly HashSet<string> SimpleSet = new HashSet<string> { "3_1" };
public static readonly HashSet<string> AdvancedSet = new HashSet<string> { "1_1" }; public static readonly HashSet<string> ElementarySet = new HashSet<string> { "2_1" };
public static readonly HashSet<string> IntermediateSet = new HashSet<string> { "1_1" };
public static readonly HashSet<string> AdvancedSet = new HashSet<string> { "1_2" };
} }
public static class DomainFunction public static class DomainFunction
@ -1398,7 +1410,6 @@ public static class Name
public static class Condition public static class Condition
{ {
public const string None = "none"; public const string None = "none";
public const string Node = "node";
} }
public static class EnemyPool public static class EnemyPool

571
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponManager.cs

@ -169,7 +169,7 @@ public class WeaponManager : Singleton<WeaponManager>
public GameObject getRandomWeaponNodeForPlayer() public GameObject getRandomWeaponNodeForPlayer()
{ {
string level= MathTool.GetRandomElements(Name.WeaponNodeLevel.WeaponNodeLevelSet,1).ElementAt(0); string level= MathTool.GetRandomElements(Name.WeaponNodeLevel.WeaponNodeLevelSetWithoutBasic, 1).ElementAt(0);
return getRandomWeaponNodeForPlayerWithLevel(level); return getRandomWeaponNodeForPlayerWithLevel(level);
} }
@ -177,20 +177,23 @@ public class WeaponManager : Singleton<WeaponManager>
{ {
GameObject gem = Instantiate(Resources.Load<GameObject>(Name.WeaponNode.PrefabPath + Name.WeaponNode.PrefabName)); GameObject gem = Instantiate(Resources.Load<GameObject>(Name.WeaponNode.PrefabPath + Name.WeaponNode.PrefabName));
string condition = ""; string condition = "";
HashSet<string> resultSet = new HashSet<string>(); Dictionary<string, float> resultSet = new Dictionary<string, float>();
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerBasicConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerBasicConditionSet);
break;
case Name.WeaponNodeLevel.Simple:
condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerSimpleConditionSet);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerElementaryConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerElementaryConditionSet);
break; break;
case Name.WeaponNodeLevel.Intermediate: case Name.WeaponNodeLevel.Intermediate:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerIntermediateConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerIntermediateConditionSet);
break; break;
case Name.WeaponNodeLevel.Advanced: case Name.WeaponNodeLevel.Advanced:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerAdvancedConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerAdvancedConditionSet);
break; break;
} }
@ -203,6 +206,9 @@ public class WeaponManager : Singleton<WeaponManager>
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
resultSet = Name.WeaponNodeFunction.PlayerBasicResultSet; resultSet = Name.WeaponNodeFunction.PlayerBasicResultSet;
break; break;
case Name.WeaponNodeLevel.Simple:
resultSet = Name.WeaponNodeFunction.PlayerSimpleResultSet;
break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
resultSet = Name.WeaponNodeFunction.PlayerElementaryResultSet; resultSet = Name.WeaponNodeFunction.PlayerElementaryResultSet;
break; break;
@ -217,7 +223,7 @@ public class WeaponManager : Singleton<WeaponManager>
string resultValue = ""; string resultValue = "";
conditionValue = getConditionValueWithLevel(level,ref condition, ref nodesMark, ref nodesColor); conditionValue = getConditionValueWithLevel(level,ref condition, ref nodesMark, ref nodesColor);
checkResultSetRationality(ref resultSet, condition); checkResultSetRationality(ref resultSet, condition);
result = MathTool.GetRandomElements(resultSet, 1).ElementAt(0); result = MathTool.GetRandomString(resultSet);
resultValue = getResultValueWithLevel(level,ref result, condition, conditionValue); resultValue = getResultValueWithLevel(level,ref result, condition, conditionValue);
WeaponNode weaponNode = gem.GetComponent<WeaponNode>(); WeaponNode weaponNode = gem.GetComponent<WeaponNode>();
weaponNode.result = result; weaponNode.result = result;
@ -229,7 +235,7 @@ public class WeaponManager : Singleton<WeaponManager>
return gem; return gem;
} }
public string getEveryNodeAddScoreValue(string level) public string getEveryNodeAddScoreValue(string level,string condition)
{ {
string resultValue = ""; string resultValue = "";
HashSet<string> resultSet = new HashSet<string>(); HashSet<string> resultSet = new HashSet<string>();
@ -237,6 +243,10 @@ public class WeaponManager : Singleton<WeaponManager>
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
resultSet = Name.EveryNodeAddScoreResultSet.BasiclSet; resultSet = Name.EveryNodeAddScoreResultSet.BasiclSet;
if (condition.Equals(Name.none))
{
resultSet = Name.EveryNodeAddScoreResultSet.BasiclWithoutConditionSet;
}
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
resultSet = Name.EveryNodeAddScoreResultSet.ElementarySet; resultSet = Name.EveryNodeAddScoreResultSet.ElementarySet;
@ -252,7 +262,7 @@ public class WeaponManager : Singleton<WeaponManager>
resultValue = MathTool.GetRandomElements(resultSet, 1).ElementAt(0); resultValue = MathTool.GetRandomElements(resultSet, 1).ElementAt(0);
return resultValue; return resultValue;
} }
public void checkResultSetRationality(ref HashSet<string> set,string condition) public void checkResultSetRationality(ref Dictionary<string, float> set,string condition)
{ {
Match match = System.Text.RegularExpressions.Regex.Match(condition, Name.Regex.cardConditionPattern); Match match = System.Text.RegularExpressions.Regex.Match(condition, Name.Regex.cardConditionPattern);
if (match.Success) if (match.Success)
@ -327,7 +337,7 @@ public class WeaponManager : Singleton<WeaponManager>
} }
} }
//屏蔽策略 //屏蔽策略
public void resultBlockingPolicy(string firstPart, ref HashSet<string> set) public void resultBlockingPolicy(string firstPart, ref Dictionary<string, float> set)
{ {
switch (firstPart) switch (firstPart)
{ {
@ -373,16 +383,19 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerBasicConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerBasicConditionSet);
break;
case Name.WeaponNodeLevel.Simple:
condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerSimpleConditionSet);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerElementaryConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerElementaryConditionSet);
break; break;
case Name.WeaponNodeLevel.Intermediate: case Name.WeaponNodeLevel.Intermediate:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerIntermediateConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerIntermediateConditionSet);
break; break;
case Name.WeaponNodeLevel.Advanced: case Name.WeaponNodeLevel.Advanced:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerAdvancedConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerAdvancedConditionSet);
break; break;
} }
@ -402,12 +415,15 @@ public class WeaponManager : Singleton<WeaponManager>
{ {
WeaponNodeDataPair resultData = new WeaponNodeDataPair(); WeaponNodeDataPair resultData = new WeaponNodeDataPair();
//string result = ""; //string result = "";
HashSet<string> resultSet = new HashSet<string>(); Dictionary<string, float> resultSet = new Dictionary<string, float>();
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
resultSet = Name.WeaponNodeFunction.PlayerBasicResultSet; resultSet = Name.WeaponNodeFunction.PlayerBasicResultSet;
break; break;
case Name.WeaponNodeLevel.Simple:
resultSet = Name.WeaponNodeFunction.PlayerSimpleResultSet;
break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
resultSet = Name.WeaponNodeFunction.PlayerElementaryResultSet; resultSet = Name.WeaponNodeFunction.PlayerElementaryResultSet;
break; break;
@ -419,7 +435,7 @@ public class WeaponManager : Singleton<WeaponManager>
break; break;
} }
checkResultSetRationality(ref resultSet, condition); checkResultSetRationality(ref resultSet, condition);
string result = MathTool.GetRandomElements(resultSet, 1).ElementAt(0); string result = MathTool.GetRandomString(resultSet);
string resultValue = getResultValueWithLevel(level, ref result, condition, Name.none); string resultValue = getResultValueWithLevel(level, ref result, condition, Name.none);
resultData.conditionOrResult = result; resultData.conditionOrResult = result;
resultData.value = resultValue; resultData.value = resultValue;
@ -430,20 +446,23 @@ public class WeaponManager : Singleton<WeaponManager>
{ {
GameObject gem = Instantiate(Resources.Load<GameObject>(Name.WeaponNode.PrefabPath + Name.WeaponNode.PrefabName)); GameObject gem = Instantiate(Resources.Load<GameObject>(Name.WeaponNode.PrefabPath + Name.WeaponNode.PrefabName));
string condition = ""; string condition = "";
HashSet<string> resultSet= new HashSet<string>(); Dictionary<string, float> resultSet = new Dictionary<string, float>();
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerBasicConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerBasicConditionSet);
break;
case Name.WeaponNodeLevel.Simple:
condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerSimpleConditionSet);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerElementaryConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerElementaryConditionSet);
break; break;
case Name.WeaponNodeLevel.Intermediate: case Name.WeaponNodeLevel.Intermediate:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerIntermediateConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerIntermediateConditionSet);
break; break;
case Name.WeaponNodeLevel.Advanced: case Name.WeaponNodeLevel.Advanced:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerAdvancedConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerAdvancedConditionSet);
break; break;
} }
@ -455,7 +474,7 @@ public class WeaponManager : Singleton<WeaponManager>
string resultValue = ""; string resultValue = "";
conditionValue = getConditionValueWithLevel(level, ref condition, ref nodesMark, ref nodesColor); conditionValue = getConditionValueWithLevel(level, ref condition, ref nodesMark, ref nodesColor);
checkResultSetRationality(ref resultSet, condition); checkResultSetRationality(ref resultSet, condition);
result = MathTool.GetRandomElements(resultSet, 1).ElementAt(0); result = MathTool.GetRandomString(resultSet);
resultValue = getResultValueWithLevel(level, ref result, condition, conditionValue); resultValue = getResultValueWithLevel(level, ref result, condition, conditionValue);
WeaponNode weaponNode = gem.GetComponent<WeaponNode>(); WeaponNode weaponNode = gem.GetComponent<WeaponNode>();
weaponNode.result = result; weaponNode.result = result;
@ -466,7 +485,7 @@ public class WeaponManager : Singleton<WeaponManager>
weaponNode.nodesColor = nodesColor.ToArray(); weaponNode.nodesColor = nodesColor.ToArray();
return gem; return gem;
} }
public GameObject getRandomWeaponNodeForPlayerWithLevelDiff(int levelDiff) /*public GameObject getRandomWeaponNodeForPlayerWithLevelDiff(int levelDiff)
{ {
GameObject gem = Instantiate(Resources.Load<GameObject>(Name.WeaponNode.PrefabPath + Name.WeaponNode.PrefabName)); GameObject gem = Instantiate(Resources.Load<GameObject>(Name.WeaponNode.PrefabPath + Name.WeaponNode.PrefabName));
string condition = ""; string condition = "";
@ -496,7 +515,7 @@ public class WeaponManager : Singleton<WeaponManager>
switch (conditionLevel) switch (conditionLevel)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerBasicConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerBasicConditionSet);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerElementaryConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerElementaryConditionSet, 1).ElementAt(0);
@ -515,16 +534,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (levelDiff) switch (levelDiff)
{ {
case 0: case 0:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case 1: case 1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case 2: case 2:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case 3: case 3:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
@ -533,16 +552,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (levelDiff) switch (levelDiff)
{ {
case -1: case -1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case 0: case 0:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case 1: case 1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case 2: case 2:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
break; break;
@ -550,16 +569,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (levelDiff) switch (levelDiff)
{ {
case -2: case -2:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case -1: case -1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case 0: case 0:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case 1: case 1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
break; break;
@ -567,16 +586,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (levelDiff) switch (levelDiff)
{ {
case -3: case -3:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case -2: case -2:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case -1: case -1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case 0: case 0:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
break; break;
@ -592,16 +611,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (resultLevel) switch (resultLevel)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); result = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); result = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case Name.WeaponNodeLevel.Intermediate: case Name.WeaponNodeLevel.Intermediate:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); result = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case Name.WeaponNodeLevel.Advanced: case Name.WeaponNodeLevel.Advanced:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); result = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
@ -617,7 +636,7 @@ public class WeaponManager : Singleton<WeaponManager>
weaponNode.nodesMark = nodesMark.ToArray(); weaponNode.nodesMark = nodesMark.ToArray();
weaponNode.nodesColor = nodesColor.ToArray(); weaponNode.nodesColor = nodesColor.ToArray();
return gem; return gem;
} }*/
public GameObject getRandomWeaponNodeForPlayerWithLevelDiffAndConditionlevel(int levelDiff,string conditionLevel) public GameObject getRandomWeaponNodeForPlayerWithLevelDiffAndConditionlevel(int levelDiff,string conditionLevel)
{ {
@ -629,16 +648,19 @@ public class WeaponManager : Singleton<WeaponManager>
switch (conditionLevel) switch (conditionLevel)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerBasicConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerBasicConditionSet);
break;
case Name.WeaponNodeLevel.Simple:
condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerSimpleConditionSet);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerElementaryConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerElementaryConditionSet);
break; break;
case Name.WeaponNodeLevel.Intermediate: case Name.WeaponNodeLevel.Intermediate:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerIntermediateConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerIntermediateConditionSet);
break; break;
case Name.WeaponNodeLevel.Advanced: case Name.WeaponNodeLevel.Advanced:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerAdvancedConditionSet, 1).ElementAt(0); condition = MathTool.GetRandomString(Name.WeaponNodeCondition.PlayerAdvancedConditionSet);
break; break;
} }
@ -648,16 +670,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (levelDiff) switch (levelDiff)
{ {
case 0: case 0:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case 1: case 1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case 2: case 2:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case 3: case 3:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
@ -666,16 +688,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (levelDiff) switch (levelDiff)
{ {
case -1: case -1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case 0: case 0:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case 1: case 1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case 2: case 2:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
break; break;
@ -683,16 +705,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (levelDiff) switch (levelDiff)
{ {
case -2: case -2:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case -1: case -1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case 0: case 0:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case 1: case 1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
break; break;
@ -700,16 +722,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (levelDiff) switch (levelDiff)
{ {
case -3: case -3:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case -2: case -2:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case -1: case -1:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case 0: case 0:
resultLevel = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); resultLevel = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
break; break;
@ -725,16 +747,16 @@ public class WeaponManager : Singleton<WeaponManager>
switch (resultLevel) switch (resultLevel)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerBasicResultSet, 1).ElementAt(0); result = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerBasicResultSet);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerElementaryResultSet, 1).ElementAt(0); result = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerElementaryResultSet);
break; break;
case Name.WeaponNodeLevel.Intermediate: case Name.WeaponNodeLevel.Intermediate:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerIntermediateResultSet, 1).ElementAt(0); result = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerIntermediateResultSet);
break; break;
case Name.WeaponNodeLevel.Advanced: case Name.WeaponNodeLevel.Advanced:
result = MathTool.GetRandomElements(Name.WeaponNodeFunction.PlayerAdvancedResultSet, 1).ElementAt(0); result = MathTool.GetRandomString(Name.WeaponNodeFunction.PlayerAdvancedResultSet);
break; break;
} }
@ -753,133 +775,7 @@ public class WeaponManager : Singleton<WeaponManager>
} }
public string getConditionValueWithLevel(string level,ref string condition, ref List<string> nodesMark, ref List<string> nodesColor)
{
string conditionValue = "";
switch (condition)
{
case Name.WeaponNodeCondition.position:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "0", "1", "2", "3", "4" }, 1).ElementAt(0);
break;
case Name.WeaponNodeCondition.positionUnused:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "0", "1", "2", "3", "4" }, 1).ElementAt(0);
break;
case Name.WeaponNodeCondition.positionUsed:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "0", "1", "2", "3", "4" }, 1).ElementAt(0);
break;
case Name.WeaponNodeCondition.diffSettle:
conditionValue = Name.none;
break;
case Name.WeaponNodeCondition.usedCard:
switch (level)
{
case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "1" }, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "2", }, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "3" }, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "4"}, 1).ElementAt(0);
break;
}
break;
case Name.WeaponNodeCondition.threeColorDiffMoreThan:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "3", "4", "5" }, 1).ElementAt(0);
break;
case Name.WeaponNodeCondition.everyNumNodeConvert:
switch (level)
{
case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 11), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(7, 9), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 6), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 4), 1).ElementAt(0);
break;
}
break;
case Name.WeaponNodeCondition.everyColorNodeConvert:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerColorConvertSet, 1).ElementAt(0);
switch (level)
{
case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 6), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 5), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(4, 4), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 3), 1).ElementAt(0);
break;
}
break;
case Name.WeaponNodeCondition.bombbomb:
conditionValue = Name.none;
break;
case Name.WeaponNodeCondition.node:
conditionValue = Name.none;
HashSet<string> nodesA = new HashSet<string>();
switch (level)
{
case Name.WeaponNodeLevel.Basic:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 3);
break;
case Name.WeaponNodeLevel.Elementary:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 4);
break;
case Name.WeaponNodeLevel.Intermediate:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 5);
break;
case Name.WeaponNodeLevel.Advanced:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 6);
break;
}
nodesA.Add("0_0");
nodesMark = nodesA.ToList();
for (int i = 0; i < nodesA.Count; i++)
{
nodesColor.Add(MathTool.GetRandomElements(new HashSet<string> { Name.Color.Red, Name.Color.Blue, Name.Color.Yellow }, 1).ElementAt(0));
}
break;
case Name.WeaponNodeCondition.cardConditionPattern:
conditionValue = Name.none;
StringBuilder sb = new StringBuilder();
sb.Append(MathTool.GetRandomElements(new HashSet<string> { Name.Color.Red, Name.Color.Blue, Name.Color.Yellow }, 1).ElementAt(0))
.Append(MathTool.GetRandomElements(new HashSet<string> { "<", ">" }, 1).ElementAt(0));
string part3 = "";
switch (level)
{
case Name.WeaponNodeLevel.Basic:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 9), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 15), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(18, 24), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(35, 45), 1).ElementAt(0);
break;
}
sb.Append(part3);
condition = sb.ToString();
break;
}
return conditionValue;
}
public string getConditionValueWithLevelForForge(string level, ref string condition, ref List<string> nodesMark, ref List<string> nodesColor,string result) public string getConditionValueWithLevelForForge(string level, ref string condition, ref List<string> nodesMark, ref List<string> nodesColor,string result)
{ {
@ -924,6 +820,9 @@ public class WeaponManager : Singleton<WeaponManager>
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 11), 1).ElementAt(0); conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 11), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Simple:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(9, 9), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(7, 9), 1).ElementAt(0); conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(7, 9), 1).ElementAt(0);
break; break;
@ -940,6 +839,9 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(7, 7), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Simple:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 6), 1).ElementAt(0); conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 6), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
@ -962,6 +864,9 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 2);
break;
case Name.WeaponNodeLevel.Simple:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 3); nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 3);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
@ -991,7 +896,10 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 9), 1).ElementAt(0); part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 7), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Simple:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(8, 9), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 15), 1).ElementAt(0); part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 15), 1).ElementAt(0);
@ -1010,6 +918,24 @@ public class WeaponManager : Singleton<WeaponManager>
return conditionValue; return conditionValue;
} }
public void loadEnemyWeaponNode(int position, GameObject weaponNode)
{
Transform weaponSlot = enemyWeaponNodeList.GetChild(position);
if (weaponSlot != null)
{
ClearAllChildren(weaponSlot);
weaponNode.transform.SetParent(weaponSlot.transform, true);
weaponNode.transform.localPosition = Vector3.zero;
weaponNode.transform.localEulerAngles = Vector3.zero;
weaponNode.transform.localScale = Vector3.one;
}
}
public string getResultValueWithLevel(string level, ref string result, string condition, string conditionValue) public string getResultValueWithLevel(string level, ref string result, string condition, string conditionValue)
{ {
string resultValue = ""; string resultValue = "";
@ -1020,13 +946,20 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 7), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 6), 1).ElementAt(0);
if (condition.Equals(Name.none))
{
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(4, 4), 1).ElementAt(0);
}
break;
case Name.WeaponNodeLevel.Simple:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(7, 9), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(8, 12), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 13), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Intermediate: case Name.WeaponNodeLevel.Intermediate:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(13, 18), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(14, 18), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Advanced: case Name.WeaponNodeLevel.Advanced:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(23, 30), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(23, 30), 1).ElementAt(0);
@ -1056,6 +989,13 @@ public class WeaponManager : Singleton<WeaponManager>
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 8), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 8), 1).ElementAt(0);
if (condition.Equals(Name.none))
{
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 5), 1).ElementAt(0);
}
break;
case Name.WeaponNodeLevel.Simple:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(9, 10), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(11, 17), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(11, 17), 1).ElementAt(0);
@ -1072,10 +1012,17 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 4), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 3), 1).ElementAt(0);
if (condition.Equals(Name.none))
{
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(2, 2), 1).ElementAt(0);
}
break;
case Name.WeaponNodeLevel.Simple:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(4, 5), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 7), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 7), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Intermediate: case Name.WeaponNodeLevel.Intermediate:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(8, 10), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(8, 10), 1).ElementAt(0);
@ -1089,20 +1036,20 @@ public class WeaponManager : Singleton<WeaponManager>
switch (level) switch (level)
{ {
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(1, 2), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(1, 1), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Intermediate: case Name.WeaponNodeLevel.Intermediate:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 3), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(2, 2), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Advanced: case Name.WeaponNodeLevel.Advanced:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(4, 5), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 3), 1).ElementAt(0);
break; break;
} }
break; break;
case Name.WeaponNodeFunction.everyRedNodeAddScore: case Name.WeaponNodeFunction.everyRedNodeAddScore:
case Name.WeaponNodeFunction.everyYellowNodeAddScore: case Name.WeaponNodeFunction.everyYellowNodeAddScore:
case Name.WeaponNodeFunction.everyBlueNodeAddScore: case Name.WeaponNodeFunction.everyBlueNodeAddScore:
resultValue = getEveryNodeAddScoreValue(level); resultValue = getEveryNodeAddScoreValue(level,condition);
break; break;
case Name.NodeItem.Volcano: case Name.NodeItem.Volcano:
switch (level) switch (level)
@ -1110,6 +1057,9 @@ public class WeaponManager : Singleton<WeaponManager>
case Name.WeaponNodeLevel.Basic: case Name.WeaponNodeLevel.Basic:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(1, 1), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(1, 1), 1).ElementAt(0);
break; break;
case Name.WeaponNodeLevel.Simple:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(1, 1), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary: case Name.WeaponNodeLevel.Elementary:
resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(2, 2), 1).ElementAt(0); resultValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(2, 2), 1).ElementAt(0);
break; break;
@ -1136,56 +1086,44 @@ public class WeaponManager : Singleton<WeaponManager>
} }
return resultValue; return resultValue;
} }
public void loadEnemyWeaponNode(int position, GameObject weaponNode)
{
Transform weaponSlot = enemyWeaponNodeList.GetChild(position);
if (weaponSlot != null)
{
ClearAllChildren(weaponSlot);
weaponNode.transform.SetParent(weaponSlot.transform, true);
weaponNode.transform.localPosition = Vector3.zero;
weaponNode.transform.localEulerAngles = Vector3.zero;
weaponNode.transform.localScale = Vector3.one;
}
}
public string getWeaponNodeResultRarity(string result, string resultValue) public string getWeaponNodeResultRarity(string result, string resultValue)
{ {
string rarity=Name.none; string rarity=Name.none;
Dictionary<string,HashSet<string>> addScoreDict = new Dictionary<string, HashSet<string>> Dictionary<string,HashSet<string>> addScoreDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(5, 7) }, { { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(4, 6) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(8, 12) }, { Name.WeaponNodeLevel.Simple, MathTool.GenerateIntegerSet(7, 9) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(13, 18) }, { Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(10, 13) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(14, 18) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(23, 30) }}; { Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(23, 30) }};
Dictionary<string, HashSet<string>> mulScoreDict = new Dictionary<string, HashSet<string>>{ Dictionary<string, HashSet<string>> mulScoreDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(1, 3) }, { Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(1, 3) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(4, 6) }}; { Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(4, 6) }};
Dictionary<string, HashSet<string>> nodeCountDict = new Dictionary<string, HashSet<string>> Dictionary<string, HashSet<string>> nodeCountDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(6, 8) }, { { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(5, 8) },
{ Name.WeaponNodeLevel.Simple, MathTool.GenerateIntegerSet(9, 10) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(11, 17) }, { Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(11, 17) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(20, 24) }, { Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(20, 24) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(30, 35) }}; { Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(30, 35) }};
Dictionary<string, HashSet<string>> allNodeCountDict = new Dictionary<string, HashSet<string>>{ Dictionary<string, HashSet<string>> allNodeCountDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(3, 4) }, { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(2, 3) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(5, 7) }, { Name.WeaponNodeLevel.Simple, MathTool.GenerateIntegerSet(4, 5) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(6, 7) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(8, 10) }, { Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(8, 10) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(11, 15) }}; { Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(11, 15) }};
Dictionary<string, HashSet<string>> drawCardDict = new Dictionary<string, HashSet<string>>{ Dictionary<string, HashSet<string>> drawCardDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 2) }, { Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(1, 1) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(3, 3) }, { Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(2, 2) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(4, 5) }}; { Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(3, 3) }};
Dictionary<string, HashSet<string>> everyNodeAddScoreDict = new Dictionary<string, HashSet<string>>{ Dictionary<string, HashSet<string>> everyNodeAddScoreDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, Name.EveryNodeAddScoreResultSet.BasiclSet }, { Name.WeaponNodeLevel.Basic, Name.EveryNodeAddScoreResultSet.BasiclSet },
{ Name.WeaponNodeLevel.Simple, Name.EveryNodeAddScoreResultSet.SimpleSet },
{ Name.WeaponNodeLevel.Elementary, Name.EveryNodeAddScoreResultSet.ElementarySet }, { Name.WeaponNodeLevel.Elementary, Name.EveryNodeAddScoreResultSet.ElementarySet },
{ Name.WeaponNodeLevel.Intermediate, Name.EveryNodeAddScoreResultSet.IntermediateSet }, { Name.WeaponNodeLevel.Intermediate, Name.EveryNodeAddScoreResultSet.IntermediateSet },
{ Name.WeaponNodeLevel.Advanced, Name.EveryNodeAddScoreResultSet.AdvancedSet }}; { Name.WeaponNodeLevel.Advanced, Name.EveryNodeAddScoreResultSet.AdvancedSet }};
Dictionary<string, HashSet<string>> isIgnoreConditionDict = new Dictionary<string, HashSet<string>>(); Dictionary<string, HashSet<string>> isIgnoreConditionDict = new Dictionary<string, HashSet<string>>();
Dictionary<string, HashSet<string>> VolcanoDict = new Dictionary<string, HashSet<string>>{ Dictionary<string, HashSet<string>> VolcanoDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 1) }, { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 1) },
{ Name.WeaponNodeLevel.Simple, MathTool.GenerateIntegerSet(1, 1) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(2, 2) }, { Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(2, 2) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(3, 3) }, { Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(3, 3) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(4, 4) }}; { Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(4, 4) }};
@ -1270,25 +1208,166 @@ public class WeaponManager : Singleton<WeaponManager>
} }
return rarity; return rarity;
} }
public string getConditionValueWithLevel(string level, ref string condition, ref List<string> nodesMark, ref List<string> nodesColor)
{
string conditionValue = "";
switch (condition)
{
case Name.WeaponNodeCondition.position:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "0", "1", "2", "3", "4" }, 1).ElementAt(0);
break;
case Name.WeaponNodeCondition.positionUnused:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "0", "1", "2", "3", "4" }, 1).ElementAt(0);
break;
case Name.WeaponNodeCondition.positionUsed:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "0", "1", "2", "3", "4" }, 1).ElementAt(0);
break;
case Name.WeaponNodeCondition.diffSettle:
conditionValue = Name.none;
break;
case Name.WeaponNodeCondition.usedCard:
switch (level)
{
case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "1" }, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "2", }, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "3" }, 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "4" }, 1).ElementAt(0);
break;
}
break;
case Name.WeaponNodeCondition.threeColorDiffMoreThan:
conditionValue = MathTool.GetRandomElements(new HashSet<string> { "3", "4", "5" }, 1).ElementAt(0);
break;
case Name.WeaponNodeCondition.everyNumNodeConvert:
switch (level)
{
case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 11), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Simple:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(9, 9), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(7, 8), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 6), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 4), 1).ElementAt(0);
break;
}
break;
case Name.WeaponNodeCondition.everyColorNodeConvert:
condition = MathTool.GetRandomElements(Name.WeaponNodeCondition.PlayerColorConvertSet, 1).ElementAt(0);
switch (level)
{
case Name.WeaponNodeLevel.Basic:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(7, 7), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Simple:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 6), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(5, 5), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(4, 4), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
conditionValue = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(3, 3), 1).ElementAt(0);
break;
}
break;
case Name.WeaponNodeCondition.bombbomb:
conditionValue = Name.none;
break;
case Name.WeaponNodeCondition.node:
conditionValue = Name.none;
HashSet<string> nodesA = new HashSet<string>();
switch (level)
{
case Name.WeaponNodeLevel.Basic:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 2);
break;
case Name.WeaponNodeLevel.Simple:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 3);
break;
case Name.WeaponNodeLevel.Elementary:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 4);
break;
case Name.WeaponNodeLevel.Intermediate:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 5);
break;
case Name.WeaponNodeLevel.Advanced:
nodesA = MathTool.GetRandomElements(new HashSet<string> { "1_0", "-1_0", "0_1", "0_-1", "-1_1", "-1_-1" }, 6);
break;
}
nodesA.Add("0_0");
nodesMark = nodesA.ToList();
for (int i = 0; i < nodesA.Count; i++)
{
nodesColor.Add(MathTool.GetRandomElements(new HashSet<string> { Name.Color.Red, Name.Color.Blue, Name.Color.Yellow }, 1).ElementAt(0));
}
break;
case Name.WeaponNodeCondition.cardConditionPattern:
conditionValue = Name.none;
StringBuilder sb = new StringBuilder();
sb.Append(MathTool.GetRandomElements(new HashSet<string> { Name.Color.Red, Name.Color.Blue, Name.Color.Yellow }, 1).ElementAt(0))
.Append(MathTool.GetRandomElements(new HashSet<string> { "<", ">" }, 1).ElementAt(0));
string part3 = "";
switch (level)
{
case Name.WeaponNodeLevel.Basic:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(4, 5), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Simple:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(6, 8), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Elementary:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(10, 15), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Intermediate:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(18, 24), 1).ElementAt(0);
break;
case Name.WeaponNodeLevel.Advanced:
part3 = MathTool.GetRandomElements(MathTool.GenerateIntegerSet(35, 45), 1).ElementAt(0);
break;
}
sb.Append(part3);
condition = sb.ToString();
break;
}
return conditionValue;
}
public string getWeaponNodeConditionRarity(string condition, string conditionValue, string[] nodesColor) public string getWeaponNodeConditionRarity(string condition, string conditionValue, string[] nodesColor)
{ {
string rarity = Name.none; string rarity = Name.none;
Dictionary<string, HashSet<string>> everyNumNodeConvertDict = new Dictionary<string, HashSet<string>> Dictionary<string, HashSet<string>> everyNumNodeConvertDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(10, 11) }, { { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(10, 11) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(7, 9) }, { Name.WeaponNodeLevel.Simple, MathTool.GenerateIntegerSet(9, 9) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(7, 8) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(5, 6) }, { Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(5, 6) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(3, 4) }}; { Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(3, 4) }};
Dictionary<string, HashSet<string>> everyColorNodeConvertDict = new Dictionary<string, HashSet<string>> Dictionary<string, HashSet<string>> everyColorNodeConvertDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(7, 8) }, { { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(7, 7) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(5, 6) }, { Name.WeaponNodeLevel.Simple, MathTool.GenerateIntegerSet(6, 6) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(5, 5) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(4, 4) }, { Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(4, 4) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(3, 3) }}; { Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(3, 3) }};
Dictionary<string, HashSet<string>> cardConditionPatternDict = new Dictionary<string, HashSet<string>> Dictionary<string, HashSet<string>> cardConditionPatternDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(3, 5) }, { { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(4, 5) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(6, 8) }, { Name.WeaponNodeLevel.Simple, MathTool.GenerateIntegerSet(6, 8) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(9, 12) }, { Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(10, 15) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(14, 18) }}; { Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(18, 24) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(35, 45) }};
Dictionary<string, HashSet<string>> nodeCountDict = new Dictionary<string, HashSet<string>> Dictionary<string, HashSet<string>> nodeCountDict = new Dictionary<string, HashSet<string>>
{ { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(3, 5) }, { { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(3, 5) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(6, 12) }, { Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(6, 12) },
@ -1299,10 +1378,6 @@ public class WeaponManager : Singleton<WeaponManager>
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(4, 6) }, { Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(4, 6) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(7, 9) }, { Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(7, 9) },
{ Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(10, 12) }}; { Name.WeaponNodeLevel.Advanced, MathTool.GenerateIntegerSet(10, 12) }};
Dictionary<string, HashSet<string>> drawCardDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 2) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(3, 3) },
{ Name.WeaponNodeLevel.Intermediate, MathTool.GenerateIntegerSet(4, 5) }};
Dictionary<string, HashSet<string>> everyNodeAddScoreDict = new Dictionary<string, HashSet<string>>{ Dictionary<string, HashSet<string>> everyNodeAddScoreDict = new Dictionary<string, HashSet<string>>{
{ Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 1) }, { Name.WeaponNodeLevel.Basic, MathTool.GenerateIntegerSet(1, 1) },
{ Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(2, 3) }, { Name.WeaponNodeLevel.Elementary, MathTool.GenerateIntegerSet(2, 3) },
@ -1362,13 +1437,17 @@ public class WeaponManager : Singleton<WeaponManager>
} }
else if (nodesColor.Length == 4) else if (nodesColor.Length == 4)
{ {
rarity = Name.WeaponNodeLevel.Elementary; rarity = Name.WeaponNodeLevel.Simple;
} }
else if (nodesColor.Length == 5) else if (nodesColor.Length == 5)
{ {
rarity = Name.WeaponNodeLevel.Intermediate; rarity = Name.WeaponNodeLevel.Elementary;
} }
else if (nodesColor.Length == 6) else if (nodesColor.Length == 6)
{
rarity = Name.WeaponNodeLevel.Intermediate;
}
else if (nodesColor.Length == 7)
{ {
rarity = Name.WeaponNodeLevel.Advanced; rarity = Name.WeaponNodeLevel.Advanced;
} }

369
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/OutLineSourceHanSansCN-Normal SDF 1.asset

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