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卡牌文字同步

pull/35/head
45 1 year ago
parent
commit
ab85b6ca7d
  1. 1
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04-OnlyLook-PuTong.prefab
  2. 2
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForUse/ArrowHead.prefab
  3. 3
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForUse/Card_v01-PuTong.prefab
  4. 10
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  5. 156
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  6. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOnMouseEnter.cs
  7. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs
  8. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs
  9. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

1
ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04-OnlyLook-PuTong.prefab

@ -179,6 +179,7 @@ MonoBehaviour:
smallCardPrefab: {fileID: 3615574969851259241, guid: 2f88da2f5ca2fbc438b76c3faf2ea9db,
type: 3}
noSmallCard: 1
noSyncText: 1
--- !u!225 &5503270997665341236
CanvasGroup:
m_ObjectHideFlags: 0

2
ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForUse/ArrowHead.prefab

@ -35,7 +35,7 @@ RectTransform:
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 60, y: 60}
m_SizeDelta: {x: 15, y: 15}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5678038120669733031
CanvasRenderer:

3
ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForUse/Card_v01-PuTong.prefab

@ -569,6 +569,7 @@ MonoBehaviour:
smallCardPrefab: {fileID: 3615574969851259241, guid: 2f88da2f5ca2fbc438b76c3faf2ea9db,
type: 3}
noSmallCard: 0
noSyncText: 0
--- !u!114 &5545682449418996990
MonoBehaviour:
m_ObjectHideFlags: 0
@ -875,7 +876,7 @@ LineRenderer:
m_Curve:
- serializedVersion: 3
time: 0
value: 0.51836777
value: 0.10277939
inSlope: 0
outSlope: 0
tangentMode: 0

10
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

@ -3075,7 +3075,7 @@ Transform:
m_GameObject: {fileID: 330585543}
serializedVersion: 2
m_LocalRotation: {x: 0.5646069, y: 0, z: 0, w: 0.82535994}
m_LocalPosition: {x: 6.2, y: 12.3, z: -2.2}
m_LocalPosition: {x: 5, y: 12.3, z: -2.2}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@ -9000,7 +9000,7 @@ Transform:
m_GameObject: {fileID: 993262478}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 1, z: 0, w: 0}
m_LocalPosition: {x: 6.19, y: -1.8203, z: 2.5059}
m_LocalPosition: {x: 5, y: -1.8203, z: 2.5059}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 1
m_Children:
@ -11687,8 +11687,8 @@ MonoBehaviour:
textShieldValue: {fileID: 197140187}
HpBar: {fileID: 743691082}
playerHPinUpUI: {fileID: 1528011285}
playerBoundary: 4
enemyBoundary: 7
playerBoundary: 3
enemyBoundary: 6
playerColourCountText: {fileID: 1833978459}
enemyColourCountText: {fileID: 144591443}
playerColourCountBar: {fileID: 1848107657}
@ -17025,7 +17025,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
mapUnity: {fileID: 887005656701010215, guid: ecde4b12dc4538b4caff9ada56c9ab30, type: 3}
line: 7
column: 13
column: 11
generatePoint: {fileID: 514899946}
lineOffSet: {x: 1, y: 0, z: 0}
columnOffSet: {x: 0, y: 0, z: 0.865}

156
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -37,6 +37,29 @@ public class CardEntity : MonoBehaviour
public GameObject smallCardPrefab;
//不生成小卡(手动禁止小卡功能)
public bool noSmallCard=false;
//不同步数值(手动禁止数值同步)
public bool noSyncText = false;
private void Start()
{
StartCoroutine(SyncVuleText());
}
IEnumerator SyncVuleText()
{
if(noSyncText==false)
{
while (true)
{
// Debug.Log("同步文字" + cardOriginalData.ChineseName);
syncCardDescription();
yield return new WaitForSeconds(0.1f);
}
}
else
{
yield break;
}
}
public void createCard(int cardId, int cardIndex)
{
@ -247,6 +270,139 @@ public class CardEntity : MonoBehaviour
}
cardDescription.text = sb.ToString();
}
//同步文字描述
public void syncCardDescription()
{
StringBuilder sb = new StringBuilder();
foreach (KeyValuePair<string, string> kvp in cardOriginalData.FunctionVal)
{
switch (kvp.Key)
{
case CardFunction.cardDamage:
int damage = Usermanager.Instance.DamageCalculation(int.Parse(kvp.Value));
// sb.Append("造成" + kvp.Value + "点伤害;");
sb.Append("造成" + damage.ToString() + "点伤害;");
break;
case CardFunction.cardShield:
int shield = Usermanager.Instance.ShieldCalculation(int.Parse(kvp.Value));
sb.Append("获得" + shield.ToString() + "点护盾;");
break;
case CardFunction.posion:
sb.Append("施加" + kvp.Value + "层中毒;");
break;
case CardFunction.fireSeed:
sb.Append("施加" + kvp.Value + "层火种;");
break;
case CardFunction.vulnerable:
sb.Append("施加" + kvp.Value + "层易伤;");
break;
case CardFunction.weak:
sb.Append("施加" + kvp.Value + "层虚弱;");
break;
case CardFunction.coma:
sb.Append("施加" + kvp.Value + "层昏迷;");
break;
case CardFunction.disarm:
sb.Append("施加" + kvp.Value + "层缴械;");
break;
case CardFunction.sleep:
sb.Append("施加" + kvp.Value + "层睡眠;");
break;
case CardFunction.bleed:
sb.Append("施加" + kvp.Value + "层流血;");
break;
case CardFunction.thorn:
sb.Append("获得" + kvp.Value + "层荆棘;");
break;
case CardFunction.ember:
sb.Append("获得" + kvp.Value + "层怒火;");
break;
case CardFunction.upSpeed:
sb.Append("获得" + kvp.Value + "层加速;");
break;
case CardFunction.downSpeed:
sb.Append("获得" + kvp.Value + "层减速;");
break;
case CardFunction.enhanceShield:
sb.Append("获得" + kvp.Value + "层坚固;");
break;
case CardFunction.immunity:
sb.Append("获得" + kvp.Value + "层魔抗;");
break;
case CardFunction.extraDrawCardsNum:
sb.Append("下回合多抽" + kvp.Value + "张牌;");
break;
case CardFunction.teleport:
sb.Append("瞬移到目标格子;");
break;
case CardFunction.clearAllAbnormalConditons:
sb.Append("清除所有异常状态;");
break;
case CardFunction.firm:
sb.Append("获得强固;");
break;
case CardFunction.costRestore:
sb.Append("获得" + kvp.Value + "点能量;");
break;
case CardFunction.drawCard:
sb.Append("抽" + kvp.Value + "张牌;");
break;
case CardFunction.discard:
sb.Append("弃" + kvp.Value + "张牌;");
break;
case CardFunction.nodeDiffDamage:
sb.Append("造成场地差伤害;");
break;
case CardFunction.dyeing:
sb.Append("染色;");
break;
case CardFunction.consumePlayerNodesForHealth:
sb.Append("消耗范围内的友方格子,恢复消耗数量的血量;");
break;
case CardFunction.costStep:
sb.Append("消耗" + kvp.Value + "点移动力;");
break;
case CardFunction.nextTurnExtraOneCost:
sb.Append("下回合额外回复一点能量;");
break;
case CardFunction.fireShield:
sb.Append("获得" + kvp.Value + "层火盾;");
break;
case CardFunction.banStep:
sb.Append("施加" + kvp.Value + "层缠绕;");
break;
case CardFunction.step:
if (int.Parse(kvp.Value) > 0)
{
sb.Append("获得" + kvp.Value + "点移动力;");
}
else
{
sb.Append("失去" + kvp.Value + "点移动力;");
}
break;
case CardFunction.dyeingAround:
sb.Append("对目标周围染色;");
break;
}
}
if (cardOriginalData.IsDisposable)
{
sb.Append("消耗;");
}
if (cardOriginalData.AdvantageDescription.Length != 0)
{
sb.Append("优势:" + cardOriginalData.AdvantageDescription + ";");
}
if (sb.Length > 0)
{
sb.Remove(sb.Length - 1, 1); // 删除最后一个字符
}
cardDescription.text = sb.ToString();
}
//造成异常状态

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

@ -69,7 +69,7 @@ public class CardOnMouseEnter : MonoBehaviour, IPointerEnterHandler, IPointerExi
{
float upperOffsetRevise = CardActiveSort.Instance.radius * (1f - Mathf.Cos(originRotation.z * Mathf.Deg2Rad));
transform.localPosition += (UpperOffset + new Vector3(0f, upperOffsetRevise, 0f));
Debug.Log(UpperOffset + new Vector3(0f, upperOffsetRevise, 0f)+"\\\\"+ originRotation.z);
// Debug.Log(UpperOffset + new Vector3(0f, upperOffsetRevise, 0f)+"\\\\"+ originRotation.z);
OffsetOtherCard(oringinIndex);

7
ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs

@ -134,8 +134,8 @@ public class MapManager : Singleton<MapManager>
}
}
//隐藏多余节点
#region 隐藏多余节点
/* //隐藏多余节点
List<Yunit> X = GameManager.Instance.X;
for (int i = 0; i < (int)(line / 2f); i++)
{
@ -168,7 +168,8 @@ public class MapManager : Singleton<MapManager>
X[i].Y[0].gameObject.SetActive(false);
X[i].Y[X[i].Y.Count - 1].gameObject.SetActive(false);
}
}
}*/
#endregion
}
IEnumerator EnemyGenerate()

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

@ -20,7 +20,7 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
DontDestroyOnLoad(this.gameObject);
StartCoroutine(e123());
// StartCoroutine(e123());
}
IEnumerator e123 ()

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

@ -397,7 +397,7 @@ public class SettlementManager : Singleton<SettlementManager>
}
else
{
TurnMaster.Instance.drawCards(int.Parse(kvp.Value));
StartCoroutine(TurnMaster.Instance.drawCards(int.Parse(kvp.Value)));
yield return StartCoroutine(TurnMaster.Instance.MoveCards());
}
break;

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