|
|
|
@ -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
|
|
|
|
|
|
|
|
|
|
|
|
|