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怪物意图描述

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45 1 year ago
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b0be303d8b
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type: 3}
canMove: 0
planAction: 0
--- !u!95 &4358100366385517192

8
ColorlessWorld-2024-4-2/Assets/Resources/EnemyPrefab/PrismReflector.prefab

@ -157,9 +157,11 @@ MonoBehaviour:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
deathVfx: {fileID: 0}
deathParticle: {fileID: 0}
deathParticle_2: {fileID: 0}
deathVfx: {fileID: 725748389856807714, guid: e50f58d14fdf1f44192e8f1f5607e675, type: 3}
deathParticle: {fileID: 5985634496115995773, guid: 12777f849b37e3f47a70acb40918c958,
type: 3}
deathParticle_2: {fileID: 4621704214671024362, guid: 43020e9345e93a84783f7853c4d94d5e,
type: 3}
canMove: 0
planAction: 0
--- !u!95 &4358100366385517192

10
ColorlessWorld-2024-4-2/Assets/Resources/EnemyPrefab/RatWarrior.prefab

@ -119,7 +119,7 @@ MonoBehaviour:
m_PostInfinity: 2
m_RotationOrder: 4
enemyType: 0
enemyScript: 5
enemyScript: 0
lineAim: {fileID: 7509110568895175458}
canLineAppre: 1
disableAttack: {fileID: 0}
@ -157,9 +157,11 @@ MonoBehaviour:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
deathVfx: {fileID: 0}
deathParticle: {fileID: 0}
deathParticle_2: {fileID: 0}
deathVfx: {fileID: 725748389856807714, guid: e50f58d14fdf1f44192e8f1f5607e675, type: 3}
deathParticle: {fileID: 5985634496115995773, guid: 12777f849b37e3f47a70acb40918c958,
type: 3}
deathParticle_2: {fileID: 4621704214671024362, guid: 43020e9345e93a84783f7853c4d94d5e,
type: 3}
canMove: 0
planAction: 0
--- !u!114 &-5746157970618981008

8
ColorlessWorld-2024-4-2/Assets/Resources/EnemyPrefab/ReconnaissanceBee.prefab

@ -157,9 +157,11 @@ MonoBehaviour:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
deathVfx: {fileID: 0}
deathParticle: {fileID: 0}
deathParticle_2: {fileID: 0}
deathVfx: {fileID: 725748389856807714, guid: e50f58d14fdf1f44192e8f1f5607e675, type: 3}
deathParticle: {fileID: 5985634496115995773, guid: 12777f849b37e3f47a70acb40918c958,
type: 3}
deathParticle_2: {fileID: 4621704214671024362, guid: 43020e9345e93a84783f7853c4d94d5e,
type: 3}
canMove: 0
planAction: 0
--- !u!95 &4358100366385517192

10
ColorlessWorld-2024-4-2/Assets/Resources/EnemyPrefab/SoulMaker.prefab

@ -119,7 +119,7 @@ MonoBehaviour:
m_PostInfinity: 2
m_RotationOrder: 4
enemyType: 0
enemyScript: 6
enemyScript: 0
lineAim: {fileID: 7509110568895175458}
canLineAppre: 1
disableAttack: {fileID: 0}
@ -157,9 +157,11 @@ MonoBehaviour:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
deathVfx: {fileID: 0}
deathParticle: {fileID: 0}
deathParticle_2: {fileID: 0}
deathVfx: {fileID: 725748389856807714, guid: e50f58d14fdf1f44192e8f1f5607e675, type: 3}
deathParticle: {fileID: 5985634496115995773, guid: 12777f849b37e3f47a70acb40918c958,
type: 3}
deathParticle_2: {fileID: 4621704214671024362, guid: 43020e9345e93a84783f7853c4d94d5e,
type: 3}
canMove: 0
planAction: 0
--- !u!114 &-7867714474834134121

8
ColorlessWorld-2024-4-2/Assets/Resources/EnemyPrefab/StonePillar.prefab

@ -157,9 +157,11 @@ MonoBehaviour:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
deathVfx: {fileID: 0}
deathParticle: {fileID: 0}
deathParticle_2: {fileID: 0}
deathVfx: {fileID: 725748389856807714, guid: e50f58d14fdf1f44192e8f1f5607e675, type: 3}
deathParticle: {fileID: 5985634496115995773, guid: 12777f849b37e3f47a70acb40918c958,
type: 3}
deathParticle_2: {fileID: 4621704214671024362, guid: 43020e9345e93a84783f7853c4d94d5e,
type: 3}
canMove: 0
planAction: 0
--- !u!95 &4358100366385517192

8
ColorlessWorld-2024-4-2/Assets/Resources/EnemyPrefab/Thief.prefab

@ -157,9 +157,11 @@ MonoBehaviour:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
deathVfx: {fileID: 0}
deathParticle: {fileID: 0}
deathParticle_2: {fileID: 0}
deathVfx: {fileID: 725748389856807714, guid: e50f58d14fdf1f44192e8f1f5607e675, type: 3}
deathParticle: {fileID: 5985634496115995773, guid: 12777f849b37e3f47a70acb40918c958,
type: 3}
deathParticle_2: {fileID: 4621704214671024362, guid: 43020e9345e93a84783f7853c4d94d5e,
type: 3}
canMove: 0
planAction: 0
--- !u!95 &4358100366385517192

4
ColorlessWorld-2024-4-2/Assets/Resources/EnemyPrefab/Twinbee.prefab

@ -119,7 +119,7 @@ MonoBehaviour:
m_PostInfinity: 2
m_RotationOrder: 4
enemyType: 0
enemyScript: 8
enemyScript: 0
lineAim: {fileID: 7509110568895175458}
canLineAppre: 1
disableAttack: {fileID: 0}
@ -188,7 +188,7 @@ Animator:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1253231568001379261}
m_Enabled: 1
m_Enabled: 0
m_Avatar: {fileID: 0}
m_Controller: {fileID: 9100000, guid: 68841ed7bed30c841bf31d58a61fa4e8, type: 2}
m_CullingMode: 0

35
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

@ -5430,7 +5430,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Color: {r: 1, g: 0.11792451, b: 0.11792451, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
@ -20407,7 +20407,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_Color: {r: 1, g: 0.15566039, b: 0.15566039, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
@ -32226,19 +32226,28 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: c9fc962d0552297428977577f199ea51, type: 3}
m_Name:
m_EditorClassIdentifier:
attackIcon: {fileID: 21300000, guid: a3d9162386f2e514fa6d7caf19aae1be, type: 3}
shootIcon: {fileID: 21300000, guid: 382cc4398a94d3444b0d53a88d7c7ee7, type: 3}
aoeIcon: {fileID: 21300000, guid: 0ddbf13ae5e1caa4382d5ef9e198babb, type: 3}
shieldIcon: {fileID: 21300000, guid: a99a746797a17a74cbb61370b5a76654, type: 3}
upBuffIcon: {fileID: 21300000, guid: 3efacb6d08756b744932f7c8854e378c, type: 3}
deBuffIcon: {fileID: 21300000, guid: d4462b8bc4f5314489d4a51bb7171a63, type: 3}
randomIcon: {fileID: 21300000, guid: 662cdb2bbb06fd443903bef00886260f, type: 3}
weakIcon: {fileID: 21300000, guid: d4462b8bc4f5314489d4a51bb7171a63, type: 3}
nothingIcon: {fileID: 21300000, guid: 662cdb2bbb06fd443903bef00886260f, type: 3}
shootAndPolluteIcon: {fileID: 21300000, guid: db5e8dc0630a9fc46aee3d06fc19ef83,
attackIcon: {fileID: 21300000, guid: 3a8849866cbc9f245b7326970b21f125, type: 3}
shootIcon: {fileID: 21300000, guid: 3a8849866cbc9f245b7326970b21f125, type: 3}
aoeIcon: {fileID: 21300000, guid: 3a8849866cbc9f245b7326970b21f125, type: 3}
shieldIcon: {fileID: 21300000, guid: 6d725545c8363264c81d86184829c928, type: 3}
upBuffIcon: {fileID: 21300000, guid: 6a147e6fb9ce4064ebb6a80ab7b4529a, type: 3}
deBuffIcon: {fileID: 21300000, guid: e5ef80c2bb2c50d4d9100a39c8a09b2d, type: 3}
randomIcon: {fileID: 21300000, guid: 4d25b3f16e343cc44b83cff2b8dd1ec2, type: 3}
weakIcon: {fileID: 21300000, guid: e5ef80c2bb2c50d4d9100a39c8a09b2d, type: 3}
nothingIcon: {fileID: 21300000, guid: 4d25b3f16e343cc44b83cff2b8dd1ec2, type: 3}
shootAndPolluteIcon: {fileID: 21300000, guid: 63455bef6349d0947b4668511867db41,
type: 3}
attackAndShieldIcon: {fileID: 21300000, guid: 3a8849866cbc9f245b7326970b21f125,
type: 3}
summonIcon: {fileID: 21300000, guid: 349a19c751ff9a140bc77ceb28425932, type: 3}
spellIcon: {fileID: 21300000, guid: 6a147e6fb9ce4064ebb6a80ab7b4529a, type: 3}
attackAndPollutionIcon: {fileID: 21300000, guid: 63455bef6349d0947b4668511867db41,
type: 3}
attackAndShieldIcon: {fileID: 21300000, guid: a99a746797a17a74cbb61370b5a76654,
shiledAndPollutionIcon: {fileID: 21300000, guid: 1ae5af970ec6913478477172683c2d79,
type: 3}
spellAndAttackIcon: {fileID: 21300000, guid: 59ac2f608e0db2e4bbe4d4f80fd3d8f3, type: 3}
pollutionIcon: {fileID: 21300000, guid: fe39dd797f10c0b44800e635faf78817, type: 3}
spellAndShieldIcon: {fileID: 21300000, guid: 939985b222228d7409ff4adc1b86889a, type: 3}
--- !u!1 &1254176885
GameObject:
m_ObjectHideFlags: 0

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

@ -1243,7 +1243,7 @@ MonoBehaviour:
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 2
m_IntArgument: 1
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
@ -1689,7 +1689,7 @@ MonoBehaviour:
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 2
m_IntArgument: 1
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
@ -17167,7 +17167,7 @@ MonoBehaviour:
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 2
m_IntArgument: 1
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0

13
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BoundSoul.cs

@ -27,7 +27,20 @@ public class BoundSoul : Enemy
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyActionAction_Attack:
//改变文本
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode,attackText, "造成"+attackText +"点伤害并至多移动"+stepRangeText +"个格子");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);

15
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ContaminatusImmortalis.cs

@ -13,7 +13,22 @@ public class ContaminatusImmortalis : Enemy
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.3f);
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyActionAction_Attack:
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackText, "造成" + attackText + "*4点伤害并");
break;
case EnemyAction_ShootAndPollute:
enemyNode.currentActionScript.SettleText(enemyNode, "9", "污染炮击:对场地随机14格地面造成9点伤害,污染地面");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{

5
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Enemy.cs

@ -37,7 +37,7 @@ public class Enemy : MonoBehaviour
public virtual void ChooseAction()
{
enemyAction = new EnemyAction_Nothing();
Debug.Log("actionPool大小" + actionPool.Count());
Debug.Log("actionPool大小" + actionPool.Count()+this .name );
if (enemyNode == null)
{
Debug.Log("enemyNode´óС");
@ -48,7 +48,10 @@ public class Enemy : MonoBehaviour
}
public virtual void SettlePlannText(EnemyAction currentAction)
{
}
public virtual void ChooseAimNode()
{
aimNode = GameManager.Instance.playerOn;

16
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyPlanActionUI.cs

@ -14,7 +14,7 @@ public class EnemyPlanActionUI : MonoBehaviour
//外部引用EnemyManager
GameObject planPanle;
Text stateText;
// Text stateText;
private void Start()
{
planPanle = EnemyManager.Instance.planPanle;
@ -22,18 +22,22 @@ public class EnemyPlanActionUI : MonoBehaviour
}
private void OnMouseEnter()
{
if (TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn && GameManager.Instance.onDrag == false)
{
EnemyManager.Instance.stateText.text = enemyUIBar.enemyNode.stateText;
planPanle.SetActive(true);
}
}
private void OnMouseOver()
{
if (TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn && GameManager.Instance.onDrag == false)
{
if (stateText == null)
/* if (stateText == null)
{
Debug.Log("成功空");
}
EnemyManager.Instance.stateText.text = enemyUIBar.enemyNode.stateText;
planPanle.SetActive(true);
}*/
// EnemyManager.Instance.stateText.text = enemyUIBar.enemyNode.stateText;
//planPanle.SetActive(true);
planPanle.transform.position = Mouse.current.position.value;
}

7
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyUIBar.cs

@ -58,8 +58,7 @@ public class EnemyUIBar : MonoBehaviour
enemyNode .currentActionScript = enemyPlanAction;
enemyNode.currentActionScript.AttackRange(enemyNode);
enemyPlanAction.SettleText(enemyNode, attackDamageText);
enemyNode.enemy.SettlePlannText(enemyPlanAction);
}
@ -82,7 +81,7 @@ public class EnemyUIBar : MonoBehaviour
if (TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn && GameManager.Instance.onDrag == false && TurnMaster.Instance.servantAction != TurnMaster.ServantAction.useSkill)
{
MapUnity currentMapUnity = getNodeTools.LocationToGetNode(enemyNode.positionX,enemyNode.positionY);
// MapUnity currentMapUnity = getNodeTools.LocationToGetNode(enemyNode.positionX,enemyNode.positionY);
enemyNode.currentActionScript.ShowAttackRange(enemyNode);
@ -95,7 +94,7 @@ public class EnemyUIBar : MonoBehaviour
}
private void OnMouseExit()
{
EnemyManager.Instance.statePanel.SetActive(false);
// EnemyManager.Instance.statePanel.SetActive(false);
enemyNode.lineAim.SetActive(false);
//±éÀúÓ°Ïì³Ø±äÉ«

21
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/FailedSample.cs

@ -15,17 +15,22 @@ public class FailedSample: Enemy
{
enemyNode = GetComponent<EnemyNode>();
enemyNode.sufferAbnormalCondition(AbnormalCondition.corrode, 1);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 1.0f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attackAndPollute), 1.0f);
}
private void Update()
{
}
private void OnEnable()
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyAction_AttackAndPollution:
//改变文本
//改变文本
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackText, "造成" + attackText + "点伤害并随机污染附近三个地块。至多移动" + stepRangeText + "个格子。移动时污染所站地块。");
break;
}
}
@ -34,7 +39,7 @@ public class FailedSample: Enemy
UnityEngine.Debug.Log("ÕæÕýÐж¯ÊÇ:" + enemyAction);
switch (enemyAction)
{
case EnemyActionAction_Attack:
case EnemyAction_AttackAndPollution:
yield return StartCoroutine(MeleeAttackAction());
break;
}

31
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Gravitus.cs

@ -11,9 +11,9 @@ public class Gravitus : Enemy
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.deBuff), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.4f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attackAndPollute), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spellAndShield), 0.4f);
}
private void Update()
@ -25,19 +25,38 @@ public class Gravitus : Enemy
{
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyAction_Spell:
enemyNode.currentActionScript.SettleText(enemyNode, " ", "重力领域:在玩家周围3圈释放重力领域,持续2回合(使玩家移动消耗+1)");
break;
case EnemyAction_SpellAndShield:
enemyNode.currentActionScript.SettleText(enemyNode, " ", "吸收2范围内污染地块,获得吸收数量*2的护盾");
break;
case EnemyAction_AttackAndPollution:
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackText, "造成" + attackText + "点伤害并污染其1范围地块");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
switch (enemyAction)
{
case EnemyActionAction_DeBuff:
case EnemyAction_Spell:
yield return StartCoroutine(DebuffAction());
break;
case EnemyActionAction_Shield:
case EnemyAction_SpellAndShield:
yield return StartCoroutine(PolluteAction());
break;
case EnemyActionAction_Attack:
case EnemyAction_AttackAndPollution:
yield return StartCoroutine(MeleeAttackAction());
break;
}

30
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Leviathan.cs

@ -12,13 +12,31 @@ public class Leviathan : Enemy
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.aoe), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.4f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attackAndPollute), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spellAndAttack), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.4f);
enemyNode.sufferAbnormalCondition(AbnormalCondition.stoneSkin, 4);
enemyNode.sufferAbnormalCondition(AbnormalCondition.shedding, 6);
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyAction_AttackAndPollution:
//改变文本
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackText, "造成" + attackText + "点伤害并污染周围一格地块,至多移动" + stepRangeText + "个格子");
break;
case EnemyAction_SpellAndAttack:
enemyNode.currentActionScript.SettleText(enemyNode, "", "消耗所有污染地块,对全场造成伤害");
break;
case EnemyAction_Spell:
enemyNode.currentActionScript.SettleText(enemyNode, "", "恢复污染地块数量的生命");
break;
}
}
private void Update()
{
@ -34,13 +52,13 @@ public class Leviathan : Enemy
Debug.Log("ÕæÕýÐж¯ÊÇ:" + enemyAction);
switch (enemyAction)
{
case EnemyActionAction_Aoe:
case EnemyAction_SpellAndAttack:
yield return StartCoroutine(AoeAction());
break;
case EnemyActionAction_Attack:
case EnemyAction_AttackAndPollution:
yield return StartCoroutine(ThrowAttackAction(1, 25, 1, aimNode));
break;
case EnemyActionAction_Shield:
case EnemyAction_Spell:
yield return StartCoroutine(HealAction());
break;
}

13
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/LivingArmor.cs

@ -14,7 +14,7 @@ public class LivingArmor : Enemy
{
enemyNode = GetComponent<EnemyNode>();
enemyNode.sufferAbnormalCondition(AbnormalCondition.shedding, 1);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.random), 1.0f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 1.0f);
}
private void Update()
@ -27,7 +27,16 @@ public class LivingArmor : Enemy
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyAction_Spell:
enemyNode.currentActionScript.SettleText(enemyNode, " ", "附身:获得等于活化铠甲生命值加值,获得脱落被动;脱落:被攻击时对周围随机产生一格污染");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
@ -35,7 +44,7 @@ public class LivingArmor : Enemy
{
switch (enemyAction)
{
case EnemyActionAction_Random:
case EnemyAction_Spell:
yield return StartCoroutine(MeleeAttackAction());
break;
}

27
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Pharmacist.cs

@ -14,8 +14,8 @@ public class Pharmacist : Enemy
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.random), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shieldAndPollution), 0.5f);
}
private void Update()
@ -28,7 +28,26 @@ public class Pharmacist : Enemy
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyAction_ShootAndPollute:
Debug.Log("技能文本1");
//改变文本
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackText, "造成" + attackText + "点伤害并将伤害作用范围内变为污染");
break;
case EnemyAction_ShieldAndPollution:
Debug.Log("技能文本2");
//改变文本
enemyNode.currentActionScript.SettleText(enemyNode, "8", "使生命最低的单位获得8点护盾,并将其周围7格变为污染");
break;
}
}
public override void ChooseAction()
{
aimMapunity = GameManager.Instance.playerOn;
@ -50,10 +69,10 @@ public class Pharmacist : Enemy
Debug.Log("ÕæÕýÐж¯ÊÇ:" + enemyAction);
switch (enemyAction)
{
case EnemyActionAction_Random:
case EnemyAction_ShootAndPollute:
yield return StartCoroutine(MeleeAttackAction());
break;
case EnemyAction_AttackAndShield:
case EnemyAction_ShieldAndPollution:
yield return StartCoroutine(ShieldAction());
break;
}

19
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Pollutinel.cs

@ -11,12 +11,27 @@ public class Pollutinel : Enemy
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.deBuff), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.aoe), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.4f);
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyActionAction_DeBuff:
enemyNode.currentActionScript.SettleText(enemyNode, "", "展开2范围领域,使友方单位收到伤害-25%,可叠加。持续2回合");
break;
case EnemyAction_Spell:
enemyNode.currentActionScript.SettleText(enemyNode, "", "和玩家之间连线,回合开始时对玩家造成8点伤害,污染其周围1范围地块超出4格范围连线断开,对双方造成7点伤害");
break;
case EnemyActionAction_Shield:
enemyNode.currentActionScript.SettleText(enemyNode,"10", "使全体友方获得10~13点护盾");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
@ -25,7 +40,7 @@ public class Pollutinel : Enemy
case EnemyActionAction_DeBuff:
yield return StartCoroutine(DebuffAction());
break;
case EnemyActionAction_Aoe:
case EnemyAction_Spell:
yield return StartCoroutine(SurveillanceAction());
break;
case EnemyActionAction_Shield:

28
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/PollutionSpreader.cs

@ -11,8 +11,8 @@ public class PollutionSpreader : Enemy
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.aoe), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spellAndAttack), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.pollution), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.4f);
}
@ -25,16 +25,36 @@ public class PollutionSpreader : Enemy
{
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyActionAction_Attack:
//改变文本
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage).ToString();
string strongAttackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage+1).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackText, "造成" + attackText + "*2点伤害;强化:造成" + strongAttackText + "*2点伤害并至多移动");
break;
case EnemyAction_Pollution:
enemyNode.currentActionScript.SettleText(enemyNode, "", "散播:随机选择2格污染地块使其扩散1范围;强化:(3格)");
break;
case EnemyAction_SpellAndAttack:
enemyNode.currentActionScript.SettleText(enemyNode, "", "瞄准玩家周围2范围,造成当前污染地块数量的伤害;强化:(3范围)");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
switch (enemyAction)
{
case EnemyActionAction_Aoe:
case EnemyAction_SpellAndAttack:
yield return StartCoroutine(ThrowAttackAction(1));
break;
case EnemyAction_ShootAndPollute:
case EnemyAction_Pollution:
yield return StartCoroutine(PolluteAction());
break;
case EnemyActionAction_Attack:

22
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/PrismReflector.cs

@ -11,8 +11,8 @@ public class PrismReflector : Enemy
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shieldAndPollution), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.5f);
}
private void Update()
@ -24,16 +24,30 @@ public class PrismReflector : Enemy
{
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyAction_ShieldAndPollution:
enemyNode.currentActionScript.SettleText(enemyNode, "10", "对生命值最低的单位施加10点护盾并随机污染三格地块");
break;
case EnemyAction_Spell:
enemyNode.currentActionScript.SettleText(enemyNode, "", "吸收前方1范围的玩家颜色地块");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
switch (enemyAction)
{
case EnemyActionAction_Shield:
case EnemyAction_ShieldAndPollution:
yield return StartCoroutine(ShieldAction());
break;
case EnemyAction_ShootAndPollute:
case EnemyAction_Spell:
yield return StartCoroutine(PolluteAction());
break;
}

19
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/RatWarrior.cs

@ -13,7 +13,7 @@ public class RatWarrior : Enemy
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.5f);
}
private void Update()
@ -26,7 +26,22 @@ public class RatWarrior : Enemy
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyActionAction_Attack:
//改变文本
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage + (int)enemyNode.EnemyState.currentHP / 5).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackText, "造成" + attackText + "点伤害并至多移动" + stepRangeText + "个格子。生命越低造成的伤害越低");
break;
case EnemyAction_Spell:
enemyNode.currentActionScript.SettleText(enemyNode," ", "恢复周围两圈地块污染数量的生命值,并将被吸收的地块变为空白");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
@ -35,7 +50,7 @@ public class RatWarrior : Enemy
case EnemyActionAction_Attack:
yield return StartCoroutine(MeleeAttackAction());
break;
case EnemyActionAction_Shield:
case EnemyAction_Spell:
yield return StartCoroutine(ShieldAction());
break;
}

18
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ReconnaissanceBee.cs

@ -24,6 +24,24 @@ public class ReconnaissanceBee : Enemy
{
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyActionAction_Attack:
//改变文本
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackText, "造成" + attackText + "*2点伤害");
break;
case EnemyAction_ShootAndPollute:
//改变文本
enemyNode.currentActionScript.SettleText(enemyNode, "", "污染目标脚下1范围内的格子(除了自身)");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{

32
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SoulMaker.cs

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using static Name;
public class SoulMaker : Enemy
{
@ -14,8 +15,8 @@ public class SoulMaker : Enemy
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.random), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.spell), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.summon), 0.5f);
}
private void Update()
@ -44,16 +45,34 @@ public class SoulMaker : Enemy
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyAction_Summon:
Debug.Log("技能文本1");
//改变文本
enemyNode.currentActionScript.SettleText(enemyNode, " ", "召唤一个桎梏之魂");
break ;
case EnemyAction_Spell:
Debug.Log("技能文本2");
//改变文本
enemyNode.currentActionScript.SettleText(enemyNode, "10", "全体敌人回复10点生命");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
switch (enemyAction)
{
case EnemyActionAction_Random:
yield return StartCoroutine(MeleeAttackAction());
case EnemyAction_Summon:
yield return StartCoroutine(MeleeAttackAction());//召唤
break;
case EnemyActionAction_Shield:
yield return StartCoroutine(HeallAction());
case EnemyAction_Spell:
yield return StartCoroutine(HeallAction());//回血
break;
}
}
@ -61,6 +80,7 @@ public class SoulMaker : Enemy
public IEnumerator HeallAction()
{
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/StonePillar.cs

@ -12,14 +12,23 @@ public class StonePillar : Enemy
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 1.0f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.pollution), 1.0f);
}
private void Update()
{
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyAction_Pollution:
enemyNode.currentActionScript.SettleText(enemyNode," ", "随机污染1范围区域");
break;
}
}
public override void OnDeath()
{
for (int i = 0; i < EnemyManager.Instance.enemySpeedSortingList.Count; i++)

17
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Twinbee.cs

@ -25,7 +25,24 @@ public class Twinbee : Enemy
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyActionAction_Attack:
//改变文本
string attackText = enemyNode.DamageCalculation(enemyNode.EnemyState.damage).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackText, "造成" + attackText + "点伤害并至多移动" + stepRangeText + "个格子");
break;
case EnemyActionAction_Aoe:
string attackTextAoe = enemyNode.DamageCalculation(24).ToString();
enemyNode.currentActionScript.SettleText(enemyNode, attackTextAoe, "以玩家为中心2格投射,造成" + attackTextAoe + "点伤害");
break;
}
}
public override void enemyTurnEnd()
{
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);

19
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction.cs

@ -8,11 +8,24 @@ public class EnemyAction
{
public Sprite sprite;
public bool isAiming =true ;//是否需要连线
public virtual void SettleText( EnemyNode enemyNode ,Text attackDamageText)
public virtual void SettleText(EnemyNode enemyNode ,string damageValue,string planInforText)
{
Debug.Log("基本");
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
enemyNode.stateText = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + (enemyNode.getStepRange()).ToString() + "个格子。";
//attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
// enemyNode.stateText = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + (enemyNode.getStepRange()).ToString() + "个格子。";
Debug.Log("伤害数值");
enemyNode.enemyUIBar.attackDamageText.text = damageValue;
Debug.Log("意图描述");
if (planInforText == null)
{
enemyNode.stateText = " ";
}
else
{
enemyNode.stateText = planInforText;
}
}
public virtual EnemyAction NewAction()

4
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Aoe.cs

@ -4,11 +4,11 @@ using UnityEngine;
using UnityEngine.UI;
public class EnemyActionAction_Aoe : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
/*public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
enemyNode.stateText = "这个敌人将会造成" + attackDamageText.text + "点范围伤害。";
}
}*/
public override void AttackRange(EnemyNode enemyNode)
{
AoeAttackRange(enemyNode);

4
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_DeBuff.cs

@ -5,11 +5,11 @@ using UnityEngine.UI;
public class EnemyActionAction_DeBuff : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
/* public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = "";
enemyNode.stateText = "这个敌人将施加负面效果";
}
}*/
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_DeBuff();

4
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Random.cs

@ -5,12 +5,12 @@ using UnityEngine.UI;
public class EnemyActionAction_Random : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
/* public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = "";
enemyNode.stateText = "这个敌人的行动无法预测";
}
}*/
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_Random();

4
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Shield.cs

@ -6,11 +6,11 @@ using UnityEngine.UI;
public class EnemyActionAction_Shield : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
/*public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = "";
enemyNode.stateText = "这个敌人将增加" + attackDamageText.text + "点护盾";
}
}*/
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_Shield();

4
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Shoot.cs

@ -5,11 +5,11 @@ using UnityEngine.UI;
public class EnemyActionAction_Shoot : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
/*public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
enemyNode.stateText = "这个敌人将会造成" + attackDamageText.text + "点伤害。" ;
}
}*/
public override void AttackRange(EnemyNode enemyNode)
{
ShootAttackRange(enemyNode);

4
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_UpBuff.cs

@ -5,11 +5,11 @@ using UnityEngine.UI;
public class EnemyActionAction_UpBuff :EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
/*public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = "";
enemyNode.stateText = "这个敌人将施加强化效果";
}
}*/
public override EnemyAction NewAction()
{

14
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_AttackAndPollution.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAction_AttackAndPollution : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_AttackAndPollution();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_AttackAndPollution.cs.meta

@ -0,0 +1,11 @@
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guid: d87284e8f6669ba41900bdbc52436d20
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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4
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_AttackAndShield.cs

@ -4,12 +4,12 @@ using UnityEngine;
using UnityEngine.UI;
public class EnemyAction_AttackAndShield : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
/*public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
Debug.Log("护盾");
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
enemyNode.stateText = "这个敌人将会造成" + attackDamageText.text + "点伤害并且获得护盾" ;
}
}*/
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_AttackAndShield();

14
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Pollution.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAction_Pollution : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_Pollution();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Pollution.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ddbc10f3e221e3f4eaefbc1192c8fd71
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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14
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_ShieldAndPollution.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAction_ShieldAndPollution : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_ShieldAndPollution();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_ShieldAndPollution.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e1f5224e5f14a274dbbef94285fb8103
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4
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_ShootAndPollute.cs

@ -4,12 +4,12 @@ using UnityEngine;
using UnityEngine.UI;
public class EnemyAction_ShootAndPollute : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
/*public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
Debug.Log("污染");
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
enemyNode.stateText = "这个敌人将会造成" + attackDamageText.text + "点伤害并且污染格子。";
}
}*/
public override void AttackRange(EnemyNode enemyNode)
{
ShootAttackRange(enemyNode);

14
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Spell.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAction_Spell : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_Spell();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Spell.cs.meta

@ -0,0 +1,11 @@
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14
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_SpellAndAttack.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAction_SpellAndAttack : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_SpellAndAttack();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_SpellAndAttack.cs.meta

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14
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_SpellAndShield.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAction_SpellAndShield : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_SpellAndShield();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_SpellAndShield.cs.meta

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14
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Summon.cs

@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAction_Summon : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_Summon();
action.sprite = this.sprite;
action.isAiming = false;
return action;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Summon.cs.meta

@ -0,0 +1,11 @@
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4
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Weak.cs

@ -12,9 +12,9 @@ public class EnemyAction_Weak : EnemyAction
return action;
}
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
/* public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = "";
enemyNode.stateText = "这个敌人将施加负面效果";
}
}*/
}

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

@ -400,7 +400,7 @@ public class MapManager : Singleton<MapManager>
IEnumerator GenerateItem()
{
//提前占用玩家初始节点,根据玩家入场方式修改应该会被删除
GameManager.Instance .X [GameManager .Instance .player .startPositionX ].Y[GameManager.Instance.player.startPositionY].blocked = true;
// GameManager.Instance .X [GameManager .Instance .player .startPositionX ].Y[GameManager.Instance.player.startPositionY].blocked = true;
LevelDevelopData_SO levelData_SO = PlayerStatsManager.Instance.levelDevelopData;
LevelDevelopData_SO.levelData currentLevelData = levelData_SO.levelSaveMap[(int)levelData_SO.currentPoint.x].levelDataList[(int)levelData_SO.currentPoint.y];

18
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/EnemyPlanUIFunction.cs

@ -24,8 +24,24 @@ public class EnemyPlanUIFunction
public const string nothing = "9";
//睡觉
public const string sleep = "10";
//攻击和污染
//远程攻击和污染
public const string shootAndPollute = "11";
//攻击和护盾
public const string attackAndShield = "12";
//全图
public const string fullMap = "13";
//召唤
public const string summon = "14";
//法术
public const string spell = "15";
//近战攻击和污染
public const string attackAndPollute = "16";
//护盾和污染
public const string shieldAndPollution = "17";
//法术和攻击
public const string spellAndAttack = "18";
//污染
public const string pollution = "19";
//法术和护盾
public const string spellAndShield = "20";
}

14
ColorlessWorld-2024-4-2/Assets/Scripts/manager/EnemyPlanUIManager.cs

@ -19,6 +19,13 @@ public class EnemyPlanUIManager : Singleton<EnemyPlanUIManager>
public Sprite nothingIcon;
public Sprite shootAndPolluteIcon;
public Sprite attackAndShieldIcon;
public Sprite summonIcon;
public Sprite spellIcon;
public Sprite attackAndPollutionIcon;
public Sprite shiledAndPollutionIcon;
public Sprite spellAndAttackIcon;
public Sprite pollutionIcon;
public Sprite spellAndShieldIcon;
private void OnEnable()
{
@ -34,6 +41,13 @@ public class EnemyPlanUIManager : Singleton<EnemyPlanUIManager>
AddEnemyPlanUIIcon(EnemyPlanUIFunction.sleep, new EnemyAction_Sleep (), deBuffIcon);
AddEnemyPlanUIIcon(EnemyPlanUIFunction.shootAndPollute, new EnemyAction_ShootAndPollute(), shootAndPolluteIcon);
AddEnemyPlanUIIcon(EnemyPlanUIFunction.attackAndShield, new EnemyAction_AttackAndShield(), attackAndShieldIcon);
AddEnemyPlanUIIcon(EnemyPlanUIFunction.summon, new EnemyAction_Summon(), summonIcon);
AddEnemyPlanUIIcon(EnemyPlanUIFunction.spell, new EnemyAction_Spell(), spellIcon);
AddEnemyPlanUIIcon(EnemyPlanUIFunction.attackAndPollute, new EnemyAction_AttackAndPollution(),attackAndPollutionIcon);
AddEnemyPlanUIIcon(EnemyPlanUIFunction.shieldAndPollution, new EnemyAction_ShieldAndPollution(), shiledAndPollutionIcon);
AddEnemyPlanUIIcon(EnemyPlanUIFunction.spellAndAttack, new EnemyAction_SpellAndAttack(), spellAndAttackIcon);
AddEnemyPlanUIIcon(EnemyPlanUIFunction.pollution, new EnemyAction_Pollution (), pollutionIcon);
AddEnemyPlanUIIcon(EnemyPlanUIFunction.spellAndShield, new EnemyAction_SpellAndShield(),spellAndShieldIcon);
}
public void AddEnemyPlanUIIcon(string enemyPlanUIFunction,EnemyAction enemyAction ,Sprite icon)

172
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/OutLineSourceHanSansCN-Normal SDF 1.asset

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