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Merge pull request '修bug' (#72) from dev0524-1027-a into dev-0524

Reviewed-on: #72
remotes/checkIfPRContentChanged-1753429692420322192/dev-0524
yjm484 1 year ago
parent
commit
b53e16a1bc
  1. 3
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab
  2. BIN
      ColorlessWorld-2024-4-2/Assets/Resources/BuffIcon_v02/downSpeed.png
  3. 127
      ColorlessWorld-2024-4-2/Assets/Resources/BuffIcon_v02/downSpeed.png.meta
  4. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DownStepRange.cs
  5. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs
  6. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  7. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Grinfiend.cs
  8. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction.cs
  9. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Aoe.cs
  10. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_DeBuff.cs
  11. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Random.cs
  12. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Shield.cs
  13. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Shoot.cs
  14. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_UpBuff.cs
  15. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_AttackAndShield.cs
  16. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_ShootAndPollute.cs
  17. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Weak.cs
  18. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyManager.cs
  19. 9
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyPlanActionUI.cs
  20. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs
  21. 20
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs
  22. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

3
ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab

@ -439,7 +439,7 @@ MonoBehaviour:
m_FallbackScreenDPI: 96
m_DefaultSpriteDPI: 96
m_DynamicPixelsPerUnit: 1
m_PresetInfoIsWorld: 0
m_PresetInfoIsWorld: 1
--- !u!114 &8739798778191560965
MonoBehaviour:
m_ObjectHideFlags: 0
@ -1107,6 +1107,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
attackDamageText: {fileID: 2775492048492059182}
enemyUIBar: {fileID: 8570734685845233804}
--- !u!1 &8512930589043633716
GameObject:
m_ObjectHideFlags: 0

BIN
ColorlessWorld-2024-4-2/Assets/Resources/BuffIcon_v02/downSpeed.png

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

127
ColorlessWorld-2024-4-2/Assets/Resources/BuffIcon_v02/downSpeed.png.meta

@ -0,0 +1,127 @@
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guid: 0e1df2f3e01867d44b97f1b40a04a29f
TextureImporter:
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externalObjects: {}
serializedVersion: 12
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mipMapMode: 0
enableMipMap: 0
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
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grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
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flipbookColumns: 1
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compressionQualitySet: 0
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ignorePngGamma: 0
applyGammaDecoding: 0
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textureCompression: 1
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crunchedCompression: 0
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buildTarget: Server
maxTextureSize: 2048
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2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DownStepRange.cs

@ -24,7 +24,7 @@ public class Buff_DownStepRange : Buff
{
Buff buff = new Buff_DownStepRange();
buff.value = value;
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "Sslx_Ui_Buff_sudu2_v01");
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "downSpeed");
return buff;
}
}

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

@ -162,7 +162,7 @@ public class DarkCloud : MonoBehaviour
}
IEnumerator ShieldAction()
{
enemyNode.EnemyState.shieldValue += 10;
enemyNode.EnemyState.shieldValue += 4;
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
HashSet<MapUnity> targetNodes=new HashSet<MapUnity> { currentNode };
getNodeTools.getCircleNodeForEnemy(targetNodes,1);

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

@ -5,6 +5,7 @@ using System.Linq;
using System.Xml;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UI;
using static UnityEngine.Rendering.DebugUI;
public class EnemyNode : MonoBehaviour,IEnemyObserver
@ -27,6 +28,9 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public List<MapUnity> rangePool = new List<MapUnity>();//范围预览
public List<MapUnity> aoeRangePool = new List<MapUnity>();//范围预览
public string stateText=new string("");
[Header("走路参数")]
public float jumpHeight;
public float posCount;
@ -58,6 +62,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public int lasteHp;
[Header("敌人状态机")]
public Animator anim;
public enum EnemyType
{
enemy,

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

@ -194,7 +194,7 @@ public class Grinfiend : MonoBehaviour
break;
case "weak":
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.weak, 1);
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.addDrawCard, -1);
//Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.addDrawCard, -1);
break;
case "vulnerable":
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.vulnerable, 1);

5
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction.cs

@ -7,10 +7,11 @@ public class EnemyAction
{
public Sprite sprite;
public bool isAiming =true ;//是否需要连线
public virtual void SettleText( EnemyNode enemyNode ,Text attackDamageText,Text stateText)
public virtual void SettleText( EnemyNode enemyNode ,Text attackDamageText)
{
Debug.Log("基本");
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
stateText.text = "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。";
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。";
}
public virtual EnemyAction NewAction()

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

@ -4,10 +4,10 @@ using UnityEngine;
using UnityEngine.UI;
public class EnemyActionAction_Aoe : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText, Text stateText)
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点范围伤害。";
enemyNode.stateText = "这个敌人将会造成" + attackDamageText.text + "点范围伤害。";
}
public override void AttackRange(EnemyNode enemyNode)
{

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

@ -5,10 +5,10 @@ using UnityEngine.UI;
public class EnemyActionAction_DeBuff : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText ,Text stateText)
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = "";
stateText.text = "这个敌人将施加负面效果";
enemyNode.stateText = "这个敌人将施加负面效果";
}
public override EnemyAction NewAction()
{

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

@ -5,11 +5,11 @@ using UnityEngine.UI;
public class EnemyActionAction_Random : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText, Text stateText)
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = "";
stateText.text = "这个敌人的行动无法预测";
enemyNode.stateText = "这个敌人的行动无法预测";
}
public override EnemyAction NewAction()
{

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

@ -6,10 +6,10 @@ using UnityEngine.UI;
public class EnemyActionAction_Shield : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText, Text stateText)
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = "";
stateText.text = "这个敌人将增加" + attackDamageText.text + "点护盾";
enemyNode.stateText = "这个敌人将增加" + attackDamageText.text + "点护盾";
}
public override EnemyAction NewAction()
{

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

@ -5,10 +5,10 @@ using UnityEngine.UI;
public class EnemyActionAction_Shoot : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText, Text stateText)
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" ;
enemyNode.stateText = "这个敌人将会造成" + attackDamageText.text + "点伤害。" ;
}
public override void AttackRange(EnemyNode enemyNode)
{

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

@ -5,10 +5,10 @@ using UnityEngine.UI;
public class EnemyActionAction_UpBuff :EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText,Text stateText)
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
attackDamageText.text = "";
stateText.text = "这个敌人将施加强化效果";
enemyNode.stateText = "这个敌人将施加强化效果";
}
public override EnemyAction NewAction()

5
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_AttackAndShield.cs

@ -4,10 +4,11 @@ using UnityEngine;
using UnityEngine.UI;
public class EnemyAction_AttackAndShield : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText, Text stateText)
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
Debug.Log("护盾");
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
stateText.text = "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。";
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()
{

5
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_ShootAndPollute.cs

@ -4,10 +4,11 @@ using UnityEngine;
using UnityEngine.UI;
public class EnemyAction_ShootAndPollute : EnemyAction
{
public override void SettleText(EnemyNode enemyNode, Text attackDamageText, Text stateText)
public override void SettleText(EnemyNode enemyNode, Text attackDamageText)
{
Debug.Log("污染");
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会污染格子格子。";
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)
{

7
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Weak.cs

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class EnemyAction_Weak : EnemyAction
{
@ -10,4 +11,10 @@ public class EnemyAction_Weak : EnemyAction
action.sprite = this.sprite;
return action;
}
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/Legacy/LegacyManager.cs

@ -22,7 +22,7 @@ public class LegacyManager : Singleton <LegacyManager>
;
public HashSet<string> commonRelicsSet = new HashSet<string>
{Name.Legacy.LegacyNode_EnchantedConch,Name.Legacy.LegacyNode_GoldVines,
{Name.Legacy.LegacyNode_GoldVines,
Name.Legacy.LegacyNode_SnakeGall,Name.Legacy.LegacyNode_AgnisTorch
}
;

9
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyPlanActionUI.cs

@ -10,13 +10,15 @@ public class EnemyPlanActionUI : MonoBehaviour
// public EnemyNode enemyNode;
public Text attackDamageText;
public EnemyUIBar enemyUIBar;
//ÍⲿÒýÓÃEnemyManager
GameObject planPanle;
Text stateText;
private void Start()
{
planPanle = EnemyManager.Instance.planPanle;
stateText = EnemyManager.Instance.stateText;
}
private void OnMouseEnter()
{
@ -26,6 +28,11 @@ public class EnemyPlanActionUI : MonoBehaviour
{
if (TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn && GameManager.Instance.onDrag == false)
{
if (stateText == null)
{
Debug.Log("成功空");
}
EnemyManager.Instance.stateText.text = enemyUIBar.enemyNode.stateText;
planPanle.SetActive(true);
planPanle.transform.position = Mouse.current.position.value;
}

4
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs

@ -45,9 +45,11 @@ public class EnemyUIBar : MonoBehaviour
{
planImage.sprite = enemyPlanAction.sprite;
enemyPlanAction.SettleText(enemyNode, attackDamageText, EnemyManager.Instance.stateText);
enemyNode .currentActionScript = enemyPlanAction;
enemyNode.currentActionScript.AttackRange(enemyNode);
enemyPlanAction.SettleText(enemyNode, attackDamageText);
}

20
ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs

@ -63,8 +63,26 @@ public class BuffDataManager : Singleton<BuffDataManager>
{
switch (buffName )
{
case CardFunction.vulnerable:
case AbnormalCondition.vulnerable:
return "受到的伤害增加50%,持续x回合";
case AbnormalCondition.fireSeed:
return "每累计10层承受15点伤害,将火种层数减少10";
case AbnormalCondition.posion:
return "在目标回合开始时,减少X点生命然后将中毒层数减少1";
case AbnormalCondition.wet:
return "每累计10层使怪物无法行动一回合,并失去所有潮湿层数";
case AbnormalCondition.coma:
return "无法行动";
case AbnormalCondition.weak:
return "攻击造成的伤害减少25%,持续X回合";
case AbnormalCondition.parasitism:
return "移动会污染地面";
case AbnormalCondition.corrode:
return "移动会污染地面";
case AbnormalCondition.boomAndPollute:
return "死亡时对周围进行污染";
case AbnormalCondition.downSpeed:
return "移动力减少1点,持续X回合";
}
return " ";

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

@ -477,7 +477,7 @@ public class Usermanager : Singleton<Usermanager>
//ºìɫվÁ¢Ð§¹û
if (MapUnityManager.Instance.isPlayerOn(Name.NodeColor.Red))
{
damage += 1;
damage += 2;
}
if (playerAbnormalCondition .ContainsKey (AbnormalCondition.angerUpperDamage))
{

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