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第二次合并代码

remotes/checkIfPRContentChanged-1718088198349323294/dev-0524
软件204张景程 2 years ago
parent
commit
bd42f54413
  1. 24
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card.prefab
  2. 26
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v01.prefab
  3. 583
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  4. 50
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  5. 398
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  6. 2
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  7. 31
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  8. 4
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  9. 10
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  10. 153
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  11. 21
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  13. 9
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  14. 35
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  15. 3
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  16. 5
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50
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -9,21 +9,20 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{ {
// public Vector3 OriginTransform; // public Vector3 OriginTransform;
//private Vector3 EndTransform; //private Vector3 EndTransform;
[Header ("拖拽参数")] [Header("拖拽参数")]
public Transform originalParent; public Transform originalParent;
public Vector3 originalpoint; public Vector3 originalpoint;
public EventSystem eventSystem; public EventSystem eventSystem;
[Header ("贝塞尔曲线瞄准")] [Header("贝塞尔曲线瞄准")]
public GameObject ainPanle; public GameObject ainPanle;
[Header("影响格参数")] [Header("影响格参数")]
public MapUnity currentNode;//瞄准的格子 public MapUnity currentNode;//瞄准的格子
public List<MapUnity> influencePreviewPool; public List<MapUnity> influencePreviewPool;
[Header("层级检测")] //[Header("卡牌属性")]
public LayerMask mapGroundLayerMask ;
void Start() void Start()
{ {
eventSystem = GameObject.FindObjectOfType<EventSystem>(); eventSystem = GameObject.FindObjectOfType<EventSystem>();
@ -36,17 +35,20 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
} }
public void OnBeginDrag(PointerEventData eventData) public void OnBeginDrag(PointerEventData eventData)
{ {
// if (GameObject.Find("CardPanel") != null) // if (GameObject.Find("CardPanel") != null)
// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>(); // graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
GetComponent<CanvasGroup>().blocksRaycasts = false; GetComponent<CanvasGroup>().blocksRaycasts = false;
originalParent = this.gameObject.transform.parent; originalParent = this.gameObject.transform.parent;
originalpoint = this.transform.localPosition; originalpoint = this.transform.localPosition;
transform.SetParent(transform.parent.parent); transform.SetParent(transform.parent.parent);
transform.position = eventData.position; transform.position = eventData.position;
//根据卡牌数据决定是否调用曲线
ainPanle.SetActive(true); ainPanle.SetActive(true);
//todo-统一确定锚点位置 //todo-统一确定锚点位置
@ -69,17 +71,17 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
// if (eventData.pointerCurrentRaycast.gameObject != null) // if (eventData.pointerCurrentRaycast.gameObject != null)
// Debug.Log(eventData.pointerCurrentRaycast.gameObject.name); // Debug.Log(eventData.pointerCurrentRaycast.gameObject.name);
//射线检测瞄准的地图节点,判断是否可放置和改变放置影响区 //射线检测瞄准的地图节点,判断是否可放置和改变放置影响区
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if(eventData .pointerCurrentRaycast.gameObject!=null) if (eventData.pointerCurrentRaycast.gameObject != null)
{ {
if (Physics.Raycast(ray, out RaycastHit raycastHit,500,mapGroundLayerMask.value )) if (Physics.Raycast(ray, out RaycastHit raycastHit))
{ {
// Debug.Log(raycastHit.collider.gameObject.name); // Debug.Log(raycastHit.collider.gameObject.name);
//检测到跟上次瞄准地方不同,更新 //检测到跟上次瞄准地方不同,更新
if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject) if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject)
{ {
for (int i = 0; i < influencePreviewPool.Count; i++) for (int i = 0; i < influencePreviewPool.Count; i++)
{ {
@ -87,11 +89,11 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
} }
influencePreviewPool.Clear(); influencePreviewPool.Clear();
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>(); currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
Debug.Log(raycastHit.collider.transform.name);
//重新调用范围预览 //重新调用范围预览
GameManager.Instance.player.StepPreviewInfluencedNode(1); GameManager.Instance.player.StepPreviewInfluencedNode(1);
//预览影响范围 //预览影响范围
if (currentNode != null && currentNode.influenced) if (currentNode.influenced)
{ {
//根据卡牌属性改变影响池 //根据卡牌属性改变影响池
influencePreviewPool.Add(currentNode); influencePreviewPool.Add(currentNode);
@ -154,13 +156,13 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
} }
} }
} }
} }
public void OnEndDrag(PointerEventData eventData) public void OnEndDrag(PointerEventData eventData)
{ {
if(eventData .pointerCurrentRaycast.gameObject!=null ) if (eventData.pointerCurrentRaycast.gameObject != null)
{ {
if (eventData.pointerCurrentRaycast.gameObject.name == "Card") if (eventData.pointerCurrentRaycast.gameObject.name == "Card")
{ {
@ -202,7 +204,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
ainPanle.SetActive(false);//关闭贝塞尔曲线 ainPanle.SetActive(false);//关闭贝塞尔曲线
//检测碰撞的地图节点是否被影响(可释放) //检测碰撞的地图节点是否被影响(可释放)
if (currentNode == null|| currentNode.influenced==false) if (currentNode == null || currentNode.influenced == false)
{ {
//遍历范围预览池消除影响色 //遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++) for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
@ -221,13 +223,13 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//临时效果--将颜色变成玩家颜色 //临时效果--将颜色变成玩家颜色
for (int i = 0; i < influencePreviewPool.Count; i++) for (int i = 0; i < influencePreviewPool.Count; i++)
{ {
influencePreviewPool[i].whoColour = MapUnity.WhoColour .playerColour; influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour;
//造成伤害 //造成伤害
if(influencePreviewPool[i].enemyNode !=null ) if (influencePreviewPool[i].enemyNode != null)
{ {
influencePreviewPool[i].enemyNode.EnemyState.currentHP -= 50; influencePreviewPool[i].enemyNode.EnemyState.currentHP -= 50;
Debug.Log(influencePreviewPool[i].enemyNode.EnemyState.currentHP); Debug.Log(influencePreviewPool[i].enemyNode.EnemyState.currentHP);
if(influencePreviewPool[i].enemyNode.EnemyState.currentHP<=0) if (influencePreviewPool[i].enemyNode.EnemyState.currentHP <= 0)
{ {
influencePreviewPool[i].enemyNode.OnDeath(); influencePreviewPool[i].enemyNode.OnDeath();
} }
@ -250,10 +252,10 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
GameManager.Instance.player.influencePreviewPool.Clear(); GameManager.Instance.player.influencePreviewPool.Clear();
//临时效果--将其加入墓地并销毁实体 //临时效果--将其加入墓地并销毁实体
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent <CardEntity>().CardId ); TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId);
Destroy(this.gameObject); Destroy(this.gameObject);
} }
GetComponent<CanvasGroup>().blocksRaycasts = true; GetComponent<CanvasGroup>().blocksRaycasts = true;
@ -262,7 +264,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
transform.localPosition = originalpoint; transform.localPosition = originalpoint;
return; return;
} }
} }

398
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -1,12 +1,15 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
public class CardEntity : MonoBehaviour public class CardEntity : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{ {
public CardData_SO cardOriginalData; public CardOriginalData cardOriginalData;
public CardOriginalData cardData; //public CardOriginalData cardData;
public int cardId; public int cardId;
public int CardId public int CardId
@ -15,15 +18,62 @@ public class CardEntity : MonoBehaviour
set { cardId = value; } set { cardId = value; }
} }
// public Vector3 OriginTransform;
//private Vector3 EndTransform;
[Header("拖拽参数")]
public Transform originalParent;
public Vector3 originalpoint;
public EventSystem eventSystem;
bool canUse=true;//决定卡牌是否可以释放
bool choosed;//标识卡牌是否被选中
[Header("贝塞尔曲线瞄准")]
public GameObject ainPanle;
[Header("影响格参数")]
public MapUnity currentNode;//瞄准的格子
public List<MapUnity> influencePreviewPool;//卡牌的影响范围
public void Start() public void Start()
{ {
cardData = GetComponent<CardOriginalData>(); //cardData = GetComponent<CardOriginalData>();
eventSystem = GameObject.FindObjectOfType<EventSystem>();
}
private void Update()
{
//右键取消释放
if (choosed && Mouse.current.rightButton.wasPressedThisFrame)
{
Debug.Log("1");
canUse = false;//取消释放
ainPanle.SetActive(false);
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
GetComponent<CanvasGroup>().blocksRaycasts = true;
return;
}
} }
public void createCard(int cardId) public void createCard(int cardId)
{ {
this.cardId = cardId; this.cardId = cardId;
cardOriginalData = CardOriginalDataList.cardOriginalDataList[cardId]; Debug.Log(cardId + "-" + CardOriginalDataList.Instance.cardOriginalDataList[cardId]);
cardOriginalData = CardOriginalDataList.Instance.cardOriginalDataList[cardId];
settleForStart(SettlementManager.settleTurn); settleForStart(SettlementManager.settleTurn);
} }
@ -31,15 +81,7 @@ public class CardEntity : MonoBehaviour
public void use() public void use()
{ {
settle(0); settle(0);
/*if (cardOriginalData.CastingRange == 0)
{
//作用坐标为自身
}
else
{
//玩家选择的作用坐标
}
settle(SettlementManager.settleTurn);*/
} }
//卡牌效果的结算 //卡牌效果的结算
@ -50,11 +92,75 @@ public class CardEntity : MonoBehaviour
switch (cardOriginalData.Function[i]) switch (cardOriginalData.Function[i])
{ {
case CardFunction.cardDamage: case CardFunction.cardDamage:
Usermanager.Instance.Health = Usermanager.Instance.Health - int.Parse(cardOriginalData.FunctionVal[i]); damageWork(int.Parse(cardOriginalData.FunctionVal[i]));
break;
case CardFunction.cardShield:
Usermanager.Instance.Shield = Usermanager.Instance.Shield + int.Parse(cardOriginalData.FunctionVal[i]);
break; break;
case CardFunction.posion:
case CardFunction.weak:
case CardFunction.coma:
case CardFunction.disarm:
case CardFunction.sleep:
case CardFunction.bleed:
case CardFunction.thorn:
abnormalConditionWork(cardOriginalData.Function[i], int.Parse(cardOriginalData.FunctionVal[i]));
break;
case CardFunction.costRestore:
break;
case CardFunction.dyeing:
Debug.Log("功能是:" + cardOriginalData.Function[1]);
dyeingWork();
break;
}
}
}
public void abnormalConditionWork(string condition, int stackVak)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
//施加负面
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.sufferAbnormalCondition(condition, stackVak);
} }
} }
} }
private void damageWork(int damageVal)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
//造成伤害
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.sufferDamage(damageVal);
}
}
}
private void dyeingWork()
{
Debug.Log(influencePreviewPool.Count);
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour;
}
}
private void dyeing()
{
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = true;
influencePreviewPool[i].choossedMark.GetComponent<Renderer>().material = influencePreviewPool[i].yellow;
}
}
//生成卡牌时候遗物的结算 //生成卡牌时候遗物的结算
public void settleForStart(int settleTurn) public void settleForStart(int settleTurn)
{ {
@ -65,4 +171,266 @@ public class CardEntity : MonoBehaviour
{ {
} }
public void OnBeginDrag(PointerEventData eventData)
{
// if (GameObject.Find("CardPanel") != null)
// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
choosed = true;
GetComponent<CanvasGroup>().blocksRaycasts = false;
originalParent = this.gameObject.transform.parent;
originalpoint = this.transform.localPosition;
transform.SetParent(transform.parent.parent);
transform.position = eventData.position;
//根据卡牌数据决定是否调用曲线
if (cardOriginalData.CastingRange != 0)
{
//释放范围为0则不需要调用曲线
ainPanle.SetActive(true);
}
else
{
ainPanle.SetActive(false);
}
//todo-统一确定锚点位置
//重新调用范围预览--以后要写到卡牌效果里,现在默认影响1格
//GameManager.Instance.player.StepPreviewInfluencedNode(1);
}
public void OnDrag(PointerEventData eventData)
{
if (cardOriginalData.CastingRange != 0)
{
ainPanleWork(eventData);
}
else
{
//没有范围不需要射线吧,因为不需要指定目标点?
// noAinPanleWork(eventData);
}
dyeing();
}
private void ainPanleWork(PointerEventData eventData)
{
//射线检测瞄准的地图节点,判断是否可放置和改变放置影响区
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (Physics.Raycast(ray, out RaycastHit raycastHit))
{
// Debug.Log(raycastHit.collider.gameObject.name);
//检测到跟上次瞄准地方不同,更新
if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//重新调用范围预览
GameManager.Instance.player.StepPreviewInfluencedNode(cardOriginalData.CastingRange);
Debug.Log(cardOriginalData.CastingRange);
//预览影响范围
if (currentNode.influenced)
{
//根据卡牌属性改变影响池
influencePreviewPool.Add(currentNode);
Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position;
float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180;
Debug.Log(euler);
if (euler > 0 && euler < 45)
{
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 45 && euler < 135)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
else if (euler > 135 && euler < 180)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[0] != null)
influencePreviewPool.Add(currentNode.unitPool[0]);
}
else if (euler > 180 && euler < 225)
{
if (currentNode.unitPool[1] != null)
influencePreviewPool.Add(currentNode.unitPool[1]);
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
}
else if (euler > 225 && euler < 315)
{
if (currentNode.unitPool[2] != null)
influencePreviewPool.Add(currentNode.unitPool[2]);
if (currentNode.unitPool[4] != null)
influencePreviewPool.Add(currentNode.unitPool[4]);
}
else if (euler > 315 && euler < 360)
{
if (currentNode.unitPool[3] != null)
influencePreviewPool.Add(currentNode.unitPool[3]);
if (currentNode.unitPool[5] != null)
influencePreviewPool.Add(currentNode.unitPool[5]);
}
//influencePreviewPool.Add(currentNode);
}
}
}
}
Debug.Log("结束影响数值" + influencePreviewPool.Count);
}
private void noAinPanleWork(PointerEventData eventData)
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (Physics.Raycast(ray, out RaycastHit raycastHit))
{
currentNode = raycastHit.collider.transform.GetComponent<MapUnity>();
influencePreviewPool.Add(currentNode);
}
}
}
public void OnEndDrag(PointerEventData eventData)
{
choosed = false;
if(canUse )
{
Debug.Log("进入影响数值" + influencePreviewPool.Count);
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (eventData.pointerCurrentRaycast.gameObject.name == "Card")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform.parent);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
eventData.pointerCurrentRaycast.gameObject.transform.position = originalParent.position;
eventData.pointerCurrentRaycast.gameObject.transform.SetParent(originalParent);
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
return;
}
else if (eventData.pointerCurrentRaycast.gameObject.name == "cardSlot")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
GetComponent<CanvasGroup>().blocksRaycasts = true;
ainPanle.SetActive(false);//关闭贝塞尔曲线
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
return;
}
}
if (ainPanle.activeSelf)
{
ainPanle.SetActive(false);//关闭贝塞尔曲线
}
//先判断该卡牌的类型是否是需要范围
if (cardOriginalData.CastingRange != 0)
{
//检测碰撞的地图节点是否被影响(可释放)
if (currentNode == null || currentNode.influenced == false)
{
//遍历范围预览池消除影响色(红色,卡牌的释放范围)
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
}
else if (currentNode.influenced)
{
//卡牌释放效果
use();
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
//临时效果--将其加入墓地并销毁实体
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId);
Destroy(this.gameObject);
}
//遍历范围预览池消除影响色
for (int i = 0; i < GameManager.Instance.player.influencePreviewPool.Count; i++)
{
GameManager.Instance.player.influencePreviewPool[i].influenced = false;
}
GameManager.Instance.player.influencePreviewPool.Clear();
//遍历影响池变色
for (int i = 0; i < influencePreviewPool.Count; i++)
{
influencePreviewPool[i].influenced = false;
}
influencePreviewPool.Clear();
GetComponent<CanvasGroup>().blocksRaycasts = true;
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
return;
}//范围类,需要指定被影响的节点才能释放
else
{
//卡牌释放效果
use();
Debug.Log("玩家盾量:" + Usermanager.Instance.Shield);
//临时效果--将其加入墓地并销毁实体
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent<CardEntity>().CardId);
Destroy(this.gameObject);
return;
}//无范围类,直接释放
}
else
{
canUse = true;
}
}
} }

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

@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class CardOriginalData : MonoBehaviour public class CardOriginalData : System.Object
{ {
private int cardId; private int cardId;

31
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs

@ -7,28 +7,28 @@ using System.IO;
public class CardOriginalDataList : Singleton<CardOriginalDataList> public class CardOriginalDataList : Singleton<CardOriginalDataList>
{ {
public static Dictionary<int, CardData_SO> cardOriginalDataList; public Dictionary<int, CardOriginalData> cardOriginalDataList;
// private CardOriginalData cardOriginalData;//卡牌数据类型 //private CardOriginalData cardOriginalData;//卡牌数据类型
public CardData_SO templateardData_SO;//卡牌数据模板 //public CardData_SO templateardData_SO;//卡牌数据模板
// public List<CardData_SO> cardData_SOs;//测试用的表,用来打印字典 // public List<CardData_SO> cardData_SOs;//测试用的表,用来打印字典
void Start() void Start()
{ {
cardOriginalDataList = ReadExcel("Assets/data/card_data.csv"); cardOriginalDataList = ReadExcel("Assets/data/card_data.csv");
/* for(int i =0;i<10;i++) /* for(int i =0;i<10;i++)
{ {
cardData_SOs.Add(Instantiate(templateardData_SO)); cardData_SOs.Add(Instantiate(templateardData_SO));
cardData_SOs[i].cardId = i; cardData_SOs[i].cardId = i;
}*/ }*/
} }
Dictionary<int, CardData_SO> ReadExcel(string filePath ) Dictionary<int, CardOriginalData> ReadExcel(string filePath)
{ {
Dictionary<int, CardData_SO> cardOriginalDataList = new Dictionary<int, CardData_SO>(); Dictionary<int, CardOriginalData> cardOriginalDataList = new Dictionary<int, CardOriginalData>();
string[] lines = File.ReadAllLines(filePath); string[] lines = File.ReadAllLines(filePath);
// 跳过标题行(如果CSV文件有标题行的话) // 跳过标题行(如果CSV文件有标题行的话)
@ -36,15 +36,14 @@ public class CardOriginalDataList : Singleton<CardOriginalDataList>
{ {
// 用逗号分隔每行数据 // 用逗号分隔每行数据
string[] values = lines[i].Split(','); string[] values = lines[i].Split(',');
CardOriginalData cardOriginalData = new CardOriginalData();
var cardOriginalData = Instantiate(templateardData_SO); loadDatafromCsv(values, cardOriginalData);
loadDatafromCsv(values , cardOriginalData);
cardOriginalDataList.Add(cardOriginalData.CardId, cardOriginalData); cardOriginalDataList.Add(cardOriginalData.CardId, cardOriginalData);
} }
return cardOriginalDataList; return cardOriginalDataList;
} }
private CardData_SO loadDatafromCsv(string[] values , CardData_SO cardOriginalData) private CardOriginalData loadDatafromCsv(string[] values, CardOriginalData cardOriginalData)
{ {
//CardOriginalData cardOriginalData = CardOriginalData.Instance; //CardOriginalData cardOriginalData = CardOriginalData.Instance;
cardOriginalData.CardId = int.Parse(values[0]); cardOriginalData.CardId = int.Parse(values[0]);

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

@ -47,10 +47,12 @@ public class TurnMaster : Singleton<TurnMaster>
if (turn == Turn.enemyTurn) if (turn == Turn.enemyTurn)
{ {
//敌人动作如移动,涂色 //敌人动作如移动,涂色
EnemyManager.Instance.EnemyMove_Observer(); EnemyManager.Instance.EnemyMove_Observer();
EnemyManager.Instance.EnemyColour_Observer(); EnemyManager.Instance.EnemyColour_Observer();
EnemyManager.Instance.enemyTurnSettle(0);
EndEnemyTurn(); EndEnemyTurn();
} }

10
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs

@ -31,6 +31,7 @@ public class EnemyManager : Singleton<EnemyManager>
foreach (var observer in enemyObservers) foreach (var observer in enemyObservers)
{ {
observer.EnemyMove(); observer.EnemyMove();
observer.GetEnemyNode().bleedSettle();
} }
} }
public void EnemySkillCoolDown_Observer() public void EnemySkillCoolDown_Observer()
@ -40,4 +41,13 @@ public class EnemyManager : Singleton<EnemyManager>
observer.SettlementSkill(); observer.SettlementSkill();
} }
} }
public void enemyTurnSettle(int settleTurn)
{
foreach (var observer in enemyObservers)
{
observer.GetEnemyNode().enemyTurnSettleInit();
observer.GetEnemyNode().enemyTurnSettle(settleTurn);
}
}
} }

153
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -1,5 +1,7 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Xml;
using UnityEngine; using UnityEngine;
public class EnemyNode : MonoBehaviour,IEnemyObserver public class EnemyNode : MonoBehaviour,IEnemyObserver
@ -147,5 +149,154 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
} }
//老吊写的应用函数
public void sufferAbnormalCondition(string condition, int value)
{
if (EnemyState.abnormalCondition.ContainsKey(condition))
{
int beforeval = EnemyState.abnormalCondition[condition];
int afterval = beforeval + value;
EnemyState.abnormalCondition[condition] = afterval;
}
else
{
EnemyState.abnormalCondition[condition] = value;
}
Debug.Log("异常层数" + EnemyState.abnormalCondition[condition]);
}
public void sufferDamage(int damageVal)
{
EnemyState.currentHP -= damageVal;
Debug.Log("敌人血量" + EnemyState.currentHP);
if (EnemyState.currentHP <= 0)
{
OnDeath();
}
}
public void enemyTurnSettleInit()
{
EnemyState.damageMultiplier = 1;
EnemyState.stepRangeMultiplier = 1;
}
public void enemyTurnSettle(int settleTurn)
{
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
switch (key)
{
case AbnormalCondition.posion:
posionSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.weak:
weakSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.coma:
comaSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.disarm:
disarmSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.sleep:
sleepSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.bleed:
//bleedSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.thorn:
thornSettle(EnemyState.abnormalCondition[key]);
break;
}
abnormalConditionEndCheck();
}
/*for(int i=0;i< EnemyState.abnormalCondition.Count; i++)
{
switch (EnemyState.abnormalCondition[i].key)
{
case AbnormalCondition.posion:
posionSettle(kvp.Value);
break;
case AbnormalCondition.weak:
weakSettle(kvp.Value);
break;
case AbnormalCondition.coma:
comaSettle(kvp.Value);
break;
case AbnormalCondition.disarm:
disarmSettle(kvp.Value);
break;
case AbnormalCondition.sleep:
sleepSettle(kvp.Value);
break;
case AbnormalCondition.bleed:
bleedSettle(kvp.Value);
break;
case AbnormalCondition.thorn:
thornSettle(kvp.Value);
break;
}
}*/
}
private void posionSettle(int posionStack)
{
sufferDamage(posionStack);
EnemyState.abnormalCondition[AbnormalCondition.posion]--;
}
private void weakSettle(int weakStack)
{
EnemyState.damageMultiplier = 0.75;
EnemyState.abnormalCondition[AbnormalCondition.weak]--;
}
private void comaSettle(int comaStack)
{
EnemyState.damageMultiplier = 0;
EnemyState.stepRangeMultiplier = 0;
EnemyState.abnormalCondition[AbnormalCondition.coma]--;
}
private void disarmSettle(int disarmStack)
{
EnemyState.damageMultiplier = 0;
EnemyState.abnormalCondition[AbnormalCondition.disarm]--;
}
private void sleepSettle(int sleepStack)
{
EnemyState.damageMultiplier = 0;
EnemyState.stepRangeMultiplier = 0;
}
public void bleedSettle()
{
if (EnemyState.abnormalCondition.TryGetValue(AbnormalCondition.bleed, out int stack))
{
sufferDamage(2);
EnemyState.abnormalCondition[AbnormalCondition.bleed] = stack - 1;
}
}
private void thornSettle(int thornStack)
{
}
private void abnormalConditionEndCheck()
{
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
if (EnemyState.abnormalCondition[key] <= 0)
{
EnemyState.abnormalCondition.Remove(key);
}
}
}
} }

21
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs

@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AbnormalCondition : Singleton<AbnormalCondition>
{
//中毒
public const string posion = "4";
//虚弱
public const string weak = "5";
//昏迷
public const string coma = "6";
//缴械
public const string disarm = "7";
//睡眠
public const string sleep = "8";
//流血
public const string bleed = "9";
//荆棘
public const string thorn = "10";
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b11a487f21e55274181e172db1955ef0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

9
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/EnemyState_SO.cs

@ -6,15 +6,22 @@ using UnityEngine;
public class EnemyState_SO : ScriptableObject public class EnemyState_SO : ScriptableObject
{ {
public int stepRange;//步数 public int stepRange;//步数
public double stepRangeMultiplier = 1;//步数系数
public int shieldValue;//护盾 public int shieldValue;//护盾
public float maxHP;//血量 public float maxHP;//血量
public float currentHP; public float currentHP;//当前血量
public int colourType;//涂色类型,0为不涂色 public int colourType;//涂色类型,0为不涂色
public int maxSkillCoolDown;//技能冷却 public int maxSkillCoolDown;//技能冷却
public int currentSkillCoolDown;//技能冷却 public int currentSkillCoolDown;//技能冷却
public Dictionary<string, int> abnormalCondition = new Dictionary<string, int>();//异常状态
public double damageMultiplier = 1;//攻击力系数
public int damage;//攻击力
} }

35
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs

@ -2,13 +2,36 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class CardFunction public class CardFunction
{ {
//伤害
public const string cardDamage = "1"; public const string cardDamage = "1";
//护盾
public const string cardShield = "2";
//生成草地
public const string createGrassGroud = "3";
//中毒
public const string posion = "4";
//虚弱
public const string weak = "5";
//昏迷
public const string coma = "6";
//缴械
public const string disarm = "7";
//睡眠
public const string sleep = "8";
//流血
public const string bleed = "9";
//荆棘
public const string thorn = "10";
//回复能量
public const string costRestore = "11";
//抽牌
public const string drawCard = "12";
//弃牌
public const string discard = "13";
//染色
public const string dyeing = "14";
public static string CardDamage()
{
return cardDamage;
}
} }

3
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyUIBar.cs

@ -6,7 +6,7 @@ using UnityEngine.UI;
public class EnemyUIBar : MonoBehaviour public class EnemyUIBar : MonoBehaviour
{ {
public Image HPBar; public Image HPBar;
public Text stepText;
EnemyNode enemyNode; EnemyNode enemyNode;
@ -17,6 +17,5 @@ public class EnemyUIBar : MonoBehaviour
private void Update() private void Update()
{ {
HPBar.fillAmount = enemyNode .EnemyState .currentHP /enemyNode .EnemyState .maxHP ; HPBar.fillAmount = enemyNode .EnemyState .currentHP /enemyNode .EnemyState .maxHP ;
stepText.text = enemyNode .EnemyState .stepRange .ToString ();
} }
} }

5
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -5,16 +5,19 @@ using UnityEngine;
public class Usermanager : Singleton<Usermanager> public class Usermanager : Singleton<Usermanager>
{ {
private int health; private int health;
private int shield;
public int Health { get => health; set => health = value; } public int Health { get => health; set => health = value; }
public int Shield { get => shield; set => shield = value; }
public Usermanager(int health) public Usermanager(int health)
{ {
Health = health; Health = health;
Shield = 0;
} }
public void Start() public void Start()
{ {
health = 100; health = 100;
Shield = 0;
} }
} }

6
ColorlessWorld-2024-4-2/Assets/data/card_data.csv

@ -1,3 +1,3 @@
ID,名称,费用,稀有度,功能,数值,施法范围,作用范围,消耗,优势功能,数值,卡牌类型,文本描述,图片路径 ID,名称,费用,稀有度,功能,数值,施法范围,作用范围,消耗,优势功能,数值,卡牌类型,文本描述,图片路径
10001,打击,1,1,1,2,0,0,0,0,0,1,, 10001,打击,1,1,1;14;2;9,2;0;2;1,5,0,0,0,0,1,,
10002,治疗,2,2,2,2,0,0,0,0,0,1,, 10002,治疗,2,2,2,2,0,0,0,0,0,1,,

1 ID 名称 费用 稀有度 功能 数值 施法范围 作用范围 消耗 优势功能 数值 卡牌类型 文本描述 图片路径
2 10001 打击 1 1 1 1;14;2;9 2 2;0;2;1 0 5 0 0 0 0 1
3 10002 治疗 2 2 2 2 0 0 0 0 0 1

2
ColorlessWorld-2024-4-2/Assets/data/card_data.csv.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 7cee1ff11519af74a857e0a4e5475750 guid: dcf08d9f8e01b8f40a3615a26c19e29d
TextScriptImporter: TextScriptImporter:
externalObjects: {} externalObjects: {}
userData: userData:

BIN
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ColorlessWorld-2024-4-2/Library/Artifacts/a7/a7168ad9f9491d34083c525f60c3398a → ColorlessWorld-2024-4-2/Library/Artifacts/7a/7a3bb0d6a7737a0883083ad0b3286336

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ColorlessWorld-2024-4-2/Library/Artifacts/7f/7f6a61d082d51f2fa412ccb443eb2c6a → ColorlessWorld-2024-4-2/Library/Artifacts/c3/c3bbfc20730b87275e399a2564dba251

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ColorlessWorld-2024-4-2/Library/Artifacts/f5/f5e49f2699476de798b992f64af8801e → ColorlessWorld-2024-4-2/Library/Artifacts/db/db38fbc589a8daac55dccb2e99514436

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2
ColorlessWorld-2024-4-2/Library/Bee/1900b0aE-inputdata.json

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2
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2
ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp-Editor.UnityAdditionalFile.txt

@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

2
ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp.UnityAdditionalFile.txt

@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

1
ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/Assembly-CSharp.rsp

@ -389,6 +389,7 @@
"Assets/Scripts/MapUnity.cs" "Assets/Scripts/MapUnity.cs"
"Assets/Scripts/Player.cs" "Assets/Scripts/Player.cs"
"Assets/Scripts/relics/RelicsEntity.cs" "Assets/Scripts/relics/RelicsEntity.cs"
"Assets/Scripts/Tool/AbnormalCondition.cs"
"Assets/Scripts/Tool/AStar/AStarManager.cs" "Assets/Scripts/Tool/AStar/AStarManager.cs"
"Assets/Scripts/Tool/AStar/AStarNode.cs" "Assets/Scripts/Tool/AStar/AStarNode.cs"
"Assets/Scripts/Tool/CardData_SO/CardData_SO.cs" "Assets/Scripts/Tool/CardData_SO/CardData_SO.cs"

2
ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/PPv2URPConverters.UnityAdditionalFile.txt

@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

2
ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/PPv2URPConverters.rsp2

@ -1 +1 @@
/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/Unity.Burst.CodeGen.UnityAdditionalFile.txt

@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

2
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@ -1 +1 @@
/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

2
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@ -1 +1 @@
/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

2
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@ -1 +1 @@
/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

2
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@ -1 +1 @@
/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

2
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@ -1 +1 @@
/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

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/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

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D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

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@ -1 +1 @@
/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

2
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@ -1 +1 @@
/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

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ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/Unity.PlasticSCM.Editor.UnityAdditionalFile.txt

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D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

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@ -1 +1 @@
/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/Unity.RenderPipeline.Universal.ShaderLibrary.UnityAdditionalFile.txt

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D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

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/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
ColorlessWorld-2024-4-2/Library/Bee/artifacts/1900b0aE.dag/Unity.RenderPipelines.Core.Editor.UnityAdditionalFile.txt

@ -1 +1 @@
D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

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/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

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/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

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/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

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/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

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/pathmap:"D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2"=. /pathmap:"D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2"=.

2
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D:\GitInventory_2024-5-28\test_45\ColorlessWorld-2024-4-2 D:\GitInventory_0524\test_45\ColorlessWorld-2024-4-2

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