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局内跳转0514

pull/117/head
45 9 months ago
parent
commit
c227fc2856
  1. 178
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset
  2. 8
      ColorlessWorld-2024-4-2/Assets/Prefab/JumpInScence.meta
  3. 225
      ColorlessWorld-2024-4-2/Assets/Prefab/JumpInScence/RoonButton.prefab
  4. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/JumpInScence/RoonButton.prefab.meta
  5. 317
      ColorlessWorld-2024-4-2/Assets/Scenes/CampPoint.unity
  6. 280
      ColorlessWorld-2024-4-2/Assets/Scenes/CardAddPoint.unity
  7. 279
      ColorlessWorld-2024-4-2/Assets/Scenes/CardDeletePonit.unity
  8. 249
      ColorlessWorld-2024-4-2/Assets/Scenes/Event.unity
  9. 251
      ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity
  10. 280
      ColorlessWorld-2024-4-2/Assets/Scenes/PotionPoint.unity
  11. 299
      ColorlessWorld-2024-4-2/Assets/Scenes/ResourcePoint.unity
  12. 173
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  13. 272
      ColorlessWorld-2024-4-2/Assets/Scenes/Shop.unity
  14. 57
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  15. 295
      ColorlessWorld-2024-4-2/Assets/Scenes/TreasurePoint.unity
  16. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs
  17. 23
      ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/JumpInScenceNode.cs
  18. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/JumpInScenceNode.cs.meta
  19. 119
      ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/JumpInSceneManager.cs
  20. 15
      ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegistJumpInScence.cs
  21. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegistJumpInScence.cs.meta
  22. 26
      ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegisteJumpInScenceCamera.cs
  23. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegisteJumpInScenceCamera.cs.meta
  24. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LeveGeneraterNew.cs
  25. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs
  26. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddManager.cs
  27. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddNode.cs
  28. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs
  29. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs
  30. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs

178
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57
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295
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3
ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs

@ -148,7 +148,8 @@ public class RewardManager : Singleton<RewardManager>
{
//ScenceLoadManager.Instance.LoadTargetLevel(1);
//¾ÖÄÚÌø×ª
rewardPanle .gameObject .SetActive(false);
JumpInScenceManager.Instance.JumpInSence();
}
}

23
ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/JumpInScenceNode.cs

@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class JumpInScenceNode : MonoBehaviour
{
public Image image;
public int jumpDestination;
public int line;
public int column;
public bool isMap;
public void JumpToDestination()
{
ScenceLoadManager .Instance .LoadTargetLevel (jumpDestination);
if(isMap ==false )
{
PlayerStatsManager.Instance.levelDevelopData.currentPoint = new Vector2(line, column);
PlayerStatsManager.Instance.levelDevelopData.levelSaveMap[line].levelDataList[column].passBy = true;
PlayerStatsManager.Instance.levelDevelopData.levelStep += 1;
}
}
}

11
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119
ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/JumpInSceneManager.cs

@ -1,23 +1,112 @@
using Cinemachine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static LevelDevelopData_SO;
public class JumpInScence : MonoBehaviour
public class JumpInScenceManager : Singleton<JumpInScenceManager>
{
public Transform desIconFather;
[Header("摄像机移动参数")]
public Transform cameraTrans;
public float cameraSpeed;
public Vector3 endAngle;
public Vector3 endPos;
public bool isAngle;//标识是平移还是转圈
[Header("房间图标生成参数")]
public Transform desRoomFather;
public GameObject roomPrefab;
[Header("·¿¼äͼ±ê")]
public Sprite mapIcon;
public Sprite monsterIcon;
public Sprite eliteMonsterIcon;
public Sprite eliteAndMonsterIcon;
public Sprite bossIcon;
public Sprite shopIcon;
public Sprite campfireIcon;
public Sprite incidentIcon;
public Sprite treasureIcon;
public Sprite forgingIcon;
public Sprite deleteCardIcon;
public Sprite addCardIcon;
public Sprite resourceIcon;
public Sprite potionIcon;
public Sprite startIcon;
public Sprite elitIcon;
private void Start()
{
DontDestroyOnLoad(this.gameObject);
}
public void JumpInSence()
{
StartCoroutine(GenerateRoom());
}
IEnumerator GenerateRoom()
{
yield return StartCoroutine(UpMoveCamera());
(int x, int y) currentPoint = ((int)PlayerStatsManager.Instance.levelDevelopData.currentPoint.x, (int)PlayerStatsManager.Instance.levelDevelopData.currentPoint.y);
List<Vector2> nextLevelNodes = PlayerStatsManager.Instance.levelDevelopData.levelSaveMap[currentPoint.x].levelDataList[currentPoint.y].nextLevelNodes;
if(nextLevelNodes.Count>1)
{
//生成返回地图按钮
GameObject room = Instantiate(roomPrefab, desRoomFather);
JumpInScenceNode jumpIn = room.GetComponent<JumpInScenceNode>();
jumpIn.image.sprite = mapIcon;
jumpIn.jumpDestination = 1;
jumpIn .isMap = true;
}
else
{
levelData currentLevelData = PlayerStatsManager.Instance.levelDevelopData.levelSaveMap[(int)nextLevelNodes[0].x].levelDataList[(int)nextLevelNodes[0].y];
SetUPRoom(currentLevelData);
}
}
IEnumerator UpMoveCamera()
{
if(isAngle )
{
float time = 0;
Vector3 startAngle = cameraTrans.eulerAngles;
while (time < 1)
{
cameraTrans.eulerAngles = Vector3.Lerp(startAngle, endAngle, time += Time.deltaTime * cameraSpeed);
yield return null;
}
}
else
{
float time = 0;
Vector3 startPos = cameraTrans.position ;
while (time < 1)
{
cameraTrans.position = Vector3.Lerp(startPos, endPos, time += Time.deltaTime * cameraSpeed);
yield return null;
}
}
}
public void SetUPRoom(levelData levelData )
{
if(levelData .isExtra ==false )
{
GameObject room = Instantiate(roomPrefab, desRoomFather);
JumpInScenceNode jumpIn = room.GetComponent<JumpInScenceNode>();
jumpIn.image.sprite = levelData.roomSprite;
jumpIn.jumpDestination = levelData .roomDestinationIndex;
jumpIn.line = levelData.line;
jumpIn.column = levelData.column;
}
else
{
GameObject room = Instantiate(roomPrefab, desRoomFather);
JumpInScenceNode jumpIn = room.GetComponent<JumpInScenceNode>();
jumpIn.image.sprite = monsterIcon;
jumpIn.jumpDestination = levelData.roomDestinationIndex;
jumpIn.line = levelData.line;
jumpIn.column = levelData.column;
GameObject elitRoom = Instantiate(roomPrefab, desRoomFather);
JumpInScenceNode jumpInElit = elitRoom.GetComponent<JumpInScenceNode>();
jumpInElit.image.sprite = elitIcon;
jumpInElit.jumpDestination = levelData.roomDestinationIndex;
jumpInElit.line = levelData.line;
jumpInElit.column = levelData.column;
}
}
}

15
ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegistJumpInScence.cs

@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RegistJumpInScence : MonoBehaviour
{
private void Start()
{
if (JumpInScenceManager.Instance != null)
{
JumpInScenceManager.Instance.desRoomFather = this.gameObject.transform;
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegistJumpInScence.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: aebcb808cf656554f8ac3e37083b6e1d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

26
ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegisteJumpInScenceCamera.cs

@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RegisteJumpInScenceCamera : MonoBehaviour
{
public Vector3 endVec;
public bool isAngle;
private void Start()
{
if(JumpInScenceManager .Instance != null )
{
JumpInScenceManager.Instance.cameraTrans = this.gameObject.transform;
JumpInScenceManager.Instance.isAngle = isAngle;
if(isAngle)
{
JumpInScenceManager.Instance.endAngle = endVec;
}
else
{
JumpInScenceManager.Instance.endPos = endVec;
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/JumpInScenc/RegisteJumpInScenceCamera.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f49272cebed15e24f805857ece0fed28
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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14
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LeveGeneraterNew.cs

@ -78,8 +78,9 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
// CheckNodeRule();
PlayerStatsManager.Instance.levelDevelopData.levelStep = 1;
PlayerStatsManager.Instance.levelDevelopData.currentPoint = new Vector2(0, 1);
ShowMap();
SetRoomEnemyPoolAndMap();
ShowMap();
SetRoomEnemyPoolAndMap();
}
//Éú³ÉÍø¸ñ
public void GenerateGridMap(int generatorLine, int generatorColumn)
@ -675,21 +676,24 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
{
for (int j = 0; j < LevelDevelopManager.Instance.levelMap[i].levelColumn.Count; j++)
{
LevelNode levelNode = LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent<LevelNode>();
if (LevelDevelopManager.Instance.levelMap[i].levelColumn[j].isUse == false)
{
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].gameObject.SetActive(false);
}
else
{
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent<LevelNode>().LineShow();
levelNode.LineShow();
}
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent<LevelNode>().JudgeCanEnter();
levelNode.JudgeCanEnter();
//设置房间目的地
levelNode.SetUPRoomDestination();
}
}
}
//ÔØÈë±£´æÊý¾Ý
public void SaveDataLoader()
{

1
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -224,6 +224,7 @@ public class LevelNode : MonoBehaviour
levelData.nodePos = this.transform.position;
levelData.column = column;
levelData.line = line;
levelData .roomDestinationIndex = roomDestinationIndex;
foreach (var father in fatherLevelNodes )
{
levelData.fatherLevelNodes.Add(new Vector2 (father .line ,father .column ));

4
ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddManager.cs

@ -4,10 +4,10 @@ using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class CardAddManager : MonoBehaviour
public class CardAddManager : Singleton<CardAddManager>
{
public List<Transform> cardSlots;
public GameObject cardPanel;
private void Start()
{
GeneratorRewardCard(cardSlots);

3
ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddNode.cs

@ -16,6 +16,7 @@ public class CardAddNode : MonoBehaviour
private void LoadToMapScence()
{
ScenceLoadManager.Instance.LoadTargetLevel(1);
ScenceLoadManager.Instance.JumpInSence();
CardAddManager.Instance.cardPanel.gameObject.SetActive(false);
}
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs

@ -26,7 +26,7 @@ public class LevelDevelopData_SO : ScriptableObject
public Vector3 nodePos;
public int line;//ÐÐ
public int column;//ÁÐ
public int roomDestinationIndex;//目的跳转场景
public List<Vector2> fatherLevelNodes = new List<Vector2>();
public List<Vector2> nextLevelNodes = new List<Vector2>();

3
ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs

@ -221,7 +221,8 @@ public class EventManager : Singleton <EventManager>
jumpButton .gameObject .SetActive(true);
jumpButton.onClick.RemoveAllListeners();
jumpButtonNode.targetScenceIndex = loadIndex;
jumpButton.onClick.AddListener(jumpButtonNode.JumpToScence);
// jumpButton.onClick.AddListener(jumpButtonNode.JumpToScence);
jumpButton.onClick.AddListener(ScenceLoadManager.Instance.JumpInSence);
break;
//更改切换场景按钮文案
case 104:

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

@ -14,7 +14,10 @@ public class ScenceLoadManager : Singleton <ScenceLoadManager>
{
StartCoroutine(LoadLevel(levelIndex));
}
public void JumpInSence()
{
JumpInScenceManager.Instance.JumpInSence();
}
IEnumerator LoadLevel(int levelIndex)
{
yield return new WaitForSeconds(0.5f);

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