Browse Source

0516修正

pull/118/head
yjm484 9 months ago
parent
commit
c907f74f98
  1. 8
      ColorlessWorld-2024-4-2/Assets/GameDate/PlayerState.asset
  2. 12
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  3. 23
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  4. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardResourcesManager.cs
  5. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs
  6. 45
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  7. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs
  8. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs
  9. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  10. 2
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv

8
ColorlessWorld-2024-4-2/Assets/GameDate/PlayerState.asset

@ -14,17 +14,17 @@ MonoBehaviour:
m_EditorClassIdentifier:
playerName: Julius
maxStepRange: 5
currentStepRange: 0
currentStepRange: 5
maxCost: 10
currentCost: 8
currentCost: 7
maxShieldValue: 0
currentShieldValue: 0
maxHP: 1000
currentHP: 966
currentHP: 916
cardRewardNumToChoose: 0
cardRewardNumToGget: 0
canColorCount: 20
castRange: 2
money: 476
money: 10000
forgingPoint: 50
priceMultiplier: 1

12
ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset

@ -21,11 +21,11 @@ MonoBehaviour:
- 2041
- 2042
- 2043
- 2044
- 2019
- 2045
- 2046
- 2019
- 2047
- 1010
- 1010
- 1005
- 1005
- 2018
- 2019
- 2018
- 2018

23
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -206,7 +206,7 @@ public class CardEntity : MonoBehaviour
//createCardUI(needTrueFun);
createCardDescription();
createCardName();
//createCardCost();
createCardCostInit();
//createCardImage();
createCardImageTest();
this.cardIndex = cardIndex;
@ -224,7 +224,7 @@ public class CardEntity : MonoBehaviour
createEffectCardUI(needTrueFun);
createCardDescription();
createCardName();
//createCardCost();
createCardCostInit();
createCardImage();
//createCardImageTest();
this.cardIndex = cardIndex;
@ -246,7 +246,7 @@ public class CardEntity : MonoBehaviour
createCardName();
createCardImage();
//createCardCost();
createCardCostInit();
//createCardImage();
//createCardImageTest();
this.cardIndex = cardIndex;
@ -434,6 +434,23 @@ public class CardEntity : MonoBehaviour
}
}
public void createCardCostInit()
{
/* if (cardOriginalData.FunctionVal.ContainsKey(CardFunction.xCost))
{
cost.text = "X";
}
else
{*/
(currentCost, currentCostType) = CardResourcesManager.Instance.getCardCostInit(this);
cost.text = currentCost.ToString();
if (currentCost != lastCost)
{
lastCost = currentCost;
CheckUse();
}
}
public void createCardUI(bool needTrueFun)
{

8
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardResourcesManager.cs

@ -135,6 +135,14 @@ public class CardResourcesManager : Singleton <CardResourcesManager>
return (cost, costType);
}
public (int trueCost, string trueCostType) getCardCostInit(CardEntity cardEntity)
{
CardOriginalData cardOriginalData = cardEntity.cardOriginalData;
int cost = cardOriginalData.Cost;
string costType = cardOriginalData.costType.Substring(0);
MathTool.keepNature(ref cost);
return (cost, costType);
}
public (int trueCost, string trueCostType) getCardCostForSettle(CardOriginalData cardOriginalData)
{
int cost = cardOriginalData.Cost;

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

@ -216,6 +216,8 @@ public static class CardFunction
public const string infection = "119";
//下回合能量上限-1
public const string nextRoundCostMinusOne = "120";
//»÷ÍË·¶Î§
public const string repelRound = "121";

45
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs

@ -218,6 +218,7 @@ public static class Name
public static void getSingleDescription(StringBuilder sb, KeyValuePair<string, string> kvp)
{
Debug.Log("KeyValuePair是" + kvp.Key + "|" + kvp.Value);
switch (kvp.Key)
{
case CardFunction.cardDamage:
@ -363,6 +364,9 @@ public static class Name
case CardFunction.teleportAround:
sb.Append("玩家出现在周围随机1格");
break;
case CardFunction.infCastRange:
sb.Append("无限施法距离");
break;
case CardFunction.drawEffectCard:
sb.Append("抽" + kvp.Value + "张效果牌");
break;
@ -435,8 +439,44 @@ public static class Name
case CardFunction.bleedForRedNode:
sb.Append("对红色地块造成" + kvp.Value + "层流血");
break;
case CardFunction.shieldToDamage:
sb.Append("对目标造成护盾值的伤害");
break;
case CardFunction.damageForRedNode:
sb.Append("对红色地块造成" + kvp.Value + "点伤害");
//sb.Append("对红色地块造成" + Usermanager.Instance.DamageCalculation(int.Parse(kvp.Value)) + "点伤害");
if (Usermanager.Instance != null)
{
sb.Append("对红色地块造成" + Usermanager.Instance.DamageCalculation(int.Parse(kvp.Value)) + "点伤害");
}
else
{
sb.Append("对红色地块造成" + kvp.Value + "点伤害");
}
break;
case CardFunction.damageForBlueNode:
if (Usermanager.Instance != null)
{
sb.Append("对蓝色地块造成" + Usermanager.Instance.DamageCalculation(int.Parse(kvp.Value)) + "点伤害");
}
else
{
sb.Append("对蓝色地块造成" + kvp.Value + "点伤害");
}
break;
case CardFunction.damagexyForBlueNode:
string[] valuesA = kvp.Value.Split("&");
if (Usermanager.Instance != null)
{
sb.Append("对蓝色地块造成" + Usermanager.Instance.DamageCalculation(int.Parse(valuesA[0])) + "点伤害" + valuesA[1] + "次");
}
else
{
sb.Append("对蓝色地块造成" + int.Parse(valuesA[0]) + "点伤害" + valuesA[1] + "次");
}
break;
case CardFunction.nextRoundCostMinusOne:
sb.Append("下回合能量回复-1");
break;
case CardFunction.damagexy:
string[] values = kvp.Value.Split("&");
@ -450,6 +490,9 @@ public static class Name
case CardFunction.repel:
sb.Append("击退" + kvp.Value + "格");
break;
case CardFunction.repelRound:
sb.Append("击退范围1的单位" + kvp.Value + "格");
break;
case CardFunction.reduceCost:
sb.Append("<link=\"" + kvp.Key + "\">费用-" + kvp.Value + "</link>");
break;

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

@ -204,6 +204,8 @@ public class BuffDataManager : Singleton<BuffDataManager>
return "本回合无法释放效果牌";
case AbnormalCondition.nextDyeingCardRangeAddTwo:
return "下张涂色牌施法距离+2";
case AbnormalCondition.nextRoundCostMinusOne:
return "下回合能量回复-1";
}
return " ";

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

@ -225,7 +225,7 @@ public class MapUnityManager : Singleton<MapUnityManager>
castPool= getNodeTools.getAllCanUseNode();
foreach (MapUnity mapUnity in castPool)
{
mapUnity.EffectInfluenced(castPool);
mapUnity.PlayerCastRangeInf(castPool);
}
}
}

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

@ -548,7 +548,8 @@ public class SettlementManager : Singleton<SettlementManager>
public void teleportAround(List<MapUnity> influencePreviewPool)
{
HashSet<MapUnity> targets = new HashSet<MapUnity> { influencePreviewPool[0] };
getNodeTools.getCircleNode(targets, 1);
getNodeTools.getCircleNodeExceptSelf(targets, 1);
getNodeTools.exceptWithEnemyNode(targets);
HashSet<MapUnity> targetNode = MathTool.GetRandomElements(targets, 1);
getNodeTools.playerTeleportToNode(targetNode.ElementAt(0));
@ -1057,6 +1058,7 @@ public class SettlementManager : Singleton<SettlementManager>
//
break;
case CardFunction.repel:
case CardFunction.repelRound:
repelFromPlayer(influencePreviewPool, targetNode,int.Parse(kvp.Value));
break;
case CardFunction.repelToEnd:

2
ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv

@ -15,7 +15,7 @@
2021,1,1,90,1,blue>7,89,1,none,0_0,EffectCardIcon/血怒,0,3,1,血怒,none
2022,1,3,68,1,red>5,69,1,68,0_0,EffectCardIcon/抽血,1,3,0,抽血,none
2023,1,1,52,2,yellow>5,52,3,52,0_0,EffectCardIcon/踢击,1,1,0,踢击,none
2024,1,1,52,1,red>10,52,2,52,0_1;1_0;0_-1;-1_0;-1_1;-1_-1,EffectCardIcon/展翅,0,1,0,展翅,击退2格
2024,1,1,121,1,red>10,121,2,121,0_1;1_0;0_-1;-1_0;-1_1;-1_-1,EffectCardIcon/展翅,0,1,0,展翅,击退2格
2026,1,1,40,2,blue>5,16,1,none,0_0,EffectCardIcon/疾跑,0,2,0,疾跑,none
2027,1,2,5;58,2;2,blue>10,5;58,3;3,5;58,0_0,EffectCardIcon/穷追猛砍,1,2,0,穷追猛砍,none
2028,1,1,53,6&2,aroundblue=4,53,6&4,53,0_1;1_0;0_-1;-1_0;-1_1;-1_-1,EffectCardIcon/剑刃风暴,1,3,0,剑刃风暴,none

1 ID 消耗类型 消耗数值 基础功能 数值 条件 额外功能 数值 否定功能 地块标记 图片路径 施法范围 稀有度 消耗 名字 卡牌描述
15 2021 1 1 90 1 blue>7 89 1 none 0_0 EffectCardIcon/血怒 0 3 1 血怒 none
16 2022 1 3 68 1 red>5 69 1 68 0_0 EffectCardIcon/抽血 1 3 0 抽血 none
17 2023 1 1 52 2 yellow>5 52 3 52 0_0 EffectCardIcon/踢击 1 1 0 踢击 none
18 2024 1 1 52 121 1 red>10 52 121 2 52 121 0_1;1_0;0_-1;-1_0;-1_1;-1_-1 EffectCardIcon/展翅 0 1 0 展翅 击退2格
19 2026 1 1 40 2 blue>5 16 1 none 0_0 EffectCardIcon/疾跑 0 2 0 疾跑 none
20 2027 1 2 5;58 2;2 blue>10 5;58 3;3 5;58 0_0 EffectCardIcon/穷追猛砍 1 2 0 穷追猛砍 none
21 2028 1 1 53 6&2 aroundblue=4 53 6&4 53 0_1;1_0;0_-1;-1_0;-1_1;-1_-1 EffectCardIcon/剑刃风暴 1 3 0 剑刃风暴 none
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