Browse Source

效果锻造合并

pull/91/head
45 1 year ago
parent
commit
c9a8135727
  1. 7
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  2. 15
      ColorlessWorld-2024-4-2/Assets/Image/2D新场景/BackGround.mat
  3. 2
      ColorlessWorld-2024-4-2/Assets/Image/2D新场景/卡子-雕像.meta
  4. BIN
      ColorlessWorld-2024-4-2/Assets/Image/2D新场景/卡子-雕像/envir_background.jpg
  5. 2
      ColorlessWorld-2024-4-2/Assets/Image/2D新场景/卡子-雕像/envir_background.jpg.meta
  6. 137
      ColorlessWorld-2024-4-2/Assets/Image/New Material.mat
  7. 5
      ColorlessWorld-2024-4-2/Assets/Image/New Material.mat.meta
  8. BIN
      ColorlessWorld-2024-4-2/Assets/Image/character_test.png
  9. 2
      ColorlessWorld-2024-4-2/Assets/Image/character_test.png.meta
  10. BIN
      ColorlessWorld-2024-4-2/Assets/Image/lightCookie.png
  11. 127
      ColorlessWorld-2024-4-2/Assets/Image/lightCookie.png.meta
  12. BIN
      ColorlessWorld-2024-4-2/Assets/Image/图层 4.png
  13. 2
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  14. BIN
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  15. BIN
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  16. BIN
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  17. BIN
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  18. BIN
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/1/water.png
  19. 127
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  20. BIN
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  22. BIN
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  24. BIN
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  25. 127
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  26. BIN
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  27. 127
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  28. BIN
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  32. BIN
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  44. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WhiteMap_dIs_1.mat
  45. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WhiteMap_dIs_2.mat
  46. 2
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WhiteMap_dIs_3.mat
  47. 144
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WhiteMap_dIs_4.mat
  48. 8
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  49. 144
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WhiteMap_dIs_5.mat
  50. 8
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  51. 144
      ColorlessWorld-2024-4-2/Assets/Materials/Map/WhiteMap_dIs_6.mat
  52. 8
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  53. 2
      ColorlessWorld-2024-4-2/Assets/Materials/MapColorShader/AxialDissolution.mat
  54. 2
      ColorlessWorld-2024-4-2/Assets/Materials/MapColorShader/AxialDissolution.shadergraph
  55. BIN
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  56. 127
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  57. 2
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  58. 58
      ColorlessWorld-2024-4-2/Assets/Materials/MapForg/RollingFog.mat
  59. 8
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  60. 1828
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  61. 10
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  62. 58
      ColorlessWorld-2024-4-2/Assets/Materials/MapForg/RollingFog2.mat
  63. 8
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  65. 10
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  66. 21
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab
  67. 1719
      ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity
  68. 6799
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  69. 733
      ColorlessWorld-2024-4-2/Assets/Scenes/StartPoint.unity
  70. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardResourcesManager.cs
  71. 49
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/EffectForgCaseNode.cs
  72. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/EffectForgCaseNode.cs.meta
  73. 77
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForginTextLink.cs
  74. 114
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs
  75. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs
  76. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs
  77. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Relic/LegacyManager.cs
  78. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  79. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/TreasurePoint/TreasurePointManager.cs
  80. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs
  81. 2
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/Relic.csv
  82. 2
      ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/msyhbd SDF.asset
  83. 135
      ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/simkai SDF.asset
  84. 3
      ColorlessWorld-2024-4-2/ProjectSettings/EditorBuildSettings.asset
  85. 14
      ColorlessWorld-2024-4-2/ProjectSettings/VFXManager.asset

7
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15
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2
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardResourcesManager.cs

@ -251,7 +251,7 @@ public class CardResourcesManager : Singleton <CardResourcesManager>
{ {
StringBuilder sb = new StringBuilder(); StringBuilder sb = new StringBuilder();
Name.getSingleDescription(sb, kvp); Name.getSingleDescription(sb, kvp);
Debug.Log("Swage内容是" + sb.ToString()); // Debug.Log("Swage内容是" + sb.ToString());
} }
return result; return result;
} }

49
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/EffectForgCaseNode.cs

@ -0,0 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
using UnityEngine.UI;
public class EffectForgCaseNode : MonoBehaviour
{
public string linkID;
public string linkText;
public string newCondition;
public Text caseDescription;
public KeyValuePair<string, string> kvp;
public string casePostion;
public bool isSelected;//±»Ñ¡ÖÐ
public GameObject mask;
public void ChangeCardVal()
{
if(isSelected ==false )
{
if (linkID.Equals("color"))
{
ForgintPointManager.Instance.ChangeCardCaseVal(newCondition);
}
else
{
ForgintPointManager.Instance.ChangeCardColorCaseVal(kvp, linkID, casePostion);
}
ChangeMask();
}
}
public void ChangeMask()
{
foreach (EffectForgCaseNode node in ForgintPointManager.Instance.effectCaseNodeList)
{
node.mask.SetActive(false);
node.isSelected = false;
}
mask.SetActive(true);
isSelected = true;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/EffectForgCaseNode.cs.meta

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77
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForginTextLink.cs

@ -25,7 +25,6 @@ public class ForginTextLink : MonoBehaviour,IPointerClickHandler ,IPointerEnterH
private void Start() private void Start()
{ {
InsertColor(cardDescription.text); InsertColor(cardDescription.text);
DetermineTheLocation(cardDescription.text);
} }
//插入颜色,高亮可以被锻造的地方 //插入颜色,高亮可以被锻造的地方
public void InsertColor(string inputString) public void InsertColor(string inputString)
@ -43,35 +42,7 @@ public class ForginTextLink : MonoBehaviour,IPointerClickHandler ,IPointerEnterH
cardDescription.text = result; cardDescription.text = result;
} }
//判断效果是在颜色前后
private void DetermineTheLocation(string inputString)
{
// 正则表达式匹配 <link> 标签
string pattern = @"<link>";
// 替换函数
string result = Regex.Replace(inputString, pattern, match =>
{
// 获取匹配的位置
int index = match.Index;
// 查找 <link=color> 的位置
int colorLinkIndex = inputString .IndexOf("<link=color>");
// 如果 <link> 在 <link=color> 之前
if (index < colorLinkIndex)
{
return "<link=-1>";
}
// 如果 <link> 在 <link=color> 之后
else
{
return "<link=1>";
}
});
cardDescription.text = result;
}
private void LateUpdate() private void LateUpdate()
{ {
if(isHover ) if(isHover )
@ -154,9 +125,16 @@ public class ForginTextLink : MonoBehaviour,IPointerClickHandler ,IPointerEnterH
{ {
//执行方法 //执行方法
TMP_LinkInfo linkInfo = cardDescription.textInfo.linkInfo[linkIndex]; TMP_LinkInfo linkInfo = cardDescription.textInfo.linkInfo[linkIndex];
Debug.Log(linkInfo.GetLinkID()); // Debug.Log(linkInfo.GetLinkID());
Debug.Log(linkInfo.GetLinkText()); // Debug.Log(linkInfo.GetLinkText());
ForgintPointManager.Instance.effectSelectPlan.SetActive(true); ForgintPointManager.Instance.effectSelectPlan.SetActive(true);
ForgintPointManager.Instance.newEffectCardID = ForgintPointManager.Instance.chooseCardEntity.cardId;
ForgintPointManager.Instance.CreatEffectForgingCardPreview();
string targetString = "<link=\"" + linkInfo.GetLinkID() + "\">";
Debug.Log(targetString);
ForgintPointManager.Instance.SetUPCaseChoosePanel(linkInfo.GetLinkID(), linkInfo.GetLinkText(), ForgintPointManager.Instance.chooseCardEntity.cardOriginalData, CheckTagPosition(cardDescription.text, targetString));
} }
} }
@ -215,4 +193,41 @@ public class ForginTextLink : MonoBehaviour,IPointerClickHandler ,IPointerEnterH
cardDescription.UpdateVertexData(TMP_VertexDataUpdateFlags.All); cardDescription.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
} }
//查找link位置
public string CheckTagPosition(string targetText, string dynamicTag)
{
// 定义目标标签
string targetTag = "<link=color>";
// 判断动态标签是否存在
if (!Regex.IsMatch(targetText, Regex.Escape(dynamicTag)))
{
Debug.Log($"{dynamicTag} 不存在于目标字符串中");
return Name.CardChangePosition .Condition;
}
// 构建正则表达式,匹配动态标签和 <link=color> 的位置关系
string patternDynamicBefore = $"{Regex.Escape(dynamicTag)}.*?{Regex.Escape(targetTag)}";
string patternDynamicAfter = $"{Regex.Escape(targetTag)}.*?{Regex.Escape(dynamicTag)}";
// 检查动态标签是否在 <link=color> 之前
if (Regex.IsMatch(targetText, patternDynamicBefore))
{
Debug.Log($"{dynamicTag} 存在于目标字符串中,并且在 {targetTag} 之前");
return Name.CardChangePosition.PartOne;
}
// 检查动态标签是否在 <link=color> 之后
else if (Regex.IsMatch(targetText, patternDynamicAfter))
{
Debug.Log($"{dynamicTag} 存在于目标字符串中,并且在 {targetTag} 之后");
return Name.CardChangePosition.PartTwo;
}
// 如果动态标签存在,但位置关系无法确定
else
{
Debug.Log($"{dynamicTag} 存在于目标字符串中,但与 {targetTag} 的位置关系无法确定");
return Name.CardChangePosition.Condition;
}
}
} }

114
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs

@ -3,15 +3,15 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
using Unity.VisualScripting; using Unity.VisualScripting;
using Unity.VisualScripting.Antlr3.Runtime.Collections;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.Windows;
using static GameManager; using static GameManager;
using static UnityEngine.Rendering.DebugUI;
public class ForgintPointManager : Singleton<ForgintPointManager> public class ForgintPointManager : Singleton<ForgintPointManager>
{ {
@ -66,15 +66,21 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
public GameObject colorSelectUI; public GameObject colorSelectUI;
[Header("相机移动脚本组件")] [Header("相机移动脚本组件")]
public CameraCtrl cameraCtrl; public CameraCtrl cameraCtrl;
[Header("锻造卡牌控件")] [Header("颜色锻造卡牌控件")]
// public CardOriginalData cardData; // public CardOriginalData cardData;
public Transform frogingCardPreviewFather;//锻造卡牌预览位置 public Transform frogingCardPreviewFather;//锻造卡牌预览位置
public string newCardID;//预览锻造中的卡牌 public string newCardID;//预览锻造中的卡牌
public CardEntity newColorForgingCard;//锻造卡牌预览大图 public CardEntity newColorForgingCard;//锻造卡牌预览大图
[Header("效果锻造卡牌控件")]
public Transform effectFrogingCardPreviewFather;//锻造卡牌预览位置
public string newEffectCardID;//预览锻造中的卡牌
public CardEntity newEffectForgingCard;//锻造卡牌预览大图
[Header("进入颜色锻造按钮")] [Header("进入颜色锻造按钮")]
public GameObject enterColorForgin; public GameObject enterColorForgin;
[Header("进入效果锻造选择界面")] [Header("进入效果锻造选择界面")]
public GameObject effectSelectPlan; public GameObject effectSelectPlan;
[Header("效果锻造选择项")]
public List<EffectForgCaseNode> effectCaseNodeList;//锻造效果随机选项
private void Start() private void Start()
{ {
eventData = new PointerEventData(eventSystem); eventData = new PointerEventData(eventSystem);
@ -135,13 +141,13 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
} }
break; break;
case ForgingStats.effectForg: case ForgingStats.effectForg:
eventData.position = Mouse.current.position.value; /* eventData.position = Mouse.current.position.value;
eventSystem.RaycastAll(eventData, result); eventSystem.RaycastAll(eventData, result);
if (result.Count > 0 && result[0].gameObject.tag == "Card") if (result.Count > 0 && result[0].gameObject.tag == "Card")
{ {
ChooseViewCard(result[0].gameObject.GetComponent<CardEntity>().cardId); ChooseViewCard(result[0].gameObject.GetComponent<CardEntity>().cardId);
} }*/
break; break;
} }
@ -419,6 +425,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
} }
} }
//锻造卡牌生成卡牌大图 //锻造卡牌生成卡牌大图
//颜色锻造
public void CreatForgingCardPreview() public void CreatForgingCardPreview()
{ {
if (newColorForgingCard != null) if (newColorForgingCard != null)
@ -430,6 +437,22 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
card.transform.localPosition = new Vector3(0, 0, 0); card.transform.localPosition = new Vector3(0, 0, 0);
newColorForgingCard = card.GetComponent<CardEntity>(); newColorForgingCard = card.GetComponent<CardEntity>();
} }
//效果锻造
public void CreatEffectForgingCardPreview()
{
if (newEffectForgingCard != null)
{
if(newEffectForgingCard .CardId != chooseCardEntity .CardId )
{
CardOriginalDataList.Instance.existEffectCardOriginalDataList.Remove(newEffectForgingCard.cardId);
}
Destroy(newEffectForgingCard.gameObject);
}
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(newEffectCardID, effectFrogingCardPreviewFather);
card.transform.localScale = new Vector3(3.45f, 3.45f, 3.45f);
card.transform.localPosition = new Vector3(0, 0, 0);
newEffectForgingCard = card.GetComponent<CardEntity>();
}
//锻造改色方法 //锻造改色方法
public void ChangeColor(int color) public void ChangeColor(int color)
{ {
@ -521,6 +544,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
newCardID = null; newCardID = null;
} }
//确认锻造卡牌 //确认锻造卡牌
//颜色锻造
public void ConfirmForgingCard() public void ConfirmForgingCard()
{ {
//todo-唯一标识删卡 //todo-唯一标识删卡
@ -531,6 +555,17 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
GenerateViewCard(); GenerateViewCard();
Destroy(chooseCardEntity.gameObject); Destroy(chooseCardEntity.gameObject);
} }
//效果锻造
public void ConfirmForgingEffectCard()
{
//todo-唯一标识删卡
PlayerStatsManager.Instance.cardDeck.cardDeckList.Remove(chooseCardEntity.CardId);
PlayerStatsManager.Instance.cardDeck.cardDeckList.Add(newEffectCardID);
newEffectCardID = null;
LoadCardId();
GenerateViewCard();
Destroy(chooseCardEntity.gameObject);
}
//刷新锻造地块 //刷新锻造地块
public void RefreshColorMap() public void RefreshColorMap()
{ {
@ -633,6 +668,73 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
} }
} }
} }
//组装效果界面
public void SetUPCaseChoosePanel(string linkID ,string linkText ,CardOriginalData cardOriginalData,string postion )
{
if(linkID .Equals ("color"))
{
List <string > caseList = CardResourcesManager .Instance .getCardCondition(linkText);
for(int i=0;i< effectCaseNodeList.Count;i++)
{
effectCaseNodeList[i].linkID = linkID;
effectCaseNodeList[i].linkText = linkText;
effectCaseNodeList[i].caseDescription.text = caseList[i];
effectCaseNodeList[i].newCondition = caseList[i];
effectCaseNodeList[i].casePostion = postion;
}
}
else
{
Dictionary<string, string> effectVal = CardResourcesManager.getFunAndValForSwage(cardOriginalData.Cost, linkID);
List <string > sbList = new List <string >();
List <KeyValuePair<string, string>> kvpList = new List <KeyValuePair<string, string>>();
foreach (KeyValuePair<string, string> kvp in effectVal)
{
StringBuilder sb = new StringBuilder();
Name.getSingleDescription(sb, kvp);
sbList .Add(sb.ToString());
kvpList.Add(kvp);
// Debug.Log("Swage内容是" + sb.ToString());
}
for (int i = 0; i < sbList.Count; i++)
{
effectCaseNodeList[i].kvp = kvpList[i];
effectCaseNodeList[i].linkID = linkID;
effectCaseNodeList[i].linkText = linkText;
effectCaseNodeList[i].caseDescription.text = sbList[i];
effectCaseNodeList[i].newCondition = sbList[i];
effectCaseNodeList[i].casePostion = postion;
}
}
//刷新按钮状态
foreach (EffectForgCaseNode node in effectCaseNodeList)
{
node.mask.SetActive(false);
node.isSelected = false;
}
}
//更改条件按钮
public void ChangeCardCaseVal(string newCondition)
{
string cardID = CardManager.Instance.switchCardCondition(chooseCardEntity.cardOriginalData, newCondition);
newEffectCardID = cardID;
Debug.Log(cardID);
CreatEffectForgingCardPreview();
}
//更改效果按钮
public void ChangeCardColorCaseVal(KeyValuePair<string, string> kvp,string originFun,string position)
{
string cardID = CardManager.Instance.switchCardFunAndVal(chooseCardEntity.cardOriginalData,kvp, position, originFun);
newEffectCardID = cardID;
Debug.Log(cardID);
CreatEffectForgingCardPreview();
}
public void ChangeInforText(int x,int y,string massage,int costPoint) public void ChangeInforText(int x,int y,string massage,int costPoint)
{ {
nodeInforList[(x,y)].ChangeText(massage,costPoint); nodeInforList[(x,y)].ChangeText(massage,costPoint);
@ -647,4 +749,6 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
{ {
cameraCtrl.transform.position = cameraCtrl.cameraOffsetPonit.position; cameraCtrl.transform.position = cameraCtrl.cameraOffsetPonit.position;
} }
} }

22
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -67,13 +67,31 @@ public class LevelNode : MonoBehaviour
roomDestinationIndex = 4; roomDestinationIndex = 4;
break; break;
case LevelDevelopManager.RoomType.campfire: case LevelDevelopManager.RoomType.campfire:
roomDestinationIndex = 7; roomDestinationIndex = 14;
break; break;
case LevelDevelopManager.RoomType.incident: case LevelDevelopManager.RoomType.incident:
roomDestinationIndex = 3; roomDestinationIndex = 3;
break; break;
case LevelDevelopManager.RoomType.treasure: case LevelDevelopManager.RoomType.treasure:
roomDestinationIndex = 3; roomDestinationIndex = 10;
break;
case LevelDevelopManager.RoomType.forging:
roomDestinationIndex = 9;
break;
case LevelDevelopManager.RoomType.deleteCard:
roomDestinationIndex = 12;
break;
case LevelDevelopManager.RoomType.addCard:
roomDestinationIndex = 11;
break;
case LevelDevelopManager.RoomType.resource:
roomDestinationIndex = 13;
break;
case LevelDevelopManager.RoomType.potion:
roomDestinationIndex = 15;
break;
case LevelDevelopManager.RoomType.start:
roomDestinationIndex = 16;
break; break;
} }
} }

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

@ -321,11 +321,11 @@ public class Player : MonoBehaviour
{ {
if (point.x < transform.position.x) if (point.x < transform.position.x)
{ {
anim.transform.localScale = new Vector3(-0.17f, 0.17f, 0.17f); anim.transform.localScale = new Vector3(-0.1f, 0.1f, 0.1f);
} }
else else
{ {
anim.transform.localScale = new Vector3(0.17f, 0.17f, 0.17f); anim.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
} }
} }
public void StepPreviewInfluencedNode(int step)//可移动格子预览 public void StepPreviewInfluencedNode(int step)//可移动格子预览

11
ColorlessWorld-2024-4-2/Assets/Scripts/Relic/LegacyManager.cs

@ -22,10 +22,12 @@ public class LegacyManager : Singleton <LegacyManager>
; ;
public HashSet<string> commonRelicsSet = new HashSet<string> public HashSet<string> commonRelicsSet = new HashSet<string>
{Name.Legacy.LegacyNode_GoldVines, {
Name.Legacy.LegacyNode_SnakeGall,Name.Legacy.LegacyNode_AgnisTorch Name .Legacy .LegacyNode_BloodBorne,
} Name .Legacy .LegacyNode_BloodTax,
; Name .Legacy .LegacyNode_Parasol
};
[Header("从玩家数据读过来的遗物类名表")] [Header("从玩家数据读过来的遗物类名表")]
public List<string> relicClassNameList = new List<string>(); public List<string> relicClassNameList = new List<string>();
@ -112,6 +114,7 @@ public class LegacyManager : Singleton <LegacyManager>
public HashSet<string> getRandomRelicForCommon(int count) public HashSet<string> getRandomRelicForCommon(int count)
{ {
HashSet<string> trueSet = new HashSet<string>(commonRelicsSet); HashSet<string> trueSet = new HashSet<string>(commonRelicsSet);
foreach (string relic in relicClassNameList) foreach (string relic in relicClassNameList)
{ {
if (trueSet.Contains(relic)) if (trueSet.Contains(relic))

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

@ -133,7 +133,7 @@ public static class Name
if (cardOriginalData.condition[0] != Name.none) if (cardOriginalData.condition[0] != Name.none)
{ {
sb.Append(";"); sb.Append(";");
sb.Append("<link>"); sb.Append("<link=color>");
sb.Append(cardOriginalData.condition[0]); sb.Append(cardOriginalData.condition[0]);
sb.Append("</link>"); sb.Append("</link>");
sb.Append(","); sb.Append(",");

1
ColorlessWorld-2024-4-2/Assets/Scripts/TreasurePoint/TreasurePointManager.cs

@ -19,6 +19,7 @@ public class TreasurePointManager : Singleton<TreasurePointManager>
HashSet <string > relicList = LegacyManager.Instance.getRandomRelicForCommon(treasureCount); HashSet <string > relicList = LegacyManager.Instance.getRandomRelicForCommon(treasureCount);
foreach (var relicName in relicList) foreach (var relicName in relicList)
{ {
Debug.Log(relicName);
var relicNode = LegacyManager.Instance.ShowRelicAsSale(relicEmptyPrefab, relicName, relicFatcher); var relicNode = LegacyManager.Instance.ShowRelicAsSale(relicEmptyPrefab, relicName, relicFatcher);
RelicSaleNode relicSaleNode = relicNode.GetComponent<RelicSaleNode>(); RelicSaleNode relicSaleNode = relicNode.GetComponent<RelicSaleNode>();

6
ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs

@ -27,7 +27,7 @@ public class CardManager : Singleton<CardManager>
//CardOriginalData newCardOriginalData=cardOriginalData; //CardOriginalData newCardOriginalData=cardOriginalData;
CardOriginalData newCardOriginalData = JsonConvert.DeserializeObject<CardOriginalData>(JsonConvert.SerializeObject(cardOriginalData)); CardOriginalData newCardOriginalData = JsonConvert.DeserializeObject<CardOriginalData>(JsonConvert.SerializeObject(cardOriginalData));
newCardOriginalData.condition[0] = newCondition; newCardOriginalData.condition[0] = newCondition;
string newCardId=AddElementToDictionary(CardOriginalDataList.Instance.existCardOriginalDataList, cardOriginalData.CardId, newCardOriginalData); string newCardId=AddElementToDictionary(CardOriginalDataList.Instance.existEffectCardOriginalDataList, cardOriginalData.CardId, newCardOriginalData);
return newCardId; return newCardId;
} }
@ -65,12 +65,12 @@ public class CardManager : Singleton<CardManager>
{ {
if (kvp.Key.Equals(originFun)) if (kvp.Key.Equals(originFun))
{ {
newCardOriginalData.commonFunctionVal.Remove(kvp.Key); newCardOriginalData.conditionFunctionVal.Remove(kvp.Key);
} }
} }
newCardOriginalData.conditionFunctionVal.Add(newFunAndVal.Key, newFunAndVal.Value); newCardOriginalData.conditionFunctionVal.Add(newFunAndVal.Key, newFunAndVal.Value);
} }
string newCardId = AddElementToDictionary(CardOriginalDataList.Instance.existCardOriginalDataList, cardOriginalData.CardId, newCardOriginalData); string newCardId = AddElementToDictionary(CardOriginalDataList.Instance.existEffectCardOriginalDataList, cardOriginalData.CardId, newCardOriginalData);
return newCardId; return newCardId;
} }

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

@ -1,7 +1,7 @@
5001,LegacyNode_BloodBorne,RelicsIcon/LegacyNode_AgnisTorch,鲜血圣杯,红被改变颜色时,对当前地块施加4层流血 5001,LegacyNode_BloodBorne,RelicsIcon/LegacyNode_AgnisTorch,鲜血圣杯,红被改变颜色时,对当前地块施加4层流血
5002,LegacyNode_WasteReconstructor,RelicsIcon/LegacyNode_VulcanHammer,废物再生器,每有卡牌被丢弃时,在随机敌人脚下生成红 5002,LegacyNode_WasteReconstructor,RelicsIcon/LegacyNode_VulcanHammer,废物再生器,每有卡牌被丢弃时,在随机敌人脚下生成红
5003,LegacyNode_BloodTax,RelicsIcon/LegacyNode_AncientSilverCoin,血税,每有一个单位死亡,流血伤害+1 5003,LegacyNode_BloodTax,RelicsIcon/LegacyNode_AncientSilverCoin,血税,每有一个单位死亡,流血伤害+1
5004,LegacyNode_Parasol,RelicsIcon/LegacyNode_EnchantedConch,阳伞,"玩家回合涂色格数>9,获得7点护盾" 5004,LegacyNode_Parasol,RelicsIcon/LegacyNode_EnchantedConch,阳伞,玩家回合涂色格数>9,获得7点护盾
5005,LegacyNode_Sneakers,RelicsIcon/LegacyNode_GoldVines,运动鞋,每当有单位死亡,移动力恢复至上限,1回合只触发一次 5005,LegacyNode_Sneakers,RelicsIcon/LegacyNode_GoldVines,运动鞋,每当有单位死亡,移动力恢复至上限,1回合只触发一次
5007,LegacyNode_BigBackpack,RelicsIcon/LegacyNode_Starfish,大背包,每丢弃一张牌获得3点护甲 5007,LegacyNode_BigBackpack,RelicsIcon/LegacyNode_Starfish,大背包,每丢弃一张牌获得3点护甲
5008,LegacyNode_FreeBullet,RelicsIcon/LegacyNode_SuspiciousMushroom,免费子弹,第5次释放的涂色牌消耗为0 5008,LegacyNode_FreeBullet,RelicsIcon/LegacyNode_SuspiciousMushroom,免费子弹,第5次释放的涂色牌消耗为0

1 5001 LegacyNode_BloodBorne RelicsIcon/LegacyNode_AgnisTorch 鲜血圣杯 红被改变颜色时,对当前地块施加4层流血
2 5002 LegacyNode_WasteReconstructor RelicsIcon/LegacyNode_VulcanHammer 废物再生器 每有卡牌被丢弃时,在随机敌人脚下生成红
3 5003 LegacyNode_BloodTax RelicsIcon/LegacyNode_AncientSilverCoin 血税 每有一个单位死亡,流血伤害+1
4 5004 LegacyNode_Parasol RelicsIcon/LegacyNode_EnchantedConch 阳伞 玩家回合涂色格数>9,获得7点护盾 玩家回合涂色格数>9,获得7点护盾
5 5005 LegacyNode_Sneakers RelicsIcon/LegacyNode_GoldVines 运动鞋 每当有单位死亡,移动力恢复至上限,1回合只触发一次
6 5007 LegacyNode_BigBackpack RelicsIcon/LegacyNode_Starfish 大背包 每丢弃一张牌获得3点护甲
7 5008 LegacyNode_FreeBullet RelicsIcon/LegacyNode_SuspiciousMushroom 免费子弹 第5次释放的涂色牌消耗为0

2
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/msyhbd SDF.asset

File diff suppressed because one or more lines are too long

135
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/simkai SDF.asset

File diff suppressed because one or more lines are too long

3
ColorlessWorld-2024-4-2/ProjectSettings/EditorBuildSettings.asset

@ -53,4 +53,7 @@ EditorBuildSettings:
- enabled: 1 - enabled: 1
path: Assets/Scenes/PotionPoint.unity path: Assets/Scenes/PotionPoint.unity
guid: c5131fa7bd21ee84c9d32d0910cc6036 guid: c5131fa7bd21ee84c9d32d0910cc6036
- enabled: 1
path: Assets/Scenes/StartPoint.unity
guid: c4988a4319acc59448774585bce1311a
m_configObjects: {} m_configObjects: {}

14
ColorlessWorld-2024-4-2/ProjectSettings/VFXManager.asset

@ -3,10 +3,16 @@
--- !u!937362698 &1 --- !u!937362698 &1
VFXManager: VFXManager:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_IndirectShader: {fileID: 0} m_IndirectShader: {fileID: 7200000, guid: 84a17cfa13e40ae4082ef42714f0a81c, type: 3}
m_CopyBufferShader: {fileID: 0} m_CopyBufferShader: {fileID: 7200000, guid: 23c51f21a3503f6428b527b01f8a2f4e, type: 3}
m_SortShader: {fileID: 0} m_SortShader: {fileID: 7200000, guid: ea257ca3cfb12a642a5025e612af6b2a, type: 3}
m_StripUpdateShader: {fileID: 0} m_StripUpdateShader: {fileID: 7200000, guid: 8fa6c4009fe2a4d4486c62736fc30ad8, type: 3}
m_EmptyShader: {fileID: 4800000, guid: 33a2079f6a2db4c4eb2e44b33f4ddf6b, type: 3}
m_RenderPipeSettingsPath: m_RenderPipeSettingsPath:
m_FixedTimeStep: 0.016666668 m_FixedTimeStep: 0.016666668
m_MaxDeltaTime: 0.05 m_MaxDeltaTime: 0.05
m_MaxScrubTime: 30
m_CompiledVersion: 7
m_RuntimeVersion: 35
m_RuntimeResources: {fileID: 11400000, guid: bc10b42afe3813544bffd38ae2cd893d, type: 2}
m_BatchEmptyLifetime: 300

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