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public void AttackRangePreviewInfluencedNode(MapUnity enemyNode, int step,List influencePreviewPool)//可移动格子预览 - { - influencePreviewPool .Clear(); - //GameManager.Instance.playerOn.InfluencePool = GameManager.Instance.playerOn.unitPool; - MapUnity playerNode = enemyNode; - MapUnity currentNode = enemyNode; - MapUnity xRememberNode = enemyNode; - //Vector2 currentPoint = new Vector2(currentNode.locationX, currentNode.locationY); - //Vector2 surchPoint = new Vector2(currentNode.locationX, currentNode.locationY-step); - - //迭代六次-逆时针 - //向左 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[0] != null) - { - xRememberNode = xRememberNode.unitPool[0];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[5] != null) - { - influencePreviewPool.Add(currentNode.unitPool[5]); - currentNode = currentNode.unitPool[5]; - } - else break; - - } - } - //向左下 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[5] != null) - { - xRememberNode = xRememberNode.unitPool[5];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[4] != null) - { - influencePreviewPool.Add(currentNode.unitPool[4]); - currentNode = currentNode.unitPool[4]; - } - else break; - - } - } - //向右 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[4] != null) - { - xRememberNode = xRememberNode.unitPool[4];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[3] != null) - { - influencePreviewPool.Add(currentNode.unitPool[3]); - currentNode = currentNode.unitPool[3]; - } - else break; - - } - } - //向右上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[3] != null) - { - xRememberNode = xRememberNode.unitPool[3];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[2] != null) - { - influencePreviewPool.Add(currentNode.unitPool[2]); - currentNode = currentNode.unitPool[2]; - } - else break; - - } - } - //向上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[2] != null) - { - xRememberNode = xRememberNode.unitPool[2];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[1] != null) - { - influencePreviewPool.Add(currentNode.unitPool[1]); - currentNode = currentNode.unitPool[1]; - } - else break; - - } - } - //向左上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[1] != null) - { - xRememberNode = xRememberNode.unitPool[1];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[0] != null) - { - influencePreviewPool.Add(currentNode.unitPool[0]); - currentNode = currentNode.unitPool[0]; - } - else break; - - } - } - - //迭代六次-顺时针 - //向左 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[5] != null) - { - xRememberNode = xRememberNode.unitPool[5];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[0] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[0]); - currentNode = currentNode.unitPool[0]; - } - } - else break; - - } - } - //向左下 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[4] != null) - { - xRememberNode = xRememberNode.unitPool[4];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[5] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[5]); - currentNode = currentNode.unitPool[5]; - } - } - else break; - - } - } - //向右 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[3] != null) - { - xRememberNode = xRememberNode.unitPool[3];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[4] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[4]); - currentNode = currentNode.unitPool[4]; - } - } - else break; - - } - } - //向右上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[2] != null) - { - xRememberNode = xRememberNode.unitPool[2];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[3] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[3]); - currentNode = currentNode.unitPool[3]; - } - } - else break; - - } - } - //向上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[1] != null) - { - xRememberNode = xRememberNode.unitPool[1];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[2] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[2]); - currentNode = currentNode.unitPool[2]; - } - } - else break; - - } - } - //向左上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[0] != null) - { - xRememberNode = xRememberNode.unitPool[0];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[1] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[1]); - currentNode = currentNode.unitPool[1]; - } - } - else break; - - } - } - - List disInfluencePreviewPool = influencePreviewPool.Distinct(new MapUnityCompare()).ToList(); - HashSet hashPool = disInfluencePreviewPool.ToHashSet(); - //遍历影响池变色 - foreach ( var i in disInfluencePreviewPool) - { - i.EnemyInfluenced(hashPool); - i.enemyInfMark.GetComponent().material = i.enemyMark; - } - - } - public void AttackRangeInfluencedNode(MapUnity enemyNode, int step, List influencePreviewPool)//计算攻击范围 { influencePreviewPool.Clear(); diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs index ba77cf0a..4d3d9279 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs @@ -24,13 +24,17 @@ public class MapUnity : MonoBehaviour [Header("UI效果范围控件")] public bool influenced;//被选中 + bool lastInfluenced; public bool infHighLight;//我方高亮 + bool lastInfHighLight; public bool markInfluenced;//敌人范围 + bool lastMarkInfluenced;//敌人范围 public bool aoeInfluenced;//被aoe标记 + bool lastAoeInfluenced;//被aoe标记 - public PlayerMark playerMark;//被选中激活 - public PlayerMark highLightMark;//移动位置标记高亮 - public PlayerMark enemyInfMark;//被选中高亮 + public MeshRenderer playerMark;//被选中激活 + public MeshRenderer highLightMark;//移动位置标记高亮 + public MeshRenderer enemyInfMark;//被选中高亮 public GameObject aoeMake;//aoe标记 public Material red; @@ -55,8 +59,7 @@ public class MapUnity : MonoBehaviour public Transform planePoint; public int whoColour; public int beforeWhoColour; - [Header("色块边框")] - public GameObject planeBorder; + [Header("地块泛光")] public Sprite redFlood; public Sprite greenFlood; @@ -171,17 +174,31 @@ public class MapUnity : MonoBehaviour void Update() { - if (influenced==false) + if (influenced!= lastInfluenced ) { - ClearPlayerInfluenced(); + lastInfluenced = influenced; + if (influenced == false) + { + ClearPlayerInfluenced(); + } } - if (infHighLight ==false ) + if (infHighLight != lastInfHighLight ) { - ClearHightLightInfluenced(); + lastInfHighLight = infHighLight; + if (infHighLight==true ) + { + ClearHightLightInfluenced(); + } + } - if (markInfluenced ==false ) + if (markInfluenced != lastMarkInfluenced) { - ClearEnemyInfluenced(); + lastMarkInfluenced = markInfluenced; + if (markInfluenced == false) + { + ClearEnemyInfluenced(); + } + } if (aoeInfluenced) @@ -291,23 +308,23 @@ public class MapUnity : MonoBehaviour switch (newColor ) { case 1: - playerMark.meshRenderer.material = redPre; + playerMark.material = redPre; colorUnderAttack = newColor; break; case 2: - playerMark.meshRenderer.material = whitePre; + playerMark.material = whitePre; colorUnderAttack = newColor; break; case 3: - playerMark.meshRenderer.material = bluePre; + playerMark.material = bluePre; colorUnderAttack = newColor; break; case 4: - playerMark.meshRenderer.material = greenPre; + playerMark.material = greenPre; colorUnderAttack = newColor; break; case 5: - playerMark.meshRenderer.material = blackPre; + playerMark.material = blackPre; colorUnderAttack = newColor; break; } @@ -551,29 +568,60 @@ public class MapUnity : MonoBehaviour public void PlayerInfluenced(HashSet rangePool) { influenced = true; - playerMark.ShowMark(rangePool); + playerMark.gameObject .SetActive(true); + // playerMark.ShowMark(rangePool); + ShowMark(rangePool); } public void ClearPlayerInfluenced() { playerMark.gameObject.SetActive(false); + FadeMark(); } public void HightLightInfluenced(HashSet rangePool) { infHighLight = true; - highLightMark.ShowMark(rangePool); + highLightMark .gameObject .SetActive(true); + // highLightMark.ShowMark(rangePool); + ShowMark(rangePool); } public void ClearHightLightInfluenced() { highLightMark.gameObject.SetActive(false); + FadeMark(); } public void EnemyInfluenced(HashSet rangePool) { markInfluenced = true; - enemyInfMark.ShowMark(rangePool); + enemyInfMark .gameObject .SetActive(true); + //enemyInfMark.ShowMark(rangePool); + ShowMark(rangePool); } public void ClearEnemyInfluenced() { enemyInfMark.gameObject.SetActive(false); + FadeMark(); + } + + public void ShowMark(HashSet rangePool) + { + for (int i = 0; i < unitPool.Count; i++) + { + if (unitPool[i] != null && rangePool.Contains(unitPool[i])) + { + rangeBorder[i].gameObject.SetActive(false); + } + else + { + rangeBorder[i].gameObject.SetActive(true); + } + } + } + public void FadeMark() + { + for (int i = 0; i < unitPool.Count; i++) + { + rangeBorder[i].gameObject.SetActive(false); + } } #endregion diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity/PlayerMark.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity/PlayerMark.cs index cf28cb00..b4be0428 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity/PlayerMark.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity/PlayerMark.cs @@ -4,29 +4,9 @@ using UnityEngine; public class PlayerMark : MonoBehaviour { - public MeshRenderer meshRenderer; - public MapUnity mapUnity; - public List unitPool; - public List rangeBorder = new List (); - - private void Start() - { - unitPool = mapUnity.unitPool; - } - public void ShowMark(HashSet rangePool) - { - transform.gameObject.SetActive(true); - - for(int i=0;i< unitPool .Count;i++) - { - if (unitPool[i]!=null && rangePool .Contains (unitPool[i])) - { - rangeBorder[i].gameObject.SetActive(false); - } - else - { - rangeBorder[i].gameObject.SetActive(true); - } - } - } + // public MeshRenderer meshRenderer; + // public MapUnity mapUnity; + // public List unitPool; + // public List rangeBorder = new List (); + } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs index 6c0a8d0b..e996536a 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs @@ -80,7 +80,7 @@ public class Player : MonoBehaviour foreach (MapUnity mapUnity in influencePreviewPool) { mapUnity.PlayerInfluenced(influencePreviewPool); - mapUnity.playerMark.meshRenderer.material = mapUnity.red; + mapUnity.playerMark.material = mapUnity.red; } //StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange); @@ -365,380 +365,6 @@ public class Player : MonoBehaviour anim.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); } } - public void StepPreviewInfluencedNode(int step)//可移动格子预览 - { - influencePreviewPool.Clear(); - //GameManager.Instance.playerOn.InfluencePool = GameManager.Instance.playerOn.unitPool; - MapUnity playerNode = GameManager.Instance.playerOn; - MapUnity currentNode = GameManager.Instance.playerOn; - MapUnity xRememberNode = GameManager.Instance.playerOn; - //Vector2 currentPoint = new Vector2(currentNode.locationX, currentNode.locationY); - //Vector2 surchPoint = new Vector2(currentNode.locationX, currentNode.locationY-step); - - //迭代六次-逆时针 - //向左 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[0] != null) - { - xRememberNode = xRememberNode.unitPool[0];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[5] != null) - { - influencePreviewPool.Add(currentNode.unitPool[5]); - currentNode = currentNode.unitPool[5]; - } - else break; - - } - } - //向左下 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[5] != null) - { - xRememberNode = xRememberNode.unitPool[5];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[4] != null) - { - influencePreviewPool.Add(currentNode.unitPool[4]); - currentNode = currentNode.unitPool[4]; - } - else break; - - } - } - //向右 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[4] != null) - { - xRememberNode = xRememberNode.unitPool[4];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[3] != null) - { - influencePreviewPool.Add(currentNode.unitPool[3]); - currentNode = currentNode.unitPool[3]; - } - else break; - - } - } - //向右上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[3] != null) - { - xRememberNode = xRememberNode.unitPool[3];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[2] != null) - { - influencePreviewPool.Add(currentNode.unitPool[2]); - currentNode = currentNode.unitPool[2]; - } - else break; - - } - } - //向上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[2] != null) - { - xRememberNode = xRememberNode.unitPool[2];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[1] != null) - { - influencePreviewPool.Add(currentNode.unitPool[1]); - currentNode = currentNode.unitPool[1]; - } - else break; - - } - } - //向左上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[1] != null) - { - xRememberNode = xRememberNode.unitPool[1];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[0] != null) - { - influencePreviewPool.Add(currentNode.unitPool[0]); - currentNode = currentNode.unitPool[0]; - } - else break; - - } - } - - //迭代六次-顺时针 - //向左 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[5] != null) - { - xRememberNode = xRememberNode.unitPool[5];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[0] != null) - { - if(currentNode.influenced==false) - { - influencePreviewPool.Add(currentNode.unitPool[0]); - currentNode = currentNode.unitPool[0]; - } - } - else break; - - } - } - //向左下 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[4] != null) - { - xRememberNode = xRememberNode.unitPool[4];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[5] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[5]); - currentNode = currentNode.unitPool[5]; - } - } - else break; - - } - } - //向右 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[3] != null) - { - xRememberNode = xRememberNode.unitPool[3];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[4] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[4]); - currentNode = currentNode.unitPool[4]; - } - } - else break; - - } - } - //向右上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[2] != null) - { - xRememberNode = xRememberNode.unitPool[2];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[3] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[3]); - currentNode = currentNode.unitPool[3]; - } - } - else break; - - } - } - //向上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[1] != null) - { - xRememberNode = xRememberNode.unitPool[1];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[2] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[2]); - currentNode = currentNode.unitPool[2]; - } - } - else break; - - } - } - //向左上 - xRememberNode = playerNode;//记忆标量归位 - for (int j = 0; j < step; j++) - { - // surchPoint.y = currentNode.locationY+j+1; - // surchPoint.x = currentNode.locationX; - if (j != 0) - { - if (xRememberNode.unitPool[0] != null) - { - xRememberNode = xRememberNode.unitPool[0];//延迟一步 - } - else break; - } - - currentNode = xRememberNode; - - for (int k = 0; k < step - j; k++) - { - if (currentNode.unitPool[1] != null) - { - if (currentNode.influenced == false) - { - influencePreviewPool.Add(currentNode.unitPool[1]); - currentNode = currentNode.unitPool[1]; - } - } - else break; - - } - } - //遍历影响池变色 - foreach (MapUnity mapUnity in influencePreviewPool) - { - mapUnity.PlayerInfluenced(influencePreviewPool); - mapUnity.playerMark.meshRenderer.material = mapUnity.red; - } - } - #region 计算贝塞尔曲线的拟合点 public List CalculatePath(List linePath , float posCount,Vector3 lineStart,Vector3 lineMiddel,Vector3 lineEnd) diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent/ServantBottleCat.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent/ServantBottleCat.cs index 8be54c2e..4f6aac51 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent/ServantBottleCat.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent/ServantBottleCat.cs @@ -70,7 +70,7 @@ public class ServantBottleCat : Servant foreach (MapUnity mapUnity in influencePreviewPool) { mapUnity.PlayerInfluenced(influencePreviewPool); - mapUnity.playerMark.meshRenderer.material = mapUnity.red; + mapUnity.playerMark.material = mapUnity.red; } TurnMaster.Instance.servantAction = TurnMaster.ServantAction.useSkill; } @@ -82,7 +82,7 @@ public class ServantBottleCat : Servant foreach (MapUnity mapUnity in influencePreviewPool) { mapUnity.PlayerInfluenced(influencePreviewPool); - mapUnity.playerMark.meshRenderer.material = mapUnity.red; + mapUnity.playerMark.material = mapUnity.red; } TurnMaster.Instance.servantAction = TurnMaster.ServantAction.useSkill; } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Servent/Servant.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Servent/Servant.cs index 43333bdb..032e29b0 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Servent/Servant.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Servent/Servant.cs @@ -264,7 +264,7 @@ public class Servant : MonoBehaviour foreach (MapUnity mapUnity in influencePreviewPool) { mapUnity.PlayerInfluenced(influencePreviewPool); - mapUnity.playerMark.meshRenderer.material = mapUnity.red; + mapUnity.playerMark.material = mapUnity.red; } //StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange); //TurnMaster.Instance.servantAction = TurnMaster.ServantAction.move; diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs index ccffa6b7..c17cfaa1 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs @@ -215,7 +215,7 @@ public class MapUnityManager : Singleton foreach (MapUnity mapUnity in castPool) { mapUnity.PlayerInfluenced(castPool); - mapUnity.playerMark.meshRenderer.material = mapUnity.red; + mapUnity.playerMark.material = mapUnity.red; } } @@ -225,7 +225,7 @@ public class MapUnityManager : Singleton foreach (MapUnity mapUnity in castPool) { mapUnity.PlayerInfluenced(castPool); - mapUnity.playerMark.meshRenderer.material = mapUnity.red; + mapUnity.playerMark.material = mapUnity.red; } } }