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0418提交

pull/105/head
yjm484 8 months ago
parent
commit
d5af6ce40b
  1. 26
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  2. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  3. 24
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  4. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  5. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
  6. BIN
      ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache

26
ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset

@ -13,16 +13,16 @@ MonoBehaviour:
m_Name: cardDeckList m_Name: cardDeckList
m_EditorClassIdentifier: m_EditorClassIdentifier:
cardDeckList: cardDeckList:
- 1001 - 2006
- 1001 - 2031
- 2028 - 2036
- 1002 - 2031
- 1002 - 1005
- 1002 - 1005
- 1003 - 1005
- 2008 - 1005
- 2015 - 1005
- 2001 - 1005
- 2008 - 1005
- 3001 - 1005
- 3001 - 2006

5
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -477,8 +477,10 @@ public class TurnMaster : Singleton<TurnMaster>
yield return new WaitForSeconds(0.1f); yield return new WaitForSeconds(0.1f);
} }
yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards());
//yield return StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards());
yield return StartCoroutine(copyNewestCard()); yield return StartCoroutine(copyNewestCard());
CardActiveSort.Instance.ReflashCardPoint();
yield break; yield break;
} }
@ -492,6 +494,7 @@ public class TurnMaster : Singleton<TurnMaster>
} }
string cardId= handCard.cardEntityList[handCardCount-1].cardOriginalData.CardId; string cardId= handCard.cardEntityList[handCardCount-1].cardOriginalData.CardId;
copyCard(handCardCount + 1,cardId); copyCard(handCardCount + 1,cardId);
yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards()); yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards());
yield break; yield break;
} }

24
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -213,14 +213,14 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{ {
if(enemyType == EnemyType.enemy ) if(enemyType == EnemyType.enemy )
{ {
if (EnemyState.shieldValue > 0 && Usermanager.Instance.expectDamage > 0) if (EnemyState.shieldValue > 0 && Usermanager.Instance.expectDamage.Item1 > 0)
{ {
enemyUIBar.sheildFlash.enabled = true; enemyUIBar.sheildFlash.enabled = true;
} }
if (mapUnities.Contains(getNodeTools .LocationToGetNode (positionX ,positionY))) if (mapUnities.Contains(getNodeTools .LocationToGetNode (positionX ,positionY)))
{ {
enemyUIBar.isSync = false; enemyUIBar.isSync = false;
float remainDamage = EnemyState.shieldValue - SufferDamageCalculation((int)Usermanager.Instance.expectDamage); float remainDamage = EnemyState.shieldValue - ExpectSufferDamageCal(Usermanager.Instance.expectDamage);
if (remainDamage >= 0) if (remainDamage >= 0)
{ {
enemyUIBar.sheildText.text = remainDamage.ToString(); enemyUIBar.sheildText.text = remainDamage.ToString();
@ -1632,6 +1632,26 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
} }
} }
public int ExpectSufferDamageCal((float, int) damge)
{
int trueDamage = 0;
for (int i = 0; i < damge.Item2; i++)
{
trueDamage += SufferDamageCalculation((int)damge.Item1);
}
if (EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.bleed))
{
int bleedCount = Math.Min(EnemyState.abnormalCondition[AbnormalCondition.bleed].value, damge.Item2);
int bleedDamage = 2;
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.bleedDamage))
{
bleedDamage += Usermanager.playerAbnormalCondition[AbnormalCondition.bleedDamage].value;
}
trueDamage += bleedCount * bleedDamage;
}
return trueDamage;
}
#region Ðж¯¶¯»­ #region Ðж¯¶¯»­
public IEnumerator MeleeAttackAim() public IEnumerator MeleeAttackAim()
{ {

12
ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

@ -1113,23 +1113,25 @@ public class SettlementManager : Singleton<SettlementManager>
Dictionary<string, string> trueFunctionVal = new Dictionary<string, string>(); Dictionary<string, string> trueFunctionVal = new Dictionary<string, string>();
trueFunctionVal.AddRange(cardOriginalData.TrueFunctionVal); trueFunctionVal.AddRange(cardOriginalData.TrueFunctionVal);
Usermanager.Instance.expectDamage = 0; Usermanager.Instance.expectDamage = (0,0);
foreach (KeyValuePair<string, string> kvp in trueFunctionVal) foreach (KeyValuePair<string, string> kvp in trueFunctionVal)
{ {
switch (kvp.Key) switch (kvp.Key)
{ {
case CardFunction.cardDamage: case CardFunction.cardDamage:
// damageWork(int.Parse(kvp.Value), influencePreviewPool, pierceNum); // damageWork(int.Parse(kvp.Value), influencePreviewPool, pierceNum);
Usermanager .Instance .expectDamage = Usermanager.Instance.DamageCalculation(int.Parse(kvp.Value)); Usermanager .Instance .expectDamage.Item1 = Usermanager.Instance.DamageCalculation(int.Parse(kvp.Value));
Usermanager.Instance.expectDamage.Item2 = 1;
break; break;
case CardFunction.damagexy: case CardFunction.damagexy:
string[] values = kvp.Value.Split("&"); string[] values = kvp.Value.Split("&");
int damageVal = int.Parse(values[0]); int damageVal = int.Parse(values[0]);
int damageCount = int.Parse(values[1]); int damageCount = int.Parse(values[1]);
// damageWork(int.Parse(kvp.Value), influencePreviewPool, pierceNum); // damageWork(int.Parse(kvp.Value), influencePreviewPool, pierceNum);
Usermanager.Instance.expectDamage.Item2 = damageCount;
for (int i = 0; i < damageCount; i++) for (int i = 0; i < damageCount; i++)
{ {
Usermanager.Instance.expectDamage+= Usermanager.Instance.DamageCalculation(damageVal); Usermanager.Instance.expectDamage.Item1 += Usermanager.Instance.DamageCalculation(damageVal);
} }
//Usermanager.Instance.expectDamage = Usermanager.Instance.DamageCalculation(int.Parse(kvp.Value)); //Usermanager.Instance.expectDamage = Usermanager.Instance.DamageCalculation(int.Parse(kvp.Value));
break; break;
@ -1137,12 +1139,12 @@ public class SettlementManager : Singleton<SettlementManager>
if (GameManager.Instance.getNodeDiffForPlayer() > 0) if (GameManager.Instance.getNodeDiffForPlayer() > 0)
{ {
// damageWork(GameManager.Instance.getNodeDiffForPlayer(), influencePreviewPool, pierceNum); // damageWork(GameManager.Instance.getNodeDiffForPlayer(), influencePreviewPool, pierceNum);
Usermanager.Instance.expectDamage = Usermanager.Instance.DamageCalculation(GameManager.Instance.getNodeDiffForPlayer()); Usermanager.Instance.expectDamage.Item1 = Usermanager.Instance.DamageCalculation(GameManager.Instance.getNodeDiffForPlayer());
} }
else if (GameManager.Instance.getNodeDiffForPlayer() < 0) else if (GameManager.Instance.getNodeDiffForPlayer() < 0)
{ {
// damageWork(-GameManager.Instance.getNodeDiffForPlayer(), influencePreviewPool, pierceNum); // damageWork(-GameManager.Instance.getNodeDiffForPlayer(), influencePreviewPool, pierceNum);
Usermanager.Instance.expectDamage = Usermanager.Instance.DamageCalculation(-GameManager.Instance.getNodeDiffForPlayer()); Usermanager.Instance.expectDamage.Item1 = Usermanager.Instance.DamageCalculation(-GameManager.Instance.getNodeDiffForPlayer());
} }
break; break;

13
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -49,7 +49,7 @@ public class Usermanager : Singleton<Usermanager>
public BuffInforOnMouse buffInforOnMouseInStatus; public BuffInforOnMouse buffInforOnMouseInStatus;
[Header("角色将要造成的伤害")] [Header("角色将要造成的伤害")]
public float expectDamage; public (float, int) expectDamage;
[Header("角色将要造成的单次伤害")] [Header("角色将要造成的单次伤害")]
public float expectOnceDamage; public float expectOnceDamage;
//费用和步数检查 //费用和步数检查
@ -566,6 +566,17 @@ public class Usermanager : Singleton<Usermanager>
return trueDamage; return trueDamage;
} }
public int ExpectDamageCalculation(int damage,int count)
{
int trueDamage = 0;
for (int i = 0; i < count; i++)
{
trueDamage += DamageCalculation(damage);
}
return trueDamage;
}
//护盾计算函数 //护盾计算函数
public int ShieldCalculation(int shield) public int ShieldCalculation(int shield)
{ {

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ColorlessWorld-2024-4-2/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache

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