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锻造系统UI

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45 1 year ago
parent
commit
db62137a95
  1. 2
      ColorlessWorld-2024-4-2/Assets/Anim/Card/Card_v04-Common 1.controller
  2. 1
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  3. 8
      ColorlessWorld-2024-4-2/Assets/Image/ItemImage.meta
  4. BIN
      ColorlessWorld-2024-4-2/Assets/Image/ItemImage/boom.png
  5. 127
      ColorlessWorld-2024-4-2/Assets/Image/ItemImage/boom.png.meta
  6. BIN
      ColorlessWorld-2024-4-2/Assets/Image/ItemImage/tntBurket.png
  7. 127
      ColorlessWorld-2024-4-2/Assets/Image/ItemImage/tntBurket.png.meta
  8. 6
      ColorlessWorld-2024-4-2/Assets/Image/环境纸片/场景2/ttreeS1.png.meta
  9. 2329
      ColorlessWorld-2024-4-2/Assets/ImportParticleSystem/Particles/VFX_Fireball.prefab
  10. 623
      ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Prefabs/Orbs/Orbs_fire.prefab
  11. 32
      ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/CardBullet.prefab
  12. 24426
      ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/Orbs_fire 1.prefab
  13. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/Orbs_fire 1.prefab.meta
  14. 2
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v04-Common.prefab
  15. 8
      ColorlessWorld-2024-4-2/Assets/Prefab/ForgingPoint.meta
  16. 77
      ColorlessWorld-2024-4-2/Assets/Prefab/ForgingPoint/CardViewSlot.prefab
  17. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/ForgingPoint/CardViewSlot.prefab.meta
  18. 8
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/ItemDestroy.meta
  19. 28996
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/ItemDestroy/Boom.prefab
  20. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/ItemDestroy/Boom.prefab.meta
  21. 39302
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/ItemDestroy/TntBruket.prefab
  22. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/ItemDestroy/TntBruket.prefab.meta
  23. 24545
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/ItemDestroy/Tree.prefab
  24. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/ItemDestroy/Tree.prefab.meta
  25. 33962
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/MapChange/Fire_explosion_air.prefab
  26. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/MapChange/Fire_explosion_air.prefab.meta
  27. 38646
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/MapChange/Hit_water.prefab
  28. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/MapChange/Hit_water.prefab.meta
  29. 28945
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/MapChange/Hit_wind.prefab
  30. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/ParticleSystem/MapChange/Hit_wind.prefab.meta
  31. 93
      ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/Boom.prefab
  32. 91
      ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/TntBurket.prefab
  33. 114
      ColorlessWorld-2024-4-2/Assets/Resources/ItemPrefab/tree.prefab
  34. 26793
      ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity
  35. 7
      ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity.meta
  36. 223
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  37. 227
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  38. 41
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs
  39. 16
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  40. 71
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  41. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOnMouseEnter.cs
  42. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  43. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs
  44. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/BlockUI/BlockUIBar.cs
  45. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/BlockNode.cs
  46. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Boom.cs
  47. 20
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/TNTBucket.cs
  48. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Tree.cs
  49. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint.meta
  50. 29
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/CardTypeHeaderNode.cs
  51. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/CardTypeHeaderNode.cs.meta
  52. 388
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs
  53. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs.meta
  54. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs
  55. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs
  56. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/ParticleSystem/ParticalManager.cs
  57. 21
      ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs
  58. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/DestructionManager.cs
  59. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/ObjectItemSettleManager.cs
  60. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  61. 2
      ColorlessWorld-2024-4-2/Assets/Settings/SampleSceneProfile.asset
  62. 10
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv
  63. 2
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/MapItemCount.csv
  64. 2
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_4.csv
  65. 5
      ColorlessWorld-2024-4-2/ProjectSettings/EditorBuildSettings.asset

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@ -23332,6 +23505,8 @@ MonoBehaviour:
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usedCardPoint: {fileID: 1413008662}
cardDeckPoint: {fileID: 0}
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@ -37723,7 +37933,7 @@ RectTransform:
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m_ConstrainProportionsScale: 0
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@ -42331,7 +42542,7 @@ MonoBehaviour:
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generatePoint: {fileID: 514899946}
lineOffSet: {x: 1, y: 0, z: 0}
columnOffSet: {x: 0, y: 0, z: 0.7}
columnOffSet: {x: 0, y: 0, z: 0.75}
enemyGenerateDataList: []
mapUnityFather: {fileID: 471426433}
playerNameText: {fileID: 742474145}
@ -50209,6 +50420,8 @@ MonoBehaviour:
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41
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs

@ -20,27 +20,40 @@ public class BulletNode : MonoBehaviour
}
public IEnumerator MoveToDestination(Vector3 inputDestination,Vector3 inputStartPoint)
{
Debug.Log("·¢Éä");
startPoint = inputStartPoint;
destination = inputDestination;
destination.y = startPoint.y;
// Vector3 direction = destination - startPoint;
// float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
// transform.Rotate(new Vector3(0, angle, 0));
if(bulletType == BulletType.speed )
destination.y = startPoint.y-0.5f;
// Vector3 direction = destination - startPoint;
// float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
// transform.Rotate(new Vector3(0, angle, 0));
Debug.Log("·¢Éä" + startPoint + "½áÊø" + destination);
//ÇúÏßÖеã
Vector3 middleMark = (startPoint + destination) * 0.5f;
// middleMark.x += Random.Range(-1f,1f);
// middleMark.y += Random.Range(0.5f,1f);
// middleMark.z += Random.Range(-1f, 1f);
middleMark.y += 2;
List <Vector3 > linePath = PlayerStatsManager .Instance .CalculatePath (9,startPoint,middleMark,destination);
if (bulletType == BulletType.speed )
{
while (true)
for (int i = 1;i<linePath .Count;i++)
{
transform.position = Vector3.Lerp(startPoint, destination, time += Time.deltaTime * speed);
if (time >= 1)
time = 0;
Debug.Log("linePath[i - 1]" + linePath[i - 1] + "linePath[i]" + linePath[i]);
while (true)
{
Destroy(this.gameObject);
yield break;
transform.position = Vector3.Lerp(linePath[i-1], linePath[i], time += Time.deltaTime * speed);
if (time >= 1)
{
break;
}
yield return null;
}
yield return null;
}
Destroy(this.gameObject);
yield break;
}
else if(bulletType == BulletType.waitTime)
{

16
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -63,7 +63,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
cardOnMouseEnter = GetComponent<CardOnMouseEnter>();
eventSystem = GameObject.FindObjectOfType<EventSystem>();
// eventSystem = GameObject.FindObjectOfType<EventSystem>();
cardEntity = GetComponent<CardEntity>();
}
@ -73,7 +73,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
handleRightClickCancel();
if (dragState != CardDragState.noDrag && dragState != CardDragState.onDrag)
/*if (dragState != CardDragState.noDrag && dragState != CardDragState.onDrag)
{
//UI射线检测
eventData.position = Mouse.current.position.value;
@ -83,7 +83,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
Debug.Log(result[0].gameObject.name);
}
}
}*/
if (GameManager.Instance.onDraw ==false &&TurnMaster .Instance .servantAction != TurnMaster.ServantAction.useSkill )
{
@ -154,8 +154,10 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
GetComponent<CanvasGroup>().blocksRaycasts = false;
originalpoint = this.transform.localPosition;
transform.SetParent(transform.parent.parent);
transform.localPosition = cardOnMouseEnter.originPoint;
transform.SetParent(transform.parent.parent);//被选中后位移到选中状态位置
// transform.localPosition = cardOnMouseEnter.originPoint;
cardOnMouseEnter.StartCoroutine(cardOnMouseEnter.MoveComeBack(10));
GetComponent<RectTransform>().localScale = cardOnMouseEnter.targetScale;
@ -193,8 +195,8 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
ready = true;
}
transform.localPosition = cardOnMouseEnter.originPoint;// + new Vector3(0, 30, 0);
// transform.localScale = new Vector3(1, 1, 1);
// transform.localPosition = cardOnMouseEnter.originPoint;// + new Vector3(0, 30, 0);
//cardOnMouseEnter.StartCoroutine(cardOnMouseEnter.MoveComeBack()); // transform.localScale = new Vector3(1, 1, 1);
//注册拖拽卡牌信息
GameManager.Instance.currentCardEntity = cardEntity;

71
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -189,9 +189,10 @@ public class CardEntity : MonoBehaviour
{
//音效
AudioManager.Instance.AttackVoicePlayer();
//¶¯»­´¥·¢ºÍ½ÇÉ«·­×ª
//卡牌销毁动画触发和角色翻转
Player player = GameManager.Instance.player;
player.anim.SetTrigger("attack");
Vector3 dis = UnityEngine.Input.mousePosition + Vector3.forward *15;
Vector3 pos = Camera.main.ScreenToWorldPoint(dis);
player.FlipLocalScale(pos);
@ -218,39 +219,66 @@ public class CardEntity : MonoBehaviour
}
MapUnityManager.Instance.castPool.Clear();
var bulle = Instantiate(cardBulletPrefab, transform.position, cardBulletPrefab.transform.localRotation);
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(GetComponent<CardDrag>().currentNode.transform.position,GameManager .Instance .player .transform .position ));
List <MapUnity> cardColorInfluence = influencePreviewPool .ToList ();//生效地块
for(int i=0;i < cardColorInfluence.Count;i++ )
{
var bulle = Instantiate(cardBulletPrefab, transform.position, cardBulletPrefab.transform.localRotation);
if(i< cardColorInfluence.Count-1)
{
StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(cardColorInfluence[i].transform.position, GameManager.Instance.player.transform.position));
yield return new WaitForSeconds(0.1f);
}
else
{
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(cardColorInfluence[i].transform.position, GameManager.Instance.player.transform.position));
}
}
}
yield return StartCoroutine(DestructionManager.Instance.startDestoryAndUseCard(this.gameObject, cardOriginalData, influencePreviewPool, cardIndex, targetNode));
}
public void DestoryCard()
//卡片飞走
public IEnumerator IEMoveCardToDestory(float speed)
{
float time = 0;
Vector3 startPos = transform.position;
while (time < 1)
{
transform.position = Vector3.Lerp(startPos, TurnMaster.Instance.usedCardPoint.transform.position, time += Time.deltaTime * speed);
yield return null;
}
TurnMaster.Instance.continueTurn = true;
}
public IEnumerator MoveCardToDestory()
{
//卡牌音效
AudioManager.Instance.DrawCardVoicePlayer(1);
//销毁动画
// Destroy(this.gameObject);
animator.SetTrigger("destroy");
//animator.SetTrigger("destroy");
//关闭拖拽和选中
CardOnMouseEnter cardOnMouseEnter = GetComponent<CardOnMouseEnter>();
CardOnMouseEnter cardOnMouseEnter = GetComponent<CardOnMouseEnter>();
//关闭协程
cardOnMouseEnter.StopAllCoroutines();
cardOnMouseEnter.StopAllCoroutines();
GetComponent<CardDrag>().enabled = false;
cardOnMouseEnter.enabled = false;
//卡牌复位
cardOnMouseEnter.EnterToUp();
// cardOnMouseEnter.EnterToUp();
// transform.localScale = cardOnMouseEnter.originScale;
transform.localEulerAngles = new Vector3(0, 0, 0);
transform.localScale = cardOnMouseEnter.originScale;
//移动卡牌
yield return StartCoroutine(IEMoveCardToDestory(3.3f));
//销毁卡牌
Destroy(this.gameObject);
}
public void OnDestroyCard()
//销毁生成小卡
public void CreateSmallCard()
{
//生成小卡
var cardPrefab = Instantiate(smallCardPrefab, transform.position, transform.localRotation);
@ -270,8 +298,15 @@ public class CardEntity : MonoBehaviour
var light = Instantiate(ParticalManager.Instance.usingCardParticleEffect, cardPrefab.transform.position, cardPrefab.transform.rotation);
//light.transform.position += new Vector3(0, 0.6f, 0);
// light.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
Destroy(this.gameObject);
}
//卡牌销毁
public void StartMoveCardToDestory()
{
StartCoroutine(MoveCardToDestory());
}
//获取卡牌图片
public void createCardImage()
{

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

@ -161,7 +161,7 @@ public class CardOnMouseEnter : MonoBehaviour, IPointerEnterHandler, IPointerExi
{
if (coroutineMoveSideway != null)
StopCoroutine(coroutineMoveSideway);
coroutineMoveComeback= StartCoroutine(MoveComeBack());
coroutineMoveComeback= StartCoroutine(MoveComeBack(speed));
}
@ -173,13 +173,12 @@ public class CardOnMouseEnter : MonoBehaviour, IPointerEnterHandler, IPointerExi
yield return null;
}
}
IEnumerator MoveComeBack()
public IEnumerator MoveComeBack(float speed)
{
while (Vector3.Distance(transform.position, originPoint) > 0.1)
{
transform.localPosition = Vector3.Lerp(transform.localPosition, originPoint, Time.deltaTime * speed);
yield return null;
}
}
}
}

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

@ -16,6 +16,8 @@ public class TurnMaster : Singleton<TurnMaster>
public Text cardDeckNumberText;
public Text usedCardNumberText;
public Text deleteCardNumberText;
public Transform usedCardPoint;//卡牌飞向的位置
public Transform cardDeckPoint;
public int currentCost;
public int totalCost;
@ -382,7 +384,7 @@ public class TurnMaster : Singleton<TurnMaster>
//将其加入墓地并销毁实体
CardEntity cardEntity = handCard.cardEntityList[cardIndex];
usedCard.usedCardList.Add(cardEntity.CardId);
cardEntity.DestoryCard();
cardEntity.StartMoveCardToDestory();
handCard.cardEntityList.RemoveAt(cardIndex);
}

12
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs

@ -86,7 +86,7 @@ public class DarkCloud : MonoBehaviour
IEnumerator MeleeAttackAction()
{
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm))
@ -98,7 +98,7 @@ public class DarkCloud : MonoBehaviour
{
yield return StartCoroutine(moveTowardsPlayer());
yield return new WaitForSeconds(1);
currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm))
@ -115,7 +115,7 @@ public class DarkCloud : MonoBehaviour
//Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.banStep, 1);
//enemyNode.sufferAbnormalCondition(AbnormalCondition.immunity, 1);
//enemyNode.sufferAbnormalCondition(AbnormalCondition.boom, 1);
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm))
@ -140,7 +140,7 @@ public class DarkCloud : MonoBehaviour
//Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.banStep, 1);
//enemyNode.sufferAbnormalCondition(AbnormalCondition.immunity, 1);
//enemyNode.sufferAbnormalCondition(AbnormalCondition.boom, 1);
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
MapUnity currentNode = getNodeTools .LocationToGetNode (enemyNode.positionX, enemyNode.positionY );
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm))
@ -163,7 +163,7 @@ public class DarkCloud : MonoBehaviour
IEnumerator ShieldAction()
{
enemyNode.EnemyState.shieldValue += 3;
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
HashSet<MapUnity> targetNodes=new HashSet<MapUnity> { currentNode };
getNodeTools.getCircleNodeForEnemy(targetNodes,1);
enemyNode.anim.SetTrigger("Action");
@ -226,7 +226,7 @@ public class DarkCloud : MonoBehaviour
IEnumerator moveOneStep(MapUnity nexMapUnity)
{
enemyNode.bleedCal();
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
MapUnity disNode = nexMapUnity;
currentNode.blocked = false;
currentNode.enemyNode = null;

8
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/BlockUI/BlockUIBar.cs

@ -20,8 +20,12 @@ public class BlockUIBar : MonoBehaviour
{
if(cha <0)
{
Destroy(hpBarList[0]);
hpBarList.RemoveAt(0);
if(hpBarList .Count >0)
{
Destroy(hpBarList[0]);
hpBarList.RemoveAt(0);
}
}
else
{

4
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/BlockNode.cs

@ -4,6 +4,10 @@ using UnityEngine;
public class BlockNode : EnemyNode
{
[Header("已破坏标志,防止重复触发效果")]
public bool isDestroying;
[Header("破坏时粒子效果")]
public GameObject destroyParticle;
public void OnEnable()
{
EnemyManager.Instance.enemyObservers.Add(this);

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Boom.cs

@ -10,15 +10,17 @@ using UnityEngine.UIElements;
public class Boom : BlockNode
{
public int damage = 4;
public GameObject damageParticle;
public Transform particlePoint;
public override void OnDeath()
{
// StartCoroutine(BoomdAndDestory());
}
public override IEnumerator ActiveEffect()
{
yield return StartCoroutine(BoomdAndDestory());
if (isDestroying == false)
{
isDestroying = true;
yield return StartCoroutine(BoomdAndDestory());
}
}
IEnumerator BoomdAndDestory()
{
@ -27,6 +29,9 @@ public class Boom : BlockNode
CAngle(currentNode);
currentNode.blocked = false;
currentNode.enemyNode = null;
//生成爆炸特效并摧毁此物体
Instantiate(destroyParticle, transform.position, destroyParticle.transform.rotation);
yield return null;
Destroy(this.gameObject);
yield break;
}

20
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/TNTBucket.cs

@ -6,26 +6,38 @@ public class TNTBucket : BlockNode
{
public override void OnDeath()
{
//StartCoroutine(DrawCardAndDestory());
// StartCoroutine(BoomdAndDestory());
}
public override IEnumerator ActiveEffect()
{
yield return StartCoroutine(DrawCardAndDestory());
if (isDestroying == false)
{
isDestroying = true;
yield return StartCoroutine(DrawCardAndDestory());
}
}
IEnumerator DrawCardAndDestory()
{
MapUnity mapUnity = getNodeTools.LocationToGetNode(positionX, positionY);
foreach (var node in mapUnity.unitPool )
{
if(node != null )
if(node != null && node .gameObject .activeInHierarchy ==true )
{
node.switchColor(mapUnity . colorUnderAttack);
if (node .enemyNode != null)
{
node.enemyNode.EnemyState.currentHP -= 4;
}
}
}
mapUnity.blocked = false;
mapUnity.enemyNode = null;
//生成爆炸特效并摧毁此物体
Instantiate(destroyParticle, transform.position, destroyParticle.transform.rotation);
yield return null;
Destroy(this.gameObject);
yield break;
yield break;
}
public override List<MapUnity> PreviewColorRange()

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Tree.cs

@ -17,7 +17,12 @@ public class Tree : BlockNode
}
public override IEnumerator ActiveEffect()
{
yield return StartCoroutine(DrawCardAndDestory());
if(isDestroying ==false )
{
isDestroying = true;
yield return StartCoroutine(DrawCardAndDestory());
}
}
IEnumerator DrawCardAndDestory()
{
@ -25,6 +30,10 @@ public class Tree : BlockNode
yield return TurnMaster.Instance.StartCoroutine(TurnMaster.Instance.drawCards(drawCardCount));
mapUnity.blocked = false;
mapUnity.enemyNode = null;
//生成爆炸特效并摧毁此物体
Instantiate(destroyParticle, transform.position, destroyParticle.transform.rotation);
yield return null;
Destroy(this.gameObject);
yield break;
}

8
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: f1080414603d07143abc0f860002b69c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

29
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/CardTypeHeaderNode.cs

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CardTypeHeaderNode : MonoBehaviour
{
public Text text;
public Image image;
public bool isFold;
public List<string> cardId;
public void SwitchStats()
{
switch (isFold)
{
case true:
isFold = false;
text.text = "-";
image.color = Color.white;
break;
case false:
isFold = true;
text.text = "+";
image.color = Color.gray;
break;
}
ForgintPointManager.Instance.GenerateViewCard();
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4bab6e8b6b3ab79429996dee9e42be88
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

388
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs

@ -0,0 +1,388 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using static GameManager;
public class ForgintPointManager : Singleton<ForgintPointManager>
{
public GameObject generatePoint;
[Header("地图")]
public GameObject mapUnity;
public int line;
public int column;
public Vector3 lineOffSet;
public Vector3 columnOffSet;
public Transform mapUnityFather;
[Header("地图信息列表")]
public List<Yunit> mapList;
[Header("卡牌筛选按钮信息")]
public List<CardTypeHeaderNode> cardTypeHeaderButton = new List<CardTypeHeaderNode>();//存储卡牌图片做多选处理
[Header("卡组信息")]
public List<string> colorDeck;
public List<string> effectDeck;
public GameObject cardViewSlot;//排布卡槽
public List<Transform> cardGenerateFatherList = new List<Transform>();//卡牌生成位置
public List<GameObject> cardObject;//实际生成的卡牌
[Header("选中卡牌大图")]
public CardEntity chooseCardEntity;
public Transform chooseCardFather;
[Header("事件系统")]
public EventSystem eventSystem;
PointerEventData eventData;
List<RaycastResult> result = new List<RaycastResult>();
[Header("是否开启铸造界面")]
public ForgingStats forgingStats;
public enum ForgingStats
{
none,
colorForg,
effectForg
}
[Header("颜色选择射线图层剔除")]
public LayerMask groundLayerMask;
[Header("铸造颜色时被选中的地块")]
public MapUnity choosedMapUnity;
HashSet<MapUnity> choosedMapUnityPool = new HashSet<MapUnity> ();
bool isColorDone = true ;//间断点击地块,不会因为点击按钮点到下一个地块
[Header("铸造颜色弹窗")]
public GameObject colorSelectUI;
private void Start()
{
eventData = new PointerEventData(eventSystem);
LoadCardId();
GenerateViewCard();
GenerateEnmptyMapListForTool();
StartCoroutine(GenerateProcessTest());
}
private void Update()
{
if(Mouse.current.leftButton.wasReleasedThisFrame)
{
switch (forgingStats)
{
case ForgingStats.none:
eventData.position = Mouse.current.position.value;
eventSystem.RaycastAll(eventData, result);
if (result.Count > 0 && result[0].gameObject.tag == "Card")
{
ChooseViewCard(result[0].gameObject.GetComponent<CardEntity>().cardId);
}
break;
case ForgingStats.colorForg:
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, groundLayerMask.value) && isColorDone ==true)
{
MapUnity mapUnity = raycastHit.collider.transform.GetComponent<MapUnity>();
if(choosedMapUnity !=null )
{
choosedMapUnity.influenced = false;
}
// mapUnity.influenced = true;
choosedMapUnityPool.Clear();
choosedMapUnityPool.Add(mapUnity);
mapUnity.PlayerInfluenced(choosedMapUnityPool);
choosedMapUnity = mapUnity;
//同步UI
Vector3 pos = mapUnity.transform.position;
pos.y = -1.5f;
colorSelectUI.transform.position = pos;
colorSelectUI .SetActive (true);
isColorDone = false;
}
break;
case ForgingStats.effectForg:
eventData.position = Mouse.current.position.value;
eventSystem.RaycastAll(eventData, result);
if (result.Count > 0 && result[0].gameObject.tag == "Card")
{
ChooseViewCard(result[0].gameObject.GetComponent<CardEntity>().cardId);
}
break;
}
}
if(Mouse.current.rightButton .wasReleasedThisFrame&&forgingStats == ForgingStats.colorForg )
{
CancelMapUnityChoose();
}
}
//右键取消
public void CancelMapUnityChoose()
{
if (choosedMapUnity != null )
{
choosedMapUnity.influenced = false;
choosedMapUnity = null;
}
isColorDone = true;
colorSelectUI.SetActive(false);
}
IEnumerator GenerateProcessTest()
{
yield return StartCoroutine(MapGenerateTest());
yield return StartCoroutine(TransformMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForCubeForTool());
}
IEnumerator MapGenerateTest()
{
int middleLine = (line - 1) / 2;
int currentColumn = column;
for (int i = 0; i < line; i++)
{
if (i != 0)
{
generatePoint.transform.position += columnOffSet;
}
generatePoint.transform.position = new Vector3(0,0, generatePoint.transform.position.z);
if (i <= middleLine)
{
if (i != 0)
{
currentColumn += 1;
generatePoint.transform.position -= (lineOffSet / 2f) * i;
}
}
else
{
currentColumn -= 1;
generatePoint.transform.position -= (lineOffSet / 2f) * (line - i - 1);
}
Debug.Log("列数:" + currentColumn + "中间值:" + middleLine);
for (int j = 0; j < currentColumn; j++)
{
var a = Instantiate(mapUnity, generatePoint.transform.position - new Vector3(0, 2, 0), mapUnity.transform.rotation);
a.transform.SetParent(mapUnityFather);
MapUnity currentMapUnityScript = a.GetComponent<MapUnity>();
currentMapUnityScript.locationX = i;
currentMapUnityScript.locationY = j;
currentMapUnityScript.RegisterUnitToList(mapList);
generatePoint.transform.position += lineOffSet;
}
}
yield return null;
}
IEnumerator TransformMapUnityForTool()
{
int x = 0, y = 0;
int count = 1;
int currentOffset = 0;
int middeline = mapList.Count / 2;
List<int> lineOffsetList = new List<int>();
int lineOffsetListMark = 1;
for (int i = 0; i < mapList.Count; i++)
{
if (count >= 2)
{
count = 0;
if (i <= middeline)
{
currentOffset += 1;
}
}
if (i < middeline)
{
lineOffsetList.Add(currentOffset);
}
else if (i > middeline)
{
currentOffset = lineOffsetList[lineOffsetList.Count - lineOffsetListMark];
lineOffsetListMark += 1;
}
for (int j = 0; j < mapList[i].Y.Count; j++)
{
mapList[i].Y[j].ResetLocation(j - currentOffset, y);
}
x = 0;
y = i + 1;
count += 1;
}
yield return null;
}
IEnumerator SetUpMapUnityForTool()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < mapList.Count; i++)
{
for (int j = 0; j < mapList[i].Y.Count; j++)
{
mapList[i].Y[j].StartRegiste();
}
}
yield return null;
}
IEnumerator SetUpMapUnityForCubeForTool()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < mapList.Count; i++)
{
for (int j = 0; j < mapList[i].Y.Count; j++)
{
mapList[i].Y[j].CalCube();
}
}
yield return null;
}
public void GenerateEnmptyMapListForTool()
{
int currentColumn = column - 1;
for (int i = 0; i < line; i++)
{
if (i <= (line - 1) / 2)
{
currentColumn += 1;
}
else
{
currentColumn -= 1;
}
for (int j = 0; j < currentColumn; j++)
{
mapList[i].Y.Add(null);
}
}
}
//读取卡牌
public void LoadCardId()
{
foreach (var id in PlayerStatsManager.Instance.cardDeck.cardDeckList)
{
if (int.Parse(id) > 1999)
{
cardTypeHeaderButton[1].cardId .Add(id);
}
else
{
cardTypeHeaderButton[0].cardId.Add(id);
}
}
}
//生成卡组
public void GenerateViewCard()
{
for(int i=0;i<cardObject .Count;i++)
{
Destroy(cardObject[i]);
}
cardObject.Clear();
for (int i = 0; i < cardTypeHeaderButton.Count; i++)
{
//确定父级框体大小和位置
float heightPos = 0;
for (int j = 0; j < i; j++)
{
heightPos += cardGenerateFatherList[j].GetComponent<RectTransform>().sizeDelta.y;
}
cardGenerateFatherList[i].GetComponent<RectTransform>().anchoredPosition = new Vector3(0, -(heightPos + 50 * i+20), 0);
cardTypeHeaderButton[i].transform.parent.GetComponent<RectTransform>().anchoredPosition = new Vector3(0, -(heightPos), 0);
if (cardTypeHeaderButton[i].isFold ==false )
{
cardGenerateFatherList[i].GetComponent<RectTransform>().sizeDelta = new Vector2(0, 15 + 425 * (cardTypeHeaderButton[i].cardId.Count/4+1));
}
else
{
cardGenerateFatherList[i].GetComponent<RectTransform>().sizeDelta = new Vector2(0, 50);
}
if (cardTypeHeaderButton[i].isFold ==false )
{
//生成卡牌
for (int j = 0; j < cardTypeHeaderButton[i].cardId.Count;j++)
{
var slot = Instantiate(cardViewSlot, cardGenerateFatherList[i]);
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(cardTypeHeaderButton[i].cardId[i], slot.transform);
card.transform.localScale = new Vector3(1.7f, 1.7f, 1.7f);
card.transform.localPosition = new Vector3(0, 0, 0);
cardObject.Add(slot);
}
//占位换行
int remainder = (i + 1) % 4;
if (remainder != 0)
{
for (int j = 0; j < 4 - remainder; j++)
{
var slot = Instantiate(cardViewSlot, cardGenerateFatherList[i]);
cardObject.Add(slot);
}
}
}
}
}
//生成卡牌大图
public void ChooseViewCard(string cardId)
{
if(chooseCardEntity!= null )
{
Destroy(chooseCardEntity.gameObject);
}
var card = PlayerStatsManager.Instance.CreateCardWithIDForLook(cardId, chooseCardFather);
card.transform.localScale = new Vector3(3.45f, 3.45f, 3.45f);
card.transform.localPosition = new Vector3(0, 0, 0);
chooseCardEntity = card.GetComponent<CardEntity>();
}
//锻造改色方法
public void ChangeColor(int color)
{
choosedMapUnity.switchColor(color);
choosedMapUnity.influenced = false;
colorSelectUI .SetActive (false);
StartCoroutine(IsColorDone(0.1f));
}
public IEnumerator IsColorDone(float time)
{
yield return new WaitForSeconds(time);
isColorDone = true;
}
//更改状态
public void ChangeColoringStats(int stats)
{
switch (stats)
{
case 0:
forgingStats = ForgingStats.none;
break;
case 1:
forgingStats = ForgingStats.colorForg;
break;
case 2:
forgingStats = ForgingStats.effectForg;
break;
}
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9ce2e5e147d5f52478303d707e0350f4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

3
ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs

@ -46,7 +46,8 @@ public class MapManager : Singleton<MapManager>
public Image whiteColorNode;
[Header("生成物品")]
public string itemPrefabPath;
[Header("華芞懫諾殑欶")]
public GameObject hollowMask;
void Start()
{
StartCoroutine (starttest());

5
ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs

@ -245,6 +245,11 @@ public class MapUnity : MonoBehaviour
// Debug.Log(GameManager.Instance.ToolX[0].Y.Count);
CardPictureManager.Instance.ToolX[locationX].Y[locationY] = this;
}
public void RegisterUnitToList(List <GameManager .Yunit> mapList)
{
// Debug.Log(GameManager.Instance.ToolX[0].Y.Count);
mapList[locationX].Y[locationY] = this;
}
public void ConnectUnit()
{
for (int i = 0; i < 6; i++)

1
ColorlessWorld-2024-4-2/Assets/Scripts/ParticleSystem/ParticalManager.cs

@ -10,5 +10,4 @@ public class ParticalManager : Singleton<ParticalManager>
public GameObject greenParticleEffect;
[Header("卡牌发动粒子动画")]
public GameObject usingCardParticleEffect;
}

21
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -266,4 +266,25 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
Debug.Log("涂色总数:" + colorResults[0]);
return colorResults;
}
#region 计算贝塞尔曲线的拟合点
public List <Vector3 > CalculatePath(int posCount, Vector3 lineStart, Vector3 lineMiddel, Vector3 lineEnd)
{
List<Vector3> linePath = new List<Vector3>();
for (int i = 0; i < posCount; i++)
{
Vector3 currentPoint = CalculateBezierPoint(lineStart, lineMiddel, lineEnd, i /(float) posCount);
linePath.Add(currentPoint);
}
return linePath;
}
public Vector3 CalculateBezierPoint(Vector3 p0, Vector3 p1, Vector3 p2, float t)
{
float u = 1 - t;
float tt = t * t;
return u * u * p0 + 2 * t * u * p1 + tt * p2;
}
#endregion
}

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

@ -20,7 +20,7 @@ public class DestructionManager : Singleton<DestructionManager>
TurnMaster.Instance.usedCard.deleteCardList.Add(target.GetComponent<CardEntity>().CardId);
}
TurnMaster.Instance.handCard.cardEntityList.Remove(target.GetComponent<CardEntity>());
target.GetComponent<CardEntity>().DestoryCard ();
// target.GetComponent<CardEntity>().MoveCardToDestoryDelay();
yield return null;
yield return StartCoroutine(TurnMaster.Instance.MoveCards());

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

@ -23,7 +23,7 @@ public class ObjectItemSettleManager : Singleton<ObjectItemSettleManager>
for (int i = 0; i < blockNodes.Count; i++)
{
Debug.Log("毓峓華輸悛講" + blockNodes[i].EnemyState.currentNumberOfHits);
if (blockNodes[i].EnemyState.currentNumberOfHits <= 0)
if ( blockNodes [i]!=null && blockNodes[i].EnemyState.currentNumberOfHits <= 0)
{
List<MapUnity> mapUnities = blockNodes[i].PreviewColorRange();
if (mapUnities != null)

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

@ -749,8 +749,11 @@ public class SettlementManager : Singleton<SettlementManager>
EnemyManager.Instance.enemyRefreshEnemyBuffIcon(0);
//广播释放完一张卡牌的接口
GameManager.Instance.BroadUsedCardEvent();
GameManager.Instance.BroadCastWhirlpoolEffectSycn();
GameManager.Instance.BroadUsedCardEvent();
//移动销毁卡牌
GameManager.Instance.currentCardEntity.StartMoveCardToDestory();
}
public void spreadColorToAround(int roundNum,MapUnity target)

2
ColorlessWorld-2024-4-2/Assets/Settings/SampleSceneProfile.asset

@ -21,7 +21,7 @@ MonoBehaviour:
m_Value: 1
intensity:
m_OverrideState: 1
m_Value: 2
m_Value: 0.5
scatter:
m_OverrideState: 0
m_Value: 0.7

10
ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv

@ -1,5 +1,5 @@
地图编号,物品数据,,,
100001,3;tree;5;10,3;boom;4;6,1;Whirlpool;0;2,2;Vacancy;0;5
100002,3;tree;0;1,3;boom;5;10,1;Whirlpool;0;2,2;Vacancy;0;4
100003,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;1;5
100004,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;2;8
地图编号,物品数据,,,,
100001,3;tree;2;5,3;boom;2;6,1;Whirlpool;0;2,2;Vacancy;0;5,3;TntBurket;2;6
100002,3;tree;0;1,3;boom;5;10,1;Whirlpool;0;2,2;Vacancy;0;4,
100003,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;1;5,
100004,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;2;8,

Can't render this file because it has a wrong number of fields in line 2.

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

@ -1,2 +1,2 @@
地图编号,弱怪,,,强怪,,,精英,,,boss,,
30001,0;1;0;1;0;15,0;1;0;1;0;1,1;2;1;1;1;1,0;2;0;1;0;1,1;2;1;2;1;2,2;3;2;3;2;3,1;2;1;2;1;2,2;2;2;2;2;2,3;3;3;3;3;3,1;2;1;2;1;2,2;3;2;3;2;3,3;4;3;4;3;4
30001,0;10;0;10;0;10,0;1;0;1;0;1,1;2;1;1;1;1,0;2;0;1;0;1,1;2;1;2;1;2,2;3;2;3;2;3,1;2;1;2;1;2,2;2;2;2;2;2,3;3;3;3;3;3,1;2;1;2;1;2,2;3;2;3;2;3,3;4;3;4;3;4

Can't render this file because it has a wrong number of fields in line 2.

2
ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_4.csv

@ -2,4 +2,4 @@
1001,1,1,2,3_1,none,1,5,0_0;1_0;2_0,white;white;white,CardIcon/1010,射击
1002,1,1,2,3_1,none,2,4,0_0;-1_1;-1_-1,white;white;white,CardIcon/1010,屏障
1003,1,1,2,3_1,none,,,0_0;1_0;2_0;3_0;4_0,white;white;white;white;white,CardIcon/1010,喷射
1004,1,3,2,3_1,none,1,5,0_0;1_0;2_0,red;red;red,CardIcon/1010,射击
1004,1,0,2,3_1,none,1,5,0_0;1_0;2_0,red;red;red,CardIcon/1010,射击

1 ID 费用类型 费用 施法范围 作用范围 条件 功能 数值 地块标记 地块颜色 图片路径 名称
2 1001 1 1 2 3_1 none 1 5 0_0;1_0;2_0 white;white;white CardIcon/1010 射击
3 1002 1 1 2 3_1 none 2 4 0_0;-1_1;-1_-1 white;white;white CardIcon/1010 屏障
4 1003 1 1 2 3_1 none 0_0;1_0;2_0;3_0;4_0 white;white;white;white;white CardIcon/1010 喷射
5 1004 1 3 0 2 3_1 none 1 5 0_0;1_0;2_0 red;red;red CardIcon/1010 射击

5
ColorlessWorld-2024-4-2/ProjectSettings/EditorBuildSettings.asset

@ -30,6 +30,9 @@ EditorBuildSettings:
path: Assets/Scenes/Camp.unity
guid: 9a0fd6b437972b846b31d57fe503ed0d
- enabled: 1
path: Assets/Scenes/FightDayLight.unity
path: Assets/Scenes/FightDaylight.unity
guid: 493a3645c610a3c44a77bffb1a0a8e03
- enabled: 1
path: Assets/Scenes/ForgingPoint.unity
guid: 35ca3314a7ab9c1409085d7103986ba1
m_configObjects: {}

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