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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.UI; |
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|
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public class CardTypeHeaderNode : MonoBehaviour |
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{ |
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public Text text; |
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public Image image; |
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public bool isFold; |
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public List<string> cardId; |
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public void SwitchStats() |
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{ |
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switch (isFold) |
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{ |
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case true: |
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isFold = false; |
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text.text = "-"; |
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image.color = Color.white; |
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break; |
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case false: |
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isFold = true; |
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text.text = "+"; |
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image.color = Color.gray; |
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break; |
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} |
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ForgintPointManager.Instance.GenerateViewCard(); |
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} |
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} |
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|
serializedVersion: 2 |
||||
|
defaultReferences: [] |
||||
|
executionOrder: 0 |
||||
|
icon: {instanceID: 0} |
||||
|
userData: |
||||
|
assetBundleName: |
||||
|
assetBundleVariant: |
||||
@ -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; |
||||
|
} |
||||
|
} |
||||
|
|
||||
|
|
||||
|
} |
||||
@ -0,0 +1,11 @@ |
|||||
|
fileFormatVersion: 2 |
||||
|
guid: 9ce2e5e147d5f52478303d707e0350f4 |
||||
|
MonoImporter: |
||||
|
externalObjects: {} |
||||
|
serializedVersion: 2 |
||||
|
defaultReferences: [] |
||||
|
executionOrder: 0 |
||||
|
icon: {instanceID: 0} |
||||
|
userData: |
||||
|
assetBundleName: |
||||
|
assetBundleVariant: |
||||
|
Can't render this file because it has a wrong number of fields in line 2.
|
|
Can't render this file because it has a wrong number of fields in line 2.
|
|
Loading…
Reference in new issue