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Merge pull request '怪物信息板优化,用id抽取卡牌实现复制' (#108) from dev45-0418 into dev-1217

Reviewed-on: #108
pull/109/head
45 8 months ago
parent
commit
db7a069fa5
  1. 6
      ColorlessWorld-2024-4-2/Assets/Prefab/BuffPrefab/BuffInforTip.prefab
  2. 178
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab
  3. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/CastPreRangeBlack.mat
  4. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/CastPreRangeBule.mat
  5. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/CastPreRangeGreen.mat
  6. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/CastPreRangeRed.mat
  7. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/CastPreRangeRedWhite.mat
  8. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/EnemyColour.mat
  9. 113
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab
  10. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/PlayerColour.mat
  11. 137
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/PlayerStepMark.mat
  12. 6
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/PlayerStepMark.mat.meta
  13. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/attackHightLIght.mat
  14. BIN
      ColorlessWorld-2024-4-2/Assets/Resources/EffectCardIcon/死亡印记.jpg
  15. BIN
      ColorlessWorld-2024-4-2/Assets/Resources/EffectCardIcon/死亡印记.png
  16. 4
      ColorlessWorld-2024-4-2/Assets/Resources/EffectCardIcon/死亡印记.png.meta
  17. 18
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  18. 19
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/BuffNode/BuffInforOnMouse.cs
  19. 48
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  20. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  21. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardSmall/CardSmall.cs
  22. 140
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  23. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs
  24. 27
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyUIBar.cs
  25. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs
  26. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  27. 103
      ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs
  28. 15
      ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs
  29. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent.meta
  30. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent.meta
  31. 194
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent/ServantBottleCat.cs
  32. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent/ServantBottleCat.cs.meta
  33. 440
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/Servant.cs
  34. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/Servant.cs.meta
  35. 41
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantSkill/ArrowInMap.cs
  36. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantSkill/ArrowInMap.cs.meta
  37. 80
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantSkill/ServantSkillNode.cs
  38. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantSkill/ServantSkillNode.cs.meta
  39. 25
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantUIBar.cs
  40. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantUIBar.cs.meta
  41. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServentStateManager.cs
  42. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServentStateManager.cs.meta
  43. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs
  44. 31
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs
  45. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  46. 64
      ColorlessWorld-2024-4-2/Assets/Settings/SampleSceneProfile.asset

6
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4
ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/CastPreRangeBlack.mat

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4
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4
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4
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137
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6
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantSkill.meta → ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/PlayerStepMark.mat.meta

@ -1,8 +1,8 @@
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guid: c3f33c18d92e4c142aa468b5e2448cf6 guid: 2ec9a21f0a6530249b852e4deea04d31
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4
ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/attackHightLIght.mat

@ -32,7 +32,7 @@ Material:
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@ -120,7 +120,7 @@ Material:
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4
ColorlessWorld-2024-4-2/Assets/Resources/EffectCardIcon/死亡印记.jpg.meta → ColorlessWorld-2024-4-2/Assets/Resources/EffectCardIcon/死亡印记.png.meta

@ -1,5 +1,5 @@
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18
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

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startPositionY: 1 startPositionY: 1
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playerLayerMask: playerLayerMask:
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servant: {fileID: 1202010108}
servantState: {fileID: 0}
playerBoundary: -1 playerBoundary: -1
enemyBoundary: 15 enemyBoundary: 15
Red: {fileID: 1848107657} Red: {fileID: 1848107657}
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19
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/BuffNode/BuffInforOnMouse.cs

@ -9,27 +9,28 @@ public class BuffInforOnMouse : MonoBehaviour
bool isShow; bool isShow;
[Header("信息表")] [Header("信息表")]
public GameObject inforBar; public GameObject inforBar;
[Header("놓迦貫零")] [Header("信息表位置")]
public Transform point; public Transform inforBarPosTransform;
[Header("偏移量")] [Header("偏移量")]
public Vector3 offSet; public Vector3 offSet;
[Header("buffNode表")] [Header("buffNode表")]
public List<BuffNode> buffNodeList = new List<BuffNode>(); public List<BuffNode> buffNodeList = new List<BuffNode>();
[Header("탤경菉")] // [Header("排版轴")]
public LayoutGroup layoutGroup; // public LayoutGroup layoutGroup;
public TextAnchor textAnchor; // public TextAnchor textAnchor;
public void ShowBuffInfor() public void ShowBuffInfor()
{ {
inforBar = CardInfroBarManager.Instance.buffInforBar; //inforBar = CardInfroBarManager.Instance.buffInforBar;
layoutGroup = inforBar.GetComponent<LayoutGroup>(); // layoutGroup = inforBar.GetComponent<LayoutGroup>();
layoutGroup.childAlignment = textAnchor; // layoutGroup.childAlignment = textAnchor;
inforBar.SetActive(true); inforBar.SetActive(true);
//同步位置 //同步位置
/* // inforBar.transform.position = transform.position + offSet; /* // inforBar.transform.position = transform.position + offSet;
Vector3 mousePos = Input.mousePosition; Vector3 mousePos = Input.mousePosition;
Vector3 worldPos = Camera.main.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, 7));//鼠标位置 Vector3 worldPos = Camera.main.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, 7));//鼠标位置
inforBar.transform.position = worldPos + offSet;*/ inforBar.transform.position = worldPos + offSet;*/
inforBar.transform.position = point.position + offSet; inforBar.transform.position = inforBarPosTransform.position ;
inforBar.transform.localPosition += offSet;
//删除以前的条目 //删除以前的条目
foreach (var tip in CardInfroBarManager.Instance.buffInforBarTipList) foreach (var tip in CardInfroBarManager.Instance.buffInforBarTipList)
{ {

48
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -41,8 +41,6 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
PointerEventData eventData; PointerEventData eventData;
List<RaycastResult> result = new List<RaycastResult>(); List<RaycastResult> result = new List<RaycastResult>();
public bool ready;//是否已到达可释放位置
[Header("卡牌属性")] [Header("卡牌属性")]
public List<MapUnity> castingPool;//卡牌打出范围 public List<MapUnity> castingPool;//卡牌打出范围
@ -71,20 +69,6 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
private void Update() private void Update()
{ {
handleRightClickCancel(); handleRightClickCancel();
/*if (dragState != CardDragState.noDrag && dragState != CardDragState.onDrag)
{
//UI射线检测
eventData.position = Mouse.current.position.value;
eventSystem.RaycastAll(eventData, result);
if (result.Count > 0)
{
Debug.Log(result[0].gameObject.name);
}
}*/
if (GameManager.Instance.onDraw ==false &&TurnMaster .Instance .servantAction != TurnMaster.ServantAction.useSkill ) if (GameManager.Instance.onDraw ==false &&TurnMaster .Instance .servantAction != TurnMaster.ServantAction.useSkill )
{ {
switch (dragState) switch (dragState)
@ -140,7 +124,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
break; break;
case CardDragState.onDrag: case CardDragState.onDrag:
CardFollow(); CardFollow();
if (Mouse.current.leftButton.wasReleasedThisFrame && ready) if (Mouse.current.leftButton.wasReleasedThisFrame)
{ {
dragState = CardDragState.onEndDrag; dragState = CardDragState.onEndDrag;
} }
@ -220,8 +204,6 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
return; return;
} }
dyeing();
eventData.position = Mouse.current.position.value; eventData.position = Mouse.current.position.value;
eventSystem.RaycastAll(eventData, result); eventSystem.RaycastAll(eventData, result);
@ -264,10 +246,6 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
transform.position = eventDataWorld; transform.position = eventDataWorld;
} }
}*/ }*/
if (ready == false)
{
ready = true;
}
// transform.localPosition = cardOnMouseEnter.originPoint;// + new Vector3(0, 30, 0); // transform.localPosition = cardOnMouseEnter.originPoint;// + new Vector3(0, 30, 0);
//cardOnMouseEnter.StartCoroutine(cardOnMouseEnter.MoveComeBack()); // transform.localScale = new Vector3(1, 1, 1); //cardOnMouseEnter.StartCoroutine(cardOnMouseEnter.MoveComeBack()); // transform.localScale = new Vector3(1, 1, 1);
@ -482,18 +460,17 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//遍历范围预览池消除影响色 //遍历范围预览池消除影响色
foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool) foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool)
{ {
mapUnity.influenced = false; mapUnity.castRangeInf = false;
} }
MapUnityManager.Instance.castPool.Clear(); MapUnityManager.Instance.castPool.Clear();
//遍历影响池变色 //遍历影响池变色
foreach (MapUnity mapUnity in cardEntity.influencePreviewPool) foreach (MapUnity mapUnity in cardEntity.influencePreviewPool)
{ {
mapUnity.influenced = false; mapUnity.effectInfluenced = false;
} }
cardEntity.influencePreviewPool.Clear(); cardEntity.influencePreviewPool.Clear();
ready = false;
GameManager.Instance.onDrag = false; GameManager.Instance.onDrag = false;
dragState = CardDragState.noDrag; dragState = CardDragState.noDrag;
@ -549,7 +526,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{ {
foreach (MapUnity mapUnity in cardEntity.influencePreviewPool) foreach (MapUnity mapUnity in cardEntity.influencePreviewPool)
{ {
mapUnity.influenced = false; mapUnity.effectInfluenced = false;
} }
cardEntity.influencePreviewPool.Clear(); cardEntity.influencePreviewPool.Clear();
@ -559,18 +536,20 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
setCastingRangePreview(); setCastingRangePreview();
//预览影响范围 //预览影响范围
if (currentNode.influenced) if (currentNode.castRangeInf)
{ {
//根据卡牌属性改变影响池 //根据卡牌属性改变影响池
Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position; Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position;
float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180; float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180;
getNodeTools.setEffectRangePreviewTest(cardEntity.cardOriginalData, euler, currentNode,cardEntity); getNodeTools.setEffectRangePreviewTest(cardEntity.cardOriginalData, euler, currentNode,cardEntity);
//ĎÔĘžˇśÎ§
dyeing();
//setEffectRangePreview(cardEntity.cardOriginalData.EffectRange, euler, currentNode); //setEffectRangePreview(cardEntity.cardOriginalData.EffectRange, euler, currentNode);
//influencePreviewPool.Add(currentNode); //influencePreviewPool.Add(currentNode);
//更新涂色预览材质 //更新涂色预览材质
// SettlementManager.Instance.PreviewSwitchColor(cardEntity.cardOriginalData, currentNode); // SettlementManager.Instance.PreviewSwitchColor(cardEntity.cardOriginalData, currentNode);
//更新地块计数(包含改色预览) //更新地块计数(包含改色预览)
SettlementManager.Instance.PreviewColorMapUnity(cardEntity.cardOriginalData, currentNode); SettlementManager.Instance.PreviewColorMapUnity(cardEntity.cardOriginalData, currentNode);
} }
@ -612,7 +591,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
} }
foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool) foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool)
{ {
mapUnity.influenced = false; mapUnity.castRangeInf = false;
} }
MapUnityManager.Instance.castPool.Clear(); MapUnityManager.Instance.castPool.Clear();
if (cardEntity.cardOriginalData.TrueFunctionVal.ContainsKey(CardFunction.infCastRange)) if (cardEntity.cardOriginalData.TrueFunctionVal.ContainsKey(CardFunction.infCastRange))
@ -654,6 +633,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//getNodeTools.setEffectRangePreview(cardEntity.cardOriginalData.EffectRange, 30.0f, currentNode, cardEntity); //getNodeTools.setEffectRangePreview(cardEntity.cardOriginalData.EffectRange, 30.0f, currentNode, cardEntity);
MapUnity mapUnity=GameManager.Instance.playerOn; MapUnity mapUnity=GameManager.Instance.playerOn;
getNodeTools.setEffectRangePreviewTest(cardEntity.cardOriginalData, 90.0f, mapUnity, cardEntity); getNodeTools.setEffectRangePreviewTest(cardEntity.cardOriginalData, 90.0f, mapUnity, cardEntity);
dyeing();
//更新效果作用范围内怪物虚血 //更新效果作用范围内怪物虚血
EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool); EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool);
//更新涂色材质和地块数量统计预览 //更新涂色材质和地块数量统计预览
@ -669,10 +649,10 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{ {
//遍历影响池变色 //遍历影响池变色
foreach (MapUnity mapUnity in cardEntity.influencePreviewPool) foreach (MapUnity mapUnity in cardEntity.influencePreviewPool)
{ {
mapUnity.PlayerInfluenced(cardEntity.influencePreviewPool); mapUnity.EffectInfluenced(cardEntity.influencePreviewPool);
// mapUnity.playerMark.meshRenderer .material = mapUnity.castPreRange; // mapUnity.playerMark.meshRenderer .material = mapUnity.castPreRange;
} }
} }
@ -702,7 +682,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//先判断该卡牌的类型是否是需要范围 //先判断该卡牌的类型是否是需要范围
if (cardEntity.cardOriginalData.CastingRange != 0) if (cardEntity.cardOriginalData.CastingRange != 0)
{ {
if(currentNode != null&& currentNode.influenced) if(currentNode != null&& currentNode.castRangeInf)
{ {
//卡牌释放效果 //卡牌释放效果
yield return StartCoroutine(cardEntity.settle(0,currentNode)); yield return StartCoroutine(cardEntity.settle(0,currentNode));

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

@ -268,7 +268,7 @@ public class CardEntity : MonoBehaviour
//±éÀúÓ°Ïì³Ø±äÉ« //±éÀúÓ°Ïì³Ø±äÉ«
foreach (MapUnity mapUnity in influencePreviewPool) foreach (MapUnity mapUnity in influencePreviewPool)
{ {
mapUnity.influenced = false; mapUnity.effectInfluenced = false;
} }
GameManager.Instance.SyncColourCountUI(); GameManager.Instance.SyncColourCountUI();
//½áËãЧ¹û //½áËãЧ¹û
@ -280,7 +280,7 @@ public class CardEntity : MonoBehaviour
foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool) foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool)
{ {
mapUnity.influenced = false; mapUnity.castRangeInf = false;
} }
MapUnityManager.Instance.castPool.Clear(); MapUnityManager.Instance.castPool.Clear();

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

@ -110,7 +110,6 @@ public class CardSmall : MonoBehaviour
} }
public void SetDestination(GameObject gameObject, string ID ) public void SetDestination(GameObject gameObject, string ID )
{ {
cardID = ID; cardID = ID;
lineRender = GetComponent<LineRenderer>(); lineRender = GetComponent<LineRenderer>();
mainCaera = GameManager.Instance.mainCamera; mainCaera = GameManager.Instance.mainCamera;
@ -122,8 +121,10 @@ public class CardSmall : MonoBehaviour
//speed = 12f; //speed = 12f;
StartCoroutine(moveCardFollowLineWithToUsedCard()); StartCoroutine(moveCardFollowLineWithToUsedCard());
} }
public void SetDestinationWithDrawCard(Vector3 endPoint) public void SetDestinationWithDrawCard(Vector3 endPoint,string ID)
{ {
TurnMaster.Instance.lastDrawCardId = ID;
cardID = ID;
mainCaera = GameManager.Instance.mainCamera; mainCaera = GameManager.Instance.mainCamera;
lineStart = transform.InverseTransformPoint( TurnMaster.Instance.cardDeckNumberText.transform.position) ; lineStart = transform.InverseTransformPoint( TurnMaster.Instance.cardDeckNumberText.transform.position) ;

140
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -28,7 +28,8 @@ public class TurnMaster : Singleton<TurnMaster>
public int settleTurn = 0; public int settleTurn = 0;
public int commDrawCardsNum = 1; public int commDrawCardsNum = 1;
[Header("上一张抽到的卡的id")]
public string lastDrawCardId;
[Header("销毁卡牌延迟结束回合")] [Header("销毁卡牌延迟结束回合")]
public bool continueTurn; public bool continueTurn;
@ -102,15 +103,7 @@ public class TurnMaster : Singleton<TurnMaster>
ResetLegacy(); ResetLegacy();
//恢复体力 //恢复体力
GameManager.Instance.playerState.currentStepRange = Usermanager.Instance.StepRangeCalculation(GameManager.Instance.playerState.maxStepRange); GameManager.Instance.playerState.currentStepRange = Usermanager.Instance.StepRangeCalculation(GameManager.Instance.playerState.maxStepRange);
//判断是否有使魔进行结算
if(ServentStateManager .Instance .servantState != null )
{
//恢复随从体力
RecoverServantResource();
//随从技能结算
SettleCoolDownSkill();
}
//显示敌人攻击虚线 //显示敌人攻击虚线
EnemyManager.Instance.EnemyLine_Observer(); EnemyManager.Instance.EnemyLine_Observer();
//回复敌人系数 //回复敌人系数
@ -129,9 +122,7 @@ public class TurnMaster : Singleton<TurnMaster>
//结算地块Buff(红色地块优势) //结算地块Buff(红色地块优势)
MapUnitySettleManager.Instance.MapGridsBeginSettle(); MapUnitySettleManager.Instance.MapGridsBeginSettle();
//广播遗物接口 //广播遗物接口
LegacyManager.Instance.BroadCastSettleInPlayerTurnEnd(); LegacyManager.Instance.BroadCastSettleInPlayerTurnEnd();
//关闭随从的技能UI板
CloseSkillUI();
//回合结束结算玩家buff //回合结束结算玩家buff
Usermanager.Instance.PlayerTurnSettle(); Usermanager.Instance.PlayerTurnSettle();
//结算敌人护盾 //结算敌人护盾
@ -235,50 +226,12 @@ public class TurnMaster : Singleton<TurnMaster>
EnemyManager.Instance.enemyTurnState = EnemyManager.EnemyTurnState.end; EnemyManager.Instance.enemyTurnState = EnemyManager.EnemyTurnState.end;
turn = Turn.enemyTurnEnd; turn = Turn.enemyTurnEnd;
} }
//随从
public void RecoverServantResource()
{
GameManager.Instance.servantState.currentStepRange = GameManager.Instance.servantState.maxStepRange;
}
public void ResetLegacy() public void ResetLegacy()
{ {
LegacyManager.Instance.tryResetCount(Name.Legacy.LegacyNode_LightningBoots); LegacyManager.Instance.tryResetCount(Name.Legacy.LegacyNode_LightningBoots);
} }
public void CloseSkillUI()
{
GameManager.Instance.servant .SkillUI.SetActive(false);
}
//随从技能冷却
public void SettleCoolDownSkill()
{
List<Servant.ServantSkill> skillList =GameManager.Instance.servant.skillList;
foreach (Servant.ServantSkill skill in skillList)
{
if(skill.currentStorageTimes<skill .storageTimes)
{
if(skill .currentCoolDown >0)
{
skill.currentCoolDown--;
GameManager.Instance.servant.skillNodeList[skill.effectIndex].coolDownText.text=skill .currentCoolDown .ToString ();
}
if (skill.currentCoolDown <= 0)
{
skill.currentCoolDown = skill .coolDown;
skill.currentStorageTimes++;
}
}
if(skill .currentStorageTimes >0)
{
GameManager.Instance.servant.skillNodeList[skill.effectIndex].GetComponent <Image >().sprite = skill.Icon;
GameManager.Instance.servant.skillNodeList[skill.effectIndex].coolDownText.gameObject.SetActive(false);
}
}
}
//老吊写的函数 //老吊写的函数
public void restoreResource(int settleTurn) public void restoreResource(int settleTurn)
{ {
@ -458,7 +411,9 @@ public class TurnMaster : Singleton<TurnMaster>
yield return new WaitForSeconds(0.1f); yield return new WaitForSeconds(0.1f);
} }
Debug.Log("复制中断点`3");
yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards()); yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards());
Debug.Log("复制中断点`4");
yield break; yield break;
} }
@ -470,39 +425,19 @@ public class TurnMaster : Singleton<TurnMaster>
int handCardCount = handCard.cardEntityList.Count; int handCardCount = handCard.cardEntityList.Count;
int actualCardsToDraw = Mathf.Min(handCard.maxHandCard - handCardCount, drawNum); int actualCardsToDraw = Mathf.Min(handCard.maxHandCard - handCardCount, drawNum);
CardActiveSort.Instance.drawCardCount = actualCardsToDraw; CardActiveSort.Instance.drawCardCount += actualCardsToDraw;
yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.SortOldCardPointWithDrawCards()); yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.SortOldCardPointWithDrawCards());
Debug.Log("抽卡点1");
for (int i = handCardCount; i < handCardCount + actualCardsToDraw; i++)
{
if (cardDeck.cardList.Count > 0) DrawCardWithID(handCardCount+1, lastDrawCardId);
{
createCard(i);
}
else if (usedCard.usedCardList.Count > 0)
{
//洗牌继续抽
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
cardDeck.cardList.Add(usedCard.usedCardList[c]);
cardDeck.cardList.Shuffle();
}
usedCard.usedCardList.Clear();
createCard(i); yield return new WaitForSeconds(0.1f);
} Debug.Log("复制中断点`1");
yield return new WaitForSeconds(0.1f); yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards());
} Debug.Log("复制中断点`2");
//yield return StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards());
yield return StartCoroutine(copyNewestCard());
CardActiveSort.Instance.ReflashCardPoint();
yield break; yield break;
} }
public IEnumerator copyNewestCard() /* public IEnumerator copyNewestCard()
{ {
int handCardCount = handCard.cardEntityList.Count; int handCardCount = handCard.cardEntityList.Count;
@ -515,7 +450,7 @@ public class TurnMaster : Singleton<TurnMaster>
yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards()); yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards());
yield break; yield break;
} }*/
public IEnumerator drawDyeingCards(int drawNum) public IEnumerator drawDyeingCards(int drawNum)
{ {
@ -690,44 +625,27 @@ public class TurnMaster : Singleton<TurnMaster>
} }
//添加卡牌移动脚本 //添加卡牌移动脚本
CardSmall cardSmall = cardPrefab.AddComponent<CardSmall>(); CardSmall cardSmall = cardPrefab.AddComponent<CardSmall>();
cardSmall.SetDestinationWithDrawCard(CardActiveSort.Instance.newPointList[i]); cardSmall.SetDestinationWithDrawCard(CardActiveSort.Instance.newPointList[i],cardEntity .cardId );
} }
public void copyCard(int i,string cardId) public void DrawCardWithID(int i,string cardId)//入参:手卡次序位置,卡牌id
{ {
GameObject cardPrefab = PlayerStatsManager.Instance.CreateCardWithID(cardId, i, true, handCard.cardPanle.transform); GameObject cardPrefab = PlayerStatsManager.Instance.CreateCardWithID(cardId, i, true, handCard.cardPanle.transform);
// cardPrefab = Instantiate(cardDeck.rareCardPrefab, handCard.cardPanle.transform);
//int cardRarity = CardOriginalDataList.Instance.cardOriginalDataList[cardDeck.cardList[cardDeck.cardList.Count - 1]].Rarity;
//cardPrefab = new GameObject();
/*switch (cardRarity)
{
case Name.CardRarity.Legendary:
cardPrefab = Instantiate(cardDeck.legendaryCardPrefab, handCard.cardPanle.transform);
break;
case Name.CardRarity.Rare:
cardPrefab = Instantiate(cardDeck.rareCardPrefab, handCard.cardPanle.transform);
break;
case Name.CardRarity.Common:
cardPrefab = Instantiate(cardDeck.cardPrefabPuTong, handCard.cardPanle.transform);
break;
}*/
/* if (cardRarity==Name.CardRarity.Legendary)
{
cardPrefab = Instantiate(cardDeck.legendaryCardPrefab, handCard.cardPanle.transform);
}
else
{
cardPrefab = Instantiate(cardDeck.cardPrefabPuTong, handCard.cardPanle.transform);
}*/
// cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
CardEntity cardEntity = cardPrefab.GetComponent<CardEntity>(); CardEntity cardEntity = cardPrefab.GetComponent<CardEntity>();
// cardEntity.createCard(cardId, i, true); //cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
handCard.cardEntityList.Add(cardEntity); handCard.cardEntityList.Add(cardEntity);
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.nextDrawCardisDisposable))
{
cardEntity.tempIsDisposable = true;
Usermanager.playerAbnormalCondition[AbnormalCondition.nextDrawCardisDisposable].value -= 1;
if (Usermanager.playerAbnormalCondition[AbnormalCondition.nextDrawCardisDisposable].value <= 0)
{
Usermanager.playerAbnormalCondition.Remove(AbnormalCondition.nextDrawCardisDisposable);
}
}
//添加卡牌移动脚本 //添加卡牌移动脚本
CardSmall cardSmall = cardPrefab.AddComponent<CardSmall>(); CardSmall cardSmall = cardPrefab.AddComponent<CardSmall>();
cardSmall.SetDestinationWithDrawCard(CardActiveSort.Instance.newPointList[i]); cardSmall.SetDestinationWithDrawCard(CardActiveSort.Instance.newPointList[i],cardEntity .cardId );
} }
public void createCardWithoutMove(int i) public void createCardWithoutMove(int i)

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

@ -444,7 +444,7 @@ public class EnemyManager : Singleton<EnemyManager>
{ {
if (currentNode.unitPool[0] != null) if (currentNode.unitPool[0] != null)
{ {
if (currentNode.influenced == false) if (currentNode.effectInfluenced == false)
{ {
influencePreviewPool.Add(currentNode.unitPool[0]); influencePreviewPool.Add(currentNode.unitPool[0]);
currentNode = currentNode.unitPool[0]; currentNode = currentNode.unitPool[0];
@ -475,7 +475,7 @@ public class EnemyManager : Singleton<EnemyManager>
{ {
if (currentNode.unitPool[5] != null) if (currentNode.unitPool[5] != null)
{ {
if (currentNode.influenced == false) if (currentNode.effectInfluenced == false)
{ {
influencePreviewPool.Add(currentNode.unitPool[5]); influencePreviewPool.Add(currentNode.unitPool[5]);
currentNode = currentNode.unitPool[5]; currentNode = currentNode.unitPool[5];
@ -506,7 +506,7 @@ public class EnemyManager : Singleton<EnemyManager>
{ {
if (currentNode.unitPool[4] != null) if (currentNode.unitPool[4] != null)
{ {
if (currentNode.influenced == false) if (currentNode.effectInfluenced == false)
{ {
influencePreviewPool.Add(currentNode.unitPool[4]); influencePreviewPool.Add(currentNode.unitPool[4]);
currentNode = currentNode.unitPool[4]; currentNode = currentNode.unitPool[4];
@ -537,7 +537,7 @@ public class EnemyManager : Singleton<EnemyManager>
{ {
if (currentNode.unitPool[3] != null) if (currentNode.unitPool[3] != null)
{ {
if (currentNode.influenced == false) if (currentNode.effectInfluenced == false)
{ {
influencePreviewPool.Add(currentNode.unitPool[3]); influencePreviewPool.Add(currentNode.unitPool[3]);
currentNode = currentNode.unitPool[3]; currentNode = currentNode.unitPool[3];
@ -568,7 +568,7 @@ public class EnemyManager : Singleton<EnemyManager>
{ {
if (currentNode.unitPool[2] != null) if (currentNode.unitPool[2] != null)
{ {
if (currentNode.influenced == false) if (currentNode.effectInfluenced == false)
{ {
influencePreviewPool.Add(currentNode.unitPool[2]); influencePreviewPool.Add(currentNode.unitPool[2]);
currentNode = currentNode.unitPool[2]; currentNode = currentNode.unitPool[2];
@ -599,7 +599,7 @@ public class EnemyManager : Singleton<EnemyManager>
{ {
if (currentNode.unitPool[1] != null) if (currentNode.unitPool[1] != null)
{ {
if (currentNode.influenced == false) if (currentNode.effectInfluenced == false)
{ {
influencePreviewPool.Add(currentNode.unitPool[1]); influencePreviewPool.Add(currentNode.unitPool[1]);
currentNode = currentNode.unitPool[1]; currentNode = currentNode.unitPool[1];

27
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Enemy/EnemyUIBar.cs

@ -1,11 +1,7 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI; using UnityEngine.UI;
using System.Linq; using System.Linq;
using System.Xml;
using System;
using TMPro; using TMPro;
public class EnemyUIBar : MonoBehaviour public class EnemyUIBar : MonoBehaviour
@ -42,6 +38,7 @@ public class EnemyUIBar : MonoBehaviour
[Header("意图详情")] [Header("意图详情")]
public GameObject planPanle; public GameObject planPanle;
public TMP_Text planInforText; public TMP_Text planInforText;
public Transform planPanlePos;
private void Update() private void Update()
{ {
@ -75,14 +72,16 @@ public class EnemyUIBar : MonoBehaviour
if (TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn && GameManager.Instance.onDrag == false) if (TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn && GameManager.Instance.onDrag == false)
{ {
//意图显示 //意图显示
planInforText.text = enemyNode.stateText; ShowPlanInfor();
planPanle.SetActive(true);
//buff显示 //buff显示
buffInforOnMouse.ShowBuffInfor(); buffInforOnMouse.ShowBuffInfor();
//显示攻击范围 //显示攻击范围
if (enemyNode.currentActionScript != null) if (enemyNode.currentActionScript != null)
{ {
//重新计算攻击范围
MapUnity currentMapUnity = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
EnemyManager.Instance.AttackRangeInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange + enemyNode.getStepRange(), enemyNode.rangePool);
enemyNode.currentActionScript.ShowAttackRange(enemyNode); enemyNode.currentActionScript.ShowAttackRange(enemyNode);
if (enemyNode.currentActionScript.isAiming) if (enemyNode.currentActionScript.isAiming)
@ -96,6 +95,7 @@ public class EnemyUIBar : MonoBehaviour
} }
} }
//鼠标悬停 //鼠标悬停
private void OnMouseOver() private void OnMouseOver()
{ {
@ -135,15 +135,26 @@ public class EnemyUIBar : MonoBehaviour
enemyNode.lineAim.SetActive(false); enemyNode.lineAim.SetActive(false);
//遍历影响池变色 //遍历影响池变色
enemyNode.currentActionScript.FadeAttackRange(enemyNode); if (enemyNode != null && enemyNode.currentActionScript!= null)
{
enemyNode.currentActionScript.FadeAttackRange(enemyNode);
}
//意图详情关闭 //意图详情关闭
planPanle.SetActive(false); planPanle.SetActive(false);
//buff详情关闭 //buff详情关闭
buffInforOnMouse.FadeBuffInfor(); buffInforOnMouse.FadeBuffInfor();
} }
//意图详情显示
public void ShowPlanInfor()
{
planInforText.text = enemyNode.stateText;
planPanle.SetActive(true);
Vector3 screenPos = Camera.main.WorldToScreenPoint(planPanlePos .position);
Vector3 worldPos = Camera.main.ScreenToWorldPoint(new Vector3(screenPos.x, screenPos.y, 7));//世界坐标转视图坐标,把位置拉到近摄像机平面
planPanle.transform.position = worldPos;
}
//异常Buff显示 //异常Buff显示
public void RefreshEnemyBuffIcon() public void RefreshEnemyBuffIcon()
{ {

8
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs

@ -139,12 +139,12 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
{ {
if (choosedMapUnity != null) if (choosedMapUnity != null)
{ {
choosedMapUnity.influenced = false; choosedMapUnity.effectInfluenced = false;
} }
// mapUnity.influenced = true; // mapUnity.influenced = true;
choosedMapUnityPool.Clear(); choosedMapUnityPool.Clear();
choosedMapUnityPool.Add(mapUnity); choosedMapUnityPool.Add(mapUnity);
mapUnity.PlayerInfluenced(choosedMapUnityPool); mapUnity.EffectInfluenced(choosedMapUnityPool);
choosedMapUnity = mapUnity; choosedMapUnity = mapUnity;
//ͬ²½UI //ͬ²½UI
@ -184,7 +184,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
{ {
if (choosedMapUnity != null ) if (choosedMapUnity != null )
{ {
choosedMapUnity.influenced = false; choosedMapUnity.effectInfluenced = false;
choosedMapUnity = null; choosedMapUnity = null;
} }
isColorDone = true; isColorDone = true;
@ -479,7 +479,7 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
public void ChangeColor(int color) public void ChangeColor(int color)
{ {
choosedMapUnity.switchColor(color); choosedMapUnity.switchColor(color);
choosedMapUnity.influenced = false; choosedMapUnity.effectInfluenced = false;
colorSelectUI .SetActive (false); colorSelectUI .SetActive (false);
//¼ÆËãÏûºÄ //¼ÆËãÏûºÄ
totalCostPoint += nodeInforList[(choosedMapUnity.locationX, choosedMapUnity.locationY)].cost; totalCostPoint += nodeInforList[(choosedMapUnity.locationX, choosedMapUnity.locationY)].cost;

14
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -40,13 +40,6 @@ public class GameManager : Singleton<GameManager>
//顶边UI显示玩家血量 //顶边UI显示玩家血量
public TMP_Text playerHPinUpUI; public TMP_Text playerHPinUpUI;
[Header("使魔当前位置参数")]
public MapUnity servantOn;//当前在哪个格子上
[Header("角色状态数据参数")]
public Servant servant;
public ServantState_SO servantState;//在游戏中实际使用的数据
[Header("场地颜色个数UI")] [Header("场地颜色个数UI")]
public int playerBoundary;//开局场地分界 public int playerBoundary;//开局场地分界
public int enemyBoundary;//场地分界 public int enemyBoundary;//场地分界
@ -118,10 +111,7 @@ public class GameManager : Singleton<GameManager>
{ {
//生成角色数据 //生成角色数据
if (PlayerStatsManager.Instance.playerState != null) if (PlayerStatsManager.Instance.playerState != null)
playerState = PlayerStatsManager.Instance.playerState; playerState = PlayerStatsManager.Instance.playerState;
//生成角色数据
if (ServentStateManager.Instance.servantState != null)
servantState = Instantiate(ServentStateManager.Instance.servantState);
//生成空地图列表 //生成空地图列表
// GenerateEnmptyMapList(); // GenerateEnmptyMapList();
GenerateEnmptyMapListDefault(); GenerateEnmptyMapListDefault();
@ -320,7 +310,7 @@ public class GameManager : Singleton<GameManager>
{ {
if(currentCardEntity.cardOriginalData.CastingRange != 0) if(currentCardEntity.cardOriginalData.CastingRange != 0)
{ {
if( currentMapNode != null && currentMapNode.influenced == true) if( currentMapNode != null && currentMapNode.effectInfluenced == true)
{ {
} }

103
ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs

@ -23,17 +23,20 @@ public class MapUnity : MonoBehaviour
public bool compalte;//标识已完成 public bool compalte;//标识已完成
[Header("UI效果范围控件")] [Header("UI效果范围控件")]
public bool influenced;//被选中 public bool effectInfluenced;//卡牌效果作用范围
bool lastInfluenced; bool lastEffectInfluenced;
public bool infHighLight;//我方高亮 public bool castRangeInf;//玩家投射范围
bool lastInfHighLight; bool lastCastRangeInf;
public bool stepInfluenced;//移动范围预览
bool lastStepInfluenced;
public bool markInfluenced;//敌人范围 public bool markInfluenced;//敌人范围
bool lastMarkInfluenced;//敌人范围 bool lastMarkInfluenced;//敌人范围
public bool aoeInfluenced;//被aoe标记 public bool aoeInfluenced;//被aoe标记
bool lastAoeInfluenced;//被aoe标记 bool lastAoeInfluenced;//被aoe标记
public MeshRenderer playerMark;//被选中激活 public MeshRenderer effectMark;//卡牌作用效果范围
public MeshRenderer highLightMark;//移动位置标记高亮 public MeshRenderer stepRangeMark;//移动范围预览
public MeshRenderer castRangeMark;//玩家投射范围
public MeshRenderer enemyInfMark;//被选中高亮 public MeshRenderer enemyInfMark;//被选中高亮
public GameObject aoeMake;//aoe标记 public GameObject aoeMake;//aoe标记
@ -174,22 +177,29 @@ public class MapUnity : MonoBehaviour
void Update() void Update()
{ {
if (influenced!= lastInfluenced ) if (effectInfluenced!= lastEffectInfluenced )
{ {
lastInfluenced = influenced; lastEffectInfluenced = effectInfluenced;
if (influenced == false) if (effectInfluenced == false)
{ {
ClearPlayerInfluenced(); ClearEffectInfluenced();
} }
} }
if (infHighLight != lastInfHighLight ) if (stepInfluenced != lastStepInfluenced)
{ {
lastInfHighLight = infHighLight; lastStepInfluenced = stepInfluenced;
if (infHighLight==true ) if (stepInfluenced == false)
{ {
ClearHightLightInfluenced(); ClearStepRangeInfluenced();
}
}
if (castRangeInf != lastCastRangeInf)
{
lastCastRangeInf = castRangeInf;
if (castRangeInf == false)
{
ClearCastRangeInfluenced();
} }
} }
if (markInfluenced != lastMarkInfluenced) if (markInfluenced != lastMarkInfluenced)
{ {
@ -209,26 +219,6 @@ public class MapUnity : MonoBehaviour
{ {
aoeMake.SetActive(false); aoeMake.SetActive(false);
} }
//根据涂色角色改变颜色
/* if (whoColour == WhoColour.playerColour)
{
colourGameObject.GetComponent<Renderer>().material = plyerColour;
}
else if (whoColour == WhoColour.enemyColour)
{
colourGameObject.GetComponent<Renderer>().material = enemyColour;
}
else if (whoColour == WhoColour.noneColour)
{
colourGameObject.GetComponent<Renderer>().material = noneColour;
}*/
/* if (whoColour != beforeWhoColour)
{
RefreshWhoColor();
}*/
// Debug.DrawRay(touchRayStartPoint .position,touchRayStartPoint .right, Color.green ,2f);
} }
public void switchColor(int newColor) public void switchColor(int newColor)
@ -308,23 +298,23 @@ public class MapUnity : MonoBehaviour
switch (newColor ) switch (newColor )
{ {
case 1: case 1:
playerMark.material = redPre; effectMark.material = redPre;
colorUnderAttack = newColor; colorUnderAttack = newColor;
break; break;
case 2: case 2:
playerMark.material = whitePre; effectMark.material = whitePre;
colorUnderAttack = newColor; colorUnderAttack = newColor;
break; break;
case 3: case 3:
playerMark.material = bluePre; effectMark.material = bluePre;
colorUnderAttack = newColor; colorUnderAttack = newColor;
break; break;
case 4: case 4:
playerMark.material = greenPre; effectMark.material = greenPre;
colorUnderAttack = newColor; colorUnderAttack = newColor;
break; break;
case 5: case 5:
playerMark.material = blackPre; effectMark.material = blackPre;
colorUnderAttack = newColor; colorUnderAttack = newColor;
break; break;
} }
@ -565,28 +555,37 @@ public class MapUnity : MonoBehaviour
#region //标记组件 #region //标记组件
public void PlayerInfluenced(HashSet <MapUnity> rangePool) public void EffectInfluenced(HashSet <MapUnity> rangePool)
{
effectInfluenced = true;
effectMark.gameObject .SetActive(true);
ShowMark(rangePool);
}
public void ClearEffectInfluenced()
{
effectMark.gameObject.SetActive(false);
FadeMark();
}
public void PlayerCastRangeInf(HashSet<MapUnity> rangePool)
{ {
influenced = true; castRangeInf = true;
playerMark.gameObject .SetActive(true); castRangeMark.gameObject.SetActive(true);
// playerMark.ShowMark(rangePool);
ShowMark(rangePool); ShowMark(rangePool);
} }
public void ClearPlayerInfluenced() public void ClearCastRangeInfluenced()
{ {
playerMark.gameObject.SetActive(false); castRangeMark.gameObject.SetActive(false);
FadeMark(); FadeMark();
} }
public void HightLightInfluenced(HashSet<MapUnity> rangePool) public void StepRangeInfluenced(HashSet<MapUnity> rangePool)
{ {
infHighLight = true; stepInfluenced = true;
highLightMark .gameObject .SetActive(true); stepRangeMark.gameObject.SetActive(true);
// highLightMark.ShowMark(rangePool);
ShowMark(rangePool); ShowMark(rangePool);
} }
public void ClearHightLightInfluenced() public void ClearStepRangeInfluenced()
{ {
highLightMark.gameObject.SetActive(false); stepRangeMark.gameObject.SetActive(false);
FadeMark(); FadeMark();
} }
public void EnemyInfluenced(HashSet<MapUnity> rangePool) public void EnemyInfluenced(HashSet<MapUnity> rangePool)

15
ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs

@ -6,6 +6,7 @@ using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.UI; using UnityEngine.UI;
using static Name; using static Name;
using static TurnMaster;
public class Player : MonoBehaviour public class Player : MonoBehaviour
{ {
public int step; public int step;
@ -66,7 +67,7 @@ public class Player : MonoBehaviour
{ {
if(GameManager .Instance .complete ==true ) if(GameManager .Instance .complete ==true )
{ {
if (Mouse.current.leftButton.wasPressedThisFrame && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.useCard && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.banAction) if (Mouse.current.leftButton.wasPressedThisFrame &&TurnMaster .Instance .turn == Turn.playerTurn && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.useCard && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.banAction)
{ {
if (GameManager.Instance.playerState.currentStepRange > 0 && !Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banStep)) if (GameManager.Instance.playerState.currentStepRange > 0 && !Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banStep))
{ {
@ -79,9 +80,7 @@ public class Player : MonoBehaviour
//遍历影响池变色 //遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool) foreach (MapUnity mapUnity in influencePreviewPool)
{ {
mapUnity.PlayerInfluenced(influencePreviewPool); mapUnity.StepRangeInfluenced(influencePreviewPool);
mapUnity.playerMark.material = mapUnity.red;
} }
//StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange); //StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange);
TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.move; TurnMaster.Instance.playerAction = TurnMaster.PlayerAction.move;
@ -199,7 +198,7 @@ public class Player : MonoBehaviour
MapUnity mapNode = raycastHit.collider.transform.GetComponent<MapUnity>(); MapUnity mapNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//角色移动 //角色移动
if (mapNode .influenced &&mapNode .blocked ==false &&mapNode .enemyNode ==null&& mapNode.playerOn == false ) if (mapNode .stepInfluenced &&mapNode .blocked ==false &&mapNode .enemyNode ==null&& mapNode.playerOn == false )
{ {
//获得路径 //获得路径
movePath = AStarManager.Instance.FindPathWithEndNode(GameManager.Instance.playerOn, mapNode); movePath = AStarManager.Instance.FindPathWithEndNode(GameManager.Instance.playerOn, mapNode);
@ -219,13 +218,13 @@ public class Player : MonoBehaviour
if (GameManager.Instance.playerOn != null ) if (GameManager.Instance.playerOn != null )
{ {
GameManager.Instance.playerOn.playerOn = false; GameManager.Instance.playerOn.playerOn = false;
GameManager.Instance.playerOn.influenced = false; GameManager.Instance.playerOn.stepInfluenced = false;
} }
//遍历影响池变色 //遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool) foreach (MapUnity mapUnity in influencePreviewPool)
{ {
mapUnity.influenced = false; mapUnity.stepInfluenced = false;
} }
influencePreviewPool.Clear(); influencePreviewPool.Clear();
//关闭移动交互 //关闭移动交互
@ -348,7 +347,7 @@ public class Player : MonoBehaviour
//遍历影响池变色 //遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool) foreach (MapUnity mapUnity in influencePreviewPool)
{ {
mapUnity.influenced = false; mapUnity.stepInfluenced = false;
} }
influencePreviewPool.Clear(); influencePreviewPool.Clear();

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

@ -1,8 +0,0 @@
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guid: 1fa9b405ca4e84b468cfd0902f79c50c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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8
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent.meta

@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 6a532d13c0722bc4591a8e2bff02a70a
folderAsset: yes
DefaultImporter:
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userData:
assetBundleName:
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194
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent/ServantBottleCat.cs

@ -1,194 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.IO;
using UnityEngine;
using UnityEngine.InputSystem;
public class ServantBottleCat : Servant
{
[Header ("技能资源")]
public GameObject bulletPrefab;
public override void SkillePreviewSelector(int index)
{
switch (index)
{
case 0:
PreEffect_0();
break;
case 1:
PreEffect_1();
break;
case 2:
PreEffect_2();
break;
}
}
public override void SkillePreviewEffectSelector(int index, MapUnity currentMapUnity)
{
switch (index)
{
case 0:
PreEffectRange_0(currentMapUnity);
break;
case 1:
PreEffectRange_1(currentMapUnity);
break;
case 2:
PreEffectRange_2(currentMapUnity);
break;
}
}
public override void SkilleEffectSelector(int index)
{
switch (index)
{
case 0:
Effect_0();
break;
case 1:
Effect_1();
break;
case 2:
Effect_2();
break;
}
}
//预览范围
public void PreEffect_0()
{
arrowInMap.gameObject.SetActive(true );//打开箭头
MovePreView();
}
public void PreEffect_1()
{
arrowInMap.gameObject.SetActive(true);//打开箭头
influencePreviewPool.UnionWith(MapUnityManager.Instance.findReachableTiles(GameManager.Instance.servantOn,skillList [currentSkillInex].throwRange ));
//遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool)
{
mapUnity.PlayerInfluenced(influencePreviewPool);
mapUnity.playerMark.material = mapUnity.red;
}
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.useSkill;
}
public void PreEffect_2()
{
arrowInMap.gameObject.SetActive(true);//打开箭头
influencePreviewPool.UnionWith(MapUnityManager.Instance.findReachableTiles(GameManager.Instance.servantOn, skillList[currentSkillInex].throwRange));
//遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool)
{
mapUnity.PlayerInfluenced(influencePreviewPool);
mapUnity.playerMark.material = mapUnity.red;
}
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.useSkill;
}
//预览效果范围
public void PreEffectRange_0(MapUnity currentMapUnity )
{
effectRangePreviewPool.Add(currentMapUnity);
HighLightEffectRange();
}
public void PreEffectRange_1(MapUnity currentMapUnity)
{
effectRangePreviewPool.Add(currentMapUnity);
HighLightEffectRange();
}
public void PreEffectRange_2(MapUnity currentMapUnity)
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, chooseNodeLayerMask.value))
{
Vector3 direction = raycastHit.transform.position - transform.position;
float angle1 = Vector3.SignedAngle(transform.forward, direction, transform.up);
if (angle1 < 0)
{
angle1 += 360f;
}
Debug.Log(angle1+"前");
if (angle1 >= 300f)
{
angle1 = 330f;
}
else if (angle1 >= 240f)
{
angle1 = 270f;
}
else if (angle1 >= 180f)
{
angle1 = 210f;
}
else if (angle1 >= 120f)
{
angle1 = 150f;
}
else if (angle1 >= 60f)
{
angle1 = 90f;
}
else if (angle1 >= 0f)
{
angle1 = 30f;
}
Debug.Log(angle1 + "后");
effectRangePreviewPool = getNodeTools.setEffectRangePreviewNoCard("3_1", angle1, currentMapUnity);
HighLightEffectRange();
}
}
public void Effect_0()
{
StartCoroutine(MoveToChooseNode());
}
public void Effect_1()
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500,chooseNodeLayerMask.value))
{
Debug.Log(raycastHit.collider.name);
MapUnity currentNode = raycastHit.transform.GetComponent<MapUnity>();
if (currentNode.enemyNode != null )
{
var bullet = Instantiate(bulletPrefab, this.transform.position, bulletPrefab.transform.rotation);
BulletMove bulletMove = bullet.GetComponent<BulletMove>();
bulletMove.destination = raycastHit.transform.position;
bulletMove.destination.y = 0.4f;
currentNode.enemyNode.EnemyState.currentHP -= skillList[currentSkillInex].value;
anim.SetTrigger("shoot");
SettleSkillCoolDown(skillList[currentSkillInex], skillNodeList[currentSkillInex]);
}
}
ResetPreView();
}
public void Effect_2()
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, chooseNodeLayerMask.value))
{
Debug.Log(raycastHit.collider.name);
MapUnity currentNode = raycastHit.transform.GetComponent<MapUnity>();
if(currentNode .influenced ==true )
{
foreach (var node in effectRangePreviewPool)
{
//node.whoColour = MapUnity.WhoColour.playerColour;
}
anim.SetTrigger("shoot");
SettleSkillCoolDown(skillList[currentSkillInex], skillNodeList[currentSkillInex]);
}
}
ResetPreView();
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/KindOfServent/ServantBottleCat.cs.meta

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 1a6bd56e8e7c0b34ab0b3bf7baa437ae
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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440
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/Servant.cs

@ -1,440 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.InputSystem;
public class Servant : MonoBehaviour
{
public int startPositionX, startPositionY;
public HashSet<MapUnity> influencePreviewPool = new HashSet<MapUnity>();//记录预览影响的对象池
public HashSet<MapUnity> effectRangePreviewPool = new HashSet<MapUnity>();//效果作用范围
[Header("层级检测")]
public LayerMask chooseNodeLayerMask;//移动射线选择的层级
public LayerMask playerLayerMask;//角色层级
[Header("路径")]
public List<MapUnity> movePath = new List<MapUnity>();
[Header("动画器")]
public Animator anim;
[Header("跑步速度")]
public float speed = 2;
[Header("瞄准箭头")]
public ArrowInMap arrowInMap;
[Header("技能瞄准上一帧瞄准格子")]
public MapUnity latestMapUnity;//与当前帧不一致刷新范围
private bool isRefresh;
[Header("步数标识个数集(UI)")]
public int stepIconCount;
public Transform StepIconFather;
public GameObject stepIconPrefab;
[Header("技能UI列表(UI)")]
public GameObject SkillUI;
public List<ServantSkill> skillList = new List<ServantSkill>();
public List<ServantSkillNode> skillNodeList = new List<ServantSkillNode>();
public List<Vector3> skillUIPos = new List<Vector3>();
[Header("技能UI生成资源")]
public GameObject SkillUIPrefab;
[Header("技能UI生成参数")]
public float radius;
public float angle;
public float startAngle;
public int pathNodeNum;
[Header("当前处于哪个技能的范围预览")]
public int currentSkillInex;
private void Start()
{
GameManager.Instance.servant = this;
Invoke("StartSevent", 10f);
InstantiateSkillUI();
}
public void StartSevent()
{
MapUnity currentNode = GameManager.Instance.X[startPositionX].Y[startPositionY];
currentNode.playerOn = true;
GameManager.Instance.servantOn = currentNode;
this.gameObject.transform.position = new Vector3(currentNode.transform.position.x, 0.5f, currentNode.transform.position.z);
this.gameObject.transform.SetParent(currentNode.CylinderFloor.transform);
}
public virtual void Update()
{
if (Mouse.current.leftButton.wasReleasedThisFrame && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.useCard && TurnMaster.Instance.servantAction != TurnMaster.ServantAction.banAction)
{
//if (GameManager.Instance.servantState.currentStepRange > 0 && !Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banStep))
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, playerLayerMask.value))
{
if (raycastHit.collider.gameObject.tag == "Servant")
{
GameManager.Instance.character = GameManager.SelectedCharacter.servant;
//Debug.Log(raycastHit.collider.gameObject.name);
//展开技能表
ShowSkillUI();
}
else if (raycastHit.collider.gameObject.tag == "ServantSkillUI")//检测到是技能
{
GameManager.Instance.character = GameManager.SelectedCharacter.servant;
//技能范围预览(button触发添加技能序号)
//MovePreView();
if (skillList[currentSkillInex].currentStorageTimes > 0)
{
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.useSkill;
isRefresh = true;
SkillePreviewSelector(currentSkillInex);
ColorInUseSkillUI();
}
}
else if (Physics.Raycast(ray, out RaycastHit raycastHitMap, 500, chooseNodeLayerMask.value))
{
isRefresh = false;
//检测到地面,释放技能实际效果
if (GameManager.Instance.character == GameManager.SelectedCharacter.servant && TurnMaster.Instance.servantAction == TurnMaster.ServantAction.useSkill)
{
SkilleEffectSelector(currentSkillInex);
ColorResrtUseSkillUI();
}
}
}
else
{
ResetPreView();
}
}
if (Mouse.current.rightButton.wasPressedThisFrame)
{
ResetPreView();
}
//鼠标移动就刷新范围预览
if (isRefresh ==true)
{
Ray rayMap = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(rayMap, out RaycastHit raycastHitRefresh, 500, chooseNodeLayerMask.value))
{
MapUnity currentMapUnity = raycastHitRefresh.transform.GetComponent<MapUnity>();
if (currentMapUnity != latestMapUnity)
{
CleanEffectRange();
SkillePreviewEffectSelector(currentSkillInex,currentMapUnity);
latestMapUnity = currentMapUnity;
}
}
}
//同步步数UI标识
if (GameManager.Instance.servantState.currentStepRange != stepIconCount)
{
for (int i = StepIconFather.childCount - 1; i >= 0; i--)
{
Destroy(StepIconFather.GetChild(i).gameObject);
}
stepIconCount = GameManager.Instance.servantState.currentStepRange;
for (int i = 0; i <stepIconCount; i++)
{
Instantiate(stepIconPrefab, StepIconFather);
}
}
}
//技能范围预览
public virtual void SkillePreviewSelector(int index)
{
}
//技能效果范围预览
public virtual void SkillePreviewEffectSelector(int index,MapUnity currentMapUnity )
{
}
//技能效果释放
public virtual void SkilleEffectSelector(int index)
{
}
//高亮效果作用范围
public void HighLightEffectRange()
{
foreach (MapUnity mapUnity in effectRangePreviewPool )
{
mapUnity.infHighLight = true;
}
}
//消除效果作用范围
public void CleanEffectRange()
{
foreach (MapUnity mapUnity in effectRangePreviewPool)
{
mapUnity.infHighLight = false;
}
effectRangePreviewPool.Clear();
}
//展开技能表
public void ShowSkillUI()
{
if (SkillUI.activeInHierarchy == false)
{
SkillUI.SetActive(true);
foreach (var skill in skillNodeList)
{
skill.StopAllCoroutines();
skill.transform.localPosition = new Vector3(0, 1, 0);
skill.StartCoroutine(skill.GoDistination());
}
}
else
{
SkillUI.SetActive(false);
}
}
//半透明技能UI
public void ColorInUseSkillUI()
{
foreach (var skillNode in skillNodeList )
{
skillNode.UIInUseSkill();
}
}
//恢复半透明技能UI
public void ColorResrtUseSkillUI()
{
foreach (var skillNode in skillNodeList)
{
skillNode.UIResetUseSkill();
}
}
//生成技能UI
public void InstantiateSkillUI()
{
for(int i=0;i<skillList .Count;i++)
{
var currentUI = Instantiate(SkillUIPrefab, SkillUI.transform);
ServantSkillNode servantSkillNode = currentUI.GetComponent<ServantSkillNode>();
servantSkillNode.servantSkill = skillList[i];
servantSkillNode.servant = this;
skillNodeList.Add(servantSkillNode);
//每个角度分五个节点
for(int a=1;a<=pathNodeNum ;a ++)
{
float currentAngle = startAngle + angle * (i - 1) + a * angle / (float)pathNodeNum;
// currentUI.transform.localPosition = new Vector3(radius * Mathf.Sin(currentAngle * Mathf.Deg2Rad), radius * (1 - Mathf.Cos(currentAngle * Mathf.Deg2Rad)), 0);
//currentUI.transform.localEulerAngles -= SkillUI.transform.localEulerAngles;//矫正角度
skillUIPos.Add(new Vector3(radius * Mathf.Sin(currentAngle * Mathf.Deg2Rad), radius * (1 + Mathf.Cos(currentAngle * Mathf.Deg2Rad)), 0));
}
}
}
//取消释放技能重置状态
public void ResetPreView()
{
// StepPreviewInfluencedNode(step);
CloseStepPreviewInfluencedNode();//取消格子预览
CleanEffectRange();//取消范围预览
ColorResrtUseSkillUI();//恢复技能UI
arrowInMap.gameObject.SetActive(false);//关闭箭头
isRefresh = false;
if (TurnMaster.Instance.servantAction != TurnMaster.ServantAction.banAction)
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.none;
}
//点击移动技能预览移动范围
public void MovePreView()
{
influencePreviewPool.UnionWith(MapUnityManager.Instance.findReachableTiles(GameManager.Instance.servantOn, GameManager.Instance.servantState.currentStepRange));
//遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool)
{
mapUnity.PlayerInfluenced(influencePreviewPool);
mapUnity.playerMark.material = mapUnity.red;
}
//StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange);
//TurnMaster.Instance.servantAction = TurnMaster.ServantAction.move;
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.useSkill;
}
public IEnumerator MoveToChooseNode()//射线检测选择一个mapNode
{
//关闭箭头
arrowInMap.gameObject.SetActive(false);
//关闭高亮预览
CleanEffectRange();
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, chooseNodeLayerMask.value))
{
// Debug.Log(raycastHit.collider.gameObject.name);
MapUnity mapNode = raycastHit.collider.transform.GetComponent<MapUnity>();
//改变缩放翻转
FlipLocalScale(raycastHit.point);
//角色移动
if (mapNode.influenced && mapNode.blocked == false && mapNode.enemyNode == null&&mapNode .playerOn ==false )
{
//获得路径
movePath = AStarManager.Instance.FindPathWithEndNode(GameManager.Instance.servantOn, mapNode);
//判断能否到达
if (movePath.Count - 1 > GameManager.Instance.servantState.currentStepRange)
{
Debug.Log("不能移动到该位置");
yield break;
}
//改变动画
anim.SetBool("move", true);
if (GameManager.Instance.servantOn != null)
{
GameManager.Instance.servantOn.playerOn = false;
GameManager.Instance.servantOn.influenced = false;
}
//遍历影响池变色
CloseStepPreviewInfluencedNode();
//标记终点
mapNode.infHighLight = true;
for (int i = 1; i < movePath.Count; i++)
{
bool move = true;
float time = 0;
Vector3 startPos = transform.position;
Vector3 endpos = new Vector3(movePath[i].transform.position.x, transform.position.y, movePath[i].transform.position.z);
while (move)
{
transform.position = Vector3.Lerp(startPos, endpos, time += Time.deltaTime * speed);
if (Vector3.Distance(transform.position, endpos) < 0.1f)
{
move = false;
}
yield return 0;
}
//判断寄生,流血是否生效
//Usermanager.Instance.ParasitismnRealize(movePath[i]);//传入当前node
// Usermanager.Instance.bleedRealize();
//减体力
GameManager.Instance.servantState.currentStepRange -= 1;
//同步技能UI
if (GameManager.Instance.servantState.currentStepRange <= 0)
{
skillList[0].currentStorageTimes = 0;
skillNodeList[0].image.sprite = skillList[0].coolDownIcon;
}
}
this.gameObject.transform.position = new Vector3(mapNode.transform.position.x, 0.5f, mapNode.transform.position.z);
mapNode.playerOn = true;
GameManager.Instance.servantOn = mapNode;
this.gameObject.transform.SetParent(mapNode.CylinderFloor.transform);
//改变动画
anim.SetBool("move", false);
//取消标记终点
mapNode.infHighLight = false;
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.none;
}
else
{
Debug.Log("不能移动到该位置");
}
}
}
public void CloseStepPreviewInfluencedNode()
{
//遍历影响池变色
foreach (MapUnity mapUnity in influencePreviewPool)
{
mapUnity.influenced = false;
}
influencePreviewPool.Clear();
}
//改变缩放翻转
public void FlipLocalScale(Vector3 point)
{
if (point.x < transform.position.x)
{
anim.transform.localScale = new Vector3(-0.06f, 0.06f, 0.06f);
}
else
{
anim.transform.localScale = new Vector3(0.06f, 0.06f, 0.06f);
}
}
//技能冷却结算
public void SettleSkillCoolDown(ServantSkill skill ,ServantSkillNode skillNode)
{
if(skill .currentStorageTimes >0)
{
skill.currentUseTimes--;
if(skill .currentUseTimes <=0)
{
skill.currentStorageTimes--;
skill.currentUseTimes = skill.useTimes;
}
}
if (skill.currentStorageTimes <= 0)
{
skillNode.image .sprite = skill.coolDownIcon;
}
if (skill.currentStorageTimes < skill.storageTimes)
{
skillNode.coolDownText.gameObject.SetActive(true);
skillNode.coolDownText.text = skill.currentCoolDown .ToString ();
}
}
[System .Serializable ]
public class ServantSkill
{
public string name;
public string disdescription;
public int effectIndex;
public int value;
public int throwRange;
public int effectRange;
public int coolDown;//冷却时间
public int useTimes;//一回合能用几次
public int storageTimes;//最高存几次使用
public int currentCoolDown;
public int currentUseTimes;
public int currentStorageTimes;
public SkillType skillType;
public enum SkillType
{
bullet,
melee,
magic,
aoe,
move,
noneRange
}
public Sprite Icon;
public Sprite coolDownIcon;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/Servant.cs.meta

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 0e88f38f638f532498966deadd648cd0
MonoImporter:
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41
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantSkill/ArrowInMap.cs

@ -1,41 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class ArrowInMap : MonoBehaviour
{
public LineRenderer lineRenderer;
public float density = 2f; //ÃܶÈ
public float speed;//ËÙ¶È
public Vector3 destination;//Ä¿µÄµØ
public LayerMask aimLayerMask;
private int id = Shader.PropertyToID("_MainTex");
private Material material;
private Vector2 offset = new Vector2(0, 0);
private void OnEnable()
{
material = lineRenderer.material;
}
void Update()
{
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, aimLayerMask.value))
{
destination = raycastHit.point;
lineRenderer.SetPosition(0,this.transform.position);
lineRenderer.SetPosition(1,destination);
float lineLength = (lineRenderer.GetPosition(1) - lineRenderer.GetPosition(0)).magnitude;
material.SetTextureScale(id, new Vector2(lineLength * density, 0));
offset -= new Vector2(speed, 0);
material.SetTextureOffset(id, offset);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantSkill/ArrowInMap.cs.meta

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: d7f89d6a95cea3849b3ea899f72d31c1
MonoImporter:
externalObjects: {}
serializedVersion: 2
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80
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantSkill/ServantSkillNode.cs

@ -1,80 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ServantSkillNode : MonoBehaviour
{
public Servant servant;
public Servant.ServantSkill servantSkill;
public Collider col;
public Image image;
public Button button;
public Text coolDownText;
public float speed;
public string atlasPath;
private void Start()
{
button = GetComponent<Button>();
button.onClick.AddListener(PreEffect);
col = GetComponent<BoxCollider>();
image = GetComponent<Image>();
image.sprite = servantSkill .Icon ;
}
public void PreEffect()
{
servant.currentSkillInex = servantSkill.effectIndex;
// servant.SkillePreviewSelector(servantSkill.effectIndex);
}
public void UIInUseSkill()
{
col.enabled = false;
button.enabled = false;
if(servant .currentSkillInex != servantSkill .effectIndex )
{
image.color = new Color(128f, 128f, 128f, 0.5f);
}
else
{
image.color = new Color(225f, 225f, 225f, 1f);
}
}
public void UIResetUseSkill()
{
col.enabled = true;
button.enabled = true;
image.color = new Color(225f, 225f, 225f, 1f);
//±éÀúÓ°Ïì³Ø±äÉ«
servant. CloseStepPreviewInfluencedNode();
}
public IEnumerator GoDistination()
{
//int startIndex = servantSkill.effectIndex * servant.pathNodeNum;
transform.localPosition = servant.skillUIPos[servant.pathNodeNum-1];
for (int i= servant.pathNodeNum; i<(servantSkill.effectIndex+1) * servant.pathNodeNum ; i++)
{
Vector3 startPos = transform.localPosition;
float time = 0;
bool go = true;
while (go)
{
transform.localPosition = Vector3.Lerp(startPos, servant.skillUIPos[i], time += Time.deltaTime * speed);
if (Vector3.Distance(transform.localPosition, servant.skillUIPos[i]) <= 0.01f)
{
transform.localPosition = servant.skillUIPos[i];
go = false;
}
yield return null;
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantSkill/ServantSkillNode.cs.meta

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25
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantUIBar.cs

@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.UI;
public class ServantUIBar : MonoBehaviour
{
public Image HPBar;
public Text textCurrentHPdValue;
public Text textMaxHPValue;
// public Text stepText;
public Text textShieldValue;
private void Update()
{
textCurrentHPdValue.text = GameManager.Instance.servantState.currentHP.ToString();
textMaxHPValue.text = GameManager.Instance.servantState.maxHP.ToString();
HPBar.fillAmount = GameManager.Instance.servantState.currentHP / GameManager.Instance.servantState.maxHP;
//stepText.text = GameManager.Instance.playerState.currentStepRange.ToString();
textShieldValue.text = GameManager.Instance.servantState.currentShieldValue.ToString();
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServantUIBar.cs.meta

@ -1,11 +0,0 @@
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18
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServentStateManager.cs

@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ServentStateManager : Singleton<ServentStateManager>
{
[Header("使魔数据")]
//使魔数据
public ServantState_SO servantState;
private void Start()
{
DontDestroyOnLoad(this.gameObject);
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Servent/ServentStateManager.cs.meta

@ -1,11 +0,0 @@
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4
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -54,7 +54,7 @@ public class getNodeTools
if (GameManager.Instance.playerOn != null) if (GameManager.Instance.playerOn != null)
{ {
GameManager.Instance.playerOn.playerOn = false; GameManager.Instance.playerOn.playerOn = false;
GameManager.Instance.playerOn.influenced = false; GameManager.Instance.playerOn.effectInfluenced = false;
} }
//判断寄生是否生效 //判断寄生是否生效
@ -77,7 +77,7 @@ public class getNodeTools
if (GameManager.Instance.playerOn != null) if (GameManager.Instance.playerOn != null)
{ {
GameManager.Instance.playerOn.playerOn = false; GameManager.Instance.playerOn.playerOn = false;
GameManager.Instance.playerOn.influenced = false; GameManager.Instance.playerOn.effectInfluenced = false;
} }
mapNode.playerOn = true; mapNode.playerOn = true;
GameManager.Instance.playerOn = mapNode; GameManager.Instance.playerOn = mapNode;

31
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs

@ -183,39 +183,15 @@ public class MapUnityManager : Singleton<MapUnityManager>
public void getCastPool(int castRange) public void getCastPool(int castRange)
{ {
MapUnity playerOn = GameManager.Instance.playerOn; MapUnity playerOn = GameManager.Instance.playerOn;
/* if (EffectRange.speRange.Contains(effectRange))
{
for (int i = 0; i < 6; i++)
{
getNodeTools.getLongNodes(playerOn, i, castRange, castPool);
}
}
else
{
castPool.Add(playerOn);
getNodeTools.getCircleNode(castPool, castRange);
while (castPool.Contains(playerOn))
{
castPool.Remove(playerOn);
}
}*/
for (int i = 0; i < 6; i++) for (int i = 0; i < 6; i++)
{ {
getNodeTools.getLongNodes(playerOn, i, castRange, castPool); getNodeTools.getLongNodes(playerOn, i, castRange, castPool);
} }
//castPool=MathTool.RemoveDuplicates(castPool);
//Debug.Log("去除前数量是" + castPool.Count);
MapUnity playerOnNode = GameManager.Instance.playerOn.transform.GetComponent<MapUnity>(); MapUnity playerOnNode = GameManager.Instance.playerOn.transform.GetComponent<MapUnity>();
getNodeTools.checkListPass(castPool,playerOnNode); getNodeTools.checkListPass(castPool,playerOnNode);
//castPool.Distinct().ToList();
//getNodeTools.checkListPass(castPool);
//遍历影响池变色
//Debug.Log("数量是" + castPool.Count);
foreach (MapUnity mapUnity in castPool) foreach (MapUnity mapUnity in castPool)
{ {
mapUnity.PlayerInfluenced(castPool); mapUnity.PlayerCastRangeInf(castPool);
mapUnity.playerMark.material = mapUnity.red;
} }
} }
@ -224,8 +200,7 @@ public class MapUnityManager : Singleton<MapUnityManager>
castPool= getNodeTools.getAllCanUseNode(); castPool= getNodeTools.getAllCanUseNode();
foreach (MapUnity mapUnity in castPool) foreach (MapUnity mapUnity in castPool)
{ {
mapUnity.PlayerInfluenced(castPool); mapUnity.EffectInfluenced(castPool);
mapUnity.playerMark.material = mapUnity.red;
} }
} }
} }

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

@ -774,7 +774,7 @@ public class SettlementManager : Singleton<SettlementManager>
else else
{ {
StartCoroutine(TurnMaster.Instance.drawCards(int.Parse(kvp.Value))); StartCoroutine(TurnMaster.Instance.drawCards(int.Parse(kvp.Value)));
Debug.Log("复制抽卡");
yield return StartCoroutine(TurnMaster.Instance.MoveCards()); yield return StartCoroutine(TurnMaster.Instance.MoveCards());
} }
@ -810,7 +810,7 @@ public class SettlementManager : Singleton<SettlementManager>
else else
{ {
StartCoroutine(TurnMaster.Instance.drawAndCopyOneCard()); StartCoroutine(TurnMaster.Instance.drawAndCopyOneCard());
Debug.Log("复制");
yield return StartCoroutine(TurnMaster.Instance.MoveCards()); yield return StartCoroutine(TurnMaster.Instance.MoveCards());
} }

64
ColorlessWorld-2024-4-2/Assets/Settings/SampleSceneProfile.asset

@ -47,34 +47,6 @@ MonoBehaviour:
dirtIntensity: dirtIntensity:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 0 m_Value: 0
--- !u!114 &-7011558710299706105
MonoBehaviour:
m_ObjectHideFlags: 3
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 899c54efeace73346a0a16faa3afe726, type: 3}
m_Name: Vignette
m_EditorClassIdentifier:
active: 0
color:
m_OverrideState: 0
m_Value: {r: 0, g: 0, b: 0, a: 1}
center:
m_OverrideState: 0
m_Value: {x: 0.5, y: 0.5}
intensity:
m_OverrideState: 1
m_Value: 0.25
smoothness:
m_OverrideState: 1
m_Value: 0.4
rounded:
m_OverrideState: 0
m_Value: 0
--- !u!114 &11400000 --- !u!114 &11400000
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -90,42 +62,6 @@ MonoBehaviour:
components: components:
- {fileID: 849379129802519247} - {fileID: 849379129802519247}
- {fileID: -7893295128165547882} - {fileID: -7893295128165547882}
- {fileID: -7011558710299706105}
- {fileID: 490589735745665833}
--- !u!114 &490589735745665833
MonoBehaviour:
m_ObjectHideFlags: 3
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 558a8e2b6826cf840aae193990ba9f2e, type: 3}
m_Name: ShadowsMidtonesHighlights
m_EditorClassIdentifier:
active: 0
shadows:
m_OverrideState: 1
m_Value: {x: 1, y: 1, z: 1, w: 0}
midtones:
m_OverrideState: 1
m_Value: {x: 1, y: 1, z: 1, w: 0}
highlights:
m_OverrideState: 1
m_Value: {x: 1, y: 1, z: 1, w: 0}
shadowsStart:
m_OverrideState: 0
m_Value: 0
shadowsEnd:
m_OverrideState: 0
m_Value: 0.3
highlightsStart:
m_OverrideState: 0
m_Value: 0.55
highlightsEnd:
m_OverrideState: 0
m_Value: 1
--- !u!114 &849379129802519247 --- !u!114 &849379129802519247
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 3 m_ObjectHideFlags: 3

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