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pull/196/head
45 6 months ago
parent
commit
e0ddb60ed9
  1. 493
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset
  2. 4
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  3. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/ForgingPoint/NodeInforCanvas.prefab
  4. 20
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/EmptyBossNode.prefab
  5. 26
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/EmptyNode.prefab
  6. 10
      ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity
  7. 49058
      ColorlessWorld-2024-4-2/Assets/Scenes/Map.unity
  8. 1
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  9. 381
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LeveGeneraterNew.cs
  10. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs
  11. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs
  12. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/ResourcePonit/ResourcePointManager.cs
  13. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddManager.cs
  14. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/TavernPoint/TavernPointManager.cs
  15. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs

493
ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset

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fightEenemyPool: fightEenemyPool:
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4
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4
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20
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26
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@ -318,7 +318,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -0.0016021729, y: -101.45} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 200, y: 202.9} m_SizeDelta: {x: 200, y: 202.9}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &7583859021016740574 --- !u!222 &7583859021016740574
@ -393,7 +393,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -102.9} m_AnchoredPosition: {x: 0, y: -100}
m_SizeDelta: {x: 200, y: 200} m_SizeDelta: {x: 200, y: 200}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &6883440494777523634 --- !u!222 &6883440494777523634

10
ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity

@ -8257,6 +8257,16 @@ PrefabInstance:
propertyPath: m_Camera propertyPath: m_Camera
value: value:
objectReference: {fileID: 1897423685} objectReference: {fileID: 1897423685}
- target: {fileID: 8217517183737453099, guid: c8244f216e2a5be47919d60f3c1b1a18,
type: 3}
propertyPath: m_SortingOrder
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8217517183737453099, guid: c8244f216e2a5be47919d60f3c1b1a18,
type: 3}
propertyPath: m_SortingLayerID
value: 1637390125
objectReference: {fileID: 0}
- target: {fileID: 8725552110541630987, guid: c8244f216e2a5be47919d60f3c1b1a18, - target: {fileID: 8725552110541630987, guid: c8244f216e2a5be47919d60f3c1b1a18,
type: 3} type: 3}
propertyPath: m_Name propertyPath: m_Name

49058
ColorlessWorld-2024-4-2/Assets/Scenes/Map.unity

File diff suppressed because it is too large

1
ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity

@ -169,7 +169,6 @@ MonoBehaviour:
- {fileID: 11400000, guid: 84a5908e5cd56624db024cd13ede7dce, type: 2} - {fileID: 11400000, guid: 84a5908e5cd56624db024cd13ede7dce, type: 2}
- {fileID: 11400000, guid: 8e440be4a715c1a43a46642bf23b15c3, type: 2} - {fileID: 11400000, guid: 8e440be4a715c1a43a46642bf23b15c3, type: 2}
- {fileID: 11400000, guid: 9148ff0227daafb47861b3bbb30d33b9, type: 2} - {fileID: 11400000, guid: 9148ff0227daafb47861b3bbb30d33b9, type: 2}
- {fileID: 11400000, guid: 86161342c7eeef94b948eb0e6954bb60, type: 2}
bagForgedMaterialNodeLsit: [] bagForgedMaterialNodeLsit: []
forgedMaterialLoadPath: BagForgerMaterial/ forgedMaterialLoadPath: BagForgerMaterial/
--- !u!4 &1381861 --- !u!4 &1381861

381
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LeveGeneraterNew.cs

@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
@ -28,15 +27,14 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
public int treasureFloor; public int treasureFloor;
//锻造 //锻造
public int forgingFloor; public int forgingFloor;
//单节点战斗 //附魔
public List<int> singleFightFloor; public int getWeaponNodeFloor;
//三节点战斗 //战斗节点
public List<int> multipleFightFloor; public List<int> fightFloor = new List<int>();
//随机奖励节点 //奖励数量权重池
public List<int> rewardNodeFloor; public List<RoomType> randomRoomTypeWeightBase = new List<RoomType>();
public List <RoomType> randomRoomTypeWeightBase; //奖励层数
public List<RoomType> randomRoomTypeWeightAttach; public List<int> rewardFloor = new List<int>();//每位代表一层奖励的索引
[Header("节点生成资源")] [Header("节点生成资源")]
public GameObject levelPrefab; public GameObject levelPrefab;
@ -110,8 +108,7 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
var level = Instantiate(levelBossPrefab, generatorPoint.transform.position, levelPrefab.transform.rotation); var level = Instantiate(levelBossPrefab, generatorPoint.transform.position, levelPrefab.transform.rotation);
level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform); level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
level.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); level.transform.localScale = new Vector3(0.7f, 0.7f, 0.7f);
// level.transform.localPosition += new Vector3(0, 5f, 0);
LevelNode bossLevelNode = level.GetComponent<LevelNode>(); LevelNode bossLevelNode = level.GetComponent<LevelNode>();
bossLevelNode.line = i; bossLevelNode.line = i;
bossLevelNode.column = j; bossLevelNode.column = j;
@ -198,24 +195,24 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[2]); levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[2]);
} }
} }
else if (i < 7) else if (i < 6)
{ {
levelMap[i].levelColumn[0].gameObject.SetActive(false); levelMap[i].levelColumn[0].gameObject.SetActive(false);
levelMap[i].levelColumn[2].gameObject.SetActive(false); levelMap[i].levelColumn[2].gameObject.SetActive(false);
levelMap[i].levelColumn[1].isUse = true; levelMap[i].levelColumn[1].isUse = true;
levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]); levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]);
if (i == 6) if (i == 5)
{ {
levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[0]); levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[0]);
levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[2]); levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[2]);
levelMap[i].levelColumn[1].fatherLevelNodes.Add(levelMap[i - 1].levelColumn[1]); levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]);
levelMap[i + 1].levelColumn[0].fatherLevelNodes.Add(levelMap[i].levelColumn[1]); levelMap[i + 1].levelColumn[0].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[1]); levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
levelMap[i + 1].levelColumn[2].fatherLevelNodes.Add(levelMap[i].levelColumn[1]); levelMap[i + 1].levelColumn[2].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
} }
} }
else if (i == 7) else if (i == 6)
{ {
levelMap[i].levelColumn[0].isUse = true; levelMap[i].levelColumn[0].isUse = true;
levelMap[i].levelColumn[2].isUse = true; levelMap[i].levelColumn[2].isUse = true;
@ -229,18 +226,18 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[1]); levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
levelMap[i + 1].levelColumn[2].fatherLevelNodes.Add(levelMap[i].levelColumn[2]); levelMap[i + 1].levelColumn[2].fatherLevelNodes.Add(levelMap[i].levelColumn[2]);
} }
else if(i<10) else if(i<9)
{ {
levelMap[i].levelColumn[0].isUse = true; levelMap[i].levelColumn[0].isUse = true;
levelMap[i].levelColumn[2].isUse = true; levelMap[i].levelColumn[2].isUse = true;
levelMap[i].levelColumn[1].isUse = true; levelMap[i].levelColumn[1].isUse = true;
if (i != 9) if (i != 8)
{ {
levelMap[i].levelColumn[0].nextLevelNodes.Add(levelMap[i + 1].levelColumn[0]); levelMap[i].levelColumn[0].nextLevelNodes.Add(levelMap[i + 1].levelColumn[0]);
levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]); levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]);
levelMap[i].levelColumn[2].nextLevelNodes.Add(levelMap[i + 1].levelColumn[2]); levelMap[i].levelColumn[2].nextLevelNodes.Add(levelMap[i + 1].levelColumn[2]);
if (i != 7) if (i != 6)
{ {
levelMap[i + 1].levelColumn[0].fatherLevelNodes.Add(levelMap[i].levelColumn[0]); levelMap[i + 1].levelColumn[0].fatherLevelNodes.Add(levelMap[i].levelColumn[0]);
levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[1]); levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
@ -257,22 +254,49 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[2]); levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[2]);
} }
} }
else else if(i==9)
{ {
levelMap[i].levelColumn[0].gameObject.SetActive(false); levelMap[i].levelColumn[0].gameObject.SetActive(false);
levelMap[i].levelColumn[2].gameObject.SetActive(false); levelMap[i].levelColumn[2].gameObject.SetActive(false);
levelMap[i].levelColumn[1].isUse = true; levelMap[i].levelColumn[1].isUse = true;
if(i!= generatorLine-1) levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[0]);
{ levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[2]);
levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]); levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]);
} levelMap[i + 1].levelColumn[0].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
if(i!=10) levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
{ levelMap[i + 1].levelColumn[2].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
levelMap[i].levelColumn[1].fatherLevelNodes.Add(levelMap[i - 1].levelColumn[1]); }
} else if (i == 10)
{
levelMap[i].levelColumn[0].isUse = true;
levelMap[i].levelColumn[2].isUse = true;
levelMap[i].levelColumn[1].isUse = true;
levelMap[i].levelColumn[0].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]);
levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]);
levelMap[i].levelColumn[2].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]);
levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[0]);
levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[2]);
}
else if (i == 11)
{
levelMap[i].levelColumn[0].gameObject.SetActive(false);
levelMap[i].levelColumn[2].gameObject.SetActive(false);
levelMap[i].levelColumn[1].isUse = true;
levelMap[i].levelColumn[1].nextLevelNodes.Add(levelMap[i + 1].levelColumn[1]);
levelMap[i + 1].levelColumn[1].fatherLevelNodes.Add(levelMap[i].levelColumn[1]);
}
else if (i == 12)
{
levelMap[i].levelColumn[0].gameObject.SetActive(false);
levelMap[i].levelColumn[2].gameObject.SetActive(false);
levelMap[i].levelColumn[1].isUse = true;
} }
} }
/* int currentColum = column; /* int currentColum = column;
@ -391,7 +415,7 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
{ {
var level = Instantiate(levelPrefab, pos, levelPrefab.transform.rotation); var level = Instantiate(levelPrefab, pos, levelPrefab.transform.rotation);
level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform); level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
level.transform.localScale = new Vector3(0.04f, 0.04f, 0.04f); level.transform.localScale = new Vector3(0.4f, 0.4f, 0.4f);
LevelNode levelNode = level.GetComponent<LevelNode>(); LevelNode levelNode = level.GetComponent<LevelNode>();
levelNode.line = line; levelNode.line = line;
levelNode.column = column; levelNode.column = column;
@ -404,7 +428,7 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
{ {
var level = Instantiate(levelBossPrefab, pos, levelPrefab.transform.rotation); var level = Instantiate(levelBossPrefab, pos, levelPrefab.transform.rotation);
level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform); level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
level.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); level.transform.localScale = new Vector3(0.7f, 0.7f, 0.7f);
LevelNode levelNode = level.GetComponent<LevelNode>(); LevelNode levelNode = level.GetComponent<LevelNode>();
levelNode.line = line; levelNode.line = line;
levelNode.column = column; levelNode.column = column;
@ -426,14 +450,22 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
room.SetUpRoom(RoomType.start); room.SetUpRoom(RoomType.start);
} }
} }
else if (i == treasureFloor) else if (i == getWeaponNodeFloor)
{
//指定附魔层级
foreach (var room in levelMap[i].levelColumn)
{
room.SetUpRoom(RoomType.resource);
}
}
/*else if (i == treasureFloor)
{ {
//指定宝箱层 //指定宝箱层
foreach (var room in levelMap[i].levelColumn) foreach (var room in levelMap[i].levelColumn)
{ {
room.SetUpRoom(RoomType.treasure); room.SetUpRoom(RoomType.treasure);
} }
} }*/
else if (i == generatorLine - 2) else if (i == generatorLine - 2)
{ {
//倒数第二层全是篝火 //倒数第二层全是篝火
@ -442,9 +474,17 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
room.SetUpRoom(RoomType.campfire); room.SetUpRoom(RoomType.campfire);
} }
} }
else if (i == generatorLine - 3) /*else if (i == generatorLine - 3)
{
//倒数第三层全是战斗
foreach (var room in levelMap[i].levelColumn)
{
room.SetUpRoom(RoomType.monster);
}
}*/
else if (i == forgingFloor)
{ {
//倒数第三层全是铸造 //倒数第层全是铸造
foreach (var room in levelMap[i].levelColumn) foreach (var room in levelMap[i].levelColumn)
{ {
room.SetUpRoom(RoomType.forging); room.SetUpRoom(RoomType.forging);
@ -461,178 +501,149 @@ public class LeveGeneraterNew : Singleton<LeveGeneraterNew>
} }
//阶段的随机奖励生成 //刷新战斗节点
List<List<LevelNode>> levelNodes = new List<List<LevelNode>>(); for(int i=0;i<fightFloor .Count;i++)
List <LevelNode > aNode_1 = new List <LevelNode>();
List<LevelNode> aNode_2 = new List<LevelNode>();
List<LevelNode> bNode_1 = new List<LevelNode>();
List<LevelNode> bNode_2 = new List<LevelNode>();
for (int i = 0; i < 3; i++)
{
aNode_1.Add(levelMap[rewardNodeFloor[0]].levelColumn[i]);
aNode_2.Add(levelMap[rewardNodeFloor[0]+2].levelColumn[i]);
bNode_1.Add(levelMap[rewardNodeFloor[1]].levelColumn[i]);
bNode_2.Add(levelMap[rewardNodeFloor[1] + 2].levelColumn[i]);
}
levelNodes .Add(aNode_1);
levelNodes .Add(aNode_2);
levelNodes.Add(bNode_1);
levelNodes.Add(bNode_2);
int shopA_l = Random.Range(0, 2);
int shopA_C = Random.Range(0, levelNodes[shopA_l].Count);
int shopB_l = Random.Range(2, 4);
int shopB_C = Random.Range(0, levelNodes[shopB_l].Count);
levelNodes[shopA_l][shopA_C ].SetUpRoom(RoomType.shop);
levelNodes[shopB_l][shopB_C].SetUpRoom(RoomType.shop);
levelNodes[shopA_l][shopA_C] = null;
levelNodes[shopB_l][shopB_C] = null;
List <int > order = new List<int>() {0,2,1,3};
for (int a = 0; a < order.Count; a++)
{ {
int i = order [a]; foreach (var room in levelMap[fightFloor[i]].levelColumn)
for (int j = 0; j < 3; j++)
{ {
bool isGo = true; room.SetUpRoom(RoomType.monster);
LevelNode currentNode = levelNodes[i][j];
while (isGo)
{
RoomType roomType;
if (randomRoomTypeWeightBase.Count>0)
{ roomType = randomRoomTypeWeightBase[Random.Range(0, randomRoomTypeWeightBase.Count)]; }
else
{
roomType = randomRoomTypeWeightAttach[Random.Range(0, randomRoomTypeWeightAttach.Count)];
}
if (currentNode != null)
{
switch (i)
{
case 0:
if (levelMap[currentNode.line + 2].levelColumn[currentNode.column].roomType != roomType)
{
currentNode.SetUpRoom(roomType);
if (randomRoomTypeWeightBase.Count > 0)
{
randomRoomTypeWeightBase.Remove(roomType);
}
else
{
randomRoomTypeWeightAttach.Remove(roomType);
}
isGo = false;
}
break;
case 1:
if (levelMap[currentNode.line - 2].levelColumn[currentNode.column].roomType != roomType)
{
currentNode.SetUpRoom(roomType);
if (randomRoomTypeWeightBase.Count > 0)
{
randomRoomTypeWeightBase.Remove(roomType);
}
else
{
randomRoomTypeWeightAttach.Remove(roomType);
}
isGo = false;
}
break;
case 2:
if (levelMap[currentNode.line + 2].levelColumn[currentNode.column].roomType != roomType)
{
currentNode.SetUpRoom(roomType);
if (randomRoomTypeWeightBase.Count > 0)
{
randomRoomTypeWeightBase.Remove(roomType);
}
else
{
randomRoomTypeWeightAttach.Remove(roomType);
}
isGo = false;
}
break;
case 3:
if (levelMap[currentNode.line - 2].levelColumn[currentNode.column].roomType != roomType)
{
currentNode.SetUpRoom(roomType);
if (randomRoomTypeWeightBase.Count > 0)
{
randomRoomTypeWeightBase.Remove(roomType);
}
else
{
randomRoomTypeWeightAttach.Remove(roomType);
}
isGo = false;
}
break;
}
}
else
{
isGo = false;
}
}
} }
} }
//生成随机怪物 int elitCount = Random.Range(1, 3);
for(int i=0;i<multipleFightFloor .Count;i++ ) switch (elitCount)
{ {
for (int j = 0; j < 3; j++) case 1:
{ int elitLine = Random.Range(1, 3);
levelMap[multipleFightFloor[i]].levelColumn[j].SetUpRoom(RoomType.monster); int elitColumn = Random.Range(0, 3);
} levelMap[fightFloor[elitLine]].levelColumn[elitColumn].SetUpRoom(RoomType.eliteMonster);
break;
case 2:
int elitColumn_1 = Random.Range(0, 3);
int elitColumn_2 = Random.Range(0, 3);
levelMap[fightFloor[1]].levelColumn[elitColumn_1].SetUpRoom(RoomType.eliteMonster);
levelMap[fightFloor[2]].levelColumn[elitColumn_2].SetUpRoom(RoomType.eliteMonster);
break;
} }
int randomLine = Random.Range(0, multipleFightFloor.Count); //先确定奖励刷新数量
while (multipleFightFloor [ randomLine] <4) Dictionary<RoomType, int> roomCount = new Dictionary<RoomType, int>()
{ { RoomType.incident ,3},{ RoomType .resource ,2},{ RoomType .addCard ,3},{ RoomType .forging ,2},{RoomType .tavern ,2},{RoomType .shop ,2} };
for(int i=0;i<2;i++)
{ {
randomLine = Random.Range(0, multipleFightFloor.Count);//保证精英不会刷在四层以下 int randomIndex = Random.Range(0, randomRoomTypeWeightBase.Count);
roomCount[randomRoomTypeWeightBase[randomIndex]] -= 1;
randomRoomTypeWeightBase .RemoveAt (randomIndex);
} }
int randomColumn = Random.Range(0, 3);
if (singleFightFloor.Contains(multipleFightFloor[randomLine])) //随机奖励房间刷新位置
List<List<LevelNode>> roomKvpList_1 = new List<List<LevelNode>>();
for (int i=0;i<3; i++)
{ {
levelMap[multipleFightFloor[randomLine]].levelColumn[randomColumn].SetUpRoom(RoomType.eliteAndMonster); roomKvpList_1.Add(new List<LevelNode>() { levelMap[rewardFloor[0]].levelColumn[i], levelMap[rewardFloor[1]].levelColumn[i] });
} }
else for (int i = 0; i < 3; i++)
{ {
levelMap[multipleFightFloor[randomLine]].levelColumn[randomColumn].SetUpRoom(RoomType.eliteMonster); roomKvpList_1.Add(new List<LevelNode>() { levelMap[rewardFloor[2]].levelColumn[i], levelMap[rewardFloor[3]].levelColumn[i] });
} }
foreach (RoomType roomType in roomCount.Keys.ToList())
{
if (roomCount[roomType] == 3)
{
List<int> usedKvpIndexList = new List<int>();//所有已被随机到的房间组序号
List<int> kvpIndexPool = new List<int>();//所有可以随机的房间组序号
for (int i = 0; i < roomKvpList_1.Count; i++)
{
kvpIndexPool.Add(i);
}
for (int i = 0; i < 3; i++)
{
int kvpIndex = Random.Range(0, kvpIndexPool.Count);
int index = kvpIndexPool[kvpIndex];//随机到的房间组序号
int nodeInex = Random.Range(0, roomKvpList_1[index].Count);//房间在房间组内的序号
multipleFightFloor.RemoveAt(randomLine); roomKvpList_1[index][nodeInex].SetUpRoom(roomType);
roomKvpList_1[index].RemoveAt(nodeInex);
randomLine = Random.Range(0, multipleFightFloor.Count);
while (multipleFightFloor[randomLine] < 4) usedKvpIndexList.Add(index);
{ kvpIndexPool.RemoveAt(kvpIndex);
randomLine = Random.Range(0, multipleFightFloor.Count);//保证精英不会刷在四层以下 }
usedKvpIndexList.Sort((x, y) => x.CompareTo(y));
for (int i = usedKvpIndexList.Count - 1; i >= 0; i--)
{
if (roomKvpList_1[usedKvpIndexList[i]].Count == 0)
{
roomKvpList_1.RemoveAt(usedKvpIndexList[i]);
}
}
}
} }
randomColumn = Random.Range(0, 3); foreach (RoomType roomType in roomCount.Keys.ToList())
if (singleFightFloor .Contains (multipleFightFloor[randomLine]))
{ {
levelMap[multipleFightFloor[randomLine]].levelColumn[randomColumn].SetUpRoom(RoomType.eliteAndMonster ); if (roomCount[roomType] == 2)
{
List<int> usedKvpIndexList = new List<int>();//所有已被随机到的房间组序号
List<int> kvpIndexPool = new List<int>();//所有可以随机的房间组序号
for (int i = 0; i < roomKvpList_1.Count; i++)
{
kvpIndexPool.Add(i);
}
for (int i = 0; i < 2; i++)
{
int kvpIndex = Random.Range(0, kvpIndexPool.Count);
int index = kvpIndexPool[kvpIndex];//随机到的房间组序号
int nodeInex = Random.Range(0, roomKvpList_1[index].Count);//房间在房间组内的序号
roomKvpList_1[index][nodeInex].SetUpRoom(roomType);
roomKvpList_1[index].RemoveAt(nodeInex);
usedKvpIndexList.Add(index);
kvpIndexPool.RemoveAt(kvpIndex);
Debug.Log("2数房间生成房间组:" + index + "位置:" + nodeInex);
}
usedKvpIndexList.Sort((x, y) => x.CompareTo(y));
for (int i = usedKvpIndexList.Count - 1; i >= 0; i--)
{
if (roomKvpList_1[usedKvpIndexList[i]].Count == 0)
{
roomKvpList_1.RemoveAt(usedKvpIndexList[i]);
Debug.Log("2数房间移除:" + usedKvpIndexList[i]);
}
}
}
} }
else foreach (RoomType roomType in roomCount.Keys.ToList())
{ {
levelMap[multipleFightFloor[randomLine]].levelColumn[randomColumn].SetUpRoom(RoomType.eliteMonster); if (roomCount[roomType] == 1)
} {
List<int> usedKvpIndexList = new List<int>();//所有已被随机到的房间组序号
List<int> kvpIndexPool = new List<int>();//所有可以随机的房间组序号
for (int i = 0; i < roomKvpList_1.Count; i++)
{
kvpIndexPool.Add(i);
}
for (int i = 0; i < 1; i++)
{
int kvpIndex = Random.Range(0, kvpIndexPool.Count);
int index = kvpIndexPool[kvpIndex];//随机到的房间组序号
int nodeInex = Random.Range(0, roomKvpList_1[index].Count);//房间在房间组内的序号
/* for (int i = 0; i < singleFightFloor.Count; i++) roomKvpList_1[index][nodeInex].SetUpRoom(roomType);
{ roomKvpList_1[index].RemoveAt(nodeInex);
levelMap[singleFightFloor [i]].levelColumn[1].SetUpRoom(RoomType.monster);
}
int randomLine_s = Random.Range(0, singleFightFloor.Count);
while (singleFightFloor[randomLine_s] < 4)
{
randomLine_s = Random.Range(0,singleFightFloor.Count);//保证精英不会刷在四层以下
}
levelMap[singleFightFloor[randomLine_s]].levelColumn[1].SetUpRoom(RoomType.eliteAndMonster);*/
}
usedKvpIndexList.Add(index);
kvpIndexPool.RemoveAt(kvpIndex);
}
}
}
}
//判断下一个房间的所有子集是否有重复 //判断下一个房间的所有子集是否有重复
public void RandomGetOneRoom(List<LevelNode> nextLevelNodes, int line, int column) public void RandomGetOneRoom(List<LevelNode> nextLevelNodes, int line, int column)
{ {

1
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs

@ -35,6 +35,7 @@ public class LevelDevelopManager : Singleton<LevelDevelopManager>
public Sprite resourceIcon; public Sprite resourceIcon;
public Sprite potionIcon; public Sprite potionIcon;
public Sprite startIcon; public Sprite startIcon;
public Sprite tavernIcon;
public enum RoomType public enum RoomType
{ {

11
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -107,6 +107,9 @@ public class LevelNode : MonoBehaviour
case LevelDevelopManager.RoomType.potion: case LevelDevelopManager.RoomType.potion:
roomDestinationIndex = 13; roomDestinationIndex = 13;
break; break;
case LevelDevelopManager.RoomType.tavern:
roomDestinationIndex = 14;
break;
} }
} }
public void JudgeCanEnter() public void JudgeCanEnter()
@ -196,7 +199,7 @@ public class LevelNode : MonoBehaviour
levelNode.canEnter = false; levelNode.canEnter = false;
levelNode.roomIcon.color = new Color(1, 1, 1, 0.5f); levelNode.roomIcon.color = new Color(1, 1, 1, 0.5f);
levelNode.hightLightAnimator.SetBool("canEnter", false); levelNode.hightLightAnimator.SetBool("canEnter", false);
levelNode.transform.localScale = new Vector3(0.04f, 0.04f, 0.04f); levelNode.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
} }
for (int i = 0; i < LevelDevelopManager.Instance.levelMap[line+1].levelColumn.Count; i++) for (int i = 0; i < LevelDevelopManager.Instance.levelMap[line+1].levelColumn.Count; i++)
{ {
@ -204,7 +207,7 @@ public class LevelNode : MonoBehaviour
levelNode.canEnter = false; levelNode.canEnter = false;
levelNode.roomIcon.color = new Color(1, 1, 1, 0.5f); levelNode.roomIcon.color = new Color(1, 1, 1, 0.5f);
levelNode.hightLightAnimator.SetBool("canEnter", false); levelNode.hightLightAnimator.SetBool("canEnter", false);
levelNode.transform.localScale = new Vector3(0.04f, 0.04f, 0.04f); levelNode.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
} }
//¿ª·Å¿ÉͨÐнڵã //¿ª·Å¿ÉͨÐнڵã
for (int i = 0; i < LevelDevelopManager.Instance.levelMap[line + 1].levelColumn.Count; i++) for (int i = 0; i < LevelDevelopManager.Instance.levelMap[line + 1].levelColumn.Count; i++)
@ -393,6 +396,10 @@ public class LevelNode : MonoBehaviour
roomText.text = "¿ªÊ¼"; roomText.text = "¿ªÊ¼";
roomIcon.sprite = LevelDevelopManager.Instance.startIcon; roomIcon.sprite = LevelDevelopManager.Instance.startIcon;
break; break;
case LevelDevelopManager.RoomType.tavern:
roomText.text = "¾Æ¹Ý";
roomIcon.sprite = LevelDevelopManager.Instance.tavernIcon;
break;
} }
} }

4
ColorlessWorld-2024-4-2/Assets/Scripts/ResourcePonit/ResourcePointManager.cs

@ -14,11 +14,11 @@ public class ResourcePointManager : MonoBehaviour
rewardButton.SetActive(true); rewardButton.SetActive(true);
goButton.SetActive(false); goButton.SetActive(false);
} }
private void OnDisable() /* private void OnDisable()
{ {
Debug.Log("减少行动点"); Debug.Log("减少行动点");
NewMapManager.Instance.ReduceActionPoint(); NewMapManager.Instance.ReduceActionPoint();
} }*/
public void JumpNode() public void JumpNode()
{ {
rewardPanle.SetActive(false); rewardPanle.SetActive(false);

4
ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddManager.cs

@ -16,11 +16,11 @@ public class CardAddManager : Singleton<CardAddManager>
nextButton.SetActive(false); nextButton.SetActive(false);
canAddCard = true; canAddCard = true;
} }
private void OnDisable() /* private void OnDisable()
{ {
Debug.Log("减少行动点"); Debug.Log("减少行动点");
NewMapManager.Instance.ReduceActionPoint(); NewMapManager.Instance.ReduceActionPoint();
} }*/
public void JumpNode() public void JumpNode()
{ {
cardPanel.SetActive(false); cardPanel.SetActive(false);

4
ColorlessWorld-2024-4-2/Assets/Scripts/TavernPoint/TavernPointManager.cs

@ -31,14 +31,14 @@ public class TavernPointManager : Singleton<TavernPointManager>
item.gameObject.SetActive(false); item.gameObject.SetActive(false);
} }
} }
private void OnDisable() /* private void OnDisable()
{ {
Debug.Log("减少行动点"); Debug.Log("减少行动点");
if (NewMapManager.Instance != null) if (NewMapManager.Instance != null)
{ {
NewMapManager.Instance.ReduceActionPoint(); NewMapManager.Instance.ReduceActionPoint();
} }
} }*/
public void ShowWeaponNodeSelectPanel(Vector3 pos) public void ShowWeaponNodeSelectPanel(Vector3 pos)
{ {
weaponNodeSelcetPanel.SetActive(true); weaponNodeSelcetPanel.SetActive(true);

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

@ -44,11 +44,11 @@ public class EventManager : Singleton <EventManager>
SetUpEvent(10010); SetUpEvent(10010);
} }
} }
private void OnDisable() /*private void OnDisable()
{ {
Debug.Log("减少行动点"); Debug.Log("减少行动点");
NewMapManager.Instance.ReduceActionPoint(); NewMapManager.Instance.ReduceActionPoint();
} }*/
private void Start() private void Start()
{ {
//生成角色数据 //生成角色数据

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