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2024.5.25代码第一次合并读表

remotes/checkIfPRContentChanged-1718088198349323294/dev-0524-test
软件204张景程 2 years ago
parent
commit
e1c03729db
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  8. 499
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  9. 4
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  10. 6
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  11. 10
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  14. 30
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  15. 27
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  21. 121
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2050905749}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: f8793b4e36c078945a2ad3a3dc66cb30, type: 3}
m_Name:
m_EditorClassIdentifier:
enemyNode: {fileID: 1406908585}
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m_ObjectHideFlags: 0
@ -5744,10 +5796,10 @@ RectTransform:
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m_Father: {fileID: 959299392}
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@ -5799,4 +5851,5 @@ SceneRoots:
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4
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDeck.cs

@ -5,7 +5,7 @@ using UnityEngine;
public class CardDeck : MonoBehaviour
{
public GameObject cardPrefab;
public List<GameObject> cardList;//局内使用卡组
public List<int> cardList;//局内使用卡组
public List<GameObject> cardDeck;//标准卡组
public List<int> cardDeck;//标准卡组
}

6
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -39,7 +39,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
// graphicRaycaster = GameObject.Find("CardPanel").GetComponent<GraphicRaycaster>();
GetComponent<CanvasGroup>().blocksRaycasts = false;
originalParent = this.gameObject.transform.parent;
originalpoint = this.transform.localPosition;
@ -78,7 +78,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
// Debug.Log(raycastHit.collider.gameObject.name);
//检测到跟上次瞄准地方不同,更新
if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject)
if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
{
@ -239,7 +239,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
GameManager.Instance.player.influencePreviewPool.Clear();
//临时效果--将其加入墓地并销毁实体
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject);
TurnMaster.Instance.usedCard.usedCardList.Add(this.gameObject.GetComponent <CardEntity>().CardId );
Destroy(this.gameObject);
}

10
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -5,10 +5,10 @@ using UnityEngine;
public class CardEntity : MonoBehaviour
{
public CardData_SO cardOriginalData;
public CardOriginalData cardData;
private CardOriginalData cardOriginalData;
private int cardId;
public int cardId;
public int CardId
{
get { return cardId; }
@ -17,13 +17,13 @@ public class CardEntity : MonoBehaviour
public void Start()
{
cardData = GetComponent<CardOriginalData>();
}
public void createCard(int cardId)
{
this.cardId = cardId;
this.cardOriginalData = CardOriginalDataList.cardOriginalDataList[cardId];
cardOriginalData = CardOriginalDataList.cardOriginalDataList[cardId];
settleForStart(SettlementManager.settleTurn);
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData MonoBehaviour {.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData.cs

@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CardOriginalData : Singleton<CardOriginalData>
public class CardOriginalData : MonoBehaviour
{
private int cardId;

0
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData MonoBehaviour {.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalData.cs.meta

30
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs

@ -1,20 +1,34 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class CardOriginalDataList : Singleton<CardOriginalDataList>
{
public static Dictionary<int, CardOriginalData> cardOriginalDataList;
public static Dictionary<int, CardData_SO> cardOriginalDataList;
// private CardOriginalData cardOriginalData;//卡牌数据类型
public CardData_SO templateardData_SO;//卡牌数据模板
// public List<CardData_SO> cardData_SOs;//测试用的表,用来打印字典
void Start()
{
cardOriginalDataList = ReadExcel("Assets/data/card_data.csv");
/* for(int i =0;i<10;i++)
{
cardData_SOs.Add(Instantiate(templateardData_SO));
cardData_SOs[i].cardId = i;
}*/
}
Dictionary<int, CardOriginalData> ReadExcel(string filePath)
Dictionary<int, CardData_SO> ReadExcel(string filePath )
{
Dictionary<int, CardOriginalData> cardOriginalDataList = new Dictionary<int, CardOriginalData>();
Dictionary<int, CardData_SO> cardOriginalDataList = new Dictionary<int, CardData_SO>();
string[] lines = File.ReadAllLines(filePath);
// 跳过标题行(如果CSV文件有标题行的话)
@ -22,15 +36,17 @@ public class CardOriginalDataList : Singleton<CardOriginalDataList>
{
// 用逗号分隔每行数据
string[] values = lines[i].Split(',');
CardOriginalData cardOriginalData = loadDatafromCsv(values);
var cardOriginalData = Instantiate(templateardData_SO);
loadDatafromCsv(values , cardOriginalData);
cardOriginalDataList.Add(cardOriginalData.CardId, cardOriginalData);
}
return cardOriginalDataList;
}
private CardOriginalData loadDatafromCsv(string[] values)
private CardData_SO loadDatafromCsv(string[] values , CardData_SO cardOriginalData)
{
CardOriginalData cardOriginalData = CardOriginalData.Instance;
//CardOriginalData cardOriginalData = CardOriginalData.Instance;
cardOriginalData.CardId = int.Parse(values[0]);
cardOriginalData.ChineseName = values[1];
cardOriginalData.Cost = int.Parse(values[2]);

27
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -25,7 +25,7 @@ public class TurnMaster : Singleton<TurnMaster>
private void Update()
{
if(turn == Turn.playerTurnBegin )
if (turn == Turn.playerTurnBegin)
{
//恢复体力
GameManager.Instance.playerState.currentStepRange = GameManager.Instance.playerState.maxStepRange;
@ -59,14 +59,14 @@ public class TurnMaster : Singleton<TurnMaster>
}
public void ShuffleWithLosingCards()
{
{
for (int j = 0; j < handCard.cardSlotList.Count; j++)
{
if (handCard.cardSlotList[j].transform.childCount > 0)
{
//临时效果--将其加入墓地并销毁实体
var card = handCard.cardSlotList[j].transform.GetChild(0).gameObject;
TurnMaster.Instance.usedCard.usedCardList.Add(card);
TurnMaster.Instance.usedCard.usedCardList.Add(card.gameObject.GetComponent<CardEntity>().CardId);
Destroy(card);
}
}
@ -76,28 +76,32 @@ public class TurnMaster : Singleton<TurnMaster>
if (cardDeck.cardList.Count > 0)
{
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[i].transform.position, Quaternion.identity);
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1]);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
a.GetComponent<CardEntity>().createCard(10001);
}
else
{
//洗牌继续抽
for (int c = 0; c < usedCard.usedCardList.Count; c++)
{
cardDeck.cardList.Add(cardDeck.cardPrefab);
cardDeck.cardList.Add (usedCard.usedCardList[i]);
}
usedCard.usedCardList.Clear();
var a = Instantiate(cardDeck.cardList[cardDeck.cardList.Count - 1], handCard.cardSlotList[i].transform.position, Quaternion.identity);
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1]);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
a.GetComponent<CardEntity>().createCard(CardId.Instance.attack);
//a.GetComponent<CardEntity>().createCard(CardId.Instance.attack);
}
}
}
public void ShuffleWithoutLosingCards()
}
/* public void ShuffleWithoutLosingCards()
{
int k = 0;
for (int i = 0; i < 6; i++)
@ -133,4 +137,5 @@ public class TurnMaster : Singleton<TurnMaster>
}
}
}
*/

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

@ -5,5 +5,5 @@ using UnityEngine;
public class UsedCard : MonoBehaviour
{
public GameObject cardPrefab;
public List<GameObject> usedCardList;
public List<int> usedCardList;
}

8
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs

@ -0,0 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyManager : Singleton<EnemyManager>
{
public EnemyNode enemyNode;
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyManager.cs.meta

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23
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyNode : MonoBehaviour
{
public EnemyState_SO templateEnemyState;
public EnemyState_SO EnemyState;
public void Start()
{
//Éú³É½ÇÉ«Êý¾Ý
if (templateEnemyState != null)
EnemyState = Instantiate(templateEnemyState);
Invoke("StartPosition", 6f);
}
public void StartPosition()
{
this.transform.position = GameManager.Instance.X[EnemyState.positionX].Y[EnemyState.positionY].transform.position;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs.meta

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121
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/CardData_SO.cs

@ -0,0 +1,121 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New State", menuName = "Card/CardData")]
public class CardData_SO : ScriptableObject
{
public int cardId;
public int cost;
public string chineseName;
public int rarity;
public string[] function;
public string[] functionVal;
public int castingRange;
public int effectRange;
public int isDisposable;
public string[] advantageFunction;
public string[] advantageFunctionVal;
public int carType;
public string description;
public string imgPath;
public int CardId
{
get { return cardId; }
set { cardId = value; }
}
public int Cost
{
get { return cost; }
set { cost = value; }
}
public string ChineseName
{
get { return chineseName; }
set { chineseName = value; }
}
public int Rarity
{
get { return rarity; }
set { rarity = value; }
}
public string[] Function
{
get { return function; }
set { function = value; }
}
public string[] FunctionVal
{
get { return functionVal; }
set { functionVal = value; }
}
public int CastingRange
{
get { return castingRange; }
set { castingRange = value; }
}
public int EffectRange
{
get { return effectRange; }
set { effectRange = value; }
}
public bool IsDisposable
{
get { return isDisposable == 1; }
set { isDisposable = value ? 1 : 0; }
}
public string[] AdvantageFunction
{
get { return advantageFunction; }
set { advantageFunction = value; }
}
public string[] AdvantageFunctionVal
{
get { return advantageFunctionVal; }
set { advantageFunctionVal = value; }
}
public int CarType
{
get { return carType; }
set { carType = value; }
}
public string Description
{
get { return description; }
set { description = value; }
}
public string ImgPath
{
get { return imgPath; }
set { imgPath = value; }
}
}

11
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19
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/EnemyState_SO.cs

@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New State", menuName = "PlayerState/EnemyState")]
public class EnemyState_SO : ScriptableObject
{
public int positionX, positionY;//位置
public int maxStepRange;//步数
public int currentStepRange;
public int currentShieldValue;//护盾
public float maxHP;//血量
public float currentHP;
}

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5
ColorlessWorld-2024-4-2/Assets/data/card_data.csv

@ -1,2 +1,3 @@
ID,名称,费用,稀有度,功能,数值,施法范围,作用范围,消耗,优势功能,数值,卡牌类型,文本描述,图片路径
10001,打击,1,1,1,2,0,0,0,0,0,1,,
ID,名称,费用,稀有度,功能,数值,施法范围,作用范围,消耗,优势功能,数值,卡牌类型,文本描述,图片路径
10001,打击,1,1,1,2,0,0,0,0,0,1,,
10002,治疗,2,2,2,2,0,0,0,0,0,2,,

1 ID 名称 费用 稀有度 功能 数值 施法范围 作用范围 消耗 优势功能 数值 卡牌类型 文本描述 图片路径
2 10001 打击 1 1 1 2 0 0 0 0 0 1
3 10002 治疗 2 2 2 2 0 0 0 0 0 2

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