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Merge pull request '0501提交' (#109) from dev-0501-yjm into dev-1217

Reviewed-on: #109
pull/112/head
yjm484 8 months ago
parent
commit
e845cce6e3
  1. 16
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  2. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BlueNode.cs
  3. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BlueNode.cs.meta
  4. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_EnemyNode.cs
  5. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_EnemyNode.cs.meta
  6. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_RedNode.cs
  7. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_RedNode.cs.meta
  8. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thrifty.cs
  9. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thrifty.cs.meta
  10. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_YellowNode.cs
  11. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_YellowNode.cs.meta
  12. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  13. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  14. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardResourcesManager.cs
  15. 17
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  16. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  17. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs
  18. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs
  19. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  20. 59
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs
  21. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  22. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
  23. 2
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_ab_1.csv
  24. 3
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv

16
ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset

@ -13,16 +13,16 @@ MonoBehaviour:
m_Name: cardDeckList
m_EditorClassIdentifier:
cardDeckList:
- 2006
- 2006
- 2038
- 2038
- 2030
- 2023
- 2023
- 1005
- 1005
- 1005
- 1016
- 1005
- 1005
- 2006
- 1016
- 2030
- 1016
- 1005
- 1005
- 2023
- 2008

30
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BlueNode.cs

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_BlueNode : Buff
{
public override void Settle()
{
}
public override void SettleEnemy(EnemyNode enemyNode)
{
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_BlueNode();
buff.value = value;
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "Sslx_Ui_Buff_liuxue_v01");
return buff;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BlueNode.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 288acca7d3d61dd48a3d0548e627c02e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

30
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_EnemyNode.cs

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_EnemyNode : Buff
{
public override void Settle()
{
}
public override void SettleEnemy(EnemyNode enemyNode)
{
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_EnemyNode();
buff.value = value;
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "Sslx_Ui_Buff_liuxue_v01");
return buff;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_EnemyNode.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cf7bd11003189b641a0e629fd997fe74
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

30
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_RedNode.cs

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_RedNode : Buff
{
public override void Settle()
{
}
public override void SettleEnemy(EnemyNode enemyNode)
{
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_RedNode();
buff.value = value;
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "Sslx_Ui_Buff_liuxue_v01");
return buff;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_RedNode.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e64a264035ea66b48b82bc8e3e3dba5b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

30
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thrifty.cs

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_Thrifty : Buff
{
public override void Settle()
{
}
public override void SettleEnemy(EnemyNode enemyNode)
{
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_Thrifty();
buff.value = value;
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "Sslx_Ui_Buff_liuxue_v01");
return buff;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thrifty.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a09862aa7f713a247bbcc1de48411cc6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

30
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_YellowNode.cs

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_YellowNode : Buff
{
public override void Settle()
{
}
public override void SettleEnemy(EnemyNode enemyNode)
{
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_YellowNode();
buff.value = value;
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "Sslx_Ui_Buff_liuxue_v01");
return buff;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_YellowNode.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d187a201a26377948bb4fd2d413ccc2e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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

@ -320,7 +320,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
int trueCost;
string trueCostType = Name.CostType.energy;
(trueCost, trueCostType) = CardResourcesManager.Instance.getCardCost(cardEntity.cardOriginalData);
(trueCost, trueCostType) = CardResourcesManager.Instance.getCardCost(cardEntity);
if (GameManager.Instance.playerState.currentCost - trueCost < 0)
{
Debug.Log("能量费用不足");

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

@ -117,6 +117,7 @@ public class CardEntity : MonoBehaviour
string lastCostType;
public Image costImage;
public int tempMinusCost = 0;
private void Start()
{
currentCost = cardOriginalData.Cost;
@ -131,6 +132,7 @@ public class CardEntity : MonoBehaviour
//³õʼ»¯¿¨ÅƱ߿òÑÕÉ«
normalBorder.SetActive(true);
triggerBorde.SetActive(false);
tempMinusCost = 0;
}
private void Update()
@ -420,7 +422,7 @@ public class CardEntity : MonoBehaviour
}
else
{*/
(currentCost, currentCostType)=CardResourcesManager.Instance.getCardCost(cardOriginalData);
(currentCost, currentCostType)=CardResourcesManager.Instance.getCardCost(this);
cost.text = currentCost.ToString();
if (currentCost!=lastCost )
{

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

@ -91,14 +91,16 @@ public class CardResourcesManager : Singleton <CardResourcesManager>
return System.Text.RegularExpressions.Regex.IsMatch(input, @"^[><=]|\d+$");
}
public (int trueCost, string trueCostType) getCardCost(CardOriginalData cardOriginalData)
public (int trueCost, string trueCostType) getCardCost(CardEntity cardEntity)
{
CardOriginalData cardOriginalData= cardEntity.cardOriginalData;
int cost = cardOriginalData.Cost;
string costType=cardOriginalData.costType.Substring(0);
if (MapUnityManager.Instance.isPlayerOn(Name.NodeColor.Black))
{
cost += 1;
}
cost -= cardEntity.tempMinusCost;
if (cardOriginalData.TrueFunctionVal.ContainsKey(CardFunction.reduceCost))
{
cost -= int.Parse(cardOriginalData.TrueFunctionVal[CardFunction.reduceCost]);

17
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -695,8 +695,23 @@ public class TurnMaster : Singleton<TurnMaster>
{
Destroy(selectCardFather.GetChild(i).gameObject);
}
CardActiveSort.Instance.ReflashCardPoint();
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.Buff_Thrifty))
{
RandomHandCardMinusCost(selectCount);
}
}
public void RandomHandCardMinusCost(int num)
{
Debug.Log("½øÈë¼õ·Ñ");
HashSet<CardEntity> targetSet = MathTool.GetRandomElements(new HashSet<CardEntity>(TurnMaster.Instance.handCard.cardEntityList), num);
foreach (CardEntity cardEntity in targetSet)
{
Debug.Log("¼õ·ÑCardIdÊÇ"+cardEntity.cardOriginalData.CardId);
cardEntity.tempMinusCost += 1;
}
}
//退出选卡界面

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

@ -9,6 +9,7 @@ using UnityEngine.Assertions;
using UnityEngine.UI;
using static Name;
using static UnityEditor.FilePathAttribute;
using static UnityEditor.Progress;
using static UnityEngine.Rendering.DebugUI;
public class EnemyNode : MonoBehaviour,IEnemyObserver
@ -221,6 +222,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
enemyUIBar.isSync = false;
float remainDamage = EnemyState.shieldValue - ExpectSufferDamageCal(Usermanager.Instance.expectDamage, getNodeTools.LocationToGetNode(positionX, positionY));
Debug.Log("remainDamage是"+ remainDamage);
if (remainDamage >= 0)
{
enemyUIBar.sheildText.text = remainDamage.ToString();
@ -1636,8 +1638,10 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
int trueDamage = 0;
for (int i = 0; i < damge.Item2; i++)
{
Debug.Log("Item1是" + damge.Item1);
trueDamage += SufferDamageCalculation((int)damge.Item1);
}
Debug.Log("trueDamage是" + trueDamage);
if (EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.bleed))
{
int canBleedCount = 0;

14
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs

@ -143,6 +143,18 @@ public class AbnormalCondition : Singleton<AbnormalCondition>
public const string Buff_Thief = "112";
//Buff_ContaminatusImmortalis
public const string Buff_ContaminatusImmortalis = "113";
//ÇÚ¼ó½ÚÔ¼
public const string Buff_Thrifty = "114";
//Buff_RedNode
public const string Buff_RedNode = "115";
//Buff_YellowNode
public const string Buff_YellowNode = "116";
//Buff_BlueNode
public const string Buff_BlueNode = "117";
//Buff_EnemyNode
public const string Buff_EnemyNode = "118";
//´«È¾
public const string infection = "119";
public static readonly List<string> canNegativeNumberList = new List<string> { angerUpperDamage, shieldUpperValue, addDrawCard };
@ -152,4 +164,6 @@ public class AbnormalCondition : Singleton<AbnormalCondition>
public static readonly List<string> playUndeterminedBuffList = new List<string> { angerUpperDamage, shieldUpperValue };
public static readonly List<string> enemyDebuffList = new List<string> { wet, banStep , fireSeed , levelSleep , vulnerable , bleed , sleep ,disarm, posion , weak ,coma, disable ,bleedHeal, deathMark };
public static readonly List<string> nodeBuffList = new List<string> { Buff_RedNode, Buff_YellowNode, Buff_BlueNode, Buff_EnemyNode };
}

8
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs

@ -125,7 +125,7 @@ public static class CardFunction
public const string turnHalfYellowNodesToShield = "60";
//消耗玩家周围2范围地块,每消耗3红获得1层狂热
public const string turn3RedNodesToEmber = "61";
//消耗玩家周围2范围地块,每消耗3红获得1层狂热
//秏瘧俙模笚峓2毓峓華輸ㄛ藩秏瘧2綻鳳腕1脯遼�
public const string turn2RedNodesToEmber = "62";
//对目标造成护盾的伤害
public const string shieldToDamage = "63";
@ -195,6 +195,12 @@ public static class CardFunction
public const string damagexyForBlueNode = "95";
//隐身
public const string Invisible = "96";
//僻豖善部華晚埽
public const string repelToEnd = "97";
//マ潟誹埮
public const string thrifty = "114";
//換�
public const string infection = "119";

13
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs

@ -339,7 +339,7 @@ public static class Name
sb.Append("抽" + kvp.Value + "张效果牌");
break;
case CardFunction.doublebleedDamage:
sb.Append("使流血伤害翻倍");
sb.Append("妏悛夼楹捷");
break;
case CardFunction.drawAndCopyCard:
sb.Append("抽一张牌,获得这张牌的复制");
@ -392,8 +392,14 @@ public static class Name
case CardFunction.turnYellowNodesToShield:
sb.Append("消耗所有黄色,获得对应数量的护盾");
break;
case CardFunction.turn3RedNodesToEmber:
sb.Append("秏瘧俙模笚峓2毓峓華輸ㄛ藩秏瘧3綻鳳腕1脯遼�");
break;
case CardFunction.turn2RedNodesToEmber:
sb.Append("秏瘧俙模笚峓2毓峓華輸ㄛ藩秏瘧2綻鳳腕1脯遼�");
break;
case CardFunction.bleedDamage:
sb.Append("<link=\"" + kvp.Key + "\">增加" + kvp.Value + "点流血伤害</link>");
sb.Append("<link=\"" + kvp.Key + "\">崝樓" + kvp.Value + "脯悛夼</link>");
break;
case CardFunction.drawDyeingCard:
sb.Append("抽" + kvp.Value + "张涂色牌");
@ -422,6 +428,9 @@ public static class Name
case CardFunction.spreadColorToAround:
sb.Append("将目标地块的颜色扩散至周围");
break;
case CardFunction.repelToEnd:
sb.Append("蔚醴梓僻豖祫部華晚埽");
break;
}
}

59
ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs

@ -74,6 +74,11 @@ public class BuffDataManager : Singleton<BuffDataManager>
abnormalCondition.Add("111", new Buff_PollutionSpreader());
abnormalCondition.Add("112", new Buff_Thief());
abnormalCondition.Add("113", new Buff_ContaminatusImmortalis());
abnormalCondition.Add("114", new Buff_Thrifty());
abnormalCondition.Add("115", new Buff_RedNode());
abnormalCondition.Add("116", new Buff_YellowNode());
abnormalCondition.Add("117", new Buff_BlueNode());
abnormalCondition.Add("118", new Buff_EnemyNode());
abnormalCondition.Add("206", new Buff_flashPoint());
abnormalCondition.Add("207", new Buff_BonePile());
@ -99,7 +104,7 @@ public class BuffDataManager : Singleton<BuffDataManager>
switch (buffName )
{
case AbnormalCondition.vulnerable:
return "受到的伤害增加50%,持续x回合";
return "易伤:受到的伤害增加50%,持续x回合";
case AbnormalCondition.fireSeed:
return "每累计10层承受15点伤害,将火种层数减少10";
case AbnormalCondition.posion:
@ -109,7 +114,7 @@ public class BuffDataManager : Singleton<BuffDataManager>
case AbnormalCondition.coma:
return "无法行动";
case AbnormalCondition.weak:
return "攻击造成的伤害减少25%,持续X回合";
return "虚弱:攻击造成的伤害减少25%,持续X回合";
case AbnormalCondition.parasitism:
return "移动会污染地面";
case AbnormalCondition.corrode:
@ -117,7 +122,7 @@ public class BuffDataManager : Singleton<BuffDataManager>
case AbnormalCondition.boomAndPollute:
return "死亡时对周围进行污染";
case AbnormalCondition.downSpeed:
return "移动力减少1点,持续X回合";
return "致残:移动力减少1点,持续X回合";
case AbnormalCondition.Buff_SoulMaker:
return "污染格数>12时,所有敌人增加2移速";
case AbnormalCondition.Buff_BoundSoul:
@ -151,17 +156,53 @@ public class BuffDataManager : Singleton<BuffDataManager>
case AbnormalCondition.Buff_ContaminatusImmortalis:
return "周围有污染地块时,攻击护盾造成双倍伤害";
case AbnormalCondition.bleed4TurnCost:
return "回合内触发4次流血,获得1点能量";
return "赋能:玩家回合内触发4次流血,获得1点能量";
case AbnormalCondition.bleed3TurnCost:
return "回合内触发3次流血,获得1点能量";
return "赋能+:玩家回合内触发3次流血,获得1点能量";
case AbnormalCondition.bleedDamage:
return "增加流血伤害";
return "血伤:增加流血伤害";
case AbnormalCondition.bleed:
return "流血:每次移动、收到伤害收到2点伤害,减少1层";
case AbnormalCondition.firm:
return "护盾在你回合开始时不会消失";
return "强固:护盾在你回合开始时不会消失";
case AbnormalCondition.calm:
return "增加施法距离";
return "冷静:增加相当于层数的施法距离";
case AbnormalCondition.tempCastRange:
return "本回合增加施法距离";
return "临时冷静:本回合增加施法距离";
case AbnormalCondition.Buff_RedNode:
return "增强:角色站在红色地块时,攻击造成的伤害+2";
case AbnormalCondition.Buff_BlueNode:
return "巩固:角色站在蓝色地块时,玩家回合结束时获得5点护甲";
case AbnormalCondition.Buff_YellowNode:
return "加速:角色站在黄色地块时,玩家回合开始时,获得1移动力";
case AbnormalCondition.Buff_EnemyNode:
return "污染:角色站在污染地块时,手牌费用+1";
case AbnormalCondition.Invisible:
return "隐身:目标无法被直接攻击,移动或者收到伤害效果消失,持续X回合";
case AbnormalCondition.angerUpperDamage:
return "狂热:攻击伤害提升X点";
case AbnormalCondition.shieldUpperValue:
return "敏捷:从卡牌中获得护盾提升X点";
case AbnormalCondition.infection:
return "传染:死亡时,将剩余流血层数传染给3格范围内所有敌方单位,持续X回合";
case AbnormalCondition.thorn:
return "荆棘:每收到一次攻击,造成X点反伤";
case AbnormalCondition.immunity:
return "斗篷:抵挡X次负面效果";
case AbnormalCondition.deathMark:
return "死亡印记:目标死亡后,将所有debuff传染给3格内所有敌方单位";
case AbnormalCondition.nextCardCostHp:
return "血祭:使下一张牌消耗改为血量";
case AbnormalCondition.bleedHeal:
return "血疗:目标单位的下X次流血伤害会治疗玩家";
case AbnormalCondition.Buff_Thrifty:
return "勤俭节约:丢弃卡牌时,使手牌中随机1张卡牌当前回合费用-1";
case AbnormalCondition.nextEffectCardDoubleSettle:
return "下张效果牌打出2次";
case AbnormalCondition.cantUserEffectCaed:
return "本回合无法释放效果牌";
case AbnormalCondition.nextDyeingCardRangeAddTwo:
return "下张涂色牌施法距离+2";
}
return " ";

13
ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

@ -562,7 +562,7 @@ public class SettlementManager : Singleton<SettlementManager>
}
repelNode = result;
}
Debug.Log("endNodeÊÇ" + endNode.locationX + endNode.locationY);
//Debug.Log("endNodeÊÇ" + endNode.locationX + endNode.locationY);
if (endNode != null)
{
enemyMoveToNode(enemy, endNode, mapUnity.enemyNode);
@ -961,6 +961,9 @@ public class SettlementManager : Singleton<SettlementManager>
case CardFunction.repel:
repelFromPlayer(influencePreviewPool, targetNode,int.Parse(kvp.Value));
break;
case CardFunction.repelToEnd:
repelFromPlayer(influencePreviewPool, targetNode, 100);
break;
case CardFunction.dyeingAround:
dyeingAroundWork(influencePreviewPool);
break;
@ -1030,6 +1033,7 @@ public class SettlementManager : Singleton<SettlementManager>
case CardFunction.nextEffectCardDoubleSettle:
case CardFunction.calm:
case CardFunction.Invisible:
case CardFunction.thrifty:
Usermanager.Instance.SufferPlayerAbnormalCondition(kvp.Key, int.Parse(kvp.Value));
break;
case CardFunction.doublebleedDamage:
@ -1156,11 +1160,8 @@ public class SettlementManager : Singleton<SettlementManager>
int damageVal = int.Parse(values[0]);
int damageCount = int.Parse(values[1]);
// damageWork(int.Parse(kvp.Value), influencePreviewPool, pierceNum);
Usermanager.Instance.expectDamage.Item2 = damageCount;
for (int i = 0; i < damageCount; i++)
{
Usermanager.Instance.expectDamage.Item1 += Usermanager.Instance.DamageCalculation(damageVal);
}
Usermanager.Instance.expectDamage.damageCount = damageCount;
Usermanager.Instance.expectDamage.damage += Usermanager.Instance.DamageCalculation(damageVal);
//Usermanager.Instance.expectDamage = Usermanager.Instance.DamageCalculation(int.Parse(kvp.Value));
break;
case CardFunction.nodeDiffDamage:

22
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -305,10 +305,32 @@ public class Usermanager : Singleton<Usermanager>
{
GameManager.Instance.playerState.currentStepRange = 0;
}
if (AbnormalCondition.nodeBuffList.Contains(condition))
{
nodeBuffMutex(condition);
}
playerAbnormalCondition.Add(condition, BuffDataManager.Instance.abnormalCondition[condition].NewBuff(value));
Debug.Log("加入了:" + condition + "value是:" + value);
}
}
public void nodeBuffMutex(string condition)
{
List<string> nodeBuffList=new List<string>(AbnormalCondition.nodeBuffList);
nodeBuffList.Remove(condition);
foreach(string buff in nodeBuffList)
{
tryRemoveUserAbnormalCondition(buff);
}
}
public void tryRemoveUserAbnormalCondition(string condition)
{
if (Usermanager.playerAbnormalCondition.ContainsKey(condition))
{
Usermanager.playerAbnormalCondition.Remove(condition);
}
}
//回合Buff结算
public void PlayerTurnSettle()
{

2
ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_ab_1.csv

@ -1,5 +1,5 @@
ID,消耗类型,消耗数值,基础功能,数值,条件,额外功能,数值,否定功能,地块标记,图片路径,施法范围,稀有度,消耗,名字,卡牌描述
3001,1,2,75,1,red>12,76,1,75,0_0,EffectCardIcon/赋能,0,2,1,赋能,3次流血
3002,1,1,57,4,blue>9,57,2,none,0_0,EffectCardIcon/割裂,0,2,0,割裂,none
3002,1,1,57,2,blue>10,57,1,none,0_0,EffectCardIcon/割裂,0,2,0,割裂,none
3003,1,1,82,1,none,none,none,none,0_0,EffectCardIcon/消失,0,3,1,消失,none
3004,1,2,18,1,red>9,33,1,none,0_0,EffectCardIcon/盾垒,0,2,1,盾垒,none

1 ID 消耗类型 消耗数值 基础功能 数值 条件 额外功能 数值 否定功能 地块标记 图片路径 施法范围 稀有度 消耗 名字 卡牌描述
2 3001 1 2 75 1 red>12 76 1 75 0_0 EffectCardIcon/赋能 0 2 1 赋能 3次流血
3 3002 1 1 57 4 2 blue>9 blue>10 57 2 1 none 0_0 EffectCardIcon/割裂 0 2 0 割裂 none
4 3003 1 1 82 1 none none none none 0_0 EffectCardIcon/消失 0 3 1 消失 none
5 3004 1 2 18 1 red>9 33 1 none 0_0 EffectCardIcon/盾垒 0 2 1 盾垒 none

3
ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv

@ -20,10 +20,11 @@
2027,1,2,5;58,2;2,blue>10,5;58,3;3,5;58,0_0,EffectCardIcon/穷追猛砍,1,2,0,穷追猛砍,none
2028,1,1,53,6&2,aroundblue=4,53,6&4,53,0_1;1_0;0_-1;-1_0;-1_1;-1_-1,EffectCardIcon/剑刃风暴,1,3,0,剑刃风暴,none
2029,1,1,59,1,blue>11,60,1,59,0_0,EffectCardIcon/暴风吸入,0,2,1,暴风吸入,随机留下一半
2030,1,1,60,1,yellow>10,61,1,60,0_0,EffectCardIcon/汲取,0,2,0,汲取,none
2030,1,1,61,1,yellow>10,62,1,61,0_0,EffectCardIcon/汲取,0,2,0,汲取,每消耗2红获得1层狂热
2031,1,0,12,1,red>9,91,1,91,0_0,EffectCardIcon/再来一杯,0,2,0,再来一杯,none
2032,1,2,49,1,none,none,none,none,0_0,EffectCardIcon/点缀,1,1,0,点缀,none
2034,1,1,63,1,red>12,93,1,none,0_0,EffectCardIcon/盾击,1,2,0,盾击,none
2035,1,1,1;64,7;8,blue>9,64,10,64,0_0,EffectCardIcon/撕扯,1,1,0,撕扯,获得10点护盾
2036,1,1,65;66,5;1,yellow>10,67,1,66,0_0,EffectCardIcon/血蛭,1,3,1,血蛭,翻三倍
2038,1,2,97,1,blue<9,33,1,none,0_0,EffectCardIcon/猛烈一击,1,2,0,猛烈一击,none
2039,1,0,65;11,5;2,red>19,11,3,11,0_0,EffectCardIcon/战吼,0,3,1,战吼,none

1 ID 消耗类型 消耗数值 基础功能 数值 条件 额外功能 数值 否定功能 地块标记 图片路径 施法范围 稀有度 消耗 名字 卡牌描述
20 2027 1 2 5;58 2;2 blue>10 5;58 3;3 5;58 0_0 EffectCardIcon/穷追猛砍 1 2 0 穷追猛砍 none
21 2028 1 1 53 6&2 aroundblue=4 53 6&4 53 0_1;1_0;0_-1;-1_0;-1_1;-1_-1 EffectCardIcon/剑刃风暴 1 3 0 剑刃风暴 none
22 2029 1 1 59 1 blue>11 60 1 59 0_0 EffectCardIcon/暴风吸入 0 2 1 暴风吸入 随机留下一半
23 2030 1 1 60 61 1 yellow>10 61 62 1 60 61 0_0 EffectCardIcon/汲取 0 2 0 汲取 none 每消耗2红获得1层狂热
24 2031 1 0 12 1 red>9 91 1 91 0_0 EffectCardIcon/再来一杯 0 2 0 再来一杯 none
25 2032 1 2 49 1 none none none none 0_0 EffectCardIcon/点缀 1 1 0 点缀 none
26 2034 1 1 63 1 red>12 93 1 none 0_0 EffectCardIcon/盾击 1 2 0 盾击 none
27 2035 1 1 1;64 7;8 blue>9 64 10 64 0_0 EffectCardIcon/撕扯 1 1 0 撕扯 获得10点护盾
28 2036 1 1 65;66 5;1 yellow>10 67 1 66 0_0 EffectCardIcon/血蛭 1 3 1 血蛭 翻三倍
29 2038 1 2 97 1 blue<9 33 1 none 0_0 EffectCardIcon/猛烈一击 1 2 0 猛烈一击 none
30 2039 1 0 65;11 5;2 red>19 11 3 11 0_0 EffectCardIcon/战吼 0 3 1 战吼 none
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