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0703BUGFIX

pull/7/head
yjm484 2 years ago
parent
commit
e86dd9662a
  1. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  2. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  3. 28
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  4. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/MathTool.cs
  5. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

1
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -269,6 +269,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
cardEntity.influencePreviewPool = handler.HandleAngleWithResult(euler);
}
cardEntity.influencePreviewPool=MathTool.RemoveDuplicates(cardEntity.influencePreviewPool);
}

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

@ -62,8 +62,8 @@ public class TurnMaster : Singleton<TurnMaster>
{
//结算buff
//结算技能冷却
// EnemyManager.Instance.EnemySkillCoolDown_Observer();
// EnemyManager.Instance.EnemySkillCoolDown_Observer();
EnemyManager.Instance.enemyTurnSettle(0);
turn = Turn.enemyTurn;
}
@ -74,7 +74,7 @@ public class TurnMaster : Singleton<TurnMaster>
//敌人动作如移动,涂色
EnemyManager.Instance.EnemyTurn_Observer();
EnemyManager.Instance.enemyTurnSettle(0);
turn = Turn.turnStop;
// EndEnemyTurn();在enemyTurn里面调用

28
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -309,6 +309,18 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
if (EnemyState.currentHP <= 0)
{
OnDeath();
}else
{
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
Debug.Log(key);
switch (key)
{
case AbnormalCondition.sleep:
EnemyState.abnormalCondition.Remove(key);
break;
}
}
}
}
@ -338,9 +350,6 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
case AbnormalCondition.disarm:
disarmSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.sleep:
sleepSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.bleed:
//bleedSettle(EnemyState.abnormalCondition[key]);
break;
@ -350,6 +359,18 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
}
abnormalConditionEndCheck();
}
foreach (var key in EnemyState.abnormalCondition.Keys.ToList())
{
Debug.Log(key);
switch (key)
{
case AbnormalCondition.sleep:
sleepSettle(EnemyState.abnormalCondition[key]);
break;
}
abnormalConditionEndCheck();
}
/*for(int i=0;i< EnemyState.abnormalCondition.Count; i++)
{
switch (EnemyState.abnormalCondition[i].key)
@ -410,6 +431,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
EnemyState.damageMultiplier = 0;
EnemyState.stepRangeMultiplier = 0;
EnemyState.abnormalCondition[AbnormalCondition.sleep]--;
}
public void bleedSettle()

18
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/MathTool.cs

@ -39,4 +39,22 @@ public class MathTool
return numbers;
}
public static List<T> RemoveDuplicates<T>(List<T> list)
{
List<T> result = new List<T>();
HashSet<T> set = new HashSet<T>();
foreach (T item in list)
{
if (set.Add(item))
{
result.Add(item);
}
}
return result;
}
}

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

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Playables;
public class SettlementManager : Singleton<SettlementManager>
{
@ -81,7 +82,7 @@ public class SettlementManager : Singleton<SettlementManager>
abnormalConditionWork(kvp.Key, int.Parse(kvp.Value), influencePreviewPool);
break;
case CardFunction.costRestore:
TurnMaster.Instance.currentCost += int.Parse(kvp.Value);
GameManager.Instance.playerState.currentCost += int.Parse(kvp.Value);
break;
case CardFunction.dyeing:
dyeingWork(influencePreviewPool);
@ -118,6 +119,7 @@ public class SettlementManager : Singleton<SettlementManager>
}
}
GameManager.Instance.SyncColourCountUI();
}

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