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Merge pull request '地图历史0811' (#174) from dev45-0730 into dev45-0703NewVer

Reviewed-on: #174
pull/175/head
45 8 months ago
parent
commit
ea0a387799
  1. BIN
      ColorlessWorld-2024-4-2/Assets/ArtAssets/0807_地图/企业微信截图_17546325593966.png
  2. 127
      ColorlessWorld-2024-4-2/Assets/ArtAssets/0807_地图/企业微信截图_17546325593966.png.meta
  3. 11
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/New LevelState.asset
  4. 7
      ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Upgrade for URP/Upgrade for URP.unitypackage.meta
  5. 27
      ColorlessWorld-2024-4-2/Assets/Plugins/Microsoft.CSharp.dll.meta
  6. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/NewMap/MapMark.prefab
  7. 1163
      ColorlessWorld-2024-4-2/Assets/Scenes/Map.unity
  8. 236
      ColorlessWorld-2024-4-2/Assets/Scripts/CameraControl/MapCameraCrtl.cs
  9. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/CameraControl/MapCameraCrtl.cs.meta
  10. 136
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/NewMap/NewMapManager.cs
  11. 172
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/NewMap/NewMapMark.cs
  12. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/ResourcePonit/ResourcePointManager.cs
  13. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddManager.cs
  14. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddNode.cs
  15. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/NewMapData_SO.cs
  16. 32
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs
  17. 377
      ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/BackGroundLightSourceHanSansCN-Normal SDF.asset
  18. 12
      ColorlessWorld-2024-4-2/ProjectSettings/EditorBuildSettings.asset

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ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/New LevelState.asset

@ -15,14 +15,15 @@ MonoBehaviour:
dayCount: 4 dayCount: 4
dayActionPoint: 2 dayActionPoint: 2
step: 0 step: 0
playerPostion: {x: -1.6584387, y: 2.519337, z: 10} playerPostion: {x: 0.46377802, y: 0.46377802, z: 10}
mapSaveData: mapSaveData:
- roomType: 0 - roomType: 0
dayZone: 1 dayZone: 1
slotIndex: 4
- roomType: 8
dayZone: 2
slotIndex: 8 slotIndex: 8
- roomType: 0
dayZone: 2
slotIndex: 7
- roomType: 1 - roomType: 1
dayZone: 3 dayZone: 3
slotIndex: 7 slotIndex: 3
nodeHistory:

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ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/NewMap/MapMark.prefab

@ -967,8 +967,8 @@ RectTransform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
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m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 1
m_Children: m_Children:
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ColorlessWorld-2024-4-2/Assets/Scenes/Map.unity

File diff suppressed because it is too large

236
ColorlessWorld-2024-4-2/Assets/Scripts/CameraControl/MapCameraCrtl.cs

@ -0,0 +1,236 @@
using Cinemachine;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapCameraCrtl : MonoBehaviour
{
[Header("虚拟相机")]
public CinemachineVirtualCamera virtualCamera;
[Header("初始位置")]
public Vector3 startPos;
[Header("当前移动输入")]
public float moveX;
public float moveY;
float scrollWheelInput;//滚轮输入
[Header("移动速度")]
public float moveSpeed;
public float fovSpeed;
[Header("y轴距离限制(视角远近)")]
public float yCloseDistance;
public float yFarDistance;
[Header("平移距离限制")]
public float xMaxMove;
public float xMinMove;
public float yMaxMove;
public float yMinMove;
Vector3 xMaxPos;
Vector3 xMinPos;
Vector3 yMaxPos;
Vector3 yMinPos;
void Start()
{
startPos = transform.position;
xMaxPos = transform.position + new Vector3(xMaxMove, 0, 0);
xMinPos = transform.position + new Vector3(xMinMove, 0, 0);
yMaxPos = transform.position + new Vector3(0, yMaxMove, 0);
yMinPos = transform.position + new Vector3(0, yMinMove, 0);
}
private void LateUpdate()
{
//按下鼠标中键-移动
if (Input.GetMouseButton(0))
{
moveX = Mathf.Clamp(Input.GetAxis("Mouse X"), -1, 1);
moveY = Mathf.Clamp(Input.GetAxis("Mouse Y"), -1, 1);
/* if (transform.position.x > xMaxPos.x)
{
if (moveX < 0)
{
moveX = 0;
}
}
if (transform.position.x < xMinPos.x)
{
if (moveX > 0)
{
moveX = 0;
}
}
if (transform.position.y > yMaxPos.y)
{
if (moveY < 0)
{
moveY = 0;
}
}
if (transform.position.y < yMinPos.y)
{
if (moveY > 0)
{
moveY = 0;
}
}*/
float disX = -moveX * Time.deltaTime * moveSpeed;
Vector3 x = Vector3.right * disX;
float preX = ((10 - transform.position.z) * 0.734f + MathF.Abs(transform.position.x) + MathF.Abs(disX));
if(preX < 7.34)
{
transform.Translate(x);
}
else
{
if(transform .position .x <0)
{
if(disX <0)
{
transform.position = new Vector3(-7.34f + (10 - transform.position.z) * 0.734f, transform.position.y, transform.position.z);
}
else
{
transform.Translate(x);
}
}
else if (transform.position.x > 0)
{
if(disX >0)
{
transform.position = new Vector3(7.34f - (10 - transform.position.z) * 0.734f, transform.position.y, transform.position.z);
}
else
{
transform.Translate(x);
}
}
}
float disY = -moveY * Time.deltaTime * moveSpeed;
Vector3 y = Vector3.up * disY;
float preY = ((10 - transform.position.z) * 0.4f + MathF.Abs(transform.position.y) + MathF.Abs(disY));
if (preY < 5.5)
{
transform.Translate(y);
}
else
{
if (transform.position.y < 0)
{
if (disY < 0)
{
transform.position = new Vector3(transform.position.x, -5.5f + (10 - transform.position.z) * 0.4f, transform.position.z);
}
else
{
transform.Translate(y);
}
}
else if (transform.position.y > 0)
{
if (disY > 0)
{
transform.position = new Vector3(transform.position.x, 5.5f - (10 - transform.position.z) * 0.4f, transform.position.z);
}
else
{
transform.Translate(y);
}
}
}
}
//滚轮缩放
scrollWheelInput = Input.GetAxis("Mouse ScrollWheel");
float distance = Time.deltaTime * fovSpeed * scrollWheelInput;//一帧移动的距离
if (scrollWheelInput > 0f)
{
// Debug.Log("向上滚动鼠标滚轮");
if (transform.position.z+distance< yCloseDistance)
{
transform.position += new Vector3(0, 0, distance);
}
else
{
transform.position = new Vector3(transform.position.x,transform.position.y, yCloseDistance);
}
}
else if (scrollWheelInput < 0f)
{
// Debug.Log("向下滚动鼠标滚轮");
if (transform.position.z+distance> yFarDistance)
{
transform.position += new Vector3(0, 0, distance);
}
else
{
transform.position = new Vector3(transform.position.x, transform.position.y, yFarDistance);
}
//判断是否会出框
//横向偏移防止图像出框
float disX = ((MathF.Abs(transform.position.x) + (MathF.Abs(distance) +10- MathF.Abs(transform.position.z)) * 0.734f));
if(disX>7.43f)
{
if (transform.position.x < 0)
{
if (transform.position.x - (0.734f * distance) >= 0)
{
transform.position = new Vector3(0, transform.position.y, transform.position.z);
}
else
{
transform.position -= new Vector3(0.734f * distance, 0, 0);
}
}
else
{
if (transform.position.x + (0.734f * distance) <= 0)
{
transform.position = new Vector3(0, transform.position.y, transform.position.z);
}
else
{
transform.position += new Vector3(0.734f * distance, 0, 0);
}
}
}
//纵向偏移防止出框
float disY = ((MathF.Abs(transform.position.y) + (MathF.Abs(distance) + 10 - MathF.Abs(transform.position.z)) * 0.4f));
if (disY > 5.5f)
{
if (transform.position.y < 0)
{
if (transform.position.y - (0.4f * distance) >= 0)
{
transform.position = new Vector3(transform.position.x, 0, transform.position.z);
}
else
{
transform.position -= new Vector3(0, 0.4f * distance, 0);
}
}
else
{
if (transform.position.y + (0.4f * distance) <= 0)
{
transform.position = new Vector3(transform.position.x, 0, transform.position.z);
}
else
{
transform.position += new Vector3(0, 0.4f * distance, 0);
}
}
}
}
}
}

11
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136
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/NewMap/NewMapManager.cs

@ -1,9 +1,8 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using static LevelDevelopManager;
public class NewMapManager : Singleton<NewMapManager> public class NewMapManager : Singleton<NewMapManager>
{ {
@ -21,6 +20,9 @@ public class NewMapManager : Singleton<NewMapManager>
public List<Transform> roomSlot_Zone2 = new List<Transform>(); public List<Transform> roomSlot_Zone2 = new List<Transform>();
public List<Transform> roomSlot_Zone3 = new List<Transform>(); public List<Transform> roomSlot_Zone3 = new List<Transform>();
public List<Transform> roomSlot_Zone4 = new List<Transform>(); public List<Transform> roomSlot_Zone4 = new List<Transform>();
[Header("相机位置控件")]
public Transform cameraTransform;
public List <Transform > cameraPointList = new List<Transform>();
[Header("房间控件")] [Header("房间控件")]
public int refreshRoomCount = 5;//每天刷新几个房间 public int refreshRoomCount = 5;//每天刷新几个房间
public GameObject mapMarkPreFab; public GameObject mapMarkPreFab;
@ -33,29 +35,59 @@ public class NewMapManager : Singleton<NewMapManager>
[Header("特殊房间")] [Header("特殊房间")]
public NewMapMark startPoint; public NewMapMark startPoint;
//public NewMapMark bossPoint; //public NewMapMark bossPoint;
// public NewMapMark campPoint; // public NewMapMark campPoint;
[Header("行动点")]
public List <Image> historyStepUI = new List<Image> ();
// public List<LevelDevelopManager.RoomType> historyStepRoomType = new List<LevelDevelopManager.RoomType>();
private void Start() private void Start()
{ {
if(PlayerStatsManager .Instance .newMapData .step ==0) if (PlayerStatsManager .Instance .newMapData .step ==0)
{ {
SetUPRandomPool(); SetUPRandomPool();
//RefreshDay(); //RefreshDay();
GeneraterMapMark(); GeneraterMapMark();
StartCoroutine(StartMoveToStartPoint()); StartCoroutine(StartMoveToStartPoint());
} }
else else
{ {
LoadMapData(); LoadMapData();
} }
StartMoveCamera();
} }
IEnumerator StartMoveToStartPoint() IEnumerator StartMoveToStartPoint()
{ {
startPoint.gameObject.SetActive(true); startPoint.gameObject.SetActive(true);
yield return new WaitForSeconds(1f); yield return new WaitForSeconds(1f);
dayActionPoint += 1;
startPoint.ButtenLoadTo(); //玩家移动
float speed = NewMapManager.Instance.playerSpeed;
Transform playerTransform = NewMapManager.Instance.playerMark;
Vector3 start = playerTransform.position;
Vector3 end = startPoint.transform.position;
float time = 0;
while (time < 1)
{
playerTransform.position = Vector3.Lerp(start, end, time += Time.deltaTime * speed);
yield return null;
}
yield return null;
playerTransform.position = startPoint.transform.position;
//进入节点
if (NewMapManager.Instance.roomDestination[startPoint.roomDestinationIndex] == null)
{
ScenceLoadManager.Instance.LoadTargetLevel(startPoint.roomDestinationIndex);
}
else
{
NewMapManager.Instance.roomDestination[startPoint.roomDestinationIndex].SetActive(true);
}
//删除本节点
// NewMapManager.Instance.mapMarkList.Remove(this);
//保存
NewMapManager.Instance.SaveMapData();
Destroy(startPoint.gameObject);
} }
public void SetUPRandomPool() public void SetUPRandomPool()
@ -432,7 +464,95 @@ public class NewMapManager : Singleton<NewMapManager>
newMapMark_Zone4.slotIndex = currentMapMarkData.slotIndex; newMapMark_Zone4.slotIndex = currentMapMarkData.slotIndex;
break; break;
} }
}
RefreshHistoryStep();
}
public void StartMoveCamera()
{
StartCoroutine(MoveCamera());
}
IEnumerator MoveCamera()
{
Transform camera = cameraTransform;
Vector3 start = camera.position;
Vector3 end = cameraPointList[dayCount].position;
float time = 0;
while (time <1)
{
camera.position = Vector3.Lerp(start, end, time += Time.deltaTime);
yield return null;
}
}
public void ReduceActionPoint()//减少行动点
{
NewMapManager.Instance.dayActionPoint -= 1;
if (NewMapManager.Instance.dayActionPoint <= 0)
{
NewMapManager.Instance.dayCount += 1;//进一天
NewMapManager.Instance.dayActionPoint = 4;
NewMapManager.Instance.ReSetUPRoom();
NewMapManager.Instance.StartMoveCamera();
foreach (var image in historyStepUI )
{
image .sprite = null;
}
PlayerStatsManager.Instance.newMapData.nodeHistory.Clear();
}
NewMapManager.Instance.step += 1;
}
public void AddStepHistory(LevelDevelopManager.RoomType roomType)
{
PlayerStatsManager.Instance.newMapData.nodeHistory.Add(roomType);
RefreshHistoryStep();
}
public void RefreshHistoryStep()
{
List<LevelDevelopManager.RoomType> historyStepRoomType = PlayerStatsManager.Instance.newMapData.nodeHistory;
//historyStepRoomType.Add(roomType);
// historyStepRoomType .RemoveAt (0);
for (int i = 0; i < historyStepUI.Count; i++)
{
Image roomIcon = historyStepUI[i];
if (historyStepRoomType.Count < i+1)
{
break;
}
LevelDevelopManager.RoomType currentRoomType = historyStepRoomType[i];
switch (currentRoomType)
{
case LevelDevelopManager.RoomType.start:
roomIcon.sprite = LevelDevelopManager.Instance.startIcon;
break;
case LevelDevelopManager.RoomType.monster:
roomIcon.sprite = LevelDevelopManager.Instance.monsterIcon;
break;
case LevelDevelopManager.RoomType.eliteMonster:
roomIcon.sprite = LevelDevelopManager.Instance.eliteAndMonsterIcon; ;
break;
case LevelDevelopManager.RoomType.boss:
roomIcon.sprite = LevelDevelopManager.Instance.bossIcon;
break;
case LevelDevelopManager.RoomType.shop:
roomIcon.sprite = LevelDevelopManager.Instance.shopIcon;
break;
case LevelDevelopManager.RoomType.forging:
roomIcon.sprite = LevelDevelopManager.Instance.forgingIcon;
break;
case LevelDevelopManager.RoomType.incident:
roomIcon.sprite = LevelDevelopManager.Instance.incidentIcon;
break;
case LevelDevelopManager.RoomType.addCard:
roomIcon.sprite = LevelDevelopManager.Instance.addCardIcon;
break;
case LevelDevelopManager.RoomType.campfire:
roomIcon.sprite = LevelDevelopManager.Instance.campfireIcon;
break;
}
} }
} }
} }

172
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/NewMap/NewMapMark.cs

@ -1,5 +1,4 @@
using System.Collections; using System.Collections;
using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
@ -79,86 +78,84 @@ public class NewMapMark : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandle
} }
public void SetUPRoom() public void SetUPRoom()
{ {
if (dayZone == NewMapManager.Instance.dayCount) lockMask.SetActive(false);
switch (roomType)
{ {
lockMask.SetActive(false); case LevelDevelopManager.RoomType.start:
switch (roomType) roomDestinationIndex = 2;
{ roomIcon.sprite = LevelDevelopManager.Instance.startIcon;
case LevelDevelopManager.RoomType.start: roomName.text = "起始点";
roomDestinationIndex = 2; roomDescription.text = "城市的大门,挑战者从这里正式踏入赛场。";
roomIcon.sprite = LevelDevelopManager.Instance.startIcon; break;
roomName.text = "起始点"; case LevelDevelopManager.RoomType.map:
roomDescription.text = "城市的大门,挑战者从这里正式踏入赛场。"; roomDestinationIndex = 3;
break; break;
case LevelDevelopManager.RoomType.map: case LevelDevelopManager.RoomType.monster:
roomDestinationIndex = 3; roomDestinationIndex = 4;
break; roomIcon.sprite = LevelDevelopManager.Instance.monsterIcon;
case LevelDevelopManager.RoomType.monster: roomName.text = "普通战斗";
roomDestinationIndex = 4; roomDescription.text = "普通道馆的战斗,将遭遇强度一般的敌人。战斗可以获得卡牌,金币附魔等奖励。";
roomIcon.sprite = LevelDevelopManager.Instance.monsterIcon; break;
roomName.text = "普通战斗"; case LevelDevelopManager.RoomType.eliteMonster:
roomDescription.text = "普通道馆的战斗,将遭遇强度一般的敌人。战斗可以获得卡牌,金币附魔等奖励。"; roomDestinationIndex = 4;
break; roomIcon.sprite = LevelDevelopManager.Instance.eliteAndMonsterIcon;
case LevelDevelopManager.RoomType.eliteMonster: roomName.text = "精英战斗";
roomDestinationIndex = 4; roomDescription.text = "大型道馆的战斗,将遭遇更加强力的敌人。战斗可以获得更多卡牌,金币附魔等奖励。";
roomIcon.sprite = LevelDevelopManager.Instance.eliteAndMonsterIcon; break;
roomName.text = "精英战斗"; case LevelDevelopManager.RoomType.eliteAndMonster:
roomDescription.text = "大型道馆的战斗,将遭遇更加强力的敌人。战斗可以获得更多卡牌,金币附魔等奖励。"; roomDestinationIndex = 4;
break; break;
case LevelDevelopManager.RoomType.eliteAndMonster: case LevelDevelopManager.RoomType.boss:
roomDestinationIndex = 4; roomDestinationIndex = 4;
break; roomIcon.sprite = LevelDevelopManager.Instance.bossIcon;
case LevelDevelopManager.RoomType.boss: roomName.text = "BOSS";
roomDestinationIndex = 4; roomDescription.text = "挑战者的试炼。";
roomIcon.sprite = LevelDevelopManager.Instance.bossIcon; break;
roomName.text = "BOSS"; case LevelDevelopManager.RoomType.shop:
roomDescription.text = "挑战者的试炼。"; roomDestinationIndex = 5;
break; roomIcon.sprite = LevelDevelopManager.Instance.shopIcon;
case LevelDevelopManager.RoomType.shop: roomName.text = "流浪商人";
roomDestinationIndex = 5; roomDescription.text = "一个流浪商人,穿梭于各地之间为挑战者售卖物品。也许会卖些好东西。";
roomIcon.sprite = LevelDevelopManager.Instance.shopIcon; break;
roomName.text = "流浪商人"; case LevelDevelopManager.RoomType.forging:
roomDescription.text = "一个流浪商人,穿梭于各地之间为挑战者售卖物品。也许会卖些好东西。"; roomDestinationIndex = 6;
break; roomIcon.sprite = LevelDevelopManager.Instance.forgingIcon;
case LevelDevelopManager.RoomType.forging: roomName.text = "铁匠铺";
roomDestinationIndex = 6; roomDescription.text = "一家铁匠铺,这种铁匠铺遍布赛区各处,是挑战者获得更强武器和附魔的好去处。";
roomIcon.sprite = LevelDevelopManager.Instance.forgingIcon; break;
roomName.text = "铁匠铺"; case LevelDevelopManager.RoomType.incident:
roomDescription.text = "一家铁匠铺,这种铁匠铺遍布赛区各处,是挑战者获得更强武器和附魔的好去处。"; roomDestinationIndex = 7;
break; roomIcon.sprite = LevelDevelopManager.Instance.incidentIcon;
case LevelDevelopManager.RoomType.incident: roomName.text = "事件";
roomDestinationIndex = 7; roomDescription.text = "未知的事件,这一次会遇到什么?";
roomIcon.sprite = LevelDevelopManager.Instance.incidentIcon; break;
roomName.text = "事件"; case LevelDevelopManager.RoomType.treasure:
roomDescription.text = "未知的事件,这一次会遇到什么?"; roomDestinationIndex = 8;
break; break;
case LevelDevelopManager.RoomType.treasure: case LevelDevelopManager.RoomType.addCard:
roomDestinationIndex = 8; roomDestinationIndex = 9;
break; roomIcon.sprite = LevelDevelopManager.Instance.addCardIcon;
case LevelDevelopManager.RoomType.addCard: roomName.text = "酒馆";
roomDestinationIndex = 9; roomDescription.text = "一家酒馆,熙熙攘攘的挑战者组成了大型的跳蚤市场。可以在这里和其他挑战者交换一些卡牌。";
roomIcon.sprite = LevelDevelopManager.Instance.addCardIcon; break;
roomName.text = "酒馆"; case LevelDevelopManager.RoomType.deleteCard:
roomDescription.text = "一家酒馆,熙熙攘攘的挑战者组成了大型的跳蚤市场。可以在这里和其他挑战者交换一些卡牌。"; roomDestinationIndex = 10;
break; break;
case LevelDevelopManager.RoomType.deleteCard: case LevelDevelopManager.RoomType.resource:
roomDestinationIndex = 10; roomDestinationIndex = 11;
break; break;
case LevelDevelopManager.RoomType.resource: case LevelDevelopManager.RoomType.campfire:
roomDestinationIndex = 11; roomDestinationIndex = 12;
break; roomIcon.sprite = LevelDevelopManager.Instance.campfireIcon;
case LevelDevelopManager.RoomType.campfire: roomName.text = "营地";
roomDestinationIndex = 12; roomDescription.text = "一处为挑战者设立的临时营地,可以短暂休息回复体力。";
roomIcon.sprite = LevelDevelopManager.Instance.campfireIcon; break;
roomName.text = "营地"; case LevelDevelopManager.RoomType.potion:
roomDescription.text = "一处为挑战者设立的临时营地,可以短暂休息回复体力。"; roomDestinationIndex = 13;
break; break;
case LevelDevelopManager.RoomType.potion:
roomDestinationIndex = 13;
break;
}
} }
else if (dayZone != NewMapManager.Instance.dayCount)
{ {
lockMask.SetActive(true); lockMask.SetActive(true);
if (dayZone > NewMapManager.Instance.dayCount) if (dayZone > NewMapManager.Instance.dayCount)
@ -169,8 +166,9 @@ public class NewMapMark : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandle
{ {
roomDescription.text = "ÒÑËø¶¨"; roomDescription.text = "ÒÑËø¶¨";
} }
} }
} }
public void ButtenLoadTo() public void ButtenLoadTo()
@ -178,15 +176,8 @@ public class NewMapMark : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandle
if (dayZone == NewMapManager.Instance.dayCount) if (dayZone == NewMapManager.Instance.dayCount)
{ {
if (roomType != LevelDevelopManager.RoomType.eliteAndMonster) if (roomType != LevelDevelopManager.RoomType.eliteAndMonster)
{ {
NewMapManager.Instance.dayActionPoint -= 1; NewMapManager.Instance.AddStepHistory(roomType);
if(NewMapManager.Instance.dayActionPoint<=0)
{
NewMapManager.Instance.dayCount += 1;//进一天
NewMapManager.Instance.dayActionPoint = 4;
NewMapManager.Instance.ReSetUPRoom();
}
NewMapManager.Instance.step += 1;
StartCoroutine(MoveToMapNode()); StartCoroutine(MoveToMapNode());
} }
else else
@ -242,11 +233,14 @@ public class NewMapMark : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandle
if (NewMapManager.Instance.roomDestination[roomDestinationIndex] == null) if (NewMapManager.Instance.roomDestination[roomDestinationIndex] == null)
{ {
ScenceLoadManager.Instance.LoadTargetLevel(roomDestinationIndex); ScenceLoadManager.Instance.LoadTargetLevel(roomDestinationIndex);
NewMapManager.Instance.ReduceActionPoint();
} }
else else
{ {
NewMapManager.Instance.roomDestination[roomDestinationIndex].SetActive(true); NewMapManager.Instance.roomDestination[roomDestinationIndex].SetActive(true);
} }
//ɾ³ý±¾½Úµã //ɾ³ý±¾½Úµã
NewMapManager.Instance.mapMarkList.Remove(this); NewMapManager.Instance.mapMarkList.Remove(this);
//±£´æ //±£´æ

5
ColorlessWorld-2024-4-2/Assets/Scripts/ResourcePonit/ResourcePointManager.cs

@ -14,6 +14,11 @@ public class ResourcePointManager : MonoBehaviour
rewardButton.SetActive(true); rewardButton.SetActive(true);
goButton.SetActive(false); goButton.SetActive(false);
} }
private void OnDisable()
{
Debug.Log("减少行动点");
NewMapManager.Instance.ReduceActionPoint();
}
public void GetMoney(string count) public void GetMoney(string count)
{ {
PlayerStatsManager.Instance.EffectFunction(1, count ); PlayerStatsManager.Instance.EffectFunction(1, count );

7
ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddManager.cs

@ -10,10 +10,17 @@ public class CardAddManager : Singleton<CardAddManager>
public List<Transform> cardSlots; public List<Transform> cardSlots;
public GameObject cardPanel; public GameObject cardPanel;
public bool canAddCard = true; public bool canAddCard = true;
public GameObject nextButton;
private void OnEnable() private void OnEnable()
{ {
nextButton.SetActive(false);
canAddCard = true; canAddCard = true;
} }
private void OnDisable()
{
Debug.Log("减少行动点");
NewMapManager.Instance.ReduceActionPoint();
}
public void SetAddCard(bool canAdd) public void SetAddCard(bool canAdd)
{ {
canAddCard = canAdd; canAddCard = canAdd;

1
ColorlessWorld-2024-4-2/Assets/Scripts/RewardCardPoint/CardAddNode.cs

@ -19,5 +19,6 @@ public class CardAddNode : MonoBehaviour
// ScenceLoadManager.Instance.JumpInSence(); // ScenceLoadManager.Instance.JumpInSence();
CardAddManager.Instance.cardPanel.gameObject.SetActive(false); CardAddManager.Instance.cardPanel.gameObject.SetActive(false);
CardAddManager.Instance.canAddCard = false; CardAddManager.Instance.canAddCard = false;
CardAddManager.Instance.nextButton.SetActive(true);
} }
} }

2
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/NewMapData_SO.cs

@ -11,7 +11,7 @@ public class NewMapData_SO : ScriptableObject
public int step;//进行过的节点数 public int step;//进行过的节点数
public Vector3 playerPostion;//玩家的位置 public Vector3 playerPostion;//玩家的位置
public List<MapMarkData> mapSaveData = new List<MapMarkData>();//关卡保存数据列表 public List<MapMarkData> mapSaveData = new List<MapMarkData>();//关卡保存数据列表
public List<LevelDevelopManager.RoomType> nodeHistory = new List<LevelDevelopManager.RoomType>();
[System .Serializable] [System .Serializable]
public class MapMarkData public class MapMarkData
{ {

32
ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs

@ -35,7 +35,20 @@ public class EventManager : Singleton <EventManager>
public JumpButtonNode jumpButtonNode; public JumpButtonNode jumpButtonNode;
[Header("需要自检的条件方法表")] [Header("需要自检的条件方法表")]
public List<int> selfCheckingCostCase = new List<int>() {107}; public List<int> selfCheckingCostCase = new List<int>() {107};
private void OnEnable()
{
if(eventDictionary.Count >0)
{
backButton.SetActive(false);
jumpButton.gameObject.SetActive(false);
SetUpEvent(10010);
}
}
private void OnDisable()
{
Debug.Log("¼õÉÙÐж¯µã");
NewMapManager.Instance.ReduceActionPoint();
}
private void Start() private void Start()
{ {
//生成角色数据 //生成角色数据
@ -44,23 +57,6 @@ public class EventManager : Singleton <EventManager>
ReadEventExcel(filePath); ReadEventExcel(filePath);
/* if(PlayerStatsManager.Instance.levelDevelopData .levelStep != 7)
{
if (PlayerStatsManager.Instance.isPass == false)
{
SetUpEvent(Random.Range(10001, 10003));
}
else
{
SetUpEvent(10002);
}
}
else
{
SetUpEvent(10003);
}*/
// SetUpEvent(Random.Range(10004, 100011));
SetUpEvent(10010); SetUpEvent(10010);
} }

377
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/BackGroundLightSourceHanSansCN-Normal SDF.asset

File diff suppressed because one or more lines are too long

12
ColorlessWorld-2024-4-2/ProjectSettings/EditorBuildSettings.asset

@ -23,18 +23,6 @@ EditorBuildSettings:
- enabled: 1 - enabled: 1
path: Assets/Scenes/Shop.unity path: Assets/Scenes/Shop.unity
guid: 7c134344a5447774887852bfe2ec1037 guid: 7c134344a5447774887852bfe2ec1037
- enabled: 1
path: Assets/Scenes/ChooseWeapon.unity
guid: 9998c4119903e5d4f880f34beebe3396
- enabled: 1
path: Assets/Scenes/ChooseWeaponNew.unity
guid: 6503720e7e06a024aa8d0ef4ecfdefbc
- enabled: 0
path: Assets/Scenes/Camp.unity
guid: 9a0fd6b437972b846b31d57fe503ed0d
- enabled: 0
path: Assets/Scenes/FightDaylight.unity
guid: 493a3645c610a3c44a77bffb1a0a8e03
- enabled: 1 - enabled: 1
path: Assets/Scenes/ForgingPoint.unity path: Assets/Scenes/ForgingPoint.unity
guid: 35ca3314a7ab9c1409085d7103986ba1 guid: 35ca3314a7ab9c1409085d7103986ba1

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