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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. 130
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/NewMap/NewMapManager.cs
  11. 20
      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
dayActionPoint: 2
step: 0
playerPostion: {x: -1.6584387, y: 2.519337, z: 10}
playerPostion: {x: 0.46377802, y: 0.46377802, z: 10}
mapSaveData:
- roomType: 0
dayZone: 1
slotIndex: 4
- roomType: 8
dayZone: 2
slotIndex: 8
- roomType: 0
dayZone: 2
slotIndex: 7
- roomType: 1
dayZone: 3
slotIndex: 7
slotIndex: 3
nodeHistory:

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

@ -967,8 +967,8 @@ RectTransform:
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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
ColorlessWorld-2024-4-2/Assets/Scripts/CameraControl/MapCameraCrtl.cs.meta

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130
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/NewMap/NewMapManager.cs

@ -1,9 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using static LevelDevelopManager;
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_Zone3 = 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")]
public int refreshRoomCount = 5;//每天刷新几个房间
public GameObject mapMarkPreFab;
@ -34,6 +36,9 @@ public class NewMapManager : Singleton<NewMapManager>
public NewMapMark startPoint;
//public NewMapMark bossPoint;
// 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()
{
@ -42,20 +47,47 @@ public class NewMapManager : Singleton<NewMapManager>
SetUPRandomPool();
//RefreshDay();
GeneraterMapMark();
StartCoroutine(StartMoveToStartPoint());
}
else
{
LoadMapData();
}
StartMoveCamera();
}
IEnumerator StartMoveToStartPoint()
{
startPoint.gameObject.SetActive(true);
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()
@ -434,5 +466,93 @@ public class NewMapManager : Singleton<NewMapManager>
}
}
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;
}
}
}
}

20
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/NewMap/NewMapMark.cs

@ -1,5 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
@ -78,8 +77,6 @@ public class NewMapMark : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandle
}
}
public void SetUPRoom()
{
if (dayZone == NewMapManager.Instance.dayCount)
{
lockMask.SetActive(false);
switch (roomType)
@ -157,8 +154,8 @@ public class NewMapMark : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandle
roomDestinationIndex = 13;
break;
}
}
else
if (dayZone != NewMapManager.Instance.dayCount)
{
lockMask.SetActive(true);
if (dayZone > NewMapManager.Instance.dayCount)
@ -171,6 +168,7 @@ public class NewMapMark : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandle
}
}
}
public void ButtenLoadTo()
@ -179,14 +177,7 @@ public class NewMapMark : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandle
{
if (roomType != LevelDevelopManager.RoomType.eliteAndMonster)
{
NewMapManager.Instance.dayActionPoint -= 1;
if(NewMapManager.Instance.dayActionPoint<=0)
{
NewMapManager.Instance.dayCount += 1;//½øÒ»Ìì
NewMapManager.Instance.dayActionPoint = 4;
NewMapManager.Instance.ReSetUPRoom();
}
NewMapManager.Instance.step += 1;
NewMapManager.Instance.AddStepHistory(roomType);
StartCoroutine(MoveToMapNode());
}
else
@ -242,11 +233,14 @@ public class NewMapMark : MonoBehaviour,IPointerEnterHandler ,IPointerExitHandle
if (NewMapManager.Instance.roomDestination[roomDestinationIndex] == null)
{
ScenceLoadManager.Instance.LoadTargetLevel(roomDestinationIndex);
NewMapManager.Instance.ReduceActionPoint();
}
else
{
NewMapManager.Instance.roomDestination[roomDestinationIndex].SetActive(true);
}
//ɾ³ý±¾½Úµã
NewMapManager.Instance.mapMarkList.Remove(this);
//±£´æ

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

@ -14,6 +14,11 @@ public class ResourcePointManager : MonoBehaviour
rewardButton.SetActive(true);
goButton.SetActive(false);
}
private void OnDisable()
{
Debug.Log("减少行动点");
NewMapManager.Instance.ReduceActionPoint();
}
public void GetMoney(string 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 GameObject cardPanel;
public bool canAddCard = true;
public GameObject nextButton;
private void OnEnable()
{
nextButton.SetActive(false);
canAddCard = true;
}
private void OnDisable()
{
Debug.Log("减少行动点");
NewMapManager.Instance.ReduceActionPoint();
}
public void SetAddCard(bool canAdd)
{
canAddCard = canAdd;

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

@ -19,5 +19,6 @@ public class CardAddNode : MonoBehaviour
// ScenceLoadManager.Instance.JumpInSence();
CardAddManager.Instance.cardPanel.gameObject.SetActive(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 Vector3 playerPostion;//玩家的位置
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]
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;
[Header("需要自检的条件方法表")]
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()
{
//生成角色数据
@ -44,23 +57,6 @@ public class EventManager : Singleton <EventManager>
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);
}

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
path: Assets/Scenes/Shop.unity
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
path: Assets/Scenes/ForgingPoint.unity
guid: 35ca3314a7ab9c1409085d7103986ba1

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