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玩家方buff增加

pull/15/head
软件204张景程 1 year ago
parent
commit
ec9a042fb6
  1. 2
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset
  2. 371
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  3. 10
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs
  4. 225
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

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10
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs

@ -35,5 +35,13 @@ public class CardFunction
//造成场地差伤害
public const string nodeDiffDamage = "15";
//빈속鯤소렘
//큼삽瓊��벧
public const string angerUpperDamage = "16";
//큼삽슉됴�벧
public const string angerDownDamage = "17";
//솽미삿돤빱뜀藤樓
public const string shieldUpperValue = "18";
//솽미맏슉됴빱뜀
public const string shieldDownValue = "19";
}

225
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class Usermanager : Singleton<Usermanager>
{
@ -11,6 +13,16 @@ public class Usermanager : Singleton<Usermanager>
public int Health { get => health; set => health = value; }
public int Shield { get => shield; set => shield = value; }
[Header ("Buff状态")]
public static Dictionary<string, int> playerAbnormalCondition = new Dictionary<string, int>();//异常状态
[Header("Buff状态UI组件")]
public List<GameObject> buffIconList = new List<GameObject>();
public GameObject buffPanle;
public GameObject buffIcon;
[Header("Buff状增益参数")]
public float damagemultiply =1;//伤害比率
public Usermanager(int health)
{
Health = health;
@ -24,4 +36,217 @@ public class Usermanager : Singleton<Usermanager>
Shield = 0;
totalCost = 4;
}
public void AddPlayerAbnormalCondition()
{
SufferPlayerAbnormalCondition(CardFunction.posion, 4);
RefreshEnemyBuffIcon();
}
public void SufferPlayerAbnormalCondition(string condition, int value)
{
if(playerAbnormalCondition == null )
{
playerAbnormalCondition.Add(condition, value);
}
else
{
if (playerAbnormalCondition.ContainsKey(condition))
{
int beforeval = playerAbnormalCondition[condition];
int afterval = beforeval + value;
playerAbnormalCondition[condition] = afterval;
}
else
{
playerAbnormalCondition.Add(condition, value);
//playerAbnormalCondition[condition] = value;
}
}
}
public void PlayerTurnSettle(int settleTurn)
{
foreach (var key in playerAbnormalCondition.Keys.ToList())
{
switch (key)
{
case AbnormalCondition.posion:
posionSettle(playerAbnormalCondition[key]);
break;
case AbnormalCondition.weak:
weakSettle(playerAbnormalCondition[key]);
break;
case AbnormalCondition.coma:
comaSettle(playerAbnormalCondition[key]);
break;
case AbnormalCondition.disarm:
disarmSettle(playerAbnormalCondition[key]);
break;
case AbnormalCondition.bleed:
//bleedSettle(EnemyState.abnormalCondition[key]);
break;
case AbnormalCondition.thorn:
thornSettle(playerAbnormalCondition[key]);
break;
}
//abnormalConditionEndCheck();
}
}
private void thornSettle(object p)
{
playerAbnormalCondition[AbnormalCondition.thorn]--;
}
private void thornAdd(object p)
{
playerAbnormalCondition[AbnormalCondition.thorn]--;
}
private void disarmSettle(object p)
{
playerAbnormalCondition[AbnormalCondition.disarm]--;
}
private void comaSettle(object p)
{
playerAbnormalCondition[AbnormalCondition.coma]--;
}
private void weakSettle(object p)
{
playerAbnormalCondition[AbnormalCondition.weak]--;
}
private void posionSettle(object p)
{
playerAbnormalCondition[AbnormalCondition.posion]--;
}
//异常Buff显示
public void RefreshEnemyBuffIcon()
{
//先清空
foreach (var icon in buffIconList)
{
Destroy(icon);
}
buffIconList.Clear();
//再刷新
foreach (var key in playerAbnormalCondition.Keys.ToList())
{
switch (key)
{
case AbnormalCondition.posion:
if (playerAbnormalCondition[key] != 0)
{
var posion = Instantiate(buffIcon, buffPanle.transform);
posion.transform.GetChild(0).GetComponent<Text>().text = "毒";
posion.transform.GetChild(1).GetComponent<Text>().text = playerAbnormalCondition[key].ToString();
buffIconList.Add(posion);
}
break;
case AbnormalCondition.weak:
if (playerAbnormalCondition[key] != 0)
{
var weak = Instantiate(buffIcon, buffPanle.transform);
weak.transform.GetChild(0).GetComponent<Text>().text = "虚";
weak.transform.GetChild(1).GetComponent<Text>().text = playerAbnormalCondition[key].ToString();
buffIconList.Add(weak);
}
break;
case AbnormalCondition.coma:
if (playerAbnormalCondition[key] != 0)
{
var coma = Instantiate(buffIcon, buffPanle.transform);
coma.transform.GetChild(0).GetComponent<Text>().text = "晕";
coma.transform.GetChild(1).GetComponent<Text>().text = playerAbnormalCondition[key].ToString();
buffIconList.Add(coma);
}
break;
case AbnormalCondition.disarm:
if (playerAbnormalCondition[key] != 0)
{
var disarm = Instantiate(buffIcon, buffPanle.transform);
disarm.transform.GetChild(0).GetComponent<Text>().text = "缴";
disarm.transform.GetChild(1).GetComponent<Text>().text = playerAbnormalCondition[key].ToString();
buffIconList.Add(disarm);
}
break;
case AbnormalCondition.sleep:
if (playerAbnormalCondition[key] != 0)
{
var sleep = Instantiate(buffIcon, buffPanle.transform);
sleep.transform.GetChild(0).GetComponent<Text>().text = "睡";
sleep.transform.GetChild(1).GetComponent<Text>().text = playerAbnormalCondition[key].ToString();
buffIconList.Add(sleep);
}
break;
case AbnormalCondition.bleed:
if (playerAbnormalCondition[key] != 0)
{
var bleed = Instantiate(buffIcon, buffPanle.transform);
bleed.transform.GetChild(0).GetComponent<Text>().text = "流";
bleed.transform.GetChild(1).GetComponent<Text>().text = playerAbnormalCondition[key].ToString();
buffIconList.Add(bleed);
}
break;
case AbnormalCondition.thorn:
if (playerAbnormalCondition[key] != 0)
{
var thorn = Instantiate(buffIcon, buffPanle.transform);
thorn.transform.GetChild(0).GetComponent<Text>().text = "刺";
thorn.transform.GetChild(1).GetComponent<Text>().text = playerAbnormalCondition[key].ToString();
buffIconList.Add(thorn);
}
break;
}
}
}
//伤害计算函数
public int DamageCalculation(int damage)
{
int angerUpperDamage=0, angerDownDamage=0;
if (playerAbnormalCondition .ContainsKey (CardFunction .angerUpperDamage ))
{
angerUpperDamage = playerAbnormalCondition[CardFunction.angerUpperDamage];
}
if(playerAbnormalCondition.ContainsKey(CardFunction.angerDownDamage ))
{
angerDownDamage = playerAbnormalCondition[CardFunction.angerDownDamage];
}
if(playerAbnormalCondition.ContainsKey(CardFunction.weak))
{
damagemultiply = 0.75f;
}else
{
damagemultiply = 1f;
}
damage = (int)((damage + angerUpperDamage - angerDownDamage) * damagemultiply);
return damage;
}
//护盾计算函数
public int ShieldCalculation(int shield)
{
int shieldValue = 0;
if (playerAbnormalCondition.ContainsKey(CardFunction.shieldUpperValue))
{
shieldValue += playerAbnormalCondition[CardFunction.shieldUpperValue];
}
if (playerAbnormalCondition.ContainsKey(CardFunction.shieldDownValue))
{
shieldValue -= playerAbnormalCondition[CardFunction.shieldDownValue];
}
shield += shieldValue;
return shield;
}
}

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