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Merge pull request 'dev-1025' (#62) from dev-1025 into dev-0524

Reviewed-on: #62
pull/63/head
45 1 year ago
parent
commit
edff44f202
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@ -26031,7 +26040,7 @@ Canvas:
m_AdditionalShaderChannelsFlag: 0
m_UpdateRectTransformForStandalone: 0
m_SortingLayerID: 0
m_SortingOrder: 0
m_SortingOrder: 1
m_TargetDisplay: 0
--- !u!224 &2091181903
RectTransform:
@ -26048,6 +26057,9 @@ RectTransform:
- {fileID: 1033642666}
- {fileID: 2067808324}
- {fileID: 1461500370}
- {fileID: 1662811235}
- {fileID: 1838324860}
- {fileID: 1267862970}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}

18022
ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity

File diff suppressed because it is too large

9
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/AudioManager.cs

@ -15,6 +15,7 @@ public class AudioManager : Singleton<AudioManager>
public AudioClip UIClick;
public AudioClip menuOpenClip;
public AudioClip menuCloseClip;
public AudioClip turnChangeClip;
[Header("Íæ¼ÒÕ½¶·ÒôƵ")]
public AudioClip[] AttackClips;
public AudioClip upShieldClip;
@ -50,6 +51,7 @@ public class AudioManager : Singleton<AudioManager>
AudioSource BookSource;
AudioSource CardSource;
AudioSource enemyActionSource;
AudioSource TurnSoure;
private void Start()
{
@ -67,6 +69,8 @@ public class AudioManager : Singleton<AudioManager>
effectSource.Add(enemyActionSource);
GainObjectSource = gameObject.AddComponent<AudioSource>();
effectSource.Add(GainObjectSource);
TurnSoure = gameObject .AddComponent <AudioSource >();
effectSource.Add(TurnSoure);
}
public void SetEffectVoiveVolume(float currentEffectVoiceVolume)
{
@ -137,6 +141,11 @@ public class AudioManager : Singleton<AudioManager>
UIClickSource.clip = menuCloseClip;
UIClickSource.Play();
}
public void TurnChangePlayer()
{
UIClickSource.clip = turnChangeClip;
UIClickSource.Play();
}
public void AttackVoicePlayer()
{
attackSource.clip = AttackClips[Random.Range(0, AttackClips.Length)];

10
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -168,7 +168,10 @@ public class TurnMaster : Singleton<TurnMaster>
IEnumerator EndPlayerTurnBegin()
{
turn = Turn.turnStop;
TipManager.Instance.SendTip("玩家回合!");
//提示
TipManager.Instance.SendTip(" 玩家回合!");
//声音
AudioManager.Instance.TurnChangePlayer();
yield return new WaitForSeconds(3.0f); // µÈ´ý3Ãë
@ -179,8 +182,9 @@ public class TurnMaster : Singleton<TurnMaster>
turn = Turn.turnStop;
yield return new WaitUntil(()=>continueTurn ==true );
//Ìáʾ
TipManager.Instance.SendTip("敌人回合!");
TipManager.Instance.SendTip(" 敌人回合!");
//声音
AudioManager.Instance.TurnChangePlayer();
yield return new WaitForSeconds(2.5f);
turn = Turn.enemyTurnBegin;
}

16
ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs

@ -1,11 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UI;
using static RewardManager;
public class RewardManager : Singleton<RewardManager>
{
@ -49,7 +48,7 @@ public class RewardManager : Singleton<RewardManager>
{
//AddRewardTips(RewardManager.RewardType.card,0);
AddRewardTips(RewardManager.RewardType.money,20);
//AddRewardTips(RewardManager.RewardType.card, 3);
AddRewardTips(RewardManager.RewardType.card, 3);
AddRewardTips(RewardManager.RewardType.money, 20);
}
public void JudgeEnemyOver()//ÅжÏÊÇ·ñ½áÊø»ØºÏ
@ -110,11 +109,16 @@ public class RewardManager : Singleton<RewardManager>
public void GeneratorRewardCard(Transform cardFather ,GameObject cardTip ,int cardCount)
{
List <string> cardList = CardOriginalDataList .Instance .GetCardRewards (cardCount).ToList();
List <string> cardAllList = CardOriginalDataList .Instance .cardOriginalDataList .Keys .ToList();
List<string> cardList = new List<string> ();
for (int i=0;i<cardCount ;i++)
{
cardList.Add(cardAllList[UnityEngine.Random.Range(0, cardAllList.Count)]);
}
for(int i =0;i<cardList .Count;i++)
{
var currentCard = CreateCardWithIDForReward(cardList[i], cardFather);
currentCard.transform.localScale = new Vector3(1.6f, 1.6f, 1.6f);
RewardCardNode rewardCardNode = currentCard.GetComponent<RewardCardNode>();
rewardCardNode.cardID = cardList[i];
rewardCardNode.rewardTip = cardTip;

5
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs

@ -6,6 +6,7 @@ using static LevelDevelopManager;
public class InFightMap : Singleton <InFightMap>
{
public GameObject levelPrefab;
public GameObject levelBossPrefab;
public LevelDevelopData_SO levelDevelopData;
public GameObject generatorPoint;
Vector3 originalPoint;
@ -60,7 +61,7 @@ public class InFightMap : Singleton <InFightMap>
{
if (i == generatorLine - 1)
{
generatorPoint.transform.localPosition = new Vector3(generatorPoint.transform.localPosition.x + columnOffset, originalPoint.y , 0);
//generatorPoint.transform.localPosition = new Vector3(generatorPoint.transform.localPosition.x + columnOffset, originalPoint.y , 0);
for (int j = 0; j < generatorColumn; j++)
{
generatorPoint.transform.localPosition = new Vector3(generatorPoint.transform.localPosition.x , generatorPoint.transform.localPosition.y + lineOffset, 0);
@ -68,7 +69,7 @@ public class InFightMap : Singleton <InFightMap>
//var level = Instantiate(levelPrefab, generatorPoint.transform.position, this.transform.rotation);
//level.transform.SetParent(transform);
var level = Instantiate(levelPrefab, transform);
var level = Instantiate(levelBossPrefab, transform);
level.transform.localPosition = generatorPoint.transform.localPosition;
level.transform.localScale = level.transform.localScale*2;

1
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs

@ -37,4 +37,5 @@ public class LevelDevelopManager : Singleton<LevelDevelopManager>
treasure
}
}

19
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs

@ -49,6 +49,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
[Header("节点生成资源")]
public GameObject levelPrefab ;
public GameObject levelBossPrefab;
public List<GameObject> levelPrefabList = new List<GameObject>();
public List<GameObject> BossLevelPrefabList = new List<GameObject>();
@ -91,10 +92,10 @@ public class LevelGenerator : Singleton<LevelGenerator>
{
generatorPoint.transform.position = new Vector3(generatorPoint.transform.position.x , generatorPoint.transform.position.y, generatorPoint.transform.position.z + lineOffset);
var level = Instantiate(levelPrefab, generatorPoint.transform.position, levelPrefab.transform.rotation);
var level = Instantiate(levelBossPrefab, generatorPoint.transform.position, levelPrefab.transform.rotation);
level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
level.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
level.transform.localPosition += new Vector3(0, 5f, 0);
LevelNode bossLevelNode = level.GetComponent<LevelNode>();
bossLevelNode.line = i;
bossLevelNode.column = j;
@ -351,7 +352,19 @@ public class LevelGenerator : Singleton<LevelGenerator>
return levelNode;
}
//Éú³ÉBoss·¿¼ä
public LevelNode GenerateLevelBossNode(int line, int column, Vector3 pos)
{
var level = Instantiate(levelBossPrefab, pos, levelPrefab.transform.rotation);
level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
level.transform.localScale = new Vector3(0.04f, 0.04f, 0.04f);
LevelNode levelNode = level.GetComponent<LevelNode>();
levelNode.line = line;
levelNode.column = column;
LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(levelNode);
return levelNode;
}
//按规则随机设定房间
public void RandomSetUpRoom()
{
@ -617,7 +630,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
if (i == generatorLine - 1)
{
LevelNode currentNode = GenerateLevelNode(i, j, currentLevelData.nodePos);
LevelNode currentNode = GenerateLevelBossNode(i, j, currentLevelData.nodePos);
currentNode.gameObject.transform.localScale = bossBig;
currentNode.SetUpRoomWithRoomData(currentLevelData);

11
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -116,14 +116,23 @@ public class LevelNode : MonoBehaviour
LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[line].levelDataList[column].passBy = true;
passByMark.SetActive(true);
LevelDevelopManager.Instance.levelDevelopData.levelStep += 1;
//计算敌人强度
if (roomType == LevelDevelopManager.RoomType.monster || roomType == LevelDevelopManager.RoomType.eliteMonster || roomType == LevelDevelopManager.RoomType.boss)
{
PlayerStatsManager.Instance.CalculateEnemyStrength(roomType);
}
ScenceLoadManager.Instance.LoadTargetLevel(roomDestinationIndex);
}
else
{
Debug.Log("该关卡目前不可进入");
}
}
public void LineShow()
{
for(int i=0;i<nextLevelNodes.Count ;i++)

29
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class PlayerStatsManager : Singleton <PlayerStatsManager>
@ -105,5 +106,31 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
return cardPrefab;
}
//¼ÆËã¹ÖÎïÇ¿¶È
public void CalculateEnemyStrength(LevelDevelopManager .RoomType currentRoomType )
{
if(levelDevelopData.levelStep == levelDevelopData.levelSaveMap .Count -1)
{
levelDevelopData.fightEenemyPool = Name.EnemyPool.Boss;
return;
}
if (levelDevelopData.levelStep<5)
{
if(currentRoomType != LevelDevelopManager.RoomType.eliteMonster )
{
levelDevelopData.fightEenemyPool = Name.EnemyPool.Weak;
}
}
else
{
if (currentRoomType != LevelDevelopManager.RoomType.eliteMonster)
{
levelDevelopData.fightEenemyPool = Name.EnemyPool.Strong;
}
else
{
levelDevelopData.fightEenemyPool = Name.EnemyPool.Elite;
}
}
}
}

3
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs

@ -10,6 +10,9 @@ public class LevelDevelopData_SO : ScriptableObject
public Vector2 currentPoint;//当前选择关卡,用来判断下一步那些可以走
public List<LevelDataList> levelSaveMap = new List<LevelDataList>();//关卡保存数据列表
[Header("µ±Ç°²ãÕ½¶·¹ÖÎï³Ø")]
public string fightEenemyPool;
[System.Serializable]
public class LevelDataList
{

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

@ -182,5 +182,11 @@ public static class Name
public const string None = "none";
}
public static class EnemyPool
{
public const string Weak = "weak";
public const string Strong = "strong";
public const string Elite = "elite";
public const string Boss = "Boss";
}
}

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