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涂色卡新版

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45 9 months ago
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f0662b5dbc
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ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

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28
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -628,10 +628,10 @@ public class TurnMaster : Singleton<TurnMaster>
public void createCard(int i)
{
GameObject cardPrefab;
cardPrefab = Instantiate(cardDeck.rareCardPrefab, handCard.cardPanle.transform);
//int cardRarity = CardOriginalDataList.Instance.cardOriginalDataList[cardDeck.cardList[cardDeck.cardList.Count - 1]].Rarity;
//cardPrefab = new GameObject();
GameObject cardPrefab = PlayerStatsManager.Instance.CreateCardWithID(cardDeck.cardList[cardDeck.cardList.Count - 1], i, true, handCard.cardPanle.transform);
// cardPrefab = Instantiate(cardDeck.rareCardPrefab, handCard.cardPanle.transform);
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/*switch (cardRarity)
{
case Name.CardRarity.Legendary:
@ -653,9 +653,9 @@ public class TurnMaster : Singleton<TurnMaster>
cardPrefab = Instantiate(cardDeck.cardPrefabPuTong, handCard.cardPanle.transform);
}*/
cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
// cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
CardEntity cardEntity = cardPrefab.GetComponent<CardEntity>();
cardEntity.createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i,true);
// cardEntity.createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i,true);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
handCard.cardEntityList.Add(cardEntity);
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.nextDrawCardisDisposable))
@ -674,8 +674,8 @@ public class TurnMaster : Singleton<TurnMaster>
public void copyCard(int i,string cardId)
{
GameObject cardPrefab;
cardPrefab = Instantiate(cardDeck.rareCardPrefab, handCard.cardPanle.transform);
GameObject cardPrefab = PlayerStatsManager.Instance.CreateCardWithID(cardId, i, true, handCard.cardPanle.transform);
// cardPrefab = Instantiate(cardDeck.rareCardPrefab, handCard.cardPanle.transform);
//int cardRarity = CardOriginalDataList.Instance.cardOriginalDataList[cardDeck.cardList[cardDeck.cardList.Count - 1]].Rarity;
//cardPrefab = new GameObject();
/*switch (cardRarity)
@ -699,9 +699,9 @@ public class TurnMaster : Singleton<TurnMaster>
cardPrefab = Instantiate(cardDeck.cardPrefabPuTong, handCard.cardPanle.transform);
}*/
cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
// cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
CardEntity cardEntity = cardPrefab.GetComponent<CardEntity>();
cardEntity.createCard(cardId, i, true);
// cardEntity.createCard(cardId, i, true);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
handCard.cardEntityList.Add(cardEntity);
//ĚíźÓż¨ĹĆŇĆśŻ˝Ĺąž
@ -711,8 +711,8 @@ public class TurnMaster : Singleton<TurnMaster>
public void createCardWithoutMove(int i)
{
GameObject cardPrefab;
cardPrefab = Instantiate(cardDeck.rareCardPrefab, handCard.cardPanle.transform);
GameObject cardPrefab = PlayerStatsManager.Instance.CreateCardWithID(cardDeck.cardList[cardDeck.cardList.Count - 1], i, true, handCard.cardPanle.transform);
// cardPrefab = Instantiate(cardDeck.rareCardPrefab, handCard.cardPanle.transform);
/* int cardRarity = CardOriginalDataList.Instance.cardOriginalDataList[cardDeck.cardList[cardDeck.cardList.Count - 1]].Rarity;
cardPrefab = new GameObject();
switch (cardRarity)
@ -736,9 +736,9 @@ public class TurnMaster : Singleton<TurnMaster>
cardPrefab = Instantiate(cardDeck.cardPrefabPuTong, handCard.cardPanle.transform);
}
*/
cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
// cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
CardEntity cardEntity = cardPrefab.GetComponent<CardEntity>();
cardEntity.createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i,true);
// cardEntity.createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i,true);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
handCard.cardEntityList.Add(cardEntity);
}

44
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -5,6 +5,7 @@ using System.IO;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Windows;
using static Name;
public class PlayerStatsManager : Singleton <PlayerStatsManager>
@ -23,10 +24,14 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
[Header("玩家选择的涂色顺序")]
public List<int> colorSortList = new List<int>();
[Header("ż¨ĹĆÔ¤ÖĆĚĺ")]
public GameObject commonCardForLook;
public GameObject legendaryCardForLook;
public GameObject rareCardForLook;
[Header("ui卡牌预制体")]
public GameObject colorCardForLook;
public GameObject effectCardForLook;
[Header("实用卡牌预制体")]
public GameObject colorCardPrefab;
public GameObject effectCardPrefab;
[Header("房间物品字典")]
public string itemCsvFilePath;
public Dictionary<int, List<string>> itemInforDic = new Dictionary<int, List<string>>();
@ -173,14 +178,41 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
public GameObject CreateCardWithIDForLook(string id, Transform cardFrather)
{
GameObject cardPrefab;
cardPrefab = Instantiate(commonCardForLook, cardFrather);
if (id.StartsWith("1"))//涂色牌
{
cardPrefab = Instantiate(colorCardForLook, cardFrather);
}
else //效果牌
{
cardPrefab = Instantiate(effectCardForLook, cardFrather);
}
cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
CardEntity cardEntity = cardPrefab.GetComponent<CardEntity>();
cardEntity.createCard(id, 0, false);
cardEntity.isLookCard = true;
return cardPrefab;
}
public GameObject CreateCardWithID(string id,int cardIndex,bool needTrueFun, Transform cardFrather)
{
GameObject cardPrefab;
if (id.StartsWith("1"))//涂色牌
{
cardPrefab = Instantiate(colorCardPrefab, cardFrather);
}
else //效果牌
{
cardPrefab = Instantiate(effectCardPrefab, cardFrather);
}
cardPrefab.GetComponent<RectTransform>().localEulerAngles = new Vector3(0, 0, 0);
CardEntity cardEntity = cardPrefab.GetComponent<CardEntity>();
cardEntity.createCard(id, cardIndex, needTrueFun);
cardEntity.isLookCard = false;
return cardPrefab;
}
//读取房间生成物品字典
public void ReadItemInforCsv(string fileName)
{

1805
ColorlessWorld-2024-4-2/Assets/TextMesh Pro/Resources/Fonts & Materials/SourceHanSansCN-Normal SDF.asset

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