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武器系统完善,涂色数量修正

pull/78/head
45 12 months ago
parent
commit
f19b0d718c
  1. 79
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset
  2. 1238
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v03-Common(Look).prefab
  3. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v03-Common(Look).prefab.meta
  4. 1238
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v03-Legendary(Look).prefab
  5. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v03-Legendary(Look).prefab.meta
  6. 1238
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v03-Rare.prefab
  7. 497
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04-Common.prefab
  8. 2
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04-Common.prefab.meta
  9. 2482
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04-CommonForLook.prefab
  10. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04-CommonForLook.prefab.meta
  11. 1221
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04-OnlyLook-PuTong.prefab
  12. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04-OnlyLook-PuTong.prefab.meta
  13. 7
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/ForLook/Card_v04.2-CommonForLook.prefab.meta
  14. 358
      ColorlessWorld-2024-4-2/Assets/Scenes/ChooseWeapon.unity
  15. 84
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  16. 101
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  17. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  18. 190
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardPictureManager.cs
  19. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardPictureManager.cs.meta
  20. 68
      ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs
  21. 26
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  22. 193
      ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs
  23. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs
  24. 24
      ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs
  25. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs
  26. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs

79
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m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1022567105
GameObject:
m_ObjectHideFlags: 0
@ -19615,11 +19708,11 @@ MonoBehaviour:
cardDeck: {fileID: 11400000, guid: 1126a56dae0a1ab40821c18c251900ef, type: 2}
relicList: {fileID: 11400000, guid: 0ccbda8ca8e9a4146aebd15491d3b067, type: 2}
colorSortList: 010000000300000004000000
commonCardForLook: {fileID: 4169693119190854323, guid: d349e9c2ce0a808418c6eed487637259,
commonCardForLook: {fileID: 4169693119190854323, guid: 873560de094707c4baa099f728c643bd,
type: 3}
legendaryCardForLook: {fileID: 4169693119190854323, guid: d349e9c2ce0a808418c6eed487637259,
legendaryCardForLook: {fileID: 4169693119190854323, guid: 873560de094707c4baa099f728c643bd,
type: 3}
rareCardForLook: {fileID: 4169693119190854323, guid: d349e9c2ce0a808418c6eed487637259,
rareCardForLook: {fileID: 4169693119190854323, guid: 873560de094707c4baa099f728c643bd,
type: 3}
isPass: 0
isTreasure: 0
@ -29432,4 +29525,6 @@ SceneRoots:
- {fileID: 541884789}
- {fileID: 1338730080}
- {fileID: 780405988}
- {fileID: 1014601574}
- {fileID: 657490528}
- {fileID: 61966381}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -288,7 +288,7 @@ public class CardEntity : MonoBehaviour
public void createCardImageTest()
{
MapUnity currentNode = GameManager.Instance.ToolX[3].Y[3];
MapUnity currentNode = CardPictureManager.Instance.ToolX[3].Y[3];
Debug.Log("card´´˝¨");
CardManager.setCardImageTest(cardOriginalData, 90.0f, currentNode,this);
}

190
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardPictureManager.cs

@ -0,0 +1,190 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static GameManager;
public class CardPictureManager : Singleton<CardPictureManager>
{
public GameObject generatePointTest;
public GameObject cameraObject;
[Header("地图")]
public GameObject mapUnity;
public int line;
public int column;
public Vector3 lineOffSet;
public Vector3 columnOffSet;
public Transform mapUnityFather;
[Header("地图信息列表")]
public List<Yunit> ToolX;
private void Start()
{
DontDestroyOnLoad(this.gameObject);
GenerateEnmptyMapListForTool();
StartCoroutine(GenerateProcessTest());
}
IEnumerator GenerateProcessTest()
{
yield return StartCoroutine(MapGenerateTest());
yield return StartCoroutine(TransformMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForCubeForTool());
createCameraAboveObject(ToolX[3].Y[3].gameObject, 10.0f, 0);
CardManager.createCardImageMap();
}
IEnumerator MapGenerateTest()
{
int middleLine = (line - 1) / 2;
int currentColumn = column;
for (int i = 0; i < line; i++)
{
if (i != 0)
{
generatePointTest.transform.position += columnOffSet;
}
generatePointTest.transform.position = new Vector3(20, 20, generatePointTest.transform.position.z);
if (i <= middleLine)
{
if (i != 0)
{
currentColumn += 1;
generatePointTest.transform.position -= (lineOffSet / 2f) * i;
}
}
else
{
currentColumn -= 1;
generatePointTest.transform.position -= (lineOffSet / 2f) * (line - i - 1);
}
Debug.Log("列数:" + currentColumn + "中间值:" + middleLine);
for (int j = 0; j < currentColumn; j++)
{
var a = Instantiate(mapUnity, generatePointTest.transform.position - new Vector3(0, 2, 0), mapUnity.transform.rotation);
a.transform.SetParent(mapUnityFather);
MapUnity currentMapUnityScript = a.GetComponent<MapUnity>();
currentMapUnityScript.locationX = i;
currentMapUnityScript.locationY = j;
currentMapUnityScript.RegisterUnitForTool();
generatePointTest.transform.position += lineOffSet;
}
}
yield return null;
}
IEnumerator TransformMapUnityForTool()
{
int x = 0, y = 0;
int count = 1;
int currentOffset = 0;
int middeline = ToolX.Count / 2;
List<int> lineOffsetList = new List<int>();
int lineOffsetListMark = 1;
for (int i = 0; i < ToolX.Count; i++)
{
if (count >= 2)
{
count = 0;
if (i <= middeline)
{
currentOffset += 1;
}
}
if (i < middeline)
{
lineOffsetList.Add(currentOffset);
}
else if (i > middeline)
{
currentOffset = lineOffsetList[lineOffsetList.Count - lineOffsetListMark];
lineOffsetListMark += 1;
}
for (int j = 0; j < ToolX[i].Y.Count; j++)
{
ToolX[i].Y[j].ResetLocation(j - currentOffset, y);
}
x = 0;
y = i + 1;
count += 1;
}
yield return null;
}
IEnumerator SetUpMapUnityForTool()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < ToolX.Count; i++)
{
for (int j = 0; j <ToolX[i].Y.Count; j++)
{
ToolX[i].Y[j].StartRegiste();
}
}
yield return null;
}
IEnumerator SetUpMapUnityForCubeForTool()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < ToolX.Count; i++)
{
for (int j = 0; j < ToolX[i].Y.Count; j++)
{
ToolX[i].Y[j].CalCube();
}
}
yield return null;
}
public void createCameraAboveObject(GameObject targetObject, float heightAbove, float lookDownAngle)
{
// 1. 创建摄像机
cameraObject = new GameObject("RenderCamera");
Camera renderCamera = cameraObject.AddComponent<Camera>();
cameraObject.AddComponent<DontDestoryGameObject>();
// 设置摄像机参数
renderCamera.clearFlags = CameraClearFlags.SolidColor; // 清除背景颜色
renderCamera.backgroundColor = Color.clear; // 背景透明
renderCamera.orthographic = true; // 正交投影
renderCamera.orthographicSize = 5;
renderCamera.enabled = false;
// RenderTexture renderTexture = new RenderTexture(512, 512, 24);
//renderCamera.targetTexture = renderTexture;
// 2. 设置摄像机位置:目标物体上方
Vector3 targetPosition = targetObject.transform.position;
cameraObject.transform.position = targetPosition + new Vector3(0, heightAbove, 0);
// 3. 设置摄像机朝向:向下看目标物体
cameraObject.transform.LookAt(targetPosition);
// 4. 调整倾斜角度(可选)
cameraObject.transform.Rotate(lookDownAngle, 0, 0);
}
public void GenerateEnmptyMapListForTool()
{
int currentColumn = column - 1;
for (int i = 0; i < line; i++)
{
if (i <= (line - 1) / 2)
{
currentColumn += 1;
}
else
{
currentColumn -= 1;
}
for (int j = 0; j < currentColumn; j++)
{
ToolX[i].Y.Add(null);
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardPictureManager.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 50364d58f6638d7439621773daaf2616
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

68
ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs

@ -1,7 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ChooseWeaponManager : Singleton<ChooseWeaponManager>
{
@ -37,6 +39,13 @@ public class ChooseWeaponManager : Singleton<ChooseWeaponManager>
public List<CardEntity> newCardGroup_1;
public List<CardEntity> newCardGroup_2;
public List<CardEntity> newCardGroup_3;
[Header("¿¨ÅÆÔ¤Í¿É«ÐÅÏ¢")]
public Text coloringTotalCount;
public Text coloringRedCount;
public Text coloringGreenCount;
public Text coloringBlueCount;
public Text coloringWhitCount;
private void Start()
{
GenerateCardGroup();
@ -99,6 +108,8 @@ public class ChooseWeaponManager : Singleton<ChooseWeaponManager>
}
}
SyncPreColoringCount();
}
public void GenerateChangeColorCardGroup(int groupIndex ,List<string > newCard )
{
@ -135,8 +146,65 @@ public class ChooseWeaponManager : Singleton<ChooseWeaponManager>
newCardGroup.Add(card.GetComponent<CardEntity>());
}
SyncPreColoringCount();
}
public void SyncPreColoringCount()
{
List <string> cardId = new List<string>();
if (newCardGroup_1.Count > 0)
{
for (int i = 0;i < newCardGroup_1.Count;i++)
{
cardId.Add(newCardGroup_1[i].cardId);
}
}
else
{
for (int i = 0; i < cardGroup_1 .Count; i++)
{
cardId.Add(cardGroup_1[i].cardId);
}
}
if (newCardGroup_2.Count > 0)
{
for (int i = 0; i < newCardGroup_2.Count; i++)
{
cardId.Add(newCardGroup_2[i].cardId);
}
}
else
{
for (int i = 0; i < cardGroup_2.Count; i++)
{
cardId.Add(cardGroup_2[i].cardId);
}
}
if (newCardGroup_3.Count > 0)
{
for (int i = 0; i < newCardGroup_3.Count; i++)
{
cardId.Add(newCardGroup_3[i].cardId);
}
}
else
{
for (int i = 0; i < cardGroup_3.Count; i++)
{
cardId.Add(cardGroup_3[i].cardId);
}
}
for (int i = 0; i < cardGroupsInfor[3].cardIDGroup .Count; i++)
{
cardId.Add(cardGroupsInfor[3].cardIDGroup[i]);
}
List <int> preColoringCountList = PlayerStatsManager.Instance.GetCardDeckColor(cardId);
coloringTotalCount.text = preColoringCountList[0].ToString();
coloringRedCount .text = preColoringCountList[1].ToString();
coloringGreenCount.text = preColoringCountList[4].ToString();
coloringBlueCount.text = preColoringCountList[3].ToString();
coloringWhitCount .text = preColoringCountList [2].ToString();
}
public void ReturnColorSortChoose()
{
PlayerStatsManager.Instance.colorSortList.Clear();

26
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -10,7 +10,7 @@ public class GameManager : Singleton<GameManager>
{
public bool complete;
public List <Yunit> X;
public List<Yunit> ToolX;
[Header("当前选择角色")]
public SelectedCharacter character;
public enum SelectedCharacter
@ -130,7 +130,6 @@ public class GameManager : Singleton<GameManager>
//生成空地图列表
// GenerateEnmptyMapList();
GenerateEnmptyMapListDefault();
GenerateEnmptyMapListForTool();
//开局场地涂色并开始阶段
StartCoroutine(StartStartColourCoroutine(complete));
}
@ -185,28 +184,7 @@ public class GameManager : Singleton<GameManager>
}
}
}
public void GenerateEnmptyMapListForTool()
{
int currentColumn = MapManager.Instance.column - 1;
if (complete == false)
{
for (int i = 0; i < MapManager.Instance.line; i++)
{
if (i <= (MapManager.Instance.line - 1) / 2)
{
currentColumn += 1;
}
else
{
currentColumn -= 1;
}
for (int j = 0; j < currentColumn; j++)
{
ToolX[i].Y.Add(null);
}
}
}
}
private void Update()
{

193
ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs

@ -14,15 +14,8 @@ public class MapManager : Singleton<MapManager>
public int line;
public int column;
public int lineForTool;
public int columnForTool;
public GameObject generatePoint;
public GameObject generatePointTest;
public GameObject cameraObject;
public Vector3 lineOffSet;
public Vector3 columnOffSet;
@ -185,8 +178,9 @@ public class MapManager : Singleton<MapManager>
bookAnim.GetComponent<Animator>().SetTrigger("move");
//书缝愈合
//bookUpAnim.SetActive(true);
StartCoroutine(GenerateProcessTest());
// enemyBurn(PlayerStatsManager.Instance.levelDevelopData.fightEenemyPool);
// enemyBurn(PlayerStatsManager.Instance.levelDevelopData.fightEenemyPool);
//¿¨ÅÆÅÆ×é
// StartCoroutine(GenerateProcessTest());
}
//总动画控制进程
public void ContinueProgress()
@ -251,90 +245,10 @@ public class MapManager : Singleton<MapManager>
yield return null;
}
IEnumerator TransformMapUnityForTool()
{
int x = 0, y = 0;
int count = 1;
int currentOffset = 0;
int middeline = GameManager.Instance.ToolX.Count / 2;
List<int> lineOffsetList = new List<int>();
int lineOffsetListMark = 1;
for (int i = 0; i < GameManager.Instance.ToolX.Count; i++)
{
if (count >= 2)
{
count = 0;
if (i <= middeline)
{
currentOffset += 1;
}
}
if (i < middeline)
{
lineOffsetList.Add(currentOffset);
}
else if (i > middeline)
{
currentOffset = lineOffsetList[lineOffsetList.Count - lineOffsetListMark];
lineOffsetListMark += 1;
}
for (int j = 0; j < GameManager.Instance.ToolX[i].Y.Count; j++)
{
GameManager.Instance.ToolX[i].Y[j].ResetLocation(j - currentOffset, y);
}
x = 0;
y = i + 1;
count += 1;
}
yield return null;
}
IEnumerator GenerateProcessTest()
{
yield return StartCoroutine(MapGenerateTest());
// yield return StartCoroutine(MapGenerateDefault());
yield return StartCoroutine(TransformMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForTool());
yield return StartCoroutine(SetUpMapUnityForCubeForTool());
//yield return StartCoroutine(UPMoveMapUnity());
//yield return new WaitForSeconds(2);
//yield return StartCoroutine(EnemyGenerate());
//yield return StartCoroutine(CompleteGenerate());
createCameraAboveObject(GameManager.Instance.ToolX[3].Y[3].gameObject, 10.0f, 0);
CardManager.createCardImageMap();
}
public void createCameraAboveObject(GameObject targetObject, float heightAbove, float lookDownAngle)
{
// 1. 创建摄像机
cameraObject = new GameObject("RenderCamera");
Camera renderCamera = cameraObject.AddComponent<Camera>();
// 设置摄像机参数
renderCamera.clearFlags = CameraClearFlags.SolidColor; // 清除背景颜色
renderCamera.backgroundColor = Color.clear; // 背景透明
renderCamera.orthographic = true; // 正交投影
renderCamera.orthographicSize = 5;
renderCamera.enabled = false;
// RenderTexture renderTexture = new RenderTexture(512, 512, 24);
//renderCamera.targetTexture = renderTexture;
// 2. 设置摄像机位置:目标物体上方
Vector3 targetPosition = targetObject.transform.position;
cameraObject.transform.position = targetPosition + new Vector3(0, heightAbove, 0);
// 3. 设置摄像机朝向:向下看目标物体
cameraObject.transform.LookAt(targetPosition);
// 4. 调整倾斜角度(可选)
cameraObject.transform.Rotate(lookDownAngle, 0, 0);
}
//完成场地创建
IEnumerator CompleteGenerate()
@ -409,31 +323,8 @@ public class MapManager : Singleton<MapManager>
yield return null;
}
IEnumerator SetUpMapUnityForCubeForTool()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < GameManager.Instance.ToolX.Count; i++)
{
for (int j = 0; j < GameManager.Instance.ToolX[i].Y.Count; j++)
{
GameManager.Instance.ToolX[i].Y[j].CalCube();
}
}
yield return null;
}
IEnumerator SetUpMapUnityForTool()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < GameManager.Instance.ToolX.Count; i++)
{
for (int j = 0; j < GameManager.Instance.ToolX[i].Y.Count; j++)
{
GameManager.Instance.ToolX[i].Y[j].StartRegiste();
}
}
yield return null;
}
IEnumerator MapGenerate()
{
for (int i = 0; i < line; i++)
@ -546,83 +437,7 @@ public class MapManager : Singleton<MapManager>
yield return null;
}
IEnumerator MapGenerateTest()
{
int middleLine = (line - 1) / 2;
int currentColumn = column;
for (int i = 0; i < line; i++)
{
if (i != 0)
{
generatePointTest.transform.position += columnOffSet;
}
generatePointTest.transform.position = new Vector3(20, 20, generatePointTest.transform.position.z);
if (i <= middleLine)
{
if (i != 0)
{
currentColumn += 1;
generatePointTest.transform.position -= (lineOffSet / 2f) * i;
}
}
else
{
currentColumn -= 1;
generatePointTest.transform.position -= (lineOffSet / 2f) * (line - i - 1);
}
Debug.Log("列数:" + currentColumn + "中间值:" + middleLine);
for (int j = 0; j < currentColumn; j++)
{
var a = Instantiate(mapUnity, generatePointTest.transform.position - new Vector3(0, 2, 0), mapUnity.transform.rotation);
a.transform.SetParent(mapUnityFather);
MapUnity currentMapUnityScript = a.GetComponent<MapUnity>();
currentMapUnityScript.locationX = i;
currentMapUnityScript.locationY = j;
currentMapUnityScript.RegisterUnitForTool();
generatePointTest.transform.position += lineOffSet;
}
}
yield return null;
#region 隐藏多余节点
/* //隐藏多余节点
List<Yunit> X = GameManager.Instance.X;
for (int i = 0; i < (int)(line / 2f); i++)
{
if (i == 0)
{
X[i].Y[0].gameObject.SetActive(false);
X[i].Y[1].gameObject.SetActive(false);
X[i].Y[X[i].Y .Count -1].gameObject.SetActive(false);
X[i].Y[X[i].Y.Count - 2].gameObject.SetActive(false);
}
else
{
X[i].Y[0].gameObject.SetActive(false);
X[i].Y[X[i].Y.Count - 1].gameObject.SetActive(false);
}
}
for (int i = (int)(line / 2f)+1; i < line ; i++)
{
if (i == line -1)
{
X[i].Y[0].gameObject.SetActive(false);
X[i].Y[1].gameObject.SetActive(false);
X[i].Y[X[i].Y.Count - 1].gameObject.SetActive(false);
X[i].Y[X[i].Y.Count - 2].gameObject.SetActive(false);
}
else
{
X[i].Y[0].gameObject.SetActive(false);
X[i].Y[X[i].Y.Count - 1].gameObject.SetActive(false);
}
}*/
#endregion
}
//方形场地创建
public void CreateSquareMap()
{

4
ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs

@ -242,8 +242,8 @@ public class MapUnity : MonoBehaviour
public void RegisterUnitForTool()
{
Debug.Log(GameManager.Instance.ToolX[0].Y.Count);
GameManager.Instance.ToolX[locationX].Y[locationY] = this;
// Debug.Log(GameManager.Instance.ToolX[0].Y.Count);
CardPictureManager.Instance.ToolX[locationX].Y[locationY] = this;
}
public void ConnectUnit()
{

24
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -234,13 +234,35 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
colorTotalCount += colorCountList[i];
}
//计算单个颜色占比有多少个
List <float > floatResultsList = new List<float>() { 0, 0, 0, 0, 0, 0, 0 };
List<int> colorResults = new List<int>() { 0, 0, 0, 0, 0, 0, 0 };//1red,2white,3blue,4green,5black,6matel,0是费用总数
colorResults[0] = colorCountList [0];
int resultCount = 0;
for (int i = 1; i < colorCountList.Count; i++)
{
colorResults[i] = (int)(((float)colorCountList[i]/ (float)colorTotalCount )*colorResults[0]);
floatResultsList[i] = (((float)colorCountList[i] / (float)colorTotalCount) * colorResults[0]);
colorResults[i] = (int)floatResultsList[i];
floatResultsList[i] -= colorResults[i];//只保留小数位
Debug.Log("floatResultsList[" + "i" + "]:" + floatResultsList[i]);
resultCount += colorResults[i];
Debug.Log("涂色" + i + ":"+ colorResults[i]);
}
//平衡被取整少掉的地块数
int lackCount = colorResults[0] - resultCount;
for (int i = 0;i<lackCount;i++)
{
int maxIndex = 0;
for(int j=1;j<floatResultsList .Count;j++)
{
if(floatResultsList[maxIndex] < floatResultsList[j])
{
maxIndex = j;
}
}
colorResults[maxIndex] += 1;
floatResultsList.RemoveAt (maxIndex);
}
Debug.Log("涂色总数:" + colorResults[0]);
return colorResults;
}

6
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -155,13 +155,13 @@ public class getNodeTools
//计算node在列表的第几位
try
{
for (int i = 0; i < GameManager.Instance.ToolX[locationY].Y.Count; i++)
for (int i = 0; i < CardPictureManager.Instance.ToolX[locationY].Y.Count; i++)
{
if (GameManager.Instance.ToolX[locationY].Y[i].locationX == locationX)
if (CardPictureManager.Instance.ToolX[locationY].Y[i].locationX == locationX)
{
x = i;
mapUnity = GameManager.Instance.ToolX[locationY].Y[x];
mapUnity = CardPictureManager.Instance.ToolX[locationY].Y[x];
break;
}
}

12
ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs

@ -214,7 +214,7 @@ public class CardManager : Singleton<CardManager>
}
public static void createCardImageMap()
{
MapUnity currentNode = GameManager.Instance.ToolX[3].Y[3];
MapUnity currentNode = CardPictureManager.Instance.ToolX[3].Y[3];
foreach (CardOriginalData cardOriginalData in CardOriginalDataList.Instance.existCardOriginalDataList.Values)
{
Debug.Log("createcardimage!");
@ -225,12 +225,12 @@ public class CardManager : Singleton<CardManager>
}
public static Sprite createCardImage(CardOriginalData cardOriginalData, float euler, MapUnity currentNode)
{
for (int i = 0; i < GameManager.Instance.ToolX.Count; i++)
for (int i = 0; i < CardPictureManager.Instance.ToolX.Count; i++)
{
for (int j = 0; j < GameManager.Instance.ToolX[i].Y.Count; j++)
for (int j = 0; j < CardPictureManager.Instance.ToolX[i].Y.Count; j++)
{
GameManager.Instance.ToolX[i].Y[j].switchColorWithoutFX(Name.NodeColor.White);
GameManager.Instance.ToolX[i].Y[j].gameObject.SetActive(false);
CardPictureManager.Instance.ToolX[i].Y[j].switchColorWithoutFX(Name.NodeColor.White);
CardPictureManager.Instance.ToolX[i].Y[j].gameObject.SetActive(false);
}
}
List<(int, int, int)> cubeList = new List<(int, int, int)>();
@ -282,7 +282,7 @@ public class CardManager : Singleton<CardManager>
int maxDiff = Math.Max(maxXDiff, maxYDiff);
RenderTexture renderTexture = new RenderTexture(512, 512, 24);
Camera renderCamera = MapManager.Instance.cameraObject.GetComponent<Camera>();
Camera renderCamera = CardPictureManager.Instance.cameraObject.GetComponent<Camera>();
renderCamera.targetTexture = renderTexture;
Texture2D texture = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.ARGB32, false);
cameraAdjust(maxDiff, renderCamera, currentNode);

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