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锻造系统改色范围

pull/78/head
45 1 year ago
parent
commit
f36e91ac3b
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- _MetallicGlossMap:

4
ColorlessWorld-2024-4-2/Assets/Materials/Map/FireMap-3 1.mat

@ -41,7 +41,7 @@ Material:
serializedVersion: 3
m_TexEnvs:
- _BaseMap:
m_Texture: {fileID: 2800000, guid: c03bed53209a8b54bbcd5bd32cba33f9, type: 3}
m_Texture: {fileID: 2800000, guid: 751e27ce659120f419c0420bb75e51ff, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
@ -65,7 +65,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: c03bed53209a8b54bbcd5bd32cba33f9, type: 3}
m_Texture: {fileID: 2800000, guid: 751e27ce659120f419c0420bb75e51ff, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:

4
ColorlessWorld-2024-4-2/Assets/Materials/Map/GlassMap-5 1.mat

@ -28,7 +28,7 @@ Material:
serializedVersion: 3
m_TexEnvs:
- _BaseMap:
m_Texture: {fileID: 2800000, guid: 304c5dc11e4d42148ade3003da734f9d, type: 3}
m_Texture: {fileID: 2800000, guid: beffc65eaa76dd24bbe6e126028b551c, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
@ -52,7 +52,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: 304c5dc11e4d42148ade3003da734f9d, type: 3}
m_Texture: {fileID: 2800000, guid: beffc65eaa76dd24bbe6e126028b551c, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:

4
ColorlessWorld-2024-4-2/Assets/Materials/Map/WaterMap-2 1.mat

@ -41,7 +41,7 @@ Material:
serializedVersion: 3
m_TexEnvs:
- _BaseMap:
m_Texture: {fileID: 2800000, guid: 105cb24fba0ab0848a51b96b471a76a6, type: 3}
m_Texture: {fileID: 2800000, guid: 4687f893df6385f4293c83a91a6eea9e, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
@ -65,7 +65,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: 105cb24fba0ab0848a51b96b471a76a6, type: 3}
m_Texture: {fileID: 2800000, guid: 4687f893df6385f4293c83a91a6eea9e, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:

4
ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab

@ -582,6 +582,8 @@ MonoBehaviour:
- {fileID: 2100000, guid: c2429528f9a1e1d46af929d9b1fd6075, type: 2}
whiteColour:
- {fileID: 2100000, guid: c5e28933480f51e4bbc1033400da7127, type: 2}
metalColour:
- {fileID: 2100000, guid: 32ab47c8bed7f8349a6567b550088223, type: 2}
colourGameObject: {fileID: 7818877686521749494}
anim: {fileID: 1919482280699867709}
planePoint: {fileID: 20513801652698109}
@ -2137,7 +2139,7 @@ Transform:
m_GameObject: {fileID: 4669314452435949498}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 1, z: 0, w: 0}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalPosition: {x: 0, y: 0.174, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []

227
ColorlessWorld-2024-4-2/Assets/Scenes/ForgingPoint.unity

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m_AnchorMin: {x: 0, y: 0}
@ -6010,6 +6011,18 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 1
m_CallState: 2
- m_Target: {fileID: 1302950173}
m_TargetAssemblyTypeName: ForgintPointManager, Assembly-CSharp
m_MethodName: RefreshColorMap
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@ -7914,6 +7927,85 @@ CanvasRenderer:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 548008008}
m_CullTransparentMesh: 1
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GameObject:
m_ObjectHideFlags: 0
@ -22827,7 +22919,7 @@ GameObject:
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Transform:
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@ -24727,6 +24819,139 @@ MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Layer: 5
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19
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

@ -5190,8 +5190,8 @@ Transform:
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serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0.1138, y: -1.0365, z: -0.94}
m_LocalScale: {x: 1.381733, y: 1.291175, z: 1}
m_LocalPosition: {x: 0.6128, y: -1.3426, z: -0.94}
m_LocalScale: {x: 1.1127303, y: 0.94925267, z: 1}
m_ConstrainProportionsScale: 0
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m_Father: {fileID: 312778994}
@ -6291,8 +6291,8 @@ Transform:
m_GameObject: {fileID: 312778993}
serializedVersion: 2
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m_LocalScale: {x: 0.5821519, y: 0.7273536, z: 1}
m_LocalPosition: {x: 2.1, y: 0.3, z: 3.4}
m_LocalScale: {x: 0.705985, y: 0.95724624, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 246813310}
@ -6339,7 +6339,7 @@ SpriteRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: -1
m_Sprite: {fileID: 21300000, guid: 495cb4d7b6badd344a199deb5e17a7e4, type: 3}
m_Sprite: {fileID: 21300000, guid: 1231226fae6a4e747a7711dea18a88ad, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
@ -6975,7 +6975,7 @@ Camera:
far clip plane: 1000
field of view: 50
orthographic: 1
orthographic size: 6
orthographic size: 5
m_Depth: 0
m_CullingMask:
serializedVersion: 2
@ -7000,7 +7000,7 @@ Transform:
m_GameObject: {fileID: 330585543}
serializedVersion: 2
m_LocalRotation: {x: 0.3836269, y: 0, z: 0, w: 0.9234882}
m_LocalPosition: {x: 2.73, y: 6, z: -2.68}
m_LocalPosition: {x: 2.73, y: 5.8, z: -2.88}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
@ -15454,7 +15454,7 @@ MonoBehaviour:
m_Follow: {fileID: 0}
m_Lens:
FieldOfView: 50
OrthographicSize: 6
OrthographicSize: 5
NearClipPlane: 0.3
FarClipPlane: 1000
Dutch: 0
@ -15480,7 +15480,7 @@ Transform:
m_GameObject: {fileID: 699857786}
serializedVersion: 2
m_LocalRotation: {x: 0.3836269, y: -0, z: -0, w: 0.9234882}
m_LocalPosition: {x: 2.73, y: 6, z: -2.68}
m_LocalPosition: {x: 2.73, y: 5.8, z: -2.88}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@ -42556,6 +42556,7 @@ MonoBehaviour:
paper: {fileID: 802147682}
whiteColorNode: {fileID: 1485211135}
itemPrefabPath: ItemPrefab/
hollowMask: {fileID: 0}
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Transform:
m_ObjectHideFlags: 0

132
ColorlessWorld-2024-4-2/Assets/Scripts/ForgingPoint/ForgintPointManager.cs

@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -79,23 +80,30 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, groundLayerMask.value) && isColorDone ==true)
{
MapUnity mapUnity = raycastHit.collider.transform.GetComponent<MapUnity>();
if(choosedMapUnity !=null )
if(mapUnity .whoColour != Name .NodeColor .Metal )
{
choosedMapUnity.influenced = false;
if (choosedMapUnity != null)
{
choosedMapUnity.influenced = false;
}
// mapUnity.influenced = true;
choosedMapUnityPool.Clear();
choosedMapUnityPool.Add(mapUnity);
mapUnity.PlayerInfluenced(choosedMapUnityPool);
choosedMapUnity = mapUnity;
//同步UI
Vector3 pos = mapUnity.transform.position;
pos.y = -1.5f;
colorSelectUI.transform.position = pos;
colorSelectUI.SetActive(true);
isColorDone = false;
}
else
{
Debug.Log("不能锻造");
}
// mapUnity.influenced = true;
choosedMapUnityPool.Clear();
choosedMapUnityPool.Add(mapUnity);
mapUnity.PlayerInfluenced(choosedMapUnityPool);
choosedMapUnity = mapUnity;
//ͬ²½UI
Vector3 pos = mapUnity.transform.position;
pos.y = -1.5f;
colorSelectUI.transform.position = pos;
colorSelectUI .SetActive (true);
isColorDone = false;
}
break;
case ForgingStats.effectForg:
@ -357,8 +365,19 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
public void ChangeColor(int color)
{
choosedMapUnity.switchColor(color);
choosedMapUnity.influenced = false;
choosedMapUnity.influenced = false;
colorSelectUI .SetActive (false);
//释放临界不能染色区域
for (int i = 0; i < choosedMapUnity.unitPool.Count; i++)
{
if (choosedMapUnity.unitPool[i] != null && choosedMapUnity.unitPool[i].whoColour == Name.NodeColor.Metal)
{
choosedMapUnity.unitPool[i].whoColour = Name.NodeColor.White;
choosedMapUnity.unitPool[i].ChengePlan();
}
}
//结束
StartCoroutine(IsColorDone(0.1f));
}
@ -384,5 +403,84 @@ public class ForgintPointManager : Singleton<ForgintPointManager>
}
}
//刷新锻造地块
public void RefreshColorMap()
{
HashSet<MapUnity> mapHasSet = new HashSet<MapUnity>();
HashSet<MapUnity> colorHasSet = new HashSet<MapUnity>();
//清除所有颜色
for (int i=0;i<mapList .Count;i++)
{
for (int j=0;j<mapList[i].Y.Count ;j++)
{
// mapList[i].Y[j].switchColor(Name.NodeColor.Metal);
//choosedMapUnity.whoColour = Name.NodeColor.Metal;
// choosedMapUnity.ChengePlan();
mapHasSet .Add (mapList[i].Y[j]);
}
}
//重新生成卡牌颜色形状
MapUnity targetNode = mapList[4].Y[4];
CardOriginalData cardOriginalData = chooseCardEntity.cardOriginalData;
float euler = 90;
List<(int, int, int)> cubeList = new List<(int, int, int)>();
int intEuler = (int)euler;
for (int i = 0; i < cardOriginalData.nodesMark.Length; i++)
{
try
{
string[] marks = cardOriginalData.nodesMark[i].Split("_");
//Debug.Log("AxialToCube的X是" + int.Parse(marks[0]) + "AxialToCube的Y是" + int.Parse(marks[1]));
(int q, int s, int y) = MathTool.AxialToCube(int.Parse(marks[0]), int.Parse(marks[1]));
cubeList.Add((q, s, y));
}
catch (Exception e)
{ }
}
List<(int, int, int)> rotatedCubeList = new List<(int, int, int)>();
rotatedCubeList = MathTool.RotateCoordinates(cubeList, intEuler);
foreach (var tuple in rotatedCubeList)
{
MapUnity endNode = null;
endNode = getNodeTools.getNodeWithCube(tuple.Item1, tuple.Item2, tuple.Item3);
}
List<(int, int, int)> trueCubeList = new List<(int, int, int)>();
trueCubeList = MathTool.TranslateHexesToNewOrigin(rotatedCubeList, (targetNode.cubeQ, targetNode.cubeS, targetNode.cubeR));
for (int i = 0; i < trueCubeList.Count; i++)
{
MapUnity endNode = null;
endNode = getNodeTools.getNodeWithCube(trueCubeList[i].Item1, trueCubeList[i].Item2, trueCubeList[i].Item3);
if (endNode != null)
{
endNode.switchColor(Name.stringColorToint(cardOriginalData.nodesColor[i]));
mapHasSet .Remove (endNode);
colorHasSet .Add (endNode);
}
}
foreach (MapUnity mapUnity in mapHasSet )
{
mapUnity .whoColour = Name.NodeColor.Metal;
mapUnity.ChengePlan();
}
foreach (MapUnity mapUnity in colorHasSet)
{
//释放临界不能染色区域
for (int i = 0; i < mapUnity.unitPool.Count; i++)
{
if (mapUnity.unitPool[i] != null && mapUnity.unitPool[i].whoColour == Name.NodeColor.Metal)
{
mapUnity.unitPool[i].whoColour = Name.NodeColor.White;
mapUnity.unitPool[i].ChengePlan();
}
}
}
}
}

9
ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs

@ -40,6 +40,7 @@ public class MapUnity : MonoBehaviour
public List<Material> blueColour = new List<Material>();
public List<Material> blackColour = new List<Material>();
public List<Material> whiteColour = new List<Material>();
public List<Material> metalColour = new List<Material>();
public GameObject colourGameObject;
public Animator anim;
@ -189,7 +190,7 @@ public class MapUnity : MonoBehaviour
RefreshWhoColor();
}*/
//Debug.DrawRay(touchRayStartPoint .position,touchRayStartPoint .right, Color.green ,2f);
// Debug.DrawRay(touchRayStartPoint .position,touchRayStartPoint .right, Color.green ,2f);
}
public void switchColor(int newColor)
@ -253,7 +254,7 @@ public class MapUnity : MonoBehaviour
public void ConnectUnit()
{
for (int i = 0; i < 6; i++)
{
{
if (Physics.Raycast(touchRayStartPoint.position, touchRayStartPoint.right, out RaycastHit raycastHit, 2f, touchLayerMask.value))
{
unitPool [i] = raycastHit.transform.GetComponent<MapUnity>();
@ -464,6 +465,10 @@ public class MapUnity : MonoBehaviour
{
colourGameObject.GetComponent<Renderer>().material = whiteColour[UnityEngine.Random.Range(0, whiteColour.Count)];
}
else if (whoColour == Name.NodeColor.Metal )
{
colourGameObject.GetComponent<Renderer>().material = metalColour[UnityEngine.Random.Range(0, metalColour.Count)];
}
}
public void ParticlePlay()
{

20
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -143,7 +143,25 @@ public class getNodeTools
{
mapUnity=null;
}
//计算node在列表的第几位---锻造界面
try
{
for (int i = 0; i <ForgintPointManager.Instance.mapList[locationY].Y.Count; i++)
{
if (ForgintPointManager.Instance.mapList[locationY].Y[i].locationX == locationX)
{
x = i;
mapUnity = ForgintPointManager.Instance.mapList[locationY].Y[x];
break;
}
}
}
catch (Exception e)
{
mapUnity = null;
}
return mapUnity;
}

4
ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_4.csv

@ -1,5 +1,5 @@
ID,费用类型,费用,施法范围,作用范围,条件,功能,数值,地块标记,地块颜色,图片路径,名称
1001,1,1,2,3_1,none,1,5,0_0;1_0;2_0,white;white;white,CardIcon/1010,射击
1001,1,1,2,3_1,none,1,5,0_0;1_0;2_0,red;blue;blue,CardIcon/1010,射击
1002,1,1,2,3_1,none,2,4,0_0;-1_1;-1_-1,white;white;white,CardIcon/1010,屏障
1003,1,1,2,3_1,none,,,0_0;1_0;2_0;3_0;4_0,white;white;white;white;white,CardIcon/1010,喷射
1004,1,0,2,3_1,none,1,5,0_0;1_0;2_0,red;red;red,CardIcon/1010,射击
1004,1,0,2,3_1,none,1,5,0_0;1_0;2_0,green;green;green,CardIcon/1010,射击

1 ID 费用类型 费用 施法范围 作用范围 条件 功能 数值 地块标记 地块颜色 图片路径 名称
2 1001 1 1 2 3_1 none 1 5 0_0;1_0;2_0 white;white;white red;blue;blue CardIcon/1010 射击
3 1002 1 1 2 3_1 none 2 4 0_0;-1_1;-1_-1 white;white;white CardIcon/1010 屏障
4 1003 1 1 2 3_1 none 0_0;1_0;2_0;3_0;4_0 white;white;white;white;white CardIcon/1010 喷射
5 1004 1 0 2 3_1 none 1 5 0_0;1_0;2_0 red;red;red green;green;green CardIcon/1010 射击
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