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软件204张景程 1 year ago
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  1. 8
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  2. 313
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  4. 77
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  34. 924
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  35. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/LookCard/LookCardManager.cs
  36. 8
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  37. 126
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  38. 11
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  39. 182
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  40. 11
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  41. 73
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

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924
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

File diff suppressed because it is too large

8
ColorlessWorld-2024-4-2/Assets/Scripts/Card/LookCard/LookCardManager.cs

@ -11,6 +11,8 @@ public class LookCardManager : MonoBehaviour
bool defaultSort =true;//(ÉýĐň)
public Vector3 cardScale;//卡牌大小缩放
public void ShowCard()
{
@ -25,12 +27,14 @@ public class LookCardManager : MonoBehaviour
cardList.Add(card);
}
GetComponent<RectTransform>().sizeDelta = new Vector2(GetComponent<RectTransform>().sizeDelta.x, cardList.Count / 5f * 220f + 45);
GetComponent<RectTransform>().sizeDelta = new Vector2(GetComponent<RectTransform>().sizeDelta.x, cardList.Count / 5f * 260f + 45);
for (int i= 0;i<cardList .Count;i++)
{
var currentCard = Instantiate(lookCardPrefab, this.transform);
currentCard.GetComponent<CardEntity>().createCard(cardList[i],i);
currentCard.transform.localScale = cardScale;
cardGameObjectList.Add(currentCard);
}
}
@ -123,6 +127,7 @@ public class LookCardManager : MonoBehaviour
{
var currentCard = Instantiate(lookCardPrefab, this.transform);
currentCard.GetComponent<CardEntity>().createCard(cardList[i], i);
currentCard.transform.localScale = cardScale;
cardGameObjectList.Add(currentCard);
}
defaultSort = false;
@ -133,6 +138,7 @@ public class LookCardManager : MonoBehaviour
{
var currentCard = Instantiate(lookCardPrefab, this.transform);
currentCard.GetComponent<CardEntity>().createCard(cardList[i], i);
currentCard.transform.localScale = cardScale;
cardGameObjectList.Add(currentCard);
}
defaultSort = true;

8
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap.meta

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 881e7318dcc752b42ac8bdf3b383060c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

126
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs

@ -0,0 +1,126 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InFightMap : Singleton <InFightMap>
{
public GameObject levelPrefab;
public LevelDevelopData_SO levelDevelopData;
public GameObject generatorPoint;
Vector3 originalPoint;
public float lineOffset;
public float columnOffset;
public List<LevelDevelopManager.LevelList> levelMap = new List<LevelDevelopManager.LevelList>();//关卡列表
[Header("房间图标")]
public Sprite monsterIcon;
public Sprite eliteMonsterIcon;
public Sprite bossIcon;
public Sprite shopIcon;
public Sprite campfireIcon;
public Sprite incidentIcon;
public Sprite treasureIcon;
private void Start()
{
originalPoint = generatorPoint.transform.localPosition;
GenerateGridMap(levelDevelopData.levelSaveMap.Count, 5);
GeneratorLevelMapFormSave();
}
//生成一个节点
public LevelNode GenerateLevelNode(int line, int column, Vector3 pos)
{
var level = Instantiate(levelPrefab, transform);
// var level = Instantiate(levelPrefab, pos, this .transform .rotation );
level.transform.localPosition = pos ;
LevelNode levelNode = level.GetComponent<LevelNode>();
levelNode.line = line;
levelNode.column = column;
levelMap[line].levelColumn.Add(levelNode);
return levelNode;
}
//生成网格
public void GenerateGridMap(int generatorLine, int generatorColumn)
{
for (int i = 0; i < generatorLine; i++)
{
if (i == generatorLine - 1)
{
generatorPoint.transform.localPosition = new Vector3(originalPoint.x, generatorPoint.transform.localPosition.y + columnOffset, 0);
for (int j = 0; j < generatorColumn; j++)
{
generatorPoint.transform.localPosition = new Vector3(generatorPoint.transform.localPosition.x + lineOffset, generatorPoint.transform.localPosition.y, 0);
//var level = Instantiate(levelPrefab, generatorPoint.transform.position, this.transform.rotation);
//level.transform.SetParent(transform);
var level = Instantiate(levelPrefab, transform);
level.transform.localPosition = generatorPoint.transform.localPosition;
level.transform.localScale = level.transform.localScale*2;
LevelNode bossLevelNode = level.GetComponent<LevelNode>();
bossLevelNode.line = i;
bossLevelNode.column = j;
levelMap[i].levelColumn.Add(bossLevelNode);
}
}
else
{
for (int j = 0; j < generatorColumn; j++)
{
generatorPoint.transform.localPosition= new Vector3(generatorPoint.transform.localPosition.x + lineOffset, generatorPoint.transform.localPosition.y, 0);
GenerateLevelNode(i, j, generatorPoint.transform.localPosition);
}
}
generatorPoint.transform.localPosition = new Vector3(originalPoint.x, generatorPoint.transform.localPosition.y + columnOffset, 0);
}
}
//根据保存的信息生成地图
public void GeneratorLevelMapFormSave()
{
for (int i = 0; i < levelDevelopData.levelSaveMap.Count; i++)
{
for (int j = 0; j < levelDevelopData.levelSaveMap[i].levelDataList.Count; j++)
{
LevelDevelopData_SO.levelData currentLevelData = levelDevelopData.levelSaveMap[i].levelDataList[j];
LevelNode currentNode = levelMap[i].levelColumn[j];
currentNode.SetUpRoomWithRoomDataInFightScence(currentLevelData);
}
}
for (int i = 0; i <levelDevelopData.levelSaveMap.Count; i++)
{
for (int j = 0; j < levelDevelopData.levelSaveMap[i].levelDataList.Count; j++)
{
LevelDevelopData_SO.levelData currentLevelData = levelDevelopData.levelSaveMap[i].levelDataList[j];
LevelNode currentLevelNode = levelMap[i].levelColumn[j];
currentLevelNode.SetUpRoomLinkWithRoomDataInFightScence(currentLevelData);
if (currentLevelNode.isUse == false)
{
currentLevelNode.gameObject.SetActive(false);
}
else
{
currentLevelNode.LineShowInFightScence();
}
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 92ebdfcbdb82fb149b8613ed10e2f9e8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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182
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightNode.cs

@ -0,0 +1,182 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class InFightNode : MonoBehaviour
{
public bool canEnter;//标识关卡当前能否进入
public bool isUse;//标识关卡是否可被路线选中
public int line;//行
public int column;//列
[Header("父节点(从哪来)")]
public List<LevelNode> fatherLevelNodes = new List<LevelNode>();
[Header("子节点(到哪去)")]
public List<LevelNode> nextLevelNodes = new List<LevelNode>();
[Header("线路生成器")]
public GameObject lineRenderer;
[Header("房间类型")]
public LevelDevelopManager.RoomType roomType;
[Header("房间目的地")]
public int roomDestinationIndex;
Image roomIcon;
Text roomText;
private void OnEnable()
{
roomIcon = this.transform.GetChild(1).GetComponent<Image>();
roomText = this.transform.GetChild(0).GetComponent<Text>();
}
private void Start()
{
canEnter = true;
SetUPRoomDestination();
//JudgeCanEnter();
}
public void SetUPRoomDestination()
{
switch (roomType)
{
case LevelDevelopManager.RoomType.monster:
roomDestinationIndex = 2;
break;
case LevelDevelopManager.RoomType.eliteMonster:
roomDestinationIndex = 2;
break;
case LevelDevelopManager.RoomType.boss:
roomDestinationIndex = 2;
break;
case LevelDevelopManager.RoomType.shop:
roomDestinationIndex = 4;
break;
case LevelDevelopManager.RoomType.campfire:
roomDestinationIndex = 3;
break;
case LevelDevelopManager.RoomType.incident:
roomDestinationIndex = 3;
break;
case LevelDevelopManager.RoomType.treasure:
roomDestinationIndex = 3;
break;
}
}
public void JudgeCanEnter()
{
if (LevelDevelopManager.Instance.levelDevelopData.levelStep != line)
{
canEnter = false;
}
else
{
canEnter = true;
}
}
public void ButtenLoadTo(int index)
{
if (canEnter)
{
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++)
{
var line = Instantiate(lineRenderer, this.gameObject.transform.position, Quaternion.identity);
line.transform.SetParent(this.transform);
line.transform.SetAsFirstSibling();
Vector3 direction = nextLevelNodes[i].transform.position - line.transform.position;
float angle = Vector3.SignedAngle(line.transform.up, direction, Vector3.forward);
line.transform.Rotate(0, 0, angle);
//长度
float distance = Vector3.Distance(nextLevelNodes[i].transform.position, line.transform.position);
line.GetComponent<RectTransform>().sizeDelta = new Vector2(line.GetComponent<RectTransform>().sizeDelta.x, distance);
}
}
public LevelDevelopData_SO.levelData ReturnSaveData()
{
LevelDevelopData_SO.levelData levelData = new LevelDevelopData_SO.levelData();
levelData.isUse = isUse;
levelData.roomType = roomType;
levelData.nodePos = this.transform.position;
levelData.column = column;
levelData.line = line;
foreach (var father in fatherLevelNodes)
{
levelData.fatherLevelNodes.Add(new Vector2(father.line, father.column));
}
foreach (var child in nextLevelNodes)
{
levelData.nextLevelNodes.Add(new Vector2(child.line, child.column));
}
return levelData;
}
public void SetUpRoomWithRoomData(LevelDevelopData_SO.levelData levelData)
{
isUse = levelData.isUse;
roomType = levelData.roomType;
SetUpRoom(roomType);
// LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(this);
}
public void SetUpRoomLinkWithRoomData(LevelDevelopData_SO.levelData levelData)
{
foreach (var father in levelData.fatherLevelNodes)
{
fatherLevelNodes.Add(LevelDevelopManager.Instance.levelMap[(int)father.x].levelColumn[(int)father.y]);
}
foreach (var child in levelData.nextLevelNodes)
{
nextLevelNodes.Add(LevelDevelopManager.Instance.levelMap[(int)child.x].levelColumn[(int)child.y]);
}
}
public void SetUpRoom(LevelDevelopManager.RoomType roomType)
{
this.roomType = roomType;
switch (roomType)
{
case LevelDevelopManager.RoomType.monster:
roomText.text = "小怪";
roomIcon.sprite = LevelDevelopManager.Instance.monsterIcon;
break;
case LevelDevelopManager.RoomType.eliteMonster:
roomText.text = "精英怪";
roomIcon.sprite = LevelDevelopManager.Instance.eliteMonsterIcon;
break;
case LevelDevelopManager.RoomType.boss:
roomText.text = "Boss";
roomIcon.sprite = LevelDevelopManager.Instance.bossIcon;
break;
case LevelDevelopManager.RoomType.shop:
roomText.text = "商店";
roomIcon.sprite = LevelDevelopManager.Instance.shopIcon;
break;
case LevelDevelopManager.RoomType.incident:
roomText.text = "事件";
roomIcon.sprite = LevelDevelopManager.Instance.incidentIcon;
break;
case LevelDevelopManager.RoomType.campfire:
roomText.text = "篝火";
roomIcon.sprite = LevelDevelopManager.Instance.campfireIcon;
break;
case LevelDevelopManager.RoomType.treasure:
roomText.text = "宝箱";
roomIcon.sprite = LevelDevelopManager.Instance.treasureIcon;
break;
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightNode.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a5b7adc6dcab04c43a4da374923bee1b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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73
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -134,6 +134,8 @@ public class LevelNode : MonoBehaviour
SetUpRoom(roomType);
// LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(this);
}
public void SetUpRoomLinkWithRoomData(LevelDevelopData_SO.levelData levelData)
{
foreach (var father in levelData.fatherLevelNodes)
@ -181,4 +183,75 @@ public class LevelNode : MonoBehaviour
break;
}
}
//战斗场景地图UI加载
public void SetUpRoomWithRoomDataInFightScence(LevelDevelopData_SO.levelData levelData)
{
isUse = levelData.isUse;
roomType = levelData.roomType;
switch (roomType)
{
case LevelDevelopManager.RoomType.monster:
roomText.text = "小怪";
roomIcon.sprite = InFightMap.Instance.monsterIcon;
break;
case LevelDevelopManager.RoomType.eliteMonster:
roomText.text = "精英怪";
roomIcon.sprite = InFightMap.Instance.eliteMonsterIcon;
break;
case LevelDevelopManager.RoomType.boss:
roomText.text = "Boss";
roomIcon.sprite = InFightMap.Instance.bossIcon;
break;
case LevelDevelopManager.RoomType.shop:
roomText.text = "商店";
roomIcon.sprite = InFightMap.Instance.shopIcon;
break;
case LevelDevelopManager.RoomType.incident:
roomText.text = "事件";
roomIcon.sprite = InFightMap.Instance.incidentIcon;
break;
case LevelDevelopManager.RoomType.campfire:
roomText.text = "篝火";
roomIcon.sprite = InFightMap.Instance.campfireIcon;
break;
case LevelDevelopManager.RoomType.treasure:
roomText.text = "宝箱";
roomIcon.sprite = InFightMap.Instance.treasureIcon;
break;
}
}
public void SetUpRoomLinkWithRoomDataInFightScence(LevelDevelopData_SO.levelData levelData)
{
foreach (var father in levelData.fatherLevelNodes)
{
fatherLevelNodes.Add(InFightMap.Instance.levelMap[(int)father.x].levelColumn[(int)father.y]);
}
foreach (var child in levelData.nextLevelNodes)
{
nextLevelNodes.Add(InFightMap.Instance.levelMap[(int)child.x].levelColumn[(int)child.y]);
}
}
public void LineShowInFightScence()
{
for (int i = 0; i < nextLevelNodes.Count; i++)
{
var line = Instantiate(lineRenderer, transform);
line.transform.localPosition = new Vector3 (0,0,0);
line.transform.SetAsFirstSibling();
//var line = Instantiate(lineRenderer, this.gameObject.transform.position, Quaternion.identity);
//line.transform.SetParent(this.transform);
Vector3 direction = nextLevelNodes[i].transform.position - line.transform.position;
float angle = Vector3.SignedAngle(line.transform.up, direction, line.transform.forward);
line.transform.Rotate(0, 0, angle);
//长度
float distance = Vector3.Distance(nextLevelNodes[i].transform.localPosition ,transform.localPosition);
Debug.Log(distance );
line.GetComponent<RectTransform>().sizeDelta = new Vector2(line.GetComponent<RectTransform>().sizeDelta.x, distance);
}
}
}

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