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Vector2(GetComponent().sizeDelta.x, cardList.Count / 5f * 220f + 45); + GetComponent().sizeDelta = new Vector2(GetComponent().sizeDelta.x, cardList.Count / 5f * 260f + 45); for (int i= 0;i().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().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().createCard(cardList[i], i); + currentCard.transform.localScale = cardScale; cardGameObjectList.Add(currentCard); } defaultSort = true; diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap.meta new file mode 100644 index 00000000..dadbc3b9 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 881e7318dcc752b42ac8bdf3b383060c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs new file mode 100644 index 00000000..fa671533 --- /dev/null +++ b/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 +{ + public GameObject levelPrefab; + public LevelDevelopData_SO levelDevelopData; + public GameObject generatorPoint; + Vector3 originalPoint; + + public float lineOffset; + public float columnOffset; + + public List levelMap = new List();//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.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(); + 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 fatherLevelNodes = new List(); + [Header("子节点(到哪去)")] + public List nextLevelNodes = new List(); + + [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(); + roomText = this.transform.GetChild(0).GetComponent(); + } + 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().sizeDelta = new Vector2(line.GetComponent().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; + } + } +} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightNode.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightNode.cs.meta new file mode 100644 index 00000000..221b0d46 --- /dev/null +++ b/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: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs index 7ba72ba4..3d03027a 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs +++ b/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().sizeDelta = new Vector2(line.GetComponent().sizeDelta.x, distance); + } + } }