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特效场景0612

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45 10 months ago
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4303
ColorlessWorld-2024-4-2/Assets/Scenes/VFXScence.unity

File diff suppressed because it is too large

7
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2
ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs

@ -100,7 +100,7 @@ public class RewardManager : Singleton<RewardManager>
var cardChoosePanle = Instantiate(cardChoosePanlePrefab, cardChoosePanleFather.transform);//ÉúłÉŃĄż¨ąí
cardRewardTipData.cardChoosePanle = cardChoosePanle;
GeneratorRewardCard(cardChoosePanle.transform .GetChild(1), cardTip,int .Parse (amount));//生成随机卡牌
GeneratorRewardCard(cardChoosePanle.transform .GetChild(2), cardTip,int .Parse (amount));//生成随机卡牌
break;
case RewardType.money:
var moneyTip = Instantiate(rewardTipPrefabMoney, chooseRewardPanle.transform);

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

@ -179,7 +179,7 @@ public class MapManager : Singleton<MapManager>
yield return StartCoroutine(SetUpMapUnity());
yield return StartCoroutine(TransformMapUnity());
yield return StartCoroutine(SetUpMapUnityForCube());
yield return StartCoroutine(UPMoveMapUnity());
// yield return StartCoroutine(UPMoveMapUnity());
// yield return new WaitForSeconds(2);
yield return StartCoroutine(GenerateItem());
yield return StartCoroutine(EnemyGenerate());
@ -253,7 +253,7 @@ public class MapManager : Singleton<MapManager>
IEnumerator CompleteGenerate()
{
// yield return StartCoroutine(EnemyGenerate());
yield return new WaitForSeconds(1);
yield return new WaitForSeconds(0.1f);
GameManager.Instance.player.StartPlayer();
GameManager.Instance.complete = true;

8
ColorlessWorld-2024-4-2/Assets/Scripts/OnlyVFXScence.meta

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13
ColorlessWorld-2024-4-2/Assets/Scripts/OnlyVFXScence/AnimatorTrigger.cs

@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
public Animator anim;
public void TriggerAnim()
{
anim.SetTrigger("start");
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/OnlyVFXScence/AnimatorTrigger.cs.meta

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211
ColorlessWorld-2024-4-2/Assets/Scripts/OnlyVFXScence/VFXScenceGenerater.cs

@ -0,0 +1,211 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VFXScenceGenerater : MonoBehaviour
{
[Header("地图")]
public GameObject mapUnity;
public int line;
public int column;
public GameObject generatePoint;
public Vector3 lineOffSet;
public Vector3 columnOffSet;
public List<List<MapUnity>> mapUnities;//二维储存表
[Header("地块父级")]
public Transform mapUnityFather;
[Header("地块列表")]
public List<GameManager.Yunit> X;
public bool complete;
void Start()
{
//生成空表
GenerateEnmptyMapListDefault();
//开始加载地块
StartCoroutine(GenerateProcess());
}
public void GenerateEnmptyMapListDefault()
{
int currentColumn = column - 1;
if (complete == false)
{
for (int i = 0; i < line; i++)
{
if (i <= (line - 1) / 2)
{
currentColumn += 1;
}
else
{
currentColumn -= 1;
}
for (int j = 0; j < currentColumn; j++)
{
X[i].Y.Add(null);
}
}
}
}
IEnumerator GenerateProcess()
{
yield return StartCoroutine(MapGenerateDefault());
yield return StartCoroutine(SetUpMapUnity());
yield return StartCoroutine(TransformMapUnity());
yield return StartCoroutine(SetUpMapUnityForCube());
yield return StartCoroutine(CompleteGenerate());
}
//场地坐标系转换(新转放行)
IEnumerator TransformMapUnity()
{
int x = 0, y = 0;
int count = 1;
int currentOffset = 0;
int middeline = GameManager.Instance.X.Count / 2;
List<int> lineOffsetList = new List<int>();
int lineOffsetListMark = 1;
for (int i = 0; i < GameManager.Instance.X.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.X[i].Y.Count; j++)
{
GameManager.Instance.X[i].Y[j].ResetLocation(j - currentOffset, y);
}
x = 0;
y = i + 1;
count += 1;
}
yield return null;
}
//完成场地创建
IEnumerator CompleteGenerate()
{
yield return new WaitForSeconds(0.1f);
complete = true;
StartMapColour();
}
IEnumerator SetUpMapUnity()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < GameManager.Instance.X.Count; i++)
{
for (int j = 0; j < GameManager.Instance.X[i].Y.Count; j++)
{
GameManager.Instance.X[i].Y[j].StartRegiste();
}
}
yield return null;
}
IEnumerator SetUpMapUnityForCube()
{
// yield return StartCoroutine(MapGenerate());
for (int i = 0; i < GameManager.Instance.X.Count; i++)
{
for (int j = 0; j < GameManager.Instance.X[i].Y.Count; j++)
{
GameManager.Instance.X[i].Y[j].CalCube();
}
}
yield return null;
}
IEnumerator MapGenerateDefault()
{
int middleLine = (line - 1) / 2;
int currentColumn = column;
for (int i = 0; i < line; i++)
{
if (i != 0)
{
generatePoint.transform.position += columnOffSet;
}
generatePoint.transform.position = new Vector3(0, 0, generatePoint.transform.position.z);
if (i <= middleLine)
{
if (i != 0)
{
currentColumn += 1;
generatePoint.transform.position -= (lineOffSet / 2f) * i;
}
}
else
{
currentColumn -= 1;
generatePoint.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, generatePoint.transform.position, mapUnity.transform.rotation);
a.transform.SetParent(mapUnityFather);
MapUnity currentMapUnityScript = a.GetComponent<MapUnity>();
currentMapUnityScript.locationX = i;
currentMapUnityScript.locationY = j;
// currentMapUnityScript.RegisterUnit();
X[i].Y[j] = currentMapUnityScript;
currentMapUnityScript.enabled = false;//禁用脚本
generatePoint.transform.position += lineOffSet;
}
}
yield return null;
}
private void StartMapColour()
{
//玩家
for (int i = 0; i < X.Count; i++)
{
for (int y = 0; y < X[i].Y.Count; y++)
{
X[i].Y[y].switchColor(Name.NodeColor.Red);
}
}
//玩家
for (int i = 0; i < X.Count; i++)
{
for (int y = 0; y < X[i].Y.Count; y++)
{
X[i].Y[y].switchColor(Name.NodeColor.White);
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/OnlyVFXScence/VFXScenceGenerater.cs.meta

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