Browse Source

地图选项重做

pull/51/head
45 1 year ago
parent
commit
febf920300
  1. 214
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/AttackShort.anim
  2. 53
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/none.anim
  3. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/none.anim.meta
  4. 74
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/playerAni.controller
  5. 4
      ColorlessWorld-2024-4-2/Assets/Image/新选关/未命名作品(52).png.meta
  6. 128
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyPrefab/SkullGuardian.prefab
  7. 16
      ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab
  8. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/InFight/EmptyNode.prefab
  9. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/InFight/Image.prefab
  10. 1390
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  11. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/AudioManager.cs
  12. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  13. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  14. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SkullGuardian.cs
  15. 56
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs
  16. 10
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs
  17. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs
  18. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

214
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m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: -0.25, y: 0.317}
m_AnchoredPosition: {x: -0.371, y: 0.398}
m_SizeDelta: {x: 1.164, y: 0.6462}
m_Pivot: {x: 0.5, y: 0.5}

16
ColorlessWorld-2024-4-2/Assets/Prefab/EnemyUIBar/EnemyInSenceCanvas(Clone).prefab

@ -343,6 +343,7 @@ GameObject:
- component: {fileID: 8739798778191560965}
- component: {fileID: 8570734685845233804}
- component: {fileID: 6055812006071397122}
- component: {fileID: 2423811669981212207}
m_Layer: 10
m_Name: EnemyInSenceCanvas(Clone)
m_TagString: Untagged
@ -481,7 +482,20 @@ BoxCollider:
m_Enabled: 1
serializedVersion: 3
m_Size: {x: 0.7, y: 0.7, z: 0.100000024}
m_Center: {x: 0, y: 0.6, z: 0}
m_Center: {x: 0, y: 0.6, z: -0.2}
--- !u!114 &2423811669981212207
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 964438308613443404}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: f71de549a026fec48b8f116e81d3ff61, type: 3}
m_Name:
m_EditorClassIdentifier:
_camera: {fileID: 0}
--- !u!1 &1844870834168589050
GameObject:
m_ObjectHideFlags: 0

4
ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/InFight/EmptyNode.prefab

@ -230,8 +230,12 @@ MonoBehaviour:
nextLevelNodes: []
lineRenderer: {fileID: 3498766877212628700, guid: 627727da82f872c4dbc2519635427a3d,
type: 3}
lineOffset: 0
lineOffsetInFight: 30
roomType: 0
roomDestinationIndex: 0
roomIcon: {fileID: 0}
roomText: {fileID: 0}
--- !u!1 &5824790460616149335
GameObject:
m_ObjectHideFlags: 0

4
ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/InFight/Image.prefab

@ -58,14 +58,14 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 0, g: 0, b: 0, a: 1}
m_Color: {r: 0.9150943, g: 0.9150943, b: 0.9150943, a: 1}
m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_Sprite: {fileID: 0}
m_Sprite: {fileID: -1106922250, guid: 3f178ac41dab5ba4f87ae0183d99f2ff, type: 3}
m_Type: 0
m_PreserveAspect: 0
m_FillCenter: 1

1390
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

File diff suppressed because it is too large

6
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/AudioManager.cs

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static UnityEngine.Rendering.DebugUI;
public class AudioManager : Singleton<AudioManager>
{
@ -134,4 +135,9 @@ public class AudioManager : Singleton<AudioManager>
enemyActionSource.clip = enemyHurtClip;
enemyActionSource.Play();
}
public IEnumerator WaitShieldVoicePlayer(int value , float time)
{
yield return new WaitForSeconds(time);
ShieldVoicePlayer(value);
}
}

5
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -138,15 +138,12 @@ public class CardEntity : MonoBehaviour
//音效
AudioManager.Instance.AttackVoicePlayer();
//动画触发和角色翻转
if(cardOriginalData .CarType == 1)
{
Player player = GameManager.Instance.player;
player.anim.SetTrigger("attack");
Vector3 dis = Input.mousePosition + Vector3.forward *15;
Vector3 pos = Camera.main.ScreenToWorldPoint(dis);
player.FlipLocalScale(pos);
}
//debug卡名
Debug.Log("打出"+cardOriginalData.ChineseName);
//灰色地块效果

3
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -152,7 +152,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
//¼õѪÒôЧ
if(EnemyState .currentHP < lasteHp )
{
StartCoroutine(EnemyHurtVoice(1.3f));
StartCoroutine(EnemyHurtVoice(0.9f));
lasteHp = (int)EnemyState.currentHP;
}
}
@ -172,6 +172,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
//this.transform.position = GameManager.Instance.X[positionX].Y[positionY].transform.position;
GameManager.Instance.X[positionX].Y[positionY].enemyNode = this;
transform.SetParent(GameManager.Instance.X[positionX].Y[positionY].CylinderFloor.transform);
if (enemyType ==EnemyType.block)
{
GameManager.Instance.X[positionX].Y[positionY].blocked = true;

1
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SkullGuardian.cs

@ -139,6 +139,7 @@ public class SkullGuardian : MonoBehaviour
enemyNode.positionX = disNode.locationX;
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}

56
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static LevelDevelopManager;
public class InFightMap : Singleton <InFightMap>
{
@ -22,7 +23,14 @@ public class InFightMap : Singleton <InFightMap>
public Sprite campfireIcon;
public Sprite incidentIcon;
public Sprite treasureIcon;
[Header("节点生成大小")]
public Vector3 mosterBig;
public Vector3 eliteMosterBig;
public Vector3 shopBig;
public Vector3 incidentBig;
public Vector3 campfireBig;
public Vector3 bossBig;
public Vector3 treasureBig;
private void Start()
{
originalPoint = generatorPoint.transform.localPosition;
@ -52,10 +60,10 @@ public class InFightMap : Singleton <InFightMap>
{
if (i == generatorLine - 1)
{
generatorPoint.transform.localPosition = new Vector3(originalPoint.x, generatorPoint.transform.localPosition.y + columnOffset, 0);
generatorPoint.transform.localPosition = new Vector3(generatorPoint.transform.localPosition.x + columnOffset, originalPoint.y , 0);
for (int j = 0; j < generatorColumn; j++)
{
generatorPoint.transform.localPosition = new Vector3(generatorPoint.transform.localPosition.x + lineOffset, generatorPoint.transform.localPosition.y, 0);
generatorPoint.transform.localPosition = new Vector3(generatorPoint.transform.localPosition.x , generatorPoint.transform.localPosition.y + lineOffset, 0);
//var level = Instantiate(levelPrefab, generatorPoint.transform.position, this.transform.rotation);
//level.transform.SetParent(transform);
@ -76,13 +84,13 @@ public class InFightMap : Singleton <InFightMap>
{
for (int j = 0; j < generatorColumn; j++)
{
generatorPoint.transform.localPosition= new Vector3(generatorPoint.transform.localPosition.x + lineOffset, generatorPoint.transform.localPosition.y, 0);
generatorPoint.transform.localPosition= new Vector3(generatorPoint.transform.localPosition.x , generatorPoint.transform.localPosition.y + lineOffset, 0);
GenerateLevelNode(i, j, generatorPoint.transform.localPosition);
}
}
generatorPoint.transform.localPosition = new Vector3(originalPoint.x, generatorPoint.transform.localPosition.y + columnOffset, 0);
generatorPoint.transform.localPosition = new Vector3(generatorPoint.transform.localPosition.x + columnOffset, originalPoint.y, 0);
}
}
//根据保存的信息生成地图
@ -100,7 +108,7 @@ public class InFightMap : Singleton <InFightMap>
}
}
SetRoomBig();
for (int i = 0; i <levelDevelopData.levelSaveMap.Count; i++)
{
for (int j = 0; j < levelDevelopData.levelSaveMap[i].levelDataList.Count; j++)
@ -122,5 +130,41 @@ public class InFightMap : Singleton <InFightMap>
}
}
//设置房间大小
public void SetRoomBig()
{
for (int i = 0; i < levelDevelopData.levelSaveMap.Count; i++)
{
for (int j = 0; j < levelDevelopData.levelSaveMap[i].levelDataList.Count; j++)
{
switch (levelDevelopData.levelSaveMap[i].levelDataList[j].roomType)
{
case RoomType.monster:
levelMap[i].levelColumn[j].roomIcon .transform.localScale = mosterBig;
break;
case RoomType.eliteMonster:
levelMap[i].levelColumn[j].roomIcon.transform.localScale = eliteMosterBig;
break;
case RoomType.shop:
levelMap[i].levelColumn[j].roomIcon.transform.localScale = shopBig;
break;
case RoomType.incident:
levelMap[i].levelColumn[j].roomIcon.transform.localScale = incidentBig;
break;
case RoomType.treasure:
levelMap[i].levelColumn[j].roomIcon.transform.localScale = treasureBig;
break;
case RoomType.boss:
levelMap[i].levelColumn[j].roomIcon.transform.localScale = bossBig;
break;
case RoomType.campfire:
levelMap[i].levelColumn[j].roomIcon.transform.localScale = campfireBig;
break;
}
}
}
}
}

10
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -21,13 +21,14 @@ public class LevelNode : MonoBehaviour
public GameObject lineRenderer;
[Header("线段偏移")]
public float lineOffset;
public float lineOffsetInFight;
[Header("房间类型")]
public LevelDevelopManager.RoomType roomType;
[Header("房间目的地")]
public int roomDestinationIndex;
Image roomIcon;
Text roomText;
[Header("·¿¼ä×°Åä×ÓÎïÌå")]
public Image roomIcon;
public Text roomText;
private void OnEnable()
{
@ -254,7 +255,8 @@ public class LevelNode : MonoBehaviour
//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);
line.GetComponent<RectTransform>().sizeDelta = new Vector2(line.GetComponent<RectTransform>().sizeDelta.x, distance - lineOffsetInFight * 2);
line.GetComponent<RectTransform>().localPosition += new Vector3 ( lineOffsetInFight,0,0);
}
}
}

1
ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs

@ -194,7 +194,6 @@ public class MapManager : Singleton<MapManager>
enemynode.positionX = enemy.locationX;
enemynode.positionY = enemy.locationY;
enemynode.StartPosition();
}
yield return null;
}

6
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -62,11 +62,11 @@ public class Usermanager : Singleton<Usermanager>
}
private void Update()
{
if(lasteShield != shield )
/* if(lasteShield != shield )
{
if (lasteShield < shield)
{
AudioManager.Instance.ShieldVoicePlayer(1);
StartCoroutine(AudioManager.Instance.WaitShieldVoicePlayer(1, 0.9f));
}
else
{
@ -74,7 +74,7 @@ public class Usermanager : Singleton<Usermanager>
}
lasteShield = shield;
}
*/
}
//BuffÊ©¼Ó
public void SufferPlayerAbnormalCondition(string condition, int value ,Buff buff)

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