dev45-0705 #139

Merged
45 merged 4 commits from dev45-0705 into dev45-0703NewVer 6 months ago
  1. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeBlack.anim
  2. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeBlack.anim.meta
  3. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeBule.anim
  4. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeBule.anim.meta
  5. 348
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeColorMark.controller
  6. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeGreen.anim
  7. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeGreen.anim.meta
  8. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeRed.anim
  9. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeRed.anim.meta
  10. 401
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeWhite.anim
  11. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeWhite.anim.meta
  12. 122
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/DefoutColor.anim
  13. 8
      ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/DefoutColor.anim.meta
  14. 2
      ColorlessWorld-2024-4-2/Assets/Lana Studio.meta
  15. 2
      ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX.meta
  16. 2
      ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Upgrade for URP.meta
  17. 5
      ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Upgrade for URP/Upgrade for URP.unitypackage.meta
  18. 11016
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  19. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/PlayerAnimAudio.cs
  20. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/PlayerAnimAudio.cs.meta
  21. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff.cs
  22. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_AcidRain.cs
  23. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Armor.cs
  24. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BanStepRange.cs
  25. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Bleed.cs
  26. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Bleed3TurnCost.cs
  27. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Bleed4TurnCost.cs
  28. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BleedDamage.cs
  29. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BleedHeal.cs
  30. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BlueNode.cs
  31. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BonePile.cs
  32. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Boom.cs
  33. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BoomAndDamage.cs
  34. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BoomAndPollute.cs
  35. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BoundSoul.cs
  36. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Calm.cs
  37. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_CantShield.cs
  38. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_ContaminatusImmortalis.cs
  39. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DeathMark.cs
  40. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Disable.cs
  41. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DoubleSettle.cs
  42. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DownAnger.cs
  43. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DownShield.cs
  44. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DownStepRange.cs
  45. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_EmberDownOneTurn.cs
  46. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_EnemyNode.cs
  47. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FailedSample.cs
  48. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FireSeed.cs
  49. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FireShield.cs
  50. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Firm.cs
  51. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_HalfDamageInBlack.cs
  52. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Immunity.cs
  53. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_LivingArmor.cs
  54. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_NextTurnExtraOneCost.cs
  55. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Pharmacist.cs
  56. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_PollutionSpreader.cs
  57. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Posion.cs
  58. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_PrismReflector.cs
  59. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_RatWarrior.cs
  60. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_ReconnaissanceBee.cs
  61. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_RedNode.cs
  62. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Shedding.cs
  63. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_SoulMaker.cs
  64. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_StonePillar.cs
  65. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_StoneSkin.cs
  66. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thief.cs
  67. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thorn.cs
  68. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thrifty.cs
  69. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Twinbee.cs
  70. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_UpperAnger.cs
  71. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_UpperShield.cs
  72. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_UpperStepRange.cs
  73. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Vulnerable.cs
  74. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Weak.cs
  75. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Wet.cs
  76. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_YellowNode.cs
  77. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_coma.cs
  78. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_corrode.cs
  79. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_disarm.cs
  80. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_flashPoint.cs
  81. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_levelSeep.cs
  82. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_parasitism.cs
  83. 5
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_sleep.cs
  84. 36
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/BulletMove.cs
  85. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/BulletMove.cs.meta
  86. 27
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs
  87. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs.meta
  88. 67
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs
  89. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs.meta
  90. 37
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/FireStraightBullet.cs
  91. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/FireStraightBullet.cs.meta
  92. 39
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  93. 27
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  94. 10
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardResourcesManager.cs
  95. 20
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  96. 180
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/AcidRainCloud.cs
  97. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/AcidRainCloud.cs.meta
  98. 165
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BoundSoul.cs
  99. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BoundSoul.cs.meta
  100. 186
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Climavista.cs

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8
ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/DefoutColor.anim.meta

@ -1,8 +0,0 @@
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userData:
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2
ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor.meta → ColorlessWorld-2024-4-2/Assets/Lana Studio.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: a5c83a38fb9ac954398d568778de69bb guid: 03f0c6e2597448c45a0fe7e93f664ed7
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet.meta → ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: ed9c292ef8201724eb33af0f1fc0b451 guid: a0b106b73da7a184ca0957ddd5042be0
folderAsset: yes folderAsset: yes
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2
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction.meta → ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Upgrade for URP.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 69e569b354e4a7b499f40c12d2e23255 guid: 0483bfdccfc0f094f879d582d89b18c5
folderAsset: yes folderAsset: yes
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5
ColorlessWorld-2024-4-2/Assets/Image/PlayerAnim/ChangeColor/ChangeColorMark.controller.meta → ColorlessWorld-2024-4-2/Assets/Lana Studio/Casual RPG VFX/Upgrade for URP/Upgrade for URP.unitypackage.meta

@ -1,8 +1,7 @@
fileFormatVersion: 2 fileFormatVersion: 2
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NativeFormatImporter: DefaultImporter:
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userData: userData:
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11016
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

File diff suppressed because it is too large

12
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/PlayerAnimAudio.cs

@ -1,12 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAnimAudio : MonoBehaviour
{
//音效播放器
public void AttackVoicePlayer()
{
AudioManager.Instance.AttackVoicePlayer();
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/PlayerAnimAudio.cs.meta

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 7ec67cb98ea39d84d8a0401cc0a9c43e
MonoImporter:
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userData:
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7
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff.cs

@ -16,13 +16,13 @@ public class Buff
value --; value --;
count= 0; count= 0;
} }
public virtual void SettleEnemy(EnemyNode enemyNode) public virtual void SettleEnemy()
{ {
value--; value--;
count = 0; count = 0;
} }
public virtual void SettleEnemyBegin(EnemyNode enemyNode) public virtual void SettleEnemyBegin()
{ {
} }
@ -47,11 +47,10 @@ public class Buff
buff.transform.GetChild(2).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString(); buff.transform.GetChild(2).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString();
} }
public virtual void EnemyUIShow(GameObject buff, string key,EnemyNode enemyNode) public virtual void EnemyUIShow(GameObject buff, string key)
{ {
if (icon != null) if (icon != null)
buff.transform.GetChild(0).GetComponent<Image>().sprite = icon; buff.transform.GetChild(0).GetComponent<Image>().sprite = icon;
buff.transform.GetChild(2).GetComponent<Text>().text = enemyNode.EnemyState.abnormalCondition[key].value.ToString();
} }
public virtual Buff NewBuff(int value ) public virtual Buff NewBuff(int value )
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_AcidRain.cs

@ -12,7 +12,7 @@ public class Buff_AcidRain : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Armor.cs

@ -10,7 +10,7 @@ public class Buff_Armor : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
//base.Settle(); //base.Settle();

6
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BanStepRange.cs

@ -16,12 +16,6 @@ public class Buff_BanStepRange : Buff
base.UIShow(buff,key); base.UIShow(buff,key);
} }
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Bleed.cs

@ -12,7 +12,7 @@ public class Buff_Bleed : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Bleed3TurnCost.cs

@ -13,7 +13,7 @@ public class Buff_Bleed3TurnCost : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
count = 0; count = 0;
} }

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Bleed4TurnCost.cs

@ -12,7 +12,7 @@ public class Buff_Bleed4TurnCost : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
count = 0; count = 0;
} }

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BleedDamage.cs

@ -12,7 +12,7 @@ public class Buff_BleedDamage : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BleedHeal.cs

@ -12,7 +12,7 @@ public class Buff_BleedHeal : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BlueNode.cs

@ -12,7 +12,7 @@ public class Buff_BlueNode : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BonePile.cs

@ -12,7 +12,7 @@ public class Buff_BonePile : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
value++; value++;

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Boom.cs

@ -12,7 +12,7 @@ public class Buff_Boom : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

5
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BoomAndDamage.cs

@ -16,17 +16,16 @@ public class Buff_BoomAndDamage : Buff
buff.transform.GetChild(1).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString(); buff.transform.GetChild(1).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString();
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
} }
public override void EnemyUIShow(GameObject buff, string key, EnemyNode enemyNode) public override void EnemyUIShow(GameObject buff, string key)
{ {
buff.transform.GetChild(0).GetComponent<Text>().text = "±¬"; buff.transform.GetChild(0).GetComponent<Text>().text = "±¬";
buff.transform.GetChild(1).GetComponent<Text>().text = enemyNode.EnemyState.abnormalCondition[key].value.ToString();
} }
public override Buff NewBuff(int value) public override Buff NewBuff(int value)
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BoomAndPollute.cs

@ -11,7 +11,7 @@ public class Buff_BoomAndPollute : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BoundSoul.cs

@ -12,7 +12,7 @@ public class Buff_BoundSoul : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Calm.cs

@ -12,7 +12,7 @@ public class Buff_Calm : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_CantShield.cs

@ -8,7 +8,7 @@ public class Buff_CantShield : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_ContaminatusImmortalis.cs

@ -12,7 +12,7 @@ public class Buff_ContaminatusImmortalis : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DeathMark.cs

@ -12,7 +12,7 @@ public class Buff_DeathMark : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
base.Settle(); base.Settle();

5
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Disable.cs

@ -12,12 +12,7 @@ public class Buff_Disable : Buff
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DoubleSettle.cs

@ -11,7 +11,7 @@ public class Buff_DoubleSettle : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

5
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DownAnger.cs

@ -11,12 +11,7 @@ public class Buff_DownAnger :Buff
} }
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)
{ {
Buff buff = new Buff_DownAnger(); Buff buff = new Buff_DownAnger();

5
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DownShield.cs

@ -11,12 +11,7 @@ public class Buff_DownShield : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DownStepRange.cs

@ -12,7 +12,7 @@ public class Buff_DownStepRange : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
//base.Settle(); //base.Settle();

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_EmberDownOneTurn.cs

@ -10,7 +10,7 @@ public class Buff_EmberDownOneTurn : Buff
value=0; value=0;
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
value = 0; value = 0;
} }

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_EnemyNode.cs

@ -12,7 +12,7 @@ public class Buff_EnemyNode : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FailedSample.cs

@ -12,7 +12,7 @@ public class Buff_FailedSample : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FireSeed.cs

@ -11,7 +11,7 @@ public class Buff_FireSeed : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
//base.Settle(); //base.Settle();

6
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FireShield.cs

@ -11,12 +11,6 @@ public class Buff_FireShield : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Firm.cs

@ -11,7 +11,7 @@ public class Buff_Firm : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_HalfDamageInBlack.cs

@ -11,7 +11,7 @@ public class Buff_HalfDamageInBlack : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
//base.Settle(); //base.Settle();

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Immunity.cs

@ -15,7 +15,7 @@ public class Buff_Immunity : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_LivingArmor.cs

@ -12,7 +12,7 @@ public class Buff_LivingArmor : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_NextTurnExtraOneCost.cs

@ -11,7 +11,7 @@ public class Buff_NextTurnExtraOneCost : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Pharmacist.cs

@ -12,7 +12,7 @@ public class Buff_Pharmacist : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_PollutionSpreader.cs

@ -12,7 +12,7 @@ public class Buff_PollutionSpreader : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

13
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Posion.cs

@ -16,29 +16,18 @@ public class Buff_Posion : Buff
{ {
} }
public override void SettleEnemy( EnemyNode enemyNode ) public override void SettleEnemy()
{ {
} }
public override void SettleEnemyBegin(EnemyNode enemyNode)
{
SettleEnemyPosion(enemyNode);
value--;
}
public void SettlePosion() public void SettlePosion()
{ {
if (value > 0) if (value > 0)
Usermanager.Instance.SufferTrueDamage(value); Usermanager.Instance.SufferTrueDamage(value);
} }
public void SettleEnemyPosion(EnemyNode enemyNode)
{
if (value > 0)
enemyNode.sufferTrueDamage(Usermanager.Instance.DamageCalculation(value));
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_PrismReflector.cs

@ -12,7 +12,7 @@ public class Buff_PrismReflector : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_RatWarrior.cs

@ -12,7 +12,7 @@ public class Buff_RatWarrior : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_ReconnaissanceBee.cs

@ -12,7 +12,7 @@ public class Buff_ReconnaissanceBee : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_RedNode.cs

@ -12,7 +12,7 @@ public class Buff_RedNode : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Shedding.cs

@ -10,7 +10,7 @@ public class Buff_Shedding : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
//base.Settle(); //base.Settle();

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_SoulMaker.cs

@ -12,7 +12,7 @@ public class Buff_SoulMaker : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_StonePillar.cs

@ -12,7 +12,7 @@ public class Buff_StonePillar : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_StoneSkin.cs

@ -12,7 +12,7 @@ public class Buff_StoneSkin : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thief.cs

@ -12,7 +12,7 @@ public class Buff_Thief : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thorn.cs

@ -7,7 +7,7 @@ public class Buff_Thorn : Buff
{ {
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Thrifty.cs

@ -12,7 +12,7 @@ public class Buff_Thrifty : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Twinbee.cs

@ -12,7 +12,7 @@ public class Buff_Twinbee : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_UpperAnger.cs

@ -10,7 +10,7 @@ public class Buff_UpperAnger : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_UpperShield.cs

@ -11,7 +11,7 @@ public class Buff_UpperShield : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_UpperStepRange.cs

@ -12,7 +12,7 @@ public class Buff_UpperStepRange : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
//base.Settle(); //base.Settle();

5
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Vulnerable.cs

@ -14,12 +14,7 @@ public class Buff_Vulnerable : Buff
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)

6
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Weak.cs

@ -13,12 +13,6 @@ public class Buff_Weak : Buff
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Wet.cs

@ -11,7 +11,7 @@ public class Buff_Wet : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
//base.Settle(); //base.Settle();

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_YellowNode.cs

@ -12,7 +12,7 @@ public class Buff_YellowNode : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_coma.cs

@ -11,7 +11,7 @@ public class Buff_coma : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {
base.Settle(); base.Settle();

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_corrode.cs

@ -12,7 +12,7 @@ public class Buff_corrode : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

5
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_disarm.cs

@ -12,12 +12,7 @@ public class Buff_disarm : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_flashPoint.cs

@ -12,7 +12,7 @@ public class Buff_flashPoint : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

4
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_levelSeep.cs

@ -11,11 +11,7 @@ public class Buff_levelSeep : Buff
base.Settle(); base.Settle();
} }
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)
{ {

2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_parasitism.cs

@ -12,7 +12,7 @@ public class Buff_parasitism : Buff
public override void SettleEnemy(EnemyNode enemyNode) public override void SettleEnemy()
{ {

5
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_sleep.cs

@ -12,12 +12,7 @@ public class Buff_sleep : Buff
} }
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value) public override Buff NewBuff(int value)
{ {

36
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/BulletMove.cs

@ -1,36 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletMove : MonoBehaviour
{
public Vector3 destination;//Ä¿µÄµØ
float time=0;
Vector3 startPoint;
[Header("ËÙ¶È")]
public float speed = 2f;
private void Start()
{
startPoint = transform.position;
Vector3 direction = destination - startPoint;
float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
transform.Rotate(new Vector3(0, angle, 0));
}
private void Update()
{
MoveToDestination();
}
public void MoveToDestination()
{
transform .position = Vector3.Lerp(startPoint, destination, time += Time.deltaTime * speed);
if(Vector3 .Distance (this .transform .position ,destination )<0.1f)
{
Destroy(this.gameObject);
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/BulletMove.cs.meta

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27
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs

@ -1,27 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletFather : MonoBehaviour
{
[Header("×Óµ¯Ò©Ô¤ÖÆÌå")]
public GameObject bullet;
public IEnumerator CreateBulleNode(List<MapUnity> destinationMapUnity)
{
for (int i = 0; i < destinationMapUnity.Count; i++)
{
var bulle = Instantiate(bullet, transform.position, bullet.transform.localRotation);
if (i < destinationMapUnity.Count - 1)
{
StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform));
//yield return new WaitForSeconds(0.1f);
}
else
{
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform));
}
yield return null;
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs.meta

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67
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs

@ -1,67 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletNode : MonoBehaviour
{
public Vector3 destination;//目的地
public float time = 0;
public Vector3 startPoint;
[Header("速度")]
public float speed = 2f;
[Header("时间")]
public float waitTimes = 4f;
[Header("类型")]
public BulletType bulletType;
public enum BulletType
{
speed,
waitTime
}
public virtual IEnumerator MoveToDestination(Transform inputDestination,Transform inputStartPoint)
{
startPoint = inputStartPoint.position;
destination = inputDestination.position;
destination.y = startPoint.y-0.5f;
// Vector3 direction = destination - startPoint;
// float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
// transform.Rotate(new Vector3(0, angle, 0));
Debug.Log("发射" + startPoint + "结束" + destination);
//曲线中点
Vector3 middleMark = (startPoint + destination) * 0.5f;
// middleMark.x += Random.Range(-1f,1f);
// middleMark.y += Random.Range(0.5f,1f);
// middleMark.z += Random.Range(-1f, 1f);
middleMark.y += 2;
List <Vector3 > linePath = PlayerStatsManager .Instance .CalculatePath (9,startPoint,middleMark,destination);
if (bulletType == BulletType.speed )
{
for (int i = 1;i<linePath .Count;i++)
{
time = 0;
Debug.Log("linePath[i - 1]" + linePath[i - 1] + "linePath[i]" + linePath[i]);
while (true)
{
transform.position = Vector3.Lerp(linePath[i-1], linePath[i], time += Time.deltaTime * speed);
if (time >= 1)
{
break;
}
yield return null;
}
}
Destroy(this.gameObject);
yield break;
}
else if(bulletType == BulletType.waitTime)
{
transform.position = destination;
yield return new WaitForSeconds(waitTimes);
Destroy(this.gameObject);
yield break;
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletNode.cs.meta

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37
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/FireStraightBullet.cs

@ -1,37 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FireStraightBullet : BulletNode
{
public GameObject destroyBoom;
public GameObject targetPlan;//夷能
bool isDone;
public override IEnumerator MoveToDestination(Transform inputDestination, Transform inputStartPoint)
{
startPoint = inputStartPoint.position;
destination = inputDestination.position;
// destination.y = startPoint.y -0.5f;
// destination.y = startPoint.y-0.35f;
//譜協了崔
transform.position = startPoint;
//廬�
Vector3 direction = destination - startPoint;
float angle = Vector3.SignedAngle(transform.forward, direction, transform.up);
transform.eulerAngles = new Vector3(0, angle, 0);
//譜崔夷能了崔
// transform.GetComponent<ParticleSystem>().collision.AddPlane(inputDestination);//譜協当弉
targetPlan .transform .position =inputDestination.position;
yield return new WaitUntil(() => isDone == true);
yield break;
}
private void OnParticleCollision(GameObject other )
{
Instantiate(destroyBoom, destination, destroyBoom.transform.rotation);
isDone = true;
Destroy(this.gameObject);
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/FireStraightBullet.cs.meta

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39
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -268,7 +268,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//卡牌释放 //卡牌释放
public void CardUse() public void CardUse()
{ {
EnemyManager.Instance.HideExpHP_Observer(); //EnemyManager.Instance.HideExpHP_Observer();
GameManager.Instance.onDrag = false; GameManager.Instance.onDrag = false;
//目标释放选择 //目标释放选择
/*if (!cardTargetCheck()) /*if (!cardTargetCheck())
@ -491,7 +491,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
CardActiveSort.Instance.ReflashCardPoint(); CardActiveSort.Instance.ReflashCardPoint();
//隐藏怪物虚血 //隐藏怪物虚血
EnemyManager.Instance.HideExpHP_Observer(); //EnemyManager.Instance.HideExpHP_Observer();
} }
return; return;
} }
@ -555,7 +555,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
} }
//更新效果作用范围内怪物虚血 //更新效果作用范围内怪物虚血
EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool); //EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool);
} }
} }
@ -635,7 +635,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
getNodeTools.setEffectRangePreviewTest(cardEntity.cardOriginalData, 90.0f, mapUnity, cardEntity); getNodeTools.setEffectRangePreviewTest(cardEntity.cardOriginalData, 90.0f, mapUnity, cardEntity);
dyeing(); dyeing();
//更新效果作用范围内怪物虚血 //更新效果作用范围内怪物虚血
EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool); //EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool);
//更新涂色材质和地块数量统计预览 //更新涂色材质和地块数量统计预览
SettlementManager.Instance.PreviewColorMapUnity(cardEntity.cardOriginalData, GameManager .Instance .playerOn ); SettlementManager.Instance.PreviewColorMapUnity(cardEntity.cardOriginalData, GameManager .Instance .playerOn );
} }
@ -706,36 +706,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
} }
} }
private bool cardTargetCheck()
{
bool targetRight=false;
switch (cardEntity.cardOriginalData.CardTarget)
{
case Name.Target.enemy:
foreach (MapUnity mapUnity in cardEntity.influencePreviewPool)
{
if (mapUnity.enemyNode!=null&& mapUnity.enemyNode.enemyType==EnemyNode.EnemyType.enemy)
{
targetRight=true; break;
}
}
break;
case Name.Target.enemyAndBuilding:
foreach (MapUnity mapUnity in cardEntity.influencePreviewPool)
{
if (mapUnity.enemyNode != null )
{
targetRight = true; break;
}
}
break;
case Name.Target.ally:
targetRight = true;
break;
}
Debug.Log("targetRightÊÇ"+ targetRight);
return targetRight;
}
} }

27
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -259,13 +259,7 @@ public class CardEntity : MonoBehaviour
{ {
//音效 //音效
AudioManager.Instance.AttackVoicePlayer(); AudioManager.Instance.AttackVoicePlayer();
//卡牌销毁动画触发和角色翻转
Player player = GameManager.Instance.player;
player.anim.SetTrigger("attack");
Vector3 dis = UnityEngine.Input.mousePosition + Vector3.forward *15;
Vector3 pos = Camera.main.ScreenToWorldPoint(dis);
player.FlipLocalScale(pos);
//debug卡名 //debug卡名
//Debug.Log("打出"+cardOriginalData.ChineseName); //Debug.Log("打出"+cardOriginalData.ChineseName);
//Debug.Log("结算时候influencePreviewPool大小" + influencePreviewPool.Count); //Debug.Log("结算时候influencePreviewPool大小" + influencePreviewPool.Count);
@ -281,7 +275,6 @@ public class CardEntity : MonoBehaviour
if (cardOriginalData.CastingRange>0) if (cardOriginalData.CastingRange>0)
{ {
//遍历范围预览池消除影响色 //遍历范围预览池消除影响色
Debug.Log("清除前红色格数:" + GameManager.Instance.player.influencePreviewPool.Count);
foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool) foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool)
{ {
@ -289,26 +282,6 @@ public class CardEntity : MonoBehaviour
} }
MapUnityManager.Instance.castPool.Clear(); MapUnityManager.Instance.castPool.Clear();
List<MapUnity> cardColorInfluence = influencePreviewPool.ToList();//生效地块
var bullet = Instantiate(cardBulletFatherPrefab, transform.position, cardBulletFatherPrefab.transform.localRotation);
BulletFather bulletFather = bullet.GetComponent<BulletFather>();
yield return bulletFather .StartCoroutine(bulletFather.CreateBulleNode(cardColorInfluence));
/*
for(int i=0;i < cardColorInfluence.Count;i++ )
{
var bulle = Instantiate(cardBulletPrefab, transform.position, cardBulletPrefab.transform.localRotation);
if(i< cardColorInfluence.Count-1)
{
StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(cardColorInfluence[i].transform, GameManager.Instance.player.transform));
//yield return new WaitForSeconds(0.1f);
}
else
{
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(cardColorInfluence[i].transform, GameManager.Instance.player.transform));
}
}*/
} }
yield return StartCoroutine(DestructionManager.Instance.startDestoryAndUseCard(this.gameObject, cardOriginalData, influencePreviewPool, cardIndex, targetNode)); yield return StartCoroutine(DestructionManager.Instance.startDestoryAndUseCard(this.gameObject, cardOriginalData, influencePreviewPool, cardIndex, targetNode));

10
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardResourcesManager.cs

@ -97,10 +97,7 @@ public class CardResourcesManager : Singleton <CardResourcesManager>
CardOriginalData cardOriginalData= cardEntity.cardOriginalData; CardOriginalData cardOriginalData= cardEntity.cardOriginalData;
int cost = cardOriginalData.Cost; int cost = cardOriginalData.Cost;
string costType=cardOriginalData.costType.Substring(0); string costType=cardOriginalData.costType.Substring(0);
if (MapUnityManager.Instance.isPlayerOn(Name.NodeColor.Black))
{
cost += 1;
}
cost -= cardEntity.tempMinusCost; cost -= cardEntity.tempMinusCost;
if (cardOriginalData.TrueFunctionVal.ContainsKey(CardFunction.reduceCost)) if (cardOriginalData.TrueFunctionVal.ContainsKey(CardFunction.reduceCost))
{ {
@ -147,10 +144,7 @@ public class CardResourcesManager : Singleton <CardResourcesManager>
{ {
int cost = cardOriginalData.Cost; int cost = cardOriginalData.Cost;
string costType = cardOriginalData.costType.Substring(0); string costType = cardOriginalData.costType.Substring(0);
if (MapUnityManager.Instance.isPlayerOn(Name.NodeColor.Black))
{
cost += 1;
}
if (cardOriginalData.TrueFunctionVal.ContainsKey(CardFunction.reduceCost)) if (cardOriginalData.TrueFunctionVal.ContainsKey(CardFunction.reduceCost))
{ {
cost -= int.Parse(cardOriginalData.TrueFunctionVal[CardFunction.reduceCost]); cost -= int.Parse(cardOriginalData.TrueFunctionVal[CardFunction.reduceCost]);

20
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -105,12 +105,6 @@ public class TurnMaster : Singleton<TurnMaster>
//恢复体力 //恢复体力
GameManager.Instance.playerState.currentStepRange = Usermanager.Instance.StepRangeCalculation(GameManager.Instance.playerState.maxStepRange); GameManager.Instance.playerState.currentStepRange = Usermanager.Instance.StepRangeCalculation(GameManager.Instance.playerState.maxStepRange);
GameManager.Instance.isPlayerMoved = false; GameManager.Instance.isPlayerMoved = false;
//显示敌人攻击虚线
EnemyManager.Instance.EnemyLine_Observer();
//回复敌人系数
EnemyManager.Instance.enemyMultiplierRestore();
//决定敌人行动
EnemyManager.Instance.EnemyAtionRandom();
//阶段流转 //阶段流转
StartCoroutine(EndPlayerTurnBegin()); StartCoroutine(EndPlayerTurnBegin());
@ -127,9 +121,8 @@ public class TurnMaster : Singleton<TurnMaster>
//回合结束结算玩家buff //回合结束结算玩家buff
Usermanager.Instance.PlayerTurnSettle(); Usermanager.Instance.PlayerTurnSettle();
//结算敌人护盾 //结算敌人护盾
EnemyManager.Instance.enemyShieldSettle(0); //EnemyManager.Instance.enemyShieldSettle(0);
//消除移动预览
GameManager.Instance.player.CloseStepPreviewInfluencedNode();
//回合结束销毁卡牌 //回合结束销毁卡牌
TurnEndDisCard(); TurnEndDisCard();
settleTurn++; settleTurn++;
@ -144,7 +137,7 @@ public class TurnMaster : Singleton<TurnMaster>
//广播遗物接口 //广播遗物接口
LegacyManager.Instance.BroadCastSettleInEnemyTurnBegin(); LegacyManager.Instance.BroadCastSettleInEnemyTurnBegin();
EnemyManager.Instance.enemyTurnBeginSettle(0); //EnemyManager.Instance.enemyTurnBeginSettle(0);
turn = Turn.enemyTurn; turn = Turn.enemyTurn;
} }
@ -154,10 +147,11 @@ public class TurnMaster : Singleton<TurnMaster>
//StartCoroutine(EnemyTurn()); //StartCoroutine(EnemyTurn());
//敌人动作如移动,涂色 //敌人动作如移动,涂色
EnemyManager.Instance.EnemyTurn_Observer(); //EnemyManager.Instance.EnemyTurn_Observer();
turn = Turn.turnStop; turn = Turn.turnStop;
turn = Turn.enemyTurnEnd;
} }
if (turn == Turn.enemyTurnEnd) if (turn == Turn.enemyTurnEnd)
@ -168,7 +162,7 @@ public class TurnMaster : Singleton<TurnMaster>
//结算地块Buff //结算地块Buff
MapUnitySettleManager.Instance.MapGridsEndSettle(); MapUnitySettleManager.Instance.MapGridsEndSettle();
EnemyManager.Instance.enemyTurnSettle(0); //EnemyManager.Instance.enemyTurnSettle(0);
turn = Turn.playerTurnBegin; turn = Turn.playerTurnBegin;
@ -224,7 +218,7 @@ public class TurnMaster : Singleton<TurnMaster>
public void EndEnemyTurn() public void EndEnemyTurn()
{ {
EnemyManager.Instance.enemyTurnState = EnemyManager.EnemyTurnState.end; //EnemyManager.Instance.enemyTurnState = EnemyManager.EnemyTurnState.end;
turn = Turn.enemyTurnEnd; turn = Turn.enemyTurnEnd;
} }

180
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/AcidRainCloud.cs

@ -1,180 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class AcidRainCloud : Enemy
{
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.4f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.6f);
enemyNode.sufferAbnormalCondition(AbnormalCondition.acidRain, 1);
enemyNode.sufferAbnormalCondition(AbnormalCondition.vulnerable, 3);
}
private void OnEnable()
{
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
switch (enemyAction)
{
case EnemyAction_ShootAndPollute:
yield return StartCoroutine(PolluteAction());
break;
case EnemyActionAction_Attack:
yield return StartCoroutine(MeleeAttackAction());
break;
}
}
public override void BoolCheck()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_ShootAndPollute:
canMove = false;
canAttack = false;
canAoe = false;
break;
case EnemyActionAction_Attack:
canMove = false;
canAttack = true;
canAoe=false;
break;
}
}
public override void ActionValRandom()
{
switch (enemyNode.currentActionScript)
{
case EnemyAction_ShootAndPollute:
enemyNode.currentActionScript.colA = MathTool.RandomTarget(5, 0.2f);
break;
case EnemyActionAction_Attack:
enemyNode.currentActionScript.colA = MathTool.RandomTarget(enemyNode.EnemyState.damage, 0.1f);
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyAction_ShootAndPollute:
//改变文本
enemyNode.currentActionScript.SettleText(enemyNode, enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString(), "对全场造成" + enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString() + "点伤害,随机污染6格地块");
break;
case EnemyActionAction_Attack:
enemyNode.currentActionScript.SettleText(enemyNode, enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString(), "造成"+ enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString() + "点伤害,使玩家手牌中随机一张牌变为消耗");
break;
}
}
public override IEnumerator MeleeAttackAction()
{
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
HashSet<MapUnity> targetSet=new HashSet<MapUnity> { GameManager.Instance.playerOn };
getNodeTools.getCircleNodeForEnemy(targetSet, 1);
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm))
{
yield return StartCoroutine(enemyNode.MeleeAttackAim());
// enemyNode.anim.SetTrigger("MeleeAttack");
// yield return new WaitForSeconds(0.5f);
AttackDamage(enemyNode.currentActionScript.colA, 1);
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.nextDrawCardisDisposable, 1);
//RandomTurnHandCardTempIsDisposable(1);
}
}
else
{
yield return StartCoroutine(moveTowardsPlayer());
yield return new WaitForSeconds(1);
currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm))
{
yield return StartCoroutine(enemyNode.MeleeAttackAim());
// enemyNode.anim.SetTrigger("MeleeAttack");
// yield return new WaitForSeconds(0.5f);
AttackDamage(enemyNode.currentActionScript.colA, 1);
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.nextDrawCardisDisposable, 1);
//RandomTurnHandCardTempIsDisposable(1);
}
}
}
}
public void RandomTurnHandCardTempIsDisposable(int num)
{
HashSet < CardEntity > targetSet= MathTool.GetRandomElements(new HashSet<CardEntity>(TurnMaster.Instance.handCard.cardEntityList), num);
foreach(CardEntity cardEntity in targetSet)
{
cardEntity.tempIsDisposable = true;
}
}
public IEnumerator ThrowAttackAction(int count)
{
int range = 2;
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
if (currentNode.whoColour == Name.NodeColor.Black)
{
range = 3;
}
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm))
{
//yield return StartCoroutine(enemyNode.MeleeAttackAim());
// enemyNode.anim.SetTrigger("MeleeAttack");
// yield return new WaitForSeconds(0.5f);
AoeDamage(getNodeTools.getNodesCount(Name.Color.Black), count, GameManager.Instance.playerOn, range);
}
yield return null;
}
public IEnumerator PolluteAction()
{
AttackDamage(enemyNode.currentActionScript.colA, 1);
RandomPollute(getNodeTools.getAllNotBlackNodes(), 6);
yield return new WaitForSeconds(0.5f);
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/AcidRainCloud.cs.meta

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165
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BoundSoul.cs

@ -1,165 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class BoundSoul : Enemy
{
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
enemyNode.sufferAbnormalCondition(AbnormalCondition.parasitism, 1);
enemyNode.sufferAbnormalCondition(AbnormalCondition.Buff_BoundSoul, 1);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 1.0f);
GameManager.Instance.PlayerMove += SettleRangeAttack;
}
private void OnDestroy()
{
if(GameManager.Instance!=null)
GameManager.Instance.PlayerMove -= SettleRangeAttack;
}
public override void SettleRangeAttack()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Attack:
enemyNode.enemyUIBar.outAttackRange.SetActive(!enemyNode.rangePool.Contains(GameManager.Instance.playerOn));
break;
}
}
public override void BoolCheck()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Attack:
canMove = true;
canAttack = true;
canAoe = false;
break;
}
}
public override void ActionValRandom()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Attack:
enemyNode.currentActionScript.colA = MathTool.RandomTarget(enemyNode.EnemyState.damage, 0.1f);
enemyNode.currentActionScript.colB = 2;
break;
}
}
private void Update()
{
if (enemyNode!=null&&enemyNode.currentActionScript != null)
{
if (MapUnityManager.Instance.enemyNodeCount > 15)
{
enemyNode.currentActionScript.colB=3;
}
else
{
enemyNode.currentActionScript.colB =2;
}
enemyNode.enemy.SettlePlannText(enemyNode.enemy.enemyAction);
}
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyActionAction_Attack:
//改变文本
string attackText = enemyNode.DamageCalculation(enemyNode.currentActionScript.colA).ToString();
string stepRangeText = enemyNode.getStepRange().ToString();
enemyNode.currentActionScript.SettleText(enemyNode,attackText+"*"+ enemyNode.currentActionScript.colB.ToString(), "造成"+attackText +"点伤害"+ enemyNode.currentActionScript.colB+"次并至多移动" +stepRangeText +"个格子");
break;
}
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
switch (enemyAction)
{
case EnemyActionAction_Attack:
yield return StartCoroutine(MeleeAttackAction());
break;
}
}
public override IEnumerator MeleeAttackAction()
{
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
int damageCount = 2;
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm))
{
yield return StartCoroutine(enemyNode.MeleeAttackAim());
// enemyNode.anim.SetTrigger("MeleeAttack");
// yield return new WaitForSeconds(0.5f);
if (MapUnityManager.Instance.enemyNodeCount>15)
{
damageCount++;
}
AttackDamage(enemyNode.currentActionScript.colA, enemyNode.currentActionScript.colB);
}
}
else
{
yield return StartCoroutine(moveTowardsPlayer());
yield return new WaitForSeconds(1);
currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{
if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm))
{
yield return StartCoroutine(enemyNode.MeleeAttackAim());
// enemyNode.anim.SetTrigger("MeleeAttack");
// yield return new WaitForSeconds(0.5f);
if (MapUnityManager.Instance.enemyNodeCount > 15)
{
damageCount++;
}
AttackDamage(enemyNode.EnemyState.damage, damageCount);
}
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BoundSoul.cs.meta

@ -1,11 +0,0 @@
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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186
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Climavista.cs

@ -1,186 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UIElements;
public class Climavista : Enemy
{
private void Start()
{
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.7f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.summon), 0.3f);
enemyNode = GetComponent<EnemyNode>();
enemyNode.sufferAbnormalCondition(AbnormalCondition.halfDamageInBlack, 1);
}
private void OnEnable()
{
}
public override IEnumerator JudgeActionCoroutine()//等移动到位置就判断是否还能走
{
Debug.Log("真正行动是:" + enemyAction);
switch (enemyAction)
{
case EnemyActionAction_Shield:
yield return StartCoroutine(ShieldAction());
break;
case EnemyAction_Summon:
yield return StartCoroutine(SummonAction());
break;
}
}
public override void BoolCheck()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Shield:
canMove = false;
canAttack = false;
canAoe = false;
break;
case EnemyAction_Summon:
canMove = false;
canAttack = false;
canAoe = false;
break;
}
}
public override void ActionValRandom()
{
switch (enemyNode.currentActionScript)
{
case EnemyActionAction_Shield:
enemyNode.currentActionScript.colA = MathTool.RandomTarget(15, 0.1f);
break;
}
}
public override void SettlePlannText(EnemyAction currentAction)
{
switch (currentAction)
{
case EnemyActionAction_Shield:
//改变文本
enemyNode.currentActionScript.SettleText(enemyNode, enemyNode.currentActionScript.colA.ToString(), "对生命值最低的一个单位施加" + enemyNode.currentActionScript.colA.ToString() + "点护盾");
break;
case EnemyAction_Summon:
enemyNode.currentActionScript.SettleText(enemyNode, "", "复制一个当前状态的酸雨云");
break;
}
}
public override IEnumerator ShieldAction()
{
int minHp = 100;
int index = 0;
for (int i = 0; i < EnemyManager.Instance.enemySpeedSortingList.Count; i++)
{
if ((int)EnemyManager.Instance.enemySpeedSortingList[i].EnemyState.currentHP < minHp)
{
minHp = (int)EnemyManager.Instance.enemySpeedSortingList[i].EnemyState.currentHP;
index = i;
}
}
EnemyManager.Instance.enemySpeedSortingList[index].EnemyState.shieldValue += EnemyManager.Instance.enemySpeedSortingList[index].ShieldCalculation(enemyNode.currentActionScript.colA);
yield return new WaitForSeconds(0.5f);
}
public void RandomTurnHandCardTempIsDisposable(int num)
{
HashSet < CardEntity > targetSet= MathTool.GetRandomElements(new HashSet<CardEntity>(TurnMaster.Instance.handCard.cardEntityList), num);
foreach(CardEntity cardEntity in targetSet)
{
cardEntity.tempIsDisposable = true;
}
}
public IEnumerator SummonAction()
{
GameObject target= null;
MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY);
HashSet<MapUnity> set = new HashSet<MapUnity> { GameManager.Instance.playerOn };
getNodeTools.getCircleNode(set, 1);
HashSet<MapUnity> targetSet = MathTool.GetRandomElements(set,1);
MapUnity enemyMapunity=targetSet.ElementAt(0);
EnemyNode targetEnemy=new EnemyNode();
for (int i = 0; i < EnemyManager.Instance.enemySpeedSortingList.Count; i++)
{
if (EnemyManager.Instance.enemySpeedSortingList[i].enemyScript==EnemyNode.EnemyScript.AcidRainCloud)
{
target = EnemyManager.Instance.enemySpeedSortingList[i].GetComponent<GameObject>();
targetEnemy=EnemyManager.Instance.enemySpeedSortingList[i];
}
}
if (target == null||enemyMapunity==null)
{
yield return null;
}
List<GameObject> enemyPrefabList = EnemyPool.getEnemyPrefab(new List<string> { Name.EnemyName.AcidRainCloud });
HashSet<MapUnity> allCanUseNode = getNodeTools.getAllCanUseNode();
if (enemyPrefabList.Count > 0)
{
foreach (var enemyPrefab in enemyPrefabList)
{
MapUnity currentMapUnity = allCanUseNode.ElementAt(UnityEngine.Random.Range(0, allCanUseNode.Count));
var currentEnemy = Instantiate(enemyPrefab, currentMapUnity.transform.position, enemyPrefab.transform.rotation);
EnemyNode enemynode = currentEnemy.GetComponent<EnemyNode>();
enemynode.positionX = currentMapUnity.locationX;
enemynode.positionY = currentMapUnity.locationY;
enemynode.StartPosition();
enemynode.EnemyState.copy(targetEnemy.EnemyState);
//enemynode.EnemyState == targetEnemy.EnemyState;
allCanUseNode.Remove(currentMapUnity);
yield return new WaitForSeconds(0.5f);
}
}
/*var currentenemy = Instantiate(target, this.transform.position, this.transform.rotation);
EnemyNode newEnemyNode = currentenemy.GetComponent<EnemyNode>();
newEnemyNode.positionX = enemyMapunity.locationX;
newEnemyNode.positionY = enemyMapunity.locationY;
MapUnity newNode = getNodeTools.LocationToGetNode(newEnemyNode.positionX, newEnemyNode.positionY);
newNode.enemyNode = newEnemyNode;*/
yield return new WaitForSeconds(0.5f);
}
public IEnumerator PolluteAction()
{
AttackDamage(5,1);
RandomPollute(getNodeTools.getAllNotBlackNodes(), 6);
yield return new WaitForSeconds(0.5f);
}
}

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