0719提交 #147

Merged
yjm484 merged 2 commits from dev-0719-yjm into dev45-0703NewVer 5 months ago
  1. 30
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  2. 8
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/0715_白色地块.meta
  3. BIN
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/0715_白色地块/白色地块_01.png
  4. 127
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/0715_白色地块/白色地块_01.png.meta
  5. BIN
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/0715_白色地块/白色地块_02.png
  6. 127
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  7. BIN
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  8. 127
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/0715_白色地块/白色地块_03.png.meta
  9. BIN
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  10. 127
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  11. BIN
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  12. 127
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/0715_白色地块/白色地块_05.png.meta
  13. BIN
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/0715_白色地块/白色地块_06.png
  14. 127
      ColorlessWorld-2024-4-2/Assets/Materials/Map/NewMapTex/0715_白色地块/白色地块_06.png.meta
  15. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v04-Color.prefab
  16. 18
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab
  17. 155
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  18. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_AcidRain.cs
  19. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Volcano.cs
  20. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Volcano.cs.meta
  21. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  22. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  23. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs
  24. 90
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  25. 96
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs
  26. 24
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/EnemyWeapon.cs
  27. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/EnemyWeapon.cs.meta
  28. 51
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/Weapon.cs
  29. 41
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponManager.cs
  30. 219
      ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs
  31. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs
  32. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs
  33. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/DomainManager.cs
  34. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityEnvironmentManager.cs
  35. 34
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs
  36. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
  37. 20
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_5.csv

30
ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset

@ -13,13 +13,23 @@ MonoBehaviour:
m_Name: cardDeckList m_Name: cardDeckList
m_EditorClassIdentifier: m_EditorClassIdentifier:
cardDeckList: cardDeckList:
- 1013 - 1018
- 2002 - 1019
- 2001 - 1020
- 1002 - 1021
- 1013 - 1022
- 1001 - 1023
- 1001 - 1024
- 1001 - 1025
- 1001 - 1026
- 1001 - 1027
- 1028
- 1029
- 1030
- 1031
- 1032
- 1033
- 1034
- 1035
- 1036
- 1037

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4
ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v04-Color.prefab

@ -1334,8 +1334,8 @@ RectTransform:
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- {fileID: 6233605672720327000} - {fileID: 6233605672720327000}
- {fileID: 2082243504317038008} - {fileID: 2082243504317038008}
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- {fileID: 1083118128749949784} - {fileID: 1083118128749949784}
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- {fileID: 8989630736753615331} - {fileID: 8989630736753615331}
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@ -2830,7 +2830,7 @@ RectTransform:
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m_SizeDelta: {x: 107.32, y: 115.4281} m_SizeDelta: {x: 107.32, y: 115.4281}
m_Pivot: {x: 0.5, y: 1} m_Pivot: {x: 0.5, y: 1}
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18
ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab

@ -313,7 +313,6 @@ MonoBehaviour:
canChange: 1 canChange: 1
compalte: 0 compalte: 0
effectInfluenced: 0 effectInfluenced: 0
castRangeInf: 0
stepInfluenced: 0 stepInfluenced: 0
markInfluenced: 0 markInfluenced: 0
aoeInfluenced: 0 aoeInfluenced: 0
@ -343,12 +342,12 @@ MonoBehaviour:
blackColour: blackColour:
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whiteColour: whiteColour:
- {fileID: 2800000, guid: 9f64915678c4dcb43b1266e49700146c, type: 3} - {fileID: 2800000, guid: 174158a9ca1149747bbd00cf376bb9b6, type: 3}
- {fileID: 2800000, guid: fe69528fd92aa7f4b8c2529bef7a3ac4, type: 3} - {fileID: 2800000, guid: acb404899dfdae946a7a481a7b7a64ac, type: 3}
- {fileID: 2800000, guid: 8229454afa686f34da83af9f5f955628, type: 3} - {fileID: 2800000, guid: cfc596b438638b5428fa359bdcf0498c, type: 3}
- {fileID: 2800000, guid: 58c17d73353b4fc4785669248cd48d99, type: 3} - {fileID: 2800000, guid: 2579ee4163173fd4da71cfb0e0d53990, type: 3}
- {fileID: 2800000, guid: e689cad2509d7bc4bba7defbba41a822, type: 3} - {fileID: 2800000, guid: cf40d5d917d1d544b8599d165fe451b0, type: 3}
- {fileID: 2800000, guid: 042cf53df8df4314ca996a86ade12388, type: 3} - {fileID: 2800000, guid: 395bf285fd0db4d4aa71e74c2dbc0926, type: 3}
metalColour: metalColour:
- {fileID: 2800000, guid: efe04a796da1abd42a9622451d56a1f1, type: 3} - {fileID: 2800000, guid: efe04a796da1abd42a9622451d56a1f1, type: 3}
colourGameObject: {fileID: 7818877686521749494} colourGameObject: {fileID: 7818877686521749494}
@ -374,9 +373,6 @@ MonoBehaviour:
hightCylinder: {fileID: 3056353774465050346} hightCylinder: {fileID: 3056353774465050346}
dissolveProcessSpeed: 350 dissolveProcessSpeed: 350
speed: 5 speed: 5
playerOn: 0
direction: 0
enemyNode: {fileID: 0}
blocked: 0 blocked: 0
aStarNode: {fileID: 7941956919028205299} aStarNode: {fileID: 7941956919028205299}
mapGameObject: {fileID: 7193311182764678611} mapGameObject: {fileID: 7193311182764678611}
@ -399,6 +395,8 @@ MonoBehaviour:
m_Bits: 64 m_Bits: 64
touchRayStartPoint: {fileID: 8168328524498649588} touchRayStartPoint: {fileID: 8168328524498649588}
colorUnderAttack: 0 colorUnderAttack: 0
environment: 0
blockNode: {fileID: 0}
--- !u!114 &7941956919028205299 --- !u!114 &7941956919028205299
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

155
ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity

@ -3529,13 +3529,11 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 39a3ce44fce07564a84479ba3c899d55, type: 3} m_Script: {fileID: 11500000, guid: 39a3ce44fce07564a84479ba3c899d55, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
weaponNodeList:
- {fileID: 457398705}
- {fileID: 0}
enemyWeaponNodeList:
- {fileID: 1008343837}
- {fileID: 0}
playerUsingWeapon: {fileID: 0} playerUsingWeapon: {fileID: 0}
enemyUsingWeapon: {fileID: 0}
isMapChange: 0
playerWeaponNodeList: {fileID: 2109090871}
enemyWeaponNodeList: {fileID: 1930541759}
isMapChange: 1 isMapChange: 1
--- !u!1 &142863955 --- !u!1 &142863955
GameObject: GameObject:
@ -17309,8 +17307,11 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
score: 0 score: 0
condition: node scoreMul: 0
result: score+5 condition: position
result: AcidRain
conditionValue: 0
resultValue: 1
nodesMark: nodesMark:
- 0_0 - 0_0
- 1_0 - 1_0
@ -17319,6 +17320,14 @@ MonoBehaviour:
- white - white
- red - red
- blue - blue
extraRedNodeCount: 0
extraBlueNodeCount: 0
extraYellowNodeCount: 0
extraMostNodeCount: 0
extraLeastNodeCount: 0
extraAllNodeCount: 0
isIgnoreCondition: 0
isDoubleSettle: 0
--- !u!114 &457398706 --- !u!114 &457398706
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -23875,6 +23884,12 @@ MonoBehaviour:
playerNodeCount: 0 playerNodeCount: 0
neutralNodeCount: 0 neutralNodeCount: 0
enemyNodeCount: 0 enemyNodeCount: 0
extraRedNodeCount: 0
extraBlueNodeCount: 0
extraYellowNodeCount: 0
extraMostNodeCount: 0
extraLeastNodeCount: 0
extraAllNodeCount: 0
--- !u!1 &679334059 --- !u!1 &679334059
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -33779,112 +33794,6 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1007253462} m_GameObject: {fileID: 1007253462}
m_CullTransparentMesh: 1 m_CullTransparentMesh: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Layer: 5
m_Name: EnemyWeaponNode
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
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m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: -8, y: -8}
m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1009332616 --- !u!1 &1009332616
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -54146,8 +54055,7 @@ RectTransform:
m_LocalPosition: {x: 0, y: 0, z: -0} m_LocalPosition: {x: 0, y: 0, z: -0}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: m_Children: []
- {fileID: 1008343832}
m_Father: {fileID: 1930541759} m_Father: {fileID: 1930541759}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
@ -59520,10 +59428,21 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
score: 0 score: 0
condition: scoreMul: 0
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result: mulScore
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extraBlueNodeCount: 0
extraYellowNodeCount: 0
extraMostNodeCount: 0
extraLeastNodeCount: 0
extraAllNodeCount: 0
isIgnoreCondition: 0
isDoubleSettle: 0
--- !u!1 &1715971502 --- !u!1 &1715971502
GameObject: GameObject:
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2
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_AcidRain.cs

@ -7,7 +7,7 @@ public class Buff_AcidRain : Buff
{ {
public override void Settle() public override void Settle()
{ {
value = 0;
} }

30
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Volcano.cs

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_Volcano : Buff
{
public override void Settle()
{
value = 0;
}
public override void SettleEnemy()
{
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_Volcano();
buff.value = value;
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "calm");
return buff;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Volcano.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a50ed2c052fc1b94abf857c4498f897a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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2
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -140,7 +140,7 @@ public class CardEntity : MonoBehaviour
private void Update() private void Update()
{ {
checkAndUpdateCondition(); //checkAndUpdateCondition();
createCardCost(); createCardCost();
createCardDescription(); createCardDescription();
//CardResourcesManager.getFunAndValForSwage(cardOriginalData.Cost, CardFunction.cardDamage); //CardResourcesManager.getFunAndValForSwage(cardOriginalData.Cost, CardFunction.cardDamage);

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

@ -157,6 +157,8 @@ public class TurnMaster : Singleton<TurnMaster>
//结算中立单位 //结算中立单位
BlockItemManager.Instance.BroadBlockEffectSycn(); BlockItemManager.Instance.BroadBlockEffectSycn();
//½áË㱦ʯ
WeaponManager.Instance.SettlePlayerWeaponForTurnEnd();
//广播遗物接口 //广播遗物接口
LegacyManager.Instance.BroadCastSettleInPlayerTurnEnd(); LegacyManager.Instance.BroadCastSettleInPlayerTurnEnd();

4
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs

@ -157,6 +157,10 @@ public class AbnormalCondition : Singleton<AbnormalCondition>
public const string infection = "119"; public const string infection = "119";
//下回合能量上限-1 //下回合能量上限-1
public const string nextRoundCostMinusOne = "120"; public const string nextRoundCostMinusOne = "120";
//Volcano
public const string Volcano = "121";
//AcidRain
public const string AcidRain = "122";
public static readonly List<string> canNegativeNumberList = new List<string> { angerUpperDamage, shieldUpperValue, addDrawCard }; public static readonly List<string> canNegativeNumberList = new List<string> { angerUpperDamage, shieldUpperValue, addDrawCard };

90
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs

@ -783,10 +783,93 @@ public static class Name
public const string pattern1xxx = @"^1\d{3}$"; public const string pattern1xxx = @"^1\d{3}$";
//2*** //2***
public const string pattern2xxx = @"^2\d{3}$"; public const string pattern2xxx = @"^2\d{3}$";
//卡牌条件 //卡牌条件(red>5)
public const string cardConditionPattern = @"(\w+)([><=+])(\d+)"; public const string cardConditionPattern = @"(\w+)([><=+])(\d+)";
//在位置n
public const string position = @"^position\d+$";
//某张卡牌未激活
public const string cardUnused = @"^.*CardUnused$";
//某两个颜色>n
public const string twoColorCondition = @"^[a-zA-Z]+_[a-zA-Z]+(<=|>=|!=|==|[<>=])-?\d+(?:\.\d+)?$";
//与上次结算时位置不同
public const string diffSettle = "diffSettle";
//有两个颜色>n
public const string anyTwoColorCondition = @"^anyTwoColor\s*([<>=])\s*(-?\d+(?:\.\d+)?)$";
//激活的牌>n
public const string usedCard = @"^usedCard\s*([<>=])\s*(-?\d+(?:\.\d+)?)$";
//具体的地块形状
public const string node = "node";
}
public static class WeaponNodeCondition
{
//卡牌条件(red>5)
public const string cardConditionPattern = @"(\w+)([><=+])(\d+)";
//在位置n
public const string position = "position";
//某张宝石未激活
public const string positionUnused = "positionUnused";
//某张宝石激活
public const string positionUsed = "positionUsed";
//某两个颜色>n
public const string twoColorCondition = @"^[a-zA-Z]+_[a-zA-Z]+(<=|>=|!=|==|[<>=])-?\d+(?:\.\d+)?$";
//与上次结算时位置不同
public const string diffSettle = "diffSettle";
//有两个颜色>n
public const string anyTwoColorCondition = "anyTwoColor";
//激活的牌>n
public const string usedCard = "usedCard";
//具体的地块形状
public const string node = "node";
}
public static class NodeItem
{
public const string itemPrefabPath= "ItemPrefab/";
public const string Volcano = "Volcano";
public const string AcidRain = "AcidRain";
}
public static class WeaponNodeFunction
{
//加分
public const string addScore = "addScore";
//乘积
public const string mulScore = "mulScore";
//重复某个宝石的效果
public const string repetWeaponNode = "repetWeaponNode";
//某个宝石的效果翻倍
public const string doubleWeaponNode = "doubleWeaponNode";
//红色+n
public const string redNodeCount = "redNodeCount";
//红色+n
public const string blueNodeCount = "blueNodeCount";
//黄色+n
public const string yellowNodeCount = "yellowNodeCount";
//最多色+n
public const string mostNodeCount = "mostNodeCount";
//最少色+n
public const string leastNodeCount = "leastNodeCount";
//所有色+n
public const string allNodeCount = "allNodeCount";
//下一回合多抽n张涂色牌
public const string drawCard = "drawCard";
//某个宝石无视条件
public const string isIgnoreCondition = "isIgnoreCondition";
//每有红色+n
public const string everyRedNodeAddScore = "everyRedNodeAddScore";
//每有黄色+n
public const string everyYellowNodeAddScore = "everyYellowNodeAddScore";
//每有蓝色+n
public const string everyBlueNodeAddScore = "everyBlueNodeAddScore";
} }
public static class DomainFunction
{
//加分
public const string score = "score";
}
public static class CardFunctionString public static class CardFunctionString
{ {
public const string damage = "damage"; public const string damage = "damage";
@ -864,11 +947,6 @@ public static class Name
public const string Condition = "Condition"; public const string Condition = "Condition";
} }
public static class WeaponNodeFunction
{
//加分
public const string score = "score";
}
} }

96
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -290,6 +290,33 @@ public class getNodeTools
public static int getNodesCount(string color) public static int getNodesCount(string color)
{
int colorCount = 0;
switch (color)
{
case Name.Color.White:
colorCount = MapUnityManager.Instance.whiteNodeCount; break;
case Name.Color.Red:
colorCount = MapUnityManager.Instance.redNodeCount + MapUnityManager.Instance.extraRedNodeCount; break;
case Name.Color.Green:
colorCount = MapUnityManager.Instance.greenNodeCount; break;
case Name.Color.Blue:
colorCount = MapUnityManager.Instance.blueNodeCount+ MapUnityManager.Instance.extraBlueNodeCount; break;
case Name.Color.Black:
colorCount = MapUnityManager.Instance.blackNodeCount; break;
case Name.Color.Metal:
colorCount = MapUnityManager.Instance.metalNodeCount; break;
case Name.Color.Yellow:
colorCount = MapUnityManager.Instance.yellowNodeCount+ MapUnityManager.Instance.extraYellowNodeCount; break;
}
if (!color.Equals(Name.Color.Black))
{
colorCount += MapUnityManager.Instance.extraAllNodeCount;
}
return colorCount;
}
public static int getNodesOriginCount(string color)
{ {
int colorCount = 0; int colorCount = 0;
switch (color) switch (color)
@ -306,6 +333,8 @@ public class getNodeTools
colorCount = MapUnityManager.Instance.blackNodeCount; break; colorCount = MapUnityManager.Instance.blackNodeCount; break;
case Name.Color.Metal: case Name.Color.Metal:
colorCount = MapUnityManager.Instance.metalNodeCount; break; colorCount = MapUnityManager.Instance.metalNodeCount; break;
case Name.Color.Yellow:
colorCount = MapUnityManager.Instance.yellowNodeCount ; break;
} }
return colorCount; return colorCount;
} }
@ -1059,4 +1088,71 @@ public class getNodeTools
} }
return result; return result;
} }
public static bool CheckSingleNodeCanBeDomainTarget(string[] nodesMark, string[] nodesColor, MapUnity targetNode)
{
Debug.Log("check中");
bool result = true;
//Vector3 face = targetNode.transform.position - GameManager.Instance.playerOn.transform.position;
float euler = 90.0f;
//Debug.Log("currentNode的X是" + targetNode.locationX + "currentNode的Y是" + targetNode.locationY);
//Debug.Log("currentNode的Q是" + currentNode.cubeQ + "currentNode的S是" + currentNode.cubeS + "currentNode的R是" + currentNode.cubeR);
List<(int, int, int)> cubeList = new List<(int, int, int)>();
int intEuler = (int)euler;
//Debug.Log("euler是" + intEuler);
for (int i = 0; i < nodesMark.Length; i++)
{
try
{
string[] marks = nodesMark[i].Split("_");
Debug.Log("AxialToCube的X是" + int.Parse(marks[0]) + "AxialToCube的Y是" + int.Parse(marks[1]));
(int q, int s, int y) = MathTool.AxialToCube(int.Parse(marks[0]), int.Parse(marks[1]));
cubeList.Add((q, s, y));
}
catch (Exception e)
{ }
}
List<(int, int, int)> rotatedCubeList = new List<(int, int, int)>();
rotatedCubeList = MathTool.RotateCoordinates(cubeList, intEuler);
foreach (var tuple in rotatedCubeList)
{
MapUnity endNode = null;
endNode = getNodeTools.getNodeWithCube(tuple.Item1, tuple.Item2, tuple.Item3);
// Debug.Log("rotatedNode的X是" + endNode.locationX + "rotatedNode的Y是" + endNode.locationY);
//Debug.Log("rotatedNode的Q是" + tuple.Item1 + "rotatedNode的S是" + tuple.Item2 + "rotatedNode的R是" + tuple.Item3);
}
List<(int, int, int)> trueCubeList = new List<(int, int, int)>();
trueCubeList = MathTool.TranslateHexesToNewOrigin(rotatedCubeList, (targetNode.cubeQ, targetNode.cubeS, targetNode.cubeR));
Debug.Log("入口4" + trueCubeList.Count);
for (int i = 0; i < trueCubeList.Count; i++)
{
MapUnity endNode = null;
endNode = getNodeTools.getNodeWithCube(trueCubeList[i].Item1, trueCubeList[i].Item2, trueCubeList[i].Item3);
// Debug.Log("endNode的X是" + endNode.locationX + "endNode的Y是" + endNode.locationY);
//Debug.Log("endNode的Q是"+endNode.cubeQ+ "endNode的S是" + endNode.cubeS+ "endNode的R是" + endNode.cubeR);
if (endNode == null)
{
result = false;
return result;
}
}
return result;
}
public static HashSet<MapUnity> getDomainTargetNodes(string[] nodesMark, string[] nodesColor)
{
HashSet<MapUnity> result = new HashSet<MapUnity>();
foreach (MapUnity node in getAllNodes())
{
if(CheckSingleNodeCanBeDomainTarget(nodesMark, nodesColor, node))
{
result.Add(node);
}
}
return result;
}
} }

24
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/EnemyWeapon.cs

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyWeapon : Weapon
{
public virtual void SettleEnemyWeapon(Transform enemyWeaponNodeList)
{
int score = 0;
for (int i = 0; i < enemyWeaponNodeList.childCount; i++)
{
Transform weaponSlot = enemyWeaponNodeList.GetChild(i);
if (weaponSlot.childCount > 0)
{
Transform weaponNode = weaponSlot.GetChild(0);
WeaponNode node = weaponNode.transform.GetComponent<WeaponNode>();
node.SettleWeaponNode(i);
score += node.score;
}
}
AttackScorManager.Instance.enemyScore = score;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/EnemyWeapon.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fd78469e6e1327244b55898492ea002a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

51
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/Weapon.cs

@ -6,13 +6,56 @@ using static UnityEngine.Rendering.DebugUI;
public class Weapon : MonoBehaviour public class Weapon : MonoBehaviour
{ {
public virtual void Settle() public virtual void SettleWeapon(Transform playerWeaponNodeList)
{ {
for (int i = 0; i < WeaponManager.Instance.weaponNodeList.Count; i++) int extraRedNodeCount = 0;
int extraBlueNodeCount = 0;
int extraYellowNodeCount = 0;
int extraMostNodeCount = 0;
int extraLeastNodeCount = 0;
int extraAllNodeCount = 0;
int score = 0;
float scoreMul = 1f;
for (int i = 0; i < playerWeaponNodeList.childCount; i++)
{ {
if (WeaponManager.Instance.weaponNodeList[i] != null) Transform weaponSlot = playerWeaponNodeList.GetChild(i);
if (weaponSlot.childCount > 0)
{ {
WeaponManager.Instance.weaponNodeList[i].SettleWeaponNode(i); Transform weaponNode = weaponSlot.GetChild(0);
WeaponNode node = weaponNode.transform.GetComponent<WeaponNode>();
node.SettleWeaponNode(i);
score += node.score;
scoreMul += node.scoreMul;
extraRedNodeCount += node.extraRedNodeCount;
extraBlueNodeCount += node.extraBlueNodeCount;
extraBlueNodeCount += node.extraBlueNodeCount;
extraBlueNodeCount += node.extraBlueNodeCount;
extraBlueNodeCount += node.extraBlueNodeCount;
extraAllNodeCount += node.extraAllNodeCount;
}
}
score += DomainManager.Instance.domainScore;
AttackScorManager.Instance.playerScore = (int)(score * scoreMul);
MapUnityManager.Instance.extraRedNodeCount= extraRedNodeCount;
MapUnityManager.Instance.extraBlueNodeCount = extraBlueNodeCount;
MapUnityManager.Instance.extraYellowNodeCount = extraYellowNodeCount;
MapUnityManager.Instance.extraMostNodeCount = extraMostNodeCount;
MapUnityManager.Instance.extraLeastNodeCount = extraLeastNodeCount;
MapUnityManager.Instance.extraAllNodeCount = extraAllNodeCount;
}
public virtual void SettleWeaponForPlayerTurnEnd(Transform playerWeaponNodeList)
{
for (int i = 0; i < playerWeaponNodeList.childCount; i++)
{
Transform weaponSlot = playerWeaponNodeList.GetChild(i);
if (weaponSlot.childCount > 0)
{
Transform weaponNode = weaponSlot.GetChild(0);
WeaponNode node = weaponNode.transform.GetComponent<WeaponNode>();
node.SettleWeaponNodeForPlayerTurnEnd(i);
} }
} }

41
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponManager.cs

@ -6,17 +6,25 @@ using UnityEngine;
public class WeaponManager : Singleton<WeaponManager> public class WeaponManager : Singleton<WeaponManager>
{ {
//玩家武器节点 //玩家武器节点
public List<WeaponNode> weaponNodeList = new List<WeaponNode>(); /*public List<WeaponNode> playerWeaponNodeList = new List<WeaponNode>();
//怪物武器节点 //怪物武器节点
public List<WeaponNode> enemyWeaponNodeList = new List<WeaponNode>(); public List<WeaponNode> enemyWeaponNodeList = new List<WeaponNode>();*/
public Weapon playerUsingWeapon; public Weapon playerUsingWeapon;
public EnemyWeapon enemyUsingWeapon;
public bool isMapChange=true; public bool isMapChange=true;
public Transform playerWeaponNodeList;
public Transform enemyWeaponNodeList;
private void Start() private void Start()
{ {
playerUsingWeapon = new Weapon(); playerUsingWeapon = new Weapon();
enemyUsingWeapon = new EnemyWeapon();
} }
private void Update() private void Update()
@ -25,7 +33,8 @@ public class WeaponManager : Singleton<WeaponManager>
stopwatch.Start(); stopwatch.Start();
if (isMapChange) if (isMapChange)
{ {
playerUsingWeapon.Settle(); playerUsingWeapon.SettleWeapon(playerWeaponNodeList);
enemyUsingWeapon.SettleEnemyWeapon(enemyWeaponNodeList);
isMapChange = false; isMapChange = false;
} }
@ -34,34 +43,26 @@ public class WeaponManager : Singleton<WeaponManager>
Debug.LogWarning($"性能警告!耗时 {stopwatch.ElapsedMilliseconds}ms"); Debug.LogWarning($"性能警告!耗时 {stopwatch.ElapsedMilliseconds}ms");
SettleWeaponNode(); //SettleWeaponNode();
SettleEnemyWeaponNode(); //SettleEnemyWeaponNode();
}
public void SettleWeaponNode()
{
int score = 0;
for (int i = 0; i < weaponNodeList.Count; i++)
{
if(weaponNodeList[i] != null)
{
score += weaponNodeList[i].score;
} }
}
score += DomainManager.Instance.domainScore;
AttackScorManager .Instance .playerScore = score;
}
public void SettleEnemyWeaponNode() public void SettleEnemyWeaponNode()
{ {
int score = 0; int score = 0;
for (int i = 0; i < enemyWeaponNodeList.Count; i++) /*for (int i = 0; i < enemyWeaponNodeList.Count; i++)
{ {
if (enemyWeaponNodeList[i] != null) if (enemyWeaponNodeList[i] != null)
{ {
score += enemyWeaponNodeList[i].score; score += enemyWeaponNodeList[i].score;
} }
} }*/
AttackScorManager.Instance.enemyScore = score; AttackScorManager.Instance.enemyScore = score;
} }
public void SettlePlayerWeaponForTurnEnd()
{
playerUsingWeapon.SettleWeaponForPlayerTurnEnd(playerWeaponNodeList);
}
} }

219
ColorlessWorld-2024-4-2/Assets/Scripts/Weapon/WeaponNode.cs

@ -4,6 +4,8 @@ using System.Collections.Generic;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
using UnityEngine.UI;
using UnityEngine.UIElements;
using static UnityEngine.InputSystem.InputControlScheme.MatchResult; using static UnityEngine.InputSystem.InputControlScheme.MatchResult;
using Match = System.Text.RegularExpressions.Match; using Match = System.Text.RegularExpressions.Match;
@ -11,6 +13,7 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
{ {
[Header ("分数结算")] [Header ("分数结算")]
public int score; public int score;
public float scoreMul=0f;
[Header("交互控件")] [Header("交互控件")]
Transform originParent; Transform originParent;
Vector3 screenPosition;//将物体从世界坐标转换为屏幕坐标 Vector3 screenPosition;//将物体从世界坐标转换为屏幕坐标
@ -19,8 +22,18 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
public string condition; public string condition;
public string result; public string result;
public string conditionValue;
public string resultValue;
public string[] nodesMark; public string[] nodesMark;
public string[] nodesColor; public string[] nodesColor;
public int extraRedNodeCount = 0;
public int extraBlueNodeCount = 0;
public int extraYellowNodeCount = 0;
public int extraMostNodeCount = 0;
public int extraLeastNodeCount = 0;
public int extraAllNodeCount = 0;
public bool isIgnoreCondition=false;
public bool isDoubleSettle = false;
private void Update() private void Update()
{ {
@ -29,14 +42,42 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
public virtual void SettleWeaponNode(int position) public virtual void SettleWeaponNode(int position)
{ {
Debug.Log("结算成功节点1"); Debug.Log("结算成功节点1");
if (ConditionCheck(position)) score = 0;
scoreMul = 0f;
if (isIgnoreCondition||ConditionCheck(position))
{ {
Debug.Log("结算成功节点2"); Debug.Log("结算成功节点2");
if (isDoubleSettle)
{
SettleFunction(position, result);
}
SettleFunction(position, result); SettleFunction(position, result);
} }
else else
{ {
}
}
public virtual void SettleWeaponNodeForPlayerTurnEnd(int position)
{
Debug.Log("结算成功节点1");
score = 0; score = 0;
scoreMul = 0f;
if (isIgnoreCondition || ConditionCheck(position))
{
Debug.Log("结算成功节点2");
if (isDoubleSettle)
{
SettleFunctionForPlayerTurnEnd(position, result);
}
SettleFunctionForPlayerTurnEnd(position, result);
}
else
{
} }
} }
@ -47,7 +88,18 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
for (int j = 0; j < keys.Length; j++) for (int j = 0; j < keys.Length; j++)
{ {
SingleFunctionSettle(keys[j]); SingleFunctionSettle(keys[j],resultValue);
}
}
public virtual void SettleFunctionForPlayerTurnEnd(int position, string result)
{
Debug.Log("结算成功节点3");
string[] keys = result.Split("_");
for (int j = 0; j < keys.Length; j++)
{
SingleFunctionSettleForPlayerTurnEnd(keys[j], resultValue);
} }
} }
@ -66,7 +118,7 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
} }
else else
{ {
matchList.Add(SingleConditionCheck(keys[j])); matchList.Add(SingleConditionCheck(keys[j], position));
} }
} }
for (int k = 0; k < matchList.Count; k++) for (int k = 0; k < matchList.Count; k++)
@ -80,34 +132,86 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
} }
return result; return result;
} }
public void SingleFunctionSettle(string result) public void SingleFunctionSettleForPlayerTurnEnd(string result,string resultValue)
{
//Debug.Log("结算成功节点4");
Match match = Regex.Match(result, Name.Regex.cardConditionPattern);
if (match.Success)
{ {
string firstPart = match.Groups[1].Value; // 第一部分 switch (result)
string op = match.Groups[2].Value; // 运算符部分
string secondPart = match.Groups[3].Value; // 第二部分
//Debug.Log("结算成功节点10:" + secondPart);
if (firstPart.Equals(Name.WeaponNodeFunction.score))
{ {
//Debug.Log("结算成功节点5"); case Name.NodeItem.Volcano:
score =int.Parse(secondPart); Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.Volcano, int.Parse(resultValue));
Debug.Log("加入了"+ result+ resultValue);
break;
case Name.NodeItem.AcidRain:
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition.AcidRain, int.Parse(resultValue));
Debug.Log("加入了" + result + resultValue);
break;
} }
} }
else
//不需要运算符号的结算
{
public void SingleFunctionSettle(string result, string resultValue)
{
switch (result)
{
case Name.WeaponNodeFunction.addScore:
score += int.Parse(resultValue);
Debug.Log("score=" + score);
break;
case Name.WeaponNodeFunction.mulScore:
scoreMul += float.Parse(resultValue);
break;
case Name.WeaponNodeFunction.redNodeCount:
extraRedNodeCount += int.Parse(resultValue);
break;
case Name.WeaponNodeFunction.blueNodeCount:
extraBlueNodeCount += int.Parse(resultValue);
break;
case Name.WeaponNodeFunction.yellowNodeCount:
extraYellowNodeCount += int.Parse(resultValue);
break;
case Name.WeaponNodeFunction.mostNodeCount:
break;
case Name.WeaponNodeFunction.leastNodeCount:
break;
case Name.WeaponNodeFunction.allNodeCount:
extraAllNodeCount += int.Parse(resultValue);
break;
case Name.WeaponNodeFunction.drawCard:
Usermanager.Instance.SufferPlayerAbnormalCondition(CardFunction.extraDrawCardsNum, int.Parse(resultValue));
break;
case Name.WeaponNodeFunction.isIgnoreCondition:
Transform weaponSlotA = WeaponManager.Instance.playerWeaponNodeList.GetChild(int.Parse(resultValue));
Transform weaponANode = weaponSlotA.GetChild(0);
WeaponNode nodeA = weaponANode.transform.GetComponent<WeaponNode>();
nodeA.isIgnoreCondition = true;
break;
case Name.WeaponNodeFunction.repetWeaponNode:
Transform weaponSlot = WeaponManager.Instance.playerWeaponNodeList.GetChild(int.Parse(resultValue));
Transform weaponNode = weaponSlot.GetChild(0);
WeaponNode node = weaponNode.transform.GetComponent<WeaponNode>();
SingleFunctionSettle(node.result, node.resultValue);
break;
case Name.WeaponNodeFunction.everyRedNodeAddScore:
int redNodeCount = getNodeTools.getNodesCount(Name.Color.Red);
score += redNodeCount * int.Parse(resultValue);
break;
case Name.WeaponNodeFunction.everyYellowNodeAddScore:
int yellowNodeCount = getNodeTools.getNodesCount(Name.Color.Yellow);
score += yellowNodeCount * int.Parse(resultValue);
break;
case Name.WeaponNodeFunction.everyBlueNodeAddScore:
int blueNodeCount = getNodeTools.getNodesCount(Name.Color.Blue);
score += blueNodeCount * int.Parse(resultValue);
break;
} }
} }
public bool SingleConditionCheck(string condition) public bool SingleConditionCheck(string condition,int position)
{ {
bool check = false; bool check = false;
//cardOriginalData.originFunctionVal.Clear(); //cardOriginalData.originFunctionVal.Clear();
//Debug.Log("外面condition是" + kvp.Key); //Debug.Log("外面condition是" + kvp.Key);
Match match = Regex.Match(condition, Name.Regex.cardConditionPattern); Match match = Regex.Match(condition, Name.Regex.cardConditionPattern);
//Match secondMatch = Regex.Match(condition, Name.Regex.twoColorCondition);
if (match.Success) if (match.Success)
{ {
Debug.Log("结算成功节点6"); Debug.Log("结算成功节点6");
@ -124,19 +228,77 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
Debug.Log("结算成功节点7"); Debug.Log("结算成功节点7");
check = true; check = true;
} }
}
/* else if (secondMatch.Success)
{
}*/
else else
{ {
//MathTool.AddOrUpdateDictionary(cardFunToLose, kvp.Value.Item1, kvp.Value.Item2); switch (condition)
/*Image condition = conditionList[conditionListindex].GetComponent<Image>(); {
case Name.WeaponNodeCondition.position:
if (int.Parse(conditionValue).Equals(position))
{
check = true;
}
break;
case Name.WeaponNodeCondition.usedCard:
int usedCardCount = 0;
for (int i = 0; i < WeaponManager.Instance.playerWeaponNodeList.childCount; i++)
{
Transform weaponSlot = WeaponManager.Instance.playerWeaponNodeList.GetChild(i);
if (weaponSlot.childCount > 0)
{
Transform weaponNode = weaponSlot.GetChild(0);
WeaponNode node = weaponNode.transform.GetComponent<WeaponNode>();
if (i != position)
{
if (node.ConditionCheck(i))
{
usedCardCount++;
};
}
}
}
if (usedCardCount >= int.Parse(conditionValue))
{
check = true;
}
break;
case Name.WeaponNodeCondition.positionUnused:
Transform weaponSlotA = WeaponManager.Instance.playerWeaponNodeList.GetChild(int.Parse(conditionValue));
Transform weaponANode = weaponSlotA.GetChild(0);
WeaponNode nodeA = weaponANode.transform.GetComponent<WeaponNode>();
if (position == int.Parse(conditionValue))
{
cardFunToLose.TryAdd(conditon, tuple);*/
//MathTool.SubtractOrUpdateDictionary(cardOriginalData.originFunctionVal, kvp.Value.Item1, kvp.Value.Item2);
} }
else if (!nodeA.ConditionCheck(int.Parse(conditionValue)))
{
check = true;
} }
else if (condition.Equals(Name.Condition.Node)) break;
case Name.WeaponNodeCondition.positionUsed:
Transform weaponSlotB = WeaponManager.Instance.playerWeaponNodeList.GetChild(int.Parse(conditionValue));
Transform weaponBNode = weaponSlotB.GetChild(0);
WeaponNode nodeB = weaponBNode.transform.GetComponent<WeaponNode>();
if (position == int.Parse(conditionValue))
{ {
}
else if (nodeB.ConditionCheck(int.Parse(conditionValue)))
{
check = true;
}
break;
case Name.WeaponNodeCondition.node:
check = checkConditionNode(nodesMark, nodesColor); check = checkConditionNode(nodesMark, nodesColor);
break;
}
} }
return check; return check;
} }
@ -324,8 +486,10 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
//子集有物体,这不是空位,需要置换 //子集有物体,这不是空位,需要置换
Transform targetFather= targetObj.transform.parent; Transform targetFather= targetObj.transform.parent;
Transform targetChild = targetObj.transform; Transform targetChild = targetObj.transform;
WeaponNode targetNode = targetChild.transform.GetComponent<WeaponNode>();
targetChild.SetParent(originParent); targetChild.SetParent(originParent);
targetChild.localPosition = Vector3.zero; targetChild.localPosition = Vector3.zero;
targetNode.ResetBool();
transform.SetParent(targetFather); transform.SetParent(targetFather);
transform.localPosition = Vector3.zero; transform.localPosition = Vector3.zero;
} }
@ -333,6 +497,7 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
{ {
BackPosition(); BackPosition();
} }
ResetBool();
GetComponent<CanvasGroup>().blocksRaycasts = true; GetComponent<CanvasGroup>().blocksRaycasts = true;
} }
@ -343,5 +508,11 @@ public class WeaponNode : MonoBehaviour,IDragHandler, IBeginDragHandler, IEndDra
GetComponent<CanvasGroup>().blocksRaycasts = true; GetComponent<CanvasGroup>().blocksRaycasts = true;
} }
public void ResetBool()
{
isIgnoreCondition = false;
isDoubleSettle = false;
}
} }

4
ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs

@ -58,7 +58,7 @@ public class BuffDataManager : Singleton<BuffDataManager>
abnormalCondition.Add("93", new Buff_Calm()); abnormalCondition.Add("93", new Buff_Calm());
abnormalCondition.Add("96", new Buff_Invisible()); abnormalCondition.Add("96", new Buff_Invisible());
abnormalCondition.Add("97", new Buff_StoneSkin()); abnormalCondition.Add("97", new Buff_StoneSkin());
abnormalCondition.Add("98", new Buff_AcidRain()); //abnormalCondition.Add("98", new Buff_AcidRain());
abnormalCondition.Add("99", new Buff_NextDrawCardisDisposable()); abnormalCondition.Add("99", new Buff_NextDrawCardisDisposable());
abnormalCondition.Add("100", new Buff_HalfDamageInBlack()); abnormalCondition.Add("100", new Buff_HalfDamageInBlack());
abnormalCondition.Add("101", new Buff_SoulMaker()); abnormalCondition.Add("101", new Buff_SoulMaker());
@ -80,6 +80,8 @@ public class BuffDataManager : Singleton<BuffDataManager>
abnormalCondition.Add("117", new Buff_BlueNode()); abnormalCondition.Add("117", new Buff_BlueNode());
abnormalCondition.Add("118", new Buff_EnemyNode()); abnormalCondition.Add("118", new Buff_EnemyNode());
abnormalCondition.Add("120", new Buff_NextRoundCostMinusOne()); abnormalCondition.Add("120", new Buff_NextRoundCostMinusOne());
abnormalCondition.Add("121", new Buff_Volcano());
abnormalCondition.Add("122", new Buff_AcidRain());
abnormalCondition.Add("206", new Buff_flashPoint()); abnormalCondition.Add("206", new Buff_flashPoint());
abnormalCondition.Add("207", new Buff_BonePile()); abnormalCondition.Add("207", new Buff_BonePile());

2
ColorlessWorld-2024-4-2/Assets/Scripts/manager/CardManager.cs

@ -347,7 +347,7 @@ public class CardManager : Singleton<CardManager>
for (int j = 0; j < CardPictureManager.Instance.ToolX[i].Y.Count; j++) for (int j = 0; j < CardPictureManager.Instance.ToolX[i].Y.Count; j++)
{ {
CardPictureManager.Instance.ToolX[i].Y[j].switchColorWithoutFX(Name.NodeColor.White); CardPictureManager.Instance.ToolX[i].Y[j].switchColorWithoutFX(Name.NodeColor.White);
CardPictureManager.Instance.ToolX[i].Y[j].gameObject.SetActive(false); //CardPictureManager.Instance.ToolX[i].Y[j].gameObject.SetActive(false);
} }
} }
List<(int, int, int)> cubeList = new List<(int, int, int)>(); List<(int, int, int)> cubeList = new List<(int, int, int)>();

2
ColorlessWorld-2024-4-2/Assets/Scripts/manager/DomainManager.cs

@ -83,7 +83,7 @@ public class DomainManager : Singleton<DomainManager>
string op = match.Groups[2].Value; // 运算符部分 string op = match.Groups[2].Value; // 运算符部分
string secondPart = match.Groups[3].Value; // 第二部分 string secondPart = match.Groups[3].Value; // 第二部分
Debug.Log("结算成功节点10:" + secondPart); Debug.Log("结算成功节点10:" + secondPart);
if (firstPart.Equals(Name.WeaponNodeFunction.score)) if (firstPart.Equals(Name.DomainFunction.score))
{ {
Debug.Log("结算成功节点5"); Debug.Log("结算成功节点5");
domainScore += int.Parse(secondPart); domainScore += int.Parse(secondPart);

2
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityEnvironmentManager.cs

@ -40,7 +40,7 @@ public class MapUnityEnvironmentManager : Singleton<MapUnityEnvironmentManager>
{ {
case "0": case "0":
break; break;
case "acidRain": case Name.NodeItem.AcidRain:
mapUnity.environment = Environment.acidRain; mapUnity.environment = Environment.acidRain;
Instantiate(acidRain, mapUnity.transform.position, acidRain.transform.rotation); Instantiate(acidRain, mapUnity.transform.position, acidRain.transform.rotation);
break; break;

34
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs

@ -1,6 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Xml;
using UnityEngine; using UnityEngine;
public class MapUnityManager : Singleton<MapUnityManager> public class MapUnityManager : Singleton<MapUnityManager>
@ -25,6 +26,18 @@ public class MapUnityManager : Singleton<MapUnityManager>
public int enemyNodeCount; public int enemyNodeCount;
public int extraRedNodeCount;
public int extraBlueNodeCount;
public int extraYellowNodeCount;
public int extraMostNodeCount;
public int extraLeastNodeCount;
public int extraAllNodeCount = 0;
public string getAdvNode() public string getAdvNode()
{ {
string advColor = ""; string advColor = "";
@ -212,4 +225,25 @@ public class MapUnityManager : Singleton<MapUnityManager>
} }
} }
public void setItemForSingeNode(string itemName,MapUnity mapUnity)
{
string itemPrefabPath=Name.NodeItem.itemPrefabPath;
switch (itemName)
{
case Name.NodeItem.Volcano:
GameObject item = Resources.Load<GameObject>(itemPrefabPath + itemName);
HashSet<MapUnity> takeOverNode = item.GetComponent<ItemTakerOverNode>().TakeOverCalculation(mapUnity);
if (takeOverNode != null)
{
item.GetComponent<ItemTakerOverNode>().GenerateBlockItem(mapUnity, item);
}
break;
case Name.NodeItem.AcidRain:
MapUnityEnvironmentManager.Instance.GenerateEnvironmentVFX(mapUnity, itemName);
break;
}
}
} }

18
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -361,8 +361,26 @@ public class Usermanager : Singleton<Usermanager>
//»ØºÏBuff½áËã //»ØºÏBuff½áËã
public void PlayerTurnSettle() public void PlayerTurnSettle()
{ {
if(playerAbnormalCondition.TryGetValue(AbnormalCondition.Volcano,out Buff buff))
{
Debug.Log("³É¹¦½áËãVolcano");
HashSet<MapUnity> targets = MathTool.GetRandomElements(getNodeTools.getAllCanUseNode(),buff.value);
foreach (MapUnity target in targets)
{
MapUnityManager.Instance.setItemForSingeNode(Name.NodeItem.Volcano, target);
}
}
if (playerAbnormalCondition.TryGetValue(AbnormalCondition.AcidRain, out Buff buffA))
{
HashSet<MapUnity> targets = MathTool.GetRandomElements(getNodeTools.getAllCanUseNode(), buffA.value);
foreach (MapUnity target in targets)
{
MapUnityManager.Instance.setItemForSingeNode(Name.NodeItem.AcidRain, target);
}
}
foreach (var key in playerAbnormalCondition.Keys.ToList()) foreach (var key in playerAbnormalCondition.Keys.ToList())
{ {
Debug.Log("playerAbnormalConditionÓÐ"+key);
playerAbnormalCondition[key].Settle(); playerAbnormalCondition[key].Settle();
AbnormalConditionEndCheck(); AbnormalConditionEndCheck();
RefreshPlayerBuffIcon(); RefreshPlayerBuffIcon();

20
ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_5.csv

@ -14,3 +14,23 @@
1016,1,1,1,3_1,none,53,2&3,0_0;1_0;2_0;0_1;0_-1;1_2;1_-2,red;red;red;red;red;red;red,CardIcon/1021,散射,1 1016,1,1,1,3_1,none,53,2&3,0_0;1_0;2_0;0_1;0_-1;1_2;1_-2,red;red;red;red;red;red;red,CardIcon/1021,散射,1
1017,1,1,1,3_1,none,17,1,0_0;1_0;2_0;3_0;2_1;2_-1;2_2;2_-2,blue;blue;blue;blue;blue;blue;blue;blue,CardIcon/1021,单向箭头,2 1017,1,1,1,3_1,none,17,1,0_0;1_0;2_0;3_0;2_1;2_-1;2_2;2_-2,blue;blue;blue;blue;blue;blue;blue;blue,CardIcon/1021,单向箭头,2
1007,1,2,1,3_1,none,1,20,0_0;1_0;0_1;0_-1;1_1;1_-1;1_2;1_-2,black;black;black;black;black;black;black;black,CardIcon/1021,黑火药,3 1007,1,2,1,3_1,none,1,20,0_0;1_0;0_1;0_-1;1_1;1_-1;1_2;1_-2,black;black;black;black;black;black;black;black,CardIcon/1021,黑火药,3
1018,1,0,1,,none,none,none,0_0;1_0;-1_0,red;red;red,CardIcon/1021,Test18,1
1019,1,0,1,,none,none,none,0_0;1_0;-1_0,blue;blue;blue,CardIcon/1021,Test19,1
1020,1,0,1,,none,none,none,0_0;1_0;-1_0,yellow;yellow;yellow,CardIcon/1021,Test20,1
1021,1,0,1,,none,none,none,0_0;0_1;0_-1;1_0,red;blue;yellow;red,CardIcon/1021,Test21,1
1022,1,0,1,,none,none,none,0_1;0_-1;-1_1;-1_-1;0_0,blue;blue;yellow;yellow;red,CardIcon/1021,Test22,1
1023,1,0,1,,none,none,none,1_0;2_0;-1_0;-2_0;0_0,red;red;blue;blue;yellow,CardIcon/1021,Test23,1
1024,1,0,1,,none,none,none,0_0;1_0;2_0;3_0,yellow;yellow;yellow;yellow,CardIcon/1021,Test24,1
1025,1,0,1,,none,none,none,0_0;1_0;-1_1;-1_-1,red;blue;yellow;red,CardIcon/1021,Test25,1
1026,1,0,1,,none,none,none,0_0;1_0;2_0;1_1;1_-1,red;red;red;blue;yellow,CardIcon/1021,Test26,1
1027,1,0,1,,none,none,none,0_0;1_0;-1_0;-1_1;-1_-1,yellow;yellow;yellow;red;red,CardIcon/1021,Test27,1
1028,1,0,1,,none,none,none,0_0;1_0;2_0;-1_0;-2_0,red;blue;blue;yellow;yellow,CardIcon/1021,Test28,1
1029,1,0,1,,none,none,none,0_0;0_1;-1_-1;1_2;-1_-2,blue;blue;blue;blue;blue,CardIcon/1021,Test29,1
1030,1,0,1,,none,none,none,1_0;0_1;0_-1;-1_0;-1_1;-1_-1,red;red;red;yellow;yellow;yellow,CardIcon/1021,Test30,1
1031,1,0,1,,none,none,none,0_1;0_-1;-1_0;0_0,red;red;yellow;yellow,CardIcon/1021,Test31,1
1032,1,0,1,,none,none,none,1_0;-1_-1;-1_1;0_0,blue;blue;blue;blue,CardIcon/1021,Test32,1
1033,1,0,1,,none,none,none,0_0;-1_1;0_2;-1_-1;0_-2,yellow;yellow;blue;yellow;blue,CardIcon/1021,Test33,1
1034,1,0,1,,none,none,none,0_-1;-1_0;-1_1;1_0;0_0,red;blue;blue;red;blue,CardIcon/1021,Test34,1
1035,1,0,1,,none,none,none,0_0;-1_0;-1_1;-1_1,yellow;blue;blue;blue,CardIcon/1021,Test35,1
1036,1,0,1,,none,none,none,0_0;1_0;2_0,red;blue;yellow,CardIcon/1021,Test36,1
1037,1,0,1,,none,none,none,1_0;0_1;0_-1;-1_0;-1_1;-1_-1,red;red;red;blue;blue;blue,CardIcon/1021,Test37,1

1 ID 费用类型 费用 施法范围 作用范围 条件 功能 数值 地块标记 地块颜色 图片路径 名称 稀有度
14 1016 1 1 1 3_1 none 53 2&3 0_0;1_0;2_0;0_1;0_-1;1_2;1_-2 red;red;red;red;red;red;red CardIcon/1021 散射 1
15 1017 1 1 1 3_1 none 17 1 0_0;1_0;2_0;3_0;2_1;2_-1;2_2;2_-2 blue;blue;blue;blue;blue;blue;blue;blue CardIcon/1021 单向箭头 2
16 1007 1 2 1 3_1 none 1 20 0_0;1_0;0_1;0_-1;1_1;1_-1;1_2;1_-2 black;black;black;black;black;black;black;black CardIcon/1021 黑火药 3
17 1018 1 0 1 none none none 0_0;1_0;-1_0 red;red;red CardIcon/1021 Test18 1
18 1019 1 0 1 none none none 0_0;1_0;-1_0 blue;blue;blue CardIcon/1021 Test19 1
19 1020 1 0 1 none none none 0_0;1_0;-1_0 yellow;yellow;yellow CardIcon/1021 Test20 1
20 1021 1 0 1 none none none 0_0;0_1;0_-1;1_0 red;blue;yellow;red CardIcon/1021 Test21 1
21 1022 1 0 1 none none none 0_1;0_-1;-1_1;-1_-1;0_0 blue;blue;yellow;yellow;red CardIcon/1021 Test22 1
22 1023 1 0 1 none none none 1_0;2_0;-1_0;-2_0;0_0 red;red;blue;blue;yellow CardIcon/1021 Test23 1
23 1024 1 0 1 none none none 0_0;1_0;2_0;3_0 yellow;yellow;yellow;yellow CardIcon/1021 Test24 1
24 1025 1 0 1 none none none 0_0;1_0;-1_1;-1_-1 red;blue;yellow;red CardIcon/1021 Test25 1
25 1026 1 0 1 none none none 0_0;1_0;2_0;1_1;1_-1 red;red;red;blue;yellow CardIcon/1021 Test26 1
26 1027 1 0 1 none none none 0_0;1_0;-1_0;-1_1;-1_-1 yellow;yellow;yellow;red;red CardIcon/1021 Test27 1
27 1028 1 0 1 none none none 0_0;1_0;2_0;-1_0;-2_0 red;blue;blue;yellow;yellow CardIcon/1021 Test28 1
28 1029 1 0 1 none none none 0_0;0_1;-1_-1;1_2;-1_-2 blue;blue;blue;blue;blue CardIcon/1021 Test29 1
29 1030 1 0 1 none none none 1_0;0_1;0_-1;-1_0;-1_1;-1_-1 red;red;red;yellow;yellow;yellow CardIcon/1021 Test30 1
30 1031 1 0 1 none none none 0_1;0_-1;-1_0;0_0 red;red;yellow;yellow CardIcon/1021 Test31 1
31 1032 1 0 1 none none none 1_0;-1_-1;-1_1;0_0 blue;blue;blue;blue CardIcon/1021 Test32 1
32 1033 1 0 1 none none none 0_0;-1_1;0_2;-1_-1;0_-2 yellow;yellow;blue;yellow;blue CardIcon/1021 Test33 1
33 1034 1 0 1 none none none 0_-1;-1_0;-1_1;1_0;0_0 red;blue;blue;red;blue CardIcon/1021 Test34 1
34 1035 1 0 1 none none none 0_0;-1_0;-1_1;-1_1 yellow;blue;blue;blue CardIcon/1021 Test35 1
35 1036 1 0 1 none none none 0_0;1_0;2_0 red;blue;yellow CardIcon/1021 Test36 1
36 1037 1 0 1 none none none 1_0;0_1;0_-1;-1_0;-1_1;-1_-1 red;red;red;blue;blue;blue CardIcon/1021 Test37 1
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