dev-0714 #15

Merged
45 merged 4 commits from dev-0714 into dev-0524 2 years ago
  1. 8
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate.meta
  2. 16
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  3. 8
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  4. 15
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  5. 8
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  13. 8
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  14. 229
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  15. 7
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  16. 136
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  17. 8
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  18. 229
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  19. 7
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  20. 229
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  21. 7
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  22. 227
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  23. 7
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  24. 229
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  25. 7
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  26. 229
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  27. 7
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  28. 2442
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  29. 7
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  30. 4453
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  31. 2017
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  32. 7
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  33. 8
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  34. 22
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  35. 11
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  36. 25
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  37. 11
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  38. 18
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  39. 11
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  40. 18
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  42. 18
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  44. 18
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  45. 11
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  46. 25
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  47. 11
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  48. 18
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  49. 11
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  50. 25
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  52. 26
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  54. 18
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  64. 7
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  65. 16
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  66. 1
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  67. 1
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  68. 8
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  69. 11
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  70. 11
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  71. 93
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  72. 11
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  73. 39
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  74. 11
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  75. 26
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  76. 3
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  77. 0
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  78. 0
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  79. 0
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  80. 10
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  81. 11
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  82. 0
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  83. 0
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  84. 12
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  85. 11
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  86. 0
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  87. 0
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  88. 3
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  89. 73
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  90. 11
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  91. 48
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  92. 11
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  93. 277
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff
{
public int value;
public virtual void Settle()
{
value --;
}
public virtual int CheckValue()
{
return value;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_BanDrawCard : Buff
{
public override void Settle()
{
SettleBanDrawCard();
base.Settle();
}
public void SettleBanDrawCard()
{
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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{
public override void Settle()
{
base.Settle();
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_DownAnger :Buff
{
public override void Settle()
{
base.Settle();
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_DownShield : Buff
{
public override void Settle()
{
base.Settle();
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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{
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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{
public override void Settle()
{
SettleDrawCardNumber();
base.Settle();
}
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{
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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{
public override void Settle()
{
SettleMinDrawCard();
base.Settle();
}
public void SettleMinDrawCard()
{
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
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{
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{
SettlePosion();
base.Settle();
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public void SettlePosion()
{
if (value > 0)
GameManager.Instance.playerState.currentHP -= value;
}
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using System.Collections.Generic;
using UnityEngine;
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18
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_UpperShield.cs

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_UpperShield : Buff
{
public override void Settle()
{
base.Settle();
}
public override void UIShow(GameObject buff, string key)
{
buff.transform.GetChild(0).GetComponent<Text>().text = "¼á";
buff.transform.GetChild(1).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString();
}
}

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

@ -0,0 +1,11 @@
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18
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_UpperStepRange.cs

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_UpperStepRange : Buff
{
public override void Settle()
{
base.Settle();
}
public override void UIShow(GameObject buff, string key)
{
buff.transform.GetChild(0).GetComponent<Text>().text = "ËÙ";
buff.transform.GetChild(1).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString();
}
}

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

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25
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Vulnerable.cs

@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_Vulnerable : Buff
{
public override void Settle()
{
base.Settle();
SettleVulnerable();
}
public void SettleVulnerable()
{
if (value > 0)
Usermanager.Instance.SufferDamageJudge();
}
public override void UIShow(GameObject buff, string key)
{
buff.transform.GetChild(0).GetComponent<Text>().text = "Ò×";
buff.transform.GetChild(1).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString();
}
}

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

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24
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Weak.cs

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_Weak : Buff
{
public override void Settle()
{
SettleWeak();
base.Settle();
}
public void SettleWeak()
{
}
public override void UIShow(GameObject buff, string key)
{
buff.transform.GetChild(0).GetComponent<Text>().text = "Ðé";
buff.transform.GetChild(1).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString();
}
}

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

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7
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDeck.cs

@ -7,11 +7,14 @@ public class CardDeck : MonoBehaviour
public GameObject cardPrefab;
public List<int> cardList = new List<int>();//局内使用卡组
public List<int> cardDeck = new List<int>();//±ê×¼¿¨×é
public CardDeck_SO cardDeck;//ąęןż¨×é
private void OnEnable()
{
cardList = cardDeck;
foreach (var card in cardDeck .cardDeckList )
{
cardList.Add(card);
}
cardList.Shuffle();
}
}

16
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -45,13 +45,17 @@ public class TurnMaster : Singleton<TurnMaster>
private void Update()
{
if (turn == Turn.playerTurnBegin)
{
//恢复体力
GameManager.Instance.playerState.currentStepRange = GameManager.Instance.playerState.maxStepRange;
restoreResource(0);
{
//洗牌--抽卡
StartCoroutine(ShuffleWithLosingCards());
//结算玩家buff
Usermanager.Instance.PlayerTurnSettle();
//恢复体力
GameManager.Instance.playerState.currentStepRange = GameManager.Instance.playerState.maxStepRange;
restoreResource(0);
//显示敌人攻击虚线
EnemyManager.Instance.EnemyLine_Observer();
//回复敌人系数
@ -62,8 +66,8 @@ public class TurnMaster : Singleton<TurnMaster>
}
if (turn == Turn.enemyTurnBegin)
{
//结算buff
{
//结算技能冷却
// EnemyManager.Instance.EnemySkillCoolDown_Observer();
EnemyManager.Instance.enemyTurnSettle(0);

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

@ -140,6 +140,7 @@ public class EnemyManager : Singleton<EnemyManager>
{
foreach (var observer in enemyObservers)
{
if(observer .GetEnemyNode ().enemyType ==EnemyNode.EnemyType.enemy )
observer.AppearAimLine();
}
}

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

@ -286,6 +286,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
case EnemyType.enemy:
GetComponent<EnemyUIBar>().statePanel.SetActive(false);
RewardManager.Instance.JudgeEnemyOver();
Destroy(this.gameObject);
break;
case EnemyType.block:

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

@ -0,0 +1,8 @@
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11
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs

@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LevelDevelopManager : Singleton<LevelDevelopManager>
{
public LevelDevelopData_SO levelDevelopData;
public GameObject levelFather;
public List<LevelNode> levelList = new List<LevelNode>();//关卡列表
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs.meta

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93
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs

@ -0,0 +1,93 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LevelGenerator : Singleton<LevelGenerator>
{
public LineRenderer lineRenderer;
public GameObject generatorPoint;
[Header("节点生成数量")]
public int generatorCount;
[Header("节点生成资源")]
public List<GameObject> levelPrefabList = new List<GameObject>();
public List<GameObject> BossLevelPrefabList = new List<GameObject>();
private void Start()
{
if(LevelDevelopManager .Instance .levelDevelopData .levelStep <=0)
{
GeneratorLevelMap(generatorCount - 1);
}
else
{
GeneratorLevelMapFormSave();
}
}
public void GeneratorLevelMap( int nodeCount )
{
LevelDevelopManager.Instance.levelList.Clear();
LevelDevelopManager.Instance.levelDevelopData.levelIndexList.Clear();
generatorPoint.transform.position = new Vector3(0, -60, 80);
for (int i =0;i<nodeCount;i++)
{
generatorPoint.transform.position = new Vector3(0, generatorPoint.transform.position.y+15, 80);
int index = Random.Range(0, levelPrefabList.Count);
LevelDevelopManager.Instance.levelDevelopData.levelIndexList.Add(index);
var level= Instantiate(levelPrefabList[index] ,generatorPoint.transform.position, Quaternion.identity);
level.transform.SetParent(LevelDevelopManager .Instance . levelFather.transform);
LevelNode levelNode = level.GetComponent<LevelNode>();
LevelDevelopManager.Instance.levelList.Add(levelNode);
levelNode.stepIndex = LevelDevelopManager.Instance.levelList.Count-1;
lineRenderer.SetPosition(i, level.transform.position);
}
generatorPoint.transform.position = new Vector3(0, generatorPoint.transform.position.y + 15, 80);
int indexBoss = Random.Range(0, BossLevelPrefabList.Count);
LevelDevelopManager.Instance.levelDevelopData.levelIndexList.Add(indexBoss);
var bossLevel = Instantiate(BossLevelPrefabList[indexBoss], generatorPoint.transform.position, Quaternion.identity);
bossLevel.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
LevelNode levelNodeBoss = bossLevel.GetComponent<LevelNode>();
LevelDevelopManager.Instance.levelList.Add(levelNodeBoss);
levelNodeBoss.stepIndex = LevelDevelopManager.Instance.levelList.Count-1;
lineRenderer.SetPosition(nodeCount, bossLevel.transform.position);
}
public void GeneratorLevelMapFormSave()
{
LevelDevelopManager.Instance.levelList.Clear();
generatorPoint.transform.position = new Vector3(0, -60, 80);
for (int i = 0; i < LevelDevelopManager.Instance.levelDevelopData.levelIndexList.Count; i++)
{
if(i== LevelDevelopManager.Instance.levelDevelopData.levelIndexList.Count-1)
{
generatorPoint.transform.position = new Vector3(0, generatorPoint.transform.position.y + 15, 80);
var levelBoss = Instantiate(BossLevelPrefabList[LevelDevelopManager.Instance.levelDevelopData.levelIndexList[i]], generatorPoint.transform.position, Quaternion.identity);
levelBoss.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
LevelNode levelNodeBoss = levelBoss.GetComponent<LevelNode>();
LevelDevelopManager.Instance.levelList.Add(levelNodeBoss);
levelNodeBoss.stepIndex = LevelDevelopManager.Instance.levelList.Count - 1;
lineRenderer.SetPosition(i, levelBoss.transform.position);
}
else
{
generatorPoint.transform.position = new Vector3(0, generatorPoint.transform.position.y + 15, 80);
var level = Instantiate(levelPrefabList[LevelDevelopManager.Instance.levelDevelopData.levelIndexList[i]], generatorPoint.transform.position, Quaternion.identity);
level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform);
LevelNode levelNode = level.GetComponent<LevelNode>();
LevelDevelopManager.Instance.levelList.Add(levelNode);
levelNode.stepIndex = LevelDevelopManager.Instance.levelList.Count - 1;
lineRenderer.SetPosition(i, level.transform.position);
}
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs.meta

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39
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LevelNode : MonoBehaviour
{
public bool canEnter;//标识关卡是否可用
public int stepIndex;//生成的关卡进度位置
private void Start()
{
JudgeCanEnter();
}
public void JudgeCanEnter()
{
if (LevelDevelopManager.Instance.levelDevelopData.levelStep != stepIndex)
{
canEnter = false;
}
else
{
canEnter = true;
}
}
public void ButtenLoadTo(int index)
{
if (canEnter)
{
ScenceLoadManager.Instance.LoadTargetLevel(index);
}
else
{
Debug.Log("该关卡目前不可进入");
}
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs.meta

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26
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs

@ -18,4 +18,30 @@ public class AbnormalCondition : Singleton<AbnormalCondition>
public const string bleed = "9";
//¾£¼¬
public const string thorn = "10";
//빈속鯤소렘
//큼삽瓊��벧-
public const string angerUpperDamage = "11";
//큼삽슉됴�벧-
public const string angerDownDamage = "12";
//솽미삿돤빱뜀藤樓-
public const string shieldUpperValue = "13";
//솽미맏슉됴빱뜀-
public const string shieldDownValue = "14";
//솽미(쀼북역迦꼇딜빱뜀)-
public const string firm = "15";
//속탬-
public const string addDrawCard = "16";
//숑탬-
public const string minusDrawCard = "17";
//쐐탬-
public const string banDrawCard = "18";
//弄�-
public const string vulnerable = "19";
//속醵-
public const string upperSpeed = "20";
//숑醵-
public const string downSpeed = "21";
//끌훈-
public const string BanStep = "22";
}

3
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs

@ -34,6 +34,5 @@ public class CardFunction
public const string dyeing = "14";
//造成场地差伤害
public const string nodeDiffDamage = "15";
}

0
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO.meta

0
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/CardData_SO.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/CardData_SO.cs

0
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/CardData_SO.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/CardData_SO.cs.meta

10
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/CardDeck_SO.cs

@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New State", menuName = "Card/CardDeck")]
public class CardDeck_SO : ScriptableObject
{
public List<int> cardDeckList = new List<int>();
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/CardDeck_SO.cs.meta

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0
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/EnemyState_SO.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/EnemyState_SO.cs

0
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/EnemyState_SO.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/EnemyState_SO.cs.meta

12
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs

@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New LevelState", menuName = "LevelState/LevelDevelopState")]
public class LevelDevelopData_SO : ScriptableObject
{
public int levelStep;//关卡前进步数
public List<int> levelIndexList = new List<int>();//关卡生成列表
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs.meta

@ -0,0 +1,11 @@
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0
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/PlayerState_SO.cs → ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/PlayerState_SO.cs

0
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardData_SO/PlayerState_SO.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/PlayerState_SO.cs.meta

3
ColorlessWorld-2024-4-2/Assets/Scripts/UI/EnemyAimLine.cs

@ -18,11 +18,12 @@ public class EnemyAimLine : MonoBehaviour
[Header("Ä¿±ê")]
public GameObject aimGamgObject;
private void Start()
private void OnEnable()
{
material = lineRenderer.material;
aimGamgObject = GameManager.Instance.player.gameObject;
}
void Update()
{
lineRenderer.SetPosition(0, this.transform.position);

73
ColorlessWorld-2024-4-2/Assets/Scripts/manager/RewardManager.cs

@ -0,0 +1,73 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RewardManager : Singleton<RewardManager>
{
public GameObject rewardPanle;
public GameObject chooseRewardPanle;
[Header("奖励条目表")]
// public List<GameObject> rewardsPrefabList = new List<GameObject>();//奖励预制体表
public List<GameObject> rewardsList = new List<GameObject>();//奖励生成后实体表
[Header("卡牌奖励表")]
public List<int> cardRewardList = new List<int>();
public int cardChooseIndex;//选中哪张牌
[Header("层数记录")]
public LevelDevelopData_SO levelDevelopData;
public void JudgeEnemyOver()//判断是否结束回合
{
if (EnemyManager.Instance.enemySpeedSortingList.Count <= 1)
{
GeneratorRewards();
rewardPanle.SetActive(true);
}
}
public void GeneratorRewards()//生成奖励
{
//todo:生成奖励条目,然后在生成条目数值
GeneratorRewardCard();//生成随机卡牌奖励(条目:卡牌奖励,条目数值生成)
}
public void DeleteRewardTip( GameObject gameObject)//删除已领取的奖励
{
for(int i=0;i<rewardsList .Count;i++)
{
if(rewardsList[i].GetHashCode()==gameObject.GetHashCode() )
{
Destroy(rewardsList[i]);
rewardsList.RemoveAt(i);
}
}
}
public void GeneratorRewardCard()
{
for (int i=0;i<3;i++)
{
cardRewardList[i] = 10000 + Random.Range(1, 16);
}
}
public void ChooseRewardCard( int index )
{
cardChooseIndex = index;
}
public void ChooseRewardCardSycnCardID(Text text)
{
text.text = cardRewardList[cardChooseIndex].ToString();
}
public void RewardCardToDeck()
{
TurnMaster.Instance.cardDeck.cardDeck.cardDeckList.Add(cardRewardList[cardChooseIndex]);
}
public void LevelStepAdd()
{
levelDevelopData.levelStep += 1;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/manager/RewardManager.cs.meta

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48
ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs

@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class ScenceLoadManager : Singleton <ScenceLoadManager>
{
public GameObject loadScreen;
public Slider slider;
public Text text;
public void LoadTargetLevel(int levelIndex )
{
StartCoroutine(LoadLevel(levelIndex));
}
IEnumerator LoadLevel(int levelIndex)
{
loadScreen.SetActive(true);
AsyncOperation operation = SceneManager.LoadSceneAsync(levelIndex);
operation.allowSceneActivation = false;
while (!operation .isDone )
{
slider.value = operation.progress;
text.text = operation.progress * 100 + "%";
if(operation .progress >=0.9f)
{
slider.value = 1;
text.text = "Press AnyKey to Continue";
if(Input .anyKeyDown )
{
operation.allowSceneActivation = true;
}
}
yield return null;
}
}
public void QuitGame()
{
Application.Quit();
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs.meta

@ -0,0 +1,11 @@
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277
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -1,6 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class Usermanager : Singleton<Usermanager>
{
@ -11,6 +13,26 @@ public class Usermanager : Singleton<Usermanager>
public int Health { get => health; set => health = value; }
public int Shield { get => shield; set => shield = value; }
[Header ("Buff状态")]
public static Dictionary<string, Buff > playerAbnormalCondition = new Dictionary<string, Buff >();//异常状态
[Header("Buff状态UI组件")]
public List<GameObject> buffIconList = new List<GameObject>();
public GameObject buffPanle;
public GameObject buffIcon;
[Header("Buff状增益参数")]
//伤害比率
public float damagemultiply =1;
//是否有强固
public bool firm;
//抽卡数量乘率
public float drawNubmerMultiply =1;
//受到伤害乘率
public float sufferDamageMultiply = 1;
//移动乘率
public float stepRangeMultiply = 1;
public Usermanager(int health)
{
Health = health;
@ -24,4 +46,259 @@ public class Usermanager : Singleton<Usermanager>
Shield = 0;
totalCost = 4;
}
#region Buff施加函数
public void AddPlayerAbnormalCondition_Posion(int value)
{
Buff buff = new Buff_Posion ();
SufferPlayerAbnormalCondition(AbnormalCondition.posion, value,buff);
RefreshEnemyBuffIcon();
}
public void AddPlayerAbnormalCondition_Weak(int value)
{
Buff buff = new Buff_Weak();
SufferPlayerAbnormalCondition(AbnormalCondition.weak, value, buff);
RefreshEnemyBuffIcon();
}
public void AddPlayerAbnormalCondition_angerUpperDamage(int value)
{
Buff buff = new Buff_UpperAnger();
SufferPlayerAbnormalCondition(AbnormalCondition.angerUpperDamage, value, buff);
RefreshEnemyBuffIcon();
}
public void AddPlayerAbnormalCondition_angerDownDamage(int value)
{
Buff buff = new Buff_DownAnger();
SufferPlayerAbnormalCondition(AbnormalCondition.angerDownDamage, value, buff);
RefreshEnemyBuffIcon();
}
public void AddPlayerAbnormalCondition_shieldUpperValue(int value)
{
Buff buff = new Buff_UpperShield();
SufferPlayerAbnormalCondition(AbnormalCondition.shieldUpperValue, value, buff);
RefreshEnemyBuffIcon();
}
public void AddPlayerAbnormalCondition_shieldDownValue(int value)
{
Buff buff = new Buff_DownShield();
SufferPlayerAbnormalCondition(AbnormalCondition.shieldDownValue, value, buff);
RefreshEnemyBuffIcon();
}
public void AddPlayerAbnormalCondition_firm(int value)
{
Buff buff = new Buff_Firm();
SufferPlayerAbnormalCondition(AbnormalCondition.firm, value, buff);
RefreshEnemyBuffIcon();
}
public void AddPlayerAbnormalCondition_addDrawCard(int value)
{
Buff buff = new Buff_DrawCardNumber();
SufferPlayerAbnormalCondition(AbnormalCondition.addDrawCard, value, buff);
RefreshEnemyBuffIcon();
}
public void AddPlayerAbnormalCondition_minusDrawCard(int value)
{
Buff buff = new Buff_MinusDrawCard();
SufferPlayerAbnormalCondition(AbnormalCondition.minusDrawCard , value, buff);
RefreshEnemyBuffIcon();
}
public void AddPlayerAbnormalCondition_banDrawCard(int value)
{
Buff buff = new Buff_BanDrawCard();
SufferPlayerAbnormalCondition(AbnormalCondition.banDrawCard, value, buff);
RefreshEnemyBuffIcon();
}
#endregion
//Buff施加
public void SufferPlayerAbnormalCondition(string condition, int value ,Buff buff)
{
if (playerAbnormalCondition.ContainsKey(condition))
{
int beforeval = playerAbnormalCondition[condition].value;
int afterval = beforeval + value;
playerAbnormalCondition[condition].value = afterval;
}
else
{
buff.value = value;
playerAbnormalCondition.Add(condition,buff);
}
}
//回合Buff结算
public void PlayerTurnSettle()
{
foreach (var key in playerAbnormalCondition.Keys.ToList())
{
playerAbnormalCondition[key].Settle();
AbnormalConditionEndCheck();
RefreshEnemyBuffIcon();
}
}
//检查移除已归零buff
public void AbnormalConditionEndCheck()
{
foreach (var key in playerAbnormalCondition.Keys.ToList())
{
if (playerAbnormalCondition[key].CheckValue() <= 0)
{
playerAbnormalCondition.Remove(key);
}
}
}
//异常Buff显示
public void RefreshEnemyBuffIcon()
{
//先清空
foreach (var icon in buffIconList)
{
Destroy(icon);
}
buffIconList.Clear();
//再刷新
foreach (var key in playerAbnormalCondition.Keys.ToList())
{
if (playerAbnormalCondition[key].value != 0)
{
var buff = Instantiate(buffIcon, buffPanle.transform);
playerAbnormalCondition[key].UIShow(buff, key);
buffIconList.Add(buff);
}
}
}
#region Buff结算函数
//计算函数
//伤害计算函数
public int DamageCalculation(int damage)
{
int angerUpperDamage=0, angerDownDamage=0;
if (playerAbnormalCondition .ContainsKey (AbnormalCondition .angerUpperDamage ))
{
angerUpperDamage = playerAbnormalCondition[AbnormalCondition.angerUpperDamage].value;
}
if(playerAbnormalCondition.ContainsKey(AbnormalCondition.angerDownDamage ))
{
angerDownDamage = playerAbnormalCondition[AbnormalCondition.angerDownDamage].value;
}
if(playerAbnormalCondition.ContainsKey(AbnormalCondition.weak))
{
damagemultiply = 0.75f;
}else
{
damagemultiply = 1f;
}
damage = (int)((damage + angerUpperDamage - angerDownDamage) * damagemultiply);
return damage;
}
//护盾计算函数
public int ShieldCalculation(int shield)
{
int shieldValue = 0;
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.shieldUpperValue))
{
shieldValue += playerAbnormalCondition[AbnormalCondition.shieldUpperValue].value;
}
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.shieldDownValue))
{
shieldValue -= playerAbnormalCondition[AbnormalCondition.shieldDownValue].value;
}
shield += shieldValue;
return shield;
}
//抽牌计算函数
public int DrawCardCalculation(int drawNumber)
{
int addDrawNumber = 0;
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.addDrawCard))
{
addDrawNumber += playerAbnormalCondition[AbnormalCondition.addDrawCard].value;
}
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.minusDrawCard))
{
addDrawNumber -= playerAbnormalCondition[AbnormalCondition.minusDrawCard].value;
}
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.banDrawCard))
{
drawNubmerMultiply =0;
}
else
{
drawNubmerMultiply = 1f;
}
drawNumber = (int)((drawNumber + addDrawNumber) * drawNubmerMultiply);
return drawNumber;
}
//移动力计算函数
public int StepRangeCalculation(int stepRange)
{
int addStepRange =0;
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.upperSpeed))
{
addStepRange += 1;
}
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.downSpeed))
{
addStepRange -= 1;
}
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.BanStep))
{
stepRangeMultiply = 0;
}
else
{
stepRangeMultiply = 1f;
}
stepRange = (int)((stepRange + addStepRange) *stepRangeMultiply);
return stepRange;
}
//判断函数
//易伤判断
public void SufferDamageJudge()
{
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.vulnerable))
{
sufferDamageMultiply = 1.5f;
}
else
{
sufferDamageMultiply = 1f;
}
}
//强固判断函数
public bool FirmJudge()
{
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.firm))
{
firm = true;
}
else
{
firm = false;
}
return firm;
}
#endregion
}

6
ColorlessWorld-2024-4-2/ProjectSettings/EditorBuildSettings.asset

@ -5,6 +5,12 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
- enabled: 1
path: Assets/Scenes/StartMainScence.unity
guid: ce85faae8daf943428771b28b09cd08e
- enabled: 1
path: Assets/Scenes/ChooseLevelScene_1.unity
guid: 14fb3be6215cc8741ab7e30767eaaca3
- enabled: 1
path: Assets/Scenes/SampleScene.unity
guid: 99c9720ab356a0642a771bea13969a05

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ColorlessWorld-2024-4-2/obj/Debug/DesignTimeResolveAssemblyReferencesInput.cache

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