dev-0818 #24

Merged
45 merged 4 commits from dev-0818 into dev-0524 2 years ago
  1. 8
      ColorlessWorld-2024-4-2/Assets/Image/EnemyImage.meta
  2. 8
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  40. 72
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  42. 45
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  43. 33
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  44. 169
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  45. 88
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  46. 88
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  47. 77
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  49. 89
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  50. 89
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  54. 77
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  63. 12
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  64. 122
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  65. 177
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  67. 19
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  68. 38
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  69. 10
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  70. 220
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  71. 9
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  72. 7
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  73. 11
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  74. 9
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  75. 10
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  76. 36
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  77. 11
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  78. 13
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  79. 27
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  80. 7
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  81. 9
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  82. 9
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  83. 177
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  84. 42
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  85. 8
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  86. 7
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  87. 6
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  88. 6
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  89. 6
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  90. 7
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  91. 7
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  92. 13
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  93. 13
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  94. 6
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  95. 13
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  96. 7
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  97. 7
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  98. 13
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  99. 7
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  100. 5
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//private Vector3 EndTransform;
[Header("拖拽参数")]
public bool follow;
public Transform originalParent;
public Vector3 originalpoint;
public EventSystem eventSystem;
bool canUse = true;//决定卡牌是否可以释放
bool choosed;//标识卡牌是否被选中
@ -36,8 +38,13 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
[Header("射线图层剔除")]
public LayerMask layerMask;
[Header("鼠标检测脚本")]
public CardOnMouseEnter cardOnMouseEnter;
void Start()
{
cardOnMouseEnter = GetComponent<CardOnMouseEnter>();
eventSystem = GameObject.FindObjectOfType<EventSystem>();
cardEntity = GetComponent<CardEntity>();
}
@ -105,7 +112,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
switch (kvp.Key)
{
case CardFunction.discard:
if (TurnMaster.Instance.handCard.getHandCardList().Count - int.Parse(kvp.Value) - 1 + drawCardNum < 0)
if (TurnMaster.Instance.handCard.cardEntityList.Count - int.Parse(kvp.Value) - 1 + drawCardNum < 0)
{
Debug.Log("没有足够的牌可以弃牌");
cardEntity.canUse = false;
@ -153,8 +160,10 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
//其他位置都归位
transform.SetParent(originalParent);
transform.localPosition = originalpoint;
GetComponent<CanvasGroup>().blocksRaycasts = true;
transform.localScale = new Vector3(1f, 1f, 1f);
// transform.position = originalpoint;
// CardActiveSort.Instance.ReflashCardPoint();
return;
}
@ -163,16 +172,15 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
if (choosed && Mouse.current.rightButton.wasPressedThisFrame)
{
{
GameManager.Instance.onDrag = false;
Debug.Log("取消释放");
canUse = false;//取消释放
ainPanle.SetActive(false);
resetComponentPosition();
}
}
public void OnBeginDrag(PointerEventData eventData)
{
// if (GameObject.Find("CardPanel") != null)
@ -195,6 +203,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
transform.SetParent(transform.parent.parent);
transform.position = eventData.position;
GetComponent<RectTransform>().localScale = cardOnMouseEnter.targetScale;
//根据卡牌数据决定是否调用曲线
if (cardEntity.cardOriginalData.CastingRange != 0)
@ -207,7 +216,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
ainPanle.SetActive(false);
}
}
private void ainPanleWork(PointerEventData eventData)
{
//射线检测瞄准的地图节点,判断是否可放置和改变放置影响区
@ -364,6 +373,23 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
dyeing();
Debug.Log(eventData.pointerCurrentRaycast.gameObject.name);
if (eventData.pointerCurrentRaycast.gameObject.name == "TotalPanel")
{
follow = false;
}
else
{
follow = true;
}
if (follow == true )
{
transform.position = eventData.position;
}
else
{
transform.position = CardActiveSort .Instance .preparePoint .transform .position ;
}
}
private void dyeing()
@ -380,7 +406,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
public void OnEndDrag(PointerEventData eventData)
{
GameManager.Instance.onDrag = false;
StartCoroutine(OnDragIEnumerator(eventData));
}
@ -395,47 +421,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
if (eventData.pointerCurrentRaycast.gameObject != null)
{
if (eventData.pointerCurrentRaycast.gameObject.name == "Card")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform.parent);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
eventData.pointerCurrentRaycast.gameObject.transform.position = originalParent.position;
eventData.pointerCurrentRaycast.gameObject.transform.SetParent(originalParent);
GetComponent<CanvasGroup>().blocksRaycasts = true;
//关闭贝塞尔曲线
ainPanle.SetActive(false);
//遍历范围预览池消除影响色
foreach (MapUnity mapUnity in GameManager.Instance.player.influencePreviewPool)
{
mapUnity.influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
yield break;
}
else if (eventData.pointerCurrentRaycast.gameObject.name == "cardSlot")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
GetComponent<CanvasGroup>().blocksRaycasts = true;
//关闭贝塞尔曲线
ainPanle.SetActive(false);
//遍历范围预览池消除影响色
foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool)
{
mapUnity.influenced = false;
}
MapUnityManager.Instance.castPool.Clear();
foreach (MapUnity mapUnity in cardEntity.influencePreviewPool)
{
mapUnity.influenced = false;
}
cardEntity.influencePreviewPool.Clear();
//GameManager.Instance.player.influencePreviewPool.Clear();
yield break;
}
resetComponentPosition();
}
if (ainPanle.activeSelf)
{
@ -492,7 +478,47 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
/* if (eventData.pointerCurrentRaycast.gameObject.name == "Card")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform.parent);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
eventData.pointerCurrentRaycast.gameObject.transform.position = originalParent.position;
eventData.pointerCurrentRaycast.gameObject.transform.SetParent(originalParent);
GetComponent<CanvasGroup>().blocksRaycasts = true;
//关闭贝塞尔曲线
ainPanle.SetActive(false);
//遍历范围预览池消除影响色
foreach (MapUnity mapUnity in GameManager.Instance.player.influencePreviewPool)
{
mapUnity.influenced = false;
}
//GameManager.Instance.player.influencePreviewPool.Clear();
yield break;
}
else if (eventData.pointerCurrentRaycast.gameObject.name == "cardSlot")
{
transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform);
transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;
GetComponent<CanvasGroup>().blocksRaycasts = true;
//关闭贝塞尔曲线
ainPanle.SetActive(false);
//遍历范围预览池消除影响色
foreach (MapUnity mapUnity in MapUnityManager.Instance.castPool)
{
mapUnity.influenced = false;
}
MapUnityManager.Instance.castPool.Clear();
foreach (MapUnity mapUnity in cardEntity.influencePreviewPool)
{
mapUnity.influenced = false;
}
cardEntity.influencePreviewPool.Clear();
//GameManager.Instance.player.influencePreviewPool.Clear();
yield break;
}*/

177
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOnMouseEnter.cs

@ -0,0 +1,177 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class CardOnMouseEnter : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
[Header("鼠标事件控制")]
public CardDrag cardDrag;
public Vector3 targetScale;
public Vector3 originScale;
public float speed =2;
private Coroutine coroutineBig;
private Coroutine coroutineSmall;
private Coroutine coroutineMoveSideway;
private Coroutine coroutineMoveComeback;
public float moveOffset =100;
// private Transform originParent;
public int thisIndexInIndex;
public Vector3 originPoint;
public Vector3 UpperOffset;
public Vector3 originRotation;
RectTransform rectTransform;
private void Start()
{
cardDrag = GetComponent<CardDrag>();
rectTransform = GetComponent<RectTransform>();
targetScale = new Vector3(1.3f, 1.3f, 1.3F);
originScale = transform.localScale;
// childIndex = transform.GetSiblingIndex();
}
public void OnPointerEnter(PointerEventData eventData)
{
// if(coroutineSmall !=null )
// StopCoroutine(coroutineSmall);
if (GameManager.Instance.onDrag == false)
{
StopAllCoroutines();
transform.position = originPoint;
rectTransform.eulerAngles = new Vector3(0f, 0f, 0f);
coroutineBig = StartCoroutine(ZoomBig());
}
}
public void OnPointerExit(PointerEventData eventData)
{
// if(coroutineBig != null )
// StopCoroutine(coroutineBig);
if(GameManager .Instance . onDrag ==false )
{
StopAllCoroutines();
rectTransform.eulerAngles = originRotation;
coroutineSmall = StartCoroutine(ZoomSmall());
}
}
IEnumerator ZoomBig()
{
thisIndexInIndex = transform.GetSiblingIndex();
transform.position += UpperOffset;
OffsetOtherCard(thisIndexInIndex);
transform.SetAsLastSibling();
while (Vector3.Distance(transform.localScale, targetScale) > 0.1)
{
transform.transform.localScale = Vector3.Lerp(this.transform.localScale, targetScale, Time.deltaTime * speed);
yield return null;
}
}
IEnumerator ZoomSmall()
{
transform.SetSiblingIndex(thisIndexInIndex);
transform.position = originPoint ;
ComebackOtherCard(thisIndexInIndex);
while (Vector3.Distance(transform.localScale, originScale) > 0.1)
{
transform.transform.localScale = Vector3.Lerp(this.transform.localScale, originScale, Time.deltaTime * speed);
yield return null;
}
yield return 0;
}
public void OffsetOtherCard(int thisIndex)
{
List <CardEntity > cardEntities = TurnMaster.Instance.handCard.cardEntityList;
for(int i = 0;i<cardEntities .Count; i++)
{
int index = cardEntities[i].transform.GetSiblingIndex();
if(index != thisIndex )
{
cardEntities[i].GetComponent<CardOnMouseEnter>().StartMoveSideway(thisIndex);
}
}
}
public void ComebackOtherCard(int thisIndex)
{
List<CardEntity> cardEntities = TurnMaster.Instance.handCard.cardEntityList;
for (int i = 0; i < cardEntities.Count; i++)
{
int index = cardEntities[i].transform.GetSiblingIndex();
if (index != thisIndex)
{
cardEntities[i].GetComponent<CardOnMouseEnter>().StartComeBack();
}
}
}
public void StartMoveSideway(int chlidIndex)
{
if(originPoint.x != 0 )
{
//先归位
transform.position = originPoint;
}
//向侧面移动排开
int thisIndex = transform.GetSiblingIndex();
float thisOffset = moveOffset;
thisOffset = moveOffset / (thisIndex- chlidIndex );
Vector3 targetPos = originPoint + new Vector3(thisOffset, 0, 0);
if (coroutineMoveComeback != null)
{
StopCoroutine(coroutineMoveComeback);
}
coroutineMoveSideway = StartCoroutine(MoveSideway(targetPos));
}
public void StartComeBack()
{
if (coroutineMoveSideway != null)
StopCoroutine(coroutineMoveSideway);
coroutineMoveComeback= StartCoroutine(MoveComeBack());
}
IEnumerator MoveSideway(Vector3 targetPos)
{
while (Vector3.Distance(transform.position, targetPos) > 0.1)
{
transform.position = Vector3.Lerp(transform.position, targetPos, Time.deltaTime * speed);
yield return null;
}
}
IEnumerator MoveComeBack()
{
while (Vector3.Distance(transform.position, originPoint) > 0.1)
{
transform.position = Vector3.Lerp(transform.position, originPoint, Time.deltaTime * speed);
yield return null;
}
}
}

2
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Bird.cs.meta → ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOnMouseEnter.cs.meta

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: edb1f1a0dd13533499e61adda4f560d7
guid: 523596fd7703bbe44a0c37d83fd5c880
MonoImporter:
externalObjects: {}
serializedVersion: 2

19
ColorlessWorld-2024-4-2/Assets/Scripts/Card/HandCard.cs

@ -5,7 +5,10 @@ using UnityEngine;
public class HandCard : MonoBehaviour
{
public List<GameObject> cardSlotList;
//public List<GameObject> cardSlotList;
public List<CardEntity> cardEntityList = new List<CardEntity>();
public GameObject cardPanle;
public int maxHandCard;
@ -14,17 +17,5 @@ public class HandCard : MonoBehaviour
maxHandCard = 9;
}
public List<int> getHandCardList()
{
List<int> list = new List<int>();
//Debug.Log("现在拥有卡槽数量:"+ cardSlotList.Count);
for (int i = 0; i < cardSlotList.Count; i++)
{
if (cardSlotList[i].transform.childCount != 0)
{
list.Add(i);
}
}
return list;
}
}

38
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -164,7 +164,7 @@ public class TurnMaster : Singleton<TurnMaster>
}
IEnumerator ShuffleWithLosingCards()
{
for (int j = 0; j < handCard.cardSlotList.Count; j++)
for (int j = 0; j < handCard.cardEntityList.Count; j++)
{
disCard(j);
}
@ -185,6 +185,7 @@ public class TurnMaster : Singleton<TurnMaster>
public IEnumerator MoveCards()
{
/*
//Debug.Log("½øÈëmoveCards");
List<int> cardList = new();
for (int j = 0; j < handCard.cardSlotList.Count; j++)
@ -205,12 +206,13 @@ public class TurnMaster : Singleton<TurnMaster>
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardList[i], i);
}
}*/
yield return new WaitForEndOfFrame();
}
public IEnumerator randomDiscard(int count)
{
List<int> disCardList = MathTool.GetRandomNumbers(handCard.getHandCardList().Count, count);
List<int> disCardList = MathTool.GetRandomNumbers(handCard.cardEntityList.Count, count);
if (disCardList != null)
{
foreach (int number in disCardList)
@ -224,19 +226,16 @@ public class TurnMaster : Singleton<TurnMaster>
public void disCard(int cardIndex)
{
if (handCard.cardSlotList[cardIndex].transform.childCount > 0)
{
//临时效果--将其加入墓地并销毁实体
var card = handCard.cardSlotList[cardIndex].transform.GetChild(0).gameObject;
TurnMaster.Instance.usedCard.usedCardList.Add(card.GetComponent<CardEntity>().CardId);
bool a = card == null;
Destroy(card);
}
//将其加入墓地并销毁实体
CardEntity cardEntity = handCard.cardEntityList[cardIndex];
usedCard.usedCardList.Add(cardEntity.CardId);
Destroy(cardEntity .gameObject);
handCard.cardEntityList.RemoveAt(cardIndex);
}
public void drawCards(int drawNum)
{
int handCardCount = handCard.getHandCardList().Count;
int handCardCount = handCard.cardEntityList.Count;
int actualCardsToDraw = Mathf.Min(handCard.maxHandCard - handCardCount, drawNum);
for (int i = handCardCount; i < handCardCount + actualCardsToDraw; i++)
@ -244,11 +243,11 @@ public class TurnMaster : Singleton<TurnMaster>
if (cardDeck.cardList.Count > 0)
{
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i);
var a = Instantiate(cardDeck.cardPrefab,handCard .cardPanle .transform );
CardEntity cardEntity = a.GetComponent<CardEntity>();
cardEntity .createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
handCard.cardEntityList.Add(cardEntity);
}
else if (usedCard.usedCardList.Count > 0)
{
@ -260,11 +259,12 @@ public class TurnMaster : Singleton<TurnMaster>
}
usedCard.usedCardList.Clear();
var a = Instantiate(cardDeck.cardPrefab, handCard.cardSlotList[i].transform.position, Quaternion.identity);
a.transform.SetParent(handCard.cardSlotList[i].transform);
a.GetComponent<CardEntity>().createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i);
var a = Instantiate(cardDeck.cardPrefab, handCard.cardPanle.transform);
CardEntity cardEntity = a.GetComponent<CardEntity>();
cardEntity.createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i);
cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1);
handCard.cardEntityList.Add(cardEntity);
}
}
}

10
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/AshBeetle.cs

@ -15,15 +15,15 @@ public class AshBeetle : MonoBehaviour
//怪物行动
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyActionAction_Attack(), 0.7f },
{ new EnemyAction_Weak(), 0.3f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.7f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.weak), 0.3f);
}
private void Update()

220
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Bird.cs

@ -1,220 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bird : MonoBehaviour
{
EnemyNode enemyNode;
public int stayRange =7;//保持一定距离的范围
public List <int> oldTurnSkill =new List<int> ();//上回合使用的技能
public int nextTurnSkill;//下回合使用什么技能,1为啸叫,2为针刺
public List<int > skillWight = new List<int>();//技能权重表
[Header("瞄准射线图层剔除")]
public LayerMask layerMask;
[Header("计数标量")]
public float time;
float lastTime = 0;
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
}
private void Update()
{
//时时寻路
if(GameManager .Instance .complete ==true && TurnMaster .Instance .turn == TurnMaster.Turn.playerTurn )
{
if (lastTime > 0)
{
lastTime -= Time.deltaTime;
}
else
{
enemyNode.FindPath();
if (enemyNode.pasth.Count > stayRange)
{
enemyNode.moveType = EnemyNode.MoveType.front;
}
else if (enemyNode.pasth.Count == stayRange)
{
enemyNode.moveType = EnemyNode.MoveType.stay;
}
else
{
//反向寻路
MapUnity currentNode = enemyNode.pasth[0];
enemyNode.oppositePasth.Clear();
enemyNode.oppositePasth = AStarManager.Instance.FindOppositePath(currentNode, GameManager.Instance.playerOn, enemyNode.EnemyState.stepRange);
enemyNode.moveType = EnemyNode.MoveType.back;
}
if (enemyNode.moveType == EnemyNode.MoveType.stay)
{
enemyNode.canMove = false;
}
else
{
enemyNode.canMove = true;
}
//瞄准
switch (enemyNode.planAction)
{
case EnemyNode.PlanAction.shoot:
Vector3 dir = GameManager.Instance.player.transform.position - this.transform.position;
Ray ray = new Ray(this.transform.position, dir);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value))
{
enemyNode.lineAim.GetComponent<EnemyAimLine>().aimGamgObject = raycastHit.collider.gameObject;
}
break;
case EnemyNode.PlanAction.sheield:
break;
}
//重置时间标量
lastTime = time;
}
}
}
public void BirdTurn()
{
enemyNode.FindPath();
//放技能
if(nextTurnSkill ==1)
{
enemyNode.EnemyState.shieldValue += enemyNode.EnemyState.upShieldValue;
Debug.Log("啸叫");
BirdColour();
oldTurnSkill.Add(1);
}
else
{
Vector3 dir = GameManager.Instance.player.transform.position - this.transform.position;
Ray ray = new Ray(this.transform.position, dir);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value))
{
if(raycastHit .collider .tag == "Player"&&enemyNode .pasth .Count <=enemyNode .EnemyState .attackRange )
{
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier);
}
}
Debug.Log("针刺");
oldTurnSkill.Add(2);
}
//移动
BirdMove();
//下回合意图,先判断行走
enemyNode.FindPath();//因为移动过了所以先重新寻路一下
enemyNode.SettlementSkill();
if(enemyNode .EnemyState .currentMoveCoolDown >0)
{
enemyNode.canMove = false;
}
else
{
if (enemyNode.pasth.Count == stayRange)
{
enemyNode.canMove = false;
}
else
{
enemyNode.canMove = true;
}
}
//判断下回合放啥技能
if (oldTurnSkill .Count >0)
{
if(oldTurnSkill[oldTurnSkill.Count - 1] ==1)
{
nextTurnSkill = 2;
}
else if(oldTurnSkill[oldTurnSkill.Count - 1] == 2)
{
if(oldTurnSkill[oldTurnSkill.Count - 2] ==2)
{
nextTurnSkill = 1;
}
else
{
int skill = Random.Range(0, 10);
nextTurnSkill = skillWight[skill];
}
}
}
if (nextTurnSkill == 1)
{
enemyNode.planAction = EnemyNode.PlanAction.sheield;
}
else
{
enemyNode.planAction = EnemyNode.PlanAction.shoot;
enemyNode.canLineAppre = true;
}
}
public void BirdMove()
{
if (enemyNode.pasth.Count > 2)
{
if (enemyNode.canMove )
{
if(enemyNode.moveType == EnemyNode.MoveType.front)
{
enemyNode.Move(enemyNode.pasth[0], enemyNode.EnemyState.stepRange);
}
else if(enemyNode.moveType == EnemyNode.MoveType.stay)
{
//不动
}
else
{
enemyNode.MoveOpposite(enemyNode.oppositePasth [0], enemyNode.EnemyState.stepRange);
}
}
}
}
public void BirdColour()
{
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
List<MapUnity> toColourPool = new List<MapUnity>();
for (int i = 0; i < currentNode.unitPool.Count; i++)
{
if (currentNode.unitPool[i] != null && currentNode.unitPool[i].blocked == false)
{
toColourPool.Add(currentNode.unitPool[i]);
}
}
for (int c = 0; c < 2; c++)
{
if (toColourPool.Count > 0)
{
int r = Random.Range(0, toColourPool.Count);
toColourPool[r].whoColour = MapUnity.WhoColour.enemyColour;
toColourPool.RemoveAt(r);
}
}
}
}

9
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlastFistMushroom.cs

@ -18,15 +18,14 @@ public class BlastFistMushroom : MonoBehaviour
//怪物行动
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyAction_Nothing(), 0.5f },
{ new EnemyActionAction_Attack(), 0.5f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.nothing), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.5f);
}
private void Update()

7
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Bone.cs

@ -17,14 +17,13 @@ public class Bone : MonoBehaviour
public int reTurn = 0;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyAction_Nothing(), 1.0f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.nothing), 1.0f);
}
private void Update()

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

@ -18,15 +18,14 @@ public class CorrosiveSludge : MonoBehaviour
//怪物行动
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyActionAction_Aoe(), 0.6f },
{ new EnemyActionAction_Attack(), 0.4f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.aoe), 0.6f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.4f);
}
private void Update()
@ -170,6 +169,8 @@ public class CorrosiveSludge : MonoBehaviour
Usermanager.Instance.SufferDamage(enemyNode.DamageCalculation(8), enemyNode);
}
}
enemyNode.currentActionScript.FadeAttackRange(enemyNode);
yield break;
}

9
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DrowsyShroom.cs

@ -18,15 +18,14 @@ public class DrowsyShroom : MonoBehaviour
//怪物行动
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyAction_Sleep(), 0.5f },
{ new EnemyActionAction_Attack(), 0.5f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.sleep), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.5f);
}
private void Update()

10
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EmberWraith.cs

@ -18,23 +18,20 @@ public class EmberWraith : MonoBehaviour
//¹ÖÎïÐж¯
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyActionAction_Attack(), 0.5f },
{ new EnemyActionAction_Shield(), 0.5f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
enemyNode.sufferAbnormalCondition(AbnormalCondition.flashPoint, 1);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.5f);
}
private void Update()
{
}
private void OnEnable()
@ -44,6 +41,7 @@ public class EmberWraith : MonoBehaviour
}
public void enemyTurn()
{
StartCoroutine(JudgNextActionCoroutine());
}

36
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -34,6 +34,8 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public GameObject lineAim;
public bool canLineAppre;
public GameObject disableAttack;//不能攻击图标
[Header("µÐÈËUI¿ØÖÆÆ÷")]
public EnemyUIBar enemyUIBar;
@ -107,15 +109,23 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
EnemyManager.Instance.enemySpeedSortingList.Remove(this);
}
}
public void Start()
private void Update()
{
//Éú³É½ÇÉ«Êý¾Ý
if (templateEnemyState != null)
EnemyState = Instantiate(templateEnemyState);
if(disableAttack != null)
{
if (rangePool.Contains(GameManager.Instance.playerOn))
{
disableAttack.SetActive(false);
if(enemyType ==EnemyType.enemy )
enemyUIBar = GetComponent<EnemyUIBar>();
}
else
{
disableAttack.SetActive(true);
}
}
}
public void StartPosition()
@ -233,14 +243,6 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
case EnemyScript.none:
break;
case EnemyScript.wolf:
Wolf wolf = GetComponent<Wolf>();
wolf.WolfTurn();
break;
case EnemyScript.bird:
Bird bird = GetComponent<Bird>();
bird.BirdTurn();
break;
case EnemyScript.ashBeetle:
AshBeetle ashBeetle = GetComponent<AshBeetle>();
ashBeetle.enemyTurn();
@ -695,7 +697,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
EnemyState.damageMultiplier = 0;
EnemyState.stepRangeMultiplier = 0;
}
enemyUIBar.RefreshEnemyBuffIcon();
}
@ -910,7 +912,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
Debug.Log(Buff.Key + "²ãÊý:" + Buff.Value.value);
}
if(EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.flashPoint))
{
FlashPointRealize();

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

@ -18,16 +18,15 @@ public class HoodWanderer : MonoBehaviour
//怪物行动
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyActionAction_Shoot(), 0.3f },
{ new EnemyAction_ShootAndPollute(), 0.4f },
{ new EnemyActionAction_Shield(), 0.3f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shoot), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.4f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.3f);
}
private void Update()

13
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ParasiticMushroom.cs

@ -18,16 +18,15 @@ public class ParasiticMushroom : MonoBehaviour
//¹ÖÎïÐж¯
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyActionAction_Attack(), 0.4f },
{ new EnemyAction_Parasitism(), 0.4f },
{ new EnemyAction_AttackAndShield(), 0.2f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.4f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.deBuff), 0.4f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attackAndShield), 0.2f);
}
private void Update()
@ -61,7 +60,7 @@ public class ParasiticMushroom : MonoBehaviour
case EnemyActionAction_Attack:
yield return StartCoroutine(MeleeAttackAction());
break;
case EnemyAction_Parasitism:
case EnemyActionAction_DeBuff:
yield return StartCoroutine(MeleeAttackAndParasitism());
break;
case EnemyAction_AttackAndShield:

27
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/ShatteringFistMushroom.cs

@ -18,16 +18,15 @@ public class ShatteringFistMushroom : MonoBehaviour
//怪物行动
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyActionAction_Attack(), 0.5f },
{ new EnemyAction_BanStep(), 0.25f },
{ new EnemyAction_Vulnerable(), 0.25f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.deBuff), 0.25f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.deBuff), 0.25f);
}
private void Update()
@ -61,12 +60,16 @@ public class ShatteringFistMushroom : MonoBehaviour
case EnemyActionAction_Attack:
yield return StartCoroutine(MeleeAttackAction());
break;
case EnemyAction_BanStep:
yield return StartCoroutine(MeleeAttackAndBanStepAction());
break;
case EnemyAction_Vulnerable:
yield return StartCoroutine(MeleeAttackAndVulnerableAction());
break;
case EnemyActionAction_DeBuff:
if(Random.Range(0, 2)>0)
{
yield return StartCoroutine(MeleeAttackAndBanStepAction());
}
else
{
yield return StartCoroutine(MeleeAttackAndVulnerableAction());
}
break;
}

7
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SkullGuardian.cs

@ -18,14 +18,13 @@ public class SkullGuardian : MonoBehaviour
//怪物行动
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyActionAction_Attack(), 1.0f }
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.attack), 1.0f);
}
private void Update()

9
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SkullMage.cs

@ -18,15 +18,14 @@ public class SkullMage : MonoBehaviour
//怪物行动
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyActionAction_Shoot(), 0.2f },
{ new EnemyAction_ShootAndPollute(), 0.8f },
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shoot), 0.2f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.8f);
}
private void Update()

9
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/SkullWarlock.cs

@ -18,15 +18,14 @@ public class SkullWarlock : MonoBehaviour
//怪物行动
public EnemyAction enemyAction;
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>()
{
{ new EnemyActionAction_Shoot(), 0.5f },
{ new EnemyActionAction_Shield(), 0.5f },
};
public Dictionary<EnemyAction, float> actionPool = new Dictionary<EnemyAction, float>();
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shoot), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.5f);
}
private void Update()

177
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Wolf.cs

@ -1,177 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Wolf : MonoBehaviour
{
EnemyNode enemyNode;
[Header("普通攻击范围")]
public int attackRange;
[Header("冲刺攻击范围")]
public int dashRange;
[Header("计数标量")]
public float time;
float lastTime = 0;
private void Start()
{
enemyNode = GetComponent<EnemyNode>();
}
private void Update()
{
//时时寻路
if (GameManager.Instance.complete == true && TurnMaster.Instance.turn == TurnMaster.Turn.playerTurn)
{
if (lastTime > 0)
{
lastTime -= Time.deltaTime;
}
else
{
enemyNode.FindPath();
//重置时间标量
lastTime = time;
}
}
}
public void WolfTurn()
{
enemyNode.FindPath();
//回合动作
switch (enemyNode.planAction)
{
case EnemyNode.PlanAction.attack:
//攻击
MapUnity currentMapUnity = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
if(enemyNode .canMove )
{
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange + enemyNode.EnemyState.stepRange, enemyNode.rangePool);
}
else
{
EnemyManager.Instance.AttackRangePreviewInfluencedNode(currentMapUnity, enemyNode.EnemyState.attackRange , enemyNode.rangePool);
}
if (enemyNode.rangePool.Contains(GameManager.Instance.playerOn))
{
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier);
}
Debug.Log("攻击");
break;
case EnemyNode.PlanAction.dashAttack:
//冲锋
MapUnity current = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
EnemyManager.Instance.AttackRangePreviewInfluencedNode(current, enemyNode.EnemyState.attackRange + dashRange, enemyNode.rangePool);
if (enemyNode.rangePool.Contains(GameManager.Instance.playerOn))
{
GameManager.Instance.playerState.currentHP -= (float)(enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier*2);
}
enemyNode.EnemyState.currentSkillCoolDown = enemyNode.EnemyState.maxSkillCoolDown;
Debug.Log("冲锋");
break;
case EnemyNode.PlanAction.random:
Debug.Log("无所事事");
break;
}
WolfMove();
//下回合意图
enemyNode.SettlementSkill();
NextTurnIntention();
}
public void WolfMove()
{
if(enemyNode.pasth.Count>2)
{
if (enemyNode.canMove && enemyNode.EnemyState.currentSkillCoolDown > 0)
{
enemyNode.Move(enemyNode.pasth[0], enemyNode.EnemyState.stepRange);
}
else if (enemyNode.canMove)
{
enemyNode.Move(enemyNode.pasth[0], dashRange);
}
}
}
public void NextTurnIntention()
{
enemyNode.FindPath();
if (enemyNode .pasth.Count <=2)
{
enemyNode.canMove = false;
}
else if(enemyNode.EnemyState.currentMoveCoolDown > 0)
{
enemyNode.canMove = false;
}
else
{
enemyNode.canMove = true;
}
if(enemyNode .pasth .Count <=dashRange +2)
{
if(enemyNode .EnemyState .currentSkillCoolDown <=0)
{
//下回合意图为冲锋
enemyNode.planAction = EnemyNode.PlanAction.dashAttack;
enemyNode.canMove = true;
enemyNode.canLineAppre = true;
}
else if(enemyNode .canMove ==true &&enemyNode .pasth .Count <=attackRange +enemyNode .EnemyState .stepRange +2)
{
//下回合意图为移动和攻击
enemyNode.planAction = EnemyNode.PlanAction.attack;
enemyNode.canLineAppre = true;
}
else if(enemyNode.canMove == false && enemyNode.pasth.Count <= attackRange + 2)
{
//下回合意图为攻击
enemyNode.planAction = EnemyNode.PlanAction.attack;
enemyNode.canLineAppre = true;
}
else
{
//下回合意图为无所事事
enemyNode.planAction = EnemyNode.PlanAction.random;
}
}
else
{
enemyNode.planAction = EnemyNode.PlanAction.random;
}
}
public void WolfColour()
{
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
List<MapUnity> toColourPool = new List<MapUnity>();
for (int i=0;i<currentNode .unitPool .Count;i++)
{
if(currentNode .unitPool [i]!=null && currentNode .unitPool [i].blocked ==false )
{
toColourPool.Add(currentNode.unitPool[i]);
}
}
for(int c =0;c<3;c++)
{
if(toColourPool .Count >0)
{
int r = Random.Range(0, toColourPool.Count);
toColourPool[r].whoColour = MapUnity.WhoColour.enemyColour;
toColourPool.RemoveAt(r);
}
}
}
}

42
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction.cs

@ -6,14 +6,18 @@ using UnityEngine.UI;
public class EnemyAction
{
public Sprite sprite;
bool isAoe;
public bool isAoe = false;
public virtual void SettleText( EnemyNode enemyNode ,Text attackDamageText,Text stateText)
{
attackDamageText.text = (enemyNode.EnemyState.damage * enemyNode.EnemyState.damageMultiplier).ToString();
stateText.text = "这个敌人将会造成" + attackDamageText.text + "点伤害。" + "这个敌人将会移动" + (enemyNode.getStepRange()).ToString() + "个格子。";
}
public virtual EnemyAction NewAction()
{
return null ;
}
//用继承在子脚本中调用不同的遍历方法
public virtual void AttackRange(EnemyNode enemyNode)
{
@ -22,36 +26,53 @@ public class EnemyAction
public virtual void ShowAttackRange(EnemyNode enemyNode)
{
//遍历影响池变色
foreach (var mapNode in enemyNode.rangePool)
if(isAoe ==false )
{
mapNode.markInfluenced = true;
mapNode.hightLigtMark.GetComponent<Renderer>().material = mapNode.enemyMark;
foreach (var mapNode in enemyNode.rangePool)
{
mapNode.markInfluenced = true;
mapNode.hightLigtMark.GetComponent<Renderer>().material = mapNode.enemyMark;
}
}
else
{
foreach (var mapNode in enemyNode.rangePool)
{
mapNode.aoeInfluenced = true;
}
}
}
public virtual void FadeAttackRange(EnemyNode enemyNode)
{
//遍历影响池变色
if(isAoe ==false )
if(isAoe ==false )
{
for (int i = 0; i < enemyNode.rangePool.Count; i++)
{
enemyNode.rangePool[i].markInfluenced = false;
}
}
else
{
foreach (var mapNode in enemyNode.rangePool)
{
mapNode.aoeInfluenced = false;
}
}
}
//范围遍历方法
//近战
public virtual void MeleeAttackRange(EnemyNode enemyNode)
{
isAoe = false;
EnemyManager.Instance.AttackRangeInfluencedNode(GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY], enemyNode.getStepRange()+1, enemyNode.rangePool);
}
//远程-攻击范围
public virtual void ShootAttackRange(EnemyNode enemyNode)
{
Debug.Log("shoot");
isAoe = false;
EnemyManager.Instance.AttackRangeInfluencedNode(GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY], enemyNode.EnemyState.attackRange, enemyNode.rangePool);
}
//范围-作用范围
@ -60,7 +81,8 @@ public class EnemyAction
Debug.Log("aoe");
//几-几
isAoe = true;
EnemyManager.Instance.AttackRangePreviewInfluencedNode(GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY],3, enemyNode.rangePool);
EnemyManager.Instance.AttackRangeInfluencedNode(GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY],3, enemyNode.rangePool);
ShowAttackRange(enemyNode);
}
//魔法
public virtual void MagicAttackRange(EnemyNode enemyNode)

8
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Aoe.cs

@ -4,8 +4,16 @@ using UnityEngine;
using UnityEngine.UI;
public class EnemyActionAction_Aoe : EnemyAction
{
public override void AttackRange(EnemyNode enemyNode)
{
AoeAttackRange(enemyNode);
}
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_Aoe();
action.sprite = this.sprite;
return action;
}
}

7
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Attack.cs

@ -8,4 +8,11 @@ public class EnemyActionAction_Attack : EnemyAction
{
MeleeAttackRange(enemyNode);
}
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_Attack();
action.sprite = this.sprite;
return action;
}
}

6
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_DeBuff.cs

@ -10,4 +10,10 @@ public class EnemyActionAction_DeBuff : EnemyAction
attackDamageText.text = "?";
stateText.text = "这个敌人将施加负面效果";
}
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_DeBuff();
action.sprite = this.sprite;
return action;
}
}

6
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Random.cs

@ -11,4 +11,10 @@ public class EnemyActionAction_Random : EnemyAction
attackDamageText.text = "?";
stateText.text = "这个敌人的行动无法预测";
}
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_Random();
action.sprite = this.sprite;
return action;
}
}

6
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Shield.cs

@ -11,4 +11,10 @@ public class EnemyActionAction_Shield : EnemyAction
attackDamageText.text = (enemyNode.EnemyState.upShieldValue).ToString();
stateText.text = "这个敌人将增加" + attackDamageText.text + "点护盾";
}
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_Shield();
action.sprite = this.sprite;
return action;
}
}

7
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_Shoot.cs

@ -9,4 +9,11 @@ public class EnemyActionAction_Shoot : EnemyAction
{
ShootAttackRange(enemyNode);
}
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_Shoot();
action.sprite = this.sprite;
return action;
}
}

7
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyActionAction_UpBuff.cs

@ -10,4 +10,11 @@ public class EnemyActionAction_UpBuff :EnemyAction
attackDamageText.text = "?";
stateText.text = "这个敌人将施加强化效果";
}
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyActionAction_UpBuff();
action.sprite = this.sprite;
return action;
}
}

13
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_AttackAndShield.cs

@ -4,15 +4,10 @@ using UnityEngine;
public class EnemyAction_AttackAndShield : EnemyAction
{
// Start is called before the first frame update
void Start()
public override EnemyAction NewAction()
{
}
// Update is called once per frame
void Update()
{
EnemyAction action = new EnemyActionAction_Shield();
action.sprite = this.sprite;
return action;
}
}

13
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_BanStep.cs

@ -4,15 +4,10 @@ using UnityEngine;
public class EnemyAction_BanStep : EnemyAction
{
// Start is called before the first frame update
void Start()
public override EnemyAction NewAction()
{
}
// Update is called once per frame
void Update()
{
EnemyAction action = new EnemyAction_BanStep();
action.sprite = this.sprite;
return action;
}
}

6
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Nothing.cs

@ -4,4 +4,10 @@ using UnityEngine;
public class EnemyAction_Nothing : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_Nothing();
action.sprite = this.sprite;
return action;
}
}

13
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Parasitism.cs

@ -4,15 +4,10 @@ using UnityEngine;
public class EnemyAction_Parasitism : EnemyAction
{
// Start is called before the first frame update
void Start()
public override EnemyAction NewAction()
{
}
// Update is called once per frame
void Update()
{
EnemyAction action = new EnemyAction_Parasitism();
action.sprite = this.sprite;
return action;
}
}

7
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_ShootAndPollute.cs

@ -8,4 +8,11 @@ public class EnemyAction_ShootAndPollute : EnemyAction
{
ShootAttackRange(enemyNode);
}
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_ShootAndPollute();
action.sprite = this.sprite;
return action;
}
}

7
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Sleep.cs

@ -4,5 +4,10 @@ using UnityEngine;
public class EnemyAction_Sleep : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_Sleep();
action.sprite = this.sprite;
return action;
}
}

13
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Vulnerable.cs

@ -4,15 +4,10 @@ using UnityEngine;
public class EnemyAction_Vulnerable : EnemyAction
{
// Start is called before the first frame update
void Start()
public override EnemyAction NewAction()
{
}
// Update is called once per frame
void Update()
{
EnemyAction action = new EnemyAction_Vulnerable();
action.sprite = this.sprite;
return action;
}
}

7
ColorlessWorld-2024-4-2/Assets/Scripts/EnemyPlanFunction/EnemyAction_Weak.cs

@ -4,5 +4,10 @@ using UnityEngine;
public class EnemyAction_Weak : EnemyAction
{
public override EnemyAction NewAction()
{
EnemyAction action = new EnemyAction_Weak();
action.sprite = this.sprite;
return action;
}
}

5
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyChild/LegacyNode_FireHeart.cs

@ -14,13 +14,12 @@ public class LegacyNode_FireHeart : LegacyNode
}
public override void OnGet()
{
name = "FireHeart";
}
public override void EffectInPlayerTurnBegin()
{
Debug.Log("FireHeart-Å­»ð");
Usermanager.Instance.AddPlayerAbnormalCondition_angerUpperDamage(1);
Usermanager.Instance.SufferPlayerAbnormalCondition(AbnormalCondition .angerUpperDamage ,1);
}
}

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