dev-1023 #59

Merged
45 merged 4 commits from dev-1023 into dev-0524 1 year ago
  1. BIN
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  4. BIN
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  6. 8
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  12. BIN
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  16. 129
      ColorlessWorld-2024-4-2/Assets/Prefab/MapNodePrefab/MapUnity _2.prefab
  17. 72
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  18. 2
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  19. 80
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  20. 615
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  22. 185
      ColorlessWorld-2024-4-2/Assets/Scenes/ChooseWeapon.unity
  23. 2
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  24. 3366
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  25. 148
      ColorlessWorld-2024-4-2/Assets/Scenes/Shop.unity
  26. 451
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  27. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/Audio/AudioManager.cs
  28. 24
      ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs
  29. 5
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  30. 9
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  31. 10
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs
  32. 10
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Grinfiend.cs
  33. 10
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Mushroom.cs
  34. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Polymaw.cs
  35. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs
  36. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardTipData.cs
  37. 61
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  38. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyManager.cs
  39. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyNode.cs
  40. 15
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs
  41. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs
  42. 45
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs
  43. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs
  44. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs
  45. 24
      ColorlessWorld-2024-4-2/Assets/Scripts/Shop/RelicSaleNode.cs
  46. 11
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  47. 32
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  48. 3
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  49. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/HideUIBarManager.cs
  50. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs

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upShieldClip: {fileID: 8300000, guid: 05878b36e4cfec048bb24c2927d72ff3, type: 3}
downShieldClip: {fileID: 8300000, guid: 05878b36e4cfec048bb24c2927d72ff3, type: 3}
playerMoveClip: {fileID: 8300000, guid: 57e1e3f3225346247ad0fff702ad6049, type: 3}
enemyHurtClip: {fileID: 8300000, guid: 32d4f8be35b20a0419ac2d6ac36e6a97, type: 3}
enemyMoveClip: {fileID: 8300000, guid: 57e1e3f3225346247ad0fff702ad6049, type: 3}
onePageClip: {fileID: 8300000, guid: 8d3ebc252a552e346aafb2b8da7b3717, type: 3}
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12
ColorlessWorld-2024-4-2/Assets/Scripts/Audio/AudioManager.cs

@ -19,8 +19,10 @@ public class AudioManager : Singleton<AudioManager>
public AudioClip[] AttackClips;
public AudioClip upShieldClip;
public AudioClip downShieldClip;
public AudioClip playerMoveClip;
[Header("µÐÈËÕ½¶·ÒôƵ")]
public AudioClip enemyHurtClip;
public AudioClip enemyMoveClip;
[Header("Êé±¾ÒôƵ")]
public AudioClip onePageClip;
public AudioClip amountPageClip;
@ -206,11 +208,21 @@ public class AudioManager : Singleton<AudioManager>
}
ActionSource.Play();
}
public void PlayerMoveVoicePlayer()
{
ActionSource.clip = playerMoveClip;
ActionSource.Play();
}
public void EnemyHurtVoicePlayer()
{
enemyActionSource.clip = enemyHurtClip;
enemyActionSource.Play();
}
public void EnemyMoveVoicePlayer()
{
enemyActionSource.clip = enemyMoveClip;
enemyActionSource.Play();
}
public IEnumerator WaitShieldVoicePlayer(int value , float time)
{
yield return new WaitForSeconds(time);

24
ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ChooseWeaponManaher.cs

@ -136,4 +136,28 @@ public class ChooseWeaponManager : Singleton<ChooseWeaponManager>
}
}
public void ReturnColorSortChoose()
{
PlayerStatsManager.Instance.colorSortList.Clear();
for (int i=0;i<3;i++)
{
switch (colorSlots[i].colorType)
{
case ColorType.white:
PlayerStatsManager.Instance.colorSortList.Add(Name.NodeColor.White);
break;
case ColorType.red:
PlayerStatsManager.Instance.colorSortList.Add(Name.NodeColor.Red);
break;
case ColorType.green:
PlayerStatsManager.Instance.colorSortList.Add(Name.NodeColor.Green);
break;
case ColorType.blue:
PlayerStatsManager.Instance.colorSortList.Add(Name.NodeColor.Blue);
break;
}
}
}
}

5
ColorlessWorld-2024-4-2/Assets/Scripts/ChooseWeapon/ColorDrag.cs

@ -21,6 +21,8 @@ public class ColorDrag : MonoBehaviour,IBeginDragHandler, IDragHandler,IEndDragH
}
public void OnBeginDrag(PointerEventData eventData)
{
//ÉùÒô
AudioManager.Instance.MenuOpenPlayer();
transform.SetAsLastSibling();
image.raycastTarget = false;
ChooseWeaponManager.Instance.backGround.SetActive(true);
@ -40,6 +42,9 @@ public class ColorDrag : MonoBehaviour,IBeginDragHandler, IDragHandler,IEndDragH
}
public void OnEndDrag(PointerEventData eventData)
{
//ÉùÒô
AudioManager.Instance.MenuClosePlayer();
image.raycastTarget = true;
ChooseWeaponManager.Instance.backGround.SetActive(false);
transform.position = startPos;

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

@ -190,6 +190,8 @@ public class BlackSheep : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -202,6 +204,8 @@ public class BlackSheep : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -230,6 +234,7 @@ public class BlackSheep : MonoBehaviour
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -263,6 +268,7 @@ public class BlackSheep : MonoBehaviour
bool move = true;
float time = 0;
Debug.Log("开始" + startPos + "结束" + endpos + "中间" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
time = 0;
@ -286,6 +292,9 @@ public class BlackSheep : MonoBehaviour
}
}
transform.localPosition = new Vector3(0, 0, -0.1468f);
//ÉùÒô
AudioManager.Instance.EnemyMoveVoicePlayer();
//判断腐蚀
enemyNode.CorrodeRealize(endMapUnity);
//判断流血

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

@ -184,6 +184,8 @@ public class DarkCloud : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -196,6 +198,8 @@ public class DarkCloud : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -224,6 +228,7 @@ public class DarkCloud : MonoBehaviour
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -259,6 +264,7 @@ public class DarkCloud : MonoBehaviour
bool move = true;
float time = 0;
Debug.Log("开始" + startPos + "结束" + endpos + "中间" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
time = 0;
@ -299,7 +305,9 @@ public class DarkCloud : MonoBehaviour
yield return 0;
}*/
transform.localPosition = new Vector3(0, 0, -0.1468f);
//ÉùÒô
AudioManager.Instance.EnemyMoveVoicePlayer();
//判断腐蚀
enemyNode.CorrodeRealize(endMapUnity);
//判断流血

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

@ -214,6 +214,8 @@ public class Grinfiend : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -226,6 +228,8 @@ public class Grinfiend : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -254,6 +258,7 @@ public class Grinfiend : MonoBehaviour
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -287,6 +292,7 @@ public class Grinfiend : MonoBehaviour
bool move = true;
float time = 0;
Debug.Log("开始" + startPos + "结束" + endpos + "中间" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
time = 0;
@ -310,7 +316,9 @@ public class Grinfiend : MonoBehaviour
}
}
transform.localPosition = new Vector3(0, 0, -0.1468f);
//ÉùÒô
AudioManager.Instance.EnemyMoveVoicePlayer();
//判断腐蚀
enemyNode.CorrodeRealize(endMapUnity);
//判断流血

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

@ -265,6 +265,8 @@ public class Mushroom : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -277,6 +279,8 @@ public class Mushroom : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -305,6 +309,7 @@ public class Mushroom : MonoBehaviour
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -338,6 +343,7 @@ public class Mushroom : MonoBehaviour
bool move = true;
float time = 0;
Debug.Log("开始" + startPos + "结束" + endpos + "中间" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
time = 0;
@ -361,7 +367,9 @@ public class Mushroom : MonoBehaviour
}
}
transform.localPosition = new Vector3(0, 0, -0.1468f);
//ÉùÒô
AudioManager.Instance.EnemyMoveVoicePlayer();
//判断腐蚀
enemyNode.CorrodeRealize(endMapUnity);
//判断流血

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

@ -89,7 +89,8 @@ public class Polymaw : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
Debug.Log("剩余步数还有"+ enemyNode.pasth.Count);
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -102,6 +103,8 @@ public class Polymaw : MonoBehaviour
{
if (enemyNode.pasth.Count > 1)
{
//ÉùÒô
// AudioManager.Instance.EnemyMoveVoicePlayer();
yield return StartCoroutine(moveOneStep(enemyNode.pasth[i]));
}
}
@ -130,6 +133,7 @@ public class Polymaw : MonoBehaviour
enemyNode.positionY = disNode.locationY;
disNode.enemyNode = enemyNode;
transform.SetParent(disNode.CylinderFloor.transform);
yield return StartCoroutine(SkeletonArcherMoveCoroutine(disNode));
}
@ -275,6 +279,7 @@ public class Polymaw : MonoBehaviour
bool move = true;
float time = 0;
Debug.Log("开始" + startPos + "结束" + endpos + "中间" + jumpCentre);
for (int posIndex = 0; posIndex < linePath.Count; posIndex++)
{
time = 0;
@ -298,7 +303,9 @@ public class Polymaw : MonoBehaviour
}
}
transform.localPosition = new Vector3(0, 0, -0.1468f);
//ÉùÒô
AudioManager.Instance.EnemyMoveVoicePlayer();
//判断腐蚀
enemyNode.CorrodeRealize(endMapUnity);
//判断流血

4
ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardManager.cs

@ -57,7 +57,8 @@ public class RewardManager : Singleton<RewardManager>
if (EnemyManager.Instance.enemySpeedSortingList.Count <= 1)
{
rewardPanle.SetActive(true);
//关闭战斗场内UI
HideUIBarManager.Instance.HideUIBar();
//Ïú»ÙÊÖ¿¨
PlayerStatsManager.Instance.DeleteHandCard();
}
@ -84,6 +85,7 @@ public class RewardManager : Singleton<RewardManager>
moneyRewardTipData.rewardType = RewardType.money;
moneyRewardTipData.SetUpTip();
moneyRewardTipData.moneyCount = amount;
moneyRewardTipData.tipText.text = "获得" + amount + "金币";
rewardsList.Add(moneyRewardTipData);
break;
case RewardType.legacy:

3
ColorlessWorld-2024-4-2/Assets/Scripts/FightReward/RewardTipData.cs

@ -10,7 +10,7 @@ public class RewardTipData : MonoBehaviour
[Header("组装UI")]
public Image tipIcon;
public Text tipText;
[Header ("金币参数")]
public int moneyCount;
@ -20,6 +20,7 @@ public class RewardTipData : MonoBehaviour
private void OnEnable()
{
tipIcon = transform .GetChild (0). GetComponent<Image>();
tipText = transform.GetChild(1).GetComponent<Text>();
}
public void ShowCardChoosePanle()

61
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -372,52 +372,39 @@ public class GameManager : Singleton<GameManager>
IEnumerator StartStartColourCoroutine(bool complete)
{
yield return new WaitUntil (()=> this.complete==true ) ;
// yield return StartCoroutine(StartMapColour());
SyncColourCountUI();
yield return StartCoroutine(StartMapColour());
//SyncColourCountUI();
TurnMaster.Instance.turn = TurnMaster.Turn.playerTurnBegin;
}
//羲擁部華芨伎
/* IEnumerator StartMapColour()
IEnumerator StartMapColour()
{
//Íæ¼Ò
for (int i = 0; i < X.Count ; i++)
{
if (i % 2 == 0)
{
X[i].Y[0].switchColor(PlayerStatsManager.Instance.colorSortList[0]);
}
else
{
X[i].Y[0].switchColor(PlayerStatsManager.Instance.colorSortList[1]);
}
}
for (int i = 0; i < X.Count; i++)
{
for (int j = 0; j < X[i].Y.Count; j++)
X[i].Y[1].switchColor(PlayerStatsManager.Instance.colorSortList[2]);
}
//¹ÖÎï
for (int i = 0; i <X.Count; i++)
{
for (int j = X[i].Y .Count -2; j < X[i].Y.Count; j++)
{
if (j <= playerBoundary)
{
X[i].Y[j].whoColour = MapUnity.WhoColour.playerColour;
}
else if (j == enemyBoundary)
{
if(i % 2 != 0)
{
X[i].Y[j].whoColour = MapUnity.WhoColour.enemyColour;
}
else
{
X[i].Y[j].RefreshWhoColor();
}
}
else if(j > enemyBoundary)
{
if( j < X [i].Y .Count)
{
X[i].Y[j].whoColour = MapUnity.WhoColour.enemyColour;
}
else
{
X[i].Y[j].RefreshWhoColor();
}
}
else
{
X[i].Y[j].RefreshWhoColor();
}
yield return null;
X[i].Y[j].switchColor(Name.NodeColor.Black);
}
}
}*/
yield return null;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyManager.cs

@ -63,6 +63,17 @@ public class LegacyManager : Singleton <LegacyManager>
}
public GameObject ShowRelicAsSale(GameObject relicSalePrefab , string className,Transform relicFather)
{
var lefacyObject = Instantiate(relicSalePrefab, relicFather.transform);
Type t = Type.GetType(className);
MonoBehaviour legacyClass = lefacyObject.AddComponent(t) as MonoBehaviour;
object[] parameters = new object[] { className, false };
MethodInfo method = t.GetMethod("CreateSaledRelic");
method.Invoke(legacyClass, parameters);
return lefacyObject;
}
public void ReadRelicExcel(string fileName)
{
string filePath = Path.Combine(Application.streamingAssetsPath, fileName);

14
ColorlessWorld-2024-4-2/Assets/Scripts/Legacy/LegacyNode.cs

@ -25,6 +25,20 @@ public class LegacyNode : MonoBehaviour
OnGet();
}
}
public virtual void CreateSaledRelic(string className, bool isOnGet)
{
LegacyManager.Instance.legacyNodesList.Add(this);
List<string> relicData = LegacyManager.Instance.relicsDictionary[className];
name = relicData[3];
className = relicData[1];
image = ToolDontDestory.Instance.LoadImage(relicData[2]);
transform.GetChild(0).GetComponent<Image>().sprite = image;
if (isOnGet)
{
OnGet();
}
}
//获得的一次性效果
public virtual void OnGet()

15
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/InFinghtLevelMap/InFightMap.cs

@ -125,10 +125,23 @@ public class InFightMap : Singleton <InFightMap>
{
currentLevelNode.LineShowInFightScence();
}
//设置进度标识
if (currentLevelNode.isPassBy == true)
{
currentLevelNode.passByMark.SetActive(true);
}
currentLevelNode.JudgeCanEnter();
}
}
//判断能否进入
int line = LevelDevelopManager.Instance.levelDevelopData.levelStep;
for (int j = 0; j < LevelDevelopManager.Instance.levelMap[line].levelColumn.Count; j++)
{
LevelNode currentLevelNode = LevelDevelopManager.Instance.levelMap[line].levelColumn[j];
currentLevelNode.JudgeRoadCanEnter();
}
}
//设置房间大小

22
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs

@ -570,7 +570,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
return LevelDevelopManager.RoomType.monster;
}
//ĎÔĘžÁŹĎß
//显示连线,设置能否进入
public void ShowMap()
{
for (int i = 0; i < LevelDevelopManager.Instance.levelMap .Count;i++)
@ -585,6 +585,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
{
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent<LevelNode>().LineShow();
}
LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent<LevelNode>().JudgeCanEnter();
}
}
@ -617,7 +618,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
if (i == generatorLine - 1)
{
LevelNode currentNode = GenerateLevelNode(i, j, currentLevelData.nodePos);
currentNode.gameObject.transform.localScale = new Vector3(2, 2, 2);
currentNode.gameObject.transform.localScale = bossBig;
currentNode.SetUpRoomWithRoomData(currentLevelData);
}
@ -630,7 +631,7 @@ public class LevelGenerator : Singleton<LevelGenerator>
}
}
SetRoomBig();
for (int i = 0; i < LevelDevelopManager.Instance.levelDevelopData.levelSaveMap.Count; i++)
{
for (int j = 0; j < LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[i].levelDataList.Count; j++)
@ -647,10 +648,23 @@ public class LevelGenerator : Singleton<LevelGenerator>
{
currentLevelNode.LineShow();
}
//设置进度标识
if(currentLevelNode .isPassBy == true )
{
currentLevelNode.passByMark.SetActive(true);
}
currentLevelNode.JudgeCanEnter();
}
}
//判断能否进入
int line = LevelDevelopManager.Instance.levelDevelopData.levelStep;
for (int j = 0; j < LevelDevelopManager.Instance.levelMap[line].levelColumn.Count; j++)
{
LevelNode currentLevelNode = LevelDevelopManager.Instance.levelMap[line].levelColumn[j];
currentLevelNode.JudgeRoadCanEnter();
}
}
//ÉèÖ÷¿¼ä´óС

45
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -8,7 +8,7 @@ public class LevelNode : MonoBehaviour
{
public bool canEnter;//标识关卡当前能否进入
public bool isUse;//标识关卡是否可被路线选中
public bool isPassBy;//说明玩家走过
public int line;//行
public int column;//列
@ -29,6 +29,8 @@ public class LevelNode : MonoBehaviour
[Header("房间装配子物体")]
public Image roomIcon;
public Text roomText;
[Header("路过房间标识")]
public GameObject passByMark;
private void OnEnable()
{
@ -37,10 +39,9 @@ public class LevelNode : MonoBehaviour
}
private void Start()
{
canEnter = true;
SetUPRoomDestination();
//JudgeCanEnter();
// JudgeCanEnter();
}
public void SetUPRoomDestination()
@ -72,20 +73,49 @@ public class LevelNode : MonoBehaviour
}
public void JudgeCanEnter()
{
if (LevelDevelopManager.Instance.levelDevelopData.levelStep != line)
if (line < PlayerStatsManager.Instance.levelDevelopData.levelStep)
{
canEnter = false;
roomIcon.color = new Color(1, 1, 1, 0.5f);
}
else if(line > PlayerStatsManager.Instance.levelDevelopData.levelStep)
{
canEnter = false;
roomIcon.color = new Color(1, 1, 1, 1f);
}
else
{
canEnter = true;
roomIcon.color = new Color(1, 1, 1, 1f);
}
}
public void JudgeRoadCanEnter()
{
Vector2 currentNode = PlayerStatsManager.Instance.levelDevelopData.currentPoint;
foreach (var levelNode in fatherLevelNodes)
{
if (levelNode.line == (int)currentNode.x && levelNode.column == (int)currentNode.y)
{
canEnter = true;
roomIcon.color = new Color(1, 1, 1,1f);
break;
}
else
{
canEnter = false;
roomIcon.color = new Color(1, 1, 1, 0.5f);
}
}
}
public void ButtenLoadTo(int index)
public void ButtenLoadTo()
{
if (canEnter)
if (canEnter==true)
{
LevelDevelopManager.Instance.levelDevelopData.currentPoint = new Vector2(line, column);
LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[line].levelDataList[column].passBy = true;
passByMark.SetActive(true);
LevelDevelopManager.Instance.levelDevelopData.levelStep += 1;
ScenceLoadManager.Instance.LoadTargetLevel(roomDestinationIndex);
}
else
@ -116,6 +146,7 @@ public class LevelNode : MonoBehaviour
{
LevelDevelopData_SO.levelData levelData = new LevelDevelopData_SO.levelData();
levelData.isUse = isUse;
// levelData.passBy = isPassBy;
levelData.roomType = roomType;
levelData.nodePos = this.transform.position;
levelData.column = column;
@ -134,6 +165,7 @@ public class LevelNode : MonoBehaviour
public void SetUpRoomWithRoomData(LevelDevelopData_SO .levelData levelData )
{
isUse = levelData.isUse;
isPassBy = levelData.passBy;
roomType = levelData.roomType;
SetUpRoom(roomType);
// LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(this);
@ -192,6 +224,7 @@ public class LevelNode : MonoBehaviour
public void SetUpRoomWithRoomDataInFightScence(LevelDevelopData_SO.levelData levelData)
{
isUse = levelData.isUse;
isPassBy = levelData.passBy;
roomType = levelData.roomType;
switch (roomType)
{

8
ColorlessWorld-2024-4-2/Assets/Scripts/Player.cs

@ -116,6 +116,8 @@ public class Player : MonoBehaviour
FlipLocalScale(raycastHit.point);
//改变动画
anim.SetBool("move", true);
//ÉùÒô
// AudioManager.Instance.PlayerMoveVoicePlayer();
if (GameManager.Instance.playerOn != null )
{
@ -144,6 +146,7 @@ public class Player : MonoBehaviour
bool move = true;
float time = 0;
Debug.Log("开始" + startPos + "结束" + endpos + "中间" + jumpCentre);
for (int posIndex = 0;posIndex < linePath .Count;posIndex++)
{
time = 0;
@ -166,6 +169,11 @@ public class Player : MonoBehaviour
yield return null;
}
if(posIndex ==5)
{
//ÉùÒô
AudioManager.Instance.PlayerMoveVoicePlayer();
}
}
//判断寄生,流血是否生效

3
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -14,7 +14,8 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
public CardDeck_SO cardDeck;
//遗物数据
public RelicData_SO relicList;
[Header("玩家选择的涂色顺序")]
public List<int> colorSortList = new List<int>();
[Header("卡牌预制体")]
public GameObject commonCardForLook;
public GameObject legendaryCardForLook;

24
ColorlessWorld-2024-4-2/Assets/Scripts/Shop/RelicSaleNode.cs

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class RelicSaleNode : MonoBehaviour
{
public int price = 100;
public Text priceText;
public GameObject saledMark;
public string relicName;
public void BuyRelic()
{
if (ShopManager.Instance.playerState.money >= price)
{
ShopManager.Instance.playerState.money -= price;
saledMark.SetActive(true);
}
//ÉùÒô
AudioManager.Instance.BuyVoicePlayer();
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Shop/RelicSaleNode.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 226ba98ca75a45042a07d66800dd0774
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

32
ColorlessWorld-2024-4-2/Assets/Scripts/Shop/ShopManager.cs

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.UI;
@ -33,7 +34,10 @@ public class ShopManager : Singleton <ShopManager>
public GameObject saleCardNode;
[Header("无色卡售卡界面")]
public Transform cardNoneColorFather;
[Header("遗物出售界面")]
public GameObject relicSaleNodePrefab;
public Transform relicSaleFather;
public List<RelicSaleNode> relicSaleNodesList = new List<RelicSaleNode>();
[Header("角色状态数据参数")]
public List<string> cardDeck = new List<string>();
public PlayerState_SO playerState;
@ -44,7 +48,7 @@ public class ShopManager : Singleton <ShopManager>
cardDeck = PlayerStatsManager.Instance.cardDeck.cardDeckList;
SaleCardSetUP();
SaleRelicSetUP(GetSaledRelicClassName(4));
}
private void Update()
{
@ -140,4 +144,28 @@ public class ShopManager : Singleton <ShopManager>
noneColorCard.transform.SetAsFirstSibling();
noneColorCardNode.GetComponent<CardSaleNode>().cardID = noneColorCardId.ToString();
}
//组装售遗物列表
public List <string> GetSaledRelicClassName(int relicCount)
{
List<string> relicClassName = new List<string>();
List <string > relicsDictionary = LegacyManager.Instance.relicsDictionary.Keys.ToList();
for (int i = 0; i <relicCount; i++)
{
relicClassName.Add(relicsDictionary[Random.Range(0, relicsDictionary.Count)]);
}
return relicClassName;
}
public void SaleRelicSetUP( List <string> relicClassName )
{
relicSaleNodesList.Clear();
for (int i = 0; i < relicClassName.Count; i++)
{
var relic = LegacyManager.Instance.ShowRelicAsSale(relicSaleNodePrefab, relicClassName[i],relicSaleFather);
RelicSaleNode relicSaleNode = relic.GetComponent<RelicSaleNode>();
relicSaleNodesList.Add(relicSaleNode);
}
}
}

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

@ -7,7 +7,7 @@ using UnityEngine;
public class LevelDevelopData_SO : ScriptableObject
{
public int levelStep;//关卡前进步数
public Vector2 currentPoint;//当前选择关卡,用来判断下一步那些可以走
public List<LevelDataList> levelSaveMap = new List<LevelDataList>();//关卡保存数据列表
[System.Serializable]
@ -20,6 +20,7 @@ public class LevelDevelopData_SO : ScriptableObject
{
public LevelDevelopManager .RoomType roomType ;
public bool isUse;
public bool passBy;
public Vector3 nodePos;
public int line;//行
public int column;//列

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

@ -8,10 +8,8 @@ public class HideUIBarManager : Singleton <HideUIBarManager>
public List<GameObject> uiList = new List<GameObject>();
public void HideUIBar()
{
Debug.Log("¿ªÊ¼");
foreach (GameObject uiBar in roleUIBarList )
{
Debug.Log("¿ªÊ¼"+uiBar .name );
uiBar.SetActive(false);
}
}

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

@ -21,7 +21,7 @@ public class ScenceLoadManager : Singleton <ScenceLoadManager>
//Çл»bgm
AudioManager.Instance.BGMSwitch(levelIndex);
//Çл»³¡¾°
loadScreen.SetActive(true);
//loadScreen.SetActive(true);
AsyncOperation operation = SceneManager.LoadSceneAsync(levelIndex);
operation.allowSceneActivation = false;

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