dev-1027-4 #74

Merged
45 merged 2 commits from dev-1027-4 into dev-0524 1 year ago
  1. 24
      ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset
  2. 2
      ColorlessWorld-2024-4-2/Assets/GameDate/PlayerState.asset
  3. 4
      ColorlessWorld-2024-4-2/Assets/GameDate/RelicList.asset
  4. BIN
      ColorlessWorld-2024-4-2/Assets/Image/选择武器UI/未命名作品_1730036368.png
  5. 127
      ColorlessWorld-2024-4-2/Assets/Image/选择武器UI/未命名作品_1730036368.png.meta
  6. 8
      ColorlessWorld-2024-4-2/Assets/Prefab/EventPrefab/EventButton.prefab
  7. 12
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/EmptyBossNode.prefab
  8. 12
      ColorlessWorld-2024-4-2/Assets/Prefab/LevelPrefab/EmptyNode.prefab
  9. 4
      ColorlessWorld-2024-4-2/Assets/Prefab/Relic/RelicInforTip.prefab
  10. 39780
      ColorlessWorld-2024-4-2/Assets/Scenes/Camp.unity
  11. 7
      ColorlessWorld-2024-4-2/Assets/Scenes/Camp.unity.meta
  12. 157
      ColorlessWorld-2024-4-2/Assets/Scenes/ChooseWeapon.unity
  13. 829
      ColorlessWorld-2024-4-2/Assets/Scenes/ChooseWeaponGuide.unity
  14. 94
      ColorlessWorld-2024-4-2/Assets/Scenes/Event.unity
  15. 76
      ColorlessWorld-2024-4-2/Assets/Scenes/Map.unity
  16. 805
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  17. 314
      ColorlessWorld-2024-4-2/Assets/Scenes/Shop.unity
  18. 4
      ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity
  19. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Camp.meta
  20. 18
      ColorlessWorld-2024-4-2/Assets/Scripts/Camp/RecoverHP.cs
  21. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Camp/RecoverHP.cs.meta
  22. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlackSheep.cs
  23. 6
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs
  24. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Polymaw.cs
  25. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs
  26. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs
  27. 19
      ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs
  28. 25
      ColorlessWorld-2024-4-2/Assets/Scripts/Shop/ShopManager.cs
  29. 21
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs
  30. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs
  31. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
  32. 4
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/Event.csv
  33. 3
      ColorlessWorld-2024-4-2/ProjectSettings/EditorBuildSettings.asset
  34. 2
      ColorlessWorld-2024-4-2/ProjectSettings/ProjectSettings.asset

24
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805
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--- !u!114 &1651024934
MonoBehaviour:
@ -25580,12 +25569,12 @@ MonoBehaviour:
m_PersistentCalls:
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m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
m_FontSize: 25
m_Font: {fileID: 12800000, guid: 846d2bc064c8faa4a858510d85bd7140, type: 3}
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@ -26841,8 +26830,8 @@ RectTransform:
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--- !u!114 &1715346886
MonoBehaviour:
@ -27601,8 +27590,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: -10.470001, y: 4.619999}
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m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1797881649
MonoBehaviour:
@ -27617,7 +27606,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1}
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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@ -27625,12 +27614,12 @@ MonoBehaviour:
m_PersistentCalls:
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m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
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@ -28996,6 +28985,81 @@ MonoBehaviour:
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m_FillOrigin: 0
m_UseSpriteMesh: 0
m_PixelsPerUnitMultiplier: 1
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CanvasRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_CullTransparentMesh: 1
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GameObject:
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@ -29961,7 +30025,7 @@ RectTransform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1935757061}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@ -29970,8 +30034,8 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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MonoBehaviour:
@ -30061,8 +30125,8 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
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m_MaxSize: 45
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m_RichText: 1

4
ColorlessWorld-2024-4-2/Assets/Scenes/StartMainScence.unity

@ -4359,6 +4359,8 @@ MonoBehaviour:
type: 3}
rareCardForLook: {fileID: 4169693119190854323, guid: d349e9c2ce0a808418c6eed487637259,
type: 3}
isPass: 0
isTreasure: 0
--- !u!4 &485170433
Transform:
m_ObjectHideFlags: 0
@ -14590,7 +14592,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
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RectTransform:
m_ObjectHideFlags: 0

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

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 7241b73f63d7d774495c57af0473397c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

18
ColorlessWorld-2024-4-2/Assets/Scripts/Camp/RecoverHP.cs

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RecoverHP : MonoBehaviour
{
public GameObject usedMask;
public void RecoverPlayerHP()
{
PlayerStatsManager.Instance.playerState.currentHP += PlayerStatsManager.Instance.playerState.maxHP * 0.3f;
if (PlayerStatsManager.Instance.playerState.currentHP> PlayerStatsManager.Instance.playerState.maxHP)
{
PlayerStatsManager.Instance.playerState.currentHP = PlayerStatsManager.Instance.playerState.maxHP;
}
TipManager.Instance.SendTip("Òѻָ´ÉúÃüÖµ");
usedMask .SetActive(true);
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Camp/RecoverHP.cs.meta

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

@ -166,7 +166,7 @@ public class BlackSheep : MonoBehaviour
IEnumerator ShieldAction()
{
enemyNode.EnemyState.shieldValue += 5;
enemyNode.EnemyState.shieldValue += 4;
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{

6
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/DarkCloud.cs

@ -24,9 +24,9 @@ public class DarkCloud : MonoBehaviour
{
enemyNode = GetComponent<EnemyNode>();
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shoot), 0.4f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shoot), 0.5f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shootAndPollute), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.3f);
actionPool.Add(EnemyPlanUIManager.Instance.NewAction(EnemyPlanUIFunction.shield), 0.2f);
enemyNode.sufferAbnormalCondition(AbnormalCondition.corrode, 1);
enemyNode.sufferAbnormalCondition(AbnormalCondition.boomAndPollute, 1);
}
@ -162,7 +162,7 @@ public class DarkCloud : MonoBehaviour
}
IEnumerator ShieldAction()
{
enemyNode.EnemyState.shieldValue += 4;
enemyNode.EnemyState.shieldValue += 3;
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
HashSet<MapUnity> targetNodes=new HashSet<MapUnity> { currentNode };
getNodeTools.getCircleNodeForEnemy(targetNodes,1);

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

@ -213,7 +213,7 @@ public class Polymaw : MonoBehaviour
}
IEnumerator MeleeAttackAndShieldAction()
{
enemyNode.EnemyState.shieldValue += 5;
enemyNode.EnemyState.shieldValue += 4;
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange))
{

3
ColorlessWorld-2024-4-2/Assets/Scripts/GameManager.cs

@ -95,7 +95,8 @@ public class GameManager : Singleton<GameManager>
public double cardRewardsRarityAdjustment = 0.0;
public int cardRewardsCounter = 0;
[Header("ËÀÍö½çÃæ")]
public GameObject DeathPanel;
[Header("主摄像机")]
public Camera mainCamera;
[Header("虚拟像机")]

7
ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs

@ -61,7 +61,7 @@ public class LevelNode : MonoBehaviour
roomDestinationIndex = 4;
break;
case LevelDevelopManager.RoomType.campfire:
roomDestinationIndex = 3;
roomDestinationIndex = 7;
break;
case LevelDevelopManager.RoomType.incident:
roomDestinationIndex = 3;
@ -301,4 +301,9 @@ public class LevelNode : MonoBehaviour
line.GetComponent<RectTransform>().localPosition += new Vector3 ( lineOffsetInFight,0,0);
}
}
public void ClickVoice()
{
AudioManager.Instance.UIClickPlayer();
}
}

19
ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
@ -21,7 +22,10 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
public GameObject commonCardForLook;
public GameObject legendaryCardForLook;
public GameObject rareCardForLook;
[Header("是否经历过神奇海螺")]
public bool isPass;
[Header("是否经是宝箱")]
public bool isTreasure;
private void Start()
{
@ -60,6 +64,16 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
LegacyManager.Instance.CreateLegacyClassAsNew(amount);
Debug.Log("获得遗物:" + amount);
break;
//随机加遗物
case 5:
string className = LegacyManager.Instance.getRandomRelicForCommon(int.Parse(amount)).ElementAt(0);
LegacyManager.Instance.CreateLegacyClassAsNew(className) ;
Debug.Log("获得遗物:" + className);
break;
//打印tips
case 6:
TipManager.Instance.SendTip(amount);
break;
}
}
public void gainMoney(int value)
@ -105,6 +119,9 @@ public class PlayerStatsManager : Singleton <PlayerStatsManager>
playerState.maxStepRange = 2;
playerState.currentStepRange = 2;
playerState.money = 0;
relicList.relicClassNameList.Clear();
relicList.relicClassNameList.Add("LegacyNode_AncientSilverCoin");
isPass = false;
}
//广播同步文本(在UI上添加synctextMono来订阅事件)
public Action syncMoneyText;

25
ColorlessWorld-2024-4-2/Assets/Scripts/Shop/ShopManager.cs

@ -48,7 +48,7 @@ public class ShopManager : Singleton <ShopManager>
cardDeck = PlayerStatsManager.Instance.cardDeck.cardDeckList;
SaleCardSetUP();
SaleRelicSetUP(GetSaledRelicClassName(4));
SaleRelicSetUP(GetSaledRelicClassName(3));
}
private void Update()
{
@ -146,25 +146,24 @@ public class ShopManager : Singleton <ShopManager>
}
//×é×°ÊÛÒÅÎïÁбí
public List <string> GetSaledRelicClassName(int relicCount)
public HashSet<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;
/* 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 LegacyManager.Instance.getRandomRelicForShop(relicCount);
}
public void SaleRelicSetUP( List <string> relicClassName )
public void SaleRelicSetUP( HashSet<string> relicClassName )
{
relicSaleNodesList.Clear();
for (int i = 0; i < relicClassName.Count; i++)
{
var relic = LegacyManager.Instance.ShowRelicAsSale(relicSaleNodePrefab, relicClassName[i],relicSaleFather);
var relic = LegacyManager.Instance.ShowRelicAsSale(relicSaleNodePrefab, relicClassName.ElementAt(i),relicSaleFather);
RelicSaleNode relicSaleNode = relic.GetComponent<RelicSaleNode>();
relicSaleNode .relicName = relicClassName[i];
relicSaleNode .relicName = relicClassName.ElementAt(i);
relicSaleNodesList.Add(relicSaleNode);
}
}

21
ColorlessWorld-2024-4-2/Assets/Scripts/manager/EventManager.cs

@ -36,7 +36,22 @@ public class EventManager : Singleton <EventManager>
ReadEventExcel(filePath);
SetUpEvent(10001);
if(PlayerStatsManager.Instance.levelDevelopData .levelStep != 7)
{
if (PlayerStatsManager.Instance.isPass == false)
{
SetUpEvent(Random.Range(10001, 10003));
}
else
{
SetUpEvent(10002);
}
}
else
{
SetUpEvent(10003);
}
}
public void ReadEventExcel(string fileName)
@ -58,6 +73,10 @@ public class EventManager : Singleton <EventManager>
public void SetUpEvent(int eventIndex )
{
if(eventIndex ==10001)
{
PlayerStatsManager.Instance.isPass = true;
}
List<string> eventData = eventDictionary[eventIndex];
mainText.text = eventData[2];
mainImage.sprite = LoadImage(eventData[3]);

3
ColorlessWorld-2024-4-2/Assets/Scripts/manager/ScenceLoadManager.cs

@ -53,6 +53,9 @@ public class ScenceLoadManager : Singleton <ScenceLoadManager>
PlayerStatsManager.Instance.playerState.maxStepRange = 2;
PlayerStatsManager.Instance.playerState.currentStepRange = 2;
PlayerStatsManager.Instance.playerState.money = 0;
PlayerStatsManager.Instance.relicList.relicClassNameList.Clear();
PlayerStatsManager.Instance.relicList.relicClassNameList.Add("LegacyNode_AncientSilverCoin");
PlayerStatsManager.Instance.isPass = false;
}
public void QuitGame()
{

13
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -421,6 +421,12 @@ public class Usermanager : Singleton<Usermanager>
{
shield-= trueDamage;
}
//ËÀÍö
if(GameManager.Instance.playerState.currentHP<=0)
{
GameManager.Instance.DeathPanel.SetActive(true);
HideUIBarManager.Instance.HideUIBar();
}
}
public void SufferDamage(int damage,EnemyNode enemyNode)
@ -450,6 +456,13 @@ public class Usermanager : Singleton<Usermanager>
{
shield -= trueDamage;
}
//ËÀÍö
if (GameManager.Instance.playerState.currentHP <= 0)
{
GameManager.Instance.DeathPanel.SetActive(true);
HideUIBarManager.Instance.HideUIBar();
}
}
private void bleedCal()

4
ColorlessWorld-2024-4-2/Assets/StreamingAssets/Event.csv

@ -1,2 +1,4 @@
序列号,名称,文本,图片路径,选项个数,,,
10001,神奇海螺,你在路边发现了一只超大的海螺,你选择,Event/tree-1,3,向海螺祈祷(获得100金币);你挠了挠头想不明白为什么海螺会向外蹦出金币;Event/tree-2;1;100,尝试带走(获得神奇海螺);手触碰到海螺的瞬间,海螺一下就变小了;Event/tree-2;4;LegacyNode_EnchantedConch,煮了吃!;食物中毒,拉了一天肚子;Event/tree-2;2;-15
10001,神奇海螺,你在路边发现了一只超大的海螺,你选择,Event/tree-1,3,向海螺祈祷(获得100金币);你挠了挠头想不明白为什么海螺会向外蹦出金币;Event/tree-2;1;100;6;获得100金币,尝试带走(获得神奇海螺);手触碰到海螺的瞬间,海螺一下就变小了;Event/tree-2;4;LegacyNode_EnchantedConch;6;获得祝福-神奇海螺,煮了吃!;食物中毒,拉了一天肚子;Event/tree-2;2;-15;6;血量-15
10002,灯神,你在路上发现了一盏油灯,擦拭之后出现了灯神,他说可以实现你的一个愿望,Event/tree-1,3,许愿财富(获得100金币);灯神满足了你的愿望;Event/tree-2;1;100;6;获得100金币,许愿健康(回复30血量);灯神满足了你的愿望;Event/tree-2;2;30;6;恢复30生命值,许愿实现无数次愿望;由于你的贪婪,灯神拒绝了你的愿望;Event/tree-2;6;无事发生
10003,宝箱,这是一个宝箱,你选择,Event/tree-1,2,打开它(随机获得一个遗物);你走过去打开宝箱;Event/tree-2;5;1;6;获得了一个遗物,不要,走了(无事发生);你没有理会宝箱直接走掉了;Event/tree-2;6;无事发生,不要,走了(无事发生);你没有理会宝箱直接走掉了;Event/tree-2;6;无事发生

Can't render this file because it has a wrong number of fields in line 2.

3
ColorlessWorld-2024-4-2/ProjectSettings/EditorBuildSettings.asset

@ -26,4 +26,7 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/ChooseWeaponGuide.unity
guid: 6503720e7e06a024aa8d0ef4ecfdefbc
- enabled: 1
path: Assets/Scenes/Camp.unity
guid: 9a0fd6b437972b846b31d57fe503ed0d
m_configObjects: {}

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

@ -13,7 +13,7 @@ PlayerSettings:
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: DefaultCompany
productName: ColorlessWorld-2024-4-2
productName: startgame
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}

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