diff --git a/ColorlessWorld-2024-4-2/Assets/GameDate/Enemy/TNTBurket.asset b/ColorlessWorld-2024-4-2/Assets/GameDate/Enemy/TNTBurket.asset index ab10d013..e93e7c18 100644 --- a/ColorlessWorld-2024-4-2/Assets/GameDate/Enemy/TNTBurket.asset +++ b/ColorlessWorld-2024-4-2/Assets/GameDate/Enemy/TNTBurket.asset @@ -16,7 +16,7 @@ MonoBehaviour: enemyIcon: {fileID: 0} stepRange: 0 stepRangeMultiplier: 1 - speed: 0 + speed: 2 maxMoveCoolDown: 0 currentMoveCoolDown: 0 shieldValue: 0 diff --git a/ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset b/ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset index 8f1447aa..4cda4285 100644 --- a/ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset +++ b/ColorlessWorld-2024-4-2/Assets/GameDate/LevelDate/LevelState_1.asset @@ -13,692 +13,546 @@ MonoBehaviour: m_Name: LevelState_1 m_EditorClassIdentifier: levelStep: 0 - currentPoint: {x: 0, y: 2} + mapLevel: 1 + currentPoint: {x: 1, y: 1} levelSaveMap: - levelDataList: - - roomType: 0 + - roomType: 13 isUse: 0 passBy: 0 - nodePos: {x: -7.5830135, y: 0.059705734, z: -8.679104} + nodePos: {x: -7.5830135, y: 0.05970478, z: -7.669101} line: 0 column: 0 fatherLevelNodes: [] nextLevelNodes: [] - - roomType: 0 + fightEenemyPool: + enemyList: [] + mapIndex: + - roomType: 13 isUse: 1 - passBy: 0 - nodePos: {x: -7.583021, y: 0.05970764, z: -7.679106} + passBy: 1 + nodePos: {x: -7.583021, y: 0.059706688, z: -6.669104} line: 0 column: 1 fatherLevelNodes: [] nextLevelNodes: - {x: 1, y: 1} - - {x: 1, y: 0} - - roomType: 0 - isUse: 1 - passBy: 1 - nodePos: {x: -7.583029, y: 0.05970955, z: -6.679107} - line: 0 - column: 2 - fatherLevelNodes: [] - nextLevelNodes: - - {x: 1, y: 3} - - roomType: 0 - isUse: 1 - passBy: 0 - nodePos: {x: -7.5830364, y: 0.059711456, z: -5.679109} - line: 0 - column: 3 - fatherLevelNodes: [] - nextLevelNodes: - - {x: 1, y: 3} - - {x: 1, y: 4} - - roomType: 0 + fightEenemyPool: + enemyList: [] + mapIndex: + - roomType: 13 isUse: 0 passBy: 0 - nodePos: {x: -7.583044, y: 0.059713364, z: -4.679111} + nodePos: {x: -7.583029, y: 0.059708595, z: -5.669105} line: 0 - column: 4 + column: 2 fatherLevelNodes: [] nextLevelNodes: [] + fightEenemyPool: + enemyList: [] + mapIndex: - levelDataList: - - roomType: 3 - isUse: 1 + - roomType: 0 + isUse: 0 passBy: 0 - nodePos: {x: -5.4530487, y: 0.059719086, z: -8.679108} + nodePos: {x: -5.5830326, y: 0.05971241, z: -7.669103} line: 1 column: 0 - fatherLevelNodes: - - {x: 0, y: 1} - nextLevelNodes: - - {x: 2, y: 1} + fatherLevelNodes: [] + nextLevelNodes: [] + fightEenemyPool: weak + enemyList: + - 2001 + mapIndex: 100001 - roomType: 0 isUse: 1 passBy: 0 - nodePos: {x: -5.4530506, y: 0.059720993, z: -7.679108} + nodePos: {x: -5.5830364, y: 0.059714317, z: -6.669105} line: 1 column: 1 fatherLevelNodes: - {x: 0, y: 1} nextLevelNodes: + - {x: 2, y: 1} + - {x: 2, y: 0} - {x: 2, y: 2} + fightEenemyPool: weak + enemyList: + - 2002 + - 2002 + mapIndex: 100001 - roomType: 0 isUse: 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line: 2 - column: 1 + column: 0 fatherLevelNodes: - - {x: 1, y: 0} + - {x: 1, y: 1} nextLevelNodes: - {x: 3, y: 0} - - roomType: 5 + fightEenemyPool: + enemyList: [] + mapIndex: + - roomType: 6 isUse: 1 passBy: 0 - nodePos: {x: -3.3230762, y: 0.05973625, z: -6.679111} + nodePos: {x: -3.5830517, y: 0.059721947, z: -6.669105} line: 2 - column: 2 + column: 1 fatherLevelNodes: - {x: 1, y: 1} - - {x: 1, y: 3} nextLevelNodes: - {x: 3, y: 1} - - {x: 3, y: 2} - - roomType: 5 - isUse: 0 - passBy: 0 - nodePos: {x: -3.32308, y: 0.05973816, z: -5.679112} - line: 2 - column: 3 - fatherLevelNodes: [] - nextLevelNodes: [] - - roomType: 0 + fightEenemyPool: + enemyList: [] + mapIndex: + - roomType: 11 isUse: 1 passBy: 0 - nodePos: {x: -3.3230858, y: 0.059740067, z: -4.679114} + nodePos: {x: -3.5830574, y: 0.059723854, z: -5.669108} line: 2 - column: 4 + column: 2 fatherLevelNodes: - - {x: 1, y: 3} - - {x: 1, y: 4} + - {x: 1, y: 1} nextLevelNodes: - - {x: 3, y: 3} - - {x: 3, y: 4} + - {x: 3, y: 2} + fightEenemyPool: + enemyList: [] + mapIndex: - levelDataList: - - roomType: 5 + - roomType: 0 isUse: 1 passBy: 0 - nodePos: {x: -1.1930923, y: 0.05974579, z: -8.679106} + nodePos: {x: -1.5830636, y: 0.05972767, z: -7.669103} line: 3 column: 0 - fatherLevelNodes: - - {x: 2, y: 1} + fatherLevelNodes: [] nextLevelNodes: - {x: 4, y: 0} + fightEenemyPool: weak + enemyList: + - 2002 + - 2002 + mapIndex: 100001 - roomType: 0 isUse: 1 passBy: 0 - nodePos: {x: -1.1930962, y: 0.059747696, z: -7.679107} + nodePos: {x: -1.5830674, y: 0.059729576, z: -6.669105} line: 3 column: 1 - fatherLevelNodes: - - {x: 2, y: 2} + fatherLevelNodes: [] nextLevelNodes: - - {x: 4, y: 0} - - roomType: 5 + - {x: 4, y: 1} + fightEenemyPool: weak + enemyList: + - 2004 + - 2005 + - 2003 + - 2003 + mapIndex: 100001 + - roomType: 0 isUse: 1 passBy: 0 - nodePos: {x: -1.1931, y: 0.059749603, z: -6.679109} + nodePos: {x: -1.5830703, y: 0.059731483, z: -5.669107} line: 3 column: 2 - fatherLevelNodes: - - {x: 2, y: 2} + fatherLevelNodes: [] nextLevelNodes: - {x: 4, y: 2} - - roomType: 0 - isUse: 1 - passBy: 0 - nodePos: {x: -1.1931033, y: 0.05975151, z: -5.679111} - line: 3 - column: 3 - fatherLevelNodes: - - {x: 2, y: 4} - nextLevelNodes: - - {x: 4, y: 4} - - roomType: 5 - isUse: 1 - passBy: 0 - nodePos: {x: -1.1931071, y: 0.059753418, z: -4.679114} - line: 3 - column: 4 - fatherLevelNodes: - - {x: 2, y: 4} - nextLevelNodes: - - {x: 4, y: 4} + fightEenemyPool: weak + enemyList: + - 2002 + - 2002 + mapIndex: 100002 - levelDataList: - - roomType: 5 + - roomType: 10 isUse: 1 passBy: 0 - nodePos: {x: 0.9368901, y: 0.05975914, z: -8.679108} + nodePos: {x: 0.41692686, y: 0.0597353, z: -7.669103} line: 4 column: 0 fatherLevelNodes: - - {x: 3, y: 1} - {x: 3, y: 0} nextLevelNodes: - - {x: 5, y: 0} - - roomType: 3 - isUse: 0 + - {x: 5, y: 1} + fightEenemyPool: + enemyList: [] + mapIndex: + - roomType: 8 + isUse: 1 passBy: 0 - nodePos: {x: 0.93688774, y: 0.059761047, z: -7.67911} + nodePos: {x: 0.41692448, y: 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levelDataList: - - roomType: 1 + fightEenemyPool: + enemyList: [] + mapIndex: + - roomType: 7 isUse: 1 passBy: 0 - nodePos: {x: 3.0668812, y: 0.05977249, z: -8.679108} + nodePos: {x: 2.4169211, y: 0.059744835, z: -6.669104} line: 5 - column: 0 + column: 1 fatherLevelNodes: - {x: 4, y: 0} + - {x: 4, y: 1} + - {x: 4, y: 2} nextLevelNodes: - - {x: 6, y: 0} - {x: 6, y: 1} - - roomType: 1 - isUse: 0 - passBy: 0 - nodePos: {x: 3.0668805, y: 0.0597744, z: -7.679108} - line: 5 - column: 1 - fatherLevelNodes: [] - nextLevelNodes: [] - - roomType: 4 + fightEenemyPool: + enemyList: [] + mapIndex: + - roomType: 7 isUse: 0 passBy: 0 - nodePos: {x: 3.0668807, y: 0.059776306, z: -6.67911} + nodePos: {x: 2.4169207, y: 0.059746742, z: -5.669105} line: 5 column: 2 fatherLevelNodes: [] nextLevelNodes: [] - - roomType: 1 - isUse: 1 - passBy: 0 - nodePos: {x: 3.06688, y: 0.059778214, z: -5.679112} - line: 5 - column: 3 - fatherLevelNodes: - - {x: 4, y: 2} - nextLevelNodes: - - {x: 6, y: 4} - - roomType: 5 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roomType: 9 isUse: 1 passBy: 0 - nodePos: {x: 7.3268833, y: 0.0598011, z: -7.67911} + nodePos: {x: 6.416924, y: 0.059760094, z: -6.669105} line: 7 column: 1 fatherLevelNodes: - - {x: 6, y: 0} - {x: 6, y: 1} nextLevelNodes: - - {x: 8, y: 2} - {x: 8, y: 1} - - roomType: 4 - isUse: 0 - passBy: 0 - nodePos: {x: 7.326885, y: 0.05980301, z: -6.679111} - line: 7 - column: 2 - fatherLevelNodes: [] - nextLevelNodes: [] - - roomType: 1 + fightEenemyPool: + enemyList: [] + mapIndex: + - roomType: 10 isUse: 1 passBy: 0 - nodePos: {x: 7.3268857, y: 0.059804916, z: -5.679114} + nodePos: {x: 6.416925, y: 0.059762, z: -5.669108} line: 7 - column: 3 + column: 2 fatherLevelNodes: - - {x: 6, y: 4} + - {x: 6, y: 1} nextLevelNodes: - - {x: 8, y: 4} - {x: 8, y: 2} - - roomType: 5 - isUse: 1 - passBy: 0 - nodePos: {x: 7.326885, y: 0.059806824, z: -4.679115} - line: 7 - column: 4 - fatherLevelNodes: - - {x: 6, y: 4} - nextLevelNodes: - - {x: 8, y: 4} + fightEenemyPool: + enemyList: [] + mapIndex: - levelDataList: - - roomType: 1 - isUse: 0 + - roomType: 0 + isUse: 1 passBy: 0 - nodePos: {x: 9.456891, y: 0.059812546, z: -8.679108} + nodePos: {x: 8.41693, y: 0.059765816, z: -7.669103} line: 8 column: 0 fatherLevelNodes: [] - nextLevelNodes: [] - - roomType: 1 + nextLevelNodes: + - {x: 9, y: 0} + fightEenemyPool: strong + enemyList: [] + mapIndex: + - roomType: 0 isUse: 1 passBy: 0 - nodePos: {x: 9.456893, y: 0.059814453, z: -7.679108} + nodePos: {x: 8.416932, y: 0.059767723, z: -6.669105} line: 8 column: 1 - fatherLevelNodes: - - {x: 7, y: 1} + fatherLevelNodes: [] nextLevelNodes: - {x: 9, y: 1} - - roomType: 0 + fightEenemyPool: strong + enemyList: [] + mapIndex: + - roomType: 1 isUse: 1 passBy: 0 - nodePos: {x: 9.456895, y: 0.05981636, z: -6.67911} + nodePos: {x: 8.416934, y: 0.05976963, z: -5.669107} line: 8 column: 2 - fatherLevelNodes: - - {x: 7, y: 1} - - {x: 7, y: 3} - nextLevelNodes: - - {x: 9, y: 3} - - {x: 9, y: 2} - - roomType: 0 - isUse: 0 - passBy: 0 - nodePos: {x: 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- roomType: 1 + - {x: 10, y: 1} + fightEenemyPool: + enemyList: [] + mapIndex: + - roomType: 6 isUse: 1 passBy: 0 - nodePos: {x: 11.586914, y: 0.059829712, z: -6.679111} + nodePos: {x: 10.416943, y: 0.05977726, z: -5.669106} line: 9 column: 2 fatherLevelNodes: - {x: 8, y: 2} nextLevelNodes: - - {x: 10, y: 2} - - roomType: 0 - isUse: 1 - passBy: 0 - nodePos: {x: 11.58692, y: 0.05983162, z: -5.679112} - line: 9 - column: 3 - fatherLevelNodes: - - {x: 8, y: 2} - - {x: 8, y: 4} - nextLevelNodes: - - {x: 10, y: 3} - - {x: 10, y: 2} - - roomType: 4 - isUse: 0 - passBy: 0 - nodePos: {x: 11.586924, y: 0.059833527, z: -4.679114} - line: 9 - column: 4 - fatherLevelNodes: [] - nextLevelNodes: [] + - {x: 10, y: 1} + fightEenemyPool: + enemyList: [] + mapIndex: - levelDataList: - roomType: 0 isUse: 0 passBy: 0 - nodePos: {x: 13.71693, y: 0.05983925, z: -8.679108} + nodePos: {x: 12.416952, y: 0.059781075, z: -7.669101} line: 10 column: 0 fatherLevelNodes: [] nextLevelNodes: [] + fightEenemyPool: strong + enemyList: [] + mapIndex: - roomType: 0 - isUse: 0 - passBy: 0 - nodePos: {x: 13.716934, y: 0.059841156, z: -7.679107} - line: 10 - column: 1 - fatherLevelNodes: [] - nextLevelNodes: [] - - roomType: 4 isUse: 1 passBy: 0 - nodePos: {x: 13.716938, y: 0.059843063, z: -6.679109} + nodePos: {x: 12.416956, y: 0.059782982, z: -6.669105} line: 10 - column: 2 + column: 1 fatherLevelNodes: + - {x: 9, y: 0} - {x: 9, y: 1} - - {x: 9, y: 3} - {x: 9, y: 2} nextLevelNodes: - {x: 11, y: 1} - - {x: 11, y: 2} - - roomType: 5 - isUse: 1 - passBy: 0 - nodePos: {x: 13.71694, y: 0.05984497, z: -5.679113} - line: 10 - column: 3 - fatherLevelNodes: - - {x: 9, y: 3} - nextLevelNodes: - - {x: 11, y: 2} + fightEenemyPool: strong + enemyList: [] + mapIndex: - roomType: 0 isUse: 0 passBy: 0 - nodePos: {x: 13.716942, y: 0.059846878, z: -4.679115} + nodePos: {x: 12.416958, y: 0.05978489, z: -5.669107} line: 10 - column: 4 + column: 2 fatherLevelNodes: [] nextLevelNodes: [] + fightEenemyPool: strong + 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--git a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs index 24807643..598b1046 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs @@ -425,6 +425,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag mapUnity.influenced = false; } MapUnityManager.Instance.castPool.Clear(); + //遍历影响池变色 foreach (MapUnity mapUnity in cardEntity.influencePreviewPool) { @@ -478,10 +479,8 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag { //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 Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); - // Debug.Log(Mouse.current.position.value); if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value)) - { - //Debug.Log(raycastHit.collider.gameObject.name); + { //检测到跟上次瞄准地方不同,更新 if (currentNode == null || raycastHit.collider.transform.gameObject != currentNode.gameObject) { @@ -490,6 +489,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag mapUnity.influenced = false; } cardEntity.influencePreviewPool.Clear(); + currentNode = raycastHit.collider.transform.GetComponent(); //重新调用范围预览 //GameManager.Instance.player.StepPreviewInfluencedNode(cardEntity.cardOriginalData.CastingRange); @@ -510,11 +510,14 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag Vector3 face = currentNode.transform.position - GameManager.Instance.playerOn.transform.position; float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180; getNodeTools.setEffectRangePreviewTest(cardEntity.cardOriginalData, euler, currentNode,cardEntity); + //setEffectRangePreview(cardEntity.cardOriginalData.EffectRange, euler, currentNode); //influencePreviewPool.Add(currentNode); //更新涂色预览材质 - SettlementManager.Instance.PreviewSwitchColor(cardEntity.cardOriginalData, currentNode); + // SettlementManager.Instance.PreviewSwitchColor(cardEntity.cardOriginalData, currentNode); + //更新地块计数 + SettlementManager.Instance.PreviewColorMapUnity(cardEntity.cardOriginalData, currentNode); } //更新效果作用范围内怪物虚血 @@ -565,8 +568,8 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag getNodeTools.setEffectRangePreviewTest(cardEntity.cardOriginalData, 90.0f, mapUnity, cardEntity); //更新效果作用范围内怪物虚血 EnemyManager.Instance.ShowExpHp_Observer(cardEntity.influencePreviewPool); - //更新涂色预览材质 - SettlementManager.Instance.PreviewSwitchColor(cardEntity.cardOriginalData, GameManager .Instance .playerOn ); + //更新涂色材质和地块数量统计预览 + SettlementManager.Instance.PreviewColorMapUnity(cardEntity.cardOriginalData, GameManager .Instance .playerOn ); } public void OnDrag(PointerEventData eventData) @@ -575,13 +578,13 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag } private void dyeing() - { + { //遍历影响池变色 - foreach (MapUnity mapUnity in cardEntity.influencePreviewPool) - { - mapUnity.PlayerInfluenced(cardEntity.influencePreviewPool); - // mapUnity.playerMark.meshRenderer .material = mapUnity.castPreRange; - } + foreach (MapUnity mapUnity in cardEntity.influencePreviewPool) + { + mapUnity.PlayerInfluenced(cardEntity.influencePreviewPool); + // mapUnity.playerMark.meshRenderer .material = mapUnity.castPreRange; + } } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs index fcede658..03abf57e 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs @@ -394,30 +394,14 @@ public class TurnMaster : Singleton int actualCardsToDraw = Mathf.Min(handCard.maxHandCard - handCardCount, drawNum); CardActiveSort.Instance.drawCardCount = actualCardsToDraw; - CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards()); + yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.SortOldCardPointWithDrawCards()); Debug.Log("抽卡点1"); - while (CardActiveSort.Instance.canDrawCard ==false ) - { - Debug.Log("抽卡点"+CardActiveSort.Instance.canDrawCard); - yield return null; - } - yield return new WaitUntil(() => CardActiveSort.Instance.canDrawCard == true); - Debug.Log("抽卡点2"); for (int i = handCardCount; i < handCardCount + actualCardsToDraw; i++) { if (cardDeck.cardList.Count > 0) - { - /*int cardRarity= CardOriginalDataList.Instance.cardOriginalDataList[cardDeck.cardList.Count - 1].Rarity; - var a = Instantiate(cardDeck.cardPrefabPuTong,handCard .cardPanle .transform ); - a.GetComponent().localEulerAngles = new Vector3(0, 0, 0); - CardEntity cardEntity = a.GetComponent(); - cardEntity .createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i); - cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1); - handCard.cardEntityList.Add(cardEntity);*/ - createCard(i); - - + { + createCard(i); } else if (usedCard.usedCardList.Count > 0) { @@ -427,19 +411,15 @@ public class TurnMaster : Singleton cardDeck.cardList.Add(usedCard.usedCardList[c]); cardDeck.cardList.Shuffle(); } - usedCard.usedCardList.Clear(); - /*var a = Instantiate(cardDeck.cardPrefabPuTong, handCard.cardPanle.transform); - a.GetComponent ().localEulerAngles = new Vector3(0, 0, 0); - CardEntity cardEntity = a.GetComponent(); - cardEntity.createCard(cardDeck.cardList[cardDeck.cardList.Count - 1], i); - cardDeck.cardList.RemoveAt(cardDeck.cardList.Count - 1); - handCard.cardEntityList.Add(cardEntity);*/ createCard(i); } yield return new WaitForSeconds(0.1f); } + + yield return CardActiveSort.Instance.StartCoroutine(CardActiveSort.Instance.ReflashCardPointWithDrawCards()); + yield break; } public void createCard(int i) diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlackSheep.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlackSheep.cs index 677041cd..4cbea795 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlackSheep.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/BlackSheep.cs @@ -84,7 +84,7 @@ public class BlackSheep : MonoBehaviour IEnumerator MeleeAttackAction() { - MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY]; + MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) { if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) @@ -99,7 +99,7 @@ public class BlackSheep : MonoBehaviour { yield return StartCoroutine(moveTowardsPlayer()); yield return new WaitForSeconds(1); - currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY]; + currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) { if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) @@ -115,7 +115,7 @@ public class BlackSheep : MonoBehaviour IEnumerator MeleeAttackAndPolluteAction() { - MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY]; + MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) { if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) @@ -142,7 +142,7 @@ public class BlackSheep : MonoBehaviour { yield return StartCoroutine(moveTowardsPlayer()); yield return new WaitForSeconds(1); - currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY]; + currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) { if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) @@ -171,7 +171,7 @@ public class BlackSheep : MonoBehaviour IEnumerator ShieldAction() { enemyNode.EnemyState.shieldValue += 4; - MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY]; + MapUnity currentNode = getNodeTools .LocationToGetNode ( enemyNode.positionX,enemyNode.positionY); if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) { if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) @@ -185,7 +185,7 @@ public class BlackSheep : MonoBehaviour { yield return StartCoroutine(moveTowardsPlayer()); yield return new WaitForSeconds(1); - currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY]; + currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); if (getNodeTools.canRemoteAttack(currentNode, enemyNode.EnemyState.attackRange)) { if (!enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.disarm)) @@ -242,7 +242,7 @@ public class BlackSheep : MonoBehaviour IEnumerator moveOneStep(MapUnity nexMapUnity) { enemyNode.bleedCal(); - MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY]; + MapUnity currentNode = getNodeTools.LocationToGetNode(enemyNode.positionX, enemyNode.positionY); MapUnity disNode = nexMapUnity; currentNode.blocked = false; currentNode.enemyNode = null; diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs index e8eadd30..777e818f 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs @@ -8,6 +8,7 @@ using UnityEngine; using UnityEngine.Assertions; using UnityEngine.UI; using static Name; +using static UnityEditor.FilePathAttribute; using static UnityEngine.Rendering.DebugUI; public class EnemyNode : MonoBehaviour,IEnemyObserver @@ -68,8 +69,6 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver [Header("敌人近战攻击动画速度")] public float meleeAttackSpeed; public AnimationCurve meleeAttackSpeedCurve; - [Header("敌人受到哪种颜色攻击")] - public int colorUnderAttack; public enum EnemyType { @@ -193,11 +192,11 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver { EnemyState.currentNumberOfHits -= 1; blockUIBar.SyncHp(EnemyState.currentNumberOfHits); - if(EnemyState.currentNumberOfHits <= 0 ) + /* if(EnemyState.currentNumberOfHits <= 0 ) { - GameManager.Instance.X[positionX].Y[positionY].blocked = false; + // GameManager.Instance.X[positionX].Y[positionY].blocked = false; OnDeath(); - } + }*/ } } @@ -212,7 +211,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver { enemyUIBar.sheildFlash.enabled = true; } - if (mapUnities.Contains(GameManager.Instance.X[positionX].Y[positionY])) + if (mapUnities.Contains(getNodeTools .LocationToGetNode (positionX ,positionY))) { enemyUIBar.isSync = false; float remainDamage = EnemyState.shieldValue - Usermanager.Instance.expectDamage; @@ -264,11 +263,13 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver public void StartPosition() { //this.transform.position = GameManager.Instance.X[positionX].Y[positionY].transform.position; - GameManager.Instance.X[positionX].Y[positionY].enemyNode = this; - transform.SetParent(GameManager.Instance.X[positionX].Y[positionY].CylinderFloor.transform); + MapUnity mapUnity = getNodeTools.LocationToGetNode(positionX, positionY); + mapUnity.enemyNode = this; + //GameManager.Instance.X[positionX].Y[positionY].enemyNode = this; + transform.SetParent(mapUnity.CylinderFloor.transform); if (enemyType ==EnemyType.block) { - GameManager.Instance.X[positionX].Y[positionY].blocked = true; + mapUnity.blocked = true; } } @@ -396,7 +397,21 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver int result=(int)(trueStepRange * stepMultiplie); return result; } - + public virtual List PreviewColorRange() + { + return null; + } + public virtual bool CanOneDeath() + { + if (EnemyState.currentNumberOfHits - 1 <= 0) + { + return true; + } + else + { + return false; + } + } public void EnemyTurn() { switch (enemyScript) @@ -495,7 +510,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver } public void AppearAimLine() { - MapUnity currentMapUnity = GameManager.Instance.X[positionX].Y[positionY]; + MapUnity currentMapUnity = getNodeTools.LocationToGetNode(positionX, positionY); EnemyManager.Instance.AttackRangeInfluencedNode(currentMapUnity, EnemyState.attackRange + getStepRange(),rangePool); switch (planAction) @@ -567,7 +582,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver private MapUnity getEndNodeTowardsPlayer() { - MapUnity currentMapUnity = GameManager.Instance.X[positionX].Y[positionY]; + MapUnity currentMapUnity = getNodeTools.LocationToGetNode(positionX, positionY); HashSet shootAbleMapUnity = new HashSet(); HashSet reachAbleMapUnity = new HashSet(); HashSet endNodeMapUnityList = new HashSet(); @@ -625,7 +640,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver private MapUnity getEndNodeAwayFromPlayer() { - MapUnity currentMapUnity = GameManager.Instance.X[positionX].Y[positionY]; + MapUnity currentMapUnity = getNodeTools.LocationToGetNode(positionX, positionY); HashSet nearestMapUnity = new HashSet(); HashSet endNodeMapUnityList = new HashSet(); Dictionary endNodeMapUnityMap = new Dictionary(); @@ -687,7 +702,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver public void FindPathTowardsPlayer() { - MapUnity currentNode = GameManager.Instance.X[positionX].Y[positionY]; + MapUnity currentNode = getNodeTools.LocationToGetNode(positionX, positionY); pasth.Clear(); pasth = AStarManager.Instance.FindPathWithEndNode(currentNode, getEndNodeTowardsPlayer()); @@ -695,7 +710,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver public void FindPathAwayFromPlayer() { - MapUnity currentNode = GameManager.Instance.X[positionX].Y[positionY]; + MapUnity currentNode = getNodeTools.LocationToGetNode(positionX, positionY); pasth.Clear(); pasth = AStarManager.Instance.FindPathWithEndNode(currentNode, getEndNodeAwayFromPlayer()); @@ -782,7 +797,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver EnemyNode newEnemyNode = currentenemy.GetComponent(); newEnemyNode.positionX = positionX; newEnemyNode.positionY = positionY; - MapUnity currentNode = GameManager.Instance.X[positionX].Y[positionY]; + MapUnity currentNode = getNodeTools.LocationToGetNode(positionX, positionY); currentNode.enemyNode = newEnemyNode; } @@ -803,6 +818,11 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver } + //发动被破坏效果(用于场地物体) + public virtual IEnumerator ActiveEffect() + { + yield return null; + } public void boneOnDeath() { if (EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.boomAndPollute)) @@ -835,7 +855,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver public void boomAndPolluteCal() { - MapUnity currentNode = GameManager.Instance.X[positionX].Y[positionY]; + MapUnity currentNode = getNodeTools.LocationToGetNode(positionX, positionY); HashSet targetSet=new HashSet(); targetSet.Add(currentNode); getNodeTools.getCircleNodeForBoom(targetSet, 1); diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyPool.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyPool.cs index 5f39c987..86f48cab 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyPool.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyPool.cs @@ -67,4 +67,23 @@ public class EnemyPool : MonoBehaviour } return enemyPrefabs; } + + public static string enemyIndexToString( int enemyIndex) + { + switch (enemyIndex) + { + case 2001: + return Name.EnemyName.DarkCloud; + case 2002: + return Name.EnemyName.BlackSheep; + case 2003: + return Name.EnemyName.Grinfiend; + case 2004: + return Name.EnemyName.Polymaw; + case 2005: + return Name.EnemyName.Mushroom; + } + + return Name.EnemyName.BlackSheep; + } } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoomNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoomNode.cs deleted file mode 100644 index 7ac77547..00000000 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoomNode.cs +++ /dev/null @@ -1,80 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using System.Linq; -using Unity.VisualScripting; -using UnityEditor.Experimental.GraphView; -using UnityEngine; -using UnityEngine.InputSystem; -using UnityEngine.UIElements; - -public class BoomNode : BlockNode -{ - public int damage = 4; - public GameObject damageParticle; - public Transform particlePoint; - public override void OnDeath() - { - StartCoroutine(DrawCardAndDestory()); - } - - IEnumerator DrawCardAndDestory() - { - //计算角度 - MapUnity currentNode = GameManager.Instance.X[positionX].Y[positionY]; - CAngle(currentNode); - currentNode.blocked = false; - currentNode.enemyNode = null; - Destroy(this.gameObject); - yield break; - } - - public void CAngle(MapUnity currentNode) - { - List effectRangePreviewPool = new List(); - - Vector3 direction = transform.position- GameManager.Instance.player.transform.position ; - float angle1 = Vector3.SignedAngle(transform.forward, direction, transform.up); - - if (angle1 < 0) - { - angle1 += 360f; - } - if (angle1 >= 300f) - { - angle1 = 330f; - } - else if (angle1 >= 240f) - { - angle1 = 270f; - } - else if (angle1 >= 180f) - { - angle1 = 210f; - } - else if (angle1 >= 120f) - { - angle1 = 150f; - } - else if (angle1 >= 60f) - { - angle1 = 90f; - } - else if (angle1 >= 0f) - { - angle1 = 30f; - } - - effectRangePreviewPool = getNodeTools.setEffectRangePreviewNoCard("4_1", angle1, currentNode).ToList (); - - // SettlementManager.Instance.damageWork(damage, effectRangePreviewPool, -1); - - foreach (var mapNode in effectRangePreviewPool ) - { - // Vector3 pos = mapNode.transform.position; - // pos.y = particlePoint.position.y; - // var bluePartical = Instantiate(ParticalManager.Instance.redParticleEffect,pos, ParticalManager.Instance.redParticleEffect.transform.rotation); - // bluePartical.transform.SetParent(currentNode.transform); - mapNode.switchColor(colorUnderAttack); - } - } -} \ No newline at end of file diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TNTBucketNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TNTBucketNode.cs deleted file mode 100644 index 8297ce39..00000000 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TNTBucketNode.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class TNTBucketNode : BlockNode -{ - public override void OnDeath() - { - StartCoroutine(DrawCardAndDestory()); - } - - IEnumerator DrawCardAndDestory() - { - foreach (var node in GameManager.Instance.X[positionX].Y[positionY].unitPool ) - { - if(node != null ) - { - node.switchColor(colorUnderAttack); - } - } - GameManager.Instance.X[positionX].Y[positionY].blocked = false; - GameManager.Instance.X[positionX].Y[positionY].enemyNode = null; - Destroy(this.gameObject); - yield break; - } -} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TreeNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TreeNode.cs deleted file mode 100644 index 94ac6ab4..00000000 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TreeNode.cs +++ /dev/null @@ -1,28 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class TreeNode : BlockNode -{ - public int drawCardCount=2; - public override void OnDeath() - { - if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banDrawCard)) - { - } - else - { - StartCoroutine(DrawCardAndDestory()); - } - } - - IEnumerator DrawCardAndDestory() - { - TurnMaster.Instance.StartCoroutine(TurnMaster.Instance.drawCards(drawCardCount)); - yield return StartCoroutine(TurnMaster.Instance.MoveCards()); - GameManager.Instance.X[positionX].Y[positionY].blocked = false; - GameManager.Instance.X[positionX].Y[positionY].enemyNode = null; - Destroy(this.gameObject); - yield break; - } -} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/BlockUI.meta similarity index 100% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI.meta rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/BlockUI.meta diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI/BlockUIBar.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/BlockUI/BlockUIBar.cs similarity index 100% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI/BlockUIBar.cs rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/BlockUI/BlockUIBar.cs diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI/BlockUIBar.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/BlockUI/BlockUIBar.cs.meta similarity index 100% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockUI/BlockUIBar.cs.meta rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/BlockUI/BlockUIBar.cs.meta diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode.meta similarity index 100% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode.meta rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode.meta diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BlockNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/BlockNode.cs similarity index 99% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BlockNode.cs rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/BlockNode.cs index 654495fb..72c64960 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BlockNode.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/BlockNode.cs @@ -37,6 +37,7 @@ public class BlockNode : EnemyNode blockUIBar.CreatSartHp(EnemyState.currentNumberOfHits); // blockUIBar.enemyNode = enemyNode; } + public override void OnDeath() { Destroy(this.gameObject); diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BlockNode.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/BlockNode.cs.meta similarity index 100% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BlockNode.cs.meta rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/BlockNode.cs.meta diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Boom.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Boom.cs new file mode 100644 index 00000000..a6eb08f6 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Boom.cs @@ -0,0 +1,136 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using Unity.VisualScripting; +using UnityEditor.Experimental.GraphView; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.UIElements; + +public class Boom : BlockNode +{ + public int damage = 4; + public GameObject damageParticle; + public Transform particlePoint; + public override void OnDeath() + { + // StartCoroutine(BoomdAndDestory()); + } + public override IEnumerator ActiveEffect() + { + yield return StartCoroutine(BoomdAndDestory()); + } + IEnumerator BoomdAndDestory() + { + //计算角度 + MapUnity currentNode = getNodeTools.LocationToGetNode(positionX,positionY); + CAngle(currentNode); + currentNode.blocked = false; + currentNode.enemyNode = null; + Destroy(this.gameObject); + yield break; + } + public override List PreviewColorRange() + { + MapUnity currentNode = getNodeTools.LocationToGetNode(positionX, positionY); + List effectRangePreviewPool = new List(); + + Vector3 direction = transform.position - GameManager.Instance.player.transform.position; + float angle1 = Vector3.SignedAngle(transform.forward, direction, transform.up); + + if (angle1 < 0) + { + angle1 += 360f; + } + if (angle1 >= 300f) + { + angle1 = 330f; + } + else if (angle1 >= 240f) + { + angle1 = 270f; + } + else if (angle1 >= 180f) + { + angle1 = 210f; + } + else if (angle1 >= 120f) + { + angle1 = 150f; + } + else if (angle1 >= 60f) + { + angle1 = 90f; + } + else if (angle1 >= 0f) + { + angle1 = 30f; + } + + effectRangePreviewPool = getNodeTools.setEffectRangePreviewNoCard("4_1", angle1, currentNode).ToList(); + + foreach (var mapNode in effectRangePreviewPool) + { + // Vector3 pos = mapNode.transform.position; + // pos.y = particlePoint.position.y; + // var bluePartical = Instantiate(ParticalManager.Instance.redParticleEffect,pos, ParticalManager.Instance.redParticleEffect.transform.rotation); + // bluePartical.transform.SetParent(currentNode.transform); + mapNode.switchPreColor(currentNode.colorUnderAttack); + } + return effectRangePreviewPool; + } + public void CAngle(MapUnity currentNode) + { + List effectRangePreviewPool = new List(); + + Vector3 direction = transform.position- GameManager.Instance.player.transform.position ; + float angle1 = Vector3.SignedAngle(transform.forward, direction, transform.up); + + if (angle1 < 0) + { + angle1 += 360f; + } + if (angle1 >= 300f) + { + angle1 = 330f; + } + else if (angle1 >= 240f) + { + angle1 = 270f; + } + else if (angle1 >= 180f) + { + angle1 = 210f; + } + else if (angle1 >= 120f) + { + angle1 = 150f; + } + else if (angle1 >= 60f) + { + angle1 = 90f; + } + else if (angle1 >= 0f) + { + angle1 = 30f; + } + + effectRangePreviewPool = getNodeTools.setEffectRangePreviewNoCard("4_1", angle1, currentNode).ToList (); + + // SettlementManager.Instance.damageWork(damage, effectRangePreviewPool, -1); + + foreach (var mapNode in effectRangePreviewPool ) + { + // Vector3 pos = mapNode.transform.position; + // pos.y = particlePoint.position.y; + // var bluePartical = Instantiate(ParticalManager.Instance.redParticleEffect,pos, ParticalManager.Instance.redParticleEffect.transform.rotation); + // bluePartical.transform.SetParent(currentNode.transform); + mapNode.switchColor(currentNode. colorUnderAttack); + if(mapNode .enemyNode != null ) + { + mapNode.enemyNode.EnemyState.currentHP -= 4; + } + + } + } +} \ No newline at end of file diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoomNode.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Boom.cs.meta similarity index 100% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoomNode.cs.meta rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Boom.cs.meta diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoxNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Box.cs similarity index 97% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoxNode.cs rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Box.cs index d1d2fe5d..b5e54d13 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoxNode.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Box.cs @@ -2,7 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; -public class BoxNode : MonoBehaviour +public class Box : MonoBehaviour { EnemyNode enemyNode; diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoxNode.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Box.cs.meta similarity index 100% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/BoxNode.cs.meta rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Box.cs.meta diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/TNTBucket.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/TNTBucket.cs new file mode 100644 index 00000000..30e4700f --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/TNTBucket.cs @@ -0,0 +1,45 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TNTBucket : BlockNode +{ + public override void OnDeath() + { + //StartCoroutine(DrawCardAndDestory()); + } + public override IEnumerator ActiveEffect() + { + yield return StartCoroutine(DrawCardAndDestory()); + } + IEnumerator DrawCardAndDestory() + { + MapUnity mapUnity = getNodeTools.LocationToGetNode(positionX, positionY); + foreach (var node in mapUnity.unitPool ) + { + if(node != null ) + { + node.switchColor(mapUnity . colorUnderAttack); + } + } + mapUnity.blocked = false; + mapUnity.enemyNode = null; + Destroy(this.gameObject); + yield break; + } + + public override List PreviewColorRange() + { + MapUnity mapUnity = getNodeTools.LocationToGetNode(positionX, positionY); + List effectRangePreviewPool = new List(); + foreach (var node in mapUnity.unitPool) + { + if (node != null) + { + effectRangePreviewPool.Add(node); + node.switchPreColor(mapUnity.colorUnderAttack); + } + } + return effectRangePreviewPool; + } +} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TNTBucketNode.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/TNTBucket.cs.meta similarity index 100% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TNTBucketNode.cs.meta rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/TNTBucket.cs.meta diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Tree.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Tree.cs new file mode 100644 index 00000000..98b53516 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Tree.cs @@ -0,0 +1,31 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Tree : BlockNode +{ + public int drawCardCount=2; + public override void OnDeath() + { + /*if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banDrawCard)) + { + } + else + { + StartCoroutine(DrawCardAndDestory()); + }*/ + } + public override IEnumerator ActiveEffect() + { + yield return StartCoroutine(DrawCardAndDestory()); + } + IEnumerator DrawCardAndDestory() + { + MapUnity mapUnity = getNodeTools.LocationToGetNode(positionX, positionY); + yield return TurnMaster.Instance.StartCoroutine(TurnMaster.Instance.drawCards(drawCardCount)); + mapUnity.blocked = false; + mapUnity.enemyNode = null; + Destroy(this.gameObject); + yield break; + } +} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TreeNode.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Tree.cs.meta similarity index 100% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block/BlockNode/TreeNode.cs.meta rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Tree.cs.meta diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Vacancy.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Vacancy.cs new file mode 100644 index 00000000..ab52f10b --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Vacancy.cs @@ -0,0 +1,25 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UIElements; + +public class Vacancy : BlockNode +{ + public int drawCardCount = 2; + private void Start() + { + if (blockUIBar == null) + { + CreatEnemyUIBar(this); + + } + lasteHp = (int)EnemyState.currentHP; + enemyUI.SetActive(false); + } + public override void OnDeath() + { + + } + + +} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Vacancy.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Vacancy.cs.meta new file mode 100644 index 00000000..b05b13bd --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/BlockNode/Vacancy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc7c825b2060cb44ab9a88f267adf20d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/TakerOverNode.meta similarity index 77% rename from ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block.meta rename to ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/TakerOverNode.meta index a2002b20..9282d5b2 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyUI/Block.meta +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/TakerOverNode.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ab7664ff672480f459fb5c68b41dcc23 +guid: 158addf8acf787245a6bc01d0b3fd919 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/TakerOverNode/ItemTakerOverNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/TakerOverNode/ItemTakerOverNode.cs new file mode 100644 index 00000000..e6fcf647 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/TakerOverNode/ItemTakerOverNode.cs @@ -0,0 +1,75 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ItemTakerOverNode : MonoBehaviour +{ + public enum TakeOverType + { + oneCenter, + oneCircle + } + public TakeOverType takeOverType; + public enum BlockType + { + common, + whirlpool, + vacancy + } + public BlockType blockType; + + public HashSet TakeOverCalculation(MapUnity currentMapUnity) + { + HashSet mapUnities = new HashSet (); + switch (takeOverType) + { + case TakeOverType.oneCenter: + if(currentMapUnity !=null && currentMapUnity .blocked ==false &¤tMapUnity .gameObject .activeInHierarchy ==true ) + { + mapUnities .Add(currentMapUnity ); + } + else + { + return null; + } + break; + } + + return mapUnities; + } + + public void GenerateBlockItem(MapUnity currentMapUnity,GameObject prefab) + { + switch (blockType) + { + case BlockType.common: + Vector3 pos = currentMapUnity.transform.position; + pos.y = 1; + var block = Instantiate(prefab, pos, Quaternion.identity); + currentMapUnity.enemyNode = block.GetComponent(); + currentMapUnity.enemyNode.positionX = currentMapUnity.locationX; + currentMapUnity.enemyNode.positionY = currentMapUnity.locationY; + currentMapUnity.blocked = true; + break; + case BlockType.whirlpool: + Vector3 pos2 = currentMapUnity.transform.position; + pos.y = 1; + var whirlpool = Instantiate(prefab, pos2, Quaternion.identity); + Whirlpool whirlpoolS = whirlpool.GetComponent(); + whirlpoolS.posX = currentMapUnity.locationX; + whirlpoolS.posY = currentMapUnity.locationY; + break; + case BlockType.vacancy: + Vector3 pos3 = currentMapUnity.transform.position; + pos.y = 1; + var vacancy = Instantiate(prefab, pos3, Quaternion.identity); + currentMapUnity.enemyNode = vacancy.GetComponent(); + currentMapUnity.enemyNode.positionX = currentMapUnity.locationX; + currentMapUnity.enemyNode.positionY = currentMapUnity.locationY; + currentMapUnity.blocked = true; + currentMapUnity .CylinderFloor .SetActive(false); + break; + } + + } +} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/TakerOverNode/ItemTakerOverNode.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/TakerOverNode/ItemTakerOverNode.cs.meta new file mode 100644 index 00000000..bc165f96 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/TakerOverNode/ItemTakerOverNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d99a212ab38d69947b365e3770680781 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/Whirlpool.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/Whirlpool.cs index d885eabc..a91de6c1 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/Whirlpool.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/Item/Whirlpool.cs @@ -13,7 +13,7 @@ public class Whirlpool : MonoBehaviour private void Start() { - MapUnity currentNode = GameManager .Instance .X[posX].Y[posY]; + MapUnity currentNode = getNodeTools.LocationToGetNode( posX,posY); this.gameObject.transform.position = currentNode.transform.position; for(int i=0;i White.fillAmount = Metal.fillAmount + whiteNodeCountLatest / totoalNode; // Black.fillAmount = Bule.fillAmount + blackNodeCountLatest / totoalNode; //预览涂色 + if (onDrag && currentCardEntity != null ) { if(currentCardEntity.cardOriginalData.CastingRange != 0) @@ -330,7 +330,7 @@ public class GameManager : Singleton { currentMapNode = playerOn; } - List ints = SettlementManager.Instance.PreviewColorMapUnity(currentCardEntity.cardOriginalData, currentMapNode); + List ints = SettlementManager.Instance.GetNodeCountStats(); for (int i = 0; i < ints.Count; i++) { switch (i) @@ -600,40 +600,83 @@ public class GameManager : Singleton //开局场地涂色 IEnumerator StartMapColour() { - //玩家 - for (int i = 0; i < X.Count ; i++) + /* //玩家 + 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++) + { + X[i].Y[1].switchColor(PlayerStatsManager.Instance.colorSortList[2]); + } + //怪物 + for (int i = 0; i whiteMapUnities = new List(); + for(int i=0;i< X .Count;i++) { - if (i % 2 == 0) - { - X[i].Y[0].switchColor(PlayerStatsManager.Instance.colorSortList[0]); - } - else + for (int j=0;j +{ + public GameObject generatorPoint;//初始位置 + public Vector3 originalPoint; + + [Header("节点生成行(横)")] + public int generatorLine; + [Header("节点生成列(竖)")] + public int generatorColumn; + + [Header("节点生成列(竖)间距")] + public float lineOffset; + [Header("节点生成行(横)间距")] + public float columnOffset; + + [Header("生成路线数量")] + public int pathAmount; + + [Header("特定房间生成层数")] + //宝箱 + public int treasureFloor; + //锻造 + public int forgingFloor; + //单节点战斗 + public List singleFightFloor; + //三节点战斗 + public List multipleFightFloor; + //随机奖励节点 + public List rewardNodeFloor; + public List randomRoomTypeWeightBase; + public List randomRoomTypeWeightAttach; + + + [Header("节点生成资源")] + public GameObject levelPrefab; + public GameObject levelBossPrefab; + + [Header("怪物池地图概率字典")] + public string enemyPoolFileName; + Dictionary> probabilityDictionaryWeak = new Dictionary>(); + Dictionary> probabilityDictionaryStrong = new Dictionary>(); + Dictionary> probabilityDictionaryElite = new Dictionary>(); + Dictionary> probabilityDictionaryBoss = new Dictionary>(); + private void Start() + { + originalPoint = generatorPoint.transform.position; + if (LevelDevelopManager.Instance.levelDevelopData.levelStep == 0) + { + GenerateLevelMap(generatorLine, generatorColumn); + //存储保存数据 + SaveDataLoader(); + } + else + { + GeneratorLevelMapFormSave(); + } + + } + public void GenerateLevelMap(int generatorLine, int generatorColumn) + { + GenerateGridMap(generatorLine, generatorColumn); + GeneratePath(); + RandomSetUpRoom(); + // CheckNodeRule(); + ShowMap(); + SetRoomEnemyPoolAndMap(); + } + //生成网格 + public void GenerateGridMap(int generatorLine, int generatorColumn) + { + + for (int i = 0; i < generatorLine; i++) + { + if (i == generatorLine - 1) + { + + for (int j = 0; j < generatorColumn; j++) + { + generatorPoint.transform.position = new Vector3(generatorPoint.transform.position.x, generatorPoint.transform.position.y, generatorPoint.transform.position.z + lineOffset); + + var level = Instantiate(levelBossPrefab, generatorPoint.transform.position, levelPrefab.transform.rotation); + level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform); + level.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); + level.transform.localPosition += new Vector3(0, 5f, 0); + LevelNode bossLevelNode = level.GetComponent(); + bossLevelNode.line = i; + bossLevelNode.column = j; + LevelDevelopManager.Instance.levelMap[i].levelColumn.Add(bossLevelNode); + } + + } + else + { + for (int j = 0; j < generatorColumn; j++) + { + generatorPoint.transform.position = new Vector3(generatorPoint.transform.position.x, generatorPoint.transform.position.y, generatorPoint.transform.position.z + lineOffset); + + GenerateLevelNode(i, j, generatorPoint.transform.position); + } + } + + generatorPoint.transform.position = new Vector3(generatorPoint.transform.position.x + columnOffset, generatorPoint.transform.position.y, originalPoint.z); + } + } + + //生成路线 + public void GeneratePath() + { + List levelMap = LevelDevelopManager.Instance.levelMap; + for (int i=0;i path = new List(); + path.Add(LevelDevelopManager.Instance.levelMap[0].levelColumn[currentColum].column);//加入起点 + + + LevelNode LevelNode = LevelDevelopManager.Instance.levelMap[line - 1].levelColumn[currentColum]; + LevelNode nextLevelNode = LevelDevelopManager.Instance.levelMap[line].levelColumn[generatorColumn / 2]; + LevelNode.nextLevelNodes.Add(nextLevelNode); + nextLevelNode.fatherLevelNodes.Add(LevelNode); + nextLevelNode.isUse = true; + + int pathOffset = Random.Range(-1, 2); + if (CheckChoosePath(line, currentColum, pathOffset)) + { + LevelNode LevelNode = LevelDevelopManager.Instance.levelMap[line - 1].levelColumn[currentColum]; + currentColum += pathOffset; + LevelNode nextLevelNode = LevelDevelopManager.Instance.levelMap[line].levelColumn[currentColum]; + + if (!LevelNode.nextLevelNodes.Contains(nextLevelNode)) + LevelNode.nextLevelNodes.Add(nextLevelNode); + if (!nextLevelNode.fatherLevelNodes.Contains(LevelNode)) + nextLevelNode.fatherLevelNodes.Add(LevelNode); + nextLevelNode.isUse = true; + + //加入路线表 + path.Add(nextLevelNode.column); + break; + }*/ + + + } + + //检查路线选择是否合理 + public bool CheckChoosePath(int line, int column, int pathOffset) + { + int nextcolumn = (column + pathOffset); + if (nextcolumn < 0 || nextcolumn > generatorColumn - 1) + { + return false; + } + + if (pathOffset == -1) + { + LevelNode levelNode = LevelDevelopManager.Instance.levelMap[line - 1].levelColumn[column - 1]; + if (levelNode.isUse == true) + { + foreach (var node in levelNode.nextLevelNodes) + { + if (node.column > nextcolumn) + { + return false; + } + } + } + } + + if (pathOffset == 1) + { + LevelNode levelNode = LevelDevelopManager.Instance.levelMap[line - 1].levelColumn[column + 1]; + if (levelNode.isUse == true) + { + foreach (var node in levelNode.nextLevelNodes) + { + if (node.column < nextcolumn) + { + return false; + } + } + } + } + return true; + } + + //检查节点是否合理(分支目的地不同,保底精英) + public void CheckNodeRule() + { + for (int i = 0; i < LevelDevelopManager.Instance.levelMap.Count; i++) + { + for (int j = 0; j < LevelDevelopManager.Instance.levelMap[i].levelColumn.Count; j++) + { + LevelNode currentLevelNode = LevelDevelopManager.Instance.levelMap[i].levelColumn[j]; + if (currentLevelNode.isUse) + { + if (currentLevelNode.nextLevelNodes.Count > 1 && i != treasureFloor - 1 && i != generatorLine - 3 && i != generatorLine - 2) + { + Debug.Log(i); + List roomTypes = new List(); + foreach (var room in currentLevelNode.nextLevelNodes) + { + if (!roomTypes.Contains(room.roomType)) + { + Debug.Log(currentLevelNode.line + ";" + currentLevelNode.column + "过"); + roomTypes.Add(room.roomType); + } + else + { + Debug.Log(currentLevelNode.line + ";" + currentLevelNode.column + "否"); + RandomGetOneRoom(currentLevelNode.nextLevelNodes, i, j); + } + } + + } + } + } + } + } + + + //生成房间 + public LevelNode GenerateLevelNode(int line, int column, Vector3 pos) + { + var level = Instantiate(levelPrefab, pos, levelPrefab.transform.rotation); + level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform); + level.transform.localScale = new Vector3(0.04f, 0.04f, 0.04f); + LevelNode levelNode = level.GetComponent(); + levelNode.line = line; + levelNode.column = column; + LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(levelNode); + + return levelNode; + } + //生成Boss房间 + public LevelNode GenerateLevelBossNode(int line, int column, Vector3 pos) + { + var level = Instantiate(levelBossPrefab, pos, levelPrefab.transform.rotation); + level.transform.SetParent(LevelDevelopManager.Instance.levelFather.transform); + level.transform.localScale = new Vector3(0.04f, 0.04f, 0.04f); + LevelNode levelNode = level.GetComponent(); + levelNode.line = line; + levelNode.column = column; + LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(levelNode); + + return levelNode; + } + //按规则随机设定房间 + public void RandomSetUpRoom() + { + List levelMap = LevelDevelopManager.Instance.levelMap; + for (int i = 0; i < generatorLine; i++) + { + if (i == 0) + { + //第一层是初始点 + foreach (var room in levelMap[i].levelColumn) + { + room.SetUpRoom(RoomType.start); + } + } + else if (i == treasureFloor) + { + //指定宝箱层 + foreach (var room in levelMap[i].levelColumn) + { + room.SetUpRoom(RoomType.treasure); + } + } + else if (i == generatorLine - 2) + { + //倒数第二层全是篝火 + foreach (var room in levelMap[i].levelColumn) + { + room.SetUpRoom(RoomType.campfire); + } + } + else if (i == generatorLine - 3) + { + //倒数第三层全是铸造 + foreach (var room in levelMap[i].levelColumn) + { + room.SetUpRoom(RoomType.forging); + } + } + else if (i == generatorLine - 1) + { + //最后一层boss房 + foreach (var room in levelMap[i].levelColumn) + { + room.SetUpRoom(RoomType.boss); + } + } + + } + + //阶段的随机奖励生成 + List> levelNodes = new List>(); + List aNode_1 = new List (); + List aNode_2 = new List(); + List bNode_1 = new List(); + List bNode_2 = new List(); + for (int i = 0; i < 3; i++) + { + aNode_1.Add(levelMap[rewardNodeFloor[0]].levelColumn[i]); + aNode_2.Add(levelMap[rewardNodeFloor[0]+2].levelColumn[i]); + + bNode_1.Add(levelMap[rewardNodeFloor[1]].levelColumn[i]); + bNode_2.Add(levelMap[rewardNodeFloor[1] + 2].levelColumn[i]); + } + levelNodes .Add(aNode_1); + levelNodes .Add(aNode_2); + levelNodes.Add(bNode_1); + levelNodes.Add(bNode_2); + int shopA_l = Random.Range(0, 2); + int shopA_C = Random.Range(0, levelNodes[shopA_l].Count); + int shopB_l = Random.Range(2, 4); + int shopB_C = Random.Range(0, levelNodes[shopB_l].Count); + levelNodes[shopA_l][shopA_C ].SetUpRoom(RoomType.shop); + levelNodes[shopB_l][shopB_C].SetUpRoom(RoomType.shop); + levelNodes[shopA_l][shopA_C] = null; + levelNodes[shopB_l][shopB_C] = null; + List order = new List() {0,2,1,3}; + for (int a = 0; a < order.Count; a++) + { + int i = order [a]; + for (int j = 0; j < 3; j++) + { + bool isGo = true; + LevelNode currentNode = levelNodes[i][j]; + while (isGo) + { + + RoomType roomType; + if (randomRoomTypeWeightBase.Count>0) + { roomType = randomRoomTypeWeightBase[Random.Range(0, randomRoomTypeWeightBase.Count)]; } + else + { + roomType = randomRoomTypeWeightAttach[Random.Range(0, randomRoomTypeWeightAttach.Count)]; + } + if (currentNode != null) + { + switch (i) + { + case 0: + if (levelMap[currentNode.line + 2].levelColumn[currentNode.column].roomType != roomType) + { + currentNode.SetUpRoom(roomType); + if (randomRoomTypeWeightBase.Count > 0) + { + randomRoomTypeWeightBase.Remove(roomType); + } + else + { + randomRoomTypeWeightAttach.Remove(roomType); + } + isGo = false; + } + break; + case 1: + if (levelMap[currentNode.line - 2].levelColumn[currentNode.column].roomType != roomType) + { + currentNode.SetUpRoom(roomType); + if (randomRoomTypeWeightBase.Count > 0) + { + randomRoomTypeWeightBase.Remove(roomType); + } + else + { + randomRoomTypeWeightAttach.Remove(roomType); + } + isGo = false; + } + break; + case 2: + if (levelMap[currentNode.line + 2].levelColumn[currentNode.column].roomType != roomType) + { + currentNode.SetUpRoom(roomType); + if (randomRoomTypeWeightBase.Count > 0) + { + randomRoomTypeWeightBase.Remove(roomType); + } + else + { + randomRoomTypeWeightAttach.Remove(roomType); + } + isGo = false; + } + break; + case 3: + if (levelMap[currentNode.line - 2].levelColumn[currentNode.column].roomType != roomType) + { + currentNode.SetUpRoom(roomType); + if (randomRoomTypeWeightBase.Count > 0) + { + randomRoomTypeWeightBase.Remove(roomType); + } + else + { + randomRoomTypeWeightAttach.Remove(roomType); + } + isGo = false; + } + break; + } + } + else + { + isGo = false; + } + } + } + } + //生成随机怪物 + for(int i=0;i nextLevelNodes, int line, int column) + { + HashSet candidateRoomTypeList = new HashSet(); + + while (true) + { + candidateRoomTypeList.Clear(); + + for (int i = 0; i < nextLevelNodes.Count; i++) + { + bool contravenes = true; + LevelDevelopManager.RoomType candidateRoomType = LevelDevelopManager.RoomType.monster; + while (contravenes) + { + contravenes = false; + + //candidateRoomType = GetRoomTypeByWeight();//获取后选房间类型 + LevelNode currentLevelNode = nextLevelNodes[i]; + + switch (candidateRoomType) + { + case LevelDevelopManager.RoomType.monster: + + break; + case LevelDevelopManager.RoomType.eliteMonster: + foreach (var fatherRoom in currentLevelNode.fatherLevelNodes) + { + if (fatherRoom.roomType == LevelDevelopManager.RoomType.eliteMonster || line < 5) + { + contravenes = true; + } + } + break; + case LevelDevelopManager.RoomType.incident: + + break; + case LevelDevelopManager.RoomType.campfire: + foreach (var fatherRoom in currentLevelNode.fatherLevelNodes) + { + if (fatherRoom.roomType == LevelDevelopManager.RoomType.campfire || line == generatorLine - 3 || line < 5) + { + contravenes = true; + } + } + break; + case LevelDevelopManager.RoomType.shop: + foreach (var fatherRoom in currentLevelNode.fatherLevelNodes) + { + if (fatherRoom.roomType == LevelDevelopManager.RoomType.shop) + { + contravenes = true; + } + } + break; + } + + } + candidateRoomTypeList.Add(candidateRoomType); + } + + if (candidateRoomTypeList.Count == nextLevelNodes.Count) + { + + List roomTypes = candidateRoomTypeList.ToList(); + for (int k = 0; k < nextLevelNodes.Count; k++) + { + Debug.Log(roomTypes[k]); + nextLevelNodes[k].SetUpRoom(roomTypes[k]); + } + + break; + } + + } + + } + //显示连线,设置能否进入 + public void ShowMap() + { + for (int i = 0; i < LevelDevelopManager.Instance.levelMap.Count; i++) + { + for (int j = 0; j < LevelDevelopManager.Instance.levelMap[i].levelColumn.Count; j++) + { + if (LevelDevelopManager.Instance.levelMap[i].levelColumn[j].isUse == false) + { + LevelDevelopManager.Instance.levelMap[i].levelColumn[j].gameObject.SetActive(false); + } + else + { + LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent().LineShow(); + } + LevelDevelopManager.Instance.levelMap[i].levelColumn[j].GetComponent().JudgeCanEnter(); + } + + } + + } + + //载入保存数据 + public void SaveDataLoader() + { + for (int i = 0; i < LevelDevelopManager.Instance.levelMap.Count; i++) + { + LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[i].levelDataList.Clear(); + for (int j = 0; j < LevelDevelopManager.Instance.levelMap[i].levelColumn.Count; j++) + { + LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[i].levelDataList.Add(LevelDevelopManager.Instance.levelMap[i].levelColumn[j].ReturnSaveData()); + } + + } + } + + //根据保存的信息生成地图 + public void GeneratorLevelMapFormSave() + { + for (int i = 0; i < LevelDevelopManager.Instance.levelDevelopData.levelSaveMap.Count; i++) + { + for (int j = 0; j < LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[i].levelDataList.Count; j++) + { + LevelDevelopData_SO.levelData currentLevelData = LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[i].levelDataList[j]; + + if (i == generatorLine - 1) + { + LevelNode currentNode = GenerateLevelBossNode(i, j, currentLevelData.nodePos); + currentNode.SetUpRoomWithRoomData(currentLevelData); + + } + else + { + LevelNode currentNode = GenerateLevelNode(i, j, currentLevelData.nodePos); + currentNode.SetUpRoomWithRoomData(currentLevelData); + } + + } + + } + for (int i = 0; i < LevelDevelopManager.Instance.levelDevelopData.levelSaveMap.Count; i++) + { + for (int j = 0; j < LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[i].levelDataList.Count; j++) + { + LevelDevelopData_SO.levelData currentLevelData = LevelDevelopManager.Instance.levelDevelopData.levelSaveMap[i].levelDataList[j]; + LevelNode currentLevelNode = LevelDevelopManager.Instance.levelMap[i].levelColumn[j]; + currentLevelNode.SetUpRoomLinkWithRoomData(currentLevelData); + + if (currentLevelNode.isUse == false) + { + currentLevelNode.gameObject.SetActive(false); + } + else + { + 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(); + } + + } + //设置房间怪物组和地图 + public void SetRoomEnemyPoolAndMap() + { + ReadEnemyPoolInforCsv(enemyPoolFileName); + //权重概率表 + Dictionary weakProbabilityDic = new Dictionary(); + int weakTotalWight = 0; + foreach (var pool in probabilityDictionaryWeak.Keys.ToList()) + { + weakTotalWight += int.Parse(probabilityDictionaryWeak[pool][2]); + weakProbabilityDic.Add(weakTotalWight, pool); + } + List strongProbabilityList = probabilityDictionaryStrong.Keys.ToList(); + List eliteProbabilityList = probabilityDictionaryElite.Keys.ToList(); + List bossProbabilityList = probabilityDictionaryBoss.Keys.ToList(); + //设置怪物池 + for (int i = 0; i < LevelDevelopManager.Instance.levelMap.Count; i++) + { + for (int j = 0; j < LevelDevelopManager.Instance.levelMap[i].levelColumn.Count; j++) + { + LevelNode currentLevelNode = LevelDevelopManager.Instance.levelMap[i].levelColumn[j]; + switch (currentLevelNode.roomType) + { + case RoomType.monster: + if (i < 5) + { + currentLevelNode.fightEenemyPool = Name.EnemyPool.Weak; + //根据怪物池随机怪物组和地图 + int mark1 = Random.Range(0, weakTotalWight); + List weakProbabilityList = weakProbabilityDic.Keys.ToList(); + for (int a = 0; a < weakProbabilityList.Count; a++) + { + if (mark1 < weakProbabilityList[a]) + { + string[] enemys = probabilityDictionaryWeak[weakProbabilityDic[weakProbabilityList[a]]][3].Split(';'); + currentLevelNode.enemyList = enemys.ToList(); + string[] maps = probabilityDictionaryWeak[weakProbabilityDic[weakProbabilityList[a]]][4].Split(';'); + currentLevelNode.mapIndex = maps[Random.Range(0, maps.Count())]; + break; + } + } + } + else + { + currentLevelNode.fightEenemyPool = Name.EnemyPool.Strong; + //根据怪物池随机怪物组和地图 + int mark2 = Random.Range(0, 100); + for (int a = 0; a < strongProbabilityList.Count; a++) + { + if (mark2 < strongProbabilityList[a]) + { + string[] enemys = probabilityDictionaryStrong[strongProbabilityList[a]][3].Split(';'); + currentLevelNode.enemyList = enemys.ToList(); + string[] maps = probabilityDictionaryStrong[strongProbabilityList[a]][4].Split(';'); + currentLevelNode.mapIndex = maps[Random.Range(0, maps.Count())]; + } + } + } + break; + case RoomType.boss: + currentLevelNode.fightEenemyPool = Name.EnemyPool.Boss; + //根据怪物池随机怪物组和地图 + int mark3 = Random.Range(0, 100); + for (int a = 0; a < bossProbabilityList.Count; a++) + { + if (mark3 < bossProbabilityList[a]) + { + string[] enemys = probabilityDictionaryBoss[bossProbabilityList[a]][3].Split(';'); + currentLevelNode.enemyList = enemys.ToList(); + string[] maps = probabilityDictionaryBoss[bossProbabilityList[a]][4].Split(';'); + currentLevelNode.mapIndex = maps[Random.Range(0, maps.Count())]; + } + } + break; + case RoomType.eliteMonster: + currentLevelNode.fightEenemyPool = Name.EnemyPool.Elite; + //根据怪物池随机怪物组和地图 + int mark4 = Random.Range(0, 100); + for (int a = 0; a < eliteProbabilityList.Count; a++) + { + if (mark4 < eliteProbabilityList[a]) + { + string[] enemys = probabilityDictionaryElite[eliteProbabilityList[a]][3].Split(';'); + currentLevelNode.enemyList = enemys.ToList(); + string[] maps = probabilityDictionaryElite[eliteProbabilityList[a]][4].Split(';'); + currentLevelNode.mapIndex = maps[Random.Range(0, maps.Count())]; + } + } + break; + } + } + } + + } + + public void ReadEnemyPoolInforCsv(string fileName) + { + string filePath = Path.Combine(Application.streamingAssetsPath, fileName); + using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)) + using (StreamReader reader = new StreamReader(fs)) + { + bool isFirstLine = true; + while (!reader.EndOfStream) + { + string line = reader.ReadLine(); + if (isFirstLine) + { + isFirstLine = false; + continue; // 跳过标题行 + } + // 用逗号分隔每行数据 + string[] values = line.Split(','); + switch (values[1]) + { + case Name.EnemyPool.Weak: + probabilityDictionaryWeak.Add(int.Parse(values[0]), values.ToList()); + break; + case Name.EnemyPool.Strong: + probabilityDictionaryStrong.Add(int.Parse(values[0]), values.ToList()); + break; + case Name.EnemyPool.Elite: + probabilityDictionaryElite.Add(int.Parse(values[0]), values.ToList()); + break; + case Name.EnemyPool.Boss: + probabilityDictionaryBoss.Add(int.Parse(values[0]), values.ToList()); + break; + } + } + } + } +} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LeveGeneraterNew.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LeveGeneraterNew.cs.meta new file mode 100644 index 00000000..93cd742f --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LeveGeneraterNew.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9357c62ffeceff4468da4ccfd5b937a3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs index 3d4e6e7c..952240a9 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelDevelopManager.cs @@ -21,21 +21,34 @@ public class LevelDevelopManager : Singleton [Header ("房间图标")] public Sprite monsterIcon; public Sprite eliteMonsterIcon; + public Sprite eliteAndMonsterIcon; public Sprite bossIcon; public Sprite shopIcon; public Sprite campfireIcon; public Sprite incidentIcon; public Sprite treasureIcon; + public Sprite forgingIcon; + public Sprite deleteCardIcon; + public Sprite addCardIcon; + public Sprite resourceIcon; + public Sprite potionIcon; + public Sprite startIcon; public enum RoomType { monster, eliteMonster, + eliteAndMonster, boss, shop, campfire, incident, - treasure - + treasure, + forging,//锻造 + deleteCard, + addCard, + resource, + potion, + start } } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs index 0dd860a5..289bc2da 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelGenerator.cs @@ -1,8 +1,7 @@ -using System.Collections; using System.Collections.Generic; +using System.IO; using System.Linq; using UnityEngine; -using UnityEngine.UI; using static LevelDevelopManager; public class LevelGenerator : Singleton @@ -53,6 +52,12 @@ public class LevelGenerator : Singleton public List levelPrefabList = new List(); public List BossLevelPrefabList = new List(); + [Header("怪物池地图概率字典")] + public string enemyPoolFileName; + Dictionary> probabilityDictionaryWeak = new Dictionary>(); + Dictionary> probabilityDictionaryStrong = new Dictionary>(); + Dictionary> probabilityDictionaryElite = new Dictionary>(); + Dictionary> probabilityDictionaryBoss = new Dictionary>(); private void Start() { originalPoint= generatorPoint.transform.position; @@ -78,6 +83,7 @@ public class LevelGenerator : Singleton CheckEliteMonster(); SetRoomBig(); ShowMap(); + SetRoomEnemyPoolAndMap(); } //生成网格 public void GenerateGridMap( int generatorLine,int generatorColumn) @@ -715,5 +721,134 @@ public class LevelGenerator : Singleton } } + //设置房间怪物组和地图 + public void SetRoomEnemyPoolAndMap() + { + ReadEnemyPoolInforCsv(enemyPoolFileName); + //权重概率表 + Dictionary weakProbabilityDic = new Dictionary(); + int weakTotalWight = 0; + foreach (var pool in probabilityDictionaryWeak.Keys.ToList()) + { + weakTotalWight += int.Parse(probabilityDictionaryWeak[pool][2]); + weakProbabilityDic.Add(weakTotalWight,pool); + } + List strongProbabilityList = probabilityDictionaryStrong.Keys.ToList(); + List eliteProbabilityList = probabilityDictionaryElite.Keys.ToList(); + List bossProbabilityList = probabilityDictionaryBoss.Keys.ToList(); + //设置怪物池 + for (int i = 0; i < LevelDevelopManager.Instance.levelMap.Count; i++) + { + for (int j = 0; j < LevelDevelopManager.Instance.levelMap[i].levelColumn.Count; j++) + { + LevelNode currentLevelNode = LevelDevelopManager.Instance.levelMap[i].levelColumn[j]; + switch (currentLevelNode.roomType) + { + case RoomType.monster: + if (i < 5) + { + currentLevelNode.fightEenemyPool = Name.EnemyPool.Weak; + //根据怪物池随机怪物组和地图 + int mark1 = Random.Range(0, weakTotalWight); + List weakProbabilityList = weakProbabilityDic .Keys .ToList(); + for (int a = 0; a < weakProbabilityList.Count; a++) + { + if (mark1 < weakProbabilityList[a]) + { + string[] enemys = probabilityDictionaryWeak[weakProbabilityDic[weakProbabilityList[a]]][3].Split(';'); + currentLevelNode.enemyList = enemys.ToList(); + string[] maps = probabilityDictionaryWeak[weakProbabilityDic[weakProbabilityList[a]]][4].Split(';'); + currentLevelNode.mapIndex = maps[Random.Range(0, maps.Count())]; + break; + } + } + } + else + { + currentLevelNode.fightEenemyPool = Name.EnemyPool.Strong; + //根据怪物池随机怪物组和地图 + int mark2 = Random.Range(0, 100); + for (int a = 0; a < strongProbabilityList.Count; a++) + { + if (mark2 < strongProbabilityList[a]) + { + string[] enemys = probabilityDictionaryStrong[strongProbabilityList[a]][3].Split(';'); + currentLevelNode.enemyList = enemys.ToList(); + string[] maps = probabilityDictionaryStrong[strongProbabilityList[a]][4].Split(';'); + currentLevelNode.mapIndex = maps[Random.Range(0, maps.Count())]; + } + } + } + break; + case RoomType.boss: + currentLevelNode.fightEenemyPool = Name.EnemyPool.Boss; + //根据怪物池随机怪物组和地图 + int mark3 = Random.Range(0, 100); + for (int a = 0; a < bossProbabilityList.Count; a++) + { + if (mark3 < bossProbabilityList[a]) + { + string[] enemys = probabilityDictionaryBoss[bossProbabilityList[a]][3].Split(';'); + currentLevelNode.enemyList = enemys.ToList(); + string[] maps = probabilityDictionaryBoss[bossProbabilityList[a]][4].Split(';'); + currentLevelNode.mapIndex = maps[Random.Range(0, maps.Count())]; + } + } + break; + case RoomType.eliteMonster: + currentLevelNode.fightEenemyPool = Name.EnemyPool.Elite; + //根据怪物池随机怪物组和地图 + int mark4 = Random.Range(0, 100); + for (int a = 0; a < eliteProbabilityList.Count; a++) + { + if (mark4 < eliteProbabilityList[a]) + { + string[] enemys = probabilityDictionaryElite[eliteProbabilityList[a]][3].Split(';'); + currentLevelNode.enemyList = enemys.ToList(); + string[] maps = probabilityDictionaryElite[eliteProbabilityList[a]][4].Split(';'); + currentLevelNode.mapIndex = maps[Random.Range(0, maps.Count())]; + } + } + break; + } + } + } + + } + public void ReadEnemyPoolInforCsv(string fileName) + { + string filePath = Path.Combine(Application.streamingAssetsPath, fileName); + using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)) + using (StreamReader reader = new StreamReader(fs)) + { + bool isFirstLine = true; + while (!reader.EndOfStream) + { + string line = reader.ReadLine(); + if (isFirstLine) + { + isFirstLine = false; + continue; // 跳过标题行 + } + // 用逗号分隔每行数据 + string[] values = line.Split(','); + switch (values[1]) + { + case Name.EnemyPool.Weak: + probabilityDictionaryWeak.Add(int.Parse(values[0]), values.ToList()); + break; + case Name.EnemyPool.Strong: + probabilityDictionaryStrong .Add(int.Parse(values[0]), values.ToList()); + break; + case Name.EnemyPool.Elite: + probabilityDictionaryElite.Add(int.Parse(values[0]), values.ToList()); + break; + case Name.EnemyPool.Boss: + probabilityDictionaryBoss.Add(int.Parse(values[0]), values.ToList()); + break; + } + } + } + } } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs index f7147567..46860c93 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/LeveProcess/LevelNode.cs @@ -31,7 +31,13 @@ public class LevelNode : MonoBehaviour public Text roomText; [Header("路过房间标识")] public GameObject passByMark; - + //怪物地图生成参数 + [Header("当前战斗怪物池强度")] + public string fightEenemyPool; + [Header("当前战斗怪物列表")] + public List enemyList = new List(); + [Header("当前战斗地图")] + public string mapIndex; private void OnEnable() { roomIcon = this.transform.GetChild(1).GetComponent(); @@ -118,11 +124,11 @@ public class LevelNode : MonoBehaviour LevelDevelopManager.Instance.levelDevelopData.levelStep += 1; //计算敌人强度 - if (roomType == LevelDevelopManager.RoomType.monster || roomType == LevelDevelopManager.RoomType.eliteMonster || roomType == LevelDevelopManager.RoomType.boss) + /* if (roomType == LevelDevelopManager.RoomType.monster || roomType == LevelDevelopManager.RoomType.eliteMonster || roomType == LevelDevelopManager.RoomType.boss) { PlayerStatsManager.Instance.CalculateEnemyStrength(roomType); - } - + }*/ + ScenceLoadManager.Instance.LoadTargetLevel(roomDestinationIndex); @@ -168,6 +174,13 @@ public class LevelNode : MonoBehaviour { levelData.nextLevelNodes.Add(new Vector2(child.line, child.column)); } + levelData.fightEenemyPool = fightEenemyPool; + foreach (var enemy in enemyList) + { + levelData.enemyList.Add(enemy); + } + levelData .mapIndex = mapIndex; + return levelData; } @@ -176,6 +189,9 @@ public class LevelNode : MonoBehaviour isUse = levelData.isUse; isPassBy = levelData.passBy; roomType = levelData.roomType; + fightEenemyPool = levelData.fightEenemyPool; + enemyList = levelData.enemyList; + mapIndex = levelData.mapIndex; SetUpRoom(roomType); // LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(this); } @@ -206,6 +222,10 @@ public class LevelNode : MonoBehaviour roomText.text = "精英怪"; roomIcon.sprite = LevelDevelopManager.Instance.eliteMonsterIcon; break; + case LevelDevelopManager.RoomType.eliteAndMonster: + roomText.text = "选择战斗"; + roomIcon.sprite = LevelDevelopManager.Instance.eliteAndMonsterIcon; + break; case LevelDevelopManager.RoomType.boss: roomText.text = "Boss"; roomIcon.sprite = LevelDevelopManager.Instance.bossIcon; @@ -226,6 +246,30 @@ public class LevelNode : MonoBehaviour roomText.text = "宝箱"; roomIcon.sprite = LevelDevelopManager.Instance.treasureIcon; break; + case LevelDevelopManager.RoomType.forging: + roomText.text = "锻造"; + roomIcon.sprite = LevelDevelopManager.Instance.forgingIcon; + break; + case LevelDevelopManager.RoomType.deleteCard: + roomText.text = "删卡"; + roomIcon.sprite = LevelDevelopManager.Instance.deleteCardIcon; + break; + case LevelDevelopManager.RoomType.addCard: + roomText.text = "新卡"; + roomIcon.sprite = LevelDevelopManager.Instance.addCardIcon; + break; + case LevelDevelopManager.RoomType.resource: + roomText.text = "资源"; + roomIcon.sprite = LevelDevelopManager.Instance.resourceIcon; + break; + case LevelDevelopManager.RoomType.potion: + roomText.text = "药水"; + roomIcon.sprite = LevelDevelopManager.Instance.potionIcon; + break; + case LevelDevelopManager.RoomType.start: + roomText.text = "开始"; + roomIcon.sprite = LevelDevelopManager.Instance.startIcon; + break; } } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs index 0c156825..04390824 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/MapManager.cs @@ -1,9 +1,11 @@ using System.Collections; using System.Collections.Generic; +using System.Linq; using UnityEngine; using UnityEngine.Rendering.VirtualTexturing; using UnityEngine.UI; using static GameManager; +using static UnityEngine.Rendering.DebugUI; public class MapManager : Singleton { @@ -49,6 +51,9 @@ public class MapManager : Singleton public GameObject paper; [Header("白色太阳")] public Image whiteColorNode; + [Header("生成物品")] + public string itemPrefabPath; + void Start() { StartCoroutine (starttest()); @@ -125,11 +130,7 @@ public class MapManager : Singleton enemyList = EnemyPool.GetRandomEnemyPool(EnemyPool.bossEnemyPool); break; } - foreach (string a in enemyList) - { - Debug.Log("怪物是" + a); - } - + List enemyListTest =new List (); HashSet mapSet = new HashSet (); List mapList = new List (); @@ -184,8 +185,8 @@ public class MapManager : Singleton bookAnim.GetComponent().SetTrigger("move"); //书缝愈合 //bookUpAnim.SetActive(true); - StartCoroutine(GenerateProcessTest()); - enemyBurn(PlayerStatsManager.Instance.levelDevelopData.fightEenemyPool); + StartCoroutine(GenerateProcessTest()); + // enemyBurn(PlayerStatsManager.Instance.levelDevelopData.fightEenemyPool); } //总动画控制进程 public void ContinueProgress() @@ -202,6 +203,7 @@ public class MapManager : Singleton yield return StartCoroutine(SetUpMapUnityForCube()); yield return StartCoroutine(UPMoveMapUnity()); yield return new WaitForSeconds(2); + yield return StartCoroutine(GenerateItem()); yield return StartCoroutine(EnemyGenerate()); yield return StartCoroutine(CompleteGenerate()); } @@ -357,6 +359,28 @@ public class MapManager : Singleton enemynode.positionY = enemy.locationY; enemynode.StartPosition(); } + LevelDevelopData_SO levelData_SO = PlayerStatsManager.Instance.levelDevelopData; + LevelDevelopData_SO.levelData currentLevelData = levelData_SO.levelSaveMap[(int)levelData_SO.currentPoint.x].levelDataList[(int)levelData_SO.currentPoint.y]; + List enemyList = new List(); + foreach (var enemyID in currentLevelData.enemyList) + { + enemyList.Add(EnemyPool.enemyIndexToString(int.Parse(enemyID))); + } + List enemyPrefabList = EnemyPool.getEnemyPrefab(enemyList); + + HashSet allCanUseNode = getNodeTools.getAllCanUseNode(); + foreach (var enemyPrefab in enemyPrefabList) + { + MapUnity currentMapUnity = allCanUseNode.ElementAt(Random.Range(0, allCanUseNode.Count)); + var currentEnemy = Instantiate(enemyPrefab, currentMapUnity.transform.position,enemyPrefab.transform.rotation); + EnemyNode enemynode = currentEnemy.GetComponent(); + enemynode.positionX = currentMapUnity.locationX; + enemynode.positionY = currentMapUnity.locationY; + enemynode.StartPosition(); + allCanUseNode.Remove(currentMapUnity); + yield return null; + } + yield return null; } IEnumerator SetUpMapUnity() @@ -653,6 +677,131 @@ public class MapManager : Singleton } } + //生成初始物品 + IEnumerator GenerateItem() + { + //提前占用玩家初始节点,根据玩家入场方式修改应该会被删除 + GameManager.Instance .X [GameManager .Instance .player .startPositionX ].Y[GameManager.Instance.player.startPositionY].blocked = true; + + LevelDevelopData_SO levelData_SO = PlayerStatsManager.Instance.levelDevelopData; + LevelDevelopData_SO.levelData currentLevelData = levelData_SO.levelSaveMap[(int)levelData_SO.currentPoint.x].levelDataList[(int)levelData_SO.currentPoint.y]; + List itemList = PlayerStatsManager.Instance.itemInforDic[int.Parse(currentLevelData.mapIndex)]; + HashSet allNode = getNodeTools.getAllCanUseNode(); + + //获取物品上限 + List totalInfor = PlayerStatsManager.Instance.itemLimitDic[30001]; + string limitInfor=null ; + switch (currentLevelData.fightEenemyPool) + { + case Name.EnemyPool.Weak: + limitInfor = totalInfor[levelData_SO.mapLevel]; + break; + case Name.EnemyPool.Strong: + limitInfor = totalInfor[levelData_SO.mapLevel + 3]; + break; + case Name.EnemyPool.Elite: + limitInfor = totalInfor[levelData_SO.mapLevel + 6]; + break; + case Name.EnemyPool.Boss: + limitInfor = totalInfor[levelData_SO.mapLevel + 9]; + break; + } + string[] limitValue = limitInfor.Split(';'); + Debug.Log("随机数量限制" + limitInfor); + //地形区间 + int lowerLandformLimit = int.Parse(limitValue[0]); + int maxLandformLimit = int.Parse(limitValue[1]); + //地块区间 + int lowerLandblockLimit = int.Parse(limitValue[2]); + int maxLandblockLimit = int.Parse(limitValue[3]); + //物品区间 + int lowerObjectItemLimit = int.Parse(limitValue[4]); + int maxObjectItemLimit = int.Parse(limitValue[5]); + + //切分物品数据 + List itemInforStringList = new List (); + for (int i = 0; i < itemList.Count; i++) + { + string[] values = itemList[i].Split(';'); + itemInforStringList.Add(values); + } + //随机物品数量并限制上限 + int count = 0; + List itemCountList = new List (); + + while (count <100) + { + count++; + int landformCount = 0; + int blockCount = 0; + int objectCount = 0; + itemCountList.Clear(); + + for (int i = 0; i < itemInforStringList.Count; i++) + { + int itemCount = Random.Range(int.Parse(itemInforStringList[i][2]), int.Parse(itemInforStringList[i][3])+1); + Debug.Log("随机" + itemInforStringList[i][1] + itemCount); + switch (int.Parse ( itemInforStringList[i][0])) + { + case 1: + landformCount+=itemCount; + break; + case 2: + blockCount+=itemCount; + break; + case 3: + objectCount+=itemCount; + break; + } + itemCountList.Add(itemCount); + } + if(Scope0fJudgment(lowerLandformLimit , maxLandformLimit , landformCount )&& Scope0fJudgment(lowerLandblockLimit, maxLandblockLimit, blockCount) && Scope0fJudgment(lowerObjectItemLimit, maxObjectItemLimit,objectCount)) + { + Debug.Log("成功"); + break; + } + } + //根据随机出的数量表生成物品 + for (int i=0;i< itemInforStringList.Count;i++) + { + GameObject item = Resources.Load(itemPrefabPath + itemInforStringList[i][1]); + int itemCount = itemCountList[i]; + for(int j=0;j takeOverNode = item.GetComponent().TakeOverCalculation(currentNode); + if(takeOverNode !=null ) + { + if (takeOverNode.IsSubsetOf(allNode)) + { + item.GetComponent().GenerateBlockItem(currentNode, item); + allNode.ExceptWith(takeOverNode); + break; + } + } + + } + + } + yield return null; + } + + yield return null; + } + + public bool Scope0fJudgment(int min,int max,int value ) + { + Debug.Log("随机判断" + "min:" + min + "max:" + max); + if(value >=min &&value <=max ) + { + return true; + } + return false; + } [System .Serializable ] public class EnemyGenerateData { diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs index ab2fe902..0103b95f 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/MapUnity.cs @@ -97,6 +97,10 @@ public class MapUnity : MonoBehaviour public LayerMask touchLayerMask; [Header("临接池射线起始点")] public Transform touchRayStartPoint; + + [Header("敌人受到哪种颜色攻击")] + public int colorUnderAttack; + public void StartRegiste() { if (compalte == false) @@ -211,38 +215,23 @@ public class MapUnity : MonoBehaviour { case 1: playerMark.meshRenderer.material = redPre; - if(enemyNode !=null ) - { - enemyNode.colorUnderAttack = 1; - } + colorUnderAttack = newColor; break; case 2: playerMark.meshRenderer.material = whitePre; - if (enemyNode != null) - { - enemyNode.colorUnderAttack = 2; - } + colorUnderAttack = newColor; break; case 3: playerMark.meshRenderer.material = bluePre; - if (enemyNode != null) - { - enemyNode.colorUnderAttack = 3; - } + colorUnderAttack = newColor; break; case 4: playerMark.meshRenderer.material = greenPre; - if (enemyNode != null) - { - enemyNode.colorUnderAttack = 4; - } + colorUnderAttack = newColor; break; case 5: playerMark.meshRenderer.material = blackPre; - if (enemyNode != null) - { - enemyNode.colorUnderAttack = 5; - } + colorUnderAttack = newColor; break; } } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs index 82e19303..e42147b0 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/PlayerManager/PlayerStatsManager.cs @@ -1,9 +1,11 @@ using System; using System.Collections; using System.Collections.Generic; +using System.IO; using System.Linq; using Unity.VisualScripting; using UnityEngine; +using static Name; public class PlayerStatsManager : Singleton { @@ -26,12 +28,21 @@ public class PlayerStatsManager : Singleton public bool isPass; [Header("是否经是宝箱")] public bool isTreasure; + + [Header("房间物品字典")] + public string itemCsvFilePath; + public Dictionary> itemInforDic = new Dictionary>(); + [Header("房间物品上限字典")] + public string itemLimitCsvFilePath; + public Dictionary> itemLimitDic = new Dictionary>(); + private void Start() { DontDestroyOnLoad(this.gameObject); - + ReadItemInforCsv(itemCsvFilePath); + ReadItemLimitCsv(itemLimitCsvFilePath); } //选项效果==加一个同步UI的订阅系统 @@ -141,30 +152,52 @@ public class PlayerStatsManager : Singleton return cardPrefab; } - //计算怪物强度 - public void CalculateEnemyStrength(LevelDevelopManager .RoomType currentRoomType ) + + //读取房间生成物品字典 + public void ReadItemInforCsv(string fileName) { - if(levelDevelopData.levelStep == levelDevelopData.levelSaveMap .Count -1) - { - levelDevelopData.fightEenemyPool = Name.EnemyPool.Boss; - return; - } - if (levelDevelopData.levelStep<5) + string filePath = Path.Combine(Application.streamingAssetsPath, fileName); + using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)) + using (StreamReader reader = new StreamReader(fs)) { - if(currentRoomType != LevelDevelopManager.RoomType.eliteMonster ) + bool isFirstLine = true; + while (!reader.EndOfStream) { - levelDevelopData.fightEenemyPool = Name.EnemyPool.Weak; + string line = reader.ReadLine(); + if (isFirstLine) + { + isFirstLine = false; + continue; // 跳过标题行 + } + // 用逗号分隔每行数据 + string[] values = line.Split(','); + List itemInfor = values.ToList(); + itemInfor.RemoveAt(0); + itemInforDic.Add(int.Parse(values[0]), itemInfor); } } - else + } + //读取房间生成物品上限 + public void ReadItemLimitCsv(string fileName) + { + string filePath = Path.Combine(Application.streamingAssetsPath, fileName); + using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)) + using (StreamReader reader = new StreamReader(fs)) { - if (currentRoomType != LevelDevelopManager.RoomType.eliteMonster) - { - levelDevelopData.fightEenemyPool = Name.EnemyPool.Strong; - } - else + bool isFirstLine = true; + while (!reader.EndOfStream) { - levelDevelopData.fightEenemyPool = Name.EnemyPool.Elite; + string line = reader.ReadLine(); + if (isFirstLine) + { + isFirstLine = false; + continue; // 跳过标题行 + } + // 用逗号分隔每行数据 + string[] values = line.Split(','); + List itemInfor = values.ToList(); + itemInfor.RemoveAt(0); + itemLimitDic.Add(int.Parse(values[0]), itemInfor); } } } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs index e2b13593..ee9894ed 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/LevelDevelopData_SO.cs @@ -7,12 +7,10 @@ using UnityEngine; public class LevelDevelopData_SO : ScriptableObject { public int levelStep;//关卡前进步数 + public int mapLevel;//大关层数 public Vector2 currentPoint;//当前选择关卡,用来判断下一步那些可以走 public List levelSaveMap = new List();//关卡保存数据列表 - [Header("当前层战斗怪物池")] - public string fightEenemyPool; - [System.Serializable] public class LevelDataList { @@ -30,5 +28,12 @@ public class LevelDevelopData_SO : ScriptableObject public List fatherLevelNodes = new List(); public List nextLevelNodes = new List(); + + //当前层战斗怪物池强度 + public string fightEenemyPool; + //当前层战斗怪物列表 + public List enemyList = new List(); + //当前层战斗地图 + public string mapIndex; } } diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/PlayerState_SO.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/PlayerState_SO.cs index d72edfe3..fb9016ed 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/PlayerState_SO.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Data_SO/PlayerState_SO.cs @@ -29,6 +29,8 @@ public class PlayerState_SO : ScriptableObject public int cardRewardNumToGget;//实际可以选择卡牌奖励的数量 + public int canColorCount;//玩家可以初始染色多少地块 + public int castRange; [Header("资源系统")] diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/UI.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/UI.meta new file mode 100644 index 00000000..80acd82b --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 06f37aca6b480fd4fa7567b746117fb7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/UI/MouseSetActiveUI.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/UI/MouseSetActiveUI.cs new file mode 100644 index 00000000..b644fc5e --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/UI/MouseSetActiveUI.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class MouseSetActiveUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler +{ + public GameObject gameObject; + public void OnPointerEnter(PointerEventData eventData) + { + gameObject.SetActive(true); + } + + public void OnPointerExit(PointerEventData eventData) + { + gameObject .SetActive (false); + } +} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/UI/MouseSetActiveUI.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/UI/MouseSetActiveUI.cs.meta new file mode 100644 index 00000000..8d41ffbc --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/UI/MouseSetActiveUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7fdb8517729ce2b42b8193e7b887c770 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs index 0115bce6..3358a17b 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs @@ -780,4 +780,22 @@ public class getNodeTools return influencePreviewPool; } + + //拿到全图可用节点 + public static HashSet getAllCanUseNode() + { + HashSet mapUnities = new HashSet(); + for (int i=0;i public List prepareHandCard = new List();//正在飞还没到手里的卡牌 public List newPointList = new List();//预先计算好的新位置 public float drawMoveSpeed=10f; - public bool canDrawCard; - + // public bool canDrawCard; + List cardEntitieList = new List();//所有手牌的列表 private void Start() { targrtPoint = transform.localPosition - new Vector3(0, radius, 0); @@ -91,11 +91,10 @@ public class CardActiveSort : Singleton cardOnMouseEnte.oringinIndex = cardOnMouseEnte.transform.GetSiblingIndex(); } } - public IEnumerator ReflashCardPointWithDrawCards() + public IEnumerator SortOldCardPointWithDrawCards() { prepareHandCard.Clear(); - canDrawCard = false; - List cardEntitieList = new List(); + cardEntitieList.Clear(); //将已有的手牌加入列表 for (int i = 0; i < transform.childCount; i++) { @@ -109,7 +108,7 @@ public class CardActiveSort : Singleton foreach (var card in cardEntitieList) { CardOnMouseEnter cardOnMouseEnte = card.GetComponent(); - cardOnMouseEnte.StopAllCoroutines(); + cardOnMouseEnte.StopAllCoroutines(); } Debug.Log("抽卡排序"); @@ -128,7 +127,7 @@ public class CardActiveSort : Singleton for (int i = 0; i < cardCount; i++) { currentangle += angleIncrement; - newPointList .Add ( new Vector3(targrtPoint.x - radius * Mathf.Cos(currentangle * Mathf.Deg2Rad), targrtPoint.y + radius * Mathf.Sin(currentangle * Mathf.Deg2Rad), 0)); + newPointList.Add(new Vector3(targrtPoint.x - radius * Mathf.Cos(currentangle * Mathf.Deg2Rad), targrtPoint.y + radius * Mathf.Sin(currentangle * Mathf.Deg2Rad), 0)); } //移动已有卡牌到新位置 for (int i = 0; i < cardEntitieList.Count; i++) @@ -137,7 +136,10 @@ public class CardActiveSort : Singleton yield return new WaitForSeconds(0.1f); } Debug.Log("抽卡点3"); - canDrawCard = true;//标识已经移动完成,让抽卡方法生成新卡牌 + // canDrawCard = true;//标识已经移动完成,让抽卡方法生成新卡牌 + } + public IEnumerator ReflashCardPointWithDrawCards() + { yield return new WaitUntil(() => prepareHandCard.Count == drawCardCount);//等待新抽的卡牌移动到位 Debug.Log("抽卡点4"+drawCardCount ); //将新加进来的卡牌加入列表 @@ -157,6 +159,7 @@ public class CardActiveSort : Singleton cardOnMouseEnte.oringinIndex = cardOnMouseEnte.transform.GetSiblingIndex(); } GameManager.Instance.onDraw = false; + yield return null; } IEnumerator MoveCard(List cardEntitieList,int i) { diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/manager/ObjectItemSettleManager.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/manager/ObjectItemSettleManager.cs new file mode 100644 index 00000000..17c40d9d --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/manager/ObjectItemSettleManager.cs @@ -0,0 +1,64 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class ObjectItemSettleManager : Singleton +{ + public List readyToActivateEffects = new List(); + + private void Start() + { + GameManager.Instance.usedCardEvent += StartSettleAllBlocks; + } + public void StartSettleAllBlocks() + { + StartCoroutine(SettleAllBlocks(readyToActivateEffects)); + } + public IEnumerator SettleAllBlocks(List blockNodes) + { + yield return new WaitForSeconds(0.5f);//开始先等待确认伤害已经打出,或者更改伤害打出的携程确保伤害输出后再开启结算 + + List blockNodesNew = new List(); + for (int i = 0; i < blockNodes.Count; i++) + { + Debug.Log("范围地块血量" + blockNodes[i].EnemyState.currentNumberOfHits); + if (blockNodes[i].EnemyState.currentNumberOfHits <= 0) + { + List mapUnities = blockNodes[i].PreviewColorRange(); + if (mapUnities != null) + { + foreach (var node in mapUnities) + { + if (node.enemyNode != null && blockNodesNew.Contains(node.enemyNode) == false&&node .enemyNode != blockNodes[i]) + { + blockNodesNew.Add(node.enemyNode); + } + } + } + + yield return StartCoroutine(blockNodes[i].ActiveEffect()); + if (mapUnities != null) + { + Debug.Log("范围" + mapUnities.Count); + } + else + { + Debug.Log("范围空"); + } + + } + } + + if(blockNodesNew .Count >0) + { + StartCoroutine(SettleAllBlocks(blockNodesNew)); + } + + } + + public void ActivateEffects(EnemyNode enemyNode) + { + //enemyNode . + } +} diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/manager/ObjectItemSettleManager.cs.meta b/ColorlessWorld-2024-4-2/Assets/Scripts/manager/ObjectItemSettleManager.cs.meta new file mode 100644 index 00000000..c40a5c9d --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/manager/ObjectItemSettleManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 90ef6bc6f4b6bb14287b411057d7c3f3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs index 8ab6aa45..2a53fc65 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs @@ -2,6 +2,7 @@ using System; using System.Collections; using System.Collections.Generic; using Unity.VisualScripting; +using UnityEditor.Experimental.GraphView; using UnityEngine; @@ -9,8 +10,8 @@ public class SettlementManager : Singleton { public static int settleTurn; - - + //地块预览计数时,预览方法返回的,所有被影响的地块 + public HashSet mapUnityColorPreviewCountPool = new HashSet(); public void abnormalConditionWork(string condition, int stackVak, List influencePreviewPool) { for (int i = 0; i < influencePreviewPool.Count; i++) @@ -82,13 +83,11 @@ public class SettlementManager : Singleton } } //预计地块计数 - public List PreviewColorMapUnity(CardOriginalData cardOriginalData, MapUnity targetNode) - { - List mapColorCount = new List() { 0, 0, 0, 0, 0, 0, 0 };//1red,2white,3blue,4green,5black,6matel - if (cardOriginalData.CardType != Name.CardType.dyeing) - { - return mapColorCount; - } + public void PreviewColorMapUnity(CardOriginalData cardOriginalData, MapUnity targetNode) + { + List blockNodes = new List();//顺序结算被打爆地块的效果 + mapUnityColorPreviewCountPool.Clear(); + Vector3 face = targetNode.transform.position - GameManager.Instance.playerOn.transform.position; float euler = Vector3.SignedAngle(-GameManager.Instance.playerOn.transform.forward, face, GameManager.Instance.playerOn.transform.up) + 180; List<(int, int, int)> cubeList = new List<(int, int, int)>(); @@ -126,14 +125,65 @@ public class SettlementManager : Singleton // endNode.switchColor(Name.stringColorToint(cardOriginalData.nodesColor[i])); if (endNode.whoColour != Name.stringColorToint(cardOriginalData.nodesColor[i]) && endNode.whoColour != 6) { - mapColorCount[Name.stringColorToint(cardOriginalData.nodesColor[i])] += 1; - mapColorCount[endNode.whoColour] -= 1; + //先不结算数值 ,等所有影响池计算完之后再统计数据 + //mapColorCount[Name.stringColorToint(cardOriginalData.nodesColor[i])] += 1; + // mapColorCount[endNode.whoColour] -= 1; + + mapUnityColorPreviewCountPool.Add(endNode); + // endNode.colorUnderAttack = Name.stringColorToint(cardOriginalData.nodesColor[i]); + + } + endNode.switchPreColor(Name.stringColorToint(cardOriginalData.nodesColor[i]));//切换预览材质,并且改变预接受色 + if (endNode .enemyNode != null ) + { + blockNodes.Add(endNode.enemyNode); } + + ObjectItemSettleManager.Instance.readyToActivateEffects = blockNodes; + } + } + // SettleAllBlocks(blockNodes); + + } + public List GetNodeCountStats() + { + List mapColorCount = new List() { 0, 0, 0, 0, 0, 0, 0 };//1red,2white,3blue,4green,5black,6matel + foreach (var node in mapUnityColorPreviewCountPool) + { + if (node.whoColour != node.colorUnderAttack && node.whoColour != 6) + { + mapColorCount[node.whoColour] -= 1; + mapColorCount[node.colorUnderAttack] += 1; } } - return mapColorCount; } + public void SettleAllBlocks(List blockNodes) + { + List blockNodesNew = new List(); + for (int i = 0; i < blockNodes.Count; i++) + { + List mapUnities = blockNodes[i].PreviewColorRange(); + if(mapUnities !=null ) + { + foreach (var node in mapUnities) + { + mapUnityColorPreviewCountPool.Add(node); + if (node.enemyNode != null && blockNodes.Contains(node.enemyNode) == false) + { + blockNodesNew.Add(node.enemyNode); + } + } + } + + } + + if(blockNodesNew .Count >0) + { + SettleAllBlocks(blockNodesNew); + } + + } //预览涂色颜色 public void PreviewSwitchColor(CardOriginalData cardOriginalData, MapUnity targetNode) { @@ -699,7 +749,8 @@ public class SettlementManager : Singleton EnemyManager.Instance.enemyRefreshEnemyBuffIcon(0); //广播释放完一张卡牌的接口 - GameManager.Instance.BroadCastPlayerUsedCard(); + GameManager.Instance.BroadUsedCardEvent(); + GameManager.Instance.BroadCastWhirlpoolEffectSycn(); } public void spreadColorToAround(int roundNum,MapUnity target) diff --git a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/EnemyPoolToLevel.csv b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/EnemyPoolToLevel.csv new file mode 100644 index 00000000..2cba2266 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/EnemyPoolToLevel.csv @@ -0,0 +1,5 @@ +锘挎墿缁勭紪鍙,寮哄害,鏉冮噸,鎬墿琛,鍦板浘琛 +101,weak,25,2001,100001 +102,weak,25,2002;2002,100001;100002 +103,weak,25,2003;2001;2002,100001;100002;100003 +104,weak,25,2004;2005;2003;2003,100001;100002;100004 diff --git a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/EnemyPoolToLevel.csv.meta b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/EnemyPoolToLevel.csv.meta new file mode 100644 index 00000000..d97f9492 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/EnemyPoolToLevel.csv.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 31773780d374d484fb94e91b58d0b06c +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv new file mode 100644 index 00000000..8841a8d1 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv @@ -0,0 +1,5 @@ +锘垮湴鍥剧紪鍙,鐗╁搧鏁版嵁,,, +100001,3;tree;5;10,3;boom;4;6,1;Whirlpool;0;2,2;Vacancy;0;5 +100002,3;tree;0;1,3;boom;5;10,1;Whirlpool;0;2,2;Vacancy;0;4 +100003,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;1;5 +100004,3;tree;0;1,3;boom;0;1,1;Whirlpool;0;2,2;Vacancy;2;8 diff --git a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv.meta b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv.meta new file mode 100644 index 00000000..2e706511 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/LevelMapToItem.csv.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 062c61522f413ce46946030ab2715b92 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/MapItemCount.csv b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/MapItemCount.csv new file mode 100644 index 00000000..c0ea8d2b --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/MapItemCount.csv @@ -0,0 +1,2 @@ +锘垮湴鍥剧紪鍙,寮辨,,,寮烘,,,绮捐嫳,,,boss,, +30001,0;1;0;1;0;15,0;1;0;1;0;1,1;2;1;1;1;1,0;2;0;1;0;1,1;2;1;2;1;2,2;3;2;3;2;3,1;2;1;2;1;2,2;2;2;2;2;2,3;3;3;3;3;3,1;2;1;2;1;2,2;3;2;3;2;3,3;4;3;4;3;4 diff --git a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/MapItemCount.csv.meta b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/MapItemCount.csv.meta new file mode 100644 index 00000000..bb12c335 --- /dev/null +++ b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/MapItemCount.csv.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 311d278fd665683429f28cbfdd56a0b6 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: