add
This commit is contained in:
parent
24ed443715
commit
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@ -21,7 +21,7 @@
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{
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"EnemyId": "Enemy001",
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"EnemyLevel": 2,
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"IntervalTime": 0,
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"IntervalTime": 500,
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"KillOutput": 3
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}
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]
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@ -32,7 +32,7 @@
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{
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"IntervalTime": 0,
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"IntervalTime": 500,
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"KillOutput": 3
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}
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]
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@ -43,7 +43,7 @@
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{
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"EnemyLevel": 2,
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"IntervalTime": 0,
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}
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@ -54,7 +54,7 @@
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{
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@ -65,7 +65,7 @@
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@ -76,7 +76,7 @@
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{
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@ -87,7 +87,7 @@
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{
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"IntervalTime": 0,
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@ -98,7 +98,7 @@
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{
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"EnemyLevel": 2,
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"IntervalTime": 0,
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@ -109,7 +109,7 @@
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{
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@ -1,6 +1,6 @@
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[
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{
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"Id": "M_H_001",
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"Id": 3,
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"Name": "火萌妖-01",
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"Quality": "0",
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"Elements": "4",
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@ -16,7 +16,7 @@
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"CriticalHitRateBonus": "0.25"
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},
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{
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"Id": "M_S_001",
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"Id": 2,
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"Name": "水萌妖-01",
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"Quality": "0",
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@ -32,7 +32,7 @@
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"CriticalHitRateBonus": "0"
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},
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{
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"Id": "M_M_001",
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"Id": 1,
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88
meng_yao/Assets/Config/skillInfo.json
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88
meng_yao/Assets/Config/skillInfo.json
Normal file
@ -0,0 +1,88 @@
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{
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"skills": [
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{
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"temp_id": 3,
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"monster_code": "火萌妖-01",
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"skills": [
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{
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"positioning": "长周期烧一条直线上",
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"name": "火龙之舌",
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"effects": {
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"level_1": "射程提升2格位置",
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"level_2": "伤害提升15%",
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"level_3": "被火焰伤害的敌人有20%概率原地眩晕1秒,射程减少1格",
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"level_4": "伤害提升35%",
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"level_5": "喷火冷却时间减少50%,持续喷火时间减少50%"
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}
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},
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{
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"positioning": "近身攻击多个敌人",
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"name": "烈焰之舞",
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"effects": {
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"level_1": "喷出的火焰散开为3个,但每个火焰伤害减少50%",
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"level_2": "伤害提升15%",
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"level_3": "降低敌人20%移动速度,攻击CD增加5%",
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"level_4": "伤害提升35%",
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"level_5": "喷火冷却时间增加30%,持续喷火时间增加50%"
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}
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}
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]
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},
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{
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"temp_id": 2,
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"monster_code": "水萌妖-01",
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"skillInfo": [
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{
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"positioning": "快速射出子弹,增加对空伤害",
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"name": "寒冰子弹",
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"effects": {
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"level_1": "攻击CD减少25%",
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"level_2": "伤害提升15%",
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"level_3": "增加子弹20%飞行速度,射程减少1格",
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"level_4": "伤害提升35%",
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"level_5": "对攻击减速的敌人造成额外30%伤害,攻击CD增加5%"
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}
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},
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{
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"positioning": "增加对空debuff,对小型怪伤害加强",
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"name": "冰霜风暴",
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"effects": {
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"level_1": "攻击CD减少25%",
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"level_2": "伤害提升15%",
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"level_3": "对小型敌人增加25%伤害,射程减少1格",
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"level_4": "伤害提升35%",
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"level_5": "每次攻击增加20%暴击率,攻击CD增加5%"
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}
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}
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]
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},
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{
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"temp_id": 1,
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"monster_code": "木萌妖-01",
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"skills": [
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{
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"positioning": "子弹飞行速度射击高频",
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"name": "高速射击",
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"effects": {
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"level_1": "子弹飞行速度增加30%",
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"level_2": "伤害提升15%",
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"level_3": "对小型敌人增加40%伤害,攻击CD增加5%",
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"level_4": "伤害提升35%",
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"level_5": "每次攻击增加20%暴击率,射程减少1格"
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}
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},
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{
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"positioning": "精准子弹",
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"name": "精制子弹",
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"effects": {
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"level_1": "攻击CD减少25%",
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"level_2": "伤害提升15%",
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"level_3": "对小型敌人增加25%伤害,射程减少1格",
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"level_4": "伤害提升35%",
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"level_5": "每次攻击增加20%暴击率,攻击CD增加5%"
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}
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}
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]
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}
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]
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}
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7
meng_yao/Assets/Config/skillInfo.json.meta
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7
meng_yao/Assets/Config/skillInfo.json.meta
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8
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meng_yao/Assets/Prefabs/ui/scene_main/Battle_Selection.prefab
Normal file
6020
meng_yao/Assets/Prefabs/ui/scene_main/Battle_Selection.prefab
Normal file
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Normal file
609
meng_yao/Assets/Prefabs/ui/scene_main/card_huhuhu.prefab
Normal file
@ -0,0 +1,609 @@
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -10,6 +10,12 @@ public class SkillBox : Base
|
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[Header("战魂(经验)")] public int expNumber;
|
||||
[Header("战魂(经验)")] public Text expNumberText;
|
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[Header("最大战魂(经验)")] public int maxExpNumber;
|
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|
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public GameObject infobox_skill;
|
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|
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public GameObject Skill;
|
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|
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public Transform SkillParent;
|
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[HideInInspector]
|
||||
public int ExpNumber
|
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{
|
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@ -28,6 +34,9 @@ public class SkillBox : Base
|
||||
{
|
||||
if (instance != null) return;
|
||||
instance = this;
|
||||
|
||||
InitSkil();
|
||||
|
||||
}
|
||||
|
||||
public void UpdataExp(int number)
|
||||
@ -58,5 +67,17 @@ public class SkillBox : Base
|
||||
expNumberText.text = expList.Count+"/"+maxExpNumber;
|
||||
}
|
||||
|
||||
void InitSkil()
|
||||
{
|
||||
for (int i = 0; i < Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Count; i++)
|
||||
{
|
||||
|
||||
GameObject obj = Instantiate(Skill,SkillParent);
|
||||
obj.GetComponent<Skill_Spend>().infobox_skill_up = infobox_skill;
|
||||
//obj.GetComponent<Skill_Spend>().SkillID
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -80,6 +80,9 @@ public class SpawnPool : Base
|
||||
//this.StartSpawning();
|
||||
|
||||
Base.GlobalObj.GetComponent<gameGlobal>().OnGamePlay += this.StartSpawning;
|
||||
//currentWave = MengyaoInfo.Instance.m_WaveData[0].AffiliatedWaveNumber;
|
||||
//GenerateQuantity = MengyaoInfo.Instance.m_WaveData[0].EnemyStatistics[0].EnemyAttributes.Count;
|
||||
////GenerationIntervalOfOne = MengyaoInfo.Instance.m_WaveData[0].EnemyStatistics[0].
|
||||
}
|
||||
|
||||
void Update()
|
||||
|
@ -1,39 +1,145 @@
|
||||
using DG.Tweening;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
[System.Serializable]
|
||||
public class MengyaoCardData
|
||||
{
|
||||
[Tooltip("萌妖卡ID")]
|
||||
public string cardID;
|
||||
|
||||
[Tooltip("萌妖卡预制体")]
|
||||
public GameObject cardPrefab;
|
||||
}
|
||||
|
||||
public class cardBox : MonoBehaviour
|
||||
{
|
||||
public static cardBox instance;
|
||||
[Header("萌妖数量")] public int mengyaoNumber=0;
|
||||
[HideInInspector] public int inPlaceNumber=0;
|
||||
[Header("萌妖数量")] public int mengyaoNumber = 0;
|
||||
[HideInInspector] public int inPlaceNumber = 0;
|
||||
[Header("开始按钮obj")] public GameObject btnObj;
|
||||
|
||||
[Header("怪物信息提示按钮obj")] public GameObject IconTipObj;
|
||||
|
||||
[Header("萌妖卡数据列表")] public List<MengyaoCardData> mengyaoCardDataList = new List<MengyaoCardData>();
|
||||
|
||||
[Header("萌妖卡生成父节点")] public Transform parentPos;
|
||||
|
||||
public float scaleUpDuration = 0.5f; // 缩放动画时长
|
||||
public float fadeInDuration = 0.5f; // 淡入动画时长
|
||||
|
||||
// ID到萌妖卡预制体的映射字典
|
||||
private Dictionary<string, GameObject> IDTomangyaoPrefab = new Dictionary<string, GameObject>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
if (btnObj==null)
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (btnObj == null)
|
||||
{
|
||||
Debug.LogError("btnObj==null");
|
||||
return;
|
||||
}
|
||||
|
||||
btnObj.SetActive(false);
|
||||
|
||||
InitializeDictionary();
|
||||
Init();
|
||||
}
|
||||
|
||||
public void ChangeInPlaceNumber(int number)
|
||||
{
|
||||
inPlaceNumber += number;
|
||||
if (inPlaceNumber== mengyaoNumber)
|
||||
if (inPlaceNumber == mengyaoNumber)
|
||||
{
|
||||
gameGlobal.GameStart();
|
||||
//Debug.Log("布置完成");
|
||||
btnObj.SetActive(true);
|
||||
btnObj.GetComponent<Button>().onClick.AddListener(() => {
|
||||
btnObj.GetComponent<Button>().onClick.AddListener(() =>
|
||||
{
|
||||
IconTipObj.gameObject.SetActive(true);
|
||||
btnObj.SetActive(false);
|
||||
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 初始化ID到萌妖卡预制体的映射字典
|
||||
/// </summary>
|
||||
void InitializeDictionary()
|
||||
{
|
||||
foreach (var cardData in mengyaoCardDataList)
|
||||
{
|
||||
string id = cardData.cardID;
|
||||
GameObject prefab = cardData.cardPrefab;
|
||||
|
||||
// 检查ID和预制体是否为空
|
||||
if (string.IsNullOrEmpty(id))
|
||||
{
|
||||
Debug.LogWarning("萌妖卡ID为空,跳过该条数据!");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogWarning($"萌妖卡ID '{id}' 对应的预制体为空,跳过该条数据!");
|
||||
continue;
|
||||
}
|
||||
|
||||
// 检查ID是否重复
|
||||
if (IDTomangyaoPrefab.ContainsKey(id))
|
||||
{
|
||||
Debug.LogWarning($"萌妖卡ID '{id}' 在字典中已经存在,预制体将被忽略。");
|
||||
continue;
|
||||
}
|
||||
|
||||
// 添加到字典
|
||||
IDTomangyaoPrefab.Add(id, prefab);
|
||||
}
|
||||
|
||||
// 测试输出
|
||||
foreach (var kvp in IDTomangyaoPrefab)
|
||||
{
|
||||
Debug.Log($"初始化字典 - ID: {kvp.Key}, Prefab: {kvp.Value.name}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据CarryCardId列表生成对应的萌妖卡牌
|
||||
/// </summary>
|
||||
void Init()
|
||||
{
|
||||
// 获取 CarryCardId 列表
|
||||
List<string> carryCardIdList = Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId;
|
||||
|
||||
foreach (string id in carryCardIdList)
|
||||
{
|
||||
if (IDTomangyaoPrefab.TryGetValue(id, out GameObject prefab))
|
||||
{
|
||||
// 实例化预制体,设置父节点为 parentPos
|
||||
GameObject card = Instantiate(prefab, parentPos);
|
||||
|
||||
// 确保卡牌的缩放为0,准备进行放大动画
|
||||
card.transform.localScale = Vector3.zero;
|
||||
|
||||
// 确保卡牌的位置为父节点的本地位置
|
||||
card.transform.localPosition = Vector3.zero;
|
||||
// 播放放大动画
|
||||
card.transform.DOScale(Vector3.one, scaleUpDuration).SetEase(Ease.OutBack);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"未找到ID为 '{id}' 的萌妖卡预制体!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -7,45 +7,40 @@ using UnityEngine.UI;
|
||||
|
||||
public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
|
||||
{
|
||||
[Header("给一个canvas")]
|
||||
public Canvas canvas;
|
||||
[Header("显示的image")]
|
||||
public Image cardIconImage;
|
||||
[Header("对应的sprite")]
|
||||
public Sprite cardicon;
|
||||
[Header("目标点的名字")]
|
||||
public string targetTag;
|
||||
[Header("生成的萌妖预制体")]
|
||||
public GameObject mengyaoPrefab;
|
||||
|
||||
[Header("显示的image")]
|
||||
public Image cardIconImage;
|
||||
[Header("对应的sprite")]
|
||||
public Sprite cardicon;
|
||||
[Header("目标点的名字")]
|
||||
public string targetTag;
|
||||
[Header("生成的萌妖预制体")]
|
||||
public GameObject mengyaoPrefab;
|
||||
[Header("遮罩")]
|
||||
public GameObject mask;
|
||||
|
||||
public Camera camera;
|
||||
|
||||
//生成物体的预制体
|
||||
public GameObject PrefabParent;
|
||||
|
||||
//生成物体的预制体
|
||||
//public GameObject PrefabParent;
|
||||
|
||||
[HideInInspector]
|
||||
public GameObject mY;
|
||||
|
||||
private Vector3 startPos;//记录一开始的位置
|
||||
|
||||
//private SpriteAniation spriteAniation;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
this.cardIconImage.sprite = cardicon;
|
||||
this.startPos = this.transform.position;
|
||||
|
||||
mask.SetActive(false);
|
||||
//Debug.Log(this.startPos);
|
||||
//spriteAniation = GetComponent<SpriteAniation>();
|
||||
//spriteAniation.enabled = false;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
// 拖拽开始
|
||||
// 拖拽开始
|
||||
public void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
|
||||
@ -54,31 +49,31 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
|
||||
mY = Instantiate(mengyaoPrefab);
|
||||
Vector3 mousePosition = Input.mousePosition;
|
||||
|
||||
// 将鼠标屏幕坐标转换为世界坐标
|
||||
mousePosition = camera.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, 0));
|
||||
// 将鼠标屏幕坐标转换为世界坐标
|
||||
mousePosition = Camera.main.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, 0));
|
||||
|
||||
// 将物体的位置更新为鼠标的位置
|
||||
// 将物体的位置更新为鼠标的位置
|
||||
mY.transform.position = mousePosition;
|
||||
|
||||
|
||||
}
|
||||
// 拖拽中
|
||||
// 拖拽中
|
||||
public void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
|
||||
Vector3 mousePosition = Input.mousePosition;
|
||||
|
||||
// 将鼠标屏幕坐标转换为世界坐标
|
||||
mousePosition = camera.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, camera.nearClipPlane));
|
||||
// 将鼠标屏幕坐标转换为世界坐标
|
||||
mousePosition = Camera.main.ScreenToWorldPoint(new Vector3(mousePosition.x, mousePosition.y, Camera.main.nearClipPlane));
|
||||
|
||||
// 强制设置Z轴为0(或者根据你的需求设置成其他值)
|
||||
// 强制设置Z轴为0(或者根据你的需求设置成其他值)
|
||||
mousePosition.z = 0;
|
||||
|
||||
// 将物体的位置更新为鼠标的位置
|
||||
// 将物体的位置更新为鼠标的位置
|
||||
mY.transform.position = mousePosition;
|
||||
|
||||
}
|
||||
// 拖拽结束
|
||||
// 拖拽结束
|
||||
public void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
if (mY.GetComponent<cardPlace>().isInTrigger)
|
||||
@ -95,7 +90,4 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
@ -13,6 +13,8 @@ public class gameGlobal : Base
|
||||
public event GameItem OnGameOver;
|
||||
|
||||
|
||||
public List<string> CarryCardId = new List<string>();
|
||||
|
||||
/// <summary>
|
||||
/// ÓÎÏ·³õʼ»¯
|
||||
/// </summary>
|
||||
|
@ -1,21 +1,38 @@
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class MengyaoInfo :JsonReadBase
|
||||
{
|
||||
public TextAsset m_Asset;
|
||||
|
||||
public TextAsset NameAsset;
|
||||
public TextAsset LevelAsset;
|
||||
public TextAsset SkillAsset;
|
||||
|
||||
public List<Character> m_Name;
|
||||
public List<Level> m_Level;
|
||||
public List<WaveData> m_WaveData;
|
||||
public List<SkillsInfoRoot> m_SkillData;
|
||||
public static MengyaoInfo Instance;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
m_Name = base.LoadJson<Character>(NameAsset);
|
||||
base.DisplayData<Character>(m_Name);
|
||||
|
||||
m_Level = base.LoadJson<Level>(LevelAsset);
|
||||
base.DisplayData<Level>(m_Level);
|
||||
|
||||
m_WaveData = base.LoadJson<WaveData>(m_Asset);
|
||||
base.DisplayData<WaveData>(m_WaveData);
|
||||
|
||||
m_SkillData = base.LoadJson<SkillsInfoRoot>(SkillAsset);
|
||||
Debug.Log(m_SkillData);
|
||||
//base.DisplayData<SkillsInfoRoot>(m_SkillData);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
@ -27,7 +44,7 @@ public class MengyaoInfo :JsonReadBase
|
||||
|
||||
public class Character
|
||||
{
|
||||
public string Id { get; set; }
|
||||
public int Id { get; set; }
|
||||
public string Name { get; set; }
|
||||
public string Quality { get; set; }
|
||||
public string Elements { get; set; }
|
||||
@ -104,3 +121,33 @@ public class WaveData
|
||||
|
||||
public List<EnemyStatistic> EnemyStatistics { get; set; }
|
||||
}
|
||||
|
||||
|
||||
|
||||
public class SkillsInfoRoot
|
||||
{
|
||||
public List<MonsterSkillInfo> SkillsInfo { get; set; } // 所有技能信息的列表
|
||||
}
|
||||
|
||||
public class MonsterSkillInfo
|
||||
{
|
||||
public string TempId { get; set; } // 临时 ID
|
||||
public string MonsterCode { get; set; } // 怪物代号
|
||||
public List<Skill> Skills { get; set; } // 技能列表
|
||||
}
|
||||
|
||||
public class Skill
|
||||
{
|
||||
public string Positioning { get; set; } // 技能定位
|
||||
public string Name { get; set; } // 技能名称
|
||||
public SkillEffects Effects { get; set; } // 技能效果
|
||||
}
|
||||
|
||||
public class SkillEffects
|
||||
{
|
||||
public string Level1 { get; set; } // 1级技能效果
|
||||
public string Level2 { get; set; } // 2级技能效果
|
||||
public string Level3 { get; set; } // 3级技能效果
|
||||
public string Level4 { get; set; } // 4级技能效果
|
||||
public string Level5 { get; set; } // 5级技能效果
|
||||
}
|
8
meng_yao/Assets/script/UI_prefabs.meta
Normal file
8
meng_yao/Assets/script/UI_prefabs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a8ce4096653622f428e4c358427cc271
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
148
meng_yao/Assets/script/UI_prefabs/Battle_Selection.cs
Normal file
148
meng_yao/Assets/script/UI_prefabs/Battle_Selection.cs
Normal file
@ -0,0 +1,148 @@
|
||||
using DG.Tweening;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class Battle_Selection : BaseUI
|
||||
{
|
||||
[Header("怪物卡生成点")]
|
||||
public Transform EnemyGeneratePos;
|
||||
|
||||
[Header("携带卡生成点")]
|
||||
public Transform CarryGeneratePos;
|
||||
|
||||
[Header("萌妖卡生成点")]
|
||||
public Transform MengyaoGeneratePos;
|
||||
|
||||
// 卡牌列表
|
||||
private List<Button> EnemyCard = new List<Button>();
|
||||
private List<Button> CarryCard = new List<Button>();
|
||||
private List<Button> MengyaoCard = new List<Button>();
|
||||
|
||||
[Header("所有卡牌按钮列表")]
|
||||
public List<Button> CardBTN = new List<Button>();
|
||||
|
||||
// 定义缩放动画的持续时间(可在Inspector中调整)
|
||||
[Header("动画持续时间(秒)")]
|
||||
public float scaleDownDuration = 0.3f; // 缩小动画时间
|
||||
public float scaleUpDuration = 0.3f; // 放大动画时间
|
||||
|
||||
public Button tiaoScene;
|
||||
|
||||
// Start is called before the first frame update
|
||||
async void Start()
|
||||
{
|
||||
await showPanel(_panel);
|
||||
// 初始化:将所有卡牌添加到萌妖卡列表,并设置其父节点为萌妖卡生成点
|
||||
foreach (Button btn in CardBTN)
|
||||
{
|
||||
// 将卡牌添加到萌妖卡列表
|
||||
MengyaoCard.Add(btn);
|
||||
|
||||
// 设置卡牌的父节点为萌妖卡生成点
|
||||
btn.transform.SetParent(MengyaoGeneratePos, false);
|
||||
|
||||
// 确保卡牌的缩放为正常大小
|
||||
btn.transform.localScale = Vector3.one;
|
||||
|
||||
// 添加点击事件监听器,使用局部变量避免闭包问题
|
||||
btn.onClick.AddListener(() => OnCardButtonClick(btn));
|
||||
}
|
||||
|
||||
tiaoScene.onClick.AddListener(async() => {
|
||||
|
||||
await ButtonClickAnimationAsync(tiaoScene.gameObject);
|
||||
Debug.LogError("++++跳++++转++++场++++景++++");
|
||||
foreach (Button go in CarryCard)
|
||||
{
|
||||
Debug.Log(go.gameObject.GetComponent<CardInfo>().mengyaoid);
|
||||
Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Add(go.gameObject.GetComponent<CardInfo>().mengyaoid);
|
||||
}
|
||||
SceneManager.LoadScene(2);
|
||||
});
|
||||
}
|
||||
|
||||
// 按钮点击事件处理
|
||||
void OnCardButtonClick(Button btn)
|
||||
{
|
||||
// 禁用按钮,防止在动画期间重复点击
|
||||
btn.interactable = false;
|
||||
|
||||
if (MengyaoCard.Contains(btn))
|
||||
{
|
||||
// 从萌妖卡列表移除,添加到携带卡列表
|
||||
MengyaoCard.Remove(btn);
|
||||
CarryCard.Add(btn);
|
||||
|
||||
// 更改父节点并播放动画
|
||||
AnimateCardScaling(btn.transform, CarryGeneratePos, () =>
|
||||
{
|
||||
Debug.Log($"卡牌 {btn.gameObject.name} 从萌妖卡切换到携带卡");
|
||||
// 动画完成后重新启用按钮
|
||||
btn.interactable = true;
|
||||
});
|
||||
}
|
||||
else if (CarryCard.Contains(btn))
|
||||
{
|
||||
// 从携带卡列表移除,添加到萌妖卡列表
|
||||
CarryCard.Remove(btn);
|
||||
MengyaoCard.Add(btn);
|
||||
|
||||
// 更改父节点并播放动画
|
||||
AnimateCardScaling(btn.transform, MengyaoGeneratePos, () =>
|
||||
{
|
||||
Debug.Log($"卡牌 {btn.gameObject.name} 从携带卡切换到萌妖卡");
|
||||
// 动画完成后重新启用按钮
|
||||
btn.interactable = true;
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("卡牌不在任何列表中!");
|
||||
btn.interactable = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 使用 DOTween 动画缩放卡牌
|
||||
void AnimateCardScaling(Transform cardTransform, Transform targetParent, System.Action onComplete)
|
||||
{
|
||||
// 获取 RectTransform 组件
|
||||
RectTransform rectTransform = cardTransform.GetComponent<RectTransform>();
|
||||
if (rectTransform == null)
|
||||
{
|
||||
Debug.LogWarning("卡牌缺少 RectTransform 组件!");
|
||||
return;
|
||||
}
|
||||
|
||||
// 创建一个序列来组合多个动画
|
||||
Sequence mySequence = DOTween.Sequence();
|
||||
|
||||
// 缩放到 0
|
||||
mySequence.Append(rectTransform.DOScale(Vector3.zero, scaleDownDuration).SetEase(Ease.InBack));
|
||||
|
||||
// 更改父节点
|
||||
mySequence.AppendCallback(() =>
|
||||
{
|
||||
cardTransform.SetParent(targetParent, false); // 不保持世界坐标
|
||||
});
|
||||
|
||||
// 确保卡牌的缩放为 0,准备放大
|
||||
rectTransform.localScale = Vector3.zero;
|
||||
|
||||
// 缩放回正常大小
|
||||
mySequence.Append(rectTransform.DOScale(Vector3.one, scaleUpDuration).SetEase(Ease.OutBack));
|
||||
|
||||
// 动画完成后的回调
|
||||
mySequence.AppendCallback(() =>
|
||||
{
|
||||
onComplete?.Invoke();
|
||||
});
|
||||
|
||||
// 开始动画
|
||||
mySequence.Play();
|
||||
}
|
||||
}
|
11
meng_yao/Assets/script/UI_prefabs/Battle_Selection.cs.meta
Normal file
11
meng_yao/Assets/script/UI_prefabs/Battle_Selection.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eebc2d665d26c1d49a557ffe94112a95
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
meng_yao/Assets/script/UI_prefabs/CardInfo.cs
Normal file
8
meng_yao/Assets/script/UI_prefabs/CardInfo.cs
Normal file
@ -0,0 +1,8 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class CardInfo : MonoBehaviour
|
||||
{
|
||||
public string mengyaoid;
|
||||
}
|
11
meng_yao/Assets/script/UI_prefabs/CardInfo.cs.meta
Normal file
11
meng_yao/Assets/script/UI_prefabs/CardInfo.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c64989b3a75e1d44e8692a17ba9c22ea
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -7,14 +7,16 @@ using UnityEngine.UI;
|
||||
public class DownPanel : Base
|
||||
{
|
||||
public List<Button> btns = new List<Button>();
|
||||
public List<GameObject> PanelList=new List<GameObject>();
|
||||
|
||||
public GameObject canvse;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
btns[0].onClick.AddListener(async() => {
|
||||
|
||||
await ButtonClickAnimationAsync(btns[0].gameObject);
|
||||
Debug.LogError("++++Ìø++++ת++++³¡++++¾°++++");
|
||||
SceneManager.LoadScene(2);
|
||||
GameObject.Instantiate(PanelList[0], canvse.transform);
|
||||
});
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user