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wulongxiao 2024-12-13 22:29:17 +08:00
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@ -1,5 +1,6 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@ -13,12 +14,42 @@ public class Challeng_Evictory : charainfoPanel
public Sprite gaoliangsprite; public Sprite gaoliangsprite;
public Sprite anSprite; public Sprite anSprite;
public GameObject DmageitemPrefab;
public GameObject DmageContent;
private List<enemy> enemylist =new List<enemy>();
// Start is called before the first frame update // Start is called before the first frame update
public override void Start() public override void Start()
{ {
base.Start(); base.Start();
AwardBtn.onClick.AddListener(AwardClick); AwardBtn.onClick.AddListener(AwardClick);
DmageBtn.onClick.AddListener(DmageClick); DmageBtn.onClick.AddListener(DmageClick);
Debug.Log(cardBox.instance.card[0].name);
Debug.Log(cardBox.instance.card[0].GetComponent<enemy>());
var sortedObjects = cardBox.instance.card.OrderByDescending(go => go.GetComponent<enemy>().harmNumber).ToList();
Debug.Log(sortedObjects);
// 遍历排序后的结果并输出每个GameObject的名字和伤害值
for (int i = 0; i < sortedObjects.Count; i++)
{
GameObject obj = Instantiate(DmageitemPrefab, DmageContent.transform);
obj.transform.Find("Dmage").GetComponent<Text>().text = sortedObjects[i].GetComponent<enemy>().harmNumber.ToString();
if (sortedObjects[i].GetComponent<enemy>().enemyId == "1")
{
obj.transform.Find("icondi/mengyaoicon").GetComponent<Image>().sprite = sortedObjects[i].GetComponent<enemy>().AnimationTree[0].value[0];
Destroy(obj.transform.Find("icondi/mengyaoicon2").gameObject);
}
else
{
obj.transform.Find("icondi/mengyaoicon2").GetComponent<Image>().sprite = sortedObjects[i].GetComponent<enemy>().AnimationTree[0].value[0];
Destroy(obj.transform.Find("icondi/mengyaoicon").gameObject);
}
}
} }
void AwardClick() void AwardClick()
@ -35,5 +66,10 @@ public class Challeng_Evictory : charainfoPanel
DmageCountobj.gameObject.SetActive(true); DmageCountobj.gameObject.SetActive(true);
AwardBtn.GetComponent<Image>().sprite = anSprite; AwardBtn.GetComponent<Image>().sprite = anSprite;
DmageBtn.GetComponent<Image>().sprite = gaoliangsprite; DmageBtn.GetComponent<Image>().sprite = gaoliangsprite;
} }
} }

View File

@ -9,9 +9,10 @@ public class CharacterClick : MonoBehaviour
public Character MyCharacter=null; public Character MyCharacter=null;
[Header("点击出现的详情")] public GameObject panelPrefab; [Header("点击出现的详情")] public GameObject panelPrefab;
public WaveData MyWaveData=null;
void Start() void Start()
{ {
IdForInfo(transform.GetComponent<enemy>().Id); IdForInfo(transform.GetComponent<enemy>().enemyId);
} }
private void OnMouseDown() private void OnMouseDown()
@ -33,7 +34,16 @@ public class CharacterClick : MonoBehaviour
RectTransform panelRect = instantiatedPanel.GetComponent<RectTransform>(); RectTransform panelRect = instantiatedPanel.GetComponent<RectTransform>();
// 确保生成的面板不会挡住父物体 // 确保生成的面板不会挡住父物体
panelRect.SetAsLastSibling(); // 将面板放到 Canvas 层级的最上层 panelRect.SetAsLastSibling(); // 将面板放到 Canvas 层级的最上层
panelRect.GetComponent<charainfoPanel>().UpDateShow("1", MyCharacter.Name, MyCharacter.Info, MyCharacter.MaxAttack+"~"+MyCharacter.MinAttack,MyCharacter.AttackRange,MyCharacter.AttackCD); if (role.camp==Camp.Enemy)
{
//string eveText,string name,string def,string speed,string shanghai,string info,int hp,int maxHp
panelRect.GetComponent<charainfoPanel>().UpDateShow("1", "Enemy_002","0","3","1","²âÊÔÎĵµÒ»",role.hp,100f);
}
else
{
panelRect.GetComponent<charainfoPanel>().UpDateShow("1", MyCharacter.Name, MyCharacter.Info, MyCharacter.MaxAttack + "~" + MyCharacter.MinAttack, MyCharacter.AttackRange, MyCharacter.AttackCD);
}
} }
} }

View File

@ -33,6 +33,7 @@ public class cardBox : MonoBehaviour
// ID到萌妖卡预制体的映射字典 // ID到萌妖卡预制体的映射字典
private Dictionary<string, GameObject> IDTomangyaoPrefab = new Dictionary<string, GameObject>(); private Dictionary<string, GameObject> IDTomangyaoPrefab = new Dictionary<string, GameObject>();
[HideInInspector] public List<GameObject> card = new List<GameObject>();
private void Awake() private void Awake()
{ {
instance = this; instance = this;
@ -126,7 +127,8 @@ public class cardBox : MonoBehaviour
{ {
// 实例化预制体,设置父节点为 parentPos // 实例化预制体,设置父节点为 parentPos
GameObject card = Instantiate(prefab, parentPos); GameObject card = Instantiate(prefab, parentPos);
//card.GetComponent<enemy>().enemyId = id;
//this.card.Add(card);
// 确保卡牌的缩放为0准备进行放大动画 // 确保卡牌的缩放为0准备进行放大动画
card.transform.localScale = Vector3.zero; card.transform.localScale = Vector3.zero;

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@ -45,7 +45,8 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
{ {
mY = Instantiate(mengyaoPrefab); mY = Instantiate(mengyaoPrefab);
mY.GetComponent<enemy>().Id = transform.GetComponent<CardInfo>().mengyaoid; cardBox.instance.card.Add(mY);
mY.GetComponent<enemy>().enemyId = transform.GetComponent<CardInfo>().mengyaoid;
Vector3 mousePosition = Input.mousePosition; Vector3 mousePosition = Input.mousePosition;
// 将鼠标屏幕坐标转换为世界坐标 // 将鼠标屏幕坐标转换为世界坐标

View File

@ -14,6 +14,7 @@ public class charainfoPanel : Base
[Header("¹Ø±Õ°´Å¥")] public Button closeBtn; [Header("¹Ø±Õ°´Å¥")] public Button closeBtn;
[Header("¹Ø±ÕµÄÃæ°å")] public GameObject _closePanel; [Header("¹Ø±ÕµÄÃæ°å")] public GameObject _closePanel;
[Header("ÃÈÑý")]
public Text LeveText; public Text LeveText;
public Text NameText; public Text NameText;
public Text InfoText; public Text InfoText;
@ -21,6 +22,8 @@ public class charainfoPanel : Base
public Text AttackFanweiText; public Text AttackFanweiText;
public Text AttackCD; public Text AttackCD;
[Header(("µÐÈË"))] public List<Text> textList = new List<Text>();
public Image HpImage;
public virtual void Start() public virtual void Start()
{ {
@ -42,11 +45,23 @@ public class charainfoPanel : Base
public void UpDateShow(string LeveText, string NameText, string InfoText, string AttackText, string AttackFanweiText,string AttackCD) public void UpDateShow(string LeveText, string NameText, string InfoText, string AttackText, string AttackFanweiText,string AttackCD)
{ {
this.LeveText.text= LeveText; this.LeveText.text= "Lv."+LeveText;
this.NameText.text= NameText; this.NameText.text= NameText;
this.InfoText.text= InfoText; this.InfoText.text= InfoText;
this.AttackText.text = AttackText; this.AttackText.text = AttackText;
this.AttackFanweiText.text= AttackFanweiText; this.AttackFanweiText.text= AttackFanweiText;
this.AttackCD.text= AttackCD; this.AttackCD.text= "<color=#00FF00>"+ AttackCD+"</color>";
}
public void UpDateShow(string eveText,string name,string def,string speed,string shanghai,string info,float hp,float maxHp)
{
textList[0].text = "lv." + eveText;
textList[1].text = name;
textList[2].text = def;
textList[3].text = speed;
textList[4].text = shanghai;
textList[5].text = info;
textList[6].text = hp+"/"+maxHp;
HpImage.fillAmount = hp/ maxHp;
} }
} }

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@ -4,7 +4,23 @@ using UnityEngine;
public class enemy : Role public class enemy : Role
{ {
public string Id; public string enemyId;
[HideInInspector]
public float harmNumber=0;//伤害
public float HarmNumber
{
get=> harmNumber;
set
{
harmNumber=value;
//Debug.Log(Id+"造成了"+ value+ "伤害");
Debug.Log(enemyId+"总伤害"+ harmNumber );
}
}
public override void Start() public override void Start()
{ {
base.Start(); base.Start();
@ -14,6 +30,8 @@ public class enemy : Role
//开始移动 //开始移动
Init(InitEnenyData.instance.GetRandomWaypoints()); Init(InitEnenyData.instance.GetRandomWaypoints());
} }
} }
public void Init(waypoints _waypoints) public void Init(waypoints _waypoints)