1:对战斗开始选择萌妖进行限制,新增携带萌妖有最大携带量。
2:修复选择一个属性萌妖到携带列表,然后在下方切换萌妖属性显示,再把萌妖拿回,萌妖会显示在不属于自己属性的列表中。目前萌妖只会出现在对应属性列表。
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@ -7030,6 +7030,7 @@ MonoBehaviour:
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EnemyGeneratePos: {fileID: 8646173537015180660}
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EnemyGeneratePos: {fileID: 8646173537015180660}
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CarryGeneratePos: {fileID: 8646173536992652429}
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CarryGeneratePos: {fileID: 8646173536992652429}
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MengyaoGeneratePos: {fileID: 8646173537342263721}
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MengyaoGeneratePos: {fileID: 8646173537342263721}
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MaxCarryCardCount: 3
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CardBTN:
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CardBTN:
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- {fileID: 7273037110982156962}
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- {fileID: 7273037110982156962}
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- {fileID: 6557249533962720523}
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- {fileID: 6557249533962720523}
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@ -9171,10 +9172,10 @@ RectTransform:
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m_Father: {fileID: 8646173537015180660}
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m_Father: {fileID: 8646173537015180660}
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m_RootOrder: 0
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 132, y: -174.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 264, y: 349}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &8646173537325353418
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--- !u!222 &8646173537325353418
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CanvasRenderer:
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CanvasRenderer:
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@ -23,6 +23,11 @@ public class Battle_Selection : BaseUI
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private List<Button> CarryCard = new List<Button>();
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private List<Button> CarryCard = new List<Button>();
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private List<Button> MengyaoCard = new List<Button>();
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private List<Button> MengyaoCard = new List<Button>();
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public int MaxCarryCardCount;
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private int carryCardCount=0;
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[Header("所有卡牌按钮列表")]
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[Header("所有卡牌按钮列表")]
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public List<Button> CardBTN = new List<Button>();
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public List<Button> CardBTN = new List<Button>();
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@ -39,6 +44,9 @@ public class Battle_Selection : BaseUI
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public GameObject loadPanelPrefab;
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public GameObject loadPanelPrefab;
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private int NowShuXing=-1;//当前的属性
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// Start is called before the first frame update
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// Start is called before the first frame update
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async void Start()
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async void Start()
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{
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{
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@ -93,10 +101,19 @@ public class Battle_Selection : BaseUI
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if (MengyaoCard.Contains(btn))
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if (MengyaoCard.Contains(btn))
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{
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{
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if (carryCardCount>=MaxCarryCardCount)
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{
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Promptmgr.Instance.PromptBubble("已达到最大携程数");
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return;
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}
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// 从萌妖卡列表移除,添加到携带卡列表
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// 从萌妖卡列表移除,添加到携带卡列表
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MengyaoCard.Remove(btn);
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MengyaoCard.Remove(btn);
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CarryCard.Add(btn);
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CarryCard.Add(btn);
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carryCardCount++;//增加数量
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// 更改父节点并播放动画
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// 更改父节点并播放动画
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AnimateCardScaling(btn.transform, CarryGeneratePos, () =>
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AnimateCardScaling(btn.transform, CarryGeneratePos, () =>
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{
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{
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@ -111,6 +128,8 @@ public class Battle_Selection : BaseUI
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CarryCard.Remove(btn);
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CarryCard.Remove(btn);
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MengyaoCard.Add(btn);
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MengyaoCard.Add(btn);
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carryCardCount--;//减少数量
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// 更改父节点并播放动画
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// 更改父节点并播放动画
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AnimateCardScaling(btn.transform, MengyaoGeneratePos, () =>
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AnimateCardScaling(btn.transform, MengyaoGeneratePos, () =>
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{
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{
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@ -161,18 +180,22 @@ public class Battle_Selection : BaseUI
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onComplete?.Invoke();
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onComplete?.Invoke();
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});
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});
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ShowCardOfShuixing(this.NowShuXing);//显示和隐藏
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// 开始动画
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// 开始动画
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mySequence.Play();
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mySequence.Play();
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}
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}
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public void ShowCardOfShuixing(int shuxing)
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public void ShowCardOfShuixing(int shuxing)
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{
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{
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this.NowShuXing= shuxing;
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foreach (Button key in MengyaoCard)
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foreach (Button key in MengyaoCard)
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{
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{
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if (shuxing==-1)
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if (this.NowShuXing == -1)
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{
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{
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key.gameObject.SetActive(true);
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key.gameObject.SetActive(true);
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}
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}
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else if (key.GetComponent<CardInfo>().shuxing == shuxing)
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else if (key.GetComponent<CardInfo>().shuxing == this.NowShuXing)
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{
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{
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key.gameObject.SetActive(true);
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key.gameObject.SetActive(true);
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}
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}
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