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300, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0, y: 1} --- !u!222 &7990361250744924110 CanvasRenderer: @@ -1994,7 +1994,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} m_AnchoredPosition: {x: 307, y: -75} - m_SizeDelta: {x: 300, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0, y: 1} --- !u!222 &8201839111075640599 CanvasRenderer: @@ -2327,7 +2327,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} m_AnchoredPosition: {x: 0, y: -150} - m_SizeDelta: {x: 300, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0, y: 1} --- !u!222 &6887313989554397937 CanvasRenderer: @@ -2742,7 +2742,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} m_AnchoredPosition: {x: 307, y: 0} - m_SizeDelta: {x: 300, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0, y: 1} --- !u!222 &3866980963232993410 CanvasRenderer: diff --git a/Assets/Scripts/Framework/EventCenter/E_EventType.cs b/Assets/Scripts/Framework/EventCenter/E_EventType.cs index 08d94a4..5c335be 100644 --- a/Assets/Scripts/Framework/EventCenter/E_EventType.cs +++ b/Assets/Scripts/Framework/EventCenter/E_EventType.cs @@ -12,10 +12,18 @@ public enum E_EventType /// E_Monster_DamageNum, /// + /// 怪物被暴击 + /// + E_Monster_CritDamageNum, + /// /// 玩家伤害数字 /// E_Player_DamageNum, /// + /// 玩家被暴击伤害数字 + /// + E_Player_CritDamageNum, + /// /// 玩家初始化 /// E_Player_Init, diff --git a/Assets/Scripts/GameObject/BtnEquip.cs b/Assets/Scripts/GameObject/BtnEquip.cs index aa85411..f85bed0 100644 --- a/Assets/Scripts/GameObject/BtnEquip.cs +++ b/Assets/Scripts/GameObject/BtnEquip.cs @@ -24,6 +24,6 @@ public class BtnEquip : MonoBehaviour { nowEquipData= equip; txtName.text = equip.name; - txtName.color = GameMgr.Instance.HexToColor(equip.color); + txtName.color = GameMgr.Instance.HexToColor(equip.equipColor); } } diff --git a/Assets/Scripts/GameObject/DamageNum.cs b/Assets/Scripts/GameObject/DamageNum.cs index 1f9a0b9..566d875 100644 --- a/Assets/Scripts/GameObject/DamageNum.cs +++ b/Assets/Scripts/GameObject/DamageNum.cs @@ -58,6 +58,7 @@ public class DamageNum : MonoBehaviour { can.alpha = 0; rec.position = Vector3.zero; + rec.localScale = Vector3.one; PoolMgr.Instance.PushObj(this.gameObject); } } \ No newline at end of file diff --git a/Assets/Scripts/GameObject/MonsterObject.cs b/Assets/Scripts/GameObject/MonsterObject.cs index f65956f..cab6a27 100644 --- a/Assets/Scripts/GameObject/MonsterObject.cs +++ b/Assets/Scripts/GameObject/MonsterObject.cs @@ -58,15 +58,33 @@ public class MonsterObject : MonoBehaviour } //防御抵消伤害 //减少血量 - int damageHP = player.atk - monster.def; - //防止没有破防产生负数的情况 - if (damageHP<0) + int damageHP; + //是否触发暴击 + if (GameMgr.Instance.ProbaReturn(player.crit)) { - damageHP = 0; + //触发暴击 + damageHP = (int)((player.atk - monster.def) * (1 + player.critDamage / 100)); + //防止没有破防产生负数的情况 + if (damageHP < 0) + { + damageHP = 0; + } + hp -= damageHP; + //弹出减血量数字 + EventCenter.Instance.EventTrigger(E_EventType.E_Monster_CritDamageNum, damageHP); + } + else + { + damageHP = player.atk - monster.def; + //防止没有破防产生负数的情况 + if (damageHP < 0) + { + damageHP = 0; + } + hp -= damageHP; + //弹出减血量数字 + EventCenter.Instance.EventTrigger(E_EventType.E_Monster_DamageNum, damageHP); } - hp -=damageHP; - //弹出减血量数字 - EventCenter.Instance.EventTrigger(E_EventType.E_Monster_DamageNum,damageHP); if (hp <= 0) { diff --git a/Assets/Scripts/GameObject/PlayerObject.cs b/Assets/Scripts/GameObject/PlayerObject.cs index 7cea2f0..879b763 100644 --- a/Assets/Scripts/GameObject/PlayerObject.cs +++ b/Assets/Scripts/GameObject/PlayerObject.cs @@ -36,8 +36,9 @@ public class PlayerObject : MonoBehaviour if (GameMgr.Instance.isStartAtk) { //检测和目标点达到移动条件时 就攻击 - if (Time.time - frontTime >= player.atkTime) + if (Time.time - frontTime >= player.atkTime-(player.atkTime*player.atkSpeed/100)) { + Debug.Log(Application.persistentDataPath); //记录这次攻击时的时间 frontTime = Time.time; //创建飞剑攻击敌人 @@ -57,15 +58,32 @@ public class PlayerObject : MonoBehaviour } //防御抵消伤害 //减少血量 - int damageHP = monster.atk - player.def; - //防止没有破防产生负数的情况 - if (damageHP < 0) + int damageHP; + if (GameMgr.Instance.ProbaReturn(monster.crit)) { - damageHP = 0; + //触发暴击 + damageHP =(int)((monster.atk - player.def) * (1 + monster.critDamage / 100)); + //防止没有破防产生负数的情况 + if (damageHP < 0) + { + damageHP = 0; + } + hp -= damageHP; + //弹出减血量数字 + EventCenter.Instance.EventTrigger(E_EventType.E_Player_CritDamageNum, damageHP); + } + else + { + damageHP = monster.atk - player.def; + //防止没有破防产生负数的情况 + if (damageHP < 0) + { + damageHP = 0; + } + hp -= damageHP; + //弹出减血量数字 + EventCenter.Instance.EventTrigger(E_EventType.E_Player_DamageNum, damageHP); } - hp -= damageHP; - //弹出减血量数字 - EventCenter.Instance.EventTrigger(E_EventType.E_Player_DamageNum, damageHP); if (hp <= 0) { @@ -73,14 +91,11 @@ public class PlayerObject : MonoBehaviour isDead = true; //飞剑回收仓库 GameMgr.Instance.isFeijianClose = true; - UpdateHp(0); //弹出失败框 EventCenter.Instance.EventTrigger(E_EventType.E_Pool_Register1, "战斗失败"); - //开启生成新一轮游戏 GameMgr.Instance.StartInit(); - this.gameObject.SetActive(false); return; } diff --git a/Assets/Scripts/GameObject/TxtEntry.cs b/Assets/Scripts/GameObject/TxtEntry.cs index de37d33..0f7cdaf 100644 --- a/Assets/Scripts/GameObject/TxtEntry.cs +++ b/Assets/Scripts/GameObject/TxtEntry.cs @@ -6,10 +6,40 @@ using UnityEngine.UI; public class TxtEntry : MonoBehaviour { public Text txtEntry; - - public void UpdatePanel(string entry) + public void UpdatePanel(EquipEntry entry,string color= "362211") { - txtEntry.text = entry; + switch (entry.entryType) + { + case 1: + txtEntry.text = "血量+"+entry.num; + break; + case 2: + txtEntry.text = "攻击力+" + entry.num; + break; + case 3: + txtEntry.text = "防御力+" + entry.num; + break; + case 4: + txtEntry.text = "暴击率+" + entry.num + "%"; + break; + case 5: + txtEntry.text = "暴击伤害+" + entry.num + "%"; + break; + case 6: + txtEntry.text = "攻击速度+" + entry.num + "%"; + break; + case 7: + txtEntry.text = "灵石加成+" + entry.num + "%"; + break; + case 8: + txtEntry.text = "抗爆率+" + entry.num + "%"; + break; + case 9: + txtEntry.text = "灵气加成+" + entry.num + "%"; + break; + } + txtEntry.color = GameMgr.Instance.HexToColor(color); + txtEntry.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color); } } diff --git a/Assets/Scripts/GameScene/Data/EquipData.cs b/Assets/Scripts/GameScene/Data/EquipData.cs index 61c3f95..acc4a39 100644 --- a/Assets/Scripts/GameScene/Data/EquipData.cs +++ b/Assets/Scripts/GameScene/Data/EquipData.cs @@ -4,19 +4,33 @@ using UnityEngine; public class EquipData { + //装备名字 public string name; - public int hp; - public int atk; - public int def; - public float crit; - public float critDamage; - public float kangCrit; - public float atkSpeed; - public float gasAdd; - public float yuAdd; - public float stoneAdd; + //装备类型 public int equipType; - public int equipQuality; - public string colorName; - public string color; + /// + /// 装备的品阶 1--炼气 2--筑基 3--金丹 4--化神 5--渡劫 6--合体 7--大乘 8--飞升 + /// + public int equipGrade=1; + /// + /// 装备颜色 绿色--33A154 蓝色--0030FF 紫色--8800FF 黄色--FFD104 红色--FF5F04 + /// + public string equipColor; + + //基础属性词条 + public List equipBasicAtt=new List(); + //装备附加属性词条 + public List equipAddAtt = new List(); } + +//装备词条 +public class EquipEntry +{ + //词条数值 + public int num; + /// + /// 词条类型 1--hp 2--攻击力 3--防御力 4--暴击率 5--暴击伤害 6--攻击速度 7--灵石加成 8--抗爆率 9--灵气加成 + /// + public int entryType; +} + diff --git a/Assets/Scripts/GameScene/Data/MonsterData.cs b/Assets/Scripts/GameScene/Data/MonsterData.cs index a99e658..d83df0d 100644 --- a/Assets/Scripts/GameScene/Data/MonsterData.cs +++ b/Assets/Scripts/GameScene/Data/MonsterData.cs @@ -16,6 +16,10 @@ public class MonsterData public int def; //攻击时间 public float atkTime; + //怪物暴击几率 + public float crit; + //怪物暴击伤害 + public float critDamage; //灵石奖励 public int stone; //源石奖励 diff --git a/Assets/Scripts/GameScene/Data/PlayerData.cs b/Assets/Scripts/GameScene/Data/PlayerData.cs index d63084d..d3d128d 100644 --- a/Assets/Scripts/GameScene/Data/PlayerData.cs +++ b/Assets/Scripts/GameScene/Data/PlayerData.cs @@ -24,19 +24,19 @@ public class PlayerData //防御力 public int def=5; //攻速加成 - public float atkSpeed=0f; + public int atkSpeed=0; //暴击加成 - public float crit=0f; + public int crit=0; //暴击伤害 - public float critDamage=0f; + public int critDamage = 0; //每分钟灵气 public int minuteGas=60; //灵气加成 - public float gasAdd = 0f; + public int gasAdd = 0; //抗暴率加成 - public float kangCrit = 0f; + public int kangCrit = 0; //灵石加成 - public float stoneAdd = 0f; + public int stoneAdd = 0; //人物境界 public string state = "炼气境一重"; //境界ID,对应升级属性的Id diff --git a/Assets/Scripts/GameScene/GameMgr.cs b/Assets/Scripts/GameScene/GameMgr.cs index e759de2..8dc6bca 100644 --- a/Assets/Scripts/GameScene/GameMgr.cs +++ b/Assets/Scripts/GameScene/GameMgr.cs @@ -125,4 +125,20 @@ public class GameMgr:SingletonAutoMono yield return new WaitForSeconds(0.5f); EventCenter.Instance.EventTrigger(E_EventType.E_Pool_Register2, "你获得了源石+" + yuan); } + + /// + /// 概率反馈 + /// + /// 传递过来的概率 + /// + public bool ProbaReturn(float probability) + { + //获得0-1中间的浮点数 + float f = Random.value; + if (f <= (probability/100)) + { + return true; + } + return false; + } } diff --git a/Assets/Scripts/GameScene/UI/BattlePanel.cs b/Assets/Scripts/GameScene/UI/BattlePanel.cs index e412e20..b425978 100644 --- a/Assets/Scripts/GameScene/UI/BattlePanel.cs +++ b/Assets/Scripts/GameScene/UI/BattlePanel.cs @@ -45,7 +45,9 @@ public class BattlePanel : BasePanel //注册伤害数字弹出事件 EventCenter.Instance.AddEventListener(E_EventType.E_Player_DamageNum, DamageUserNum); + EventCenter.Instance.AddEventListener(E_EventType.E_Player_CritDamageNum, DamageUserCritNum); EventCenter.Instance.AddEventListener(E_EventType.E_Monster_DamageNum, DamageMonsterNum); + EventCenter.Instance.AddEventListener(E_EventType.E_Monster_CritDamageNum, DamageMonsterCritNum); //注册重置玩家和怪物数据 EventCenter.Instance.AddEventListener(E_EventType.E_Player_Init,InitPlayerPanel); EventCenter.Instance.AddEventListener(E_EventType.E_Monster_Init,InitMonsterPanel); @@ -233,7 +235,7 @@ public class BattlePanel : BasePanel } /// - /// 伤害数字弹窗1 + /// 玩家被伤害数字弹窗 /// private void DamageUserNum(int damageHp) { @@ -246,7 +248,20 @@ public class BattlePanel : BasePanel } /// - /// 伤害数字弹窗2 + /// 玩家被暴击伤害数字弹窗 + /// + private void DamageUserCritNum(int damageHp) + { + //弹出减血量数字 + GameObject go = PoolMgr.Instance.GetObj("Object/DamageNum"); + go.transform.SetParent(damageUser, false); + go.transform.localPosition = Vector3.zero; + go.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f); + go.GetComponent().UpdateTxtInfo("-" + damageHp); + } + + /// + /// 怪物被伤害数字弹窗 /// private void DamageMonsterNum(int damageHp) { @@ -258,6 +273,19 @@ public class BattlePanel : BasePanel go.GetComponent().UpdateTxtInfo("-" + damageHp); } + /// + /// 怪物被暴击伤害数字弹窗 + /// + private void DamageMonsterCritNum(int damageHp) + { + //弹出减血量数字 + GameObject go = PoolMgr.Instance.GetObj("Object/DamageNum"); + go.transform.SetParent(damageMonster, false); + go.transform.localPosition = Vector3.zero; + go.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f); + go.GetComponent().UpdateTxtInfo("-" + damageHp); + } + /// /// 公用的弹窗点1事件添加进事件中心 /// diff --git a/Assets/Scripts/GameScene/UI/EquipDressPanel.cs b/Assets/Scripts/GameScene/UI/EquipDressPanel.cs new file mode 100644 index 0000000..f124be0 --- /dev/null +++ b/Assets/Scripts/GameScene/UI/EquipDressPanel.cs @@ -0,0 +1,246 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class EquipDressPanel : BasePanel +{ + public Button btnClose; + public Button btnDis; + public Button btnFenjie; + public Button btnChong; + + public Text txtName; + public Text txtJingjie; + public Text txtQuality; + + public Transform basicAtt; + public Transform addAtt; + public GameObject txtEntry; + + //本装备属性 + private EquipData equipData; + private PlayerData player; + + //词条颜色--红色 + private string entryColor = "FF4E00"; + + //装备颜色--绿色 + private string equipColorLv = "33A154"; + //装备颜色--蓝色 + private string equipColorLan = "0030FF"; + //装备颜色--紫色 + private string equipColorZi = "8800FF"; + //装备颜色--黄色 + private string equipColorHuang = "FFD104"; + //装备颜色--红色 + private string equipColorHong = "FF5F04"; + + public override void Init() + { + player = GameDataMgr.Instance.player; + + btnClose.onClick.AddListener(() => + { + UIManager.Instance.HidePanel(); + }); + btnDis.onClick.AddListener(() => + { + DisEquip(); + UIManager.Instance.HidePanel(); + }); + btnFenjie.onClick.AddListener(() => + { + + }); + btnChong.onClick.AddListener(() => + { + + }); + } + + //给外界更新面板的方法 + public void UpdatePanel(EquipData equip) + { + equipData = equip; + txtName.text = equip.name; + txtJingjie.text = equip.name.Substring(0, 2); + switch (equip.equipAddAtt.Count) + { + case 0: + UpdateColor(equipColorLv, "绿色"); + break; + case 1: + UpdateColor(equipColorLan, "蓝色"); + break; + case 2: + UpdateColor(equipColorZi, "紫色"); + break; + case 3: + UpdateColor(equipColorHuang, "黄色"); + break; + case 4: + UpdateColor(equipColorHong, "红色"); + break; + } + + CreateTxtEntry(equip); + } + + private void UpdateColor(string color, string colorName) + { + txtName.color = GameMgr.Instance.HexToColor(color); + txtName.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color); + txtJingjie.color = GameMgr.Instance.HexToColor(color); + txtJingjie.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color); + txtQuality.text = "colorName"; + txtQuality.color = GameMgr.Instance.HexToColor(color); + txtQuality.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color); + } + + //更新装备属性条 + private void CreateTxtEntry(EquipData equip) + { + GameObject go; + //装备基础属性词条 + if (equip.equipBasicAtt.Count > 0) + { + for (int i = 0; i < equip.equipBasicAtt.Count; i++) + { + go = Instantiate(txtEntry); + go.transform.SetParent(basicAtt, false); + go.GetComponent().UpdatePanel(equip.equipBasicAtt[i]); + } + } + + //装备附加属性词条 + if (equip.equipAddAtt.Count > 0) + { + for (int i = 0; i < equip.equipAddAtt.Count; i++) + { + go = Instantiate(txtEntry); + go.transform.SetParent(addAtt, false); + go.GetComponent().UpdatePanel(equip.equipBasicAtt[i], entryColor); + } + } + } + + //玩家点击卸下 + private void DisEquip() + { + switch (equipData.equipType) + { + case 1: + DischargeEquip("tou"); + break; + case 2: + DischargeEquip("yi"); + break; + case 3: + DischargeEquip("shou"); + break; + case 4: + DischargeEquip("yao"); + break; + case 5: + DischargeEquip("tui"); + break; + case 6: + DischargeEquip("xie"); + break; + } + //更新装备面板 + UIManager.Instance.GetPanel().UpdatePanel(); + //更新玩家属性面板 + UIManager.Instance.GetPanel().UpdatePanel(); + //保存数据 + GameDataMgr.Instance.EquipDataSave(); + GameDataMgr.Instance.PlayerDataSave(); + } + //卸下装备 + private void DischargeEquip(string name) + { + //装备部位变为空 + GameDataMgr.Instance.userEquip.dressEquip[name] = null; + //装备列表添加装备 + GameDataMgr.Instance.userEquip.itemEquip.Add(equipData); + //玩家属性减少 + PlayerDataDis(); + } + /// + /// 属性增加 + /// + /// 装备信息 + /// 是增加还是减少 1表示增加,-1表示减少 + private void PlayerDataDis() + { + //基础属性减少 + for (int i = 0; i < equipData.equipBasicAtt.Count; i++) + { + switch (equipData.equipBasicAtt[i].entryType) + { + case 1: + player.hp -= equipData.equipBasicAtt[i].num; + break; + case 2: + player.atk -=equipData.equipBasicAtt[i].num; + break; + case 3: + player.def -= equipData.equipBasicAtt[i].num; + break; + case 4: + player.crit -= equipData.equipBasicAtt[i].num; + break; + case 5: + player.critDamage -= equipData.equipBasicAtt[i].num; + break; + case 6: + player.atkSpeed -= equipData.equipBasicAtt[i].num; + break; + case 7: + player.stoneAdd -= equipData.equipBasicAtt[i].num; + break; + case 8: + player.kangCrit -= equipData.equipBasicAtt[i].num; + break; + case 9: + player.gasAdd -= equipData.equipBasicAtt[i].num; + break; + } + } + //附加属性减少 + for (int i = 0; i < equipData.equipAddAtt.Count; i++) + { + switch (equipData.equipBasicAtt[i].entryType) + { + case 1: + player.hp -= equipData.equipBasicAtt[i].num; + break; + case 2: + player.atk -= equipData.equipBasicAtt[i].num; + break; + case 3: + player.def -= equipData.equipBasicAtt[i].num; + break; + case 4: + player.crit -= equipData.equipBasicAtt[i].num; + break; + case 5: + player.critDamage -= equipData.equipBasicAtt[i].num; + break; + case 6: + player.atkSpeed -= equipData.equipBasicAtt[i].num; + break; + case 7: + player.stoneAdd -= equipData.equipBasicAtt[i].num; + break; + case 8: + player.kangCrit -= equipData.equipBasicAtt[i].num; + break; + case 9: + player.gasAdd -= equipData.equipBasicAtt[i].num; + break; + } + } + } +} diff --git a/Assets/Scripts/GameScene/UI/EquipDressPanel.cs.meta b/Assets/Scripts/GameScene/UI/EquipDressPanel.cs.meta new file mode 100644 index 0000000..8cef1ed --- /dev/null +++ b/Assets/Scripts/GameScene/UI/EquipDressPanel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 83e948ab5395dfd4fa915a05583a9164 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GameScene/UI/EquipInfoPanel.cs b/Assets/Scripts/GameScene/UI/EquipInfoPanel.cs index 0bef4c1..410b71e 100644 --- a/Assets/Scripts/GameScene/UI/EquipInfoPanel.cs +++ b/Assets/Scripts/GameScene/UI/EquipInfoPanel.cs @@ -2,6 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; +using static UnityEngine.EventSystems.EventTrigger; public class EquipInfoPanel : BasePanel { @@ -13,6 +14,12 @@ public class EquipInfoPanel : BasePanel public Text txtName; public Text txtJingjie; public Text txtQuality; + //分解获得灵石 + public Text txtStone; + //分解获得的源石数量 + private int fenjieEquip; + //重铸 + public Text txtChong; public Transform basicAtt; public Transform addAtt; @@ -21,6 +28,20 @@ public class EquipInfoPanel : BasePanel //本装备属性 private EquipData equipData; private PlayerData player; + //词条颜色--红色 + private string entryColor= "FF4E00"; + + //装备颜色--绿色 + private string equipColorLv= "33A154"; + //装备颜色--蓝色 + private string equipColorLan= "0030FF"; + //装备颜色--紫色 + private string equipColorZi= "8800FF"; + //装备颜色--黄色 + private string equipColorHuang= "FFD104"; + //装备颜色--红色 + private string equipColorHong= "FF5F04"; + public override void Init() { @@ -45,90 +66,120 @@ public class EquipInfoPanel : BasePanel }); } + private void FenJieEquip() + { + //装备品阶分解的数量 + switch (equipData.equipGrade) + { + case 1: + fenjieEquip += 100; + break; + case 2: + fenjieEquip += 200; + break; + case 3: + fenjieEquip += 350; + break; + case 4: + fenjieEquip += 750; + break; + case 5: + fenjieEquip += 1000; + break; + case 6: + fenjieEquip += 1500; + break; + case 7: + fenjieEquip += 3000; + break; + case 8: + fenjieEquip += 5000; + break; + } + + //附加属性增加装备的分解的源石数量 + switch (equipData.equipAddAtt.Count) + { + case 1: + fenjieEquip += 50; + break; + case 2: + fenjieEquip += 100; + break; + case 3: + fenjieEquip += 150; + break; + case 4: + fenjieEquip += 200; + break; + } + } + //给外界更新面板的方法 public void UpdatePanel(EquipData equip) { equipData = equip; - txtName.text=equip.name; - txtName.color = GameMgr.Instance.HexToColor(equip.color); - txtName.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(equip.color); - - txtJingjie.text=equip.name.Substring(0,2); - txtJingjie.color = GameMgr.Instance.HexToColor(equip.color); - txtJingjie.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(equip.color); - - txtQuality.text = equip.colorName; - txtQuality.color = GameMgr.Instance.HexToColor(equip.color); - txtQuality.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(equip.color); + txtJingjie.text = equip.name.Substring(0, 2); + switch (equip.equipAddAtt.Count) + { + case 0: + UpdateColor(equipColorLv, "绿色"); + break; + case 1: + UpdateColor(equipColorLan, "蓝色"); + break; + case 2: + UpdateColor(equipColorZi, "紫色"); + break; + case 3: + UpdateColor(equipColorHuang, "黄色"); + break; + case 4: + UpdateColor(equipColorHong, "红色"); + break; + } CreateTxtEntry(equip); } + private void UpdateColor(string color,string colorName) + { + txtName.color = GameMgr.Instance.HexToColor(color); + txtName.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color); + txtJingjie.color = GameMgr.Instance.HexToColor(color); + txtJingjie.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color); + txtQuality.text = "colorName"; + txtQuality.color = GameMgr.Instance.HexToColor(color); + txtQuality.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color); + } + //更新装备属性条 private void CreateTxtEntry(EquipData equip) { GameObject go; - if (equip.hp!=0) + //装备基础属性词条 + if (equip.equipBasicAtt.Count > 0) { - go = Instantiate(txtEntry); - go.transform.SetParent(basicAtt, false); - go.GetComponent().UpdatePanel("血量+"+equip.hp); + for (int i = 0; i < equip.equipBasicAtt.Count; i++) + { + go = Instantiate(txtEntry); + go.transform.SetParent(basicAtt, false); + go.GetComponent().UpdatePanel(equip.equipBasicAtt[i]); + } } - if (equip.atk != 0) + + //装备附加属性词条 + if (equip.equipAddAtt.Count > 0) { - go = Instantiate(txtEntry); - go.transform.SetParent(basicAtt, false); - go.GetComponent().UpdatePanel("攻击力+" + equip.atk); - } - if (equip.def != 0) - { - go = Instantiate(txtEntry); - go.transform.SetParent(basicAtt, false); - go.GetComponent().UpdatePanel("防御力+" + equip.def); - } - if (equip.crit != 0f) - { - go = Instantiate(txtEntry); - go.transform.SetParent(basicAtt, false); - go.GetComponent().UpdatePanel("暴击率+" + equip.crit+"%"); - } - if (equip.critDamage != 0f) - { - go = Instantiate(txtEntry); - go.transform.SetParent(basicAtt, false); - go.GetComponent().UpdatePanel("暴击伤害+" + equip.critDamage + "%"); - } - if (equip.atkSpeed != 0f) - { - go = Instantiate(txtEntry); - go.transform.SetParent(addAtt, false); - go.GetComponent().UpdatePanel("攻击速度+" + equip.atkSpeed + "%"); - } - if (equip.kangCrit != 0f) - { - go = Instantiate(txtEntry); - go.transform.SetParent(addAtt, false); - go.GetComponent().UpdatePanel("抗爆率+" + equip.kangCrit + "%"); - } - if (equip.gasAdd != 0f) - { - go = Instantiate(txtEntry); - go.transform.SetParent(addAtt, false); - go.GetComponent().UpdatePanel("灵气加成+" + equip.gasAdd + "%"); - } - if (equip.yuAdd != 0f) - { - go = Instantiate(txtEntry); - go.transform.SetParent(addAtt, false); - go.GetComponent().UpdatePanel("仙玉加成+" + equip.yuAdd + "%"); - } - if (equip.stoneAdd != 0f) - { - go = Instantiate(txtEntry); - go.transform.SetParent(addAtt, false); - go.GetComponent().UpdatePanel("灵石加成+" + equip.stoneAdd + "%"); + for (int i = 0; i < equip.equipAddAtt.Count; i++) + { + go = Instantiate(txtEntry); + go.transform.SetParent(addAtt, false); + go.GetComponent().UpdatePanel(equip.equipBasicAtt[i], entryColor); + } } + } //玩家点击穿戴 @@ -156,8 +207,6 @@ public class EquipInfoPanel : BasePanel AddEquip("xie"); break; } - //玩家属性增加 - PlayerDataAdd(); //更新装备面板 UIManager.Instance.GetPanel().UpdatePanel(); //更新玩家属性面板 @@ -167,6 +216,7 @@ public class EquipInfoPanel : BasePanel GameDataMgr.Instance.PlayerDataSave(); } + //玩家穿戴装备--替换,或者穿戴 private void AddEquip(string name) { if (GameDataMgr.Instance.userEquip.dressEquip.ContainsKey(name)) @@ -176,28 +226,101 @@ public class EquipInfoPanel : BasePanel EquipData equip = GameDataMgr.Instance.userEquip.dressEquip[name]; GameDataMgr.Instance.userEquip.dressEquip[name] = equipData; GameDataMgr.Instance.userEquip.itemEquip.Add(equip); + //换上去的属性增加 + PlayerDataAdd(equipData, 1); + //换下来的装备,减少属性 + PlayerDataAdd(equip, -1); } else { GameDataMgr.Instance.userEquip.dressEquip[name] = equipData; + //玩家属性增加 + PlayerDataAdd(equipData,1); } } else { GameDataMgr.Instance.userEquip.dressEquip.Add(name, equipData); + //玩家属性增加 + PlayerDataAdd(equipData,1); } } - private void PlayerDataAdd() + /// + /// 属性增加 + /// + /// 装备信息 + /// 是增加还是减少 1表示增加,-1表示减少 + private void PlayerDataAdd(EquipData equip,int num) { - player.hp += equipData.hp; - player.atk += equipData.atk; - player.def += equipData.def; - player.crit += equipData.crit; - player.critDamage += equipData.critDamage; - player.atkSpeed += equipData.atkSpeed; - player.kangCrit += equipData.kangCrit; - player.gasAdd += equipData.gasAdd; - player.stoneAdd += equipData.stoneAdd; + //基础属性增加 + for (int i = 0; i < equip.equipBasicAtt.Count; i++) + { + switch (equip.equipBasicAtt[i].entryType) + { + case 1: + player.hp += num*equip.equipBasicAtt[i].num; + break; + case 2: + player.atk += num * equip.equipBasicAtt[i].num; + break; + case 3: + player.def += num * equip.equipBasicAtt[i].num; + break; + case 4: + player.crit += num * equip.equipBasicAtt[i].num; + break; + case 5: + player.critDamage += num * equip.equipBasicAtt[i].num; + break; + case 6: + player.atkSpeed += num * equip.equipBasicAtt[i].num; + break; + case 7: + player.stoneAdd += num * equip.equipBasicAtt[i].num; + break; + case 8: + player.kangCrit += num * equip.equipBasicAtt[i].num; + break; + case 9: + player.gasAdd += num * equip.equipBasicAtt[i].num; + break; + } + } + //附加属性增加 + for (int i = 0; i < equip.equipAddAtt.Count; i++) + { + switch (equip.equipBasicAtt[i].entryType) + { + case 1: + player.hp += num * equip.equipBasicAtt[i].num; + break; + case 2: + player.atk += num * equip.equipBasicAtt[i].num; + break; + case 3: + player.def += num * equip.equipBasicAtt[i].num; + break; + case 4: + player.crit += num * equip.equipBasicAtt[i].num; + break; + case 5: + player.critDamage += num * equip.equipBasicAtt[i].num; + break; + case 6: + player.atkSpeed += num * equip.equipBasicAtt[i].num; + break; + case 7: + player.stoneAdd += num * equip.equipBasicAtt[i].num; + break; + case 8: + player.kangCrit += num * equip.equipBasicAtt[i].num; + break; + case 9: + player.gasAdd += num * equip.equipBasicAtt[i].num; + break; + } + } } + } diff --git a/Assets/Scripts/GameScene/UI/EquipPanel.cs b/Assets/Scripts/GameScene/UI/EquipPanel.cs index a9ac499..06d78bc 100644 --- a/Assets/Scripts/GameScene/UI/EquipPanel.cs +++ b/Assets/Scripts/GameScene/UI/EquipPanel.cs @@ -169,6 +169,51 @@ public class EquipPanel : BasePanel } }); + //已装备头部按钮 + btnTou.onClick.AddListener(() => + { + DressEquipBtn("tou"); + }); + //已装备战袍按钮 + btnYi.onClick.AddListener(() => + { + DressEquipBtn("yi"); + }); + //已装备护手按钮 + btnShou.onClick.AddListener(() => + { + DressEquipBtn("shou"); + }); + //已装备护腰按钮 + btnYao.onClick.AddListener(() => + { + DressEquipBtn("yao"); + }); + //已装备护腿按钮 + btnTui.onClick.AddListener(() => + { + DressEquipBtn("tui"); + }); + //已装备战靴按钮 + btnXie.onClick.AddListener(() => + { + DressEquipBtn("xie"); + }); + } + + /// + /// 已穿戴装备按钮点击事件 + /// + private void DressEquipBtn(string name) + { + if (GameDataMgr.Instance.userEquip.dressEquip.ContainsKey(name)) + { + if (GameDataMgr.Instance.userEquip.dressEquip[name] != null) + { + EquipDressPanel dress = UIManager.Instance.ShowPanel(E_UILayer.System); + dress.UpdatePanel(GameDataMgr.Instance.userEquip.dressEquip[name]); + } + } } /// @@ -206,32 +251,32 @@ public class EquipPanel : BasePanel if (userEquip.dressEquip.ContainsKey("tou")) { txtTou.text = userEquip.dressEquip["tou"].name; - txtTou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tou"].color); + txtTou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tou"].equipColor); } if (userEquip.dressEquip.ContainsKey("yi")) { txtYi.text = userEquip.dressEquip["yi"].name; - txtYi.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yi"].color); + txtYi.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yi"].equipColor); } if (userEquip.dressEquip.ContainsKey("shou")) { txtShou.text = userEquip.dressEquip["shou"].name; - txtShou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["shou"].color); + txtShou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["shou"].equipColor); } if (userEquip.dressEquip.ContainsKey("yao")) { txtYao.text = userEquip.dressEquip["yao"].name; - txtYao.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yao"].color); + txtYao.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yao"].equipColor); } if (userEquip.dressEquip.ContainsKey("tui")) { txtTui.text = userEquip.dressEquip["tui"].name; - txtTui.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tui"].color); + txtTui.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tui"].equipColor); } if (userEquip.dressEquip.ContainsKey("xie")) { txtXie.text = userEquip.dressEquip["xie"].name; - txtXie.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["xie"].color); + txtXie.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["xie"].equipColor); } } diff --git a/Assets/StreamingAssets/MonsterInfo.json b/Assets/StreamingAssets/MonsterInfo.json index 486447d..d2a3867 100644 --- a/Assets/StreamingAssets/MonsterInfo.json +++ b/Assets/StreamingAssets/MonsterInfo.json @@ -1,82 +1,82 @@ [ -{"id":1,"name":"澶╀紬涓閲","hp":100,"atk":10,"def":5,"atkTime":2,"stone":100,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧竴閲"}, -{"id":2,"name":"澶╀紬浜岄噸","hp":200,"atk":20,"def":10,"atkTime":2,"stone":200,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧簩閲"}, -{"id":3,"name":"澶╀紬涓夐噸","hp":300,"atk":30,"def":15,"atkTime":2,"stone":300,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧笁閲"}, -{"id":4,"name":"澶╀紬鍥涢噸","hp":400,"atk":40,"def":20,"atkTime":2,"stone":400,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冨洓閲"}, -{"id":5,"name":"澶╀紬浜旈噸","hp":500,"atk":50,"def":25,"atkTime":2,"stone":500,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧簲閲"}, -{"id":6,"name":"澶╀紬鍏噸","hp":600,"atk":60,"def":30,"atkTime":2,"stone":600,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冨叚閲"}, -{"id":7,"name":"澶╀紬涓冮噸","hp":700,"atk":70,"def":35,"atkTime":2,"stone":700,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧竷閲"}, -{"id":8,"name":"澶╀紬鍏噸","hp":800,"atk":80,"def":40,"atkTime":2,"stone":800,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冨叓閲"}, -{"id":9,"name":"澶╀紬涔濋噸","hp":900,"atk":90,"def":45,"atkTime":2,"stone":900,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧節閲"}, -{"id":10,"name":"澶╀紬鍗侀噸","hp":1000,"atk":100,"def":50,"atkTime":2,"stone":1000,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冨崄閲"}, -{"id":11,"name":"榫欎紬涓閲","hp":1500,"atk":120,"def":60,"atkTime":1.9,"stone":2100,"yuan":2,"color":"00B713","state":"绛戝熀澧冧竴閲"}, -{"id":12,"name":"榫欎紬浜岄噸","hp":2000,"atk":140,"def":70,"atkTime":1.9,"stone":2200,"yuan":2,"color":"00B713","state":"绛戝熀澧冧簩閲"}, -{"id":13,"name":"榫欎紬涓夐噸","hp":2500,"atk":160,"def":80,"atkTime":1.9,"stone":2300,"yuan":2,"color":"00B713","state":"绛戝熀澧冧笁閲"}, -{"id":14,"name":"榫欎紬鍥涢噸","hp":3000,"atk":180,"def":90,"atkTime":1.9,"stone":2400,"yuan":2,"color":"00B713","state":"绛戝熀澧冨洓閲"}, -{"id":15,"name":"榫欎紬浜旈噸","hp":3500,"atk":200,"def":100,"atkTime":1.9,"stone":2500,"yuan":2,"color":"00B713","state":"绛戝熀澧冧簲閲"}, -{"id":16,"name":"榫欎紬鍏噸","hp":4000,"atk":220,"def":110,"atkTime":1.9,"stone":2600,"yuan":3,"color":"00B713","state":"绛戝熀澧冨叚閲"}, -{"id":17,"name":"榫欎紬涓冮噸","hp":4500,"atk":240,"def":120,"atkTime":1.9,"stone":2700,"yuan":3,"color":"00B713","state":"绛戝熀澧冧竷閲"}, -{"id":18,"name":"榫欎紬鍏噸","hp":5000,"atk":260,"def":130,"atkTime":1.9,"stone":2800,"yuan":3,"color":"00B713","state":"绛戝熀澧冨叓閲"}, -{"id":19,"name":"榫欎紬涔濋噸","hp":5500,"atk":280,"def":140,"atkTime":1.9,"stone":2900,"yuan":3,"color":"00B713","state":"绛戝熀澧冧節閲"}, -{"id":20,"name":"榫欎紬鍗侀噸","hp":6000,"atk":300,"def":150,"atkTime":1.9,"stone":3000,"yuan":3,"color":"00B713","state":"绛戝熀澧冨崄閲"}, -{"id":21,"name":"澶滃弶涓閲","hp":8000,"atk":400,"def":200,"atkTime":1.8,"stone":5100,"yuan":4,"color":"0030FF","state":"閲戜腹澧冧竴閲"}, -{"id":22,"name":"澶滃弶浜岄噸","hp":9000,"atk":450,"def":225,"atkTime":1.8,"stone":5200,"yuan":4,"color":"0030FF","state":"閲戜腹澧冧簩閲"}, -{"id":23,"name":"澶滃弶涓夐噸","hp":10000,"atk":500,"def":250,"atkTime":1.8,"stone":5300,"yuan":4,"color":"0030FF","state":"閲戜腹澧冧笁閲"}, -{"id":24,"name":"澶滃弶鍥涢噸","hp":11000,"atk":550,"def":275,"atkTime":1.8,"stone":5400,"yuan":5,"color":"0030FF","state":"閲戜腹澧冨洓閲"}, -{"id":25,"name":"澶滃弶浜旈噸","hp":12000,"atk":600,"def":300,"atkTime":1.8,"stone":5500,"yuan":5,"color":"0030FF","state":"閲戜腹澧冧簲閲"}, -{"id":26,"name":"澶滃弶鍏噸","hp":13000,"atk":650,"def":325,"atkTime":1.8,"stone":5600,"yuan":6,"color":"0030FF","state":"閲戜腹澧冨叚閲"}, -{"id":27,"name":"澶滃弶涓冮噸","hp":14000,"atk":700,"def":350,"atkTime":1.8,"stone":5700,"yuan":6,"color":"0030FF","state":"閲戜腹澧冧竷閲"}, 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