修复5个问题,完成了damage动画和gridVFX的全套设计

This commit is contained in:
daixiawu 2025-06-23 02:43:03 +08:00
parent e71762b74b
commit 072a01f785
42 changed files with 2842 additions and 293 deletions

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@ -8,6 +8,7 @@
using System;
using System.Collections.Generic;
using TH1Renderer;
using UnityEngine;
@ -226,10 +227,28 @@ namespace RuntimeData
}
public class GridVFXRenderMark
{
//1play 0stop
public bool PlayOrStop;
public bool RenderMark;
public uint CivId;
public int Damage;
public GridVFXRenderMark(bool renderMark, bool playOrStop = true)
{
RenderMark = renderMark;
PlayOrStop = playOrStop;
}
}
// 每个格子包含5个层次的信息
[Serializable]
public class GridData : IdentifierBase
{
//-------- BaseData ---------//
// 位置信息
public MapPosition Pos;
@ -252,8 +271,8 @@ namespace RuntimeData
//建筑level-只对部分建筑生效
public int buildingLevel;
//播放特效专用的RenderMark
//-------- RenderData ---------//
//视觉相关的RenderMark
public bool VFXRenderMarkHurt = false;
public bool VFXRenderMarkDie = false;
public bool VFXRenderMarkDieHintStart = false;
@ -261,10 +280,11 @@ namespace RuntimeData
public bool VFXRenderMarkDieHintEnd = false;
public bool VFXRenderMarkTreasure = false;
public bool VFXRenderMarkHeal = false;
public bool VFXRenderMarkFlag = false;
public uint VFXRenderMarkFlagCivId = 0;
public bool VFXRenderMarkFog = false;
public bool VFXRenderMark = false;
public Dictionary<GridVFXType,GridVFXRenderMark> RenderMarkVFXDict = new Dictionary<GridVFXType,GridVFXRenderMark>();
public GridData(int x, int y,MapIdGenerator mapIdGenerator)
@ -273,6 +293,7 @@ namespace RuntimeData
Id = mapIdGenerator.GeneratorId();
}
//仅用于AI计算data不需要render的部分
public GridData(GridData copyData)
{
Pos = new MapPosition(copyData.Pos.X, copyData.Pos.Y);

View File

@ -249,7 +249,7 @@ namespace RuntimeData
{
Turn = 0;
Id = idGenerator.GeneratorId();
if(Table.Instance.PlayerDataAssets.GetPlayerInfo(civId,forceId,out var info))
if(Table.Instance.PlayerDataAssets.GetPlayerInfoByCivId(civId,forceId,out var info))
TechTree = new TechTreeData(info.TechStart);
else
TechTree = new TechTreeData();

View File

@ -9,7 +9,7 @@ using Logic.Multilingual;
public class PlayerDataAssets : ScriptableObject
{
public List<PlayerInfo> PlayerDataList = new List<PlayerInfo>();
public Color CommonColor;
private Dictionary<UnitType,UnitTypeInfo> _unitTypeDict = new Dictionary<UnitType, UnitTypeInfo>();
private Dictionary<GiantType,UnitTypeInfo> _giantTypeDict = new Dictionary<GiantType, UnitTypeInfo>();
@ -43,7 +43,7 @@ public class PlayerDataAssets : ScriptableObject
return false;
}
public bool GetPlayerInfo(uint cid,uint forceid,out PlayerInfo info)
public bool GetPlayerInfoByCivId(uint cid,uint forceid,out PlayerInfo info)
{
info = null;
foreach (var t in PlayerDataList)
@ -56,6 +56,7 @@ public class PlayerDataAssets : ScriptableObject
}
return false;
}
}
@ -73,7 +74,8 @@ public class PlayerInfo
public Sprite LeaderIllustration;
public List<TechType> TechPool = new List<TechType>();
public List<TechType> TechStart = new List<TechType>();
public Color Color;
public Sprite FlagIcon;
PlayerInfo()
{
foreach (TechType t in System.Enum.GetValues(typeof(TechType)))

View File

@ -970,45 +970,52 @@ namespace Logic.Action
actionParams.GridData.RenderMark = true;
}
//播放获取经验动画,城市还要弹跳一下
//临时做法用来播放VFX,获取Main理应向MapData写入一个VFX的RenderMark的
var main = GameObject.Find("Main").GetComponent<Main>();
if (main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
{
var v1 = Table.Instance.GridToWorld(actionParams.GridData);
actionParams.MapData.GetGridDataByCityId(cityData.Id, out var g2);
var v2 = Table.Instance.GridToWorld(g2);
Timer.Instance.TimerRegister(Main.CityLogic, () =>
{
int score = cityExp * 5;
main.MapRenderer.ROGridMap[g2.Id].SetBounceAnim();
score += 50 * Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,cityExp);
if (actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
{
var faithPanel = GameObject.Find("UICanvas/TopBarPanel/FaithPanel/Icon").transform;
var endPos = Camera.main.ScreenToWorldPoint(faithPanel.position);
main.MapRenderer.ProjectileManager.CreateProjectile(main, actionParams.MapData, v2, endPos,
ProjectileType.Faith, ProjectileMoveType.CoinParabola, score);
}
},
Table.Instance.AnimDataAssets.ProjectileCityExpMoveTime);
//播放雾效和丢出cityexp的动画
actionParams.GridData.VFXRenderMarkFog = true;
main.MapRenderer.ProjectileManager.CreateProjectileMulti(main,actionParams.MapData,v1,v2,ProjectileType.CityExp,ProjectileMoveType.CityExpHighParabola,cityExp);
if (actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id
&& (_actionId.ResourceType == ResourceType.Temple
|| _actionId.ResourceType == ResourceType.ForestTemple
|| _actionId.ResourceType == ResourceType.WaterTemple
|| _actionId.ResourceType == ResourceType.MountainTemple))
//目前只有市场这种情况,只播放建筑建设的雾效,其他啥都不播放
if (cityExp == 0)
{
var faithPanel = GameObject.Find("UICanvas/TopBarPanel/FaithPanel/Icon").transform;
var endPos = Camera.main.ScreenToWorldPoint(faithPanel.position);
main.MapRenderer.ProjectileManager.CreateProjectile(main, actionParams.MapData, v1, endPos,
ProjectileType.Faith, ProjectileMoveType.CoinParabola, 100);
actionParams.GridData.VFXRenderMarkFog = true;
}
else
{
var v1 = Table.Instance.GridToWorld(actionParams.GridData);
actionParams.MapData.GetGridDataByCityId(cityData.Id, out var g2);
var v2 = Table.Instance.GridToWorld(g2);
Timer.Instance.TimerRegister(Main.CityLogic, () =>
{
int score = cityExp * 5;
main.MapRenderer.ROGridMap[g2.Id].SetBounceAnim();
score += 50 * Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,cityExp);
if (actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
{
var faithPanel = GameObject.Find("UICanvas/TopBarPanel/FaithPanel/Icon").transform;
var endPos = Camera.main.ScreenToWorldPoint(faithPanel.position);
main.MapRenderer.ProjectileManager.CreateProjectile(main, actionParams.MapData, v2, endPos,
ProjectileType.Faith, ProjectileMoveType.CoinParabola, score);
}
},
Table.Instance.AnimDataAssets.ProjectileCityExpMoveTime);
//播放雾效和丢出cityexp的动画
actionParams.GridData.VFXRenderMarkFog = true;
main.MapRenderer.ProjectileManager.CreateProjectileMulti(main,actionParams.MapData,v1,v2,ProjectileType.CityExp,ProjectileMoveType.CityExpHighParabola,cityExp);
if (actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id
&& (_actionId.ResourceType == ResourceType.Temple
|| _actionId.ResourceType == ResourceType.ForestTemple
|| _actionId.ResourceType == ResourceType.WaterTemple
|| _actionId.ResourceType == ResourceType.MountainTemple))
{
var faithPanel = GameObject.Find("UICanvas/TopBarPanel/FaithPanel/Icon").transform;
var endPos = Camera.main.ScreenToWorldPoint(faithPanel.position);
main.MapRenderer.ProjectileManager.CreateProjectile(main, actionParams.MapData, v1, endPos,
ProjectileType.Faith, ProjectileMoveType.CoinParabola, 100);
}
}
}
else
Main.CityLogic.CityUpdateExp(actionParams.MapData,cityData,cityExp);
@ -1505,6 +1512,8 @@ namespace Logic.Action
//鲁棒性判断
if (actionParams.UnitData == null) return false;
if (actionParams.PlayerData == null) return false;
var playerData = actionParams.PlayerData;
var unitData = actionParams.UnitData;
if (!actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var gridData))
return false;
if (_actionId.UnitActionType == UnitActionType.Capture)
@ -1514,12 +1523,19 @@ namespace Logic.Action
{
gridData.VFXRenderMarkFog = true;
Main.PlayerLogic.OccupyCity(actionParams.MapData,actionParams.UnitData,cityData);
//处理占领城市的特效(所有领土会升起一面旗帜
HashSet<uint> gridList = new HashSet<uint>();
cityData.Territory.GetAllTerritoryArea(gridList);
foreach (var gd in gridList)
{
if (actionParams.MapData.GridMap.GetGridDataByGid(gd, out var gdd))
gdd.VFXRenderMarkHeal = true;
{
var t = new GridVFXRenderMark(true);
t.CivId = playerData.PlayerCivId;
gdd.RenderMarkVFXDict[GridVFXType.Flag] = t;
}
}
actionParams.UnitData.CP = 0;
actionParams.UnitData.MP = 0;
@ -1530,7 +1546,22 @@ namespace Logic.Action
else
{
gridData.VFXRenderMarkFog = true;
Main.PlayerLogic.OccupyVillage(actionParams.MapData,actionParams.UnitData,gridData);
cityData = Main.PlayerLogic.OccupyVillage(actionParams.MapData,actionParams.UnitData,gridData);
//处理占领城市的特效(所有领土会升起一面旗帜
HashSet<uint> gridList = new HashSet<uint>();
cityData.Territory.GetAllTerritoryArea(gridList);
foreach (var gd in gridList)
{
if (actionParams.MapData.GridMap.GetGridDataByGid(gd, out var gdd))
{
var t = new GridVFXRenderMark(true);
t.CivId = playerData.PlayerCivId;
gdd.RenderMarkVFXDict[GridVFXType.Flag] = t;
}
}
actionParams.UnitData.CP = 0;
actionParams.UnitData.MP = 0;
actionParams.UnitData.AP = 0;
@ -1611,6 +1642,8 @@ namespace Logic.Action
var startPos = Table.Instance.GridToWorld(gridData);
var moneyPanel = GameObject.Find("UICanvas/TopBarPanel/MoneyPanel/Icon").transform;
var endPos = Camera.main.ScreenToWorldPoint(moneyPanel.position);
//播放雾效
gridData.VFXRenderMarkFog = true;
//播放获得钱的动画
main.MapRenderer.ProjectileManager.CreateProjectileMulti(main,actionParams.MapData,startPos,endPos,ProjectileType.Coin,ProjectileMoveType.CoinParabola,earn,0.05f);
//main.MapRenderer.ProjectileManager.CreateProjectileMulti(main,actionParams.MapData,v1,v2,ProjectileType.CityExp,ProjectileMoveType.CityExpHighParabola,wonderInfo.Exp);

View File

@ -197,11 +197,11 @@ namespace Logic
}
// unit 占领了位于 grid 的村庄
public void OccupyVillage(MapData mapData, UnitData unitData, GridData gridData)
// unit 占领了位于 grid 的村庄返回一个CityData
public CityData OccupyVillage(MapData mapData, UnitData unitData, GridData gridData)
{
// 先拿到小兵所属的玩家
if (!mapData.GetPlayerDataByUnitId(unitData.Id, out var playerData)) return;
if (!mapData.GetPlayerDataByUnitId(unitData.Id, out var playerData)) return null;
//新建城市
var cityData = mapData.AddCityData(gridData.Id, playerData.Id);
@ -209,7 +209,7 @@ namespace Logic
if (!mapData.GetCityDataByUnitId(unitData.Id, out var oldCityData))
{
Debug.LogError("UnitHasNoCityData");
return;
return cityData;
}
mapData.SetUnitIdToCityId(unitData.Id, cityData.Id);
@ -217,6 +217,7 @@ namespace Logic
cityData.CityInfoRenderMark = true;
//更新小兵的状态(可能会有城防)
unitData.RenderMark = true;
return cityData;
}
// unit 占领了city
@ -611,12 +612,16 @@ namespace Logic
//进入回合结算
public void StartNextTurn(MapData mapData, PlayerData playerData)
{
//如果是0回合不用放动画 不用加钱 ,直接return
if (playerData.Turn == 0) return;
playerData.PlayerWealth += GetPlayerStarsPerTurn(mapData, playerData.Id);
//暂时在这里触发金币动画。实际上不应该的TODO 迭代这里的动画触发逻辑
//如果不是selfplayer 不用放动画
if (playerData.Id != mapData.PlayerMap.SelfPlayerData.Id)
return;
foreach (var city in mapData.CityMap.CityList)
{
if (!mapData.GetPlayerDataByCityId(city.Id, out var tmpPlayer))

View File

@ -1,11 +1,18 @@
using UnityEngine;
using System;
using System.Collections.Generic;
using UnityEngine;
using RuntimeData;
using Animancer;
using Logic;
using NUnit.Framework;
using TMPro.Examples;
using Unity.IO.LowLevel.Unsafe;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
namespace TH1Renderer
{
public class GridRenderer
{
private MapData _mapData;
@ -73,6 +80,8 @@ namespace TH1Renderer
private Sprite _dieHint;
private Sprite _counterDieHint;
public Dictionary<GridVFXType, GridVFXRenderer> VFXManagerDict;
bool renderVeteran = false;
@ -108,6 +117,27 @@ namespace TH1Renderer
//这里有个潜规则就是如果有视野也就是没有fog才会判断gridData的VFXRendermark
if (!_fog.activeSelf)
{
//遍历gridData的rendermarkVFXDict,看看有没有什么VFX的rendermark是true,那么就需要出发特效播放
foreach (var vfxPair in _gridData.RenderMarkVFXDict)
{
if (vfxPair.Value.RenderMark)
{
if (VFXManagerDict.TryGetValue(vfxPair.Key, out var vfxRenderer))
{
if (vfxPair.Value.PlayOrStop)
{
//更新vfrenderer的特殊参数比如civId或者damage之类的就是有些特殊参数的VFX需要先设置一下参数
var t = new GridVFXParams(vfxPair.Value);
vfxRenderer.UpdateSpecialParam(t);
vfxRenderer.SetPlay();
}
else
vfxRenderer.SetStop();
}
vfxPair.Value.RenderMark = false;
}
}
if (_gridData.VFXRenderMarkHurt)
{
_gridData.VFXRenderMarkHurt = false;
@ -185,7 +215,11 @@ namespace TH1Renderer
}
//判断是否要播放相应的VFX
//处理VFXManagerDict下每个Effect的Update
foreach (var vfxPair in VFXManagerDict)
vfxPair.Value.Update();
//TODO 把下面的结构都转化为ManagerDict内的结构
if (_playHurtVFX)
{
_playHurtVFX = false;
@ -280,7 +314,10 @@ namespace TH1Renderer
UpdateResource();
UpdateCityWall();
UpdateFog();
//UpdateBorder();fog自带updateborder
//初始化VFXManagerDict
FogEffectAnim = Resources.Load<AnimationClip>("Animations/VFX/PlayFog");
HurtVFXAnim = Resources.Load<AnimationClip>("Animations/VFX/PlayAttack");
DieVFXAnim = Resources.Load<AnimationClip>("Animations/VFX/PlayDie");
@ -289,7 +326,13 @@ namespace TH1Renderer
HealVFXAnim = Resources.Load<AnimationClip>("Animations/VFX/PlayHeal");
_dieHint = Resources.Load<Sprite>("ArtResources/TH1VFX/TH1VFX_Die");
_counterDieHint = Resources.Load<Sprite>("ArtResources/TH1VFX/TH1VFX_CounterDie");
//UpdateBorder();fog自带updateborder
VFXManagerDict = new Dictionary<GridVFXType, GridVFXRenderer>();
GridVFXParams flagParam = new GridVFXParams(GridVFXType.Flag,Resources.Load<AnimationClip>("Animations/VFX/PlayHeal"),null,_effect.transform.Find("Flag")?.gameObject);
VFXManagerDict[GridVFXType.Flag] = GridVFXRendererFactory.Create(flagParam);
GridVFXParams damageParam = new GridVFXParams(GridVFXType.Damage,Resources.Load<AnimationClip>("Animations/VFX/PlayDamage"),null,_effect.transform.Find("Damage")?.gameObject);
VFXManagerDict[GridVFXType.Damage] = GridVFXRendererFactory.Create(damageParam);
}
public void RenderUpdateGridWithoutCityBuilding()
@ -569,6 +612,16 @@ namespace TH1Renderer
_borderUpRight.SetActive(false);
return;
}
if (Table.Instance.PlayerDataAssets.GetPlayerInfo(_playerData, out var playerInfo))
{
var c = playerInfo.Color;
//c.a = 0.8f;
_borderDownLeft.GetComponent<SpriteRenderer>().color = c;
_borderDownRight.GetComponent<SpriteRenderer>().color = c;
_borderUpRight.GetComponent<SpriteRenderer>().color = c;
_borderUpLeft.GetComponent<SpriteRenderer>().color = c;
}
_borderDownLeft.SetActive(!_mapData.CheckIfNearByGridSamePlayer(_gridData,4));
_borderDownRight.SetActive(!_mapData.CheckIfNearByGridSamePlayer(_gridData,2));
_borderUpRight.SetActive(!_mapData.CheckIfNearByGridSamePlayer(_gridData,6));
@ -767,8 +820,6 @@ namespace TH1Renderer
}
public void SetTreasureVFXAnim()
{
if (_fog.activeSelf) return;

View File

@ -0,0 +1,239 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using RuntimeData;
using Animancer;
using Logic;
using NUnit.Framework;
using TMPro;
using TMPro.Examples;
using Unity.IO.LowLevel.Unsafe;
using Object = UnityEngine.Object;
using PropertyAttribute = UnityEngine.PropertyAttribute;
using Random = UnityEngine.Random;
namespace TH1Renderer
{
public enum GridVFXType { Heal,Die,DieHint,CounterDieHint,Flag,Damage};
public static class GridVFXRendererFactory
{
public static GridVFXRenderer Create(GridVFXParams param)
{
return param.Type switch
{
GridVFXType.Flag => new FlagGridVFXRenderer(param),
GridVFXType.Damage => new DamageGridVFXRenderer(param),
_ => null
};
}
}
public class GridVFXParams
{
// 通用
public GridVFXType Type;
public GameObject VFXObject;
public AnimationClip VFXAnim;
public Sprite Sprite;
// 特殊子类用
public uint CivId;
public int Damage;
//从gridData持有的GridVFXRenderMark结构转化为GridVFXRenderer所需要的param结构
public GridVFXParams(GridVFXRenderMark gridVFXType)
{
Damage = gridVFXType.Damage;
CivId = gridVFXType.CivId;
}
public GridVFXParams(GridVFXType gridVFXType, AnimationClip vfxAnim, Sprite sprite, GameObject vfxObject)
{
Type = gridVFXType;
VFXObject = vfxObject;
Sprite = sprite;
VFXAnim = vfxAnim;
Damage = 0;
CivId = 0;
}
}
public abstract class GridVFXRenderer
{
public GridVFXType Type;
public AnimationClip VFXAnim;
public Sprite Sprite;
public GameObject VFXObject;
public bool NeedPlay;
public bool NeedStop;
public bool IsPlaying;
public GridVFXRenderer(GridVFXParams param)
{
Type = param.Type;
VFXAnim = param.VFXAnim;
Sprite = param.Sprite;
VFXObject = param.VFXObject;
NeedPlay = false;
NeedStop = false;
IsPlaying = false;
}
public virtual void SetPlay()
{
if (IsPlaying) return;
NeedPlay = true;
}
public virtual void Play()
{
VFXObject.SetActive(true);
var animancer = VFXObject.GetComponent<AnimancerComponent>();
if (VFXAnim != null)
{
IsPlaying = true;
animancer.Play(VFXAnim);
}
}
public virtual void SetStop()
{
if (IsPlaying) NeedStop = true;
}
public virtual void Stop()
{
var animancer = VFXObject.GetComponent<AnimancerComponent>();
if (VFXAnim != null)
{
IsPlaying = false;
animancer.Stop(VFXAnim);
}
VFXObject.SetActive(false);
}
public virtual void Update()
{
if (NeedPlay)
{
NeedPlay = false;
Play();
}
if (NeedStop)
{
NeedStop = false;
Stop();
}
}
public virtual void UpdateSpecialParam(GridVFXParams param){}
};
public class FlagGridVFXRenderer : GridVFXRenderer
{
public uint CivId;
public FlagGridVFXRenderer(GridVFXParams param):base(param)
{
CivId = param.CivId;
}
public override void SetPlay()
{
if (IsPlaying) return;
if (VFXObject == null) return;
NeedPlay = true;
if (Table.Instance.PlayerDataAssets.GetPlayerInfoByCivId(CivId, CivId, out var playerInfo))
{
Sprite = playerInfo.FlagIcon;
VFXObject.transform.Find("FlagBG2").GetComponent<SpriteRenderer>().color = playerInfo.Color;
}
var t = VFXObject.transform.Find("FlagIcon").transform;
if (t == null) return;
t.GetComponent<SpriteRenderer>().sprite = Sprite;
}
public override void Play()
{
VFXObject.SetActive(true);
var animancer = VFXObject.GetComponent<AnimancerComponent>();
if (VFXAnim != null)
{
IsPlaying = true;
animancer.Play(VFXAnim);
Timer.Instance.TimerRegister(VFXObject, () =>
{
VFXObject.SetActive(false);
IsPlaying = false;
}, VFXAnim.length);
}
}
public override void UpdateSpecialParam(GridVFXParams param)
{
CivId = param.CivId;
}
}
public class DamageGridVFXRenderer : GridVFXRenderer
{
public int Damage;
public DamageGridVFXRenderer(GridVFXParams param):base(param)
{
Damage = param.Damage;
}
public override void SetPlay()
{
if (IsPlaying) return;
if (VFXObject == null) return;
NeedPlay = true;
var t = VFXObject.GetComponent<TextMeshPro>();
if (t == null) return;
t.text = Damage.ToString();
}
public override void Play()
{
VFXObject.SetActive(true);
var animancer = VFXObject.GetComponent<AnimancerComponent>();
if (VFXAnim != null)
{
IsPlaying = true;
animancer.Play(VFXAnim);
Timer.Instance.TimerRegister(VFXObject, () =>
{
VFXObject.SetActive(false);
IsPlaying = false;
}, VFXAnim.length);
}
}
public override void UpdateSpecialParam(GridVFXParams param)
{
Damage = param.Damage;
}
}
}

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@ -339,11 +339,10 @@ namespace TH1Renderer
//如果是攻击目标且unit的AP>0
if (sig == MoveAttackType.Attack && unitData.AP > 0)
{
Debug.Log("t1");
if (!_main.MapData.GetUnitDataByGid(targetGridData.Id, out var unitDataB))
continue;
Debug.Log(Table.Instance.CalcDamage(_main.MapData, unitData, unitDataB));
Debug.Log(Table.Instance.CalcDamage(_main.MapData, unitDataB, unitData,true));
//Debug.Log(Table.Instance.CalcDamage(_main.MapData, unitData, unitDataB));
//Debug.Log(Table.Instance.CalcDamage(_main.MapData, unitDataB, unitData,true));
//如果可以杀死,做一个提示
if (Table.Instance.CalcDamage(_main.MapData, unitData, unitDataB) >= unitDataB.Health)
@ -356,7 +355,6 @@ namespace TH1Renderer
{
targetGridData.VFXRenderMarkDieHintStart = true;
//1代表这是被杀死提示
Debug.Log("t2");
targetGridData.VFXRenderMarkDieHintStartParam = 1;
}
ROUnitMap[unitDataB.Id].SetAttackHighlight(true);

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@ -0,0 +1,44 @@
using UnityEngine;
namespace TH1Renderer.Prefab{
[RequireComponent(typeof(SpriteRenderer))]
public class SyncAlphaToChildren : MonoBehaviour
{
private SpriteRenderer _selfRenderer;
private float _lastAlpha;
private SpriteRenderer[] _childRenderers;
private void Awake()
{
_selfRenderer = GetComponent<SpriteRenderer>();
_lastAlpha = _selfRenderer.color.a;
// 获取所有子物体的 SpriteRenderer不包括自己
_childRenderers = GetComponentsInChildren<SpriteRenderer>(includeInactive: true);
}
private void Update()
{
float currentAlpha = _selfRenderer.color.a;
if (!Mathf.Approximately(currentAlpha, _lastAlpha))
{
_lastAlpha = currentAlpha;
UpdateChildrenAlpha(currentAlpha);
}
}
private void UpdateChildrenAlpha(float alpha)
{
foreach (var renderer in _childRenderers)
{
if (renderer == null || renderer == _selfRenderer) continue;
Color c = renderer.color;
c.a = alpha;
renderer.color = c;
}
}
}
}

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@ -82,6 +82,8 @@ namespace TH1Renderer
public void CreateProjectileMulti(Main main,MapData mapData, Vector3 startPos, Vector3 endPos,
ProjectileType projectileType, ProjectileMoveType moveType,int count, float interval = 0.1f)
{
if (count == 0)
return;
//如果不在视野,不处理
if(mapData.GridMap.GetGridDataByVector3Pos(startPos, out var g1)
&& mapData.GridMap.GetGridDataByVector3Pos(endPos,out var g2))

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