修复5个问题,完成了damage动画和gridVFX的全套设计
72
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525
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@ -8,6 +8,7 @@
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using System;
|
||||
using System.Collections.Generic;
|
||||
using TH1Renderer;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
@ -226,10 +227,28 @@ namespace RuntimeData
|
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}
|
||||
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||||
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public class GridVFXRenderMark
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||||
{
|
||||
//1play 0stop
|
||||
public bool PlayOrStop;
|
||||
public bool RenderMark;
|
||||
public uint CivId;
|
||||
public int Damage;
|
||||
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public GridVFXRenderMark(bool renderMark, bool playOrStop = true)
|
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{
|
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RenderMark = renderMark;
|
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PlayOrStop = playOrStop;
|
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}
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}
|
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// 每个格子包含5个层次的信息
|
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[Serializable]
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public class GridData : IdentifierBase
|
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{
|
||||
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//-------- BaseData ---------//
|
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// 位置信息
|
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public MapPosition Pos;
|
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@ -252,8 +271,8 @@ namespace RuntimeData
|
||||
|
||||
//建筑level-只对部分建筑生效
|
||||
public int buildingLevel;
|
||||
|
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//播放特效专用的RenderMark
|
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//-------- RenderData ---------//
|
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//视觉相关的RenderMark
|
||||
public bool VFXRenderMarkHurt = false;
|
||||
public bool VFXRenderMarkDie = false;
|
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public bool VFXRenderMarkDieHintStart = false;
|
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@ -261,10 +280,11 @@ namespace RuntimeData
|
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public bool VFXRenderMarkDieHintEnd = false;
|
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public bool VFXRenderMarkTreasure = false;
|
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public bool VFXRenderMarkHeal = false;
|
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public bool VFXRenderMarkFlag = false;
|
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public uint VFXRenderMarkFlagCivId = 0;
|
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public bool VFXRenderMarkFog = false;
|
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public bool VFXRenderMark = false;
|
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public Dictionary<GridVFXType,GridVFXRenderMark> RenderMarkVFXDict = new Dictionary<GridVFXType,GridVFXRenderMark>();
|
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public GridData(int x, int y,MapIdGenerator mapIdGenerator)
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@ -273,6 +293,7 @@ namespace RuntimeData
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Id = mapIdGenerator.GeneratorId();
|
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}
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//仅用于AI计算data,不需要render的部分
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public GridData(GridData copyData)
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{
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Pos = new MapPosition(copyData.Pos.X, copyData.Pos.Y);
|
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@ -249,7 +249,7 @@ namespace RuntimeData
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{
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Turn = 0;
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Id = idGenerator.GeneratorId();
|
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if(Table.Instance.PlayerDataAssets.GetPlayerInfo(civId,forceId,out var info))
|
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if(Table.Instance.PlayerDataAssets.GetPlayerInfoByCivId(civId,forceId,out var info))
|
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TechTree = new TechTreeData(info.TechStart);
|
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else
|
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TechTree = new TechTreeData();
|
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@ -9,7 +9,7 @@ using Logic.Multilingual;
|
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public class PlayerDataAssets : ScriptableObject
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{
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public List<PlayerInfo> PlayerDataList = new List<PlayerInfo>();
|
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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)))
|
||||
|
||||
@ -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);
|
||||
|
||||
@ -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))
|
||||
|
||||
@ -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;
|
||||
|
||||
239
My project/Assets/Scripts/TH1Renderer/GridVFXRenderer.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dcd114eb106202e4894a8c6d9b49d826
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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);
|
||||
|
||||
8
My project/Assets/Scripts/TH1Renderer/Prefab.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e187bb9833de49945a235c82136f4dd8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a0de7e2305a8b26499a423ab61697c3c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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))
|
||||
|
||||
@ -0,0 +1,35 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 8
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_Name: Oswald Bold SDF Variant
|
||||
m_Shader: {fileID: 4800000, guid: 68e6db2ebdc24f95958faec2be5558d6, type: 3}
|
||||
m_Parent: {fileID: 2147374, guid: 0161d805a3764c089bef00bfe00793f5, type: 2}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords: []
|
||||
m_InvalidKeywords: []
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs:
|
||||
- _OutlineTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
m_Ints: []
|
||||
m_Floats:
|
||||
- _OutlineWidth: 0.273
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m_Colors:
|
||||
- _OutlineColor: {r: 0.09433961, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0d10c4f372e11514c969a0ddb2f2b769
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -151,33 +151,108 @@ MonoBehaviour:
|
||||
m_StrikethroughThickness: 4.482422
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||||
m_TabWidth: 18
|
||||
m_GlyphTable:
|
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m_Metrics:
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m_HorizontalBearingY: 0
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m_HorizontalAdvance: 18.015625
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m_GlyphRect:
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m_Height: 0
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m_Scale: 1
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m_AtlasIndex: 0
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m_ClassDefinitionType: 0
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- m_Index: 11
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m_Metrics:
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m_HorizontalBearingX: 6.859375
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m_HorizontalBearingY: 83.796875
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m_HorizontalAdvance: 30.59375
|
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m_GlyphRect:
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m_X: 10
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m_Y: 591
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m_AtlasIndex: 0
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m_Metrics:
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m_HorizontalBearingX: 4.828125
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m_HorizontalBearingY: 83.796875
|
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m_HorizontalAdvance: 30.59375
|
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m_GlyphRect:
|
||||
m_X: 72
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m_Y: 178
|
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m_Scale: 1
|
||||
m_AtlasIndex: 0
|
||||
m_ClassDefinitionType: 0
|
||||
- m_Index: 14
|
||||
m_Metrics:
|
||||
m_Width: 26.890625
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|
||||
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m_GlyphRect:
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||||
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|
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||||
m_Scale: 1
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||||
m_AtlasIndex: 0
|
||||
m_ClassDefinitionType: 0
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|
||||
m_Metrics:
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|
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m_GlyphRect:
|
||||
m_X: 10
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m_Y: 10
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m_Y: 145
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- m_Index: 66
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m_Metrics:
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m_Width: 35.421875
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m_Height: 9.796875
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m_HorizontalBearingX: 0.265625
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m_HorizontalBearingY: 9.796875
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m_HorizontalAdvance: 36.4375
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m_Width: 33.265625
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m_Height: 80.640625
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||||
m_HorizontalBearingX: 4
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m_HorizontalBearingY: 80.640625
|
||||
m_HorizontalAdvance: 39.328125
|
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m_GlyphRect:
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m_X: 90
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m_Y: 10
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m_Width: 36
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m_Height: 10
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m_X: 10
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m_Y: 392
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m_Width: 34
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m_Height: 81
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m_Scale: 1
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||||
m_AtlasIndex: 0
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m_ClassDefinitionType: 0
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- m_Index: 19
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m_Metrics:
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m_Width: 42.59375
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m_Height: 82.125
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||||
m_HorizontalBearingX: 3.6875
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m_HorizontalBearingY: 80.59375
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|
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m_GlyphRect:
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m_X: 72
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m_Y: 43
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m_Width: 44
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m_Height: 83
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m_Scale: 1
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||||
m_AtlasIndex: 0
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m_ClassDefinitionType: 0
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@ -211,66 +286,6 @@ MonoBehaviour:
|
||||
m_Scale: 1
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||||
m_AtlasIndex: 0
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m_ClassDefinitionType: 0
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||||
- m_Index: 19
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m_Metrics:
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m_Width: 42.59375
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m_Height: 82.125
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m_HorizontalBearingX: 3.6875
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m_HorizontalBearingY: 80.59375
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m_HorizontalAdvance: 49.96875
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m_GlyphRect:
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m_X: 72
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m_Y: 43
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m_Width: 44
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m_Height: 83
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m_Scale: 1
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m_AtlasIndex: 0
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m_ClassDefinitionType: 0
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- m_Index: 3
|
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m_Metrics:
|
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m_Width: 0
|
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m_Height: 0
|
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m_HorizontalBearingX: 0
|
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m_HorizontalBearingY: 0
|
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m_HorizontalAdvance: 18.015625
|
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m_GlyphRect:
|
||||
m_X: 0
|
||||
m_Y: 0
|
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m_Width: 0
|
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m_Height: 0
|
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m_Scale: 1
|
||||
m_AtlasIndex: 0
|
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m_ClassDefinitionType: 0
|
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- m_Index: 14
|
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m_Metrics:
|
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m_Width: 26.890625
|
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m_Height: 26.859375
|
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m_HorizontalBearingX: 3.078125
|
||||
m_HorizontalBearingY: 43.953125
|
||||
m_HorizontalAdvance: 33.484375
|
||||
m_GlyphRect:
|
||||
m_X: 10
|
||||
m_Y: 143
|
||||
m_Width: 27
|
||||
m_Height: 27
|
||||
m_Scale: 1
|
||||
m_AtlasIndex: 0
|
||||
m_ClassDefinitionType: 0
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- m_Index: 24
|
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m_Metrics:
|
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m_Width: 41.921875
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m_Height: 80.671875
|
||||
m_HorizontalBearingX: 4.171875
|
||||
m_HorizontalBearingY: 79.140625
|
||||
m_HorizontalAdvance: 49
|
||||
m_GlyphRect:
|
||||
m_X: 10
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||||
m_Y: 189
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||||
m_Width: 43
|
||||
m_Height: 82
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||||
m_Scale: 1
|
||||
m_AtlasIndex: 0
|
||||
m_ClassDefinitionType: 0
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||||
- m_Index: 22
|
||||
m_Metrics:
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||||
m_Width: 42.53125
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||||
@ -286,111 +301,6 @@ MonoBehaviour:
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||||
m_Scale: 1
|
||||
m_AtlasIndex: 0
|
||||
m_ClassDefinitionType: 0
|
||||
- m_Index: 18
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