完成提示系统
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75
My project/Assets/Editor/HintInfoDrawer.cs
Normal file
75
My project/Assets/Editor/HintInfoDrawer.cs
Normal file
@ -0,0 +1,75 @@
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using UnityEditor;
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using UnityEngine;
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[CustomPropertyDrawer(typeof(HintInfo))]
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public class HintInfoDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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// Step 1: 获取 hintId
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var hintIdProp = property.FindPropertyRelative("HintType");
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var hintNameProp =property.FindPropertyRelative("HintName");
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string hintIdText = hintIdProp != null ? hintIdProp.uintValue.ToString() : "???";
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string hintNameText = hintNameProp != null ? hintNameProp.stringValue : "Unnamed";
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string rawLabel = $"{hintNameText}";
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// Step 4: 显示 Foldout
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property.isExpanded = EditorGUI.Foldout(
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new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight),
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property.isExpanded,
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rawLabel
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);
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// Step 5: 展开显示所有字段
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if (property.isExpanded)
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{
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EditorGUI.indentLevel++;
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float y = position.y + EditorGUIUtility.singleLineHeight;
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SerializedProperty childProp = property.Copy();
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SerializedProperty end = childProp.GetEndProperty();
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childProp.NextVisible(true); // 进入第一个子属性
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while (!SerializedProperty.EqualContents(childProp, end))
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{
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float h = EditorGUI.GetPropertyHeight(childProp, true);
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EditorGUI.PropertyField(
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new Rect(position.x, y, position.width, h),
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childProp,
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true
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);
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y += h + EditorGUIUtility.standardVerticalSpacing;
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if (!childProp.NextVisible(false))
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break;
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}
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EditorGUI.indentLevel--;
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}
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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float height = EditorGUIUtility.singleLineHeight;
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if (property.isExpanded)
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{
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SerializedProperty childProp = property.Copy();
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SerializedProperty end = childProp.GetEndProperty();
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childProp.NextVisible(true); // 进入第一个子属性
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while (!SerializedProperty.EqualContents(childProp, end))
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{
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height += EditorGUI.GetPropertyHeight(childProp, true) + EditorGUIUtility.standardVerticalSpacing;
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if (!childProp.NextVisible(false))
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break;
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}
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}
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return height;
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}
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}
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11
My project/Assets/Editor/HintInfoDrawer.cs.meta
Normal file
11
My project/Assets/Editor/HintInfoDrawer.cs.meta
Normal file
@ -0,0 +1,11 @@
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130
My project/Assets/Resources/Animations/VFX/Bubble.controller
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130
My project/Assets/Resources/Animations/VFX/Bubble.controller
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@ -0,0 +1,130 @@
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- ID: 1026
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@ -1,55 +0,0 @@
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// HintData.cs
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace RuntimeData
|
||||
{
|
||||
|
||||
//TODO HintData序列化相关
|
||||
[Serializable]
|
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public class HintData
|
||||
{
|
||||
public uint Id;
|
||||
public uint GridId;
|
||||
public string Message;
|
||||
|
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public HintData(uint id, uint gridId, string message)
|
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{
|
||||
Id = id;
|
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GridId = gridId;
|
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Message = message;
|
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}
|
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}
|
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|
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[Serializable]
|
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public class HintMapData
|
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{
|
||||
public List<HintData> HintList = new();
|
||||
private Dictionary<uint, HintData> _idToHintDict = new();
|
||||
|
||||
public void AddHint(HintData data)
|
||||
{
|
||||
if (_idToHintDict.ContainsKey(data.Id)) return;
|
||||
HintList.Add(data);
|
||||
_idToHintDict[data.Id] = data;
|
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}
|
||||
|
||||
public void RemoveHint(uint id)
|
||||
{
|
||||
if (!_idToHintDict.TryGetValue(id, out var data)) return;
|
||||
HintList.Remove(data);
|
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_idToHintDict.Remove(id);
|
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}
|
||||
|
||||
public void ClearAll()
|
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{
|
||||
HintList.Clear();
|
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_idToHintDict.Clear();
|
||||
}
|
||||
|
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public bool GetHint(uint id, out HintData data) => _idToHintDict.TryGetValue(id, out data);
|
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|
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public List<HintData> GetAllHints() => HintList;
|
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}
|
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}
|
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54
My project/Assets/Scripts/DataAssetsScript/HintDataAssets.cs
Normal file
54
My project/Assets/Scripts/DataAssetsScript/HintDataAssets.cs
Normal file
@ -0,0 +1,54 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using RuntimeData;
|
||||
using Logic.Multilingual;
|
||||
|
||||
public enum HintType
|
||||
{
|
||||
None,
|
||||
CommonRecover,
|
||||
CommonCapture,
|
||||
CommonExamine,
|
||||
CommonTrainUnit,
|
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CommonCrop,
|
||||
CommonFish,
|
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CommonAnimal,
|
||||
CommonMetal,
|
||||
CommonFruit
|
||||
};
|
||||
|
||||
|
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[Serializable]
|
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[CreateAssetMenu(fileName = "HintDataAssets", menuName = "TH1 Game Data/Hint Data Asset")]
|
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public class HintDataAssets : ScriptableObject
|
||||
{
|
||||
public List<HintInfo> HintDataList = new List<HintInfo>();
|
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[NonSerialized]
|
||||
private bool _initialized = false;
|
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|
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public bool GetHintInfo(HintType HintType,out HintInfo info)
|
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{
|
||||
info = null;
|
||||
foreach (var t in HintDataList)
|
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{
|
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if (t.HintType == HintType)
|
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{
|
||||
info = t;
|
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return true;
|
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}
|
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}
|
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return false;
|
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}
|
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|
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}
|
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|
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[Serializable]
|
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public class HintInfo
|
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{
|
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public HintType HintType;
|
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[MultilingualField]
|
||||
public string HintName;
|
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[MultilingualField]
|
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public string HintContent;
|
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}
|
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 852b0c63d6c494044808593c838b80cb
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externalObjects: {}
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -115,6 +115,7 @@ public class Table
|
||||
public PlayerDataAssets PlayerDataAssets;
|
||||
public CivDataAssets CivDataAssets;
|
||||
public SkillDataAssets SkillDataAssets;
|
||||
public HintDataAssets HintDataAssets;
|
||||
|
||||
|
||||
//TH1Resource路径相关
|
||||
@ -164,6 +165,7 @@ public class Table
|
||||
PlayerDataAssets = Resources.Load<PlayerDataAssets>("Export/PlayerDataAssets");
|
||||
CivDataAssets = Resources.Load<CivDataAssets>("Export/CivDataAssets");
|
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SkillDataAssets = Resources.Load<SkillDataAssets>("Export/SkillDataAssets");
|
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HintDataAssets = Resources.Load<HintDataAssets>("Export/HintDataAssets");
|
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}
|
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|
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public Vector2Int WorldToGrid(Vector3 worldPos,string mark = "")
|
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|
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@ -39,7 +39,8 @@ namespace Logic
|
||||
Transform currentTransform = clickedUI.transform;
|
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while (currentTransform != null)
|
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{
|
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if (currentTransform.name == "UICanvas")
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Debug.Log(currentTransform.name);
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if (currentTransform.name == "UICanvas" || currentTransform.name == "HintMap" )
|
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{
|
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return true;
|
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}
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@ -89,6 +90,7 @@ namespace Logic
|
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public void Update()
|
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{
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|
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|
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//如果锁了input 但是DebugMode不会锁定input
|
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if (inputLock &&!DebugCenter.Instance.DebugMode) return;
|
||||
|
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@ -149,14 +151,8 @@ namespace Logic
|
||||
}
|
||||
|
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if (Input.GetKeyDown(KeyCode.S))
|
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{
|
||||
//强行让交互系统失焦。不然如果你点了一个ui,焦点会在ui上,键盘输入会失效
|
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//EventSystem.current.SetSelectedGameObject(null);
|
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//_main.UIManager.BottomBarUI.NextTurnButton.GetComponent<BottomBarButtonUIAnimator>().FakeClickEffect();
|
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{
|
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SimulateButtonClick(_main.UIManager.BottomBarUI.NextTurnButton);
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//_main.GameLogic.ChangeState(GameState.AIRound);
|
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//_main.UIManager.BottomInfoUI.SetBottomInfoHide();
|
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//_main.MapInteractionLogic.CancelAllHighlight();
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}
|
||||
|
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if (Input.GetKeyDown(KeyCode.BackQuote))
|
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|
||||
@ -67,6 +67,8 @@ namespace Logic
|
||||
Main.PlayerLogic.CalcAllPlayerScore(_main.MapData);
|
||||
}
|
||||
|
||||
|
||||
//同一个turn内,切换到AI轮次
|
||||
public void ChangeState(GameState newState)
|
||||
{
|
||||
if (_curState == newState) return;
|
||||
@ -129,6 +131,8 @@ namespace Logic
|
||||
_gameLogic.Main.MapData.CityMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
|
||||
_gameLogic.Main.MapData.UnitMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
|
||||
_gameLogic.Main.MapData.GridMap.OnTurnStart(_gameLogic.Main.MapData);
|
||||
|
||||
|
||||
|
||||
_gameLogic.Main.UIManager.EndTurn();
|
||||
_gameLogic.Main.UIManager.AIPlayingHint.SetActive(false);
|
||||
@ -141,10 +145,16 @@ namespace Logic
|
||||
MapData.SaveMapData(_gameLogic.Main.MapData);
|
||||
}
|
||||
|
||||
|
||||
//玩家结束时出发的End
|
||||
public override void End()
|
||||
{
|
||||
_gameLogic.Main.InputLogic.LockInput();
|
||||
|
||||
// TODO endturn逻辑要重新梳理
|
||||
Main.PlayerLogic.EndThisTurn(_gameLogic.Main.MapData, _gameLogic.Main.MapData.PlayerMap.SelfPlayerData);
|
||||
|
||||
|
||||
//处理当前每一个unit的回合结束前自动行为。每一个选手回合结束自动回血是在这个阶段出发的
|
||||
foreach (var unitData in _gameLogic.Main.MapData.UnitMap.UnitList)
|
||||
if(_gameLogic.Main.MapData.GetPlayerDataByUnitId(unitData.Id,out var player)
|
||||
|
||||
@ -668,8 +668,10 @@ namespace Logic
|
||||
public void UpdatePlayerStarsPerTurn(MapData mapData, int pid) { }
|
||||
|
||||
//playerData点击了EndTurn
|
||||
public void PlayerEndTurn(MapData mapData, PlayerData playerData)
|
||||
public void EndThisTurn(MapData mapData, PlayerData playerData)
|
||||
{
|
||||
if(playerData.Id == mapData.PlayerMap.SelfPlayerId)
|
||||
MapRenderer.Instance.HintManager.TurnEndSetHint(mapData,playerData);
|
||||
//playerData.TurnNoAttack++;
|
||||
//PlayerEndTurnLegacy(playerData);
|
||||
}
|
||||
@ -683,83 +685,15 @@ namespace Logic
|
||||
return ret;
|
||||
}
|
||||
|
||||
public void DoPlayerHint(MapData mapData, PlayerData playerData)
|
||||
{
|
||||
if (playerData.Id == mapData.PlayerMap.SelfPlayerData.Id)
|
||||
{
|
||||
foreach(var grid in mapData.GridMap.GridList)
|
||||
MapRenderer.Instance.ROGridMap[grid.Id].HideHintIcon();
|
||||
if (playerData.Turn == 0)
|
||||
{
|
||||
mapData.GetCapitalCityDataByPlayerId(playerData.Id, out var capital);
|
||||
mapData.GetGridDataByCityId(capital.Id, out var grid);
|
||||
Timer.Instance.TimerRegister(MapRenderer.Instance.ROGridMap[grid.Id], () =>
|
||||
{
|
||||
MapRenderer.Instance.ROGridMap[grid.Id].ShowHintIcon();
|
||||
},10f);
|
||||
|
||||
}
|
||||
|
||||
if (playerData.Turn > 0)
|
||||
{
|
||||
UnitData weak = null;
|
||||
foreach(var unit in mapData.UnitMap.UnitList)
|
||||
if (mapData.GetPlayerDataByUnitId(unit.Id, out var player)
|
||||
&& player.Id == mapData.PlayerMap.SelfPlayerId
|
||||
&& (weak == null || unit.Health < weak.Health) && unit.Alive)
|
||||
weak = unit;
|
||||
if (weak != null)
|
||||
{
|
||||
mapData.GetGridDataByUnitId(weak.Id, out var grid);
|
||||
if(Random.Range(0,100)<40)
|
||||
Timer.Instance.TimerRegister(MapRenderer.Instance.ROGridMap[grid.Id], () =>
|
||||
{
|
||||
MapRenderer.Instance.ROGridMap[grid.Id].ShowHintIcon();
|
||||
},5f);
|
||||
}
|
||||
|
||||
GridData good = null;
|
||||
foreach (var city in mapData.CityMap.CityList)
|
||||
if(mapData.GetPlayerDataByCityId(city.Id,out var player) && player.Id == mapData.PlayerMap.SelfPlayerId)
|
||||
{
|
||||
if (city.Territory == null || city.Territory.TerritoryAreaList == null)
|
||||
break;
|
||||
foreach(var terId in city.Territory.TerritoryAreaList)
|
||||
if (mapData.GridMap.GetGridDataByGid(terId, out var grid) &&
|
||||
(grid.Resource == ResourceType.Metal || grid.Resource == ResourceType.Farm)
|
||||
&& Random.Range(0,100)<40)
|
||||
good = grid;
|
||||
foreach(var terId in city.Territory.TerritoryAreaList)
|
||||
if (mapData.GridMap.GetGridDataByGid(terId, out var grid) &&
|
||||
(grid.Resource == ResourceType.Animal || grid.Resource == ResourceType.Fish || grid.Resource == ResourceType.Fruit )
|
||||
&& Random.Range(0,100)<40)
|
||||
good = grid;
|
||||
if(good != null)
|
||||
Timer.Instance.TimerRegister(MapRenderer.Instance.ROGridMap[good.Id], () =>
|
||||
{
|
||||
MapRenderer.Instance.ROGridMap[good.Id].ShowHintIcon();
|
||||
},3f);
|
||||
if(mapData.GetGridDataByCityId(city.Id,out var gridcity )
|
||||
&& !mapData.GetUnitDataByGid(gridcity.Id,out var _)
|
||||
&& Random.Range(0,100)<50)
|
||||
Timer.Instance.TimerRegister(MapRenderer.Instance.ROGridMap[gridcity.Id], () =>
|
||||
{
|
||||
MapRenderer.Instance.ROGridMap[gridcity.Id].ShowHintIcon();
|
||||
},8f);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//进入回合结算 #ono #nextturn #start #startturn
|
||||
public void StartNextTurn(MapData mapData, PlayerData playerData)
|
||||
{
|
||||
|
||||
//处理游戏Hint的模块,仅针对玩家
|
||||
DoPlayerHint(mapData,playerData);
|
||||
|
||||
if(playerData.Id == mapData.PlayerMap.SelfPlayerId)
|
||||
MapRenderer.Instance.HintManager.TurnStartSetHint(mapData,playerData);
|
||||
|
||||
//加钱的模块
|
||||
//如果是0回合不用放动画 不用加钱 ,直接return
|
||||
|
||||
@ -52,8 +52,6 @@ namespace TH1Renderer
|
||||
_selectHighlight,
|
||||
_moveHighlight,
|
||||
_effect,
|
||||
_hintIcon,
|
||||
_hintPanel,
|
||||
_RODebugText;
|
||||
private TextMeshPro _debugText;
|
||||
|
||||
@ -68,10 +66,7 @@ namespace TH1Renderer
|
||||
float bounceUpFullTime = 0.2f;
|
||||
|
||||
|
||||
//------- Hint相关参数
|
||||
public AnimationClip HintIconIdleAnim;
|
||||
public AnimationClip HintIconShowAnim;
|
||||
public AnimationClip HintIconHideAnim;
|
||||
|
||||
|
||||
//------- VFX相关参数 --------//
|
||||
public AnimationClip FogEffectAnim;
|
||||
@ -369,10 +364,7 @@ namespace TH1Renderer
|
||||
_selectHighlight = _ROGrid.transform.Find("SelectHighlight").gameObject;
|
||||
_moveHighlight = _ROGrid.transform.Find("MoveHighlight").gameObject;
|
||||
_effect = _ROGrid.transform.Find("Effect").gameObject;
|
||||
_hintIcon = _ROGrid.transform.Find("HintIcon").gameObject;
|
||||
_hintIcon.GetComponent<Button>().onClick.AddListener(ShowHintPanel);
|
||||
|
||||
_hintPanel = _ROGrid.transform.Find("HintPanel").gameObject;
|
||||
_RODebugText = _ROGrid.transform.Find("DebugText").gameObject;
|
||||
_debugText = _RODebugText.GetComponent<TextMeshPro>();
|
||||
|
||||
@ -391,11 +383,6 @@ namespace TH1Renderer
|
||||
RenderUpdateDebug();
|
||||
//UpdateBorder();fog自带updateborder
|
||||
|
||||
//初始化hint相关的动画
|
||||
HintIconIdleAnim = Resources.Load<AnimationClip>("Animations/VFX/PlayHint");
|
||||
HintIconShowAnim = Resources.Load<AnimationClip>("Animations/VFX/PlayHintShow");
|
||||
HintIconHideAnim = Resources.Load<AnimationClip>("Animations/VFX/PlayHintHide");
|
||||
|
||||
//初始化VFXManagerDict
|
||||
FogEffectAnim = Resources.Load<AnimationClip>("Animations/VFX/PlayFog");
|
||||
HurtVFXAnim = Resources.Load<AnimationClip>("Animations/VFX/PlayAttack");
|
||||
@ -563,7 +550,7 @@ namespace TH1Renderer
|
||||
{
|
||||
GameObject road = new GameObject($"Road{dirForHuman}");
|
||||
SpriteRenderer sr = road.AddComponent<SpriteRenderer>();
|
||||
MapRenderer.Instance.SpriteCache.Roads.TryGetValue((_gridData.Terrain == TerrainType.Land ? "Road" : "WaterRoad") + dirForComputer,out var tmpSprite);
|
||||
MapRenderer.Instance.ResourceCache.SpriteCache.Roads.TryGetValue((_gridData.Terrain == TerrainType.Land ? "Road" : "WaterRoad") + dirForComputer,out var tmpSprite);
|
||||
sr.sprite = tmpSprite;
|
||||
road.transform.parent = _road.transform;
|
||||
road.transform.localPosition = new Vector3(0, 0, 0);
|
||||
@ -793,38 +780,6 @@ namespace TH1Renderer
|
||||
else
|
||||
UpdateBorder();
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void ShowHintIcon()
|
||||
{
|
||||
_hintIcon.SetActive(true);
|
||||
var animancer = _hintIcon.GetComponent<AnimancerComponent>();
|
||||
animancer.Play(HintIconShowAnim);
|
||||
animancer.Play(HintIconIdleAnim);
|
||||
}
|
||||
|
||||
|
||||
public void ShowHintPanel()
|
||||
{
|
||||
HideHintIcon();
|
||||
_hintPanel.SetActive(true);
|
||||
Timer.Instance.TimerRegister(_hintPanel, () =>
|
||||
{
|
||||
_hintPanel.SetActive(false);
|
||||
},1f);
|
||||
}
|
||||
public void HideHintIcon()
|
||||
{
|
||||
|
||||
var animancer = _hintIcon.GetComponent<AnimancerComponent>();
|
||||
animancer.Play(HintIconHideAnim);
|
||||
Timer.Instance.TimerRegister(_hintIcon, () =>
|
||||
{
|
||||
_hintIcon.SetActive(false);
|
||||
},HintIconHideAnim.length);
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void SetBounceAnim(bool NeedRandomWait=false)
|
||||
|
||||
243
My project/Assets/Scripts/TH1Renderer/HintManager.cs
Normal file
243
My project/Assets/Scripts/TH1Renderer/HintManager.cs
Normal file
@ -0,0 +1,243 @@
|
||||
// HintData.cs
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Logic;
|
||||
using RuntimeData;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace TH1Renderer
|
||||
{
|
||||
|
||||
//TODO 做HintData序列化相关的工作
|
||||
[Serializable]
|
||||
public class HintData
|
||||
{
|
||||
public uint Id;
|
||||
public uint GridId;
|
||||
public HintType HintType;
|
||||
|
||||
public HintData(uint id, uint gridId, HintType hintType)
|
||||
{
|
||||
Id = id;
|
||||
GridId = gridId;
|
||||
HintType = hintType;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class HintManager
|
||||
{
|
||||
private Main _main;
|
||||
private MapData _map;
|
||||
public HashSet<HintData> HintSet = new();
|
||||
private Dictionary<uint, HintData> _idToHintDict = new();
|
||||
private uint _hintDataIdCounter;
|
||||
private GameObject _prefabROHint;
|
||||
private Dictionary<uint,HintRenderer> _ROHintRendererDict = new();
|
||||
|
||||
public void Init(Main main,MapData map)
|
||||
{
|
||||
_map = map;
|
||||
_main = main;
|
||||
_hintDataIdCounter = 0;
|
||||
_prefabROHint = Resources.Load<GameObject>("Prefab/hintPrefab");
|
||||
}
|
||||
|
||||
public uint HintDataIdGenerator()
|
||||
{
|
||||
return _hintDataIdCounter++;
|
||||
}
|
||||
|
||||
//每帧调用所有hintRenderer的update,并且将已经结束的Renderer回收
|
||||
public void Update()
|
||||
{
|
||||
List<uint> finishedList = new();
|
||||
foreach (var pair in _ROHintRendererDict)
|
||||
if (pair.Value.Finished)
|
||||
finishedList.Add(pair.Key);
|
||||
else
|
||||
pair.Value.Update();
|
||||
foreach (var kill in finishedList)
|
||||
RemoveHint(_idToHintDict[kill]);
|
||||
}
|
||||
|
||||
public void AddHint(HintData data)
|
||||
{
|
||||
if (_idToHintDict.ContainsKey(data.Id)) return;
|
||||
HintSet.Add(data);
|
||||
_idToHintDict[data.Id] = data;
|
||||
_ROHintRendererDict[data.Id] = new HintRenderer(_main,_map,_prefabROHint,MapRenderer.Instance.HintRenderMap,data);
|
||||
_ROHintRendererDict[data.Id].StartBubble();
|
||||
}
|
||||
|
||||
public void RemoveHint(HintData data)
|
||||
{
|
||||
if (!_idToHintDict.TryGetValue(data.Id, out var _)) return;
|
||||
if (!_ROHintRendererDict.TryGetValue(data.Id, out var renderer)) return;
|
||||
Debug.Log("Destroy!!");
|
||||
GameObject.Destroy(renderer.ROHint);
|
||||
HintSet.Remove(data);
|
||||
_idToHintDict.Remove(data.Id);
|
||||
_ROHintRendererDict.Remove(data.Id);
|
||||
}
|
||||
|
||||
|
||||
public void SetAllFinished()
|
||||
{
|
||||
foreach (var hint in HintSet)
|
||||
{
|
||||
//设置了hideTextPanel后,会在动画播完时设置finished,然后会被本对象的update检测并删除
|
||||
_ROHintRendererDict[hint.Id].HideTextPanel();
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearAll()
|
||||
{
|
||||
foreach (var pair in _ROHintRendererDict)
|
||||
pair.Value.SetFinished();
|
||||
|
||||
}
|
||||
|
||||
//处理 村庄/城市/遗迹的提示,将这些情况全部加入hintList
|
||||
public void SetHintCommonCaptureExamineTrainUnit(MapData map,PlayerData player,List<HintData> hintDataList)
|
||||
{
|
||||
var sight = player.Sight.SightGidSet;
|
||||
foreach (var gid in sight)
|
||||
{
|
||||
if (!map.GridMap.GetGridDataByGid(gid, out var grid)) continue;
|
||||
//如果是城市/村庄
|
||||
if (grid.Resource == ResourceType.CityCenter)
|
||||
{
|
||||
map.GetPlayerDataByTerritoryGridId(gid, out var gridPlayer);
|
||||
map.GetUnitDataByGid(gid, out var unit);
|
||||
|
||||
//如果是无主村庄,那么就上
|
||||
if (gridPlayer == null)
|
||||
{
|
||||
var hint = new HintData(HintDataIdGenerator(),gid,HintType.CommonCapture);
|
||||
hintDataList.Add(hint);
|
||||
}
|
||||
//否则是城市,如果是我方城市,那么必须是上面没人且可以造兵,过一遍checkcan
|
||||
else if (gridPlayer.Id == player.Id)
|
||||
{
|
||||
if (unit == null)
|
||||
{
|
||||
var hint = new HintData(HintDataIdGenerator(),gid,HintType.CommonTrainUnit);
|
||||
hintDataList.Add(hint);
|
||||
}
|
||||
}
|
||||
//否则是敌方城市,那么必须是敌方城市且有我方单位站在上面,才报提示
|
||||
else
|
||||
{
|
||||
if (unit!= null && map.GetPlayerDataByUnitId(unit.Id,out var unitPlayer) && unitPlayer.Id == player.Id)
|
||||
{
|
||||
var hint = new HintData(HintDataIdGenerator(),gid,HintType.CommonCapture);
|
||||
hintDataList.Add(hint);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
//如果是遗迹
|
||||
else if (grid.Resource == ResourceType.Treasure)
|
||||
{
|
||||
var hint = new HintData(HintDataIdGenerator(),gid,HintType.CommonExamine);
|
||||
hintDataList.Add(hint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//处理 城市领土存在fruit / fish / animal / farm / mine,将这些情况全部加入hintList
|
||||
public void SetHintCommonBuild(MapData map,PlayerData player,List<HintData> hintDataList)
|
||||
{
|
||||
foreach (var city in map.CityMap.CityList)
|
||||
if (map.GetPlayerIdByCityId(city.Id, out var cityPlayerId) && cityPlayerId == player.Id)
|
||||
{
|
||||
var gidSet = new HashSet<uint>();
|
||||
city.Territory.GetAllTerritoryArea(gidSet);
|
||||
foreach (var gid in gidSet)
|
||||
{
|
||||
if (!map.GridMap.GetGridDataByGid(gid, out var grid)) continue;
|
||||
HintType hintType = HintType.None;
|
||||
if (grid.Resource == ResourceType.Fruit) hintType = HintType.CommonFruit;
|
||||
if (grid.Resource == ResourceType.Animal) hintType = HintType.CommonAnimal;
|
||||
if (grid.Resource == ResourceType.Fish) hintType = HintType.CommonFish;
|
||||
if (grid.Resource == ResourceType.Metal) hintType = HintType.CommonMetal;
|
||||
if (grid.Resource == ResourceType.Crop) hintType = HintType.CommonCrop;
|
||||
if (hintType != HintType.None)
|
||||
{
|
||||
var hint = new HintData(HintDataIdGenerator(),gid,hintType);
|
||||
hintDataList.Add(hint);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 处理 我方unit血量 <= 40% 的提示情况,全部加入hintDataList
|
||||
public void SetHintCommonRecover(MapData map,PlayerData player,List<HintData> hintDataList)
|
||||
{
|
||||
foreach (var unit in map.UnitMap.UnitList)
|
||||
if (unit.Health <= unit.GetMaxHealth() * 0.5 && map.CheckUnitIdBelongPlayerId(unit.Id, player.Id))
|
||||
{
|
||||
if (!map.GetGridIdByUnitId(unit.Id, out var gid)) continue;
|
||||
var hint = new HintData(HintDataIdGenerator(),gid,HintType.CommonRecover);
|
||||
hintDataList.Add(hint);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void TurnEndSetHint(MapData mapData, PlayerData playerData)
|
||||
{
|
||||
//先清理上个回合的Hint
|
||||
ClearAll();
|
||||
}
|
||||
|
||||
public void TurnStartSetHint(MapData mapData, PlayerData playerData)
|
||||
{
|
||||
|
||||
|
||||
|
||||
//目前方案就是先扫出所有的提示选项,然后随机两个进行播放
|
||||
/*目前的情况有4种:
|
||||
1. unit在遗迹/村庄上,可以直接占领;
|
||||
2. 城市为空且能生产兵;
|
||||
3. 我方unit血量 <= 40%
|
||||
4. 城市领土存在fruit / fish / animal / farm / mine
|
||||
5. 城市5格附近视野内存在村庄或者遗迹
|
||||
*/
|
||||
var HintDataList = new List<HintData>();
|
||||
SetHintCommonBuild(mapData,playerData,HintDataList);
|
||||
SetHintCommonCaptureExamineTrainUnit(mapData,playerData,HintDataList);
|
||||
SetHintCommonRecover(mapData,playerData,HintDataList);
|
||||
|
||||
int choose = 2;
|
||||
if (Random.Range(0, 100) < 70)
|
||||
{
|
||||
choose = 1;
|
||||
if(Random.Range(0, 70) < 20)
|
||||
choose = 0;
|
||||
}
|
||||
|
||||
if (HintDataList.Count < choose) choose = HintDataList.Count;
|
||||
while (choose > 0)
|
||||
{
|
||||
choose--;
|
||||
var choosen = Random.Range(0, HintDataList.Count);
|
||||
AddHint(HintDataList[choosen]);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateAfterPlayerAction()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//public bool GetHint(uint id, out HintData data) => _idToHintDict.TryGetValue(id, out data);
|
||||
|
||||
public HashSet<HintData> GetAllHints() => HintSet;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
198
My project/Assets/Scripts/TH1Renderer/HintRender.cs
Normal file
198
My project/Assets/Scripts/TH1Renderer/HintRender.cs
Normal file
@ -0,0 +1,198 @@
|
||||
using Logic;
|
||||
using RuntimeData;
|
||||
using UnityEngine;
|
||||
using Animancer;
|
||||
using Logic.Multilingual;
|
||||
using TMPro;
|
||||
|
||||
namespace TH1Renderer
|
||||
{
|
||||
/// <summary>
|
||||
/// 负责一个 HintPrefab 的生命周期控制(展示提示气泡、点击展开文字、关闭提示)
|
||||
/// </summary>
|
||||
public class HintRenderer
|
||||
{
|
||||
private MapData _map;
|
||||
private Main _main;
|
||||
private HintData _hintData;
|
||||
private uint _gridId;
|
||||
private GridData _gridData;
|
||||
public GameObject ROHint; // 实例化的 Hint GameObject
|
||||
public bool Finished; // 是否完成显示并关闭
|
||||
|
||||
private GameObject _bubble; // 点击用的气泡按钮
|
||||
private GameObject _title;
|
||||
private GameObject _text; // 显示文字的文本对象
|
||||
private GameObject _closeButton; // 关闭按钮
|
||||
private GameObject _textPanel; // 包含文字和关闭按钮的面板
|
||||
|
||||
/// <summary>
|
||||
/// 构造函数:初始化渲染器、创建实体、绑定数据
|
||||
/// </summary>
|
||||
public HintRenderer(Main main, MapData mapData, GameObject prefab, Transform father, HintData hintData)
|
||||
{
|
||||
Finished = false;
|
||||
_map = mapData;
|
||||
_main = main;
|
||||
_gridId = hintData.GridId;
|
||||
_hintData = hintData;
|
||||
mapData.GridMap.GetGridDataByGid(_gridId, out _gridData);
|
||||
|
||||
Vector3 tpos = Table.Instance.GridToWorld(_gridData);
|
||||
//ROHint = GameObject.Instantiate(prefab, tpos, Quaternion.identity, father);
|
||||
ROHint = GameObject.Instantiate(prefab, father);
|
||||
|
||||
ROHint.transform.position = tpos;
|
||||
ROHint.transform.localRotation = Quaternion.identity;
|
||||
ROHint.transform.localScale = Vector3.one;
|
||||
|
||||
|
||||
Init();
|
||||
SetInfo();
|
||||
}
|
||||
|
||||
public void SetInfo()
|
||||
{
|
||||
if (!Table.Instance.HintDataAssets.GetHintInfo(_hintData.HintType, out var hintInfo)) return;
|
||||
MultilingualManager.Instance.SetUIText(_title.GetComponent<TextMeshProUGUI>(),hintInfo.HintName);
|
||||
MultilingualManager.Instance.SetUIText(_text.GetComponent<TextMeshProUGUI>(),hintInfo.HintContent);
|
||||
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// 预留给未来的浮动动画、生命周期等逻辑
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置该提示为“已关闭”状态
|
||||
/// </summary>
|
||||
public void SetFinished(float waitTime = 0.25f)
|
||||
{
|
||||
//如果已经点开了
|
||||
if (_textPanel.activeSelf)
|
||||
{
|
||||
var animancer = _textPanel.GetComponent<AnimancerComponent>();
|
||||
if (animancer != null)
|
||||
{
|
||||
animancer.Play(MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleHide);
|
||||
Timer.Instance.TimerRegister(this, () => { Finished = true; }, waitTime);
|
||||
|
||||
}
|
||||
else
|
||||
Finished = true;
|
||||
}
|
||||
//如果还没有点开
|
||||
else if (_bubble.activeSelf)
|
||||
{
|
||||
var animancer = _bubble.GetComponent<AnimancerComponent>();
|
||||
if (animancer != null)
|
||||
{
|
||||
animancer.Play(MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleHide);
|
||||
Timer.Instance.TimerRegister(this, () => { Finished = true; }, waitTime);
|
||||
|
||||
}
|
||||
else
|
||||
Finished = true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 初始化 UI 元素,绑定点击事件和动画控制
|
||||
/// </summary>
|
||||
public void Init()
|
||||
{
|
||||
// 查找子节点
|
||||
_bubble = ROHint.transform.Find("Bubble")?.gameObject;
|
||||
_text = ROHint.transform.Find("TextPanel/Text")?.gameObject;
|
||||
_title = ROHint.transform.Find("TextPanel/Title")?.gameObject;
|
||||
_closeButton = ROHint.transform.Find("TextPanel/CloseButton")?.gameObject;
|
||||
_textPanel = ROHint.transform.Find("TextPanel")?.gameObject;
|
||||
|
||||
// 默认全部隐藏
|
||||
if (_bubble != null) _bubble.SetActive(false);
|
||||
if (_textPanel != null) _textPanel.SetActive(false);
|
||||
|
||||
// 初始化气泡
|
||||
if (_bubble != null)
|
||||
{
|
||||
// 绑定点击事件:点击气泡后显示文字面板
|
||||
var btn = _bubble.GetComponent<UnityEngine.UI.Button>();
|
||||
if (btn != null)
|
||||
btn.onClick.AddListener(ShowTextPanel);
|
||||
}
|
||||
|
||||
// 初始化关闭按钮
|
||||
if (_closeButton != null)
|
||||
{
|
||||
var btn = _closeButton.GetComponent<UnityEngine.UI.Button>();
|
||||
if (btn != null)
|
||||
{
|
||||
btn.onClick.AddListener(HideTextPanel);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 外部主动触发:显示气泡并播放动画
|
||||
/// </summary>
|
||||
public void StartBubble()
|
||||
{
|
||||
if (_bubble != null)
|
||||
{
|
||||
_bubble.SetActive(true);
|
||||
var animancer = _bubble.GetComponent<AnimancerComponent>();
|
||||
if (animancer != null)
|
||||
{
|
||||
animancer.Play(MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleShow);
|
||||
Timer.Instance.TimerRegister(this, () =>
|
||||
{
|
||||
animancer.Play(MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleIdle);
|
||||
},0.25f);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowTextPanel()
|
||||
{
|
||||
HideBubble();
|
||||
_textPanel.SetActive(true);
|
||||
var animancer = _textPanel.GetComponent<AnimancerComponent>();
|
||||
if (animancer != null)
|
||||
{
|
||||
animancer.Play(MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleShow);
|
||||
}
|
||||
}
|
||||
|
||||
public void HideBubble()
|
||||
{
|
||||
|
||||
var animancer = _bubble.GetComponent<AnimancerComponent>();
|
||||
animancer.Play(MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleHide);
|
||||
var timeToWait = 0f;
|
||||
if (MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleHide != null)
|
||||
timeToWait = MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleHide.length;
|
||||
Timer.Instance.TimerRegister(this, () =>
|
||||
{
|
||||
_bubble.SetActive(false);
|
||||
},timeToWait);
|
||||
|
||||
}
|
||||
|
||||
public void HideTextPanel()
|
||||
{
|
||||
var timeToWait = 0f;
|
||||
if (MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleHide != null)
|
||||
timeToWait = MapRenderer.Instance.ResourceCache.AnimCache.HintBubbleHide.length;
|
||||
SetFinished(timeToWait);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
My project/Assets/Scripts/TH1Renderer/HintRender.cs.meta
Normal file
11
My project/Assets/Scripts/TH1Renderer/HintRender.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c4014deafa111e40bbd78f4d43e4de6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -6,6 +6,8 @@ using UnityEngine.SceneManagement;
|
||||
using RuntimeData;
|
||||
using Logic;
|
||||
using Logic.Event;
|
||||
using TH1Resource;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TH1Renderer
|
||||
{
|
||||
@ -16,20 +18,27 @@ namespace TH1Renderer
|
||||
private MapData _mapData;
|
||||
private Transform _unitRenderMap;
|
||||
private Transform _gridRenderMap;
|
||||
public Transform HintRenderMap;
|
||||
|
||||
|
||||
//SpriteCache
|
||||
public SpriteCache SpriteCache;
|
||||
//ResourceCache
|
||||
public ResourceCache ResourceCache;
|
||||
//HintManager
|
||||
public HintManager HintManager;
|
||||
|
||||
Transform _cityInfoRenderMap;
|
||||
public CameraController CameraController;
|
||||
public EffectManager EffectManager; //特效管理器,管理目前所有特效
|
||||
public ProjectileManager ProjectileManager;
|
||||
|
||||
private Transform _projectileRenderMap;
|
||||
|
||||
//存储map对应的主要GameObject
|
||||
public GameObject ROMap;
|
||||
|
||||
GameObject _unitPrefab; //承载单位图像的prefab
|
||||
GameObject _gridPrefab; //承载grid的prefab
|
||||
GameObject _cityInfoPrefab; //承载城市图形信息、人口条的prefab
|
||||
private GameObject _unitPrefab; //承载单位图像的prefab
|
||||
private GameObject _gridPrefab; //承载grid的prefab
|
||||
private GameObject _cityInfoPrefab; //承载城市图形信息、人口条的prefab
|
||||
|
||||
public Dictionary<uint, GridRenderer> ROGridMap;
|
||||
public Dictionary<uint, CityInfoRenderer> ROCityInfoMap;
|
||||
@ -108,7 +117,7 @@ namespace TH1Renderer
|
||||
EventManager.Instance.EventEnter = new ViewEventEnter();
|
||||
_main = main;
|
||||
_mapData = mapData;
|
||||
|
||||
ROMap = main.ROMapRenderer;
|
||||
//初始化Data->Renderer的dict
|
||||
ROGridMap = new Dictionary<uint, GridRenderer>();
|
||||
ROCityInfoMap = new Dictionary<uint, CityInfoRenderer>();
|
||||
@ -118,11 +127,15 @@ namespace TH1Renderer
|
||||
InitGridCityUnitObject();
|
||||
|
||||
//初始化SpriteCache,加载所有sprite
|
||||
SpriteCache = new SpriteCache();
|
||||
SpriteCache.Init();
|
||||
ResourceCache = new ResourceCache();
|
||||
ResourceCache.Init();
|
||||
|
||||
//初始化相机模块
|
||||
InitCameraObject();
|
||||
|
||||
//初始化HintManager
|
||||
HintManager = new HintManager();
|
||||
HintManager.Init(main, mapData);
|
||||
}
|
||||
|
||||
private void ClearAllChildren(Transform parent)
|
||||
@ -139,12 +152,13 @@ namespace TH1Renderer
|
||||
|
||||
|
||||
//重新建立新的关联
|
||||
var gridObject = _main.ROMapRenderer;
|
||||
if (gridObject == null) return false;
|
||||
if (ROMap == null) return false;
|
||||
|
||||
_unitRenderMap = gridObject.transform.Find("UnitMap");
|
||||
_gridRenderMap = gridObject.transform.Find("GridMap");
|
||||
_cityInfoRenderMap = gridObject.transform.Find("CityInfoMap")?.GetComponent<Transform>();
|
||||
_unitRenderMap = ROMap.transform.Find("UnitMap");
|
||||
_gridRenderMap = ROMap.transform.Find("GridMap");
|
||||
HintRenderMap = ROMap.transform.Find("HintMap");
|
||||
|
||||
_cityInfoRenderMap = ROMap.transform.Find("CityInfoMap")?.GetComponent<Transform>();
|
||||
|
||||
//清理战场,把上一局Grid里面留下的东西清理干净
|
||||
ClearAllChildren(_unitRenderMap);
|
||||
@ -157,7 +171,7 @@ namespace TH1Renderer
|
||||
_cityInfoPrefab = Resources.Load<GameObject>($"Prefab/cityInfoMapPrefab");
|
||||
//建立子模块的manager,目前仅有projectile
|
||||
ProjectileManager = new ProjectileManager();
|
||||
ProjectileManager.Init(gridObject);
|
||||
ProjectileManager.Init(ROMap);
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -179,6 +193,9 @@ namespace TH1Renderer
|
||||
//如果有centerMessage ,停掉一切动画
|
||||
//if (_main.UIManager.CenterMessageUI.isShowingNow)return;
|
||||
|
||||
|
||||
//HintManager
|
||||
HintManager.Update();
|
||||
|
||||
|
||||
// 处理临时探索者的浮动动画
|
||||
|
||||
8
My project/Assets/Scripts/TH1Resource.meta
Normal file
8
My project/Assets/Scripts/TH1Resource.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d53e78f9db8178f4e95fabc011a55e32
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
43
My project/Assets/Scripts/TH1Resource/AnimCache.cs
Normal file
43
My project/Assets/Scripts/TH1Resource/AnimCache.cs
Normal file
@ -0,0 +1,43 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TH1Resource
|
||||
{
|
||||
/// <summary>
|
||||
/// 缓存所有 AnimationClip 的资源,避免多次 Resources.Load 调用。
|
||||
/// 所有动画通过该类统一访问。
|
||||
/// </summary>
|
||||
public class AnimCache
|
||||
{
|
||||
private bool _initialized = false;
|
||||
|
||||
// 提示气泡动画
|
||||
public AnimationClip HintBubbleIdle;
|
||||
public AnimationClip HintBubbleShow;
|
||||
public AnimationClip HintBubbleHide;
|
||||
public AnimationClip HintTextShow;
|
||||
public AnimationClip HintTextHide;
|
||||
//------- Hint相关参数
|
||||
|
||||
|
||||
// TODO: 根据需要添加更多动画资源,例如单位攻击、死亡、特效等
|
||||
|
||||
/// <summary>
|
||||
/// 初始化方法,在第一次使用前调用
|
||||
/// </summary>
|
||||
public void Init()
|
||||
{
|
||||
if (_initialized) return;
|
||||
|
||||
// 加载动画资源
|
||||
HintBubbleIdle = Resources.Load<AnimationClip>("Animations/VFX/PlayHint");
|
||||
HintBubbleShow = Resources.Load<AnimationClip>("Animations/VFX/PlayHintShow");
|
||||
HintBubbleHide = Resources.Load<AnimationClip>("Animations/VFX/PlayHintHide");
|
||||
HintTextShow = HintBubbleShow;
|
||||
HintTextHide = HintBubbleHide;
|
||||
|
||||
_initialized = true;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
11
My project/Assets/Scripts/TH1Resource/AnimCache.cs.meta
Normal file
11
My project/Assets/Scripts/TH1Resource/AnimCache.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eee4a2d2293df684c93b9fe71169b562
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
23
My project/Assets/Scripts/TH1Resource/ResourceCache.cs
Normal file
23
My project/Assets/Scripts/TH1Resource/ResourceCache.cs
Normal file
@ -0,0 +1,23 @@
|
||||
|
||||
namespace TH1Resource
|
||||
{
|
||||
public class ResourceCache
|
||||
{
|
||||
|
||||
public SpriteCache SpriteCache;
|
||||
public AnimCache AnimCache;
|
||||
|
||||
public ResourceCache()
|
||||
{
|
||||
SpriteCache = new SpriteCache();
|
||||
AnimCache = new AnimCache();
|
||||
}
|
||||
|
||||
public void Init()
|
||||
{
|
||||
SpriteCache.Init();
|
||||
AnimCache.Init();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
11
My project/Assets/Scripts/TH1Resource/ResourceCache.cs.meta
Normal file
11
My project/Assets/Scripts/TH1Resource/ResourceCache.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f63881f7185f18544b6fab3fff2fb5dc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -6,7 +6,7 @@ using UnityEngine.SceneManagement;
|
||||
using RuntimeData;
|
||||
using Logic;
|
||||
|
||||
namespace TH1Renderer
|
||||
namespace TH1Resource
|
||||
{
|
||||
|
||||
public class SpriteCache
|
||||
@ -105,6 +105,8 @@ public class UIManager
|
||||
{
|
||||
TopBarUI.RenderMark = true;
|
||||
AIPlayingHint.SetActive(true);
|
||||
|
||||
//TODO 这里endturn和startturn逻辑不对
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@ -59,3 +59,6 @@ TagManager:
|
||||
- name: Effect
|
||||
uniqueID: 2854437909
|
||||
locked: 0
|
||||
- name: Hint
|
||||
uniqueID: 1656804395
|
||||
locked: 0
|
||||
|
||||
Binary file not shown.
File diff suppressed because one or more lines are too long
Loading…
x
Reference in New Issue
Block a user