612版本包各种内容修复

This commit is contained in:
daixiawu 2025-06-13 03:56:58 +08:00
parent 455a7b8a0a
commit 1fa6eeb5ec
55 changed files with 5796 additions and 31871 deletions

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Title: "\u5F00\u542F\u5947\u89C2\u4EFB\u52A1!"
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WonderType: 1
- Id: 2
Type: 1
Title: "\u5F00\u542F\u5947\u89C2\u84DD\u56FE!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}\u7684\u84DD\u56FE\u3002\u7814\u53D1\u6240\u6709\u57FA\u7840\u79D1\u6280(\u4E0D\u5305\u62EC\u4F1F\u4EBA\u804C\u9636\u79D1\u6280)\uFF0C\u4ECE\u800C\u83B7\u5F97\u8BE5\u5947\u89C2!"
Title: "\u5F00\u542F\u5947\u89C2\u4EFB\u52A1!"
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WonderType: 2
- Id: 3
Type: 1
Title: "\u5F00\u542F\u5947\u89C2\u84DD\u56FE!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}\u7684\u84DD\u56FE\u3002\u62E5\u67095\u5EA7\u4E0E\u9996\u90FD\u8054\u901A\u7684\u57CE\u5E02\uFF0C\u4ECE\u800C\u83B7\u5F97\u8BE5\u5947\u89C2!"
Title: "\u5F00\u542F\u5947\u89C2\u4EFB\u52A1!"
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WonderType: 3
- Id: 4
Type: 1
Title: "\u5F00\u542F\u5947\u89C2\u84DD\u56FE!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}\u7684\u84DD\u56FE\u3002\u5728\u56DE\u5408\u7ED3\u675F\u65F6\u62E5\u6709\u8D85\u8FC7100\u679A\u91D1\u5E01\uFF0C\u4ECE\u800C\u83B7\u5F97\u8BE5\u5947\u89C2!"
Title: "\u5F00\u542F\u5947\u89C2\u4EFB\u52A1!"
Message: "\u5B8C\u6210\u4EFB\u52A1\u5373\u53EF\u83B7\u5F97\u5947\u89C2<color=yellow>{name}</color>\u3002\u5728\u56DE\u5408\u7ED3\u675F\u65F6\u62E5\u6709\u8D85\u8FC7100\u679A\u91D1\u5E01\uFF0C\u4ECE\u800C\u83B7\u5F97\u8BE5\u5947\u89C2!"
WonderType: 4
- Id: 5
Type: 1
Title: "\u5F00\u542F\u5947\u89C2\u84DD\u56FE!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}\u7684\u84DD\u56FE\u3002\u51FB\u674010\u540D\u654C\u4EBA\uFF0C\u4ECE\u800C\u83B7\u5F97\u8BE5\u5947\u89C2!"
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WonderType: 5
- Id: 6
Type: 1
Title: "\u5F00\u542F\u5947\u89C2\u84DD\u56FE!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}\u7684\u84DD\u56FE\u3002\u62E5\u6709\u4E00\u5EA76\u7EA7\u53CA\u4EE5\u4E0A\u7684\u57CE\u5E02\uFF0C\u4ECE\u800C\u83B7\u5F97\u8BE5\u5947\u89C2!"
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WonderType: 6
- Id: 7
Type: 1
Title: "\u5F00\u542F\u5947\u89C2\u84DD\u56FE!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}\u7684\u84DD\u56FE\u3002\u62E5\u6709\u5730\u56FE\u5168\u90E8\u56DB\u4E2A\u89D2\u843D\u7684\u89C6\u91CE\uFF0C\u4ECE\u800C\u83B7\u5F97\u8BE5\u5947\u89C2!"
Title: "\u5F00\u542F\u5947\u89C2\u4EFB\u52A1!"
Message: "\u5B8C\u6210\u4EFB\u52A1\u5373\u53EF\u83B7\u5F97\u5947\u89C2<color=yellow>{name}</color>\u3002\u62E5\u6709\u5730\u56FE\u5168\u90E8\u56DB\u4E2A\u89D2\u843D\u7684\u89C6\u91CE\uFF0C\u4ECE\u800C\u83B7\u5F97\u8BE5\u5947\u89C2!"
WonderType: 7
- Id: 8
Type: 2
Title: "\u83B7\u5F97\u5947\u89C2!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}!\u5728\u5E73\u539F\u6216\u8005\u6D45\u6D77\u5730\u533A\u5EFA\u9020\u60A8\u7684\u5947\u89C2\u5427!"
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WonderType: 1
- Id: 9
Type: 2
Title: "\u83B7\u5F97\u5947\u89C2!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}!\u5728\u5E73\u539F\u6216\u8005\u6D45\u6D77\u5730\u533A\u5EFA\u9020\u60A8\u7684\u5947\u89C2\u5427!"
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WonderType: 2
- Id: 10
Type: 2
@ -71,22 +71,22 @@ MonoBehaviour:
- Id: 12
Type: 2
Title: "\u83B7\u5F97\u5947\u89C2!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}!\u5728\u5E73\u539F\u6216\u8005\u6D45\u6D77\u5730\u533A\u5EFA\u9020\u60A8\u7684\u5947\u89C2\u5427!"
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WonderType: 5
- Id: 13
Type: 2
Title: "\u83B7\u5F97\u5947\u89C2!"
Message: "\u60A8\u5DF2\u83B7\u5F97\u4E86\u5947\u89C2:{name}!\u5728\u5E73\u539F\u6216\u8005\u6D45\u6D77\u5730\u533A\u5EFA\u9020\u60A8\u7684\u5947\u89C2\u5427!"
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WonderType: 6
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Title: "\u83B7\u5F97\u5947\u89C2!"
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WonderType: 7
- Id: 15
Type: 3
Title: "\u9047\u5230\u65B0\u7684\u6587\u660E!"
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WonderType: 0
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@ -96,5 +96,5 @@ MonoBehaviour:
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View File

@ -980,11 +980,11 @@ MonoBehaviour:
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LandType: 1
NoMaxHealth: 0
MaxHealth: 20
Attack: 4
MaxHealth: 15
Attack: 3
Defense: 3
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Skills: 0200000027000000030000000f000000060000001d0000000d000000
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@ -999,7 +999,7 @@ MonoBehaviour:
LandType: 1
NoMaxHealth: 0
MaxHealth: 30
Attack: 4
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@ -1017,8 +1017,8 @@ MonoBehaviour:
LandType: 1
NoMaxHealth: 0
MaxHealth: 30
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Attack: 2.5
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@ -1035,7 +1035,7 @@ MonoBehaviour:
LandType: 1
NoMaxHealth: 0
MaxHealth: 30
Attack: 4
Attack: 3
Defense: 3
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@ -1053,7 +1053,7 @@ MonoBehaviour:
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View File

@ -28,7 +28,7 @@ MonoBehaviour:
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@ -846,9 +846,9 @@ MonoBehaviour:
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@ -867,9 +867,9 @@ MonoBehaviour:
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@ -888,9 +888,9 @@ MonoBehaviour:
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@ -909,9 +909,9 @@ MonoBehaviour:
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@ -1162,7 +1162,7 @@ MonoBehaviour:
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@ -1225,7 +1225,7 @@ MonoBehaviour:
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View File

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@ -149,6 +149,14 @@ namespace RuntimeData
return true;
}
//用于经典模式判断是否已经抵达31回合从而结束游戏
public bool CheckTimeEnd()
{
if(SelfPlayerData.Turn == 31)
return true;
return false;
}
// 判断自己是否失败
public bool CheckSelfLose()
{

View File

@ -353,6 +353,16 @@ namespace RuntimeData
return Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType,GiantType,out var Info)?Info.LandType:LandType.None;
}
// 获得总攻击力的string显示
public string GetAttackShowString(MapData map)
{
if(!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType, GiantType, out var info)) return "0";
float extra = GetExtraAttack(map);
if (extra == 1f)
return info.Attack.ToString();
return info.Attack + "(×" + extra + ")";
}
// 获得总攻击力
public float GetAttackValue(MapData map)
{
@ -361,6 +371,16 @@ namespace RuntimeData
return info.Attack * GetExtraAttack(map);
}
// 获取总防御力的string显示
public string GetDefenseShowString(MapData map)
{
if(!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType, GiantType, out var info)) return "0";
float extra = GetExtraDefense(map);
if (extra == 1f)
return info.Defense.ToString();
return info.Defense + "(×" + extra + ")";
}
// 获取总防御力
public float GetDefenseValue(MapData map)
{

View File

@ -184,18 +184,19 @@ public class CivDataAssets : ScriptableObject
return false;
}
public bool GetCityInfo(uint civId, CityLibrary cityNameEnum, out CityInfo cityInfo)
public bool GetCityInfo(CityLibrary cityNameEnum, out CityInfo cityInfo)
{
foreach (var civ in CivDataList)
if(civ.CivId == civId)
{
foreach (var city in civ.CityInfoList)
if (city.CityNameEnum == cityNameEnum)
{
cityInfo = city;
return true;
}
}
{
foreach (var city in civ.CityInfoList)
if (city.CityNameEnum == cityNameEnum)
{
cityInfo = city;
return true;
}
}
Debug.Log("Cant Find City!!!!!");
Debug.Log(cityNameEnum);
cityInfo = null;
return false;
}

View File

@ -3,6 +3,7 @@ using System.Collections.Generic;
using Logic.Multilingual;
using UnityEngine;
using RuntimeData;
using Unity.VisualScripting;
public enum WonderLibrary
@ -81,7 +82,7 @@ public class GridAndResourceDataAssets : ScriptableObject
[NonSerialized]
private bool _initialized = false;
private void Init()
public void Init()
{
if (_initialized)
return;
@ -134,6 +135,14 @@ public class GridAndResourceDataAssets : ScriptableObject
return "";
return wonderInfo.Name;
}
public string GetResourceName(ResourceType resource)
{
if(!_resourceInfoDict.TryGetValue(resource, out var resourceInfo))
return "Error In GetResourceName";
return resourceInfo.ResourceName;
}
public ResourceType GetMillLikeRelative(ResourceType resource)
{
@ -181,6 +190,9 @@ public class ResourceInfo
public ResourceType Resource;
public Sprite Sprite;
public bool VarientSprite;
[MultilingualField]
public string ResourceName;
public int Exp;
public List<CivForceToSprite> SpriteList;
}

View File

@ -153,6 +153,7 @@ public class Table
ActionDataAssets = Resources.Load<ActionDataAssets>("Export/ActionDataAssets");
UnitTypeDataAssets = Resources.Load<UnitTypeDataAssets>("Export/UnitTypeDataAssets");
GridAndResourceDataAssets = Resources.Load<GridAndResourceDataAssets>("Export/GridAndResourceDataAssets");
GridAndResourceDataAssets.Init();
AnimDataAssets = Resources.Load<AnimDataAssets>("Export/AnimDataAssets");
UICenterMessageDataAssets = Resources.Load<UICenterMessageDataAssets>("Export/UICenterMessageDataAssets");
PlayerDataAssets = Resources.Load<PlayerDataAssets>("Export/PlayerDataAssets");
@ -266,7 +267,7 @@ public class Table
//UI显示文字相关
public string[] tileInfo(GridData t)//返回tile的名称用于bottomInfoUI
{
string[] ret = new string[2];
string[] ret = new string[3];
ret[0] = t.Terrain switch
{
TerrainType.DeepSea => "深海",
@ -278,19 +279,19 @@ public class Table
if (t.Vegetation == Vegetation.Trees)
ret[0] = "森林";
if (t.Resource == ResourceType.Animal)
ret[0] = "动物森林";
ret[0] = "森林(动物)";
if (t.Resource == ResourceType.Fruit)
ret[0] = "蔬果";
if (t.Resource == ResourceType.Fish)
ret[0] = "渔业";
ret[0] = "浅海(鱼群)";
if (t.Resource == ResourceType.Treasure)
ret[0] = "遗迹";
if (t.Resource == ResourceType.Starfish)
ret[0] = "海星";
ret[0] = "鲸鱼";
if (t.Resource == ResourceType.CityCenter)
ret[0] = "村庄";
if (t.Resource == ResourceType.Metal)
ret[0] = "金矿山脉";
ret[0] = "山脉(矿石)";
if (t.Resource == ResourceType.Crop)
ret[0] = "庄稼";
if (t.Resource == ResourceType.Mine)
@ -308,41 +309,74 @@ public class Table
if (t.Resource == ResourceType.Market)
ret[0] = "市场";
if (t.Resource == ResourceType.Temple)
ret[0] = "神庙";
ret[0] = "平原(神像)";
if (t.Resource == ResourceType.ForestTemple)
ret[0] = "森林神庙";
ret[0] = "森林(神像)";
if (t.Resource == ResourceType.WaterTemple)
ret[0] = "海洋神庙";
ret[0] = "海洋(神像)";
if (t.Resource == ResourceType.MountainTemple)
ret[0] = "山神庙";
ret[0] = "山脉(神像)";
if (t.Resource == ResourceType.Tower)
ret[0] = "结界塔";
ret[1] = ret[0] switch
{
"深海" => "可建造神庙。需<帆船><海洋学>等科技。",
"浅海" => "可建造港口、桥梁和神庙。需<捕鱼><海洋学><道路>等科技。",
"山脉" => "可采矿或建造神庙。需<爬山><冥想>等科技。",
"深海" => "可建造神庙。需<color=yellow>帆船</color><color=yellow>海洋学</color>等科技。",
"浅海" => "可建造港口、桥梁和神庙。需<color=yellow>捕鱼</color><color=yellow>海洋学</color><color=yellow>道路</color>等科技。",
"山脉" => "可采矿或建造神庙。需<color=yellow>爬山</color><color=yellow>冥想</color>等科技。",
"港口" => "可改造船只或建立贸易路线。",
"渔业" => "可收获渔业。需<捕鱼>科技。",
"动物森林" => "可狩猎。需<狩猎>等科技。",
"森林" => "可伐木、焚林或建木材厂。需<伐木><建造>等科技。",
"蔬果" => "可采集蔬果。需<采集>科技。",
"庄稼" => "可建设农田。需<耕种>科技。",
"金矿山脉" => "可建设矿山。需<采矿>科技。",
"浅海(鱼群)" => "可收获渔产。需<color=yellow>捕鱼</color>科技。",
"森林(动物)" => "可狩猎。需<color=yellow>狩猎</color>等科技。",
"森林" => "可伐木、焚林或建木材厂。需<color=yellow>伐木</color><color=yellow>建造</color>等科技。",
"蔬果" => "可采集蔬果。需<color=yellow>采集</color>科技。",
"庄稼" => "可建设农田。需<color=yellow>耕种</color>科技。",
"山脉(矿石)" => "可建设矿山。需<color=yellow>采矿</color>科技。",
"村庄" => "可占领并建立属于你的城市。",
"遗迹" => "可挖掘遗迹获得随机奖励。",
"海星" => "可采集海星获得金钱。需<远洋导航>科技。",
"伐木场" => "可在伐木场周围1格建设加工厂。需<数学>科技。",
"农田" => "可在农田周围1格建设谷仓。需<建造>科技。",
"鲸鱼" => "可采集海星获得金钱。需<color=yellow>远洋导航</color>科技。",
"伐木场" => "需<color=yellow>数学</color>科技。可在伐木场周围1格建设加工厂获得更多城市经验。",
"农田" => "需<color=yellow>建造</color>科技。可在农田周围1格建设谷仓获得更多城市经验",
"谷仓" => "周围的每片农田可以提供1点城市经验。每座城市仅能拥有一个谷仓。",
"加工厂" => "周围的每座伐木场可以提供1点城市经验。每座城市仅能拥有一个加工厂。",
"采矿场" => "可在采矿场周围1格建设冶炼厂。需<采矿>科技。",
"加工厂" => "周围的每座<color=yellow>伐木场</color>可以提供1点城市经验。每座城市仅能拥有一个加工厂。",
"采矿场" => "需<color=yellow>采矿</color>科技。可在采矿场周围1格建设冶炼厂获得更多城市经验。",
"冶炼厂" => "周围的每座伐木场可以提供2点城市经验。每座城市仅能拥有一个冶炼厂。",
"市场" => "每回合提供周围加工厂、采矿场、冶炼厂等级总和的额外金币。",
"神庙" => "每回合提供信仰分。",
"海洋神庙" => "每回合提供信仰分。",
"山神庙" => "每回合提供信仰分。",
"森林神庙" => "每回合提供信仰分。",
"市场" => "每回合提供周围<color=yellow>加工厂</color>、<color=yellow>采矿场</color>、<color=yellow>冶炼厂</color>等级总和的额外金币(不超过8)。",
"平原(神像)" => "建设时提供100信仰分每两回合额外提供50分上限250分。",
"海洋(神像)" => "建设时提供100信仰分每两回合额外提供50分上限250分。",
"山脉(神像)" => "建设时提供100信仰分每两回合额外提供50分上限250分。",
"森林(神像)" => "建设时提供100信仰分每两回合额外提供50分上限250分。",
"结界塔" => "每当发现一座结界塔,首都将获得一点城市经验。发现所有结界塔后,即可建造一个奇观建筑。",
_ => "这是一片平原区域。解锁高阶科技完成更多建设活动。"
};
ret[2] = ret[0] switch
{
"深海" => "游戏前期可在深海地区遗迹或者捕鲸。后期则可在深海建设海洋神像获得信仰分。",
"浅海" => "游戏前期可在浅海捕鱼获取城市经验,中期可以建设港口发展海军,或连通城市贸易,也可以建设桥梁。",
"山脉" => "前期山脉是非常重要的防守屏障。后期则可以建设山脉神像获得信仰分。",
"港口" => "港口可以通过海路连通城市贸易获得城市经验,也是发展海军的基础。",
"浅海(鱼群)" => "拥有鱼群的浅海是前期获得城市经验的绝佳来源,别犹豫,快来捕鱼吧!",
"森林(动物)" => "拥有动物的树林是前期获得城市经验的绝佳来源,别犹豫,快来狩猎吧!",
"森林" => "游戏中期,可选择往耕田或者伐木场两个方向发展。也可以清除树林获得少量的金钱。",
"蔬果" => "拥有蔬果的平原是前期获得城市经验的绝佳来源,别犹豫,快来采集吧!",
"庄稼" => "将庄稼改造为农田后能为城市较多经验,是平原型城市快速发展的主要手段。",
"山脉(矿石)" => "拥有矿石的山脉能够为城市提供较多经验,借助冶炼科技快速发展起来吧!",
"村庄" => "占领村庄是帝国发展的基石,但是更多的村庄也会让科技的学习更贵。",
"遗迹" => "遗迹会提供随机科技、金钱或者战斗单位,就看你的手气了。",
"鲸鱼" => "捕获鲸鱼将会获得大量金钱,在别人没有发现他之前,快来捕鲸吧。",
"伐木场" => "在附近建设加工厂,能够为城市提供更多的经验。",
"农田" => "在附近建设谷仓,能够为城市提供更多的经验。",
"谷仓" => "如果在谷仓附件建设市场,将会获得更多的每回合金钱。",
"加工厂" => "如果在加工厂附件建设市场,将会获得更多的每回合金钱。",
"采矿场" => "如果在采矿场附件建设冶炼厂,能够为城市提供更多的经验。",
"冶炼厂" => "如果在冶炼厂附件建设市场,将会获得更多的每回合金钱。",
"市场" => "提升市场周围加工厂、采矿场和谷仓的等级,将会获得更多的每回合金钱!",
"平原(神像)" => "越早建立神像,能够获得越多的信仰分。请把握好你的建设时间。",
"海洋(神像)" => "越早建立神像,能够获得越多的信仰分。请把握好你的建设时间。",
"山脉(神像)" => "越早建立神像,能够获得越多的信仰分。请把握好你的建设时间。",
"森林(神像)" => "森林神像是造价最低的神像,运用好森林资源,可能会获得意想不到的成功。",
"结界塔" => "分配兵力去探索结界塔,也能为前期的城市建设提供意想不到的助力!",
_ => "提升科技是提升发展效率的关键。"
};
return ret;
}
@ -350,7 +384,7 @@ public class Table
public string civName(int civId) { return civNameList[civId]; }
public string[] unitInfo(UnitData u, GiantType g = GiantType.None)//返回tile的名称用于bottomInfoUI
{
string[] ret = new string[2];
string[] ret = new string[3];
ret[0] = u.UnitType switch
{
UnitType.Warrior => "步兵",
@ -382,32 +416,50 @@ public class Table
ret[1] = ret[0] switch
{
"步兵" => "基础单位。拥有<冲刺>和<城防>技能。",
"轻骑兵" => "高机动性单位。拥有2移动力和<冲刺><城防><遁走>技能。",
"射手" => "远程单位拥有2射程和<冲刺><城防>技能。",
"盾兵" => "防御单位。拥有3防御力和<城防>技能。",
"重骑兵" => "强力机动单位。拥有3移动力3.5攻击力和<冲刺><连续杀敌>技能。",
"炮兵" => "强力远程单位。拥有3射程4攻击力和<城防>技能。无法反击。",
"剑士" => "强力综合单位。拥有3防御力3攻击力和<冲刺>技能。",
"步兵" => "基础单位。拥有<color=yellow>冲刺</color>和<color=yellow>城防</color>技能。",
"轻骑兵" => "高机动性单位。拥有2移动力和<color=yellow>冲刺</color><color=yellow>城防</color><color=yellow>遁走</color>技能。",
"射手" => "远程单位拥有2射程和<color=yellow>冲刺</color><color=yellow>城防</color>技能。",
"盾兵" => "防御单位。拥有3防御力和<color=yellow>城防</color>技能。",
"重骑兵" => "强力机动单位。拥有3移动力3.5攻击力和<color=yellow>冲刺</color><color=yellow>连续杀敌</color>技能。",
"炮兵" => "强力远程单位。拥有3射程4攻击力和<color=yellow>城防</color>技能。无法反击。",
"剑士" => "强力综合单位。拥有3防御力3攻击力和<color=yellow>冲刺</color>技能。",
"巨人" => "超强力综合单位。拥有40血量和4攻击力。",
"小船" => "基础海上单位。拥有2移动力无法攻击。",
"帆船" => "海上远程单位。拥有3移动力2射程和<巡洋><冲刺>技能。",
"冲锋艇" => "海上强力近战。拥有3移动力3攻击力3防御力和<冲刺>技能。",
"战舰" => "海上超强远程。拥有2移动力3.5攻击力3射程和<溅射>技能。无法反击。",
"芙兰朵露·斯卡雷特" => "<马>职阶伟人,破局者。拥有<四重存在>技能。",
"红美铃" => "<车>职阶伟人,狂战士。拥有<太极>技能。",
"帕秋莉·诺蕾姬" => "<相>职阶伟人,强大辅助。拥有<皇家烈焰>技能。",
"蕾米莉亚·斯卡雷特" => "<王>职阶伟人,铜墙铁壁。拥有<吸血盛宴>技能。",
"十六夜咲夜" => "<车>职阶伟人,超高机动性刺客,拥有<时间停止>技能。",
"帆船" => "海上远程单位。拥有3移动力2射程和<color=yellow>巡洋</color><color=yellow>冲刺</color>技能。",
"冲锋艇" => "海上强力近战。拥有3移动力3攻击力3防御力和<color=yellow>冲刺</color>技能。",
"战舰" => "海上超强远程。拥有2移动力3.5攻击力3射程和<color=yellow>溅射</color>技能。无法反击。",
"芙兰朵露·斯卡雷特" => "<color=yellow></color>职阶伟人,破局者。拥有<color=yellow>四重存在</color>技能。",
"红美铃" => "<color=yellow></color>职阶伟人,狂战士。拥有<color=yellow>太极</color>技能。",
"帕秋莉·诺蕾姬" => "<color=yellow></color>职阶伟人,强大辅助。拥有<color=yellow>皇家烈焰</color>技能。",
"蕾米莉亚·斯卡雷特" => "<color=yellow></color>职阶伟人,铜墙铁壁。拥有<color=yellow>吸血盛宴</color>技能。",
"十六夜咲夜" => "<color=yellow></color>职阶伟人,超高机动性刺客,拥有<color=yellow>时间停止</color>技能。",
_ => ""
};
ret[2] = ret[0] switch
{
"步兵" => "攻防兼备,最高性价比的基础单位。当没有别的选择的时候,就训练她们吧!",
"轻骑兵" => "移动力强,攻击后还能再次移动,非常灵活,但是也很脆弱!",
"射手" => "前期具备极大优势的远程单位,但是较为脆弱,好好利用站在树林时的额外防御吧!",
"盾兵" => "造价低廉而强大的防守单位。当你面对威胁时,就选择她吧!",
"重骑兵" => "击杀敌方后可继续杀敌。一人就能杀穿一整支脆皮军团。",
"炮兵" => "极远的射程,极高的攻击,暴力攻城或是后排防守,都是极好的选择。",
"剑士" => "六边形战士,高防御高攻击,如果配合道路的移动加成将会是无敌的存在。",
"巨人" => "超规格的强大单位,在防守中逆转战局或是进攻中势如破竹,她一定是绝对主角。",
"小船" => "海洋单位的基础,在没有考虑好升级什么舰种之前,不妨就保持这个状态吧。",
"帆船" => "极高的移动力2格视野与2格射程攻防兼备的帆船将令敌军头疼不已。",
"冲锋艇" => "极高的移动力,高防御高攻击,还可以直接登录陆地,是海洋攻城战的绝对主力。",
"战舰" => "极远的射程,极高的攻击,叠加恐怖的溅射伤害,战舰是后期海战的核心力量。",
"芙兰朵露·斯卡雷特" => "作为<color=yellow>马</color>职阶伟人,<color=yellow>四重存在</color>技能让芙兰朵露成为出乎意料的破局者。",
"红美铃" => "作为<color=yellow>车</color>职阶伟人,<color=yellow>太极</color>技能让美铃面对近战敌人展现出近乎辗轧的强大力量。",
"帕秋莉·诺蕾姬" => "作为<color=yellow>后</color>职阶伟人,<color=yellow>皇家烈焰</color>技能让帕秋莉成为最强火力。",
"蕾米莉亚·斯卡雷特" => "作为<color=yellow>王</color>职阶伟人,<color=yellow>吸血盛宴</color>技能让蕾米莉亚具备超强的续航守城能力。",
"十六夜咲夜" => "作为<color=yellow>相</color>职阶伟人,咲夜拥有非常强的机动性和连续杀敌能力。",
_ => ""
};
return ret;
}
//public string UnitTypeToName(UnitType unitType) { return TH1UnitTypeNameList[QueryUnitTypeToNo(unitType)]; }
public int QueryUnitTypeToNo(UnitType unitType)
{
@ -458,8 +510,9 @@ public class Table
}
public int QueryActionExp(CommonActionId actionId)
{
Debug.Log(ActionDataAssets.GetActionInfo(actionId, out var actionInfo));
Debug.Log(actionInfo.CityExp);
//Debug.Log();
ActionDataAssets.GetActionInfo(actionId, out var actionInfo);
//Debug.Log(actionInfo.CityExp);
return actionInfo.CityExp;
}
}

View File

@ -12,6 +12,7 @@ using UnityEngine;
using UnityEngine.EventSystems;
using RuntimeData;
using TMPro;
using Logic.Multilingual;
namespace Logic
{
@ -218,11 +219,15 @@ namespace Logic
hintRt.position = topRight + new Vector3(20f, 0f, 0f);
var actionId = target.GetComponent<ActionIdMono>()?.ActionId;
Table.Instance.ActionDataAssets.GetActionInfo(actionId,out var actionInfo);
if (!Table.Instance.ActionDataAssets.GetActionInfo(actionId, out var actionInfo))
return;
string actionNameFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(actionInfo.ActionName));
string actionDescFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(actionInfo.Desc)).Replace("\\n", "\n");
// 文本内容这里可以更细分比如根据按钮绑定的ActionId来取不同的文字
_main.UIManager.BottomInfoUI._hintWindow.transform.Find("Text").GetComponent<TextMeshProUGUI>().text
= actionInfo?.ActionName + " : " + actionInfo?.Desc.Replace("\\n", "\n");
= actionNameFinal + " : " + actionDescFinal;
_main.UIManager.BottomInfoUI._hintWindow.GetComponent<CanvasGroup>().alpha = 1;
}

View File

@ -30,7 +30,6 @@ namespace Logic.Multilingual
private void OnEnable()
{
if (Ban) return;
OnMultilingualChanged();

View File

@ -234,7 +234,6 @@ namespace Logic
return;
}
//转移小兵的编制,要在处理完城市和玩家所属关系后才能转移小兵编制,不然出局的玩家清理本城市小兵的时候会出错
if (!mapData.GetCityDataByUnitId(unitData.Id, out var oldCityData))
{

View File

@ -61,8 +61,11 @@ namespace Logic
private void RenderUpdateCityConnected()
{
_ROCityInfo.transform.Find("CityInfoCanvas")
.transform.Find("CityName").transform.Find("Connected").gameObject.SetActive(_cityData.IsConnectedCapital);
bool st = false;
//如果是己方的城市,才显示这个
if (_playerData.Id == _mapData.PlayerMap.SelfPlayerData.Id)
st = _cityData.IsConnectedCapital;
_ROCityInfo.transform.Find("CityInfoCanvas/CityName/Connected").gameObject.SetActive(st);
}
private void RenderUpdateCityCapital()
@ -74,10 +77,19 @@ namespace Logic
private void RenderUpdateCityGDP() //更新城市的GDP显示,一线打工的渲染函数
{
//如果不是己方的城市,不显示
if (_playerData.Id != _mapData.PlayerMap.SelfPlayerData.Id)
{
_ROCityInfo.transform.Find("CityInfoCanvas/CityName/Wealth").gameObject.SetActive(false);
_ROCityInfo.transform.Find("CityInfoCanvas/CityName/CircleBG").gameObject.SetActive(false);
return;
}
_ROCityInfo.transform.Find("CityInfoCanvas/CityName/Wealth").gameObject.SetActive(true);
_ROCityInfo.transform.Find("CityInfoCanvas/CityName/CircleBG").gameObject.SetActive(true);
//if (!map.player[map.renko].sight[map.city[cityId].cityCenter.x, map.city[cityId].cityCenter.y])
// return; //如果不在玩家视野就不更新具体的内容直接return
TextMeshProUGUI wealth = _ROCityInfo.transform
.Find("CityInfoCanvas").transform.Find("CityName").transform.Find("Wealth")
TextMeshProUGUI wealth = _ROCityInfo.transform.Find("CityInfoCanvas/CityName/Wealth")
.GetComponent<TextMeshProUGUI>();
wealth.text = Main.CityLogic.GetCityStarsPerTurn(_mapData,_cityData).ToString();
}
@ -90,9 +102,7 @@ namespace Logic
TextMeshProUGUI cityName = _ROCityInfo.transform
.Find("CityInfoCanvas").transform.Find("CityName").transform.Find("CityNameText")
.GetComponent<TextMeshProUGUI>();
_mapData.GetPlayerDataByCityId(_cityId, out var player);
Table.Instance.CivDataAssets.GetCityInfo(player.PlayerCivId,_cityData.Name,out var cityInfo);
Table.Instance.CivDataAssets.GetCityInfo(_cityData.Name,out var cityInfo);
MultilingualManager.Instance.SetUIText(cityName, cityInfo.CityName);
}
@ -104,6 +114,14 @@ namespace Logic
if (!_mapData.PlayerMap.SelfPlayerData.Sight.CheckIsInSight(_gridData.Id))
return;
//如果不是己方的城市,不显示
if (_playerData.Id != _mapData.PlayerMap.SelfPlayerData.Id)
{
_ROCityInfo.transform.Find("CityInfoCanvas/CityLevelBar").gameObject.SetActive(false);
return;
}
_ROCityInfo.transform.Find("CityInfoCanvas/CityLevelBar").gameObject.SetActive(true);
//第0part 更新基础信息,主要是cityname
RenderUpdateCityName();

View File

@ -81,6 +81,17 @@ namespace Logic
if(!_freeland)
_mapData.GetPlayerDataByCityId(_cityData.Id,out _playerData);
_ROGrid.transform.Find("Effect/Fire").gameObject.SetActive(false);
//判断是否着火
if (_mapData.GetCityDataByGid(_gridId,out var city) && _mapData.GetUnitDataByGid(_gridId,out var unit))
if (_mapData.GetPlayerDataByCityId(city.Id, out var player1) &&
_mapData.GetPlayerDataByUnitId(unit.Id, out var player2))
if(player1.Id != player2.Id)
_ROGrid.transform.Find("Effect/Fire").gameObject.SetActive(true);
//判断各自是否要bounce
if (needBounce)
{
if (isBounceDown)
@ -465,7 +476,7 @@ namespace Logic
var fogObj = _ROGrid.transform.Find("Effect").transform.Find("Fog").gameObject;
fogObj.SetActive(true);
var animancer = _ROGrid.transform.Find("Effect").transform.Find("Fog").GetComponent<AnimancerComponent>();
var animancer = _ROGrid.transform.Find("Effect/Fog").GetComponent<AnimancerComponent>();
if (FogEffectAnim != null)
{
_isPlayingFog = true;

View File

@ -310,7 +310,7 @@ namespace Logic
//更新高亮
RenderUpdateUnitGlow();
//更新攻击防御的显示
RenderUpdateAtkDfs();
//RenderUpdateAtkDfs();
//初拉单位和selfplayer的视野关系
RenderUpdateSelfPlayerSight();
//DebugRender

View File

@ -10,6 +10,7 @@ using UnityEngine.Tilemaps;
using TMPro; // 如果使用TextMeshPro
using RuntimeData;
using Logic.Multilingual;
using Unity.VisualScripting;
public class BottomInfoUI// : MonoBehaviour
{
@ -224,6 +225,10 @@ public class BottomInfoUI// : MonoBehaviour
//如果预览的是grid或者city
if (UIBottomInfoIsGrid && _main.MapData.GridMap.GetGridDataByGid(UIBottomInfoStatusObjectId,out var gridData))
{
//现获取对应的playerData
_main.MapData.GetPlayerDataByTerritoryGridId(UIBottomInfoStatusObjectId, out var player);
//如果是city
if (_main.MapData.GetCityDataByGid(gridData.Id, out var cityData))
{
GameObject clone =
@ -234,14 +239,62 @@ public class BottomInfoUI// : MonoBehaviour
_cityBaseInfo.SetActive(true);
_gridBaseInfo.SetActive(false);
_unitBaseInfo.SetActive(false);
_skillInfo.SetActive(false);
var param = new CommonActionParams(mapData:_mapData,playerData:_mapData.PlayerMap.SelfPlayerData,cityData:cityData,mainObjectType:MainObjectType.City);
HasAction = ActionLogicFactory.MainObjectCanShowAction(param,out ActionList);
_mapData.GetPlayerDataByCityId(cityData.Id, out var player);
Table.Instance.CivDataAssets.GetCityInfo(player.PlayerCivId,cityData.Name,out var cityInfo);
MultilingualManager.Instance.SetUIText(_cityTitle.GetComponent<TextMeshProUGUI>(),cityInfo.CityName);
Table.Instance.CivDataAssets.GetCityInfo(cityData.Name,out var cityInfo);
_cityTitle.GetComponent<TextMeshProUGUI>().text =
MultilingualManager.Instance.GetMultilingualText(uint.Parse(cityInfo.CityName)) + " Lv." + cityData.Level;
MultilingualManager.Instance.SetUIText(_cityDesc.GetComponent<TextMeshProUGUI>(),cityInfo.CityDescription);
//text1 城市所属
//如果是有主领土
Table.Instance.CivDataAssets.GetCivInfo(player.PlayerCivId, out var civInfo);
MultilingualManager.Instance.SetUIText(
_cityBaseInfo.transform.Find("DataInfo/Title1").GetComponent<TextMeshProUGUI>(), civInfo.CivName);
//如果是自己的城市
if (player.Id == _mapData.PlayerMap.SelfPlayerData.Id)
{
//text2 每回合收入
_cityBaseInfo.transform.Find("DataInfo/Title2").GetComponent<TextMeshProUGUI>().text = "+" + Main.CityLogic.GetCityStarsPerTurn(_mapData,cityData) + " 每回合";
//text3 人口情况
_cityBaseInfo.transform.Find("DataInfo/Title3").GetComponent<TextMeshProUGUI>().text = "人口 " + _mapData.GetUnitCount(cityData.Id) + "/" + cityData.Level;
//text4 征税所情况
int pp = 0;
if (cityData.Workshop) pp++;
pp += cityData.ParkCount;
_cityBaseInfo.transform.Find("DataInfo/Title4").GetComponent<TextMeshProUGUI>().text = "征税所 " + pp + " 个";
//text5 联通情况
if (cityData.IsCapital)
_cityBaseInfo.transform.Find("DataInfo/Title5").GetComponent<TextMeshProUGUI>().text = "首都城市";
else if (cityData.IsConnectedCapital)
_cityBaseInfo.transform.Find("DataInfo/Title5").GetComponent<TextMeshProUGUI>().text = "已联通首都贸易";
else
_cityBaseInfo.transform.Find("DataInfo/Title5").GetComponent<TextMeshProUGUI>().text = "未联通首都贸易";
//text6 奢侈品情况
_cityBaseInfo.transform.Find("DataInfo/Title6").GetComponent<TextMeshProUGUI>().text = "奢侈品 " + cityData.ParkCount + " 种";
_cityBaseInfo.transform.Find("AdviseInfo/Text").GetComponent<TextMeshProUGUI>().text = "获得城市经验提升城市等级后,就能提高人口上限并获得更多回合金币。";
}
//如果是敌方的城市
else
{
_cityBaseInfo.transform.Find("DataInfo/Title2").GetComponent<TextMeshProUGUI>().text = "-";
_cityBaseInfo.transform.Find("DataInfo/Title3").GetComponent<TextMeshProUGUI>().text = "-";
_cityBaseInfo.transform.Find("DataInfo/Title4").GetComponent<TextMeshProUGUI>().text = "-";
_cityBaseInfo.transform.Find("DataInfo/Title5").GetComponent<TextMeshProUGUI>().text = "-";
_cityBaseInfo.transform.Find("DataInfo/Title6").GetComponent<TextMeshProUGUI>().text = "-";
_cityBaseInfo.transform.Find("AdviseInfo/Text").GetComponent<TextMeshProUGUI>().text = "攻下敌方城市,将富庶之地纳入自己的领土吧!";
}
}
@ -253,16 +306,101 @@ public class BottomInfoUI// : MonoBehaviour
clone.transform.SetParent(_gridPreviewArea.transform);
clone.transform.localPosition = new Vector3(0,15,0);
clone.transform.Find("SelectHighlight").gameObject.SetActive(false);
_cityBaseInfo.SetActive(false);
_gridBaseInfo.SetActive(true);
_unitBaseInfo.SetActive(false);
_skillInfo.SetActive(false);
var param = new CommonActionParams(mapData:_mapData,_mapData.PlayerMap.SelfPlayerData,gridData:gridData,mainObjectType:MainObjectType.Grid);
HasAction = ActionLogicFactory.MainObjectCanShowAction(param,out ActionList);
string[] showText = Table.Instance.tileInfo(gridData);
_gridTitle.GetComponent<TextMeshProUGUI>().text = showText[0];
_gridDesc.GetComponent<TextMeshProUGUI>().text = showText[1];
}
_gridBaseInfo.transform.Find("AdviseInfo/Text").GetComponent<TextMeshProUGUI>().text = showText[2];
foreach(var a in ActionList)
Debug.Log(a.ActionId.ActionType);
//text1 城市
//如果是有主领土
if (player != null)
{
Table.Instance.CivDataAssets.GetCivInfo(player.PlayerCivId, out var civInfo);
MultilingualManager.Instance.SetUIText(
_gridBaseInfo.transform.Find("DataInfo/Title1").GetComponent<TextMeshProUGUI>(), civInfo.CivName);
}
//如果是无主领土
else
_gridBaseInfo.transform.Find("DataInfo/Title1").GetComponent<TextMeshProUGUI>().text = "-";
//text2 地貌
_gridBaseInfo.transform.Find("DataInfo/Title2").GetComponent<TextMeshProUGUI>().text =
gridData.Terrain switch
{
TerrainType.Land => "陆地",
TerrainType.ShallowSea => "浅海",
TerrainType.DeepSea => "深海",
_ => "外太空"
};
if(gridData.Feature == TerrainFeature.Mountain)
_gridBaseInfo.transform.Find("DataInfo/Title2").GetComponent<TextMeshProUGUI>().text +=
",山脉";
if(gridData.Feature == TerrainFeature.Road)
_gridBaseInfo.transform.Find("DataInfo/Title2").GetComponent<TextMeshProUGUI>().text +=
",道路";
if(gridData.Vegetation == Vegetation.Trees)
_gridBaseInfo.transform.Find("DataInfo/Title2").GetComponent<TextMeshProUGUI>().text +=
",树林";
//text3 建筑
//奇观要特殊处理
if (gridData.Resource == ResourceType.Wonder)
{
string wonderName = Table.Instance.GridAndResourceDataAssets.GetWonderName(gridData.Wonder,player);
MultilingualManager.Instance.SetUIText(_gridBaseInfo.transform.Find("DataInfo/Title3").GetComponent<TextMeshProUGUI>(), wonderName);
_gridTitle.GetComponent<TextMeshProUGUI>().text = _gridBaseInfo.transform.Find("DataInfo/Title3").GetComponent<TextMeshProUGUI>().text;
_gridDesc.GetComponent<TextMeshProUGUI>().text = "这是一座凝聚智慧与信仰、跨越时空与文明的奇迹之作。";
}
else
{
Debug.Log(Table.Instance.GridAndResourceDataAssets.GetResourceName(gridData.Resource));
MultilingualManager.Instance.SetUIText(_gridBaseInfo.transform.Find("DataInfo/Title3").GetComponent<TextMeshProUGUI>(),
Table.Instance.GridAndResourceDataAssets.GetResourceName(gridData.Resource));
}
Debug.Log(gridData.Resource);
//处理有level的建筑
if (gridData.Resource == ResourceType.Windmill
|| gridData.Resource == ResourceType.Sawmill
|| gridData.Resource == ResourceType.Forge
|| gridData.Resource == ResourceType.Market
|| gridData.Resource == ResourceType.Temple
|| gridData.Resource == ResourceType.ForestTemple
|| gridData.Resource == ResourceType.WaterTemple
||gridData.Resource == ResourceType.MountainTemple)
{
_gridBaseInfo.transform.Find("DataInfo/Title3").GetComponent<TextMeshProUGUI>().text += " Lv." + gridData.buildingLevel + "/8";
_gridTitle.GetComponent<TextMeshProUGUI>().text += " Lv." + gridData.buildingLevel + "/8";
}
//text4 资源
_gridBaseInfo.transform.Find("DataInfo/Title4").GetComponent<TextMeshProUGUI>().text =
gridData.Resource switch
{
ResourceType.Fish => "渔产",
ResourceType.Starfish => "鲸鱼",
ResourceType.Animal => "动物",
ResourceType.Fruit => "蔬果",
ResourceType.Metal => "矿产",
ResourceType.Crop => "庄稼",
_ => "-"
};
}
_actionInfo.SetActive(HasAction);
if(HasAction)
GenerateActionOption();
@ -281,8 +419,14 @@ public class BottomInfoUI// : MonoBehaviour
clone.transform.Find("SelectHighlight").gameObject.SetActive(false);
clone.transform.Find("Defense").gameObject.SetActive(false);
clone.transform.Find("SuperDefense").gameObject.SetActive(false);
_cityBaseInfo.SetActive(false);
_gridBaseInfo.SetActive(false);
_unitBaseInfo.SetActive(true);
_skillInfo.SetActive(true);
var param = new CommonActionParams(mapData:_mapData,playerData:_mapData.PlayerMap.SelfPlayerData,unitData:unitData,mainObjectType:MainObjectType.Unit);
HasAction = ActionLogicFactory.MainObjectCanShowAction(param, out ActionList);
_actionInfo.SetActive(HasAction);
if(HasAction)
GenerateActionOption();
@ -294,6 +438,15 @@ public class BottomInfoUI// : MonoBehaviour
showText[0] += " " + unitData.Exp + "/3";
_unitTitle.GetComponent<TextMeshProUGUI>().text = showText[0];
_unitDesc.GetComponent<TextMeshProUGUI>().text = showText[1];
_unitBaseInfo.transform.Find("AdviseInfo/Text").GetComponent<TextMeshProUGUI>().text = showText[2];
_unitBaseInfo.transform.Find("DataInfo/Title1").GetComponent<TextMeshProUGUI>().text = unitData.Health + "/" + unitData.GetMaxHealth();
_unitBaseInfo.transform.Find("DataInfo/Title2").GetComponent<TextMeshProUGUI>().text = unitData.GetAttackShowString(_mapData);
_unitBaseInfo.transform.Find("DataInfo/Title3").GetComponent<TextMeshProUGUI>().text = unitData.GetDefenseShowString(_mapData);
_unitBaseInfo.transform.Find("DataInfo/Title4").GetComponent<TextMeshProUGUI>().text = " " + unitData.Exp + "/3";
_unitBaseInfo.transform.Find("DataInfo/Title5").GetComponent<TextMeshProUGUI>().text = unitData.GetMoveRange().ToString();
_unitBaseInfo.transform.Find("DataInfo/Title6").GetComponent<TextMeshProUGUI>().text = unitData.GetAttackRange().ToString();
}
//更新Debug模块的显示
@ -316,7 +469,10 @@ public class BottomInfoUI// : MonoBehaviour
//处理一个action被点击后的情况
public void ActionAreaClicked(GameObject clickedItem)
{
CommonActionId fakeActionId = clickedItem.GetComponent<ActionIdMono>().ActionId;
Debug.Log(fakeActionId.ActionType);
Debug.Log(fakeActionId.UnitActionType);
//如果钱不够,退出
if (Table.Instance.QueryActionCost(fakeActionId) > _main.MapData.PlayerMap.SelfPlayerData.PlayerWealth)
return;
@ -347,7 +503,6 @@ public class BottomInfoUI// : MonoBehaviour
CommonActionParams actionParams = new CommonActionParams(_mapData,
_main.MapData.PlayerMap.SelfPlayerData,unitData,cityData,gridData,null,mainObjectType);
//Debug.Log($"{actionId.ActionType},{actionId.WonderType},{actionId.ResourceType},{actionId.FeatureType},{actionId.UnitType},{actionId.Vegetation}");
//如果成功执行,隐藏当前面板
if (ActionLogicFactory.GetActionLogic(fakeActionId).Execute(actionParams))
@ -422,6 +577,8 @@ public class BottomInfoUI// : MonoBehaviour
//如果是unit的action
else
{
starImage.gameObject.SetActive(false);
textUIComponent.gameObject.SetActive(false);
//如果是变形为其他type的单位
if (tActionId.ResourceType !=ResourceType.None)
{
@ -433,6 +590,7 @@ public class BottomInfoUI// : MonoBehaviour
backImage.sprite = ActionBGExpensive;
}
}
}
}

View File

@ -6,6 +6,7 @@ using RuntimeData;
using UnityEngine.UI;
using System.Collections.Generic;
using Logic.Multilingual;
using UnityEngine.Tilemaps;
// 数据结构
public struct CenterMessageData
@ -81,13 +82,19 @@ public class CenterMessageUI
{
if(!Table.Instance.GridAndResourceDataAssets.GetWonderInfoByType(info.WonderType,playerData,out var c))
return;
string nameFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(c.Name));
string messageFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(info.Message));
string titleFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(info.Title));
messageFinal = messageFinal.Replace("{name}", nameFinal);
// 新建一条消息,加入队列
CenterMessageData data = new CenterMessageData
{
HasChat = false,
Title = info.Title,
Message = info.Message.Replace("{name}", c.Name),
Title = titleFinal,
Message = messageFinal,
Type = "临时",
Sprite = c.Sprite
};
@ -99,17 +106,19 @@ public class CenterMessageUI
return;
Table.Instance.PlayerDataAssets.GetPlayerInfo(playerData, out var info2);
ROCenterMessageUI.transform.Find("ChatArea/Mask/RightName").GetComponent<TextMeshProUGUI>().text = info2.LeaderName;
MultilingualManager.Instance.SetUIText(ROCenterMessageUI.transform.Find("ChatArea/Mask/RightName").GetComponent<TextMeshProUGUI>(),info2.LeaderName);
ROCenterMessageUI.transform.Find("ChatArea/Mask/RightChar").GetComponent<Image>().sprite = info2.LeaderIllustration;
ROCenterMessageUI.transform.Find("SoloChat/Mask/RightChar").GetComponent<Image>().sprite = info2.LeaderIllustration;
string messageFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(info.Message));
string titleFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(info.Title));
// 新建一条消息,加入队列
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType.Giant,GiantType.EgyptianRemilia,out var remilia);
CenterMessageData data = new CenterMessageData
{
HasChat = false,
Title = info.Title,
Message = info.Message,
Title = titleFinal,
Message = messageFinal,
Type = "临时",
Sprite = remilia.Sprite
};
@ -119,12 +128,17 @@ public class CenterMessageUI
{
if (!Table.Instance.PlayerDataAssets.GetPlayerInfo(playerData, out var playerInfo))
return;
string civNameFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(playerInfo.CivName));
string messageFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(info.Message));
messageFinal = messageFinal.Replace("{name}", civNameFinal);
string titleFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(info.Title));
// 新建一条消息,加入队列
CenterMessageData data = new CenterMessageData
{
HasChat = false,
Title = info.Title,
Message = info.Message.Replace("{name}",playerInfo.CivName),
Title = titleFinal,
Message = messageFinal,
Type = "临时",
Sprite = playerInfo.LeaderIllustration
};
@ -151,17 +165,27 @@ public class CenterMessageUI
return;
if (!Table.Instance.PlayerDataAssets.GetPlayerInfo(player, out var playerInfo))
return;
string forceNameFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(playerInfo.ForceName));
string leaderNameFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(playerInfo.LeaderName));
string civNameFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(playerInfo.CivName));
string messagFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(info.Message));
string titleFinal = MultilingualManager.Instance.GetMultilingualText(uint.Parse(info.Title));
messagFinal = messagFinal.Replace("{money}", cost.ToString())
.Replace("{civName}", civNameFinal)
.Replace("{forceName}", forceNameFinal)
.Replace("{leaderName}", leaderNameFinal);
titleFinal = titleFinal.Replace("{civName}", civNameFinal)
.Replace("{forceName}",forceNameFinal);
// 新建一条消息,加入队列
CenterMessageData data = new CenterMessageData
{
HasChat = true,
Title = info.Title.Replace("{civName}", playerInfo.CivName)
.Replace("{forceName}",playerInfo.ForceName),
Message = info.Message.Replace("{money}", cost.ToString())
.Replace("{civName}", playerInfo.CivName)
.Replace("{forceName}",playerInfo.ForceName)
.Replace("{leaderName}",playerInfo.LeaderName),
Title = titleFinal,
Message = messagFinal,
Type = "临时",
Sprite = sprite,
ChatSprite = playerInfo.LeaderIllustration,
@ -186,7 +210,7 @@ public class CenterMessageUI
// 更新内容
var titleText = ROCenterMessageUI.transform.Find("Title").GetComponent<TextMeshProUGUI>();
MultilingualManager.Instance.SetUIText(titleText, data.Title);
titleText.text = data.Title;
var messageText = ROCenterMessageUI.transform.Find("HorizontalArea").transform.Find("Message").GetComponent<TextMeshProUGUI>();
messageText.text = data.Message;
@ -198,7 +222,7 @@ public class CenterMessageUI
if (data.HasChat)
{
ROCenterMessageUI.transform.Find("ChatArea/Mask/LeftChar").GetComponent<Image>().sprite = data.ChatSprite;
ROCenterMessageUI.transform.Find("ChatArea/Mask/LeftName").GetComponent<TextMeshProUGUI>().text = data.ChatName;
MultilingualManager.Instance.SetUIText(ROCenterMessageUI.transform.Find("ChatArea/Mask/LeftName").GetComponent<TextMeshProUGUI>(),data.ChatName);
ROCenterMessageUI.transform.Find("ChatArea").gameObject.SetActive(true);
ROCenterMessageUI.transform.Find("SoloChat").gameObject.SetActive(false);
}

View File

@ -76,7 +76,7 @@ public class ChooseUI
if (!int.TryParse(mapSizeS.Substring(10), out int mapSize))
mapSize = 18;
if (!int.TryParse(playerCountS.Substring(12), out int playerCount))
playerCount = 18;
playerCount = 8;
NeedShow = false;

View File

@ -35,9 +35,9 @@ public class ToggleButtonGroupController : MonoBehaviour
}
}
// 默认选中一个
// 默认选中最后一个
if (buttons.Count > 0)
OnButtonClicked(buttons[0]);
OnButtonClicked(buttons[buttons.Count - 1]);
}
private void OnButtonClicked(Button clickedButton)

View File

@ -1,6 +1,7 @@
using UnityEngine;
using Logic;
using RuntimeData;
using TMPro;
using Unity.VisualScripting;
using UnityEngine.UI;
@ -29,8 +30,14 @@ public class LoseUI
return;
if (_mapData == null)
return;
if(_mapData.PlayerMap.CheckSelfLose())
if (_mapData.PlayerMap.CheckSelfLose())
{
ROLoseUI.gameObject.SetActive(true);
ROLoseUI.transform.Find("MsgList/Row1/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.GetCityCount(_mapData.PlayerMap.SelfPlayerData.Id).ToString();
ROLoseUI.transform.Find("MsgList/Row2/Head1/Text").GetComponent<TextMeshProUGUI>().text = "0";
ROLoseUI.transform.Find("MsgList/Row3/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
}
// 如果需要处理每帧逻辑,例如动画或显示控制,可在此添加
}

View File

@ -180,6 +180,7 @@ public class TechTreeUI
_techNoChooseCost = (_main.MapData.GetCityCount(selfPlayer.Id) * techInfo.CostLevel + 4);
TextMeshProUGUI title = ROTechCheckPanel.transform.Find("Title").GetComponent<TextMeshProUGUI>();
TextMeshProUGUI cost = ROTechCheckPanel.transform.Find("Title").transform.Find("costNumber").GetComponent<TextMeshProUGUI>();
cost.text = _techNoChooseCost.ToString();
MultilingualManager.Instance.SetUIText(title, techInfo.TechName);
//title.text = techInfo.TechName;
@ -204,7 +205,7 @@ public class TechTreeUI
img.sprite = actionInfo.Icon;
//Resources.Load<Sprite>(Table.Instance.QueryTechImageSrc(techNo, i, selfPlayer.PlayerForceId,selfPlayer.PlayerCivId));
TextMeshProUGUI txt = child.Find("Text").GetComponent<TextMeshProUGUI>();
txt.text = actionInfo.ActionName;
MultilingualManager.Instance.SetUIText(txt, actionInfo.ActionName);
}
for(int i = itemsCount; i< 3; i++)

View File

@ -0,0 +1,53 @@
using UnityEngine;
using TMPro;
using Animancer;
using Logic;
using RuntimeData;
using UnityEngine.UI;
using System.Collections.Generic;
public class TimeEndUI
{
private Main _main;
private MapData _mapData;
public GameObject ROTimeEndUI;
public Button ReturnButton;
public TimeEndUI(Main main, MapData mapData)
{
_main = main;
_mapData = mapData;
ROTimeEndUI = _main.UIManager.ROUIManager.transform.Find("TimeEndPanel").gameObject;
ROTimeEndUI.gameObject.SetActive(false);
ReturnButton = ROTimeEndUI.transform.Find("MsgList/Row4/Button").GetComponent<Button>(); // ← 新增按钮
ReturnButton.onClick.AddListener(OnReturnClicked); // ← 新增点击监听
}
public void Update()
{
if (ROTimeEndUI.activeSelf)
return;
if (_mapData == null)
return;
if (_mapData.PlayerMap.CheckTimeEnd())
{
ROTimeEndUI.gameObject.SetActive(true);
int ans = 1;
foreach(var player in _mapData.PlayerMap.PlayerDataList)
if (player.Id != _mapData.PlayerMap.SelfPlayerId
&& player.PlayerScore > _mapData.PlayerMap.SelfPlayerData.PlayerScore)
ans++;
ROTimeEndUI.transform.Find("MsgList/Row0/Text").GetComponent<TextMeshProUGUI>().text = $"恭喜您取得信仰分第{ans}名!";
ROTimeEndUI.transform.Find("MsgList/Row1/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.GetCityCount(_mapData.PlayerMap.SelfPlayerData.Id).ToString();
ROTimeEndUI.transform.Find("MsgList/Row2/Head1/Text").GetComponent<TextMeshProUGUI>().text = "0";
ROTimeEndUI.transform.Find("MsgList/Row3/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
}
}
public void OnReturnClicked()
{
_main.GameLogic.ChangeState(GameState.Finished);
ROTimeEndUI.gameObject.SetActive(false);
_main.UIManager.GameUI.ShowMainUIManager();
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c004caa0bec76214c86ca9aabe2a89b5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -26,6 +26,7 @@ public class UIManager
public SettingUI SettingUI;
public WinUI WinUI;
public LoseUI LoseUI;
public TimeEndUI TimeEndUI;
public MessageUI MessageUI;
public RankingUI RankingUI;
@ -61,6 +62,7 @@ public class UIManager
_mapData = mapData;
WinUI = new WinUI(_main, _mapData);
LoseUI = new LoseUI(_main, _mapData);
TimeEndUI = new TimeEndUI(_main, _mapData);
MessageUI = new MessageUI(_main, _mapData);
RankingUI = new RankingUI(_main, _mapData);
TopBarUI = new TopBarUI(_main,_mapData);
@ -86,6 +88,7 @@ public class UIManager
TopBarUI.Update();
WinUI.Update();
LoseUI.Update();
TimeEndUI.Update();
MessageUI.Update();
RankingUI.Update();
}

View File

@ -28,8 +28,14 @@ public class WinUI
return;
if (_mapData == null)
return;
if(_mapData.PlayerMap.CheckSelfWin())
if (_mapData.PlayerMap.CheckSelfWin())
{
ROWinUI.transform.Find("MsgList/Row1/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.GetCityCount(_mapData.PlayerMap.SelfPlayerData.Id).ToString();
ROWinUI.transform.Find("MsgList/Row2/Head1/Text").GetComponent<TextMeshProUGUI>().text = "0";
ROWinUI.transform.Find("MsgList/Row3/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
ROWinUI.gameObject.SetActive(true);
}
// 如果没有正在显示,并且有排队的消息,就开始显示
}

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