This commit is contained in:
wuwenbo 2025-08-26 19:31:45 +08:00
commit 2df4bc6b9c
31 changed files with 6047 additions and 91 deletions

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View File

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View File

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@ -0,0 +1,7 @@
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View File

@ -273,6 +273,7 @@ MonoBehaviour:
GridMiscActionType: 0
SkillType: 0
TechType: 0
PlayerActionType: 0
TextData:
ActionType: 0
WonderType: 0
@ -288,6 +289,7 @@ MonoBehaviour:
GridMiscActionType: 0
SkillType: 0
TechType: 0
PlayerActionType: 0
UnitType: 0
GiantType: 0
UnitLevel: 0

File diff suppressed because it is too large Load Diff

View File

@ -12,6 +12,7 @@ public class DiplomacyDataAssets : ScriptableObject
[MultilingualField] public string NoMeetText;
public List<DiplomacyStateInfo> DiplomacyStateInfoList;
public List<FeelingStateInfo> FeelingStateInfoList;
public List<FeelingStrategyInfo> FeelingStrategyInfoList;
public bool GetStateInfo(DiplomacyState state,out DiplomacyStateInfo info)
{
@ -38,6 +39,18 @@ public class DiplomacyDataAssets : ScriptableObject
return false;
}
public bool GetFeelingStragegyInfo(FeelingStrategy feelingStrategy,out FeelingStrategyInfo info)
{
foreach(var t in FeelingStrategyInfoList)
if (feelingStrategy == t.FeelingStrategy)
{
info = t;
return true;
}
info = null;
return false;
}
}
[Serializable]
@ -55,4 +68,13 @@ public class FeelingStateInfo
public FeelingState FeelingState;
[MultilingualField] public string feelingText;
public Color feelingColor;
}
[Serializable]
public class FeelingStrategyInfo
{
public FeelingStrategy FeelingStrategy;
[MultilingualField] public string FeelingStrategyTitle;
[MultilingualField] public string FeelingStrategyDesc;
public Color FeelingStrategyColor;
}

View File

@ -39,6 +39,15 @@ namespace Logic.Action
UnitAttack,
PlayerAction
}
public enum ActionShowState
{
None,
Available,
Unavailable,
Expensive,
Finished
}
// 通用行为参数类
public class CommonActionParams
@ -785,6 +794,8 @@ namespace Logic.Action
public abstract bool CheckCan(CommonActionParams actionParams);
public abstract bool CheckShow(CommonActionParams actionParams);
public abstract ActionShowState CheckShowState(CommonActionParams actionParams);
public void TH1Debug()
{
Debug.Log($"{_actionId.ActionType} : {_actionId.ResourceType}/{_actionId.UnitType}/{_actionId.WonderType}");
@ -902,6 +913,8 @@ namespace Logic.Action
return CheckCan(actionParam);
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;
@ -1021,6 +1034,7 @@ namespace Logic.Action
return _actionId.ResourceType == actionParam.GridData.Resource;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;
@ -1179,6 +1193,7 @@ namespace Logic.Action
return false;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;
@ -1220,6 +1235,7 @@ namespace Logic.Action
return false;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool CameraControl(CommonActionParams actionParams)
{
var main = GameObject.Find("Main").GetComponent<Main>();
@ -1273,7 +1289,7 @@ namespace Logic.Action
{
return false;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool CameraControl(CommonActionParams actionParams)
{
var main = GameObject.Find("Main").GetComponent<Main>();
@ -1323,7 +1339,7 @@ namespace Logic.Action
{
return false;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;
@ -1355,7 +1371,7 @@ namespace Logic.Action
{
return false;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;
@ -1419,7 +1435,7 @@ namespace Logic.Action
{
return false;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;

View File

@ -560,6 +560,7 @@ namespace Logic.Action
return true;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;

View File

@ -291,7 +291,7 @@ namespace Logic.Action
{
return CheckCan(actionParams);
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;

View File

@ -12,8 +12,10 @@ using System.Collections.Generic;
using System.Linq;
using Logic.Action;
using RuntimeData;
using TH1_Core.Managers;
using TH1_Logic.Core;
using TH1Renderer;
using Unity.VisualScripting.Antlr3.Runtime.Tree;
using UnityEngine;
@ -41,9 +43,70 @@ namespace TH1_Logic.Action
public override bool Execute(CommonActionParams actionParams, bool isMoment)
{
//鲁棒性判断
bool ret = false;
return ret;
//Step #1 鲁棒性判断
if (actionParams.PlayerData == null) return false;
if (actionParams.MainObjectType != MainObjectType.Player) return false;
if (actionParams.TargetPlayerData == null) return false;
if (!CheckCan(actionParams)) return false;
MapData map = actionParams.MapData;
PlayerData player = actionParams.PlayerData;
PlayerData targetPlayer = actionParams.TargetPlayerData;
if (!map.GetCapitalCityDataByPlayerId(actionParams.TargetPlayerData.Id, out var city)) return false;
if (!map.GetGridDataByCityId(city.Id, out var grid)) return false;
actionParams.PlayerData.DiplomacyData.GetCountryDiplomacyInfo(actionParams.TargetPlayerData.Id, out var dipInfo);
actionParams.TargetPlayerData.DiplomacyData.GetCountryDiplomacyInfo(actionParams.PlayerData.Id,out var dipInfo2);
//Step #2 处理大使馆
if (_actionId.PlayerActionType == PlayerActionType.Embassy)
{
//Step #1建立大使馆,并更新对应城市的视觉
dipInfo.IsEmbassy = true;
city.CityInfoRenderMark = true;
//Step #2 更新大使馆周围一格的视野,会自动处理视觉部分
var gidList = map.GridMap.GetAroundGridIdList(1,grid);
Main.PlayerLogic.UpdateSight(map,player,gidList);
//step #3 扣钱
player.PlayerWealth -= GetCost();
return true;
}
//Step #3 处理申请结盟
if (_actionId.PlayerActionType == PlayerActionType.OfferAlly)
{
//Step #1 让对方收到我方邮件
dipInfo2.IsLeagueRequest = true;
return true;
}
//Step #4 处理refuse结盟
if (_actionId.PlayerActionType == PlayerActionType.RefuseAlly)
{
//Step #1 关闭对方的结盟请求标记
dipInfo2.IsLeagueRequest = false;
//Step #2 如果target是真map真人玩家 弹出一个presentationUI 提示,明确拒绝对方
if (map == Main.MapData && targetPlayer.Id == map.PlayerMap.SelfPlayerId)
{
//var announcement = new ShowUIAnnounceMajorEvent { EventType = UIAnnounceMajorEventType.WonderStart,Param1 = (int)wonder };
//EventManager.Publish(announcement);
}
return true;
}
//Step #5 处理break结盟
if (_actionId.PlayerActionType == PlayerActionType.BreakAlly)
{
//Step #1 设置我对对方的外交状态为背盟
dipInfo.DiplomacyState = DiplomacyState.LeagueRupture;
//Step #2 如果target是真map真人玩家 弹出一个presentationUI 提示,明确背叛对方
if (map == Main.MapData && targetPlayer.Id == map.PlayerMap.SelfPlayerId)
{
//var announcement = new ShowUIAnnounceMajorEvent { EventType = UIAnnounceMajorEventType.WonderStart,Param1 = (int)wonder };
//EventManager.Publish(announcement);
}
return true;
}
return false;
}
public override bool CheckCan(CommonActionParams actionParams)
@ -91,7 +154,7 @@ namespace TH1_Logic.Action
return true;
}
//Step #6 判断能否refuse结盟
if (_actionId.PlayerActionType == PlayerActionType.OfferAlly)
if (_actionId.PlayerActionType == PlayerActionType.RefuseAlly)
{
actionParams.PlayerData.DiplomacyData.GetCountryDiplomacyInfo(actionParams.TargetPlayerData.Id, out var dipInfo);
//如果刚解除结盟或者已经结盟 return
@ -106,7 +169,7 @@ namespace TH1_Logic.Action
}
//Step #7 判断能否break结盟
if (_actionId.PlayerActionType == PlayerActionType.OfferAlly)
if (_actionId.PlayerActionType == PlayerActionType.BreakAlly)
{
actionParams.PlayerData.DiplomacyData.GetCountryDiplomacyInfo(actionParams.TargetPlayerData.Id, out var dipInfo);
//如果没有结盟 return
@ -121,7 +184,72 @@ namespace TH1_Logic.Action
}
public override bool CheckShow(CommonActionParams actionParams)
{
return false;
//Step #1 鲁棒性判断
if (actionParams.PlayerData == null) return false;
if (actionParams.MainObjectType != MainObjectType.Player) return false;
if (actionParams.TargetPlayerData == null) return false;
actionParams.PlayerData.DiplomacyData.GetCountryDiplomacyInfo(actionParams.TargetPlayerData.Id, out var dipInfo);
//Step #2 如果与对方已经结盟,不能显示结盟按钮
if(dipInfo.DiplomacyState == DiplomacyState.League && _actionId.PlayerActionType == PlayerActionType.OfferAlly) return false;
//Step #2 如果未与结盟,不能显示接触结盟按钮
if(dipInfo.DiplomacyState != DiplomacyState.League && _actionId.PlayerActionType == PlayerActionType.BreakAlly) return false;
return true;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams)
{
//Step #1 鲁棒性判断
if (actionParams.PlayerData == null) return ActionShowState.None;
if (actionParams.MainObjectType != MainObjectType.Player) return ActionShowState.None;
if (actionParams.TargetPlayerData == null) return ActionShowState.None;
MapData map = actionParams.MapData;
PlayerData player = actionParams.PlayerData;
PlayerData targetPlayer = actionParams.TargetPlayerData;
if (!map.GetCapitalCityDataByPlayerId(actionParams.TargetPlayerData.Id, out var city)) return ActionShowState.None;
if (!map.GetGridDataByCityId(city.Id, out var grid)) return ActionShowState.None;
actionParams.PlayerData.DiplomacyData.GetCountryDiplomacyInfo(actionParams.TargetPlayerData.Id, out var dipInfo);
actionParams.TargetPlayerData.DiplomacyData.GetCountryDiplomacyInfo(actionParams.PlayerData.Id,out var dipInfo2);
//Step #2 计算结盟按钮的情况
if (_actionId.PlayerActionType == PlayerActionType.OfferAlly)
{
//如果没有科技
if (!actionParams.PlayerData.TechTree.CheckActionCan(_actionId))
return ActionShowState.Unavailable;
//如果已经发送过,还没被回应
if(dipInfo2.IsLeagueRequest) return ActionShowState.Unavailable;
//如果已经结盟
if (dipInfo.DiplomacyState == DiplomacyState.League) return ActionShowState.Finished;
//其他情况一律是available
return ActionShowState.Available;
}
//Step #3 计算breakAlly按钮的情况
if (_actionId.PlayerActionType == PlayerActionType.OfferAlly)
{
return ActionShowState.Available;
}
//Step #4 计算embassy按钮的情况
if (_actionId.PlayerActionType == PlayerActionType.OfferAlly)
{
//如果没有科技
if (!actionParams.PlayerData.TechTree.CheckActionCan(_actionId))
return ActionShowState.Unavailable;
//如果对方已经丢失原始首都
if (!map.GetCapitalCityDataByPlayerId(targetPlayer.Id, out var targetCapital)) return ActionShowState.None;
if (!Main.CityLogic.CheckCradleCapital(map, targetPlayer, targetCapital)) return ActionShowState.Unavailable;
if(dipInfo2.IsLeagueRequest) return ActionShowState.Unavailable;
//如果钱不够
if (player.PlayerWealth < GetCost()) return ActionShowState.Expensive;
//其他情况一律是available
return ActionShowState.Available;
}
return ActionShowState.None;
}
public override bool ExecuteViewBefore(CommonActionParams actionParams)

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@ -328,7 +328,7 @@ namespace Logic.Action
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;

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@ -610,7 +610,7 @@ namespace Logic.Action
return false;
}
public override ActionShowState CheckShowState(CommonActionParams actionParams) { return ActionShowState.None; }
public override bool ExecuteViewBefore(CommonActionParams actionParams)
{
return false;

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@ -846,10 +846,9 @@ namespace Logic
if (gridData.Resource == ResourceType.Tower)
{
if (playerData.Id == mapData.PlayerMap.SelfPlayerData.Id)
//如果是真map真人玩家播放动画
if (mapData == Main.MapData && playerData.Id == mapData.PlayerMap.SelfPlayerData.Id)
{
//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>();
var v1 = Table.Instance.GridToWorld(gridData);
mapData.GetGridDataByCityId(city.Id, out var g2);
var v2 = Table.Instance.GridToWorld(g2);

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@ -21,7 +21,7 @@ namespace TH1_UI.HintUI
[Tooltip("hinttext数据来源")]
public HintDataProvider DataProvider;
#region --- Unity UI Event System Callbacks ---
#region --- Unity UI Event System Callbacks ---
public void OnPointerEnter(PointerEventData eventData)
{

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@ -5,8 +5,10 @@ using Logic.Multilingual;
using RuntimeData;
using TH1_Core.Events;
using TH1_Logic.Core;
using TH1_UI.HintUI;
using TH1Resource;
using TMPro;
using UI.HintUI;
using UnityEngine;
using UnityEngine.UI;
@ -24,11 +26,13 @@ namespace TH1_UI.View.Info
public TextMeshProUGUI RelationText;
public GameObject RelationBar;
public RectTransform RelationHandle;
public HintTrigger RelationHintText;
public GameObject BubbleChat;
public TextMeshProUGUI BubbleChatText;
public Button AllyButton;
public Transform AllyButton;
public Transform EmbassyButton;
public Transform BreakAllyButton;
public ViDelegateAssisstant.Dele OnBtnCloseClick;
@ -85,7 +89,20 @@ namespace TH1_UI.View.Info
RelationText.color = feelingInfo.feelingColor;
RelationHandle.anchoredPosition = new Vector2(Mathf.Lerp(-330f, -30f, dipInfo.FeelingValue/100f),RelationHandle.anchoredPosition.y);
}
var text = "<color=yellow>对方认为您:</color><br>";
foreach (var op in dipInfo.FeelingStrategyList)
{
if (!Table.Instance.DiplomacyDataAssets.GetFeelingStragegyInfo(op, out var stgInfo)) continue;
text += $"<color=#{ColorUtility.ToHtmlStringRGB(stgInfo.FeelingStrategyColor)}>";
text += MultilingualManager.Instance.GetMultilingualText(uint.Parse(stgInfo.FeelingStrategyTitle));
text += "</color>:";
text += MultilingualManager.Instance.GetMultilingualText(uint.Parse(stgInfo.FeelingStrategyDesc));
text += "<br>";
}
RelationHintText.DataProvider.Text = text;
}
//step #4 设置Action List