Merge branch 'main' of http://10.27.16.144:3000/kawagiri/TH1 into main
This commit is contained in:
commit
5b44a49996
@ -86206,7 +86206,7 @@ MonoBehaviour:
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AIMoreMoney: 0
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LandThreshold: 0.3
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AnimationSpeed: 1
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DebugMode: 1
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DebugMode: 0
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DebugHideCenterMessage: 0
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cityCount: 30
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unitCount: 0
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@ -976,7 +976,7 @@ namespace Logic.AI
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if (legionId <= kv.Key) legionId = kv.Key + 1;
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}
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unit.LegionId = legionId;
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Debug.Log($"成立");
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//Debug.Log($"成立");
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return false;
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}
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@ -2347,7 +2347,7 @@ namespace Logic.Action
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// 1. 锁定玩家输入
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Main main = GameObject.FindObjectOfType<Logic.Main>();
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main.InputLogic.LockInput();
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Debug.Log("玩家输入已锁定");
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//Debug.Log("玩家输入已锁定");
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// 2. 创建临时探索者图像,3秒后自动销毁
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MapRenderer.Instance.CreateTemporaryExplorer(gridData, 3f);
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@ -354,7 +354,9 @@ namespace Logic
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{
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unit.Health = 0;
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if (!map.GetGridDataByUnitId(unit.Id, out var targetGrid)) return;
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DieAnimRenderMarkUpadate(targetGrid, unit, dmg,true);
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//如果是真map,才播放动画
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if(map == Main.MapData)
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DieAnimRenderMarkUpadate(targetGrid, unit, dmg,true);
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Main.UnitLogic.Die(map, unit);
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}
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@ -124,12 +124,17 @@ namespace TH1Renderer
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private void ClearHistoryRenderMark()
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{
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VFXManagerDict.Clear();
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foreach (var key in VFXManagerDict.Keys)
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{
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VFXManagerDict[key].ClearRenderMark();
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}
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_playHurtVFX = false;
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_playDieVFX = false;
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_playDieHintVFX = false;
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_stopDieHintVFX = false;
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_playTreasureVFX = false;
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_playHealVFX = false;
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}
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//判断各自是否要bounce 并处理bounce动画
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private void UpdateBounceAnim()
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@ -167,7 +172,12 @@ namespace TH1Renderer
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private void ChangeVFXRenderMarkToVFXSignal()
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{
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if (_fog.activeSelf) return;
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if (_mapData.GetUnitDataByGid(_gridId, out var unitData1) &&
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unitData1.GiantType == GiantType.EgyptianPatchouli)
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{
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Debug.Log("!!! Yes");
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}
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//遍历gridData的rendermarkVFXDict,看看有没有什么VFX的rendermark是true,那么就需要出发特效播放
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if(_gridData.RenderMarkVFXDict != null )
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foreach (var vfxPair in _gridData.RenderMarkVFXDict)
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@ -805,7 +815,7 @@ namespace TH1Renderer
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{
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_bounceWaitTime = Random.Range(0,0.3f);
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Debug.Log(_bounceWaitTime);
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}
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needBounce = true;
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isBounceDown = true;
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@ -86,6 +86,7 @@ namespace TH1Renderer
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public virtual void SetPlay()
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{
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Debug.Log(Type + " : SetPlay!!!");
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if (IsPlaying) return;
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NeedPlay = true;
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}
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@ -102,6 +103,13 @@ namespace TH1Renderer
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}
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}
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public virtual void ClearRenderMark()
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{
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NeedStop = false;
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NeedPlay = false;
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IsPlaying = false;
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}
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public virtual void SetStop()
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{
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@ -75,7 +75,7 @@ namespace TH1Renderer
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{
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if (!_idToHintDict.TryGetValue(data.Id, out var _)) return;
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if (!_ROHintRendererDict.TryGetValue(data.Id, out var renderer)) return;
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Debug.Log("Destroy!!");
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//Debug.Log("Destroy!!");
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GameObject.Destroy(renderer.ROHint);
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HintSet.Remove(data);
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_idToHintDict.Remove(data.Id);
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@ -521,7 +521,7 @@ namespace TH1Renderer
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// 如果不是自己的玩家,直接计算10步探索并更新视野,不进行渲染
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if (!isSelfPlayer)
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{
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Debug.Log("非自己玩家的探索者,直接计算探索路径");
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//Debug.Log("非自己玩家的探索者,直接计算探索路径");
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// 重置移动计数和当前目标格子
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_explorerMoveCount = 0;
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@ -130,7 +130,7 @@ namespace TH1Renderer
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public void PlayMoveAnim(GridData endGridData, float fullTime)
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{
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Debug.Log($"Unit {_unitId} PlayMoveAnim called: from {Table.Instance.WorldToGrid(_ROUnit.transform.position, "isUnit")} to {new Vector2Int((int)endGridData.Pos.X, (int)endGridData.Pos.Y)}, fullTime={fullTime}");
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//Debug.Log($"Unit {_unitId} PlayMoveAnim called: from {Table.Instance.WorldToGrid(_ROUnit.transform.position, "isUnit")} to {new Vector2Int((int)endGridData.Pos.X, (int)endGridData.Pos.Y)}, fullTime={fullTime}");
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_needMove = true;
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moveFullTime = fullTime * DebugCenter.Instance.AnimationSpeed;
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@ -445,7 +445,7 @@ public class BottomInfoUI// : MonoBehaviour
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if (unitData.Veteran) showText[0] += "(老兵)";
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else if (!Table.Instance.QueryUnitHasSkill(unitData.UnitType, SkillType.STATIC))
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showText[0] += " " + unitData.Exp + "/3";
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Debug.Log(info.Name + " " + info.GiantType);
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MultilingualManager.Instance.SetUIText(_unitTitle.GetComponent<TextMeshProUGUI>(),info.Name);
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_unitDesc.GetComponent<TextMeshProUGUI>().text = showText[1];
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_unitBaseInfo.transform.Find("AdviseInfo/Text").GetComponent<TextMeshProUGUI>().text = "<color=yellow>军事顾问建议:</color>" + showText[2];
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@ -204,7 +204,7 @@ public class ChooseUI
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uint civ = _civ[_currentPanelIndex];
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uint force = _force[_currentPanelIndex];
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Debug.Log($"mapSize ={mapSize}, playerCount = {playerCount} civ = {civ}, force = {force}");
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//Debug.Log($"mapSize ={mapSize}, playerCount = {playerCount} civ = {civ}, force = {force}");
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_main.StartGame((uint)mapSize, (uint)mapSize,(uint)playerCount, civ, force,diff);
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}
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