This commit is contained in:
wuwenbo 2025-07-23 21:58:22 +08:00
commit 5b44a49996
11 changed files with 31 additions and 11 deletions

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@ -86206,7 +86206,7 @@ MonoBehaviour:
AIMoreMoney: 0
LandThreshold: 0.3
AnimationSpeed: 1
DebugMode: 1
DebugMode: 0
DebugHideCenterMessage: 0
cityCount: 30
unitCount: 0

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@ -976,7 +976,7 @@ namespace Logic.AI
if (legionId <= kv.Key) legionId = kv.Key + 1;
}
unit.LegionId = legionId;
Debug.Log($"成立");
//Debug.Log($"成立");
return false;
}

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@ -2347,7 +2347,7 @@ namespace Logic.Action
// 1. 锁定玩家输入
Main main = GameObject.FindObjectOfType<Logic.Main>();
main.InputLogic.LockInput();
Debug.Log("玩家输入已锁定");
//Debug.Log("玩家输入已锁定");
// 2. 创建临时探索者图像3秒后自动销毁
MapRenderer.Instance.CreateTemporaryExplorer(gridData, 3f);

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@ -354,7 +354,9 @@ namespace Logic
{
unit.Health = 0;
if (!map.GetGridDataByUnitId(unit.Id, out var targetGrid)) return;
DieAnimRenderMarkUpadate(targetGrid, unit, dmg,true);
//如果是真map才播放动画
if(map == Main.MapData)
DieAnimRenderMarkUpadate(targetGrid, unit, dmg,true);
Main.UnitLogic.Die(map, unit);
}

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@ -124,12 +124,17 @@ namespace TH1Renderer
private void ClearHistoryRenderMark()
{
VFXManagerDict.Clear();
foreach (var key in VFXManagerDict.Keys)
{
VFXManagerDict[key].ClearRenderMark();
}
_playHurtVFX = false;
_playDieVFX = false;
_playDieHintVFX = false;
_stopDieHintVFX = false;
_playTreasureVFX = false;
_playHealVFX = false;
}
//判断各自是否要bounce 并处理bounce动画
private void UpdateBounceAnim()
@ -167,7 +172,12 @@ namespace TH1Renderer
private void ChangeVFXRenderMarkToVFXSignal()
{
if (_fog.activeSelf) return;
if (_mapData.GetUnitDataByGid(_gridId, out var unitData1) &&
unitData1.GiantType == GiantType.EgyptianPatchouli)
{
Debug.Log("!!! Yes");
}
//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
if(_gridData.RenderMarkVFXDict != null )
foreach (var vfxPair in _gridData.RenderMarkVFXDict)
@ -805,7 +815,7 @@ namespace TH1Renderer
{
_bounceWaitTime = Random.Range(0,0.3f);
Debug.Log(_bounceWaitTime);
}
needBounce = true;
isBounceDown = true;

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@ -86,6 +86,7 @@ namespace TH1Renderer
public virtual void SetPlay()
{
Debug.Log(Type + " : SetPlay!!!");
if (IsPlaying) return;
NeedPlay = true;
}
@ -102,6 +103,13 @@ namespace TH1Renderer
}
}
public virtual void ClearRenderMark()
{
NeedStop = false;
NeedPlay = false;
IsPlaying = false;
}
public virtual void SetStop()
{

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@ -75,7 +75,7 @@ namespace TH1Renderer
{
if (!_idToHintDict.TryGetValue(data.Id, out var _)) return;
if (!_ROHintRendererDict.TryGetValue(data.Id, out var renderer)) return;
Debug.Log("Destroy!!");
//Debug.Log("Destroy!!");
GameObject.Destroy(renderer.ROHint);
HintSet.Remove(data);
_idToHintDict.Remove(data.Id);

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@ -521,7 +521,7 @@ namespace TH1Renderer
// 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
if (!isSelfPlayer)
{
Debug.Log("非自己玩家的探索者,直接计算探索路径");
//Debug.Log("非自己玩家的探索者,直接计算探索路径");
// 重置移动计数和当前目标格子
_explorerMoveCount = 0;

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@ -130,7 +130,7 @@ namespace TH1Renderer
public void PlayMoveAnim(GridData endGridData, float fullTime)
{
Debug.Log($"Unit {_unitId} PlayMoveAnim called: from {Table.Instance.WorldToGrid(_ROUnit.transform.position, "isUnit")} to {new Vector2Int((int)endGridData.Pos.X, (int)endGridData.Pos.Y)}, fullTime={fullTime}");
//Debug.Log($"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}");
_needMove = true;
moveFullTime = fullTime * DebugCenter.Instance.AnimationSpeed;

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@ -445,7 +445,7 @@ public class BottomInfoUI// : MonoBehaviour
if (unitData.Veteran) showText[0] += "(老兵)";
else if (!Table.Instance.QueryUnitHasSkill(unitData.UnitType, SkillType.STATIC))
showText[0] += " " + unitData.Exp + "/3";
Debug.Log(info.Name + " " + info.GiantType);
MultilingualManager.Instance.SetUIText(_unitTitle.GetComponent<TextMeshProUGUI>(),info.Name);
_unitDesc.GetComponent<TextMeshProUGUI>().text = showText[1];
_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
uint civ = _civ[_currentPanelIndex];
uint force = _force[_currentPanelIndex];
Debug.Log($"mapSize ={mapSize}, playerCount = {playerCount} civ = {civ}, force = {force}");
//Debug.Log($"mapSize ={mapSize}, playerCount = {playerCount} civ = {civ}, force = {force}");
_main.StartGame((uint)mapSize, (uint)mapSize,(uint)playerCount, civ, force,diff);
}