修复科技树bug
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8
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Logic.CrashSight;
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using Logic.Multilingual;
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using UnityEngine;
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using RuntimeData;
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@ -147,6 +148,11 @@ public class GridAndResourceDataAssets : ScriptableObject
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{
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if (!t.HasLevel || gridData == null) return t.Sprite;
|
||||
//如果是拥有level的建筑,还要根据level返回
|
||||
if (gridData.buildingLevel >= t.LevelSprite.Count)
|
||||
{
|
||||
LogSystem.LogError($"gridData BuildingLevel Overflow {gridData.Resource} : {gridData.buildingLevel}");
|
||||
return t.LevelSprite[0];
|
||||
}
|
||||
return t.LevelSprite[gridData.buildingLevel];
|
||||
}
|
||||
|
||||
|
||||
@ -25,12 +25,15 @@ namespace Logic
|
||||
private Vector2Int lastSelectedTile = new Vector2Int(-1, -1); // 上次点击的land坐标
|
||||
private Vector2Int lastSelectedUnit = new Vector2Int(-1, -1); // 上次点击的unit坐标
|
||||
|
||||
//避免打包的时候吧TooltipTrigger代码剥离删掉的临时变量
|
||||
private TooltipTrigger onozukakomachi;
|
||||
bool inputLock = false;
|
||||
|
||||
public InputLogic(Main main, MapData mapData)
|
||||
{
|
||||
_main = main;
|
||||
_mapData = mapData;
|
||||
onozukakomachi = null;
|
||||
}
|
||||
|
||||
private bool ShouldIgnoreClick(GameObject clickedUI)
|
||||
@ -64,10 +67,9 @@ namespace Logic
|
||||
//只要组件有对应的mono数据就可以显示提示
|
||||
private void HintWindowUIHandleHover()
|
||||
{
|
||||
//如果bottominfo没有展开,或者techtree没有展开,或者ChooseUI没有展开 就return
|
||||
//如果bottominfo没有展开,且techtree没有展开 return
|
||||
if (!UIManager.Instance.BottomInfoUI.ROBottomInfoUI.activeSelf
|
||||
&& (!UIManager.Instance.TechTreeUI.ROTechCheckPanel.activeSelf || !UIManager.Instance.TechTreeUI.ROTechTreeUI.activeSelf)
|
||||
&& !UIManager.Instance.GameUI.ChooseUI.ROChooseUI.activeSelf)
|
||||
&& (!UIManager.Instance.TechTreeUI.ROTechCheckPanel.activeSelf || !UIManager.Instance.TechTreeUI.ROTechTreeUI.activeSelf))
|
||||
return;
|
||||
|
||||
PointerEventData pointerData = new PointerEventData(EventSystem.current)
|
||||
|
||||
@ -5,7 +5,9 @@ using RuntimeData;
|
||||
using Logic;
|
||||
using Animancer;
|
||||
using ET.Server;
|
||||
using Logic.Multilingual;
|
||||
using TH1Resource;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TH1Renderer
|
||||
{
|
||||
@ -20,6 +22,8 @@ namespace TH1Renderer
|
||||
private TextMeshProUGUI _healthText;
|
||||
private GameObject _RODebugText;
|
||||
private TextMeshProUGUI _debugText;
|
||||
private Image _unitInfoBGImg;
|
||||
private TextMeshProUGUI _unitInfoName;
|
||||
|
||||
//------ defense和attack值 显示相关的资源 ------//
|
||||
private Sprite attackSprite;
|
||||
@ -99,6 +103,8 @@ namespace TH1Renderer
|
||||
_spriteRenderer = _ROUnit.transform.Find("UnitSprite").transform.GetComponent<SpriteRenderer>();
|
||||
_healthText = _ROUnit.transform.Find("Canvas").transform.Find("Health").GetComponent<TextMeshProUGUI>();
|
||||
_debugText = _ROUnit.transform.Find("Canvas").transform.Find("DebugText").GetComponent<TextMeshProUGUI>();
|
||||
_unitInfoBGImg = _ROUnit.transform.Find("Canvas/BG")?.GetComponent<Image>();
|
||||
_unitInfoName = _ROUnit.transform.Find("Canvas/Name")?.GetComponent<TextMeshProUGUI>();
|
||||
RenderUpdateUnitAll();
|
||||
|
||||
}
|
||||
@ -331,12 +337,8 @@ namespace TH1Renderer
|
||||
{
|
||||
|
||||
renderVeteran = _unitData.Veteran;
|
||||
_healthText.text = _unitData.Health.ToString();
|
||||
//处理血量的颜色。如果血量<一半且<5,那么赋予红色,否则白色
|
||||
if(_unitData.Health < 5 && _unitData.Health < _unitData.GetMaxHealth() / 2)
|
||||
_healthText.color = Color.red;
|
||||
else
|
||||
_healthText.color = Color.white;
|
||||
RenderUpdateUnitInfo();
|
||||
|
||||
|
||||
//更新图像
|
||||
RenderUpdateUnitSrpite();
|
||||
@ -344,8 +346,7 @@ namespace TH1Renderer
|
||||
RenderUpdateUnitDefense();
|
||||
//更新高亮
|
||||
RenderUpdateUnitGlow();
|
||||
//更新攻击防御的显示
|
||||
//RenderUpdateAtkDfs();
|
||||
|
||||
//初拉单位和selfplayer的视野关系
|
||||
RenderUpdateSelfPlayerSight();
|
||||
//DebugRender
|
||||
@ -355,32 +356,24 @@ namespace TH1Renderer
|
||||
|
||||
}
|
||||
|
||||
public void RenderUpdateAtkDfs()
|
||||
public void RenderUpdateUnitInfo()
|
||||
{
|
||||
_mapData.UnitMap.GetUnitDataByUnitId(_unitId, out var unitData);
|
||||
float attackRaw = unitData.GetAttackValue(_mapData);
|
||||
float defenseRaw = unitData.GetDefenseValue(_mapData);
|
||||
|
||||
//Debug.Log($"[RenderUpdateAtkDfs] Unit {_unitId} | Attack = {attackRaw}");
|
||||
//Debug.Log($"[RenderUpdateAtkDfs] Unit {_unitId} | Defense = {defenseRaw}");
|
||||
|
||||
UpdateAtkGroup(
|
||||
_ROUnit.transform.Find("Canvas/AttackGroup"),
|
||||
attackRaw,
|
||||
attackSprite,
|
||||
attackHalfSprite
|
||||
);
|
||||
|
||||
UpdateDefGroup(
|
||||
_ROUnit.transform.Find("Canvas/DefenseGroup"),
|
||||
defenseRaw,
|
||||
defenseSprite,
|
||||
defenseHalfSprite
|
||||
);
|
||||
_healthText.text = _unitData.Health.ToString();
|
||||
//处理血量的颜色。如果血量<一半且<5,那么赋予红色,否则白色
|
||||
if(_unitData.Health < 5 && _unitData.Health < _unitData.GetMaxHealth() / 2)
|
||||
_healthText.color = Color.red;
|
||||
else
|
||||
_healthText.color = Color.white;
|
||||
//根据敌我情况更新infoBG的颜色
|
||||
_unitInfoBGImg.sprite = (_playerData == _mapData.PlayerMap.SelfPlayerData) ? ResourceCache.Instance.SpriteCache.UnitInfoSelf :
|
||||
ResourceCache.Instance.SpriteCache.UnitInfoEnemy;
|
||||
|
||||
//更改兵种显示文字
|
||||
if(Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(_unitData.UnitType,_unitData.GiantType,out var info))
|
||||
MultilingualManager.Instance.SetUIText(_unitInfoName,info.Name);
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void UpdateAtkGroup(Transform group, float rawValue, Sprite fullSprite, Sprite halfSprite)
|
||||
{
|
||||
int displayCount = Mathf.CeilToInt(rawValue);
|
||||
@ -532,6 +525,7 @@ namespace TH1Renderer
|
||||
{
|
||||
if (!Table.Instance.UnitTypeDataAssets.GetUnitSpriteGlow(_mapData, _unitData, out sprite))
|
||||
return;
|
||||
|
||||
}
|
||||
//否则不用高亮
|
||||
else
|
||||
@ -541,6 +535,7 @@ namespace TH1Renderer
|
||||
}
|
||||
_spriteRenderer.sprite = sprite;
|
||||
_spriteRenderer.material = ResourceCache.Instance.MatCache.TH1URPShaders_Default;
|
||||
_unitInfoBGImg.material = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@ -17,7 +17,9 @@ namespace TH1Resource
|
||||
public Sprite WaterSprite;
|
||||
public Sprite OceanSprite;
|
||||
public Dictionary<string, Sprite> Roads = new();
|
||||
|
||||
public Sprite UnitInfoSelf;
|
||||
public Sprite UnitInfoEnemy;
|
||||
|
||||
|
||||
//-------UI相关--------
|
||||
public Sprite TechCompleteBackground;
|
||||
@ -35,7 +37,10 @@ namespace TH1Resource
|
||||
Roads["WaterRoad"+i] = Resources.Load<Sprite>($"ArtResources/TH1Miscs/TH1Misc_WaterRoad{i}");
|
||||
|
||||
}
|
||||
|
||||
UnitInfoSelf = Resources.Load<Sprite>("ArtResources/TH1UI/InGame/UnitInfoSelf");
|
||||
UnitInfoEnemy = Resources.Load<Sprite>("ArtResources/TH1UI/InGame/UnitInfoEnemy");
|
||||
|
||||
|
||||
//--------UI--------
|
||||
TechCompleteBackground = Resources.Load<Sprite>("ArtResources/TH1UI/TechTree/TH1Tech_GreenCircle");
|
||||
TechLockedBackground = Resources.Load<Sprite>("ArtResources/TH1UI/TechTree/TH1Tech_DarkCircle");
|
||||
|
||||
@ -1,56 +0,0 @@
|
||||
using UnityEngine;
|
||||
using Logic;
|
||||
using RuntimeData;
|
||||
using TMPro;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class LoseUI
|
||||
{
|
||||
private Main _main;
|
||||
private MapData _mapData;
|
||||
public GameObject ROLoseUI;
|
||||
public Button ReturnButton;
|
||||
|
||||
|
||||
public LoseUI(Main main, MapData mapData)
|
||||
{
|
||||
return;
|
||||
_main = main;
|
||||
_mapData = mapData;
|
||||
ROLoseUI = UIManager.Instance.ROUIManager.transform.Find("LosePanel").gameObject;
|
||||
ROLoseUI.gameObject.SetActive(false);
|
||||
ReturnButton = ROLoseUI.transform.Find("MsgList/Row4/Button").GetComponent<Button>(); // ← 新增按钮获取
|
||||
|
||||
ReturnButton.onClick.AddListener(OnReturnClicked); // ← 新增点击监听
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{return;
|
||||
if (ROLoseUI.activeSelf)
|
||||
return;
|
||||
if (_mapData == null)
|
||||
return;
|
||||
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
|
||||
}
|
||||
|
||||
public void OnReturnClicked()
|
||||
{
|
||||
return;
|
||||
Debug.Log("!!!!!!");
|
||||
_main.GameLogic.ChangeState(GameState.Finished);
|
||||
Debug.Log("t1");
|
||||
ROLoseUI.gameObject.SetActive(false);
|
||||
Debug.Log("t2");
|
||||
UIManager.Instance.GameUI.ShowMainUIManager();
|
||||
Debug.Log("t3");
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 843c3b58b63ce8c43bfe77526da539f0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@ -284,7 +284,14 @@ PlayerSettings:
|
||||
AndroidMinifyDebug: 0
|
||||
AndroidValidateAppBundleSize: 1
|
||||
AndroidAppBundleSizeToValidate: 150
|
||||
m_BuildTargetIcons: []
|
||||
m_BuildTargetIcons:
|
||||
- m_BuildTarget:
|
||||
m_Icons:
|
||||
- serializedVersion: 2
|
||||
m_Icon: {fileID: 2800000, guid: 140ff625225464f4ea99babb79a5a662, type: 3}
|
||||
m_Width: 128
|
||||
m_Height: 128
|
||||
m_Kind: 0
|
||||
m_BuildTargetPlatformIcons:
|
||||
- m_BuildTarget: Android
|
||||
m_Icons:
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user