Merge branch 'main' of http://10.27.16.144:3000/kawagiri/TH1 into main
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!"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_abcdefghijklmnopqrstuvwxyz{|}×÷—‘’“”…、。〈〉《》「」『』【】一丁七万三上下不与专且世业东丝两严个中丰丸丹为主丽举久么之乌乎乐也习乡书买乱了予争事二于亚些亡交亦产亨享亭亮亲人什仅仆仇今介仍从仑仓他仙代以仨仪们仰件价任份伊伐众优伙会伟传伤伦伫伯似但位低体何余佛作你佩使侈侍供便保信修倍倒候值做停偶偷傑傲像儿允先光克兔入全八公六兰共关兴兵其具典兹养兼内冉再冕写军农冠冥冲决况冶冷净减几凡凯凶出击凿刃分切划列则创初删利别到制刺刻前剑剧剩力办功加务动助努劫励势勃勇勉勒包化北区十千升半华协卑单南博占卡卢卫印即却卷厂厄历厉压原去参又及友双反发取受变口古只叫召可台史吃各合吉同名后向吕吗君吧听启吸呀告呢周呼命和咲咳品哇哈哎哗哥哦哪哮哲哼唤唯商啊啧喘喜喝喧嗯嘉嘛嘻囚四回因团园围固国图土圣在地场坂坊坎坏坐块坛坝坦型垦埃埋城域基堡塑塔塞境墓墙增墟墩壁壤士壮声处备复外多夜够大天太夫失头奇奈奉奖奢奥女她好如妄妖妹姆始姐委姬姿威娜子孔字存孟季学守安完宏官定宝实宠客宣室宫害宴家容密富寝寸对寺寻导射将小少尔尘尚尤就尺尼尽局居展属山屹岁岛崩巅巡工巨差己已巴币市布帆希帕帝带帮常幡平年并幸幻幼广庄庆庇库应底庙庞废度座庭建开异式弓引弗张弱强归当形彩影彻往征待很得御德心必志忘忠快念态怎怕怖思怠性怨怪总恋恒恢恩恭息恶悄悠您悲情惑惜惰想愈意感愿慈慑慕慧憾懂懒戎戏成我或战截所手才打托扣执扩扭扮找承技把投折抚抢护报押抽担拆拉招拜拥择括拳拿持指挑挖挚挡挥挫挺捕损捷排掘探接控掩提搬摩撒操擦攀收改攻放政故效敌敏教敢敦数整文斋斐斗斯新方施旋无既日旧旨早时旷旺昂明易昔昙星是显晚普智暂曜曲更曼曾替最月有服朗望朝期木未本术朴朵机杀权村杖杜束条来杯杰松极构枉林枚果枫柏某柔查柱标树样核根格桑桥梁梅梦梯森植概榭模横次欢欧款止正此步武死残殿毁母每毒比毫氏气水永汉汤沃沉沙没河治泄法波注泰泽洋洒洛津洪洲活流浅测济浦浪浮海涂消涉涛深混清渔温港游湮溅源滋滕满滩演漫潇潜火灭灵炮点炼烂烈烦焚焰然煌熊燐爬爱爽片版牌牛物特犬狂狗狩狮狱猎猩猫献率王玛玩玫现珊班理琉琳瑙瑟瑰瓦瓶甚生用田由甲界畔留略疆疗痛登白百的皇皮盖盗盛盟目直相盾看真眠眼着睡瞧瞻矢知石矿研破础确碑碾示礼社祈神祭祷禁福离私秋种科秘称移稀程税稼究空穿突立站端竹第等筋筑答策简算管箭米类粹精糊系索累繁红约级纪纯纳纵纷纽练组绅织终绍经结给统继绩续绯维综绿网罕罗罢置美群翁翰翻老考者而耕耗耳聊职联聪肩育胁胜胡能脉脑脚脱脸腓自至致舌舍航舰船艇良色艳艾节芙芜花苏苗若苦英范茅茨草荒荡荣荷莉莫莱莲获菜菲萄营萨落著葡蒂蒙蓝蓬蔬蕾藏藤虫虹虽蛇蛋融血行衣补表袖被袭褪西要见观规视觉角解言詹计认讨让训议记讷许论设访诀评识诉试诚话该详语误说诶请诹诺读课谁调谎谜谢谷象贝负财责贤败购贵贸费贾资赌赐赖赛赞赠赢赫走赴起超越趟趣足跃距路跳蹈身车转轻载较辅辉输辛辰边达迁过迈迎运近返还这进远连迦迪迷迹追退送逃选途通速造遁遇道遗邓那邦邻部都酱醒采里重野量金鉴钢钱铁铃铜银锁锋锐错锡键锯长门闪闭问间阁队防阳阴阵阶阿陀附陆降限院除陨陪陵隆随隐难雄雅集雇雕雨零雷雾需霍露霸静非靠靡面革韦音顶项须顽顾顿预领题额颠风飞饭饰馆馈首香马驱验骑骤骨高鬼魅魏魔鱼鲁鲜鲸鸟鸣鹅麻黄黎黑默鼎鼠齐!"+,-/:;=?[\]_{|}~
|
||||
!"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_abcdefghijklmnopqrstuvwxyz{|}×÷—‘’“”…、。〈〉《》「」『』【】一丁七万三上下不与专且世业东丝两严个中丰丸丹为主丽举久么之乌乎乐也习乡书买乱了予争事二于亚些亡交亦产亨享亭亮亲人什仅仆仇今介仍从仑仓他仙代以仨仪们仰件价任份伊伐众优伙会伟传伤伦伫伯似但位低体何余佛作你佩使侈侍供便保信修倍倒候值做停偶偷傑傲像儿允先光克兔入全八公六兰共关兴兵其具典兹养兼内冉再冕写军农冠冥冲决况冶冷净减几凡凯凶出击凿刃分切划列则创初删利别到制刺刻前剑剧剩力办功加务动助努劫励势勃勇勉勒包化北区十千升半华协卑单南博占卡卢卫印即却卷厂厄历厉压原去参又及友双反发取受变口古只叫召可台史吃各合吉同名后向吕吗君吧听启吸呀告呢周呼命和咲咳品哇哈哎哗哥哦哪哮哲哼唤唯商啊啧喘喜喝喧嗯嘉嘛嘻囚四回因团园围固国图土圣在地场坂坊坎坏坐块坛坝坦型垦埃埋城域基堡塑塔塞境墓墙增墟墩壁壤士壮声处备复外多夜够大天太夫失头奇奈奉奖奢奥女她好如妄妖妹姆始姐委姬姿威娜子孔字存孟季学守安完宏官定宝实宠客宣室宫害宴家容密富寝寸对寺寻导射将小少尔尘尚尤就尺尼尽局居展属山屹岁岛崩巅巡工巨差己已巴币市布帆希帕帝带帮常幡平年并幸幻幼广庄庆庇库应底庙庞废度座庭建开异式弓引弗张弱强归当形彩影彻往征待很得御德心必志忘忠快念态怎怕怖思怠性怨怪总恋恒恢恩恭息恶悄悠您悲情惑惜惰想愈意感愿慈慑慕慧憾懂懒戎戏成我或战截所手才打托扣执扩扭扮找承技把投折抚抢护报押抽担拆拉招拜拥择括拳拿持指挑挖挚挡挥挫挺捕损捷排掘探接控掩提搬摩撒操擦攀收改攻放政故效敌敏教敢敦数整文斋斐斗断斯新方施旋无既日旧旨早时旷旺昂明易昔昙星是显晚普智暂曜曲更曼曾替最月有服朗望朝期木未本术朴朵机杀权村杖杜束条来杯杰松极构枉林枚果枫柏某柔查柱标树样核根格桑桥梁梅梦梯森植概榭模横次欢欧款止正此步武死残殿毁母每毒比毫氏气水永汉汤沃沉沙没河治泄法波注泰泽洋洒洛津洪洲活流浅测济浦浪浮海涂消涉涛深混清渔温港游湮溅源滋滕满滩演漫潇潜火灭灵炮点炼烂烈烦焚焰然煌熊燐爬爱爽片版牌牛物特犬狂狗狩狮狱猎猩猫献率王玛玩玫现珊班理琉琳瑙瑟瑰瓦瓶甚生用田由甲界畔留略疆疗痛登白百的皇皮盖盗盛盟目直相盾看真眠眼着睡瞧瞻矢知石矿研破础确碑碾示礼社祈神祭祷禁福离私秋种科秘称移稀程税稼究空穿突立站端竹第等筋筑答策简算管箭米类粹精糊系索累繁红约级纪纯纳纵纷纽练组绅织终绍经结给统继绩续绯维综绿网罕罗罢置美群翁翰翻老考者而耕耗耳聊职联聪肩育胁胜胡能脉脑脚脱脸腓自至致舌舍航舰船艇良色艳艾节芙芜花苏苗若苦英范茅茨草荒荡荣荷莉莫莱莲获菜菲萄营萨落著葡蒂蒙蓝蓬蔬蕾藏藤虫虹虽蛇蛋融血行衣补表袖被袭褪西要见观规视觉角解言詹计认讨让训议记讷许论设访诀评识诉试诚话该详语误说诶请诹诺读课谁调谎谜谢谷象贝负财责贤败购贵贸费贾资赌赐赖赛赞赠赢赫走赴起超越趟趣足跃距路跳蹈身车转轻载较辅辉输辛辰边达迁过迈迎运近返还这进远连迦迪迷迹追退送逃选途通速造遁遇道遗邓那邦邻部都酱醒采里重野量金鉴钢钱铁铃铜银锁锋锐错锡键锯长门闪闭问间阁队防阳阴阵阶阻阿陀附陆降限院除陨陪陵隆随隐难雄雅集雇雕雨零雷雾需霍露霸静非靠靡面革韦音顶项须顽顾顿预领题额颠风飞饭饰馆馈首香马驱验骑骤骨高鬼魅魏魔鱼鲁鲜鲸鸟鸣鹅麻黄黎黑默鼎鼠齐!"+,-/:;=?[\]_{|}~
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@ -182,7 +182,7 @@
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[Info][OPS.OBF][OnProcess_Assets] Process component Analyse Unity Animation Methods
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[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Iterate components in loaded build scene 'Assets/Scenes/SampleScene.unity'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Found 10 Root GameObjects in Scene Assets/Scenes/SampleScene.unity
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Found 10483 Components in Scene Assets/Scenes/SampleScene.unity
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Found 10487 Components in Scene Assets/Scenes/SampleScene.unity
|
||||
[Info][OPS.OBF][OnAnalyse_Component_Scenes] Process component Analyse Unity Event Component
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'Back' of type 'UnityEngine.RectTransform'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'Back' of type 'UnityEngine.Canvas'.
|
||||
@ -4598,6 +4598,10 @@
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'text' of type 'UnityEngine.CanvasRenderer'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'text' of type 'TMPro.TextMeshProUGUI'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'text' of type 'Logic.Multilingual.MultilingualTextMono'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'TMP SubMeshUI [SourceHanSansCN-ExtraLight SDF Material + LiberationSans SDF Atlas]' of type 'UnityEngine.RectTransform'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'TMP SubMeshUI [SourceHanSansCN-ExtraLight SDF Material + LiberationSans SDF Atlas]' of type 'UnityEngine.UI.LayoutElement'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'TMP SubMeshUI [SourceHanSansCN-ExtraLight SDF Material + LiberationSans SDF Atlas]' of type 'UnityEngine.CanvasRenderer'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'TMP SubMeshUI [SourceHanSansCN-ExtraLight SDF Material + LiberationSans SDF Atlas]' of type 'TMPro.TMP_SubMeshUI'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'ButtonRow' of type 'UnityEngine.RectTransform'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'NewGameButton' of type 'UnityEngine.RectTransform'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'NewGameButton' of type 'UnityEngine.CanvasRenderer'.
|
||||
@ -6844,7 +6848,7 @@
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'Title' of type 'Logic.Multilingual.MultilingualTextMono'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'ScrollRect' of type 'UnityEngine.RectTransform'.
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'ScrollRect' of type 'UnityEngine.UI.ScrollRect'.
|
||||
[Warning][OPS.OBF][OnAnalyse_Component_Scenes] Failed to process current iterated Component at index 6657 with Exception: System.NullReferenceException: Object reference not set to an instance of an object
|
||||
[Warning][OPS.OBF][OnAnalyse_Component_Scenes] Failed to process current iterated Component at index 6661 with Exception: System.NullReferenceException: Object reference not set to an instance of an object
|
||||
at OPS.Obfuscator.Editor.Project.PreBuild.Pipeline.Component.AnalyseUnityEventComponent.OnAnalyse_Component (UnityEngine.Component _Component) [0x00005] in <fc9c136875e34de6a3fad86224a51a44>:0
|
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at OPS.Obfuscator.Editor.Project.PreBuild.Pipeline.PreBuildPipeline.Process_Component_Analyse_And_Manipulate (System.Collections.Generic.List`1[T] _ComponentList) [0x00086] in <fc9c136875e34de6a3fad86224a51a44>:0
|
||||
[Debug][OPS.OBF][OnAnalyse_Component_Scenes] Find unity event methods in component 'Viewport' of type 'UnityEngine.RectTransform'.
|
||||
@ -24718,7 +24722,7 @@
|
||||
[Debug][OPS.OBF][Setup] Load Pipeline
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||||
[Info][OPS.OBF][OnPostBuild] Process component Post Process Unity MonoBehaviour Assets
|
||||
[Info][OPS.OBF][OnPostBuild] Assets are not bundled. Obfuscating globalgamemanagers.assets file.
|
||||
[Info][OPS.OBF][OnPostBuild] Obfuscating globalgamemanagers.assets file 'F:\TH1\Pack\Demo V1.0.5\TOHOTOPIA Demo_Data\globalgamemanagers.assets'.
|
||||
[Info][OPS.OBF][OnPostBuild] Obfuscating globalgamemanagers.assets file 'F:\TH1\Pack\106\TOHOTOPIA Demo_Data\globalgamemanagers.assets'.
|
||||
[Debug][OPS.OBF][OnPostBuild] Loaded globalgamemanagers.assets file successfully.
|
||||
[Debug][OPS.OBF][OnPostBuild] Obfuscated '54' MonoScripts in assets file 'globalgamemanagers.assets'.
|
||||
[Debug][OPS.OBF][OnPostBuild] Updated globalgamemanagers.assets file successfully.
|
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CityExp: 0
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Sprite: {fileID: 21300000, guid: 40aa4a30b19b43249a613733daf691d0, type: 3}
|
||||
ResourceName: 1366
|
||||
Exp: 0
|
||||
CivIdForceIdNotFromPlayer: 0
|
||||
HasMirror: 0
|
||||
MirrorSprite: {fileID: 0}
|
||||
VarientSprite: 0
|
||||
SpriteList: []
|
||||
WonderInfoList:
|
||||
- Wonder: 0
|
||||
@ -804,3 +1110,66 @@ MonoBehaviour:
|
||||
Name:
|
||||
HasLevel: 0
|
||||
LevelSprite: []
|
||||
- IgnoreCivId: 0
|
||||
IgnoreForceId: 1
|
||||
CivId: 1
|
||||
ForceId: 0
|
||||
Sprite: {fileID: 21300000, guid: 857a9ff2f48ca2240bcd4e39569542a9, type: 3}
|
||||
SpriteGlow: {fileID: 0}
|
||||
Name:
|
||||
HasLevel: 0
|
||||
LevelSprite: []
|
||||
- IgnoreCivId: 0
|
||||
IgnoreForceId: 1
|
||||
CivId: 2
|
||||
ForceId: 0
|
||||
Sprite: {fileID: 21300000, guid: 2bf4e8d049578134b939f0381bc187eb, type: 3}
|
||||
SpriteGlow: {fileID: 0}
|
||||
Name:
|
||||
HasLevel: 0
|
||||
LevelSprite: []
|
||||
- IgnoreCivId: 0
|
||||
IgnoreForceId: 1
|
||||
CivId: 3
|
||||
ForceId: 0
|
||||
Sprite: {fileID: 21300000, guid: 6a5ef20c049b7db41bc8bb020bf96d64, type: 3}
|
||||
SpriteGlow: {fileID: 0}
|
||||
Name:
|
||||
HasLevel: 0
|
||||
LevelSprite: []
|
||||
- IgnoreCivId: 0
|
||||
IgnoreForceId: 1
|
||||
CivId: 4
|
||||
ForceId: 0
|
||||
Sprite: {fileID: 21300000, guid: 7fa235f42e2a6d24e992dc7d6a28b899, type: 3}
|
||||
SpriteGlow: {fileID: 0}
|
||||
Name:
|
||||
HasLevel: 0
|
||||
LevelSprite: []
|
||||
- IgnoreCivId: 0
|
||||
IgnoreForceId: 1
|
||||
CivId: 5
|
||||
ForceId: 0
|
||||
Sprite: {fileID: 21300000, guid: 995bcd903aa31484294ea226892c5354, type: 3}
|
||||
SpriteGlow: {fileID: 0}
|
||||
Name:
|
||||
HasLevel: 0
|
||||
LevelSprite: []
|
||||
- IgnoreCivId: 0
|
||||
IgnoreForceId: 1
|
||||
CivId: 6
|
||||
ForceId: 0
|
||||
Sprite: {fileID: 21300000, guid: 71999e576b9463745b1997b06cd79222, type: 3}
|
||||
SpriteGlow: {fileID: 0}
|
||||
Name:
|
||||
HasLevel: 0
|
||||
LevelSprite: []
|
||||
- IgnoreCivId: 0
|
||||
IgnoreForceId: 1
|
||||
CivId: 7
|
||||
ForceId: 0
|
||||
Sprite: {fileID: 21300000, guid: fe78266a21779c5428b2bf634c051c58, type: 3}
|
||||
SpriteGlow: {fileID: 0}
|
||||
Name:
|
||||
HasLevel: 0
|
||||
LevelSprite: []
|
||||
|
||||
@ -8551,4 +8551,72 @@ MonoBehaviour:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1362
|
||||
ZH: "\u5F53\u524D\u7248\u672C[Demo V1.0.6]\r\n\u6B22\u8FCE\u52A0\u5165\u5B98\u65B9Q\u7FA4952618884\r\n\u53CD\u9988\u60A8\u7684\u6E38\u620F\u4F53\u9A8C\u548C\u5EFA\u8BAE\u610F\u89C1~"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1363
|
||||
ZH: "<color=yellow>[\u8865\u4E01\u7248\u672C]Demo V1.0.6</color>\r\n\u53D1\u5E03\u65E5\u671F\uFF1A25/8/2\r\n1.\u4FEE\u590D\u4E25\u91CD\u95EE\u9898\uFF1A\u5355\u4F4D\u8FDE\u7EED\u88AB\u8FDB\u653B\u65F6\u4F1A\u663E\u793A\u9519\u4F4D\r\n2.\u4FEE\u590D\u4E25\u91CD\u95EE\u9898\uFF1A\u4FEE\u590D3\u4E2A\u963B\u65AD\u6027bug\r\n\r\n<color=yellow>[\u8865\u4E01\u7248\u672C]Demo
|
||||
V1.0.5</color>\r\n\u53D1\u5E03\u65E5\u671F\uFF1A25/7/30\r\n1.\u4FEE\u590D\u4E25\u91CD\u95EE\u9898:\u6E38\u9A91\u5175\u6280\u80FD\u663E\u793A\u9519\u8BEF\u95EE\u9898\r\n2.\u4FEE\u590D\u4E25\u91CD\u95EE\u9898:AI\u5361\u6B7B\u95EE\u9898\r\n3.\u4FEE\u590Dbug:\u9632\u5FA1\u663E\u793A\u9519\u8BEF\u3001AI\u8FF7\u96FE\u884C\u52A8\u65F6\u95F4\u9519\u8BEF\u7B49\u7B49\r\n4.\u4F18\u5316\u90E8\u5206UI\u754C\u9762\u663E\u793A\r\n5.\u4F18\u5316\u90E8\u5206\u754C\u9762\u63D0\u793A\u5185\u5BB9\r\n6.\u4F18\u5316\u8D44\u6E90\u7ED3\u6784\uFF0C\u51CF\u5C11\u5305\u4F53\u5927\u5C0F\r\n\r\n<color=yellow>[Demo
|
||||
V1.1\u7248\u672C]\u5F00\u53D1\u524D\u77BB</color>\r\n1.\u65B0\u589E\u5EFA\u7B51\u53CA\u5BF9\u5E94\u79D1\u6280\uFF1A\u5B66\u9662\r\n2.\u65B0\u589E\u5175\u79CD\uFF1A\u5B66\u8005\r\n3.\u65B0\u589E\u5EFA\u7B51\u53CA\u5BF9\u5E94\u79D1\u6280\uFF1A\u519B\u8425"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1364
|
||||
ZH: "<color=yellow>[\u8865\u4E01\u7248\u672C]Demo V1.0.6</color>\r\n\u53D1\u5E03\u65E5\u671F\uFF1A25/8/2\r\n1.\u4FEE\u590D\u4E25\u91CD\u95EE\u9898\uFF1A\u5355\u4F4D\u8FDE\u7EED\u88AB\u8FDB\u653B\u65F6\u4F1A\u663E\u793A\u9519\u4F4D\r\n2.\u4FEE\u590D\u4E25\u91CD\u95EE\u9898\uFF1A\u4FEE\u590D3\u4E2A\u963B\u65AD\u6027bug"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1365
|
||||
ZH: "\u5B66\u9662"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1366
|
||||
ZH: "\u519B\u8425"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1367
|
||||
ZH: "\u6BCF\u56DE\u5408\u6839\u636E\u5468\u56F4\u5C71\u8109\u6570\u91CF\u4EA7\u51FA\u79D1\u6280\u70B9\u3002"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1368
|
||||
ZH: "\u80FD\u591F\u5EFA\u9020\u519B\u4E8B\u5355\u4F4D\uFF0C\u63D0\u4F9B\u989D\u5916\u9632\u5FA1\u3002"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1369
|
||||
ZH: "\u53EF\u4EE5\u5EFA\u9020\u5B66\u9662"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1370
|
||||
ZH: "\u53EF\u4EE5\u5EFA\u9020\u519B\u8425"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1371
|
||||
ZH: "\u6BCF\u56DE\u5408\u6839\u636E\u5468\u56F4\u5C71\u8109\u6570\u91CF\u4EA7\u51FA<color=yellow>\u79D1\u6280\u70B9</color>\u3002\u6BCF\u5EA7\u57CE\u5E02\u4EC5\u80FD\u62E5\u6709\u4E00\u5EA7<color=yellow>\u5B66\u9662</color>\u3002"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
- ID: 1372
|
||||
ZH: "\u80FD\u591F\u5EFA\u9020\u519B\u4E8B\u5355\u4F4D\uFF0C\u63D0\u4F9B\u989D\u5916\u9632\u5FA1\u3002\u6BCF\u5EA7\u57CE\u5E02\u4EC5\u80FD\u62E5\u6709\u4E00\u5EA7<color=yellow>\u519B\u8425</color>\u3002"
|
||||
TDZH:
|
||||
EN:
|
||||
JP:
|
||||
KR:
|
||||
TargetTypes: 0100000001000000010000000100000001000000
|
||||
|
||||
@ -214,9 +214,9 @@ MonoBehaviour:
|
||||
SkillType: 25
|
||||
TechType: 0
|
||||
- TechType: 2
|
||||
TechName: 1133
|
||||
Description: 1134
|
||||
icon: {fileID: 0}
|
||||
TechName: 1365
|
||||
Description: 1369
|
||||
icon: {fileID: 21300000, guid: cde32337ce156014cac46d597e1abc6e, type: 3}
|
||||
CostLevel: 2
|
||||
GiantTech: 0
|
||||
GiantTechSet:
|
||||
@ -248,6 +248,19 @@ MonoBehaviour:
|
||||
GridMiscActionType: 0
|
||||
SkillType: 0
|
||||
TechType: 0
|
||||
- ActionType: 1
|
||||
WonderType: 0
|
||||
ResourceType: 24
|
||||
FeatureType: 0
|
||||
TerrainType: 0
|
||||
UnitType: 0
|
||||
GiantType: 0
|
||||
Vegetation: 0
|
||||
UnitActionType: 0
|
||||
CityLevelUpActionType: 0
|
||||
GridMiscActionType: 0
|
||||
SkillType: 0
|
||||
TechType: 0
|
||||
- TechType: 3
|
||||
TechName: 486
|
||||
Description: 1135
|
||||
@ -517,8 +530,8 @@ MonoBehaviour:
|
||||
SkillType: 0
|
||||
TechType: 0
|
||||
- TechType: 12
|
||||
TechName: 1148
|
||||
Description: 1149
|
||||
TechName: 1366
|
||||
Description: 1370
|
||||
icon: {fileID: 0}
|
||||
CostLevel: 2
|
||||
GiantTech: 0
|
||||
@ -551,6 +564,19 @@ MonoBehaviour:
|
||||
GridMiscActionType: 0
|
||||
SkillType: 0
|
||||
TechType: 0
|
||||
- ActionType: 1
|
||||
WonderType: 0
|
||||
ResourceType: 25
|
||||
FeatureType: 0
|
||||
TerrainType: 0
|
||||
UnitType: 0
|
||||
GiantType: 0
|
||||
Vegetation: 0
|
||||
UnitActionType: 0
|
||||
CityLevelUpActionType: 0
|
||||
GridMiscActionType: 0
|
||||
SkillType: 0
|
||||
TechType: 0
|
||||
- TechType: 14
|
||||
TechName: 56
|
||||
Description: 1150
|
||||
|
||||
@ -12,7 +12,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: c659b850b20e460f866ed3f696be406b, type: 3}
|
||||
m_Name: VersionConfig
|
||||
m_EditorClassIdentifier:
|
||||
CurVersionId: 10005
|
||||
CurVersionId: 10006
|
||||
Versions:
|
||||
- MajorVersion: 1
|
||||
MinorVersion: 0
|
||||
@ -21,4 +21,8 @@ MonoBehaviour:
|
||||
- MajorVersion: 1
|
||||
MinorVersion: 0
|
||||
PatchVersion: 5
|
||||
Description: 1361
|
||||
Description: 1360
|
||||
- MajorVersion: 1
|
||||
MinorVersion: 0
|
||||
PatchVersion: 6
|
||||
Description: 1364
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -235,6 +235,7 @@ namespace RuntimeData
|
||||
}
|
||||
}
|
||||
|
||||
public int PlayerTechPoint;
|
||||
//分数
|
||||
public int PlayerScore;
|
||||
// 视野
|
||||
@ -374,7 +375,7 @@ namespace RuntimeData
|
||||
PlayerWealth2 = 5;
|
||||
PlayerCivId = civId;
|
||||
PlayerForceId = forceId;
|
||||
|
||||
PlayerTechPoint = 0;
|
||||
TurnNoAttack = 0;
|
||||
TotalKill = 0;
|
||||
}
|
||||
@ -383,7 +384,7 @@ namespace RuntimeData
|
||||
public void OnTurnStart(MapData map)
|
||||
{
|
||||
Turn++;
|
||||
LastAttackPlayers.Clear();
|
||||
LastAttackPlayers.Clear();
|
||||
foreach (var id in CurAttackPlayers) LastAttackPlayers.Add(id);
|
||||
CurAttackPlayers.Clear();
|
||||
for (int i = Skills.Count - 1; i >= 0; i--)
|
||||
|
||||
@ -64,6 +64,7 @@ namespace RuntimeData
|
||||
if (!_skillDict.TryGetValue(skillType, out var value)) return;
|
||||
Skills.Remove(value);
|
||||
_skillDict.Remove(skillType);
|
||||
|
||||
}
|
||||
|
||||
private void RefreshSkillDict()
|
||||
|
||||
@ -130,18 +130,26 @@ public class GridAndResourceDataAssets : ScriptableObject
|
||||
return null;
|
||||
return wonderInfo.Sprite;
|
||||
}
|
||||
|
||||
public Sprite GetResourceSprite(ResourceType resource, PlayerData playerData,GridData gridData = null)
|
||||
|
||||
public Sprite GetResourceSprite(ResourceType resource, PlayerData playerData,GridData gridData)
|
||||
{
|
||||
|
||||
if (!GetResourceInfo(resource, out var resourceInfo))
|
||||
return null;
|
||||
uint cid = playerData?.PlayerCivId ?? 0;
|
||||
uint forceid = playerData?.PlayerForceId ?? 0;
|
||||
if (resourceInfo.CivIdForceIdNotFromPlayer)
|
||||
cid = gridData?.CivId ?? 0;
|
||||
|
||||
if (resource == ResourceType.Animal)
|
||||
{
|
||||
Debug.Log("Test");
|
||||
}
|
||||
if (resourceInfo.VarientSprite)
|
||||
{
|
||||
foreach(var t in resourceInfo.SpriteList)
|
||||
{
|
||||
if ((t.IgnoreCivId || t.CivId == playerData.PlayerCivId)
|
||||
&& (t.IgnoreForceId || t.ForceId == playerData.PlayerForceId))
|
||||
if ((t.IgnoreCivId || t.CivId == cid)
|
||||
&& (t.IgnoreForceId || t.ForceId == forceid))
|
||||
{
|
||||
if (!t.HasLevel || gridData == null) return t.Sprite;
|
||||
//如果是拥有level的建筑,还要根据level返回
|
||||
@ -234,11 +242,15 @@ public class ResourceInfo
|
||||
{
|
||||
public ResourceType Resource;
|
||||
public Sprite Sprite;
|
||||
public bool VarientSprite;
|
||||
|
||||
[MultilingualField]
|
||||
public string ResourceName;
|
||||
public int Exp;
|
||||
|
||||
//动物、植物、土地这些 不从player读取civid和forceid的情况
|
||||
public bool CivIdForceIdNotFromPlayer;
|
||||
public bool HasMirror;
|
||||
public Sprite MirrorSprite;
|
||||
public bool VarientSprite;
|
||||
public List<CivForceToSprite> SpriteList;
|
||||
}
|
||||
|
||||
|
||||
@ -11,7 +11,7 @@ using UnityEditor;
|
||||
public enum TerrainType { None,Land, ShallowSea, DeepSea } // 海陆层
|
||||
public enum TerrainFeature { None, Mountain,Road } // 地形层
|
||||
public enum Vegetation { None, Trees } // 植被层
|
||||
public enum ResourceType { None, Fish, Starfish, Metal, Animal, Fruit, Crop, CityCenter, Treasure, Farm, Mine, LumberHut,Port,Sawmill,Forge,Windmill, Wonder,Bridge,Market,Temple,ForestTemple,MountainTemple,WaterTemple,Tower } // 资源层+建筑层
|
||||
public enum ResourceType { None, Fish, Starfish, Metal, Animal, Fruit, Crop, CityCenter, Treasure, Farm, Mine, LumberHut,Port,Sawmill,Forge,Windmill, Wonder,Bridge,Market,Temple,ForestTemple,MountainTemple,WaterTemple,Tower,Academy,Military } // 资源层+建筑层
|
||||
public enum AttackAnimType {None,Melee,Arrow,Bomb}
|
||||
public enum MainObjectType { None,Grid,City,Unit,Player}
|
||||
|
||||
|
||||
@ -287,14 +287,11 @@ namespace Logic.Action
|
||||
ActionLogicDict[commonActionId] = new GainResourceAction(commonActionId);
|
||||
}
|
||||
// 登记Build 建设建筑的行为逻辑
|
||||
else if (resourceType == ResourceType.Sawmill || resourceType == ResourceType.Windmill
|
||||
|| resourceType == ResourceType.Mine || resourceType == ResourceType.Farm
|
||||
|| resourceType == ResourceType.Forge || resourceType == ResourceType.LumberHut
|
||||
|| resourceType == ResourceType.Port || resourceType == ResourceType.Bridge
|
||||
|| resourceType == ResourceType.Market || resourceType == ResourceType.ForestTemple
|
||||
|| resourceType == ResourceType.WaterTemple || resourceType == ResourceType.Temple
|
||||
|| resourceType == ResourceType.MountainTemple
|
||||
)
|
||||
else
|
||||
if(resourceType is ResourceType.Sawmill or ResourceType.Windmill or ResourceType.Mine or ResourceType.Farm
|
||||
or ResourceType.Forge or ResourceType.LumberHut or ResourceType.Port or ResourceType.Bridge
|
||||
or ResourceType.Market or ResourceType.ForestTemple or ResourceType.WaterTemple
|
||||
or ResourceType.Temple or ResourceType.MountainTemple or ResourceType.Academy or ResourceType.Military)
|
||||
{
|
||||
commonActionId = new CommonActionId
|
||||
{
|
||||
@ -1020,7 +1017,13 @@ namespace Logic.Action
|
||||
actionParams.GridData.BuildTime = actionParams.PlayerData.Turn;
|
||||
actionParams.GridData.RenderMark = true;
|
||||
}
|
||||
|
||||
else if (_actionId.ResourceType == ResourceType.Military || _actionId.ResourceType == ResourceType.Academy)
|
||||
{
|
||||
cityExp = Table.Instance.QueryActionExp(_actionId);
|
||||
actionParams.GridData.Resource = _actionId.ResourceType;
|
||||
actionParams.GridData.RenderMark = true;
|
||||
}
|
||||
|
||||
//如果是玩家,执行一整套播放动画的逻辑
|
||||
//临时做法,用来播放VFX,获取Main,理应向MapData写入一个VFX的RenderMark的
|
||||
if (Main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
|
||||
@ -1167,6 +1170,36 @@ namespace Logic.Action
|
||||
}
|
||||
|
||||
//-------- 再处理直接建设的建筑
|
||||
//处理学院
|
||||
if (_actionId.ResourceType == ResourceType.Academy)
|
||||
{
|
||||
//确认city是否已经有一个对应的特殊建筑
|
||||
if(actionParam.MapData.GetCityDataByTerritoryGid(actionParam.GridData.Id,out var academyCity)
|
||||
&& Main.CityLogic.GetBuildingLevelByCity(actionParam.MapData,academyCity,_actionId.ResourceType,out var academyLevel))
|
||||
return false;
|
||||
//必须是没有其他建筑的山脉
|
||||
if (actionParam.GridData.Feature == TerrainFeature.Mountain
|
||||
&& actionParam.GridData.Resource is ResourceType.None or ResourceType.Metal)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
//处理军营
|
||||
if (_actionId.ResourceType == ResourceType.Military)
|
||||
{
|
||||
//确认city是否已经有一个对应的特殊建筑
|
||||
if(actionParam.MapData.GetCityDataByTerritoryGid(actionParam.GridData.Id,out var militaryCity)
|
||||
&& Main.CityLogic.GetBuildingLevelByCity(actionParam.MapData,militaryCity,_actionId.ResourceType,out var militaryLevel))
|
||||
return false;
|
||||
//必须是没有其他建筑的无树林平地
|
||||
if (actionParam.GridData.Terrain == TerrainType.Land
|
||||
&& actionParam.GridData.Feature != TerrainFeature.Mountain
|
||||
&& actionParam.GridData.Vegetation != Vegetation.Trees
|
||||
&& actionParam.GridData.Resource is ResourceType.None or ResourceType.Fruit)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
//处理temple
|
||||
if (_actionId.ResourceType == ResourceType.Temple)
|
||||
{
|
||||
@ -1331,6 +1364,36 @@ namespace Logic.Action
|
||||
}
|
||||
|
||||
//-------- 再处理直接建设的建筑
|
||||
//处理学院
|
||||
if (_actionId.ResourceType == ResourceType.Academy)
|
||||
{
|
||||
//确认city是否已经有一个对应的特殊建筑
|
||||
if(actionParam.MapData.GetCityDataByTerritoryGid(actionParam.GridData.Id,out var academyCity)
|
||||
&& Main.CityLogic.GetBuildingLevelByCity(actionParam.MapData,academyCity,_actionId.ResourceType,out var academyLevel))
|
||||
return false;
|
||||
//必须是没有其他建筑的山脉
|
||||
if (actionParam.GridData.Feature == TerrainFeature.Mountain
|
||||
&& actionParam.GridData.Resource is ResourceType.None or ResourceType.Metal)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
//处理军营
|
||||
if (_actionId.ResourceType == ResourceType.Military)
|
||||
{
|
||||
//确认city是否已经有一个对应的特殊建筑
|
||||
if(actionParam.MapData.GetCityDataByTerritoryGid(actionParam.GridData.Id,out var militaryCity)
|
||||
&& Main.CityLogic.GetBuildingLevelByCity(actionParam.MapData,militaryCity,_actionId.ResourceType,out var militaryLevel))
|
||||
return false;
|
||||
//必须是没有其他建筑的无树林平地
|
||||
if (actionParam.GridData.Terrain == TerrainType.Land
|
||||
&& actionParam.GridData.Feature != TerrainFeature.Mountain
|
||||
&& actionParam.GridData.Vegetation != Vegetation.Trees
|
||||
&& actionParam.GridData.Resource is ResourceType.None or ResourceType.Fruit)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
//处理temple
|
||||
if (_actionId.ResourceType == ResourceType.Temple)
|
||||
{
|
||||
@ -1448,14 +1511,19 @@ namespace Logic.Action
|
||||
|
||||
if (gridData == null)
|
||||
return false;
|
||||
|
||||
//减去花费
|
||||
actionParams.PlayerData.PlayerWealth -= GetCost();
|
||||
//英雄可生产次数-1
|
||||
if (_actionId.UnitType == UnitType.Giant)
|
||||
actionParams.PlayerData.giantTimes[Table.Instance.GiantToInt(_actionId.GiantType)]--;
|
||||
//生产新单位
|
||||
var newUnit = actionParams.MapData.AddUnitData(gridData.Id,cityData.Id,_actionId.UnitType,_actionId.GiantType);
|
||||
cityData.CityInfoRenderMark = true;
|
||||
//更新视野
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(newUnit.GetSightRange(),gridData));
|
||||
|
||||
//如果是真mapdata
|
||||
//如果是真mapdata,增加得分,然后处理得分动画
|
||||
if (Main.MapData == actionParams.MapData)// && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
|
||||
{
|
||||
var v1 = Table.Instance.GridToWorld(gridData);
|
||||
@ -1892,7 +1960,7 @@ namespace Logic.Action
|
||||
if (actionParams.PlayerData.PlayerWealth < info.Cost)
|
||||
return false;
|
||||
actionParams.PlayerData.PlayerWealth -= info.Cost;
|
||||
Main.UnitLogic.UnitTypeTransform(actionParams.UnitData,_actionId.UnitType);
|
||||
Main.UnitLogic.UnitTypeTransform(actionParams.MapData,actionParams.UnitData,_actionId.UnitType);
|
||||
Main.PlayerLogic.UpdateSight(actionParams.MapData,actionParams.PlayerData,actionParams.MapData.GridMap.GetAroundGridIdList(unitData.GetSightRange(),gridData));
|
||||
actionParams.UnitData.RenderMark = true;
|
||||
return true;
|
||||
@ -2817,12 +2885,13 @@ namespace Logic.Action
|
||||
|
||||
//如果不是crop或者none的land,直接return false
|
||||
if (actionParams.GridData.Terrain != TerrainType.Land
|
||||
|| (actionParams.GridData.Resource != ResourceType.None
|
||||
||(actionParams.GridData.Resource != ResourceType.None
|
||||
&& actionParams.GridData.Resource != ResourceType.Crop
|
||||
&& actionParams.GridData.Resource != ResourceType.Fruit))
|
||||
return false;
|
||||
if (actionParams.GridData.Feature == TerrainFeature.Mountain)
|
||||
return false;
|
||||
if (actionParams.GridData.Feature == TerrainFeature.Mountain) return false;
|
||||
if (actionParams.GridData.Vegetation == Vegetation.Trees) return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
//处理clear forest 和 burn forest
|
||||
|
||||
@ -32,6 +32,18 @@ namespace Logic.Skill
|
||||
base.OnTurnStart(self, mapData);
|
||||
self.AP = 0;
|
||||
}
|
||||
|
||||
public override void OnTransformRemoved(UnitData self, MapData mapData)
|
||||
{
|
||||
//当一个PEACE单位transform成别的单位的时候,如果PEACE被移除,那么AP要恢复为1
|
||||
self.AP = 1;
|
||||
}
|
||||
|
||||
public override void OnTransformAdded(UnitData self, MapData mapData)
|
||||
{
|
||||
//当一个PEACE单位transform成别的单位的时候,如果PEACE被移除,那么AP要恢复为1
|
||||
self.AP = 0;
|
||||
}
|
||||
|
||||
public override bool IsLimitSelfCounterAttack(UnitData self, MapData mapData)
|
||||
{
|
||||
|
||||
@ -181,6 +181,15 @@ namespace Logic.Skill
|
||||
|
||||
}
|
||||
|
||||
|
||||
public virtual void OnTransformRemoved(UnitData self, MapData mapData)
|
||||
{
|
||||
}
|
||||
|
||||
public virtual void OnTransformAdded(UnitData self, MapData mapData)
|
||||
{
|
||||
|
||||
}
|
||||
public virtual void OnDamageOther(MapData mapData, SettlementInfo info)
|
||||
{
|
||||
|
||||
|
||||
@ -761,7 +761,7 @@ namespace Logic
|
||||
{
|
||||
unitData.CarryUnitType = unitData.UnitType;
|
||||
unitData.CarryGiantType = unitData.GiantType;
|
||||
Main.UnitLogic.UnitTypeTransform(unitData, UnitType.Boat);
|
||||
Main.UnitLogic.UnitTypeTransform(mapData, unitData, UnitType.Boat);
|
||||
unitData.AP = 0;
|
||||
unitData.MP = 0;
|
||||
unitData.CP = 0;
|
||||
@ -781,7 +781,7 @@ namespace Logic
|
||||
if (!mapData.GetPlayerDataByUnitId(unitData.Id, out var player)
|
||||
||!mapData.GetGridDataByUnitId(unitData.Id,out var grid)) return;
|
||||
Main.PlayerLogic.UpdateSight(mapData,player,mapData.GridMap.GetAroundGridIdList(unitData.GetSightRange(),grid));
|
||||
Main.UnitLogic.UnitTypeTransform(unitData, unitData.CarryUnitType, unitData.CarryGiantType);
|
||||
Main.UnitLogic.UnitTypeTransform(mapData,unitData, unitData.CarryUnitType, unitData.CarryGiantType);
|
||||
unitData.AP = 0;
|
||||
unitData.MP = 0;
|
||||
unitData.CP = 0;
|
||||
@ -835,13 +835,26 @@ namespace Logic
|
||||
|
||||
|
||||
//unitData转换成另一个UnitType
|
||||
public void UnitTypeTransform(UnitData unitData, UnitType targetType, GiantType giantType = GiantType.None)
|
||||
public void UnitTypeTransform(MapData mapData, UnitData unitData, UnitType targetType, GiantType giantType = GiantType.None)
|
||||
{
|
||||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType, unitData.GiantType, out var originInfo);
|
||||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(targetType, giantType, out var targetInfo);
|
||||
if (originInfo == null || targetInfo == null) return;
|
||||
foreach (var skill in originInfo.Skills) unitData.RemoveSkill(skill);
|
||||
foreach (var skill in targetInfo.Skills) unitData.AddSkill(skill);
|
||||
foreach (var skilltype in originInfo.Skills)
|
||||
{
|
||||
//某些skill被Remove了,要做特殊处理情况
|
||||
if (unitData.GetSkill(skilltype, out var skill))
|
||||
skill.OnTransformRemoved(unitData,mapData);
|
||||
unitData.RemoveSkill(skilltype);
|
||||
}
|
||||
|
||||
foreach (var skilltype in targetInfo.Skills)
|
||||
{
|
||||
//某些skill被Add了,要做特殊处理
|
||||
if (unitData.GetSkill(skilltype, out var skill))
|
||||
skill.OnTransformRemoved(unitData,mapData);
|
||||
unitData.AddSkill(skilltype);
|
||||
}
|
||||
unitData.UnitType = targetType;
|
||||
unitData.GiantType = giantType;
|
||||
}
|
||||
|
||||
@ -4,6 +4,7 @@ using UnityEngine;
|
||||
using RuntimeData;
|
||||
using Animancer;
|
||||
using Logic;
|
||||
using Logic.AI;
|
||||
using NUnit.Framework;
|
||||
using TH1Resource;
|
||||
using TMPro.Examples;
|
||||
@ -650,7 +651,9 @@ namespace TH1Renderer
|
||||
|
||||
|
||||
needGlow = "";
|
||||
//var res = Table.Instance.GridAndResourceDataAssets.GetResourceSprite(_gridData.Resource,playerData, out var res);
|
||||
//注意 playerData可能是null 对于中立格子来说
|
||||
var resource = Table.Instance.GridAndResourceDataAssets.GetResourceSprite(_gridData.Resource,_playerData,_gridData);
|
||||
//TODO 整个更新掉!
|
||||
var res = _gridData.Resource switch
|
||||
{
|
||||
ResourceType.Crop => Resources.Load<Sprite>($"ArtResources/TH1Miscs/TH1Misc_Crop{needGlow}"),
|
||||
@ -688,10 +691,28 @@ namespace TH1Renderer
|
||||
$"ArtResources/TH1Buildings/TH1BuildingsCommon/TH1Building_Tower"),
|
||||
_ => null
|
||||
};
|
||||
//如果是citycenter并且有城市了,就变为null
|
||||
if (_gridData.Resource == ResourceType.CityCenter && hasCity)
|
||||
resource = null;
|
||||
if (_gridData.Resource == ResourceType.Wonder)
|
||||
resource = Table.Instance.GridAndResourceDataAssets.GetWonderSprite(_gridData.Wonder, _playerData);
|
||||
|
||||
|
||||
if (res != resource &&
|
||||
!(_gridData.Resource is ResourceType.Academy or ResourceType.Military))
|
||||
{
|
||||
Debug.LogError($"Resource Wrong !!!! is {_gridData.Resource}");
|
||||
Debug.Log(resource);
|
||||
Debug.Log(res);
|
||||
Debug.Log($"civName ={civName} cid = {_gridData.CivId}");
|
||||
resource = res;
|
||||
}
|
||||
|
||||
if (_resource.GetComponent<SpriteRenderer>().sprite != res)
|
||||
_resource.GetComponent<SpriteRenderer>().sprite = res;
|
||||
|
||||
if (_resource.GetComponent<SpriteRenderer>().sprite != resource)
|
||||
_resource.GetComponent<SpriteRenderer>().sprite = resource;
|
||||
|
||||
//处理高光效果
|
||||
_resource.GetComponent<SpriteRenderer>().material = glow ? ResourceCache.Instance.MatCache.TH1URPShaders_Sprite_Glow:
|
||||
ResourceCache.Instance.MatCache.TH1URPShaders_Default;
|
||||
|
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user