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m_LocalScale: {x: 0.4, y: 0.4, z: 0.4}
|
||||
m_ConstrainProportionsScale: 1
|
||||
m_Children: []
|
||||
m_Father: {fileID: 3648716934447262115}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 1}
|
||||
m_AnchorMax: {x: 0, y: 1}
|
||||
m_AnchoredPosition: {x: 0.75, y: -0.7}
|
||||
m_AnchoredPosition: {x: 1.75, y: -0.7}
|
||||
m_SizeDelta: {x: 1.5, y: 1}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!212 &6277866612769231561
|
||||
@ -6234,15 +6234,15 @@ SpriteRenderer:
|
||||
m_SortingLayerID: -1091627757
|
||||
m_SortingLayer: 4
|
||||
m_SortingOrder: 1
|
||||
m_Sprite: {fileID: 21300000, guid: c86167faaf5000a46a9a56905e02aff8, type: 3}
|
||||
m_Sprite: {fileID: 21300000, guid: db8e5bdf50e54ed47ae7ea7ef00b8997, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
m_FlipY: 0
|
||||
m_DrawMode: 0
|
||||
m_Size: {x: 1.04, y: 0.4}
|
||||
m_Size: {x: 4.88, y: 4.76}
|
||||
m_AdaptiveModeThreshold: 0.5
|
||||
m_SpriteTileMode: 0
|
||||
m_WasSpriteAssigned: 0
|
||||
m_WasSpriteAssigned: 1
|
||||
m_MaskInteraction: 0
|
||||
m_SpriteSortPoint: 0
|
||||
--- !u!1 &7700832997934716087
|
||||
|
||||
@ -0,0 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Logic.Action;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
[CreateAssetMenu(fileName = "ColorDataAssets", menuName = "TH1 Game Data/Color Data Asset")]
|
||||
public class ColorDataAssets : ScriptableObject
|
||||
{
|
||||
|
||||
public Color CommonUITextColor;
|
||||
public Color CommonUITextColorGray;
|
||||
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2e6227138b3626a419cba5ba5414c1d6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -81,6 +81,8 @@ public class LibraryGiantData
|
||||
public class LibraryWonderData
|
||||
{
|
||||
public WonderLibrary WonderLibraryID;
|
||||
[MultilingualField] public string Name;
|
||||
[MultilingualField] public string Desc;
|
||||
[MultilingualField] public List<DiagList> Diags;
|
||||
public int AchivePreId;//成就的前缀id
|
||||
}
|
||||
|
||||
@ -118,6 +118,8 @@ public class Table
|
||||
public SkillDataAssets SkillDataAssets;
|
||||
public HintDataAssets HintDataAssets;
|
||||
public LibraryDataAssets LibraryDataAssets;
|
||||
|
||||
public ColorDataAssets ColorDataAssets;
|
||||
//public AchievementAsset AchievementAsset;
|
||||
|
||||
|
||||
@ -158,18 +160,23 @@ public class Table
|
||||
{
|
||||
Instance = this;
|
||||
//加载assetsData
|
||||
|
||||
//多语言导表
|
||||
TechDataAssets = Resources.Load<TechDataAssets>("Export/TechDataAssets");
|
||||
ActionDataAssets = Resources.Load<ActionDataAssets>("Export/ActionDataAssets");
|
||||
UnitTypeDataAssets = Resources.Load<UnitTypeDataAssets>("Export/UnitTypeDataAssets");
|
||||
GridAndResourceDataAssets = Resources.Load<GridAndResourceDataAssets>("Export/GridAndResourceDataAssets");
|
||||
GridAndResourceDataAssets.Init();
|
||||
AnimDataAssets = Resources.Load<AnimDataAssets>("Export/AnimDataAssets");
|
||||
UICenterMessageDataAssets = Resources.Load<UICenterMessageDataAssets>("Export/UICenterMessageDataAssets");
|
||||
PlayerDataAssets = Resources.Load<PlayerDataAssets>("Export/PlayerDataAssets");
|
||||
CivDataAssets = Resources.Load<CivDataAssets>("Export/CivDataAssets");
|
||||
SkillDataAssets = Resources.Load<SkillDataAssets>("Export/SkillDataAssets");
|
||||
HintDataAssets = Resources.Load<HintDataAssets>("Export/HintDataAssets");
|
||||
LibraryDataAssets = Resources.Load<LibraryDataAssets>("Export/LibraryDataAssets");
|
||||
|
||||
//不用导表
|
||||
AnimDataAssets = Resources.Load<AnimDataAssets>("DataAssets/AnimDataAssets");
|
||||
ColorDataAssets = Resources.Load<ColorDataAssets>("DataAssets/ColorDataAssets");
|
||||
//AchievementAsset = Resources.Load<AchievementAsset>("Export/AchievementAsset");
|
||||
}
|
||||
|
||||
@ -314,7 +321,7 @@ public class Table
|
||||
if (t.Resource == ResourceType.CityCenter)
|
||||
ret[0] = "村庄";
|
||||
if (t.Resource == ResourceType.Metal)
|
||||
ret[0] = "山脉(矿石)";
|
||||
ret[0] = "山脉";
|
||||
if (t.Resource == ResourceType.Crop)
|
||||
ret[0] = "庄稼";
|
||||
if (t.Resource == ResourceType.Mine)
|
||||
|
||||
@ -80,7 +80,8 @@ namespace Logic.Achievement
|
||||
public abstract AchievementConditionType GetConditionType();
|
||||
public abstract void ClearCache();
|
||||
public abstract bool CheckCondition(AchievementItem item, MapData map);
|
||||
|
||||
|
||||
public virtual void ClearUserData() { }
|
||||
public virtual void OnTurnStart(MapData map, PlayerData player)
|
||||
{
|
||||
|
||||
@ -143,6 +144,11 @@ namespace Logic.Achievement
|
||||
|
||||
}
|
||||
|
||||
public override void ClearUserData()
|
||||
{
|
||||
TrainCount = 0;
|
||||
}
|
||||
|
||||
public override bool CheckCondition(AchievementItem item, MapData map)
|
||||
{
|
||||
return TrainCount >= TargetCount;
|
||||
|
||||
@ -7,7 +7,9 @@
|
||||
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using Logic.Achievement;
|
||||
using Logic.Multilingual;
|
||||
using NUnit.Framework;
|
||||
using RuntimeData;
|
||||
using UnityEditor;
|
||||
@ -92,17 +94,27 @@ namespace Logic.Editor
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
if (InspectorUtils.InspectorButtonWithTextWidth("清空"))
|
||||
/*if (InspectorUtils.InspectorButtonWithTextWidth("清空"))
|
||||
{
|
||||
foreach (var item in _itemList)
|
||||
{
|
||||
_asset.Data.AchievementList.Remove(item);
|
||||
}
|
||||
}
|
||||
if (Application.isPlaying && InspectorUtils.InspectorButtonWithTextWidth("清空成就完成情况(运行时)"))
|
||||
}*/
|
||||
/*
|
||||
这条是这样的,我在填表是数据1 导出为数据2 ,本地会存json数据3,只有数据3的json存玩家的成就完成情况,当时3的json污染了1的json,所以用这个来清理1的json
|
||||
if (InspectorUtils.InspectorButtonWithTextWidth("玩家成就情况清零"))
|
||||
{
|
||||
AchievementDataManager.Instance.Achievement.ClearAchievementFinishedInfo();
|
||||
AchievementDataManager.Instance.SaveAchievementData();
|
||||
foreach (var item in _asset.Data.AchievementList)
|
||||
{
|
||||
foreach(var cond in item.Conditions)
|
||||
cond.ClearUserData();
|
||||
}
|
||||
}*/
|
||||
if (InspectorUtils.InspectorButtonWithTextWidth("清空成就完成情况"))
|
||||
{
|
||||
string path = Application.persistentDataPath + "/achievement.json";
|
||||
if (File.Exists(path))File.Delete(path);
|
||||
}
|
||||
if (_bigID != 0 && _smallID != 0)
|
||||
{
|
||||
@ -115,6 +127,17 @@ namespace Logic.Editor
|
||||
{
|
||||
_asset.Data.AchievementList.Sort((a, b) => a.ID.CompareTo(b.ID));
|
||||
}
|
||||
/*
|
||||
这个是本地填表数据丢了,用json信息导回1用的。注意会使得1的json数据被3污染
|
||||
if (Application.isPlaying && InspectorUtils.InspectorButtonWithTextWidth("json导回本地"))
|
||||
{
|
||||
_asset.Data = AchievementDataManager.Instance.Achievement;
|
||||
foreach (var item in _asset.Data.AchievementList)
|
||||
{
|
||||
item.Name = MultilingualManager.Instance.GetMultilingualText(uint.Parse(item.Name));
|
||||
item.Desc = MultilingualManager.Instance.GetMultilingualText(uint.Parse(item.Desc));
|
||||
}
|
||||
}*/
|
||||
if (InspectorUtils.InspectorButtonWithTextWidth("全选"))
|
||||
{
|
||||
var keys = new List<uint>();
|
||||
|
||||
@ -1,6 +1,8 @@
|
||||
using UnityEngine;
|
||||
using Animancer;
|
||||
using UnityEngine;
|
||||
using Logic;
|
||||
using RuntimeData;
|
||||
using TH1Resource;
|
||||
using UnityEngine.UI;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEditor;
|
||||
@ -14,6 +16,7 @@ public class BottomBarUI
|
||||
public Button TechTreeButton;
|
||||
public Button NextTurnButton;
|
||||
public Button MessageButton; // ← 新增按钮字段
|
||||
public Transform QuitHint;
|
||||
|
||||
private Main _main;
|
||||
private MapData _mapData;
|
||||
@ -36,6 +39,7 @@ public class BottomBarUI
|
||||
|
||||
SettingsButton = ROBottomBarUI.transform.Find("SettingsButton").GetComponent<Button>();
|
||||
QuitButton = ROBottomBarUI.transform.Find("QuitButton").GetComponent<Button>();
|
||||
QuitHint = ROBottomBarUI.transform.Find("QuitHint");
|
||||
GameStatsButton = ROBottomBarUI.transform.Find("GameStatsButton").GetComponent<Button>();
|
||||
TechTreeButton = ROBottomBarUI.transform.Find("TechTreeButton").GetComponent<Button>();
|
||||
NextTurnButton = ROBottomBarUI.transform.Find("NextTurnButton").GetComponent<Button>();
|
||||
@ -43,6 +47,7 @@ public class BottomBarUI
|
||||
|
||||
SettingsButton.onClick.AddListener(OnSettingsClicked);
|
||||
QuitButton.onClick.AddListener(OnQuitClicked);
|
||||
QuitHintInit();
|
||||
GameStatsButton.onClick.AddListener(OnRankingClicked);
|
||||
TechTreeButton.onClick.AddListener(OnTechTreeClicked);
|
||||
NextTurnButton.onClick.AddListener(OnNextTurnClicked);
|
||||
@ -101,6 +106,28 @@ public class BottomBarUI
|
||||
UIBottomBarStatus = status;
|
||||
}
|
||||
|
||||
//quithint的初始化
|
||||
private void QuitHintInit()
|
||||
{
|
||||
QuitHint.gameObject.SetActive(false);
|
||||
QuitHint.Find("YesButton").GetComponent<Button>()?.onClick.AddListener(() =>
|
||||
{
|
||||
UIManager.Instance.GameUI.MainUI.NeedShow = true;
|
||||
_main.GameLogic.ChangeState(GameState.Menu);
|
||||
});
|
||||
QuitHint.Find("NoButton").GetComponent<Button>()?.onClick.AddListener(() =>
|
||||
{
|
||||
var anim = QuitHint.GetComponent<AnimancerComponent>();
|
||||
if (anim != null)
|
||||
anim.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeOut);
|
||||
Timer.Instance.TimerRegister(this, () =>
|
||||
{
|
||||
QuitHint.gameObject.SetActive(false);
|
||||
},ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
// 按钮点击事件
|
||||
private void OnSettingsClicked()
|
||||
{
|
||||
@ -109,8 +136,10 @@ public class BottomBarUI
|
||||
|
||||
private void OnQuitClicked()
|
||||
{
|
||||
UIManager.Instance.GameUI.MainUI.NeedShow = true;
|
||||
_main.GameLogic.ChangeState(GameState.Menu);
|
||||
var anim = QuitHint.GetComponent<AnimancerComponent>();
|
||||
if (!anim) return;
|
||||
QuitHint.gameObject.SetActive(true);
|
||||
anim.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeIn);
|
||||
}
|
||||
|
||||
private void OnRankingClicked()
|
||||
|
||||
14
My project/Assets/Scripts/UI/Common/CommonUI.cs
Normal file
@ -0,0 +1,14 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using System.Collections;
|
||||
using Logic.CrashSight;
|
||||
|
||||
namespace UI.Common
|
||||
{
|
||||
public abstract class CommonUI
|
||||
{
|
||||
public Transform UI;
|
||||
}
|
||||
|
||||
}
|
||||
11
My project/Assets/Scripts/UI/Common/CommonUI.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91686b38358103242910c9302e0b47f5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -15,12 +15,12 @@ namespace UI.LibraryUI
|
||||
public class LibraryGiantUI : LibrarySubUIBase
|
||||
{
|
||||
public GiantType GiantSelected;
|
||||
public LibraryGiantUI(LibrarySubUIType type,Button enterButton, GameObject panel) : base(type,enterButton,panel)
|
||||
public LibraryGiantUI(LibrarySubUIType type,Button enterButton, GameObject panel,LibraryUI libraryUI) : base(type,enterButton,panel,libraryUI)
|
||||
{
|
||||
}
|
||||
|
||||
//更新listpanel的信息
|
||||
public override void UpdateListPanel()
|
||||
protected override void UpdateListPanel()
|
||||
{
|
||||
var table = ListPanel.transform.Find("Scroll View/Viewport/Content");
|
||||
|
||||
@ -94,10 +94,10 @@ namespace UI.LibraryUI
|
||||
GiantType.EgyptianPatchouli => 2,
|
||||
_ => 1
|
||||
};
|
||||
for (uint k = 0; k < 3; k++)
|
||||
for (uint k = 1; k <= 3; k++)
|
||||
{
|
||||
//star坑位
|
||||
var star = slot.Find($"Stars/Star{k + 1}")?.GetComponent<Image>();
|
||||
var star = slot.Find($"Stars/Star{k}")?.GetComponent<Image>();
|
||||
bool finished = AchievementDataManager.Instance.IsFinished(2, smallid, k);
|
||||
if (star != null)
|
||||
star.sprite = finished ? ResourceCache.Instance.SpriteCache.AchievementStar : ResourceCache.Instance.SpriteCache.AchievementStarGray ;
|
||||
@ -114,7 +114,7 @@ namespace UI.LibraryUI
|
||||
|
||||
}
|
||||
|
||||
public void GiantListItemOnClick(Transform selected, GiantType giant)
|
||||
private void GiantListItemOnClick(Transform selected, GiantType giant)
|
||||
{
|
||||
//消除之前选中对象的红圈,换成当前这个
|
||||
SelectedListItem?.Find("TribeIconMask/Selected")?.gameObject.SetActive(false);
|
||||
@ -132,7 +132,7 @@ namespace UI.LibraryUI
|
||||
}
|
||||
|
||||
//更新infopanel的信息
|
||||
public override void UpdateInfoPanel()
|
||||
protected override void UpdateInfoPanel()
|
||||
{
|
||||
|
||||
var giant = GiantSelected;
|
||||
@ -171,20 +171,24 @@ namespace UI.LibraryUI
|
||||
GiantType.EgyptianPatchouli => 2,
|
||||
_ => 1
|
||||
};
|
||||
for (uint i = 0; i < 3; i++)
|
||||
for (uint i = 1; i <= 3; i++)
|
||||
{
|
||||
//star坑位
|
||||
var star = info.Find($"Info3/Star{i + 1}/Star")?.GetComponent<Image>();
|
||||
var star = info.Find($"Info3/Star{i}/Star")?.GetComponent<Image>();
|
||||
//成就标题star坑位
|
||||
var title = info.Find($"Info3/Star{i + 1}/Title")?.GetComponent<TextMeshProUGUI>();
|
||||
var title = info.Find($"Info3/Star{i}/Title")?.GetComponent<TextMeshProUGUI>();
|
||||
//成就描述star坑位
|
||||
var desc = info.Find($"Info3/Star{i + 1}/Desc")?.GetComponent<TextMeshProUGUI>();
|
||||
var desc = info.Find($"Info3/Star{i}/Desc")?.GetComponent<TextMeshProUGUI>();
|
||||
|
||||
var infoData = AchievementDataManager.Instance.Achievement.GetAchievementItem(bigid, smallid, i + 1);
|
||||
var infoData = AchievementDataManager.Instance.Achievement.GetAchievementItem(bigid, smallid, i);
|
||||
bool finished = AchievementDataManager.Instance.IsFinished(bigid, smallid, i);
|
||||
if (infoData == null) continue;
|
||||
MultilingualManager.Instance.SetUIText(title,infoData.Name);
|
||||
MultilingualManager.Instance.SetUIText(desc,infoData.Desc);
|
||||
if(title != null)
|
||||
title.color = finished ? Table.Instance.ColorDataAssets.CommonUITextColor : Table.Instance.ColorDataAssets.CommonUITextColorGray ;
|
||||
if(desc != null)
|
||||
desc.color = finished ? Table.Instance.ColorDataAssets.CommonUITextColor : Table.Instance.ColorDataAssets.CommonUITextColorGray ;
|
||||
if (star != null)
|
||||
star.sprite = finished ? ResourceCache.Instance.SpriteCache.AchievementStar : ResourceCache.Instance.SpriteCache.AchievementStarGray ;
|
||||
|
||||
@ -192,28 +196,22 @@ namespace UI.LibraryUI
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public override void SwitchTo(LibraryUI libraryUI)
|
||||
//SwitchTo
|
||||
public override void Show()
|
||||
{
|
||||
if (IsShowing) return;
|
||||
var dict = libraryUI.SubUIDict;
|
||||
|
||||
foreach (var otherPanelPair in dict)
|
||||
if(otherPanelPair.Value.IsShowing)
|
||||
otherPanelPair.Value.ClosePanel(libraryUI);
|
||||
UpdateListPanel();
|
||||
SetDefaultItem();
|
||||
UpdateInfoPanel();
|
||||
OpenPanel();
|
||||
}
|
||||
|
||||
InitBeforeSwitchTo();
|
||||
|
||||
Timer.Instance.TimerRegister(Panel, () =>
|
||||
{
|
||||
OpenPanel(libraryUI);
|
||||
}, ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length);
|
||||
public override void Hide()
|
||||
{
|
||||
ClosePanel();
|
||||
}
|
||||
|
||||
//每个subpanel都有一个初始化函数,如果切换到这个页面,要进行一次初始化选择(默认选择左上角的单位)
|
||||
public override void InitBeforeSwitchTo()
|
||||
protected override void SetDefaultItem()
|
||||
{
|
||||
if (ListTable == null) return;
|
||||
DefaultListItem = ListTable.transform.GetChild(0).GetChild(0);
|
||||
@ -221,7 +219,6 @@ namespace UI.LibraryUI
|
||||
DefaultListItem?.Find("TribeIconMask/Selected")?.gameObject.SetActive(true);
|
||||
SelectedListItem = DefaultListItem;
|
||||
GiantSelected = GiantType.EgyptianRemilia;
|
||||
UpdateInfoPanel();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -5,6 +5,7 @@ using Logic.Multilingual;
|
||||
using RuntimeData;
|
||||
using TH1Resource;
|
||||
using TMPro;
|
||||
using TMPro.Examples;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@ -13,10 +14,12 @@ namespace UI.LibraryUI
|
||||
|
||||
public enum LibrarySubUIType
|
||||
{
|
||||
None,
|
||||
Force,
|
||||
Giant,
|
||||
Wonder,
|
||||
Achievement
|
||||
|
||||
}
|
||||
|
||||
public abstract class LibrarySubUIBase
|
||||
@ -31,60 +34,74 @@ namespace UI.LibraryUI
|
||||
public GameObject InfoPanel;
|
||||
public GameObject ListTable;
|
||||
public GameObject ListDefault;
|
||||
|
||||
public LibraryUI LibraryUI;
|
||||
//进入该panel的总开关
|
||||
public Button EnterButton;
|
||||
//记录当前是否正在展示
|
||||
public bool IsShowing;
|
||||
public bool IsSelectPanel;
|
||||
|
||||
//默认list选择的目标
|
||||
public Transform SelectedListItem;
|
||||
public Transform DefaultListItem;
|
||||
|
||||
protected LibrarySubUIBase(LibrarySubUIType type, Button enterButton,GameObject panel)
|
||||
protected LibrarySubUIBase(LibrarySubUIType type, Button enterButton,GameObject panel,LibraryUI libraryUI)
|
||||
{
|
||||
LibraryUI = libraryUI;
|
||||
EnterButton = enterButton;
|
||||
Type = type;
|
||||
Panel = panel;
|
||||
ListPanel = panel.transform.Find("ListPanel").gameObject;
|
||||
InfoPanel = panel.transform.Find("InfoPanel").gameObject;
|
||||
ListTable = ListPanel.transform.Find("Scroll View/Viewport/Content").gameObject;
|
||||
//EnterButton.onClick.AddListener(() => { UpdateListData();SwitchTo(LibrarySubUIDict); });
|
||||
EnterButton.onClick.AddListener(() => { LibraryUI.SwitchToPanel(Type); });
|
||||
}
|
||||
|
||||
//对外只有两个函数:Show和Hide
|
||||
public abstract void Show();
|
||||
public abstract void Hide();
|
||||
|
||||
|
||||
|
||||
//更新listpanel的信息
|
||||
public abstract void UpdateListPanel();
|
||||
protected abstract void UpdateListPanel();
|
||||
//更新infopanel的信息
|
||||
public abstract void UpdateInfoPanel();
|
||||
protected abstract void UpdateInfoPanel();
|
||||
//switch到这个panel之前要做的初始化函数
|
||||
public abstract void InitBeforeSwitchTo();
|
||||
protected abstract void SetDefaultItem();
|
||||
|
||||
public abstract void SwitchTo(LibraryUI libraryUI);
|
||||
|
||||
|
||||
public virtual void DeselectButton()
|
||||
|
||||
protected virtual void DeselectButton()
|
||||
{
|
||||
//设置文字alpha=64
|
||||
var text = EnterButton.gameObject.transform.Find("Text")?.GetComponent<TextMeshProUGUI>();
|
||||
if (text != null)
|
||||
{
|
||||
Color color = text.color;
|
||||
color.a = 64;
|
||||
color.a = 64 / 255f;
|
||||
text.color = color;
|
||||
}
|
||||
//设置button颜色
|
||||
var button = EnterButton.GetComponent<Image>();
|
||||
if (button != null)
|
||||
button.color = new Color(136/255f, 136/255f, 136/255f, 93 / 255f);
|
||||
}
|
||||
|
||||
public virtual void SelectButton()
|
||||
protected virtual void SelectButton()
|
||||
{
|
||||
//设置文字alpha=255
|
||||
var text = EnterButton.gameObject.transform.Find("Text")?.GetComponent<TextMeshProUGUI>();
|
||||
if (text != null)
|
||||
{
|
||||
Color color = text.color;
|
||||
color.a = 255;
|
||||
color.a = 1f;
|
||||
text.color = color;
|
||||
}
|
||||
//设置button颜色
|
||||
var button = EnterButton.GetComponent<Image>();
|
||||
if (button != null)
|
||||
button.color = new Color(1f, 1f, 1f, 1f);
|
||||
}
|
||||
public virtual void ClosePanel(LibraryUI libraryUI)
|
||||
protected virtual void ClosePanel()
|
||||
{
|
||||
//topbar 的button要改为熄灭
|
||||
DeselectButton();
|
||||
@ -93,19 +110,21 @@ namespace UI.LibraryUI
|
||||
var anim = Panel.GetComponent<AnimancerComponent>();
|
||||
if (anim != null)
|
||||
anim.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeOut);
|
||||
IsShowing = false;
|
||||
Timer.Instance.TimerRegister(this,()=>{Panel.SetActive(false);},ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length);
|
||||
|
||||
IsSelectPanel = false;
|
||||
}
|
||||
|
||||
public virtual void OpenPanel(LibraryUI libraryUI)
|
||||
protected virtual void OpenPanel()
|
||||
{
|
||||
//topbar的button要改为选中
|
||||
SelectButton();
|
||||
Panel.SetActive(true);
|
||||
//panel要显示
|
||||
var anim = Panel.GetComponent<AnimancerComponent>();
|
||||
if (anim != null)
|
||||
anim.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeIn);
|
||||
libraryUI.SelectedSubUIType = Type;
|
||||
IsShowing = true;
|
||||
IsSelectPanel = true;
|
||||
}
|
||||
}
|
||||
|
||||
@ -121,12 +140,11 @@ namespace UI.LibraryUI
|
||||
private bool _isShowing = false;
|
||||
private bool _isAnimating = false;
|
||||
|
||||
|
||||
|
||||
|
||||
//记录当前的panel之间是否正在互相切换
|
||||
private bool _isSwitching = false;
|
||||
|
||||
public Dictionary<LibrarySubUIType, LibrarySubUIBase> SubUIDict = new();
|
||||
public LibrarySubUIType SelectedSubUIType;
|
||||
public LibrarySubUIType SelectedSubUIType = LibrarySubUIType.None;
|
||||
|
||||
public LibraryUI(Main main, MapData mapData)
|
||||
{
|
||||
@ -146,19 +164,47 @@ namespace UI.LibraryUI
|
||||
public void Init()
|
||||
{
|
||||
//新建四个tabs对象
|
||||
SubUIDict[LibrarySubUIType.Giant] = new LibraryGiantUI(LibrarySubUIType.Giant,ROLibraryUI.transform.Find("TopBar/Giant").GetComponent<Button>(), ROLibraryUI.transform.Find("Giant").gameObject);
|
||||
SubUIDict[LibrarySubUIType.Giant] = new LibraryGiantUI(
|
||||
LibrarySubUIType.Giant,ROLibraryUI.transform.Find("TopBar/Giant").GetComponent<Button>(),
|
||||
ROLibraryUI.transform.Find("Giant").gameObject,this);
|
||||
|
||||
SubUIDict[LibrarySubUIType.Wonder] = new LibraryWonderUI(
|
||||
LibrarySubUIType.Wonder,ROLibraryUI.transform.Find("TopBar/Wonder").GetComponent<Button>(),
|
||||
ROLibraryUI.transform.Find("Wonder").gameObject,this);
|
||||
|
||||
//全部SetActiveFalse
|
||||
ROLibraryUI.transform.Find("Giant").gameObject.SetActive(false);
|
||||
ROLibraryUI.transform.Find("Wonder").gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void DataPrepareBeforeShow()
|
||||
public void SwitchToPanel(LibrarySubUIType type)
|
||||
{
|
||||
//设置各种初始化值
|
||||
SelectedSubUIType = LibrarySubUIType.Giant;
|
||||
//更新默认panel giant页面的list情况
|
||||
SubUIDict[LibrarySubUIType.Giant].UpdateListPanel();
|
||||
//设置default选项
|
||||
SubUIDict[LibrarySubUIType.Giant].InitBeforeSwitchTo();
|
||||
//更新基于default的infopanel
|
||||
SubUIDict[LibrarySubUIType.Giant].UpdateInfoPanel();
|
||||
//如果正在切换中,return
|
||||
if (_isSwitching) return;
|
||||
//如果点击的就是当前展示的,return
|
||||
if (SelectedSubUIType == type) return;
|
||||
_isSwitching = true;
|
||||
|
||||
//如果不是首次打开library
|
||||
if (SelectedSubUIType != LibrarySubUIType.None)
|
||||
{
|
||||
//先关闭目前打开的panel
|
||||
SubUIDict[SelectedSubUIType].Hide();
|
||||
//再打开当前选中的panel
|
||||
Timer.Instance.TimerRegister(this, () =>
|
||||
{
|
||||
SubUIDict[type].Show();
|
||||
SelectedSubUIType = type;
|
||||
_isSwitching = false;
|
||||
},ResourceCache.Instance.AnimCache.UICommonPanelFadeIn.length);
|
||||
}
|
||||
//如果是首次打开library
|
||||
else
|
||||
{
|
||||
SubUIDict[type].Show();
|
||||
SelectedSubUIType = type;
|
||||
_isSwitching = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
@ -185,7 +231,10 @@ namespace UI.LibraryUI
|
||||
|
||||
var animancer = ROLibraryUI.GetComponent<AnimancerComponent>();
|
||||
var fadeIn = ResourceCache.Instance.AnimCache.UICommonPanelFadeIn;
|
||||
DataPrepareBeforeShow();
|
||||
|
||||
//初始默认打开giant界面
|
||||
SwitchToPanel(LibrarySubUIType.Giant);
|
||||
|
||||
animancer.Play(fadeIn);
|
||||
|
||||
Timer.Instance.TimerRegister(ROLibraryUI, () =>
|
||||
|
||||
225
My project/Assets/Scripts/UI/LibraryUI/LibraryWonderUI.cs
Normal file
@ -0,0 +1,225 @@
|
||||
using UnityEngine;
|
||||
using Logic;
|
||||
using RuntimeData;
|
||||
using Animancer;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections.Generic;
|
||||
using System.Net;
|
||||
using Logic.Multilingual;
|
||||
using TH1Resource;
|
||||
using TMPro;
|
||||
using Unity.VisualScripting;
|
||||
|
||||
namespace UI.LibraryUI
|
||||
{
|
||||
public class LibraryWonderUI : LibrarySubUIBase
|
||||
{
|
||||
public WonderLibrary WonderSelected;
|
||||
|
||||
public LibraryWonderUI(LibrarySubUIType type,Button enterButton, GameObject panel,LibraryUI libraryUI) : base(type,enterButton,panel,libraryUI)
|
||||
{
|
||||
}
|
||||
|
||||
//更新listpanel的信息
|
||||
protected override void UpdateListPanel()
|
||||
{
|
||||
var table = ListPanel.transform.Find("Scroll View/Viewport/Content");
|
||||
|
||||
//构造needList,需要展示的giant list
|
||||
int needCount = 7;
|
||||
var needList = new List<WonderLibrary>();
|
||||
needList.Add(WonderLibrary.EgyptianRemiliaPEACE);
|
||||
needList.Add(WonderLibrary.EgyptianRemiliaKNOWLEDGE);
|
||||
needList.Add(WonderLibrary.EgyptianRemiliaTRADE);
|
||||
needList.Add(WonderLibrary.EgyptianRemiliaWEALTH);
|
||||
needList.Add(WonderLibrary.EgyptianRemiliaPOWER);
|
||||
needList.Add(WonderLibrary.EgyptianRemiliaPARK);
|
||||
needList.Add(WonderLibrary.EgyptianRemiliaEYE);
|
||||
//col=4 一行有4个item
|
||||
int col = 4;
|
||||
|
||||
//根据需要展示的情况,确定table下的显示位置够不够,多的setactive false,少的clone
|
||||
int hasCount = table.childCount * col;
|
||||
//如果坑位少于需要展示的数量,增加坑位
|
||||
var sampleRow = table.Find("SampleRow");
|
||||
while (hasCount < needCount)
|
||||
{
|
||||
GameObject.Instantiate(sampleRow, table);
|
||||
hasCount += col;
|
||||
}
|
||||
//将最后一行多出来的坑位setactive false
|
||||
int lastCount = needCount;
|
||||
while (lastCount < hasCount)
|
||||
{
|
||||
table.GetChild(lastCount / col).GetChild(lastCount % col).gameObject.SetActive(false);
|
||||
lastCount++;
|
||||
}
|
||||
|
||||
//总计的成就星星数量
|
||||
int allStar = 0;
|
||||
|
||||
//设置每一个wonder
|
||||
for(int i = 0;i < needList.Count; i++)
|
||||
{
|
||||
var wonder = needList[i];
|
||||
if(!Table.Instance.GridAndResourceDataAssets.GetWonderInfo( wonder, out var wonderInfo))continue;
|
||||
//更换sprite
|
||||
if (table.GetChild(i / col) == null) continue;
|
||||
var slot = table.GetChild( i / col).GetChild(i % col);
|
||||
if (slot == null) continue;
|
||||
slot.Find("Size/TribeIconMask/TribeIcon").GetComponent<Image>().sprite = wonderInfo.Sprite;
|
||||
|
||||
Button slotButton = slot.GetComponent<Button>();
|
||||
if (slotButton == null)
|
||||
slotButton = slot.gameObject.AddComponent<Button>();
|
||||
|
||||
|
||||
// 移除旧的监听器,防止重复添加
|
||||
slotButton.onClick.RemoveAllListeners();
|
||||
// 添加新的监听器,使用 lambda 表达式捕获当前的 giant 变量
|
||||
slotButton.onClick.AddListener(() =>
|
||||
{
|
||||
// 当按钮被点击时,调用 UpdateGiantInfoData 并传入对应的 GiantType
|
||||
WonderListItemOnClick(slot,wonder);
|
||||
});
|
||||
|
||||
//处理成就星星的显示
|
||||
uint bigid = 3;
|
||||
uint smallid = wonder switch
|
||||
{
|
||||
WonderLibrary.EgyptianRemiliaPEACE => 1,
|
||||
WonderLibrary.EgyptianRemiliaKNOWLEDGE => 2,
|
||||
WonderLibrary.EgyptianRemiliaTRADE => 3,
|
||||
WonderLibrary.EgyptianRemiliaWEALTH => 4,
|
||||
WonderLibrary.EgyptianRemiliaPOWER => 5,
|
||||
WonderLibrary.EgyptianRemiliaPARK => 6,
|
||||
_ => 7
|
||||
};
|
||||
for (uint k = 1; k <= 3; k++)
|
||||
{
|
||||
//star坑位
|
||||
var star = slot.Find($"Stars/Star{k}")?.GetComponent<Image>();
|
||||
bool finished = AchievementDataManager.Instance.IsFinished(2, smallid, k);
|
||||
if (star != null)
|
||||
star.sprite = finished ? ResourceCache.Instance.SpriteCache.AchievementStar : ResourceCache.Instance.SpriteCache.AchievementStarGray ;
|
||||
if (finished) allStar++;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//设置总成就星星数量的显示
|
||||
var textUI = ListPanel.transform.Find("TitleBar/StarCount/Text")?.GetComponent<TextMeshProUGUI>();
|
||||
if (textUI != null)
|
||||
textUI.text = allStar.ToString() + " / " + (needCount * 3).ToString();
|
||||
|
||||
}
|
||||
|
||||
private void WonderListItemOnClick(Transform selected, WonderLibrary wonder)
|
||||
{
|
||||
//消除之前选中对象的红圈,换成当前这个
|
||||
SelectedListItem?.Find("Size/Selected")?.gameObject.SetActive(false);
|
||||
selected.Find("Size/Selected")?.gameObject.SetActive(true);
|
||||
SelectedListItem = selected;
|
||||
WonderSelected = wonder;
|
||||
|
||||
InfoPanel.GetComponent<AnimancerComponent>()?.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeOut);
|
||||
|
||||
Timer.Instance.TimerRegister(this, () =>
|
||||
{
|
||||
UpdateInfoPanel();
|
||||
InfoPanel.GetComponent<AnimancerComponent>()?.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeIn);
|
||||
},ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length);
|
||||
}
|
||||
|
||||
//更新infopanel的信息
|
||||
protected override void UpdateInfoPanel()
|
||||
{
|
||||
|
||||
var wonder = WonderSelected;
|
||||
if (!Table.Instance.GridAndResourceDataAssets.GetWonderInfo(wonder, out var wonderInfo)) return;
|
||||
if (!Table.Instance.LibraryDataAssets.GetLibraryInfoByWonder(wonder, out var libraryInfo)) return;
|
||||
if (!Table.Instance.PlayerDataAssets.GetPlayerInfoByCivId(wonderInfo.CivId,wonderInfo.ForceId, out var playerInfo)) return;
|
||||
var image = InfoPanel.transform.Find("WonderImage/Wonder");
|
||||
var info = InfoPanel.transform.Find("WonderInfo");
|
||||
//设置立绘
|
||||
image.GetComponent<Image>().sprite = wonderInfo.Sprite;
|
||||
//设置角色名称
|
||||
MultilingualManager.Instance.SetUIText(InfoPanel.transform.Find("Title")?.GetComponent<TextMeshProUGUI>(),libraryInfo.Name);
|
||||
//设置帝国名称
|
||||
//设置角色介绍
|
||||
MultilingualManager.Instance.SetUIText(info.Find("Info1/Desc")?.GetComponent<TextMeshProUGUI>(),libraryInfo.Desc);
|
||||
//设置角色读白
|
||||
//MultilingualManager.Instance.SetUIText(info.Find("Info1/Diag/Text")?.GetComponent<TextMeshProUGUI>(),libraryInfo.Diag);
|
||||
//设置角色读白角色头像
|
||||
//info.Find("Info1/Diag/AvatarCircle/Avatar").GetComponent<Image>().sprite = unitInfo.Sprite;
|
||||
//设置角色读白对话框背景颜色
|
||||
//if(info.Find("Info1/Diag") != null)
|
||||
// info.Find("Info1/Diag").GetComponent<Image>().color = libraryInfo.DiagColor;
|
||||
|
||||
|
||||
//处理成就
|
||||
uint bigid = 3;
|
||||
uint smallid = wonder switch
|
||||
{
|
||||
WonderLibrary.EgyptianRemiliaPEACE => 1,
|
||||
WonderLibrary.EgyptianRemiliaKNOWLEDGE => 2,
|
||||
WonderLibrary.EgyptianRemiliaTRADE => 3,
|
||||
WonderLibrary.EgyptianRemiliaWEALTH => 4,
|
||||
WonderLibrary.EgyptianRemiliaPOWER => 5,
|
||||
WonderLibrary.EgyptianRemiliaPARK => 6,
|
||||
_ => 7
|
||||
};
|
||||
for (uint i = 1; i <= 3; i++)
|
||||
{
|
||||
//star坑位
|
||||
var star = info.Find($"Info3/Star{i}/Star")?.GetComponent<Image>();
|
||||
//成就标题star坑位
|
||||
var title = info.Find($"Info3/Star{i}/Title")?.GetComponent<TextMeshProUGUI>();
|
||||
//成就描述star坑位
|
||||
var desc = info.Find($"Info3/Star{i}/Desc")?.GetComponent<TextMeshProUGUI>();
|
||||
|
||||
var infoData = AchievementDataManager.Instance.Achievement.GetAchievementItem(bigid, smallid, i);
|
||||
Debug.Log(bigid + " " + smallid + " " +i);
|
||||
bool finished = AchievementDataManager.Instance.IsFinished(bigid, smallid, i);
|
||||
if (infoData == null) continue;
|
||||
MultilingualManager.Instance.SetUIText(title,infoData.Name);
|
||||
MultilingualManager.Instance.SetUIText(desc,infoData.Desc);
|
||||
if(title != null)
|
||||
title.color = finished ? Table.Instance.ColorDataAssets.CommonUITextColor : Table.Instance.ColorDataAssets.CommonUITextColorGray ;
|
||||
if(desc != null)
|
||||
desc.color = finished ? Table.Instance.ColorDataAssets.CommonUITextColor : Table.Instance.ColorDataAssets.CommonUITextColorGray ;
|
||||
if (star != null)
|
||||
star.sprite = finished ? ResourceCache.Instance.SpriteCache.AchievementStar : ResourceCache.Instance.SpriteCache.AchievementStarGray ;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//SwitchTo
|
||||
public override void Show()
|
||||
{
|
||||
UpdateListPanel();
|
||||
SetDefaultItem();
|
||||
UpdateInfoPanel();
|
||||
OpenPanel();
|
||||
}
|
||||
|
||||
public override void Hide()
|
||||
{
|
||||
ClosePanel();
|
||||
}
|
||||
|
||||
//每个subpanel都有一个初始化函数,如果切换到这个页面,要进行一次初始化选择(默认选择左上角的单位)
|
||||
protected override void SetDefaultItem()
|
||||
{
|
||||
if (ListTable == null) return;
|
||||
DefaultListItem = ListTable.transform.GetChild(0).GetChild(0);
|
||||
SelectedListItem?.Find("Size/Selected")?.gameObject.SetActive(false);
|
||||
DefaultListItem?.Find("Size/Selected")?.gameObject.SetActive(true);
|
||||
SelectedListItem = DefaultListItem;
|
||||
WonderSelected = WonderLibrary.EgyptianRemiliaPEACE;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5789a75dd5e380e4bb5ab3913b157cdc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -41,7 +41,7 @@ public class TopBarUI
|
||||
|
||||
public void ShowTurnHint()
|
||||
{
|
||||
var anim = ROTurnHint.GetComponent<AnimancerComponent>();
|
||||
var anim = ROTurnHint.transform.Find("Text").GetComponent<AnimancerComponent>();
|
||||
if (anim == null) return;
|
||||
ROTurnHint.SetActive(true);
|
||||
anim.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeIn);
|
||||
|
||||
@ -99,4 +99,4 @@ Money = 5, Stratery = ???
|
||||
Tech:None
|
||||
---%$#@!%$#@!%$#@!%$#@!!@#$%1007%$#@!治疗提示%$#@!%$#@!%$#@!%$#@!!@#$%1008%$#@!1%$#@!%$#@!%$#@!%$#@!!@#$%1009%$#@!建设提示%$#@!%$#@!%$#@!%$#@!!@#$%1010%$#@!2%$#@!%$#@!%$#@!%$#@!!@#$%1011%$#@!需要恢复!%$#@!%$#@!%$#@!%$#@!!@#$%1012%$#@!生命值较低,防御攻击都会下降,可以使用<color=yellow>恢复</color>。领土内恢复翻倍。%$#@!%$#@!%$#@!%$#@!!@#$%1013%$#@!占领城市!%$#@!%$#@!%$#@!%$#@!!@#$%1014%$#@!<color=yellow>占领</color>他人城市或村庄,是发展壮大的必要步骤。%$#@!%$#@!%$#@!%$#@!!@#$%1015%$#@!挖掘宝藏!%$#@!%$#@!%$#@!%$#@!!@#$%1016%$#@!<color=yellow>挖掘</color>宝藏,将有概率获得巨额财富,强力单位,或者一个随机科技。%$#@!%$#@!%$#@!%$#@!!@#$%1017%$#@!训练单位!%$#@!%$#@!%$#@!%$#@!!@#$%1018%$#@!无论是应对潜在的敌人威胁,还是探索地图挖掘宝藏,训练单位都是第一步。%$#@!%$#@!%$#@!%$#@!!@#$%1019%$#@!可改造农田%$#@!%$#@!%$#@!%$#@!!@#$%1020%$#@!升级科技,将庄稼改造为农田吧!%$#@!%$#@!%$#@!%$#@!!@#$%1021%$#@!可捕获渔业%$#@!%$#@!%$#@!%$#@!!@#$%1022%$#@!升级科技,捕获渔业,升级城市吧!%$#@!%$#@!%$#@!%$#@!!@#$%1023%$#@!可狩猎%$#@!%$#@!%$#@!%$#@!!@#$%1024%$#@!升级科技,狩猎动物,升级城市吧!%$#@!%$#@!%$#@!%$#@!!@#$%1025%$#@!可改造矿场%$#@!%$#@!%$#@!%$#@!!@#$%1026%$#@!升级科技,将矿石改造为采矿场吧!%$#@!%$#@!%$#@!%$#@!!@#$%1027%$#@!可收获水果%$#@!%$#@!%$#@!%$#@!!@#$%1028%$#@!升级科技,收获水果,升级城市吧!%$#@!%$#@!%$#@!%$#@!!@#$%1029%$#@!学习<color=yellow>种田</color>科技,就能将庄稼改造为农田,并为城市提供2点经验。在学习<color=yellow>采集</color>科技前,无法发现庄稼。%$#@!%$#@!%$#@!%$#@!!@#$%1030%$#@!学习<color=yellow>捕鱼</color>科技,就能捕获渔业,并为城市提供1点经验。%$#@!%$#@!%$#@!%$#@!!@#$%1031%$#@!学习<color=yellow>狩猎</color>科技,就能捕获猎物,并为城市提供1点经验。%$#@!%$#@!%$#@!%$#@!!@#$%1032%$#@!学习<color=yellow>采矿</color>科技,就能将矿山改造为采矿场,并为城市提供2点经验。在学习<color=yellow>爬山</color>科技之前,无法发现矿山。%$#@!%$#@!%$#@!%$#@!!@#$%1033%$#@!学习<color=yellow>采集</color>科技,就能收获水果,并为城市提供1点经验。%$#@!%$#@!%$#@!%$#@!!@#$%1034%$#@!学习<color=yellow>耕种</color>科技,就能将庄稼改造为农田,并为城市提供2点经验。在学习<color=yellow>采集</color>科技前,无法发现庄稼。%$#@!%$#@!%$#@!%$#@!!@#$%1035%$#@!确认选择%$#@!%$#@!%$#@!%$#@!!@#$%1036%$#@!蕾米莉亚·斯卡雷特伫立于金字塔之巅。她率领红魔馆南征北讨,驱策妖精女仆开垦于尼罗河畔,筑起属于斯卡雷特王朝的辉煌帝国。%$#@!%$#@!%$#@!%$#@!!@#$%1037%$#@!开始游戏!%$#@!%$#@!%$#@!%$#@!!@#$%1038%$#@!游戏模式%$#@!%$#@!%$#@!%$#@!!@#$%1039%$#@!创造模式%$#@!%$#@!%$#@!%$#@!!@#$%1040%$#@!历史战绩%$#@!%$#@!%$#@!%$#@!!@#$%1041%$#@!城市%$#@!%$#@!%$#@!%$#@!!@#$%1042%$#@!地图设置%$#@!%$#@!%$#@!%$#@!!@#$%1043%$#@!第{param}回合%$#@!%$#@!%$#@!%$#@!!@#$%1044%$#@!蕾米莉亚 · 斯卡雷特%$#@!%$#@!%$#@!%$#@!!@#$%1045%$#@!饰演<color=red>阿努比斯</color>的人类少女。她本是红魔馆服侍蕾米莉亚·斯卡雷特的女仆长,陪着任性的大小姐一同加入游戏。%$#@!%$#@!%$#@!%$#@!!@#$%1046%$#@!帕秋莉 · 诺蕾姬%$#@!%$#@!%$#@!%$#@!!@#$%1047%$#@!芙兰朵露 · 斯卡雷特%$#@!%$#@!%$#@!%$#@!!@#$%1048%$#@!返回%$#@!%$#@!%$#@!%$#@!!@#$%1049%$#@!古代世界最大、最著名的图书馆,建于托勒密王朝时期的埃及,旨在收藏天下所有知识。后因战火与政治动荡多次焚毁。
|
||||
|
||||
在游戏中,作为<color=red>知识类奇观</color>,解锁全部科后即可获得,提供3点城市经验。%$#@!%$#@!%$#@!%$#@!!@#$%1050%$#@!饰演<color=red>奥西里斯</color>的人类少女。她本是红魔馆服侍蕾米莉亚·斯卡雷特的女仆长,陪着任性的大小姐一同加入游戏。%$#@!%$#@!%$#@!%$#@!!@#$%1051%$#@!居然是……奥西里斯吗?不过大小姐是不会死的吧。我变得多余了呢。%$#@!%$#@!%$#@!%$#@!!@#$%1052%$#@!饰演<color=red>克里欧帕特拉</color>的人类少女。她本是红魔馆服侍蕾米莉亚·斯卡雷特的女仆长,陪着任性的大小姐一同加入游戏。%$#@!%$#@!%$#@!%$#@!!@#$%1053%$#@!居然是……艳后?不过大小姐是不会死的吧。我变得多余了呢。%$#@!%$#@!%$#@!%$#@!!@#$%1054%$#@!饰演<color=red>赛特</color>的人类少女。她本是红魔馆服侍蕾米莉亚·斯卡雷特的女仆长,陪着任性的大小姐一同加入游戏。%$#@!%$#@!%$#@!%$#@!!@#$%1055%$#@!居然是……赛特?不过大小姐是不会死的吧。我变得多余了呢。%$#@!%$#@!%$#@!%$#@!!@#$%1056%$#@!饰演<color=red>荷鲁斯</color>的人类少女。她本是红魔馆服侍蕾米莉亚·斯卡雷特的女仆长,陪着任性的大小姐一同加入游戏。%$#@!%$#@!%$#@!%$#@!!@#$%1057%$#@!居然是……荷鲁斯?不过大小姐是不会死的吧。我变得多余了呢。%$#@!%$#@!%$#@!%$#@!!@#$%1058%$#@!我要看到血流成河!%$#@!%$#@!%$#@!%$#@!!@#$%1059%$#@!猩红法庭%$#@!%$#@!%$#@!%$#@!!@#$%1060%$#@!累计召唤20次%$#@!%$#@!%$#@!%$#@!!@#$%1061%$#@!绯色冥河之主%$#@!%$#@!%$#@!%$#@!!@#$%1062%$#@!累计召唤30次%$#@!%$#@!%$#@!%$#@!!@#$%1063%$#@!咳咳,咳咳咳%$#@!%$#@!%$#@!%$#@!!@#$%1064%$#@!不动的大图书馆%$#@!%$#@!%$#@!%$#@!!@#$%1065%$#@!与毒蛇共眠%$#@!%$#@!%$#@!%$#@!!@#$%1066%$#@!又见面了,大小姐%$#@!%$#@!%$#@!%$#@!!@#$%1067%$#@!完美潇洒的从者%$#@!%$#@!%$#@!%$#@!!@#$%1068%$#@!于冥河守候%$#@!%$#@!%$#@!%$#@!!@#$%1069%$#@!毁灭是我仅剩的温柔%$#@!%$#@!%$#@!%$#@!!@#$%1070%$#@!四重存在%$#@!%$#@!%$#@!%$#@!!@#$%1071%$#@!奥西里斯之死%$#@!%$#@!%$#@!%$#@!!@#$%1072%$#@!我要打10个%$#@!%$#@!%$#@!%$#@!!@#$%1073%$#@!崩山彩极炮%$#@!%$#@!%$#@!%$#@!!@#$%1074%$#@!荷鲁斯的复仇%$#@!%$#@!%$#@!%$#@!!@#$%
|
||||
在游戏中,作为<color=red>知识类奇观</color>,解锁全部科后即可获得,提供3点城市经验。%$#@!%$#@!%$#@!%$#@!!@#$%1050%$#@!饰演<color=red>奥西里斯</color>的人类少女。她本是红魔馆服侍蕾米莉亚·斯卡雷特的女仆长,陪着任性的大小姐一同加入游戏。%$#@!%$#@!%$#@!%$#@!!@#$%1051%$#@!居然是……奥西里斯吗?不过大小姐是不会死的吧。我变得多余了呢。%$#@!%$#@!%$#@!%$#@!!@#$%1052%$#@!饰演<color=red>克里欧帕特拉</color>的人类少女。她本是红魔馆服侍蕾米莉亚·斯卡雷特的女仆长,陪着任性的大小姐一同加入游戏。%$#@!%$#@!%$#@!%$#@!!@#$%1053%$#@!居然是……艳后?不过大小姐是不会死的吧。我变得多余了呢。%$#@!%$#@!%$#@!%$#@!!@#$%1054%$#@!饰演<color=red>赛特</color>的人类少女。她本是红魔馆服侍蕾米莉亚·斯卡雷特的女仆长,陪着任性的大小姐一同加入游戏。%$#@!%$#@!%$#@!%$#@!!@#$%1055%$#@!居然是……赛特?不过大小姐是不会死的吧。我变得多余了呢。%$#@!%$#@!%$#@!%$#@!!@#$%1056%$#@!饰演<color=red>荷鲁斯</color>的人类少女。她本是红魔馆服侍蕾米莉亚·斯卡雷特的女仆长,陪着任性的大小姐一同加入游戏。%$#@!%$#@!%$#@!%$#@!!@#$%1057%$#@!居然是……荷鲁斯?不过大小姐是不会死的吧。我变得多余了呢。%$#@!%$#@!%$#@!%$#@!!@#$%1058%$#@!我要看到血流成河!%$#@!%$#@!%$#@!%$#@!!@#$%1059%$#@!猩红法庭%$#@!%$#@!%$#@!%$#@!!@#$%1060%$#@!累计召唤20次%$#@!%$#@!%$#@!%$#@!!@#$%1061%$#@!绯色冥河之主%$#@!%$#@!%$#@!%$#@!!@#$%1062%$#@!累计召唤30次%$#@!%$#@!%$#@!%$#@!!@#$%1063%$#@!咳咳,咳咳咳%$#@!%$#@!%$#@!%$#@!!@#$%1064%$#@!不动的大图书馆%$#@!%$#@!%$#@!%$#@!!@#$%1065%$#@!与毒蛇共眠%$#@!%$#@!%$#@!%$#@!!@#$%1066%$#@!又见面了,大小姐%$#@!%$#@!%$#@!%$#@!!@#$%1067%$#@!完美潇洒的从者%$#@!%$#@!%$#@!%$#@!!@#$%1068%$#@!于冥河守候%$#@!%$#@!%$#@!%$#@!!@#$%1069%$#@!毁灭是我仅剩的温柔%$#@!%$#@!%$#@!%$#@!!@#$%1070%$#@!四重存在%$#@!%$#@!%$#@!%$#@!!@#$%1071%$#@!奥西里斯之死%$#@!%$#@!%$#@!%$#@!!@#$%1072%$#@!我要打10个%$#@!%$#@!%$#@!%$#@!!@#$%1073%$#@!崩山彩极炮%$#@!%$#@!%$#@!%$#@!!@#$%1074%$#@!荷鲁斯的复仇%$#@!%$#@!%$#@!%$#@!!@#$%1075%$#@!确认回到主菜单?%$#@!%$#@!%$#@!%$#@!!@#$%1076%$#@!游戏将会自动保存%$#@!%$#@!%$#@!%$#@!!@#$%1077%$#@!拉美西斯十世%$#@!%$#@!%$#@!%$#@!!@#$%1078%$#@!百门之都%$#@!%$#@!%$#@!%$#@!!@#$%1079%$#@!累计建造20次%$#@!%$#@!%$#@!%$#@!!@#$%1080%$#@!协和广场出差%$#@!%$#@!%$#@!%$#@!!@#$%1081%$#@!累计建造30次%$#@!%$#@!%$#@!%$#@!!@#$%1082%$#@!雅典娜的居所%$#@!%$#@!%$#@!%$#@!!@#$%1083%$#@!人可以走,书留下%$#@!%$#@!%$#@!%$#@!!@#$%1084%$#@!70万卷藏书%$#@!%$#@!%$#@!%$#@!!@#$%1085%$#@!普塔创世%$#@!%$#@!%$#@!%$#@!!@#$%1086%$#@!世界之门%$#@!%$#@!%$#@!%$#@!!@#$%1087%$#@!拿破仑的遗憾%$#@!%$#@!%$#@!%$#@!!@#$%1088%$#@!七大奇迹的唯一%$#@!%$#@!%$#@!%$#@!!@#$%1089%$#@!工程奇迹%$#@!%$#@!%$#@!%$#@!!@#$%1090%$#@!星辰四方%$#@!%$#@!%$#@!%$#@!!@#$%1091%$#@!努比亚你怕不怕?%$#@!%$#@!%$#@!%$#@!!@#$%1092%$#@!山间神像%$#@!%$#@!%$#@!%$#@!!@#$%1093%$#@!世界遗产之母%$#@!%$#@!%$#@!%$#@!!@#$%1094%$#@!岁月褪色%$#@!%$#@!%$#@!%$#@!!@#$%1095%$#@!谜语守护者%$#@!%$#@!%$#@!%$#@!!@#$%1096%$#@!图特摩斯四世之梦%$#@!%$#@!%$#@!%$#@!!@#$%1097%$#@!永恒绿洲%$#@!%$#@!%$#@!%$#@!!@#$%1098%$#@!冥河入口%$#@!%$#@!%$#@!%$#@!!@#$%1099%$#@!异星穿越%$#@!%$#@!%$#@!%$#@!!@#$%1100%$#@!peace%$#@!%$#@!%$#@!%$#@!!@#$%1101%$#@!古代世界最大、最著名的图书馆,建于托勒密王朝时期的埃及,旨在收藏天下所有知识。后因战火与政治动荡多次焚毁。 在游戏中,作为<color=red>知识类奇观</color>,解锁全部科后即可获得,提供3点城市经验。%$#@!%$#@!%$#@!%$#@!!@#$%1102%$#@!trade%$#@!%$#@!%$#@!%$#@!!@#$%1103%$#@!wealth%$#@!%$#@!%$#@!%$#@!!@#$%1104%$#@!power%$#@!%$#@!%$#@!%$#@!!@#$%1105%$#@!park%$#@!%$#@!%$#@!%$#@!!@#$%1106%$#@!eye%$#@!%$#@!%$#@!%$#@!!@#$%1107%$#@!奢侈品%$#@!%$#@!%$#@!%$#@!!@#$%
|
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