Merge branch 'main' of http://10.27.17.121:3000/kawagiri/TH1
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textureFormat: -1
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crunchedCompression: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -7169,7 +7169,7 @@ MonoBehaviour:
|
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NoExport: 0
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FontBan: 0
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- Type: 1
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@ -173,6 +173,7 @@ public class MomentSubData
|
||||
public string Title;
|
||||
[MultilingualField]
|
||||
public string Desc;
|
||||
public Sprite Icon;
|
||||
public List<MomentImagePack> ImagePacks = new List<MomentImagePack>();
|
||||
public Sprite GetImage(Empire empire)
|
||||
{
|
||||
|
||||
@ -183,6 +183,13 @@ public class UnitTypeDataAssets : ScriptableObject
|
||||
return true;
|
||||
}
|
||||
|
||||
if (unitData.GetSkill(SkillType.UtsuhoReadyMove, out var _)
|
||||
|| unitData.GetSkill(SkillType.UtsuhoReadyMoveSuper, out var _))
|
||||
{
|
||||
sprite = ResourceCache.Instance.SpriteCache.UtsuhoBoom;
|
||||
return true;
|
||||
}
|
||||
|
||||
//TODO 这里临时特判月兔
|
||||
if (unitData.UnitType == UnitType.KaguyaFrenchReisenIllusion)
|
||||
{
|
||||
|
||||
@ -739,6 +739,9 @@ namespace Logic.Action
|
||||
case UnitActionType.KomeijiRinFire:
|
||||
ActionLogicDict [commonActionId] = new UnitActionKomeijiRinFire(commonActionId);
|
||||
continue;
|
||||
case UnitActionType.KomeijiRinCityExp:
|
||||
ActionLogicDict [commonActionId] = new UnitActionKomeijiRinCityExp(commonActionId);
|
||||
continue;
|
||||
default:
|
||||
ActionLogicDict[commonActionId] = new UnitActionAction(commonActionId);
|
||||
continue;
|
||||
@ -1702,6 +1705,7 @@ namespace Logic.Action
|
||||
var grid = actionParams.GridData;
|
||||
if (unit is null || map is null || grid is null || player is null) return false;
|
||||
|
||||
|
||||
//如果grid上有可见的敌人,returnfalse
|
||||
if (grid.VisibleUnit(map,player, out var _)) return false;
|
||||
|
||||
|
||||
@ -564,7 +564,7 @@ namespace TH1_Logic.Action
|
||||
{
|
||||
if (actionParams.MapData.CheckIsRealPlayer(actionParams.PlayerData.Id))
|
||||
{
|
||||
actionParams.PlayerData.SpendCoin(cost);
|
||||
actionParams.PlayerData.AddCulturePoint(-cost);
|
||||
}
|
||||
}
|
||||
|
||||
@ -577,21 +577,21 @@ namespace TH1_Logic.Action
|
||||
if (!PlayerActionCheckBaseInfo(actionParams)) return false;
|
||||
var player = actionParams.PlayerData;
|
||||
var heroD = player.PlayerHeroData;
|
||||
|
||||
|
||||
//Step #2 检查英雄类型属于当前玩家阵营
|
||||
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType.Giant, _actionId.GiantType,
|
||||
0, out var info)) return false;
|
||||
if (info.GiantCivId != actionParams.PlayerData.PlayerCivId ||
|
||||
info.GiantForceId != actionParams.PlayerData.PlayerForceId) return false;
|
||||
|
||||
|
||||
//Step #3 检查player是否拥有该英雄
|
||||
if (!heroD.HasHero(_actionId.GiantType)) return false;
|
||||
|
||||
//Step #4 如果是玩家,检查金钱是否够,决定扣款,TODO AI目前不扣款,后面要扣款
|
||||
|
||||
//Step #4 如果是玩家,检查文化值是否够
|
||||
if (actionParams.PlayerData == actionParams.MapData.PlayerMap.SelfPlayerData)
|
||||
{
|
||||
var cost = heroD.GetHeroFinishTaskCost(_actionId.GiantType);
|
||||
if (cost > actionParams.MapData.PlayerMap.SelfPlayerData.PlayerCoin)
|
||||
if (cost > actionParams.PlayerData.PlayerCultureInfo.PlayerCulture)
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
@ -43,6 +43,7 @@ namespace Logic.Action
|
||||
KANAKOUNSIT,
|
||||
AYAMOVEAGAIN,
|
||||
KomeijiRinFire,
|
||||
KomeijiRinCityExp,
|
||||
}
|
||||
|
||||
//UnitAction单位行动逻辑类
|
||||
@ -1483,4 +1484,96 @@ namespace Logic.Action
|
||||
}
|
||||
}
|
||||
|
||||
public class UnitActionKomeijiRinCityExp : UnitActionAction
|
||||
{
|
||||
public UnitActionKomeijiRinCityExp(CommonActionId id) : base(id)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected override bool Execute(CommonActionParams actionParams)
|
||||
{
|
||||
var unit = actionParams.UnitData;
|
||||
if (unit == null || !unit.Grid(actionParams.MapData, out var grid)) return false;
|
||||
|
||||
//Step #1 获取MahaCorpseBuff层数
|
||||
if (!unit.GetSkill(SkillType.MahaCorpseBuff, out var mahaCorpseSkill)) return false;
|
||||
int level = mahaCorpseSkill.Level;
|
||||
if (level <= 0) return false;
|
||||
|
||||
//Step #2 获取当前所处的我方城市
|
||||
if (!actionParams.MapData.GetCityDataByTerritoryGid(grid.Id, out var city)) return false;
|
||||
if (!city.Player(actionParams.MapData, out var cityPlayer) || cityPlayer != actionParams.PlayerData) return false;
|
||||
|
||||
//Step #3 将MahaCorpseBuff层数转化为CityExp
|
||||
Main.CityLogic.UpdateGrid_ViewOnly(actionParams.MapData, grid);
|
||||
Main.CityLogic.GridGiveCityExp_LogicView(actionParams.MapData, actionParams.PlayerData, city.Grid(actionParams.MapData), city, level);
|
||||
|
||||
//Step #4 清除MahaCorpseBuff
|
||||
unit.RemoveSkill(SkillType.MahaCorpseBuff, actionParams.MapData);
|
||||
|
||||
//Step #5 消耗行动点并刷新视觉
|
||||
unit.ClearActionPoint();
|
||||
if (unit.InMainSight())
|
||||
{
|
||||
unit.Renderer(actionParams.MapData)?.InstantUpdateUnit(true);
|
||||
grid.Renderer(actionParams.MapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Fog));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CheckCan(CommonActionParams actionParams)
|
||||
{
|
||||
//step #1 check基本信息
|
||||
if (!UnitActionCheckBaseInfo(actionParams)) return false;
|
||||
//#step #2 check unit属于player
|
||||
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
|
||||
//#step #3 check 是IndianRin英雄
|
||||
if (actionParams.UnitData.GiantType != GiantType.IndianRin) return false;
|
||||
//#step #4 check unitTypeData的ActionIds里包含KomeijiRinCityExp
|
||||
if (!CheckUnitTypeHasAction(actionParams)) return false;
|
||||
//#step #5 check 当前unit拥有MahaCorpseBuff且层数>0
|
||||
if (!actionParams.UnitData.GetSkill(SkillType.MahaCorpseBuff, out var mahaCorpseSkill) || mahaCorpseSkill.Level <= 0) return false;
|
||||
//#step #6 check 当前所处我方城市领土
|
||||
if (!actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var grid)) return false;
|
||||
if (!actionParams.MapData.GetCityDataByTerritoryGid(grid.Id, out var city)) return false;
|
||||
if (!city.Player(actionParams.MapData, out var cityPlayer) || cityPlayer != actionParams.PlayerData) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool CheckShow(CommonActionParams actionParams, out ShowType showType)
|
||||
{
|
||||
showType = ShowType.None;
|
||||
//step #1 check基本信息
|
||||
if (!UnitActionCheckBaseInfo(actionParams)) return false;
|
||||
//#step #2 check unit属于player
|
||||
if (!UnitActionCheckUnitBelongPlayer(actionParams)) return false;
|
||||
//#step #3 check 是IndianRin英雄
|
||||
if (actionParams.UnitData.GiantType != GiantType.IndianRin) return false;
|
||||
//#step #4 check unitTypeData的ActionIds里包含KomeijiRinCityExp
|
||||
if (!CheckUnitTypeHasAction(actionParams)) return false;
|
||||
//#step #5 check 当前unit拥有MahaCorpseBuff且层数>0
|
||||
if (!actionParams.UnitData.GetSkill(SkillType.MahaCorpseBuff, out var mahaCorpseSkill) || mahaCorpseSkill.Level <= 0) return false;
|
||||
//#step #6 check 当前所处我方城市领土
|
||||
if (!actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var grid)) return false;
|
||||
if (!actionParams.MapData.GetCityDataByTerritoryGid(grid.Id, out var city)) return false;
|
||||
if (!city.Player(actionParams.MapData, out var cityPlayer) || cityPlayer != actionParams.PlayerData) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool CheckUnitTypeHasAction(CommonActionParams actionParams)
|
||||
{
|
||||
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(actionParams.UnitData.UnitFullType, out var info))
|
||||
return false;
|
||||
if (info.ActionIds == null) return false;
|
||||
foreach (var actionId in info.ActionIds)
|
||||
{
|
||||
if (actionId.ActionType == CommonActionType.UnitAction && actionId.UnitActionType == UnitActionType.KomeijiRinCityExp)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -253,7 +253,6 @@ namespace TH1_Logic.HeroTask
|
||||
return 0;
|
||||
if (Level == TargetLevel)
|
||||
return 20;
|
||||
//LogSystem.LogInfo($"{TargetLevel } - {Level} / {TargetLevel } / 0.2 = {(int)(1f * (TargetLevel - Level) / TargetLevel /0.2f)}");
|
||||
return ((int)(1f * (TargetLevel - Level) / TargetLevel / 0.2f) + 1) * 3 + 5;
|
||||
}
|
||||
|
||||
|
||||
@ -615,6 +615,7 @@ namespace Logic
|
||||
//如果resource太少,要补充
|
||||
if (count < recourceCount)
|
||||
{
|
||||
//第一轮:在满足条件的格子上放置资源
|
||||
foreach (var dir in dir8)
|
||||
{
|
||||
if (count >= recourceCount) break;
|
||||
@ -661,6 +662,43 @@ namespace Logic
|
||||
break;
|
||||
}
|
||||
}
|
||||
//第二轮:如果第一轮没有凑够,强制改造地形来放置资源
|
||||
if (count < recourceCount)
|
||||
{
|
||||
foreach (var dir in dir8)
|
||||
{
|
||||
if (count >= recourceCount) break;
|
||||
if (!mapData.GridMap.GetGridDataByV2(cur + dir, out var tgrid)) continue;
|
||||
if (tgrid.Resource == ResourceType.Tower) continue;
|
||||
if (tgrid.Resource == ResourceType.CityCenter) continue;
|
||||
switch (resource)
|
||||
{
|
||||
case ResourceType.Animal:
|
||||
//Animal需要树林,如果当前是陆地平地无树,强制种树并放动物
|
||||
if (tgrid.Terrain == TerrainType.Land && tgrid.Feature != TerrainFeature.Mountain
|
||||
&& tgrid.Vegetation != Vegetation.Trees && tgrid.Resource != ResourceType.Animal)
|
||||
{
|
||||
tgrid.Vegetation = Vegetation.Trees;
|
||||
tgrid.Resource = ResourceType.Animal;
|
||||
count++;
|
||||
}
|
||||
break;
|
||||
case ResourceType.Metal:
|
||||
//Metal需要山脉,如果当前是陆地无山,强制造山并放矿
|
||||
if (tgrid.Terrain == TerrainType.Land && tgrid.Feature != TerrainFeature.Mountain
|
||||
&& tgrid.Resource != ResourceType.Metal)
|
||||
{
|
||||
tgrid.Feature = TerrainFeature.Mountain;
|
||||
tgrid.Vegetation = Vegetation.None;
|
||||
tgrid.Resource = ResourceType.Metal;
|
||||
count++;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//Debug.Log($"新增后有{count}个{resource}");
|
||||
}
|
||||
|
||||
@ -96,15 +96,20 @@ namespace Logic
|
||||
OnTileClickedObservation(mapData, gridData);
|
||||
return;
|
||||
}
|
||||
//如果没有视野,播放一个动画后直接return
|
||||
//如果没有视野,播放一个动画后直接return(UtsuhoBase的移动高亮格子除外)
|
||||
if (!mapData.PlayerMap.SelfPlayerData.Sight.CheckIsInSight(gridData.Id))
|
||||
{
|
||||
MapRenderer.Instance.ROGridMap[gridData.Id].SetBounceAnim();
|
||||
MapRenderer.Instance.ROGridMap[gridData.Id].PlayVFXForce(new GridVFXParams(GridVFXType.Fog));
|
||||
CancelAllHighlight();
|
||||
//UIManager.Instance.BottomInfoUI.SetBottomInfoHide();
|
||||
EventManager.Publish(new HideUIInfoGridInfo() { });
|
||||
return;
|
||||
bool utsuhoBaseMove = MapRenderer.Instance.SelectUnitData != null
|
||||
&& MapRenderer.Instance.SelectUnitData.GetSkill(SkillType.UtsuhoBase, out var _)
|
||||
&& MapRenderer.Instance.ROGridMap[gridData.Id].IsMoveHighlight;
|
||||
if (!utsuhoBaseMove)
|
||||
{
|
||||
MapRenderer.Instance.ROGridMap[gridData.Id].SetBounceAnim();
|
||||
MapRenderer.Instance.ROGridMap[gridData.Id].PlayVFXForce(new GridVFXParams(GridVFXType.Fog));
|
||||
CancelAllHighlight();
|
||||
EventManager.Publish(new HideUIInfoGridInfo() { });
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
bool hasUnit = gridData.MainSelfPlayerVisibleUnit(out var unitData);
|
||||
|
||||
@ -61,6 +61,7 @@ namespace Logic.Skill
|
||||
var player = self?.Player(mapData);
|
||||
if (self == null || player == null) return;
|
||||
|
||||
|
||||
self.ClearActionPoint();
|
||||
if (self.Health < self.GetMaxHealth()) return;
|
||||
|
||||
|
||||
@ -61,31 +61,31 @@ namespace Logic.Skill
|
||||
if (targetGrid != null && targetGrid.InMainSight())
|
||||
{
|
||||
targetGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Damage, dmg));
|
||||
targetGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Hurt));
|
||||
targetCity?.CityInfoRenderer(mapData)?.InstantUpdateCityInfo();
|
||||
targetUnit.Renderer(mapData)?.InstantUpdateUnit(false);
|
||||
if (!targetUnit.IsAlive())
|
||||
{
|
||||
targetGrid.Renderer(mapData)?.PlayVFXInSight(new GridVFXParams(GridVFXType.Die));
|
||||
}
|
||||
targetUnit.Renderer(mapData)?.InstantUpdateTryDie();
|
||||
targetGrid.Renderer(mapData)?.InstantUpdateGrid();
|
||||
}
|
||||
|
||||
if (targetUnit.IsAlive())
|
||||
{
|
||||
var moveVec = path[i - 1];
|
||||
if (mapData.GridMap.GetGridDataByV2(moveVec, out var moveGrid))
|
||||
{
|
||||
Main.UnitLogic.MoveTo(mapData, playerData, selfUnit, moveGrid);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Main.UnitLogic.MoveTo(mapData, playerData, selfUnit, grid);
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
|
||||
|
||||
// 处理提前结束:截断path[i+1]及之后的部分
|
||||
if (i + 1 < path.Count)
|
||||
path.RemoveRange(i + 1, path.Count - (i + 1));
|
||||
|
||||
if (targetUnit.IsAlive())
|
||||
{
|
||||
// 情况1:目标没死,折返回前一格
|
||||
path.Add(path[i - 1]);
|
||||
}
|
||||
// 情况2:目标死了,path已截断到path[i],无需额外处理
|
||||
break;
|
||||
}
|
||||
|
||||
// 构建完整路径的移动动画(MoveTo内部已跳过UtsuhoBase的动画)
|
||||
// 构建移动动画并移动到path最终位置
|
||||
if (!mapData.GridMap.GetGridDataByV2(path[^1], out var finalGrid)) return;
|
||||
var originGrid = selfUnit.Grid(mapData);
|
||||
if (mapData == Main.MapData && originGrid != null)
|
||||
@ -100,7 +100,6 @@ namespace Logic.Skill
|
||||
}
|
||||
}
|
||||
|
||||
// 一次性移动到最终位置
|
||||
Main.UnitLogic.MoveTo(mapData, playerData, selfUnit, finalGrid);
|
||||
}
|
||||
}
|
||||
|
||||
@ -287,7 +287,7 @@ public enum SkillType
|
||||
KomeijiRiderAdd = 249,
|
||||
KomeijiFearSplash = 250,
|
||||
UtsuhoBase = 251,
|
||||
|
||||
MahaCorpseBuff = 252,
|
||||
//补充之前的bug问题
|
||||
Max = 999,
|
||||
}
|
||||
|
||||
@ -941,7 +941,7 @@ namespace Logic
|
||||
// MOMIJIHUNTER 技能拓展,做法是让所有MOVEInfoMap -= MoveFloor
|
||||
MOMIJIHUNTER_SkillHandler(mapData,unitData);
|
||||
|
||||
// UtsuhoBase 技能拓展:移动范围内所有格子都视为可达
|
||||
// UtsuhoBase 技能拓展:移动范围内所有格子都视为可达(无视视野)
|
||||
if (unitData.GetSkill(SkillType.UtsuhoBase, out var _))
|
||||
{
|
||||
int moveRange = unitData.FinalMoveRange(mapData);
|
||||
@ -950,7 +950,6 @@ namespace Logic
|
||||
{
|
||||
if (!mapData.GridMap.GetGridDataByPos(i, j, out var tmpGrid)) continue;
|
||||
if (mapData.GridMap.CalcDistance(gridData, tmpGrid) > moveRange) continue;
|
||||
if (!playerData.Sight.CheckIsInSight(tmpGrid.Id)) continue;
|
||||
FinalReachMap[i, j] = true;
|
||||
}
|
||||
}
|
||||
|
||||
@ -379,11 +379,12 @@ namespace TH1Renderer
|
||||
}
|
||||
}
|
||||
|
||||
bool hasUtsuhoBase = unitData.GetSkill(SkillType.UtsuhoBase, out var _);
|
||||
foreach(var targetGridData in targetGridDataList)
|
||||
{
|
||||
//如果不在视野 跳过
|
||||
if (!playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
|
||||
|
||||
//如果不在视野 跳过(UtsuhoBase无视视野限制)
|
||||
if (!hasUtsuhoBase && !playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
|
||||
|
||||
// --------------------------------------------------------------------------------------------------------别找了 在这呢 --------------------------------------------------------------------------------------------------------
|
||||
//获得该格子具体的可操作情况(移动?攻击?友方施法?)
|
||||
var sig = Main.UnitLogic.CheckUnitCanMoveOrAttack(Main.MapData, unitData, targetGridData);
|
||||
@ -457,10 +458,11 @@ namespace TH1Renderer
|
||||
int r = Mathf.Max((Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,unitData.UnitLevel,out var info)?info.MoveRange:0) * 2,
|
||||
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,unitData.UnitLevel,out var info2)?info2.AttackRange:0);
|
||||
var targetGridDataList = Main.MapData.GridMap.GetAroundGridDataSet_NOCENTER(r,r,gridData);
|
||||
bool hasUtsuhoBase2 = unitData.GetSkill(SkillType.UtsuhoBase, out var _);
|
||||
foreach(var targetGridData in targetGridDataList)
|
||||
{
|
||||
//如果不在视野 跳过
|
||||
if (!playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
|
||||
//如果不在视野 跳过(UtsuhoBase无视视野限制)
|
||||
if (!hasUtsuhoBase2 && !playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
|
||||
var sig = Main.UnitLogic.CheckUnitCanMoveOrAttack(Main.MapData, unitData, targetGridData);
|
||||
//如果是移动目标,且unit的MP>0
|
||||
if ((sig == MoveAttackType.Move || sig == MoveAttackType.MoveToPort ||
|
||||
|
||||
@ -522,20 +522,6 @@ namespace TH1_Renderer
|
||||
|
||||
}
|
||||
|
||||
public void RenderUpdateUnitSpecialSprite()
|
||||
{
|
||||
if (_unitData.UnitFullType.GiantType != GiantType.EgyptianMeiling) return;
|
||||
if (!_unitData.GetSkill(SkillType.MEILINGREST, out var skill)) return;
|
||||
|
||||
if (!Table.Instance.UnitTypeDataAssets.GetUnitSprite(Main.MapData, _unitData, out var sprite))
|
||||
return;
|
||||
_unitMono.SpriteRenderer.sprite = sprite;
|
||||
|
||||
//为红美铃做额外处理
|
||||
var meilingRest = skill as MeilingRestSkill;
|
||||
if (meilingRest?.Sleeping ?? false)
|
||||
_unitMono.SpriteRenderer.sprite = ResourceCache.Instance.SpriteCache.MeilingZzz;
|
||||
}
|
||||
|
||||
public void RenderUpdateUnitPosition()
|
||||
{
|
||||
|
||||
@ -77,6 +77,7 @@ namespace TH1Resource
|
||||
//-------- Unit 相关 --------
|
||||
public Sprite MeilingZzz;
|
||||
public Sprite KanakoSit;
|
||||
public Sprite UtsuhoBoom;
|
||||
|
||||
public Dictionary<ChessType, Sprite> ChessSpriteDict = new();
|
||||
public void Init()
|
||||
@ -152,6 +153,7 @@ namespace TH1Resource
|
||||
//-------- Unit --------
|
||||
MeilingZzz = Resources.Load<Sprite>("ArtResources/TH1Units/Giant/EgyptianMeilingZzz");
|
||||
KanakoSit = Resources.Load<Sprite>("ArtResources/TH1Units/Giant/GermanyKanako_Sit");
|
||||
UtsuhoBoom = Resources.Load<Sprite>("ArtResources/TH1Units/Giant/IndianUtsuho_Boom");
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -0,0 +1,69 @@
|
||||
using Logic.Multilingual;
|
||||
using RuntimeData;
|
||||
using TH1_Logic.Core;
|
||||
using TH1_Logic.MatchConfig;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace TH1_UI.View.Info
|
||||
{
|
||||
public class UIInfoCultureTaskMono : MonoBehaviour
|
||||
{
|
||||
public Image Icon;
|
||||
public TextMeshProUGUI Desc;
|
||||
public TextMeshProUGUI CultureValue;
|
||||
public TextMeshProUGUI ExecuteCountText;
|
||||
public GameObject CompletedGroup;
|
||||
public GameObject ValueGroup;
|
||||
public GameObject AwardTitle;
|
||||
public GameObject AwardTitlePer;
|
||||
|
||||
private MomentItemBase _momentItem;
|
||||
private MomentSubData _momentSubData;
|
||||
|
||||
public void Init(MomentItemBase momentItem)
|
||||
{
|
||||
_momentItem = momentItem;
|
||||
if (_momentItem == null) return;
|
||||
|
||||
var subType = _momentItem.GetMomentSubType();
|
||||
if (!Table.Instance.MomentDataAssets.GetMomentSubData(subType, out _momentSubData)) return;
|
||||
|
||||
// 描述
|
||||
if (Desc != null)
|
||||
MultilingualManager.Instance.SetUIText(Desc, _momentSubData.Desc);
|
||||
|
||||
// 图标
|
||||
if (Icon != null && _momentSubData.Icon != null)
|
||||
Icon.sprite = _momentSubData.Icon;
|
||||
|
||||
// 文化值
|
||||
if (CultureValue != null)
|
||||
CultureValue.text = _momentItem.PlayerCultureValue.ToString();
|
||||
}
|
||||
|
||||
public void UpdateInfo(PlayerData player)
|
||||
{
|
||||
if (_momentItem == null) return;
|
||||
|
||||
// 判断是否是一次性moment:IsExecute为true说明是已完成的一次性;
|
||||
// ExecuteCount>0但IsExecute为false说明是可重复的
|
||||
bool isOneTime = _momentItem.IsExecute || _momentItem.ExecuteCount == 0;
|
||||
bool oneTimeCompleted = _momentItem.IsExecute;
|
||||
|
||||
// 一次性显示AwardTitle,可重复显示AwardTitlePer
|
||||
if (AwardTitle != null) AwardTitle.SetActive(isOneTime);
|
||||
if (AwardTitlePer != null) AwardTitlePer.SetActive(!isOneTime);
|
||||
|
||||
// 执行次数
|
||||
if (ExecuteCountText != null)
|
||||
ExecuteCountText.text = _momentItem.ExecuteCount.ToString();
|
||||
|
||||
// 一次性且已完成:显示CompletedGroup,隐藏ValueGroup
|
||||
// 否则:显示ValueGroup,隐藏CompletedGroup
|
||||
if (CompletedGroup != null) CompletedGroup.SetActive(oneTimeCompleted);
|
||||
if (ValueGroup != null) ValueGroup.SetActive(!oneTimeCompleted);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3f62ef4c03718984fb0bde3cfb65ac92
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -205,7 +205,7 @@ namespace TH1_UI.View.Info
|
||||
ForceFinishButton.gameObject.SetActive(!finished);
|
||||
GoUpgradeHint.SetActive(finished);
|
||||
|
||||
if (cost <= Main.MapData.PlayerMap.SelfPlayerData.PlayerCoin && !finished)
|
||||
if (cost <= Main.MapData.PlayerMap.SelfPlayerData.PlayerCultureInfo.PlayerCulture && !finished)
|
||||
{
|
||||
ForceFinishCost.color = Color.white;
|
||||
ForceFinishButton.onClick.AddListener(() =>
|
||||
|
||||
@ -10,6 +10,7 @@ using TH1_Core.Events;
|
||||
using TH1_Core.Managers;
|
||||
using TH1_Logic.Action;
|
||||
using TH1_Logic.Core;
|
||||
using TH1_Logic.MatchConfig;
|
||||
using TMPro;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
@ -42,6 +43,11 @@ namespace TH1_UI.View.Info
|
||||
public GameObject UIInfoCultureCardMonoPrefab;
|
||||
private List<UIInfoCultureCardMono> _cultureCardList = new List<UIInfoCultureCardMono>();
|
||||
|
||||
[Header("文化任务区域")]
|
||||
public GameObject CultureTaskArea;
|
||||
public GameObject UIInfoCultureTaskMonoPrefab;
|
||||
private List<UIInfoCultureTaskMono> _cultureTaskList = new List<UIInfoCultureTaskMono>();
|
||||
|
||||
private GiantType _choiceGiantType;
|
||||
|
||||
private bool _alreadyMatchStart;
|
||||
@ -68,6 +74,7 @@ namespace TH1_UI.View.Info
|
||||
SetupPool();
|
||||
SetupPickedList();
|
||||
SetupCultureCards();
|
||||
SetupCultureTasks();
|
||||
_alreadyMatchStart = true;
|
||||
}
|
||||
private void SetupPickedList()
|
||||
@ -77,10 +84,12 @@ namespace TH1_UI.View.Info
|
||||
|
||||
var heroList = player.PlayerHeroData.HeroList;
|
||||
|
||||
// 收集可用的(未被pick的)Pool英雄,用于给多个blank槽位分配不同的默认选项
|
||||
// 收集可用的(未被pick的)Pool英雄,第一个blank槽位优先使用当前选中的英雄
|
||||
var availablePool = new List<GiantType>();
|
||||
if (_choiceGiantType != GiantType.None)
|
||||
availablePool.Add(_choiceGiantType);
|
||||
foreach (var t in Pool)
|
||||
if (!t.Picked) availablePool.Add(t.GiantType);
|
||||
if (!t.Picked && t.GiantType != _choiceGiantType) availablePool.Add(t.GiantType);
|
||||
int availableIdx = 0;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
@ -104,12 +113,12 @@ namespace TH1_UI.View.Info
|
||||
}
|
||||
}
|
||||
|
||||
private void SetupPool()
|
||||
private void SetupPool()
|
||||
{
|
||||
|
||||
|
||||
if (Pool.Count < 5 ) return;
|
||||
var player = Main.MapData.PlayerMap.SelfPlayerData;
|
||||
|
||||
|
||||
//Step #1 先设置Pool的对象图样
|
||||
bool firstSelect = true;
|
||||
for (int i = 0; i < 5; i++)
|
||||
@ -119,7 +128,11 @@ namespace TH1_UI.View.Info
|
||||
bool picked = player.PlayerHeroData.HasHero(giantType);
|
||||
bool selected = !picked && firstSelect;
|
||||
Pool[i].SetupContent(player.CivEnum,player.ForceEnum,ch,OnPoolSelect,picked,selected);
|
||||
if (selected) firstSelect = false;
|
||||
if (selected)
|
||||
{
|
||||
firstSelect = false;
|
||||
_choiceGiantType = giantType;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -168,7 +181,10 @@ namespace TH1_UI.View.Info
|
||||
//Step #5 更新市政卡
|
||||
UpdateCultureCards();
|
||||
|
||||
//Step #6 强制递归重建布局,修复首次打开时Layout错乱
|
||||
//Step #6 更新文化任务
|
||||
UpdateCultureTasks();
|
||||
|
||||
//Step #7 强制递归重建布局,修复首次打开时Layout错乱
|
||||
RebuildLayoutRecursive(TwoPanelTransform);
|
||||
|
||||
}
|
||||
@ -189,10 +205,12 @@ namespace TH1_UI.View.Info
|
||||
|
||||
var heroList = player.PlayerHeroData.HeroList;
|
||||
|
||||
// 收集可用的(未被pick的)Pool英雄,用于给多个blank槽位分配不同的默认选项
|
||||
// 收集可用的(未被pick的)Pool英雄,第一个blank槽位优先使用当前选中的英雄
|
||||
var availablePool = new List<GiantType>();
|
||||
if (_choiceGiantType != GiantType.None)
|
||||
availablePool.Add(_choiceGiantType);
|
||||
foreach (var t in Pool)
|
||||
if (!t.Picked) availablePool.Add(t.GiantType);
|
||||
if (!t.Picked && t.GiantType != _choiceGiantType) availablePool.Add(t.GiantType);
|
||||
int availableIdx = 0;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
@ -305,6 +323,41 @@ namespace TH1_UI.View.Info
|
||||
}
|
||||
}
|
||||
|
||||
public void SetupCultureTasks()
|
||||
{
|
||||
if (CultureTaskArea == null || UIInfoCultureTaskMonoPrefab == null) return;
|
||||
|
||||
// 清除旧的实例
|
||||
foreach (var old in _cultureTaskList)
|
||||
if (old != null) Destroy(old.gameObject);
|
||||
_cultureTaskList.Clear();
|
||||
|
||||
var player = Main.MapData.PlayerMap.SelfPlayerData;
|
||||
var cultureMoments = player.MomentData.GetCultureMoment();
|
||||
|
||||
foreach (var momentItem in cultureMoments)
|
||||
{
|
||||
var go = Instantiate(UIInfoCultureTaskMonoPrefab, CultureTaskArea.transform);
|
||||
var mono = go.GetComponent<UIInfoCultureTaskMono>();
|
||||
if (mono == null) continue;
|
||||
mono.Init(momentItem);
|
||||
mono.UpdateInfo(player);
|
||||
_cultureTaskList.Add(mono);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateCultureTasks()
|
||||
{
|
||||
if (CultureTaskArea == null) return;
|
||||
var player = Main.MapData.PlayerMap.SelfPlayerData;
|
||||
|
||||
foreach (var task in _cultureTaskList)
|
||||
{
|
||||
if (task != null && task.gameObject.activeSelf)
|
||||
task.UpdateInfo(player);
|
||||
}
|
||||
}
|
||||
|
||||
public void CloseView()
|
||||
{
|
||||
AudioManager.Instance.StopMusic();
|
||||
|
||||