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wuwenbo 2025-07-16 16:11:15 +08:00
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Desc: "\u9970\u6F14<color=red>\u8D5B\u7279</color>\u7684\u4EBA\u7C7B\u5C11\u5973\u3002\u5979\u672C\u662F\u7EA2\u9B54\u9986\u670D\u4F8D\u857E\u7C73\u8389\u4E9A\xB7\u65AF\u5361\u96F7\u7279\u7684\u5973\u4EC6\u957F\uFF0C\u966A\u7740\u4EFB\u6027\u7684\u5927\u5C0F\u59D0\u4E00\u540C\u52A0\u5165\u6E38\u620F\u3002"
Diag: "\u5C45\u7136\u662F\u2026\u2026\u8D5B\u7279\uFF1F\u4E0D\u8FC7\u5927\u5C0F\u59D0\u662F\u4E0D\u4F1A\u6B7B\u7684\u5427\u3002\u6211\u53D8\u5F97\u591A\u4F59\u4E86\u5462\u3002"
EnglishName: FLANDRE SCARLET
DiagColor: {r: 0.9176471, g: 0.34901962, b: 0.3529412, a: 1}
Illust: {fileID: 21300000, guid: aec531e396936d143a506d19ceb156bc, type: 3}
AchivePreId: 204
- GiantType: 4
Name: "\u7EA2\u7F8E\u94C3"
Desc: "\u9970\u6F14<color=red>\u8377\u9C81\u65AF</color>\u7684\u4EBA\u7C7B\u5C11\u5973\u3002\u5979\u672C\u662F\u7EA2\u9B54\u9986\u670D\u4F8D\u857E\u7C73\u8389\u4E9A\xB7\u65AF\u5361\u96F7\u7279\u7684\u5973\u4EC6\u957F\uFF0C\u966A\u7740\u4EFB\u6027\u7684\u5927\u5C0F\u59D0\u4E00\u540C\u52A0\u5165\u6E38\u620F\u3002"
Diag: "\u5C45\u7136\u662F\u2026\u2026\u8377\u9C81\u65AF\uFF1F\u4E0D\u8FC7\u5927\u5C0F\u59D0\u662F\u4E0D\u4F1A\u6B7B\u7684\u5427\u3002\u6211\u53D8\u5F97\u591A\u4F59\u4E86\u5462\u3002"
EnglishName: HONG MEILING
DiagColor: {r: 0.9176471, g: 0.34901962, b: 0.3529412, a: 1}
Illust: {fileID: 21300000, guid: c5feb7e3a8bc4384e955e9fa2218fc25, type: 3}
AchivePreId: 205
LibraryWonderList:
- WonderLibraryID: 0
Diags:
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
AchivePreId: 301
- WonderLibraryID: 1
Diags:
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
AchivePreId: 302
- WonderLibraryID: 2
Diags:
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
AchivePreId: 303
- WonderLibraryID: 3
Diags:
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
AchivePreId: 304
- WonderLibraryID: 4
Diags:
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
AchivePreId: 305
- WonderLibraryID: 5
Diags:
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
AchivePreId: 306
- WonderLibraryID: 6
Diags:
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
- Diag:
- "\u4E03\u5341\u4E07\u5377?!\u4F60\u53EF\u522B\u8BA9\u5C0F\u6076\u9B54\u7D2F\u6B7B\u54E6\uFF0C\u4F20\u51FA\u53BB\u574F\u4E86\u6211\u7EA2\u9B54\u9986\u7684\u540D\u58F0\u3002"
- "\u653E\u5FC3\uFF0C\u5C0F\u6076\u9B54\u5979\u662F\u81EA\u613F\u7684\u3002\u5012\u662F\u67D0\u53EA\u8001\u9F20\u53EF\u80FD\u4F1A\u7D2F\u6B7B\u5427"
Giant: 0200000005000000
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@ -0,0 +1,7 @@
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guid: ada4537387dfa3e40a4f9ede11a0a582
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File diff suppressed because it is too large Load Diff

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@ -452,7 +452,7 @@ namespace RuntimeData
{
var main = GameObject.Find("Main").GetComponent<Main>();
//如果既是非AI的真实mapdata又是玩家的各自
if (main.MapData == map && player.Id == map.PlayerMap.SelfPlayerId)
if (Main.MapData == map && player.Id == map.PlayerMap.SelfPlayerId)
{
var faithPanel = GameObject.Find("UICanvas/TopBarPanel/FaithPanel/Icon").transform;
var startPos = Table.Instance.GridToWorld(this);

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@ -0,0 +1,93 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using RuntimeData;
using Logic.Multilingual;
[Serializable]
[CreateAssetMenu(fileName = "LibraryDataAssets", menuName = "TH1 Game Data/Library Data Asset")]
public class LibraryDataAssets : ScriptableObject
{
public List<LibraryGiantData> LibraryGiantList;
public List<LibraryWonderData> LibraryWonderList;
public bool GetLibraryInfoByGiant(GiantType giant, out LibraryGiantData libraryGiantData)
{
// 检查列表是否为空,避免空引用异常
if (LibraryGiantList == null || LibraryGiantList.Count == 0)
{
Debug.LogWarning($"LibraryGiantList is empty or null in {this.name}. Cannot find data for GiantType: {giant}");
libraryGiantData = null;
return false;
}
// 使用 LINQ 或 foreach 遍历列表查找匹配项
foreach (var data in LibraryGiantList)
{
if (data.GiantType == giant)
{
libraryGiantData = data;
return true; // 找到后立即返回
}
}
// 如果遍历完整个列表都没有找到,则返回 null
Debug.LogWarning($"No LibraryGiantData found for GiantType: {giant} in {this.name}.");
libraryGiantData = null;
return false;
}
public bool GetLibraryInfoByWonder(WonderLibrary wonderLibraryID, out LibraryWonderData data)
{
// 检查列表是否为空,避免空引用异常
if (LibraryWonderList == null || LibraryWonderList.Count == 0)
{
Debug.LogWarning($"LibraryWonderList is empty or null in {this.name}. Cannot find data for WonderLibraryID: {wonderLibraryID}");
data = null;
return false;
}
// 遍历列表查找匹配项
foreach (var wonderData in LibraryWonderList)
{
if (wonderData.WonderLibraryID == wonderLibraryID)
{
data = wonderData;
return true; // 找到后立即返回
}
}
// 如果遍历完整个列表都没有找到,则返回 null
Debug.LogWarning($"No LibraryWonderData found for WonderLibraryID: {wonderLibraryID} in {this.name}.");
data = null;
return false;
}
}
[Serializable]
public class LibraryGiantData
{
public GiantType GiantType;
[MultilingualField] public string Name;
[MultilingualField]
public string Desc;
[MultilingualField]
public string Diag;
public string EnglishName;
public Color DiagColor;
public Sprite Illust;
public int AchivePreId;//成就的前缀id
}
[Serializable]
public class LibraryWonderData
{
public WonderLibrary WonderLibraryID;
[MultilingualField] public List<DiagList> Diags;
public int AchivePreId;//成就的前缀id
}
[Serializable]
public class DiagList
{
public List<string> Diag;
public List<GiantType> Giant;
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3021a083155383c468f120ab3e4c669a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,4 +1,5 @@
using System.Collections.Generic;
using Logic.Achievement;
using Logic.Action;
using NUnit.Framework.Constraints;
using NUnit.Framework.Internal.Commands;
@ -116,6 +117,8 @@ public class Table
public CivDataAssets CivDataAssets;
public SkillDataAssets SkillDataAssets;
public HintDataAssets HintDataAssets;
public LibraryDataAssets LibraryDataAssets;
//public AchievementAsset AchievementAsset;
//TH1Resource路径相关
@ -166,6 +169,8 @@ public class Table
CivDataAssets = Resources.Load<CivDataAssets>("Export/CivDataAssets");
SkillDataAssets = Resources.Load<SkillDataAssets>("Export/SkillDataAssets");
HintDataAssets = Resources.Load<HintDataAssets>("Export/HintDataAssets");
LibraryDataAssets = Resources.Load<LibraryDataAssets>("Export/LibraryDataAssets");
//AchievementAsset = Resources.Load<AchievementAsset>("Export/AchievementAsset");
}
public Vector2Int WorldToGrid(Vector3 worldPos,string mark = "")

View File

@ -28,8 +28,10 @@ namespace Logic.Achievement
public bool IsFinished;
//成就名称
[MultilingualField]
public string Name;
// 成就描述
[MultilingualField]
public string Desc;
public List<AchievementConditionBase> Conditions;

View File

@ -682,7 +682,7 @@ namespace Logic.Action
//临时做法用来播放VFX,获取Main理应向MapData写入一个VFX的RenderMark的
var main = GameObject.Find("Main").GetComponent<Main>();
if (actionParams.MapData == main.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
if (actionParams.MapData == Main.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
{
var v1 = Table.Instance.GridToWorld(actionParams.GridData);
actionParams.MapData.GetGridDataByCityId(city.Id, out var g2);
@ -791,7 +791,7 @@ namespace Logic.Action
//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
var main = GameObject.Find("Main").GetComponent<Main>();
if (main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
if (Main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
{
var v1 = Table.Instance.GridToWorld(actionParams.GridData);
actionParams.MapData.GetGridDataByCityId(cityData.Id, out var g2);
@ -992,7 +992,7 @@ namespace Logic.Action
//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
var main = GameObject.Find("Main").GetComponent<Main>();
if (main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
if (Main.MapData == actionParams.MapData && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
//目前只有市场这种情况,只播放建筑建设的雾效,其他啥都不播放
if (cityExp == 0)
{
@ -1422,7 +1422,7 @@ namespace Logic.Action
//临时做法用来播放VFX,获取Main理应向MapData写入一个VFX的RenderMark的
var main = GameObject.Find("Main").GetComponent<Main>();
if (main.MapData == actionParams.MapData)// && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
if (Main.MapData == actionParams.MapData)// && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
{
var v1 = Table.Instance.GridToWorld(gridData);
int score = GetCost() * 5;
@ -1881,7 +1881,7 @@ namespace Logic.Action
//临时做法用来播放VFX,获取Main理应向MapData写入一个VFX的RenderMark的
var main = GameObject.Find("Main").GetComponent<Main>();
if (actionParams.MapData == main.MapData)
if (actionParams.MapData == Main.MapData)
{
var v1 = Table.Instance.GridToWorld(gridData);
@ -1930,7 +1930,7 @@ namespace Logic.Action
gridData.RenderMark = true;
ret = true;
var main = GameObject.Find("Main").GetComponent<Main>();
if (actionParams.MapData == main.MapData && actionParams.MapData.PlayerMap.SelfPlayerId == playerData.Id)
if (actionParams.MapData == Main.MapData && actionParams.MapData.PlayerMap.SelfPlayerId == playerData.Id)
{
var v1 = Table.Instance.GridToWorld(gridData);
@ -1955,7 +1955,7 @@ namespace Logic.Action
//临时做法用来播放VFX,获取Main理应向MapData写入一个VFX的RenderMark的
var main = GameObject.Find("Main").GetComponent<Main>();
if (actionParams.MapData == main.MapData && actionParams.MapData.PlayerMap.SelfPlayerId == playerData.Id)
if (actionParams.MapData == Main.MapData && actionParams.MapData.PlayerMap.SelfPlayerId == playerData.Id)
{
var v1 = Table.Instance.GridToWorld(gridData);

View File

@ -89,19 +89,19 @@ namespace Logic.Editor
_main = obj.GetComponent<Main>();
if (!_main) return;
}
if (_main?.MapData == null) return;
if (Main.MapData == null) return;
EditorGUILayout.BeginHorizontal();
foreach (var player in _main.MapData.PlayerMap.PlayerDataList)
foreach (var player in Main.MapData.PlayerMap.PlayerDataList)
{
if (player.Id == _main.MapData.PlayerMap.SelfPlayerId) continue;
if (player.Id == Main.MapData.PlayerMap.SelfPlayerId) continue;
if (InspectorUtils.InspectorButtonWithTextWidth($"玩家{player.Id}")) _player = player;
}
EditorGUILayout.EndHorizontal();
var selfCity = new HashSet<CityData>();
_main.MapData.GetCityDataListByPlayerId(_main.MapData.PlayerMap.SelfPlayerId, selfCity);
Main.MapData.GetCityDataListByPlayerId(Main.MapData.PlayerMap.SelfPlayerId, selfCity);
EditorGUILayout.BeginHorizontal();
foreach (var city in _main.MapData.CityMap.CityList)
foreach (var city in Main.MapData.CityMap.CityList)
{
if (selfCity.Contains(city)) continue;
if (InspectorUtils.InspectorButtonWithTextWidth($"城市{city.Id}")) _city = city;
@ -111,7 +111,7 @@ namespace Logic.Editor
private void OnShowPlayerInfo()
{
if (_main?.MapData == null || _player == null) return;
if (Main.MapData == null || _player == null) return;
MainEditor.Instance.GetPlayerStrategy(_player.Id, out var playerStrategy, out var targetIdSet);
EditorGUILayout.BeginHorizontal();
@ -129,7 +129,7 @@ namespace Logic.Editor
EditorGUILayout.BeginVertical(_redBoxStyle);
InspectorUtils.InspectorTextWidthRich($"<b>城市信息</b>");
var selfCity = new HashSet<CityData>();
_main.MapData.GetCityDataListByPlayerId(_player.Id, selfCity);
Main.MapData.GetCityDataListByPlayerId(_player.Id, selfCity);
foreach (var city in selfCity)
{
MainEditor.Instance.GetCityStrategy(city.Id, out var strategy);
@ -144,7 +144,7 @@ namespace Logic.Editor
EditorGUILayout.BeginVertical(_redBoxStyle);
InspectorUtils.InspectorTextWidthRich($"<b>小兵信息</b>");
var selfUnits = new HashSet<UnitData>();
_main.MapData.GetUnitDataListByPlayerId(_player.Id, selfUnits);
Main.MapData.GetUnitDataListByPlayerId(_player.Id, selfUnits);
foreach (var unit in selfUnits)
{
MainEditor.Instance.GetUnitStrategy(unit.Id, unit.LegionId, _player.Id, out var strategy, out var target, out var type);
@ -158,7 +158,7 @@ namespace Logic.Editor
private void OnShowCityInfo()
{
if (_main?.MapData == null || _city == null) return;
if (Main.MapData == null || _city == null) return;
var actions = MainEditor.Instance.GetCityActions(_city.Id);
if (actions == null || actions.Count == 0) return;

View File

@ -142,13 +142,13 @@ namespace Logic
return;
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2Int cellPosition = Table.Instance.WorldToGrid(mousePosition);
if (cellPosition.x >= _main.MapData.MapConfig.Width || cellPosition.x < 0 || cellPosition.y < 0 ||
cellPosition.y >= _main.MapData.MapConfig.Height)
if (cellPosition.x >= Main.MapData.MapConfig.Width || cellPosition.x < 0 || cellPosition.y < 0 ||
cellPosition.y >= Main.MapData.MapConfig.Height)
return;
// 获取点击的地块类型
_main.MapData.GridMap.GetGridDataByPos(cellPosition.x, cellPosition.y, out var clickedTerrain);
Main.MapData.GridMap.GetGridDataByPos(cellPosition.x, cellPosition.y, out var clickedTerrain);
// 根据点击的地形类型执行某些操作(例如,显示消息)
_main.MapInteractionLogic.OnTileClicked(_main.MapData,clickedTerrain);
_main.MapInteractionLogic.OnTileClicked(Main.MapData,clickedTerrain);
}
if (Input.GetKeyDown(KeyCode.S))
@ -158,16 +158,16 @@ namespace Logic
if (Input.GetKeyDown(KeyCode.BackQuote))
{
_main.MapData.PlayerMap.SelfPlayerData.PlayerWealth += 1000;
Main.MapData.PlayerMap.SelfPlayerData.PlayerWealth += 1000;
}
if (Input.GetKeyDown(KeyCode.T))
{
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
_main.MapData.PlayerMap.SelfPlayerData.PlayerWealth += 1000;
Main.MapData.PlayerMap.SelfPlayerData.PlayerWealth += 1000;
foreach (TechType techType in System.Enum.GetValues(typeof(TechType)))
Main.PlayerLogic.ResearchTech(_main.MapData, _main.MapData.PlayerMap.SelfPlayerData,techType,0);
Main.PlayerLogic.ResearchTech(Main.MapData, Main.MapData.PlayerMap.SelfPlayerData,techType,0);
UIManager.Instance.TechTreeUI.TechTreeUIDataRenderMark = true;
}
else

View File

@ -53,7 +53,7 @@ namespace Logic
public void Update()
{
_gameStateDict[_curState].Update();
Main.PlayerLogic.CalcAllPlayerScore(_main.MapData);
Main.PlayerLogic.CalcAllPlayerScore(Main.MapData);
}
@ -102,17 +102,17 @@ namespace Logic
public override void Enter()
{
_curPlayer = _gameLogic.Main.MapData.PlayerMap.SelfPlayerData;
_curPlayer = Main.MapData.PlayerMap.SelfPlayerData;
Turn++;
foreach(var playerData in _gameLogic.Main.MapData.PlayerMap.PlayerDataList)
Main.PlayerLogic.StartNextTurn(_gameLogic.Main.MapData, playerData);
foreach (var unitData in _gameLogic.Main.MapData.UnitMap.UnitList)
Main.UnitLogic.StartNextTurn(_gameLogic.Main.MapData, unitData);
foreach(var playerData in Main.MapData.PlayerMap.PlayerDataList)
Main.PlayerLogic.StartNextTurn(Main.MapData, playerData);
foreach (var unitData in Main.MapData.UnitMap.UnitList)
Main.UnitLogic.StartNextTurn(Main.MapData, unitData);
_gameLogic.Main.MapData.PlayerMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.CityMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.UnitMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.GridMap.OnTurnStart(_gameLogic.Main.MapData);
Main.MapData.PlayerMap.OnTurnStart(Main.MapData, _curPlayer);
Main.MapData.CityMap.OnTurnStart(Main.MapData, _curPlayer);
Main.MapData.UnitMap.OnTurnStart(Main.MapData, _curPlayer);
Main.MapData.GridMap.OnTurnStart(Main.MapData);
AudioManager.Instance.InGameOnTurnStart();
@ -124,8 +124,8 @@ namespace Logic
//gameLogic.EndTurn();
//uiManager.EndTurn();
PlayerPrefs.SetInt("Archive", 1);
MapData.SaveMapData(_gameLogic.Main.MapData);
AchievementDataManager.Instance.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
MapData.SaveMapData(Main.MapData);
AchievementDataManager.Instance.OnTurnStart(Main.MapData, _curPlayer);
#if GAME_AUTO_DEBUG
_aiLogic = new AILogic();
@ -139,18 +139,18 @@ namespace Logic
_gameLogic.Main.InputLogic.LockInput();
// TODO endturn逻辑要重新梳理
Main.PlayerLogic.EndThisTurn(_gameLogic.Main.MapData, _gameLogic.Main.MapData.PlayerMap.SelfPlayerData);
Main.PlayerLogic.EndThisTurn(Main.MapData, Main.MapData.PlayerMap.SelfPlayerData);
//处理当前每一个unit的回合结束前自动行为。每一个选手回合结束自动回血是在这个阶段出发的
foreach (var unitData in _gameLogic.Main.MapData.UnitMap.UnitList)
if(_gameLogic.Main.MapData.GetPlayerDataByUnitId(unitData.Id,out var player)
foreach (var unitData in Main.MapData.UnitMap.UnitList)
if(Main.MapData.GetPlayerDataByUnitId(unitData.Id,out var player)
&& player.Id == _curPlayer.Id)
Main.UnitLogic.UnitEndTurn(_gameLogic.Main.MapData, unitData);
Main.UnitLogic.UnitEndTurn(Main.MapData, unitData);
_gameLogic.Main.MapData.PlayerMap.OnTurnEnd(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.CityMap.OnTurnEnd(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.UnitMap.OnTurnEnd(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.GridMap.OnTurnEnd(_gameLogic.Main.MapData);
Main.MapData.PlayerMap.OnTurnEnd(Main.MapData, _curPlayer);
Main.MapData.CityMap.OnTurnEnd(Main.MapData, _curPlayer);
Main.MapData.UnitMap.OnTurnEnd(Main.MapData, _curPlayer);
Main.MapData.GridMap.OnTurnEnd(Main.MapData);
}
public override void Update()
@ -165,11 +165,11 @@ namespace Logic
if (_aiLogic.AILogicState == AILogicState.Prepare)
{
_curPlayer.PlayerWealth += (int)_curPlayer.Turn / 10;
_gameLogic.Main.MapData.PlayerMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.CityMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.UnitMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.GridMap.OnTurnStart(_gameLogic.Main.MapData);
_aiLogic.StartAILogic(_gameLogic.Main.MapData, _curPlayer);
Main.MapData.PlayerMap.OnTurnStart(Main.MapData, _curPlayer);
Main.MapData.CityMap.OnTurnStart(Main.MapData, _curPlayer);
Main.MapData.UnitMap.OnTurnStart(Main.MapData, _curPlayer);
Main.MapData.GridMap.OnTurnStart(Main.MapData);
_aiLogic.StartAILogic(Main.MapData, _curPlayer);
}
_aiLogic.Update();
@ -197,9 +197,9 @@ namespace Logic
UIManager.Instance.AIPlayingHint.SetActive(true);
Turn++;
_aiPlayers.Clear();
foreach (var playerData in _gameLogic.Main.MapData.PlayerMap.PlayerDataList)
foreach (var playerData in Main.MapData.PlayerMap.PlayerDataList)
{
if (playerData.Id == _gameLogic.Main.MapData.PlayerMap.SelfPlayerId) continue;
if (playerData.Id == Main.MapData.PlayerMap.SelfPlayerId) continue;
_aiPlayers.Add(playerData);
}
@ -237,14 +237,14 @@ namespace Logic
// AI 难度加钱
int tt = 0;
if (_curPlayer.Turn < 10)
tt = (int)_gameLogic.Main.MapData.MapConfig.AIDiff;
_curPlayer.PlayerWealth += ((int)_curPlayer.Turn / 10) * (int)_gameLogic.Main.MapData.MapConfig.AIDiff + tt;
tt = (int)Main.MapData.MapConfig.AIDiff;
_curPlayer.PlayerWealth += ((int)_curPlayer.Turn / 10) * (int)Main.MapData.MapConfig.AIDiff + tt;
_gameLogic.Main.MapData.PlayerMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.CityMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.UnitMap.OnTurnStart(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.GridMap.OnTurnStart(_gameLogic.Main.MapData);
_aiLogic.StartAILogic(_gameLogic.Main.MapData, _curPlayer);
Main.MapData.PlayerMap.OnTurnStart(Main.MapData, _curPlayer);
Main.MapData.CityMap.OnTurnStart(Main.MapData, _curPlayer);
Main.MapData.UnitMap.OnTurnStart(Main.MapData, _curPlayer);
Main.MapData.GridMap.OnTurnStart(Main.MapData);
_aiLogic.StartAILogic(Main.MapData, _curPlayer);
}
_aiLogic.Update();
@ -253,10 +253,10 @@ namespace Logic
private void TryTurnEndCurPlayerTurn()
{
if (_curPlayer == null) return;
_gameLogic.Main.MapData.PlayerMap.OnTurnEnd(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.CityMap.OnTurnEnd(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.UnitMap.OnTurnEnd(_gameLogic.Main.MapData, _curPlayer);
_gameLogic.Main.MapData.GridMap.OnTurnEnd(_gameLogic.Main.MapData);
Main.MapData.PlayerMap.OnTurnEnd(Main.MapData, _curPlayer);
Main.MapData.CityMap.OnTurnEnd(Main.MapData, _curPlayer);
Main.MapData.UnitMap.OnTurnEnd(Main.MapData, _curPlayer);
Main.MapData.GridMap.OnTurnEnd(Main.MapData);
}
}
@ -301,7 +301,7 @@ namespace Logic
Turn++;
PlayerPrefs.SetInt("Archive", 0);
var record = _gameLogic.Main.MapData.ExportGameRecord();
var record = Main.MapData.ExportGameRecord();
GameRecordManager.Instance.AddRecord(record);
}

View File

@ -44,7 +44,7 @@ namespace Logic
//--------------------------------new data type--------------------------------
[NonSerialized] public MapConfig MapConfig;
[NonSerialized] public MapData MapData;
[NonSerialized] public static MapData MapData;
//各Logic模块的引用
//一级logicAI和input
@ -59,7 +59,6 @@ namespace Logic
public static CityLogic CityLogic;
public static UnitLogic UnitLogic;
public static PlayerLogic PlayerLogic;
//public UIManager UIManager;
//Library模块的引用
Table table;
@ -84,6 +83,11 @@ namespace Logic
new ResourceCache(); //ResourceCache单例 缓存所有resource
ResourceCache.Instance.Init();
GameRecordManager.Instance.Init();
AudioManager.Instance.Init();
MultilingualManager.Instance.Init();
AchievementDataManager.Instance.Init();
new UIManager(); //UIManager单例
UIManager.Instance.Init(this);
}
@ -98,25 +102,16 @@ namespace Logic
StartInstanceGroup();
if(LandThreshold > 0)
DebugCenter.Instance.DebugLandThreshold = LandThreshold;
CityLogic ??= new CityLogic();
UnitLogic ??= new UnitLogic();
PlayerLogic ??= new PlayerLogic(this);
GameLogic = new GameLogic(this);
GameRecordManager.Instance.Init();
AchievementDataManager.Instance.Init();
AudioManager.Instance.Init();
MultilingualManager.Instance.Init();
if(LandThreshold > 0)
DebugCenter.Instance.DebugLandThreshold = LandThreshold;
//播放初始音乐
AudioManager.Instance.PlayMusic("Main",0.5f,1f,true);
//StartGame(height,width,0,0);
// ContinueGame();
}

View File

@ -30,7 +30,7 @@ namespace Logic
public void CancelAllHighlight() //专门用来应对BottomInfoUI的CloseButton的函数点击close的时候先调用这个函数通知interaction处理好信息再关闭bottominfo
{
foreach (var gridData in _main.MapData.GridMap.GridList)
foreach (var gridData in Main.MapData.GridMap.GridList)
{
gridData.CityBorderRenderMark = false;
var gridRenderer = MapRenderer.Instance.ROGridMap[gridData.Id];
@ -42,7 +42,7 @@ namespace Logic
gridRenderer.SetSelectHighlight(false);
gridRenderer.SetMoveHighlight(false);
}
foreach (var unitData in _main.MapData.UnitMap.UnitList)
foreach (var unitData in Main.MapData.UnitMap.UnitList)
{
if (!MapRenderer.Instance.ROUnitMap.ContainsKey(unitData.Id)) continue;
var unitRenderer = MapRenderer.Instance.ROUnitMap[unitData.Id];
@ -65,7 +65,7 @@ namespace Logic
return;
}
bool hasUnit = _main.MapData.GetUnitDataByGid(gridData.Id,out var unitData);
bool hasUnit = Main.MapData.GetUnitDataByGid(gridData.Id,out var unitData);
//Debug.Log(hasUnit);
var roGrid = MapRenderer.Instance.ROGridMap[gridData.Id];
//如果这次点击有unit
@ -87,7 +87,7 @@ namespace Logic
else if (roUnit.IsAttackHighlight)
{
CancelAllHighlight();
Main.UnitLogic.Attack(_main.MapData, MapRenderer.Instance.SelectUnitData, unitData);
Main.UnitLogic.Attack(Main.MapData, MapRenderer.Instance.SelectUnitData, unitData);
UIManager.Instance.BottomInfoUI.UIBottomInfoStatus = false;
}
//如果是选择角色
@ -105,7 +105,7 @@ namespace Logic
UIManager.Instance.BottomInfoUI.UIBottomInfoIsGrid = false;
UIManager.Instance.BottomInfoUI.UIBottomInfoStatusObjectId = unitData.Id;
//如果是selfplayer的unit显示可操作区域
if (Main.UnitLogic.CheckIsSelfPlayer(_main.MapData, unitData.Id))
if (Main.UnitLogic.CheckIsSelfPlayer(Main.MapData, unitData.Id))
MapRenderer.Instance.SetUnitAllMoveAttackTargetHighlight(unitData.Id);
@ -122,7 +122,7 @@ namespace Logic
else if (roGrid.IsMoveHighlight)
{
CancelAllHighlight();
Main.UnitLogic.MoveTo(_main.MapData, MapRenderer.Instance.SelectUnitData, gridData,MoveType.ActiveMove);
Main.UnitLogic.MoveTo(Main.MapData, MapRenderer.Instance.SelectUnitData, gridData,MoveType.ActiveMove);
//切换相机镜头
MapRenderer.Instance.CameraController.CameraFocusOnGrid(gridData);
UIManager.Instance.BottomInfoUI.UIBottomInfoStatus = false;
@ -149,7 +149,7 @@ namespace Logic
if (_mapData.GetCityDataByTerritoryGid(gridData.Id, out var city))
{
if(_mapData.GetGridDataByCityId(city.Id,out var gridTmp)
&& _main.MapData.PlayerMap.SelfPlayerData.Sight.CheckIsInSight(gridTmp.Id))
&& Main.MapData.PlayerMap.SelfPlayerData.Sight.CheckIsInSight(gridTmp.Id))
MapRenderer.Instance.ROGridMap[gridTmp.Id].SetBounceAnim();
}

View File

@ -225,7 +225,7 @@ namespace TH1Renderer
// 更新视野
if (_currentTargetGridData != null)
// 调用UpdateSightByRadius更新视野
Main.PlayerLogic.UpdateSightByRadius(_main.MapData, _main.MapData.PlayerMap.SelfPlayerData, _currentTargetGridData,
Main.PlayerLogic.UpdateSightByRadius(Main.MapData, Main.MapData.PlayerMap.SelfPlayerData, _currentTargetGridData,
_currentTargetGridData.Feature == TerrainFeature.Mountain? 2 : 1);
// 检查是否需要继续移动
@ -250,7 +250,7 @@ namespace TH1Renderer
// 延迟一小段时间后继续移动
Timer.Instance.TimerRegister(this, () => {
MoveExplorerToLeastVisibleDirection(_currentTargetGridData, _main.MapData.PlayerMap.SelfPlayerData);
MoveExplorerToLeastVisibleDirection(_currentTargetGridData, Main.MapData.PlayerMap.SelfPlayerData);
}, delayTime);
}
else if (_explorerMoveCount >= _explorerMaxMoves && _temporaryExplorer != null)
@ -295,7 +295,7 @@ namespace TH1Renderer
List<uint> toRemove = new List<uint>();
foreach (var roUnitId in ROUnitMap.Keys)
{
if (!_main.MapData.UnitMap.GetUnitDataByUnitId(roUnitId, out var unitData))
if (!Main.MapData.UnitMap.GetUnitDataByUnitId(roUnitId, out var unitData))
toRemove.Add(roUnitId);
}
@ -328,23 +328,23 @@ namespace TH1Renderer
//当gridMap出现新的对象时新建对象
public void RenderUpdateGridMap()
{
foreach (var gridData in _main.MapData.GridMap.GridList)
foreach (var gridData in Main.MapData.GridMap.GridList)
{
ROGridMap[gridData.Id] =
new GridRenderer(_gridPrefab, _gridRenderMap, gridData.Id, _main.MapData, _main);
new GridRenderer(_gridPrefab, _gridRenderMap, gridData.Id, Main.MapData, _main);
}
}
//当cityMap出现新的对象时新建对象
public void RenderUpdateCityMap()
{
foreach (var cityData in _main.MapData.CityMap.CityList)
foreach (var cityData in Main.MapData.CityMap.CityList)
if(!ROCityInfoMap.ContainsKey(cityData.Id))
{
//生成城镇图像
RenderUpdateCityBuildings(cityData.Id);
//生成城镇名称和人口条
ROCityInfoMap[cityData.Id] = new CityInfoRenderer(_cityInfoPrefab,_cityInfoRenderMap,cityData.Id,_main.MapData,_main);
ROCityInfoMap[cityData.Id] = new CityInfoRenderer(_cityInfoPrefab,_cityInfoRenderMap,cityData.Id,Main.MapData,_main);
cityData.CityInfoRenderMark = true;
}
}
@ -352,11 +352,11 @@ namespace TH1Renderer
//当unitMap出现新的对象时新建对象
public void RenderUpdateUnitMap()
{
foreach (var unitData in _main.MapData.UnitMap.UnitList)
foreach (var unitData in Main.MapData.UnitMap.UnitList)
if(!ROUnitMap.ContainsKey(unitData.Id))
{
//生成单位图像
ROUnitMap[unitData.Id] = new UnitRenderer(_unitPrefab,_unitRenderMap,unitData.Id,_main.MapData,_main);
ROUnitMap[unitData.Id] = new UnitRenderer(_unitPrefab,_unitRenderMap,unitData.Id,Main.MapData,_main);
}
}
@ -379,23 +379,23 @@ namespace TH1Renderer
public void RenderUpdateBorders() //更新全地图的所有边界
{
foreach (var gridData in _main.MapData.GridMap.GridList)
foreach (var gridData in Main.MapData.GridMap.GridList)
ROGridMap[gridData.Id].UpdateBorder();
}
private void RenderUpdateCityBuildings(uint cityId) //更新主城建筑的渲染
{
_main.MapData.GetGridIdByCityId(cityId, out var gridId);
Main.MapData.GetGridIdByCityId(cityId, out var gridId);
ROGridMap[gridId].RenderUpdateCityBuilding(cityId);
}
public bool SetUnitAllMoveAttackTargetHighlight(uint uid) //渲染所有可移动位置的高亮,其中可以攻击的位置要标红,如果是自己人或者敌人在移动范围内但是不在攻击范围内,则不能高亮
{
bool ret = false;
Main.UnitLogic.CalcUnitMoveInfo(_main.MapData, uid);
_main.MapData.UnitMap.GetUnitDataByUnitId(uid, out var unitData);
_main.MapData.GetGridDataByUnitId(uid, out var gridData);
_main.MapData.GetPlayerDataByUnitId(uid, out var playerData);
Main.UnitLogic.CalcUnitMoveInfo(Main.MapData, uid);
Main.MapData.UnitMap.GetUnitDataByUnitId(uid, out var unitData);
Main.MapData.GetGridDataByUnitId(uid, out var gridData);
Main.MapData.GetPlayerDataByUnitId(uid, out var playerData);
//unitLogic.DebugOutputMoveInfo();
int r = Mathf.Max((Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,out var info)?info.MoveRange:0) * 2,
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,out var info2)?info2.AttackRange:0);
@ -414,13 +414,13 @@ namespace TH1Renderer
r = (int)(_mapData.MapConfig.Width > _mapData.MapConfig.Height ? _mapData.MapConfig.Width : _mapData.MapConfig.Height);
}
var targetGridDataList = _main.MapData.GridMap.GetAroundGridDataSet(r,r,gridData);
var targetGridDataList = Main.MapData.GridMap.GetAroundGridDataSet(r,r,gridData);
foreach(var targetGridData in targetGridDataList)
{
//如果不在视野 跳过
if (!playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
var sig = Main.UnitLogic.CheckUnitCanMoveOrAttack(_main.MapData, unitData, targetGridData);
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 ||
sig == MoveAttackType.MoveAshore) && unitData.MP > 0)
@ -432,18 +432,18 @@ namespace TH1Renderer
if (sig == MoveAttackType.Attack && unitData.AP > 0)
{
ret = true;
if (!_main.MapData.GetUnitDataByGid(targetGridData.Id, out var unitDataB))
if (!Main.MapData.GetUnitDataByGid(targetGridData.Id, out var unitDataB))
continue;
//如果可以杀死,做一个提示
if (Table.Instance.CalcDamage(_main.MapData, unitData, unitDataB) >= unitDataB.Health)
if (Table.Instance.CalcDamage(Main.MapData, unitData, unitDataB) >= unitDataB.Health)
{
targetGridData.VFXRenderMarkDieHintStart = true;
//0代表这是杀死提示
targetGridData.VFXRenderMarkDieHintStartParam = 0;
}
else if(Main.UnitLogic.CanCounter(_main.MapData, unitData, unitDataB) &&
Table.Instance.CalcDamage(_main.MapData, unitData, unitDataB,true) >= unitData.Health)
else if(Main.UnitLogic.CanCounter(Main.MapData, unitData, unitDataB) &&
Table.Instance.CalcDamage(Main.MapData, unitData, unitDataB,true) >= unitData.Health)
{
targetGridData.VFXRenderMarkDieHintStart = true;
//1代表这是被杀死提示
@ -458,19 +458,19 @@ namespace TH1Renderer
//返回一个Unit是否存在移动或者攻击目标
public bool CheckUnitHasMoveAttackTarget(uint uid)
{
Main.UnitLogic.CalcUnitMoveInfo(_main.MapData, uid);
_main.MapData.UnitMap.GetUnitDataByUnitId(uid, out var unitData);
_main.MapData.GetGridDataByUnitId(uid, out var gridData);
_main.MapData.GetPlayerDataByUnitId(uid, out var playerData);
Main.UnitLogic.CalcUnitMoveInfo(Main.MapData, uid);
Main.MapData.UnitMap.GetUnitDataByUnitId(uid, out var unitData);
Main.MapData.GetGridDataByUnitId(uid, out var gridData);
Main.MapData.GetPlayerDataByUnitId(uid, out var playerData);
//unitLogic.DebugOutputMoveInfo();
int r = Mathf.Max((Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,out var info)?info.MoveRange:0) * 2,
Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(unitData.UnitType,unitData.GiantType,out var info2)?info2.AttackRange:0);
var targetGridDataList = _main.MapData.GridMap.GetAroundGridDataSet(r,r,gridData);
var targetGridDataList = Main.MapData.GridMap.GetAroundGridDataSet(r,r,gridData);
foreach(var targetGridData in targetGridDataList)
{
//如果不在视野 跳过
if (!playerData.Sight.CheckIsInSight(targetGridData.Id)) continue;
var sig = Main.UnitLogic.CheckUnitCanMoveOrAttack(_main.MapData, unitData, targetGridData);
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 ||
sig == MoveAttackType.MoveAshore) && unitData.MP > 0)
@ -508,14 +508,14 @@ namespace TH1Renderer
public void CreateTemporaryExplorer(GridData gridData, float maxDuration)
{
// 获取玩家数据 - 使用领土所属关系获取
if (!_main.MapData.GetPlayerDataByTerritoryGridId(gridData.Id, out var playerData))
if (!Main.MapData.GetPlayerDataByTerritoryGridId(gridData.Id, out var playerData))
{
Debug.LogWarning("无法获取玩家数据,无法创建探索者");
return;
}
// 检查是否是自己的玩家
bool isSelfPlayer = playerData.Id == _main.MapData.PlayerMap.SelfPlayerData.Id;
bool isSelfPlayer = playerData.Id == Main.MapData.PlayerMap.SelfPlayerData.Id;
// 如果不是自己的玩家直接计算10步探索并更新视野不进行渲染
if (!isSelfPlayer)
@ -538,7 +538,7 @@ namespace TH1Renderer
Vector2Int currentPos = new Vector2Int(_currentTargetGridData.Pos.X, _currentTargetGridData.Pos.Y);
// 更新视野
Main.PlayerLogic.UpdateSightByRadius(_main.MapData, playerData, _currentTargetGridData, 1);
Main.PlayerLogic.UpdateSightByRadius(Main.MapData, playerData, _currentTargetGridData, 1);
// 保存当前位置作为上一个位置
Vector2Int prevPos = currentPos;
@ -596,7 +596,7 @@ namespace TH1Renderer
if (Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(explorerUnitType, GiantType.None, out var unitTypeInfo))
{
// 使用GetUnitSpriteByInfo方法获取精灵
if (Table.Instance.UnitTypeDataAssets.GetUnitSpriteByInfo(_main.MapData, unitTypeInfo, playerData, out var sprite))
if (Table.Instance.UnitTypeDataAssets.GetUnitSpriteByInfo(Main.MapData, unitTypeInfo, playerData, out var sprite))
{
spriteRenderer.sprite = sprite;
// 确保精灵渲染器设置正确
@ -631,8 +631,8 @@ namespace TH1Renderer
Vector2Int currentPos = new Vector2Int(startGridData.Pos.X, startGridData.Pos.Y);
// 地图尺寸
int mapWidth = (int)_main.MapData.MapConfig.Width;
int mapHeight = (int)_main.MapData.MapConfig.Height;
int mapWidth = (int)Main.MapData.MapConfig.Width;
int mapHeight = (int)Main.MapData.MapConfig.Height;
// 存储每个方向的最近未探索格子距离
float[] directionMinDistance = new float[8];
@ -654,7 +654,7 @@ namespace TH1Renderer
continue;
// 获取格子数据
if (_main.MapData.GridMap.GetGridDataByPos(x, y, out var gridData))
if (Main.MapData.GridMap.GetGridDataByPos(x, y, out var gridData))
{
// 检查是否在视野中
if (!playerData.Sight.CheckIsInSight(gridData.Id))
@ -706,7 +706,7 @@ namespace TH1Renderer
continue;
// 检查该位置是否可通行
if (!_main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out var nextGridData))
if (!Main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out var nextGridData))
continue;
// 检查地形是否可通行
@ -743,7 +743,7 @@ namespace TH1Renderer
continue;
// 检查该位置是否可通行
if (!_main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out var nextGridData))
if (!Main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out var nextGridData))
continue;
// 检查地形是否可通行
@ -770,13 +770,13 @@ namespace TH1Renderer
Vector2Int targetPos = currentPos + finalMoveDir;
// 获取目标格子数据
if (_main.MapData.GridMap.GetGridDataByPos(targetPos.x, targetPos.y, out var targetGridData))
if (Main.MapData.GridMap.GetGridDataByPos(targetPos.x, targetPos.y, out var targetGridData))
{
// 保存上一个位置
_explorerPreviousPosition = currentPos;
// 更新视野
Main.PlayerLogic.UpdateSightByRadius(_main.MapData, playerData, targetGridData, 1);
Main.PlayerLogic.UpdateSightByRadius(Main.MapData, playerData, targetGridData, 1);
// 获取移动动画时间
float moveTime = 0.5f;
@ -881,8 +881,8 @@ namespace TH1Renderer
Vector2Int currentPos = new Vector2Int(startGridData.Pos.X, startGridData.Pos.Y);
// 地图尺寸
int mapWidth = (int)_main.MapData.MapConfig.Width;
int mapHeight = (int)_main.MapData.MapConfig.Height;
int mapWidth = (int)Main.MapData.MapConfig.Width;
int mapHeight = (int)Main.MapData.MapConfig.Height;
// 存储每个方向的最近未探索格子距离
float[] directionMinDistance = new float[8];
@ -904,7 +904,7 @@ namespace TH1Renderer
continue;
// 获取格子数据
if (_main.MapData.GridMap.GetGridDataByPos(x, y, out var gridData))
if (Main.MapData.GridMap.GetGridDataByPos(x, y, out var gridData))
{
// 检查是否在视野中
if (!playerData.Sight.CheckIsInSight(gridData.Id))
@ -957,7 +957,7 @@ namespace TH1Renderer
// 检查该位置是否可通行
GridData tempNextGridData;
if (!_main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out tempNextGridData))
if (!Main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out tempNextGridData))
continue;
// 检查地形是否可通行
@ -995,7 +995,7 @@ namespace TH1Renderer
// 检查该位置是否可通行
GridData tempNextGridData;
if (!_main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out tempNextGridData))
if (!Main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out tempNextGridData))
continue;
// 检查地形是否可通行
@ -1020,7 +1020,7 @@ namespace TH1Renderer
Vector2Int targetPos = currentPos + finalMoveDir;
// 获取目标格子数据
return _main.MapData.GridMap.GetGridDataByPos(targetPos.x, targetPos.y, out nextGridData);
return Main.MapData.GridMap.GetGridDataByPos(targetPos.x, targetPos.y, out nextGridData);
}
// 新增方法:检查地形是否可通行
@ -1075,12 +1075,12 @@ namespace TH1Renderer
Vector2Int nextPos = currentPos + dirVector;
// 检查位置是否在地图范围内
if (nextPos.x < 0 || nextPos.x >= _main.MapData.MapConfig.Width ||
nextPos.y < 0 || nextPos.y >= _main.MapData.MapConfig.Height)
if (nextPos.x < 0 || nextPos.x >= Main.MapData.MapConfig.Width ||
nextPos.y < 0 || nextPos.y >= Main.MapData.MapConfig.Height)
continue;
// 获取相邻格子数据
if (!_main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out var nextGrid))
if (!Main.MapData.GridMap.GetGridDataByPos(nextPos.x, nextPos.y, out var nextGrid))
continue;
// 如果已经访问过,跳过

View File

@ -23,6 +23,9 @@ namespace TH1Resource
public Sprite TechCompleteBackground;
public Sprite TechLockedBackground;
public Sprite TechAvailableBackground;
public Sprite AchievementStar;
public Sprite AchievementStarGray;
public void Init()
{
for (int i = 0; i < 9; i++)
@ -37,7 +40,8 @@ namespace TH1Resource
TechLockedBackground = Resources.Load<Sprite>("ArtResources/TH1UI/TechTree/TH1TechLockedTechCircle");
TechAvailableBackground = Resources.Load<Sprite>("ArtResources/TH1UI/TechTree/TH1TechUnLockedTechCircle");
AchievementStar = Resources.Load<Sprite>("ArtResources/TH1UI/Common/UILibraryStar");
AchievementStarGray = Resources.Load<Sprite>("ArtResources/TH1UI/Common/UILibraryStarGray");
}
}
}

View File

@ -190,7 +190,7 @@ public class BottomInfoUI// : MonoBehaviour
continue;
if (actionInfo.VarientIcon)
{
timg.sprite = Table.Instance.QueryActionIconSprite(actionId,_main.MapData.PlayerMap.SelfPlayerData);
timg.sprite = Table.Instance.QueryActionIconSprite(actionId,Main.MapData.PlayerMap.SelfPlayerData);
//timg.SetNativeSize();
//childAction.Find("Image").localScale = new Vector3(0.3f, 0.3f, 0.3f);
//childAction.Find("Image").localPosition = new Vector3(0f, -40f, 0f);
@ -223,13 +223,13 @@ public class BottomInfoUI// : MonoBehaviour
GameObject.Destroy(child.gameObject);
//如果预览的是grid或者city
if (UIBottomInfoIsGrid && _main.MapData.GridMap.GetGridDataByGid(UIBottomInfoStatusObjectId,out var gridData))
if (UIBottomInfoIsGrid && Main.MapData.GridMap.GetGridDataByGid(UIBottomInfoStatusObjectId,out var gridData))
{
//现获取对应的playerData
_main.MapData.GetPlayerDataByTerritoryGridId(UIBottomInfoStatusObjectId, out var player);
Main.MapData.GetPlayerDataByTerritoryGridId(UIBottomInfoStatusObjectId, out var player);
//如果是city
if (_main.MapData.GetCityDataByGid(gridData.Id, out var cityData))
if (Main.MapData.GetCityDataByGid(gridData.Id, out var cityData))
{
@ -415,7 +415,7 @@ public class BottomInfoUI// : MonoBehaviour
//如果是unit
else
{
_main.MapData.UnitMap.GetUnitDataByUnitId(UIBottomInfoStatusObjectId,out var unitData);
Main.MapData.UnitMap.GetUnitDataByUnitId(UIBottomInfoStatusObjectId,out var unitData);
//筹备unit预览格子
GameObject clone = GameObject.Instantiate(MapRenderer.Instance.ROUnitMap[UIBottomInfoStatusObjectId].GetROUnit() as GameObject);
clone.transform.SetParent(_unitPreviewArea.transform);
@ -516,10 +516,10 @@ public class BottomInfoUI// : MonoBehaviour
CommonActionId fakeActionId = clickedItem.GetComponent<ActionIdMono>().ActionId;
//如果钱不够,退出
if (Table.Instance.QueryActionCost(fakeActionId) > _main.MapData.PlayerMap.SelfPlayerData.PlayerWealth)
if (Table.Instance.QueryActionCost(fakeActionId) > Main.MapData.PlayerMap.SelfPlayerData.PlayerWealth)
return;
//如果没科技,退出
if (!_main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckActionCan(fakeActionId))
if (!Main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckActionCan(fakeActionId))
return;
UnitData unitData = null;
CityData cityData = null;
@ -533,28 +533,28 @@ public class BottomInfoUI// : MonoBehaviour
if (fakeActionId.ActionType == CommonActionType.TrainUnit)
{
//如果是城市训练单位
if(_main.MapData.GetCityDataByGid(UIBottomInfoStatusObjectId,out cityData))
if(Main.MapData.GetCityDataByGid(UIBottomInfoStatusObjectId,out cityData))
{
//城市满人口
if (_main.MapData.CheckIfCityFullPopulation(cityData)) return;
if (Main.MapData.CheckIfCityFullPopulation(cityData)) return;
mainObjectType = MainObjectType.City;
}
else if (_main.MapData.GetCityDataByTerritoryGid(UIBottomInfoStatusObjectId, out cityData))
else if (Main.MapData.GetCityDataByTerritoryGid(UIBottomInfoStatusObjectId, out cityData))
{
//城市满人口
if (_main.MapData.CheckIfCityFullPopulation(cityData)) return;
if (Main.MapData.CheckIfCityFullPopulation(cityData)) return;
}
}
_main.MapData.GridMap.GetGridDataByGid(UIBottomInfoStatusObjectId,out gridData);
Main.MapData.GridMap.GetGridDataByGid(UIBottomInfoStatusObjectId,out gridData);
}
else
{
_main.MapData.UnitMap.GetUnitDataByUnitId(UIBottomInfoStatusObjectId,out unitData);
Main.MapData.UnitMap.GetUnitDataByUnitId(UIBottomInfoStatusObjectId,out unitData);
mainObjectType = MainObjectType.Unit;
}
CommonActionParams actionParams = new CommonActionParams(_mapData,
_main.MapData.PlayerMap.SelfPlayerData,unitData,cityData,gridData,null,null,mainObjectType);
Main.MapData.PlayerMap.SelfPlayerData,unitData,cityData,gridData,null,null,mainObjectType);
//Debug.Log($"{actionId.ActionType},{actionId.WonderType},{actionId.ResourceType},{actionId.FeatureType},{actionId.UnitType},{actionId.Vegetation}");
//如果成功执行,隐藏当前面板
@ -604,7 +604,7 @@ public class BottomInfoUI// : MonoBehaviour
if (UIBottomInfoIsGrid)
{
//如果科技未解锁
if (!_main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckActionCan(tActionId))
if (!Main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckActionCan(tActionId))
{
starImage.gameObject.SetActive(false);
textUIComponent.gameObject.SetActive(false);
@ -613,9 +613,9 @@ public class BottomInfoUI// : MonoBehaviour
CityData cityData;
//如果是一个满员城市在grid上生产单位要额外判断一下这个是不是生产单位的行为
if (!_main.MapData.GetCityDataByGid(UIBottomInfoStatusObjectId,out cityData)){
if(_main.MapData.GetCityDataByTerritoryGid(UIBottomInfoStatusObjectId,out cityData)
&& _main.MapData.CheckIfCityFullPopulation(cityData)
if (!Main.MapData.GetCityDataByGid(UIBottomInfoStatusObjectId,out cityData)){
if(Main.MapData.GetCityDataByTerritoryGid(UIBottomInfoStatusObjectId,out cityData)
&& Main.MapData.CheckIfCityFullPopulation(cityData)
&& tActionId.ActionType == CommonActionType.TrainUnit)
{
textUIComponent.color = Color.gray;
@ -625,7 +625,7 @@ public class BottomInfoUI// : MonoBehaviour
}
}
//如果是一个满员城市在市中心生产单位(不用在判断是不是生产单位了)
else if (_main.MapData.CheckIfCityFullPopulation(cityData))
else if (Main.MapData.CheckIfCityFullPopulation(cityData))
{
textUIComponent.color = Color.gray;
backImage.sprite = ActionBGUnavailable;
@ -633,7 +633,7 @@ public class BottomInfoUI// : MonoBehaviour
textUIComponent.gameObject.SetActive(false);
}
//如果钱不够
if (_main.MapData.PlayerMap.SelfPlayerData.PlayerWealth < actionLogic.GetCost())
if (Main.MapData.PlayerMap.SelfPlayerData.PlayerWealth < actionLogic.GetCost())
{
textUIComponent.color = Color.red;
backImage.sprite = ActionBGExpensive;
@ -650,7 +650,7 @@ public class BottomInfoUI// : MonoBehaviour
{
starImage.gameObject.SetActive(true);
textUIComponent.gameObject.SetActive(true);
if (_main.MapData.PlayerMap.SelfPlayerData.PlayerWealth < actionLogic.GetCost())
if (Main.MapData.PlayerMap.SelfPlayerData.PlayerWealth < actionLogic.GetCost())
{
textUIComponent.color = Color.red;
backImage.sprite = ActionBGExpensive;
@ -728,7 +728,7 @@ public class BottomInfoUI// : MonoBehaviour
_debugGrid.SetActive(true);
_debugUnit.SetActive(false);
_debugCity.SetActive(false);
if (!_main.MapData.GridMap.GetGridDataByGid(UIBottomInfoStatusObjectId, out var gridData))
if (!Main.MapData.GridMap.GetGridDataByGid(UIBottomInfoStatusObjectId, out var gridData))
return;
_debugGrid.transform.Find("BuildingLevelValue").GetComponent<TextMeshProUGUI>().text = gridData.buildingLevel.ToString();
@ -740,7 +740,7 @@ public class BottomInfoUI// : MonoBehaviour
_debugCity.SetActive(false);
// 获取单位数据
if (!_main.MapData.UnitMap.GetUnitDataByUnitId(UIBottomInfoStatusObjectId, out var unitData))
if (!Main.MapData.UnitMap.GetUnitDataByUnitId(UIBottomInfoStatusObjectId, out var unitData))
return;
// 填充单位类型信息

View File

@ -4,6 +4,11 @@ using RuntimeData;
using Animancer;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Net;
using Logic.Multilingual;
using TH1Resource;
using TMPro;
using YooAsset.Editor;
public enum LibraryTabType
{
@ -30,6 +35,9 @@ public class LibraryUI
public Button WonderButton;
public Button AchievementButton;
public Transform SelectedGiantListItem;
public Transform DefaultGiantListItem;
private class LibraryTab
{
public LibraryTabType Type;
@ -95,24 +103,184 @@ public class LibraryUI
"Animations/UI/LibraryAchievementUIFadeIn",
"Animations/UI/LibraryAchievementUIFadeOut");
ForceButton.onClick.AddListener(() => SwitchTab(LibraryTabType.Force));
GiantButton.onClick.AddListener(() => SwitchTab(LibraryTabType.Giant));
WonderButton.onClick.AddListener(() => SwitchTab(LibraryTabType.Wonder));
AchievementButton.onClick.AddListener(() => SwitchTab(LibraryTabType.Achievement));
var fa = ROLibraryUI.transform.Find("Wonder").Find("WonderListPanel").Find("WonderList");
for (int i = 0; i < 4; i++)
for(int j = 0;j < 7; j++)
{
var p = fa.Find($"LibraryWonder{i}").Find($"LibraryWonderItem ({j})");
/*p.Find("TribeIconMask").Find("GroundIcon").GetComponent<Image>().sprite
= null;*/
p.Find("Size/TribeIconMask/TribeIcon").GetComponent<Image>().sprite
= Table.Instance.GridAndResourceDataAssets.WonderInfoList[i * 7 + j].Sprite;
}
//ForceButton.onClick.AddListener(() => SwitchTab(LibraryTabType.Force));
GiantButton.onClick.AddListener(() =>
{
SwitchTab(LibraryTabType.Giant);
});
WonderButton.onClick.AddListener(() =>
{
UpdateWonderListData();
SwitchTab(LibraryTabType.Wonder);
});
//AchievementButton.onClick.AddListener(() => SwitchTab(LibraryTabType.Achievement));
//设置各种初始化值
_currentTab = LibraryTabType.Giant;
DefaultGiantListItem = ROLibraryUI.transform.Find("Giant/LibraryGiantListPanel/Scroll View/Viewport/Content")?.GetChild(0)?.GetChild(0);
UpdateGiantListData();
InitSubPanel(LibraryTabType.Giant);
}
public void UpdateGiantListData()
{
var table = ROLibraryUI.transform.Find("Giant/LibraryGiantListPanel/Scroll View/Viewport/Content");
//构造needList需要展示的giant list
int needCount = 5;
var needList = new List<GiantType>();
needList.Add(GiantType.EgyptianRemilia);
needList.Add(GiantType.EgyptianPatchouli);
needList.Add(GiantType.EgyptianSakuya);
needList.Add(GiantType.EgyptianFlandre);
needList.Add(GiantType.EgyptianMeiling);
//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 * 3;
//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 += 3;
}
//将最后一行多出来的坑位setactive false
int lastCount = needCount;
while (lastCount < hasCount)
{
table.GetChild(lastCount / 3).GetChild(lastCount % 3).gameObject.SetActive(false);
lastCount++;
}
//设置每一个giant
for(int i = 0;i < needList.Count; i++)
{
var giant = needList[i];
if(!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType.Giant, giant, out var unitInfo))continue;
//更换sprite
if (table.GetChild(i / 3) == null) continue;
var slot = table.GetChild( i / 3).GetChild(i % 3);
if (slot == null) continue;
slot.Find("TribeIconMask/TribeIcon").GetComponent<Image>().sprite = unitInfo.Sprite;
//如果是giantCivId !=0 默认锁角色
if (unitInfo.GiantCivId != 0) continue;
//处理remilia 阵营
slot.Find("TribeIconMask").GetComponent<Image>().color = Color.white;
slot.Find("TribeIconMask/TribeIcon").GetComponent<Image>().color = Color.white;
slot.Find("TribeIconMask/Locked").gameObject.SetActive(false);
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
Debug.Log(giant);
slotButton.onClick.AddListener(() =>
{
// 当按钮被点击时,调用 UpdateGiantInfoData 并传入对应的 GiantType
GiantListItemOnClick(table,slot,giant);
});
}
}
public void GiantListItemOnClick(Transform table, Transform selected, GiantType giant)
{
//消除之前选中对象的红圈,换成当前这个
SelectedGiantListItem?.Find("TribeIconMask/Selected")?.gameObject.SetActive(false);
selected.Find("TribeIconMask/Selected")?.gameObject.SetActive(true);
SelectedGiantListItem = selected;
var infoPanel = ROLibraryUI.transform.Find("Giant/LibraryGiantInfoPanel");
infoPanel.GetComponent<AnimancerComponent>()?.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeOut);
Timer.Instance.TimerRegister(this, () =>
{
UpdateGiantInfoData(giant);
infoPanel.GetComponent<AnimancerComponent>()?.Play(ResourceCache.Instance.AnimCache.UICommonPanelFadeIn);
},ResourceCache.Instance.AnimCache.UICommonPanelFadeOut.length);
}
public void UpdateGiantInfoData(GiantType giant)
{
Debug.Log(giant);
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(UnitType.Giant, giant, out var unitInfo)) return;
if (!Table.Instance.LibraryDataAssets.GetLibraryInfoByGiant(giant, out var libraryInfo)) return;
if (!Table.Instance.PlayerDataAssets.GetPlayerInfoByCivId(unitInfo.GiantCivId,unitInfo.GiantForceId, out var playerInfo)) return;
var image = ROLibraryUI.transform.Find("Giant/LibraryGiantInfoPanel/GiantImage/Img");
var info = ROLibraryUI.transform.Find("Giant/LibraryGiantInfoPanel/GiantInfo");
//设置立绘
image.GetComponent<Image>().sprite = libraryInfo.Illust;
//设置英文名称装饰
if(ROLibraryUI.transform.Find("Giant/LibraryGiantInfoPanel/TitleEN"))
ROLibraryUI.transform.Find("Giant/LibraryGiantInfoPanel/TitleEN").GetComponent<TextMeshProUGUI>().text = libraryInfo.EnglishName.ToUpper();
//设置角色名称
Debug.Log(libraryInfo.Name);
MultilingualManager.Instance.SetUIText(ROLibraryUI.transform.Find("Giant/LibraryGiantInfoPanel/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 = 2;
uint smallid = giant switch
{
GiantType.EgyptianMeiling => 5,
GiantType.EgyptianFlandre => 4,
GiantType.EgyptianSakuya => 3,
GiantType.EgyptianPatchouli => 2,
_ => 1
};
for (uint i = 0; i < 3; i++)
{
//star坑位
var star = info.Find($"Info3/Star{i + 1}/Star")?.GetComponent<Image>();
//成就标题star坑位
var title = info.Find($"Info3/Star{i + 1}/Title")?.GetComponent<TextMeshProUGUI>();
//成就描述star坑位
var desc = info.Find($"Info3/Star{i + 1}/Desc")?.GetComponent<TextMeshProUGUI>();
var infoData = AchievementDataManager.Instance.Achievement.GetAchievementItem(bigid, smallid, i + 1);
bool finished = AchievementDataManager.Instance.IsFinished(bigid, smallid, i);
if (infoData == null) continue;
MultilingualManager.Instance.SetUIText(title,infoData.Name);
MultilingualManager.Instance.SetUIText(desc,infoData.Desc);
if (star != null)
star.sprite = finished ? ResourceCache.Instance.SpriteCache.AchievementStar : ResourceCache.Instance.SpriteCache.AchievementStarGray ;
}
}
public void UpdateWonderListData()
{
return;
var fa = ROLibraryUI.transform.Find("Wonder").Find("WonderListPanel").Find("WonderList");
for (int i = 0; i < 4; i++)
for(int j = 0;j < 7; j++)
{
var p = fa.Find($"LibraryWonder{i}").Find($"LibraryWonderItem ({j})");
/*p.Find("TribeIconMask").Find("GroundIcon").GetComponent<Image>().sprite
= null;*/
p.Find("Size/TribeIconMask/TribeIcon").GetComponent<Image>().sprite
= Table.Instance.GridAndResourceDataAssets.WonderInfoList[i * 7 + j].Sprite;
}
}
public void Update()
{
if (_isAnimating) return;
@ -136,15 +304,15 @@ public class LibraryUI
ROLibraryUI.SetActive(true);
var animancer = ROLibraryUI.GetComponent<AnimancerComponent>();
var fadeIn = Resources.Load<AnimationClip>("Animations/UI/LibraryUIFadeIn");
if (fadeIn != null) animancer.Play(fadeIn);
var fadeIn = ResourceCache.Instance.AnimCache.UICommonPanelFadeIn;
animancer.Play(fadeIn);
if (_currentTab == LibraryTabType.Giant)
UpdateGiantListData();
SwitchTab(LibraryTabType.Giant);
Timer.Instance.TimerRegister(ROLibraryUI, () =>
{
_isAnimating = false;
// ✅ 显示主面板后,默认打开 Force 面板
SwitchTab(LibraryTabType.Force);
}, _fadeDuration);
}, fadeIn.length);
}
@ -169,7 +337,7 @@ public class LibraryUI
private void SwitchTab(LibraryTabType target)
{
if (_currentTab == target) return;
if (_currentTab.HasValue)
{
var oldTab = _tabs[_currentTab.Value];
@ -186,5 +354,19 @@ public class LibraryUI
if (fadeIn != null) animancerIn.Play(fadeIn);
_currentTab = target;
InitSubPanel(target);
}
//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)
private void InitSubPanel(LibraryTabType target)
{
if (target == LibraryTabType.Giant)
{
SelectedGiantListItem?.Find("TribeIconMask/Selected")?.gameObject.SetActive(false);
DefaultGiantListItem?.Find("TribeIconMask/Selected")?.gameObject.SetActive(true);
SelectedGiantListItem = DefaultGiantListItem;
UpdateGiantInfoData(GiantType.EgyptianRemilia);
}
}
}

View File

@ -133,7 +133,7 @@ public class TechTreeUI
btn.onClick.AddListener(() => SetTechCheckPanelShowHide(true,techType));
//Debug.Log(techType);
//如果该科技已经学习
if (_main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckIfHasTech(techType))
if (Main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckIfHasTech(techType))
{
Image img = techNode.transform.Find("Background").GetComponent<Image>();
img.sprite = ResourceCache.Instance.SpriteCache.TechCompleteBackground;
@ -155,7 +155,7 @@ public class TechTreeUI
}
else
//如果该科技未解锁
if (_main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckIfTechUnsee(techType))
if (Main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckIfTechUnsee(techType))
{
Image img = techNode.Find("Background").GetComponent<Image>();
img.sprite = ResourceCache.Instance.SpriteCache.TechLockedBackground;
@ -164,17 +164,17 @@ public class TechTreeUI
for (int i = 1; i <= techInfo.techActions.Count; i++)
techNode.transform.Find($"ImageGroup/Circle{i}")?.GetComponent<Image>().gameObject.SetActive(false);
}
else //if(_main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckIfTechCanLearn(techType))
else //if(Main.MapData.PlayerMap.SelfPlayerData.TechTree.CheckIfTechCanLearn(techType))
//如果该科技可以学习
{
TextMeshProUGUI costTxt = techNode.Find("costNumber").GetComponent<TextMeshProUGUI>();
//计算目前该tech的学习成本=科技基础cost * 城市数 + 4
var img = techNode.Find("Background").GetComponent<Image>();
img.sprite = ResourceCache.Instance.SpriteCache.TechAvailableBackground;
int tmpCost = (_main.MapData.GetCityCount(_main.MapData.PlayerMap.SelfPlayerData.Id)
int tmpCost = (Main.MapData.GetCityCount(Main.MapData.PlayerMap.SelfPlayerData.Id)
* techInfo.CostLevel + 4);
costTxt.text = tmpCost.ToString();
if (tmpCost > _main.MapData.PlayerMap.SelfPlayerData.PlayerWealth)
if (tmpCost > Main.MapData.PlayerMap.SelfPlayerData.PlayerWealth)
costTxt.color = Color.red;
else costTxt.color = Color.white;
costTxt.gameObject.SetActive(true);
@ -219,10 +219,10 @@ public class TechTreeUI
public void RenderUpdateTechCheckPanel(MapData mapData)
{
TechInfo techInfo = Table.Instance.TechDataAssets.GetTechInfo(_techTypeChoose);
PlayerData selfPlayer = _main.MapData.PlayerMap.SelfPlayerData;
PlayerData selfPlayer = Main.MapData.PlayerMap.SelfPlayerData;
ROTechCheckPanel.SetActive(true);
//记录一下目前点击的techNo和费用以供点击Research时判断使用
_techNoChooseCost = (_main.MapData.GetCityCount(selfPlayer.Id) * techInfo.CostLevel + 4);
_techNoChooseCost = (Main.MapData.GetCityCount(selfPlayer.Id) * techInfo.CostLevel + 4);
TextMeshProUGUI title = ROTechCheckPanel.transform.Find("Title").GetComponent<TextMeshProUGUI>();
TextMeshProUGUI cost = ROTechCheckPanel.transform.Find("Title").transform.Find("costNumber").GetComponent<TextMeshProUGUI>();
@ -330,9 +330,9 @@ public class TechTreeUI
{
//钱不够就不能研发。这种情况理应不会发生
if (_main.MapData.PlayerMap.SelfPlayerData.PlayerWealth < _techNoChooseCost)
if (Main.MapData.PlayerMap.SelfPlayerData.PlayerWealth < _techNoChooseCost)
return;
Main.PlayerLogic.ResearchTech(_main.MapData,_main.MapData.PlayerMap.SelfPlayerData,_techTypeChoose,_techNoChooseCost);
Main.PlayerLogic.ResearchTech(Main.MapData,Main.MapData.PlayerMap.SelfPlayerData,_techTypeChoose,_techNoChooseCost);
SetTechCheckPanelShowHide(false);
RenderUpdateTechTreeData();
UIManager.Instance.TopBarUI.RenderMark = true;

View File

@ -73,9 +73,9 @@ public class TopBarUI
_showTurnHint = false;
ShowTurnHint();
}
_money.text = _main.MapData.PlayerMap.SelfPlayerData.PlayerWealth +
" <color=yellow>+ " + Main.PlayerLogic.GetPlayerStarsPerTurn(_main.MapData, _main.MapData.PlayerMap.SelfPlayerData.Id) + "</color>";
_faith.text = _main.MapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
_turn.text = _main.MapData.PlayerMap.SelfPlayerData.Turn + "/30";
_money.text = Main.MapData.PlayerMap.SelfPlayerData.PlayerWealth +
" <color=yellow>+ " + Main.PlayerLogic.GetPlayerStarsPerTurn(Main.MapData, Main.MapData.PlayerMap.SelfPlayerData.Id) + "</color>";
_faith.text = Main.MapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
_turn.text = Main.MapData.PlayerMap.SelfPlayerData.Turn + "/30";
}
}

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View File

@ -97,4 +97,6 @@ Tech:None
---%$#@!%$#@!%$#@!%$#@!!@#$%1006%$#@!-------- ID=233, Civ=7, Force=7 --------
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%$#@!%$#@!%$#@!%$#@!!@#$%
---%$#@!%$#@!%$#@!%$#@!!@#$%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%$#@!荷鲁斯的复仇%$#@!%$#@!%$#@!%$#@!!@#$%