增加成就相关
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@ -68,5 +68,10 @@ namespace Logic.Achievement
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_achievementItems.Clear();
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foreach (var item in AchievementList) _achievementItems[item.ID] = item;
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}
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public void ClearAchievementFinishedInfo()
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{
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foreach (var item in AchievementList) item.IsFinished = false;
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}
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}
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}
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@ -29,7 +29,12 @@ namespace RuntimeData
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string json = File.ReadAllText(path);
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Achievement = JsonUtility.FromJson<AchievementAsset>(json);
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}
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if (Achievement == null) Achievement = Resources.Load<AchievementAsset>("Export/Achievement");
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if (Achievement == null)
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{
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Achievement = Resources.Load<AchievementAsset>("Export/Achievement");
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Achievement.ClearAchievementFinishedInfo();
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}
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FinishedCache ??= new List<uint>();
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FinishedCache.Clear();
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}
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@ -715,17 +715,14 @@ namespace Logic.Action
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ProjectileType.Faith, ProjectileMoveType.CoinParabola, 300);
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}
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}
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else
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Main.CityLogic.CityUpdateExp(actionParams.MapData,city,wonderInfo.Exp);
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else Main.CityLogic.CityUpdateExp(actionParams.MapData,city,wonderInfo.Exp);
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actionParams.GridData.ResourceUnderBuilding = actionParams.GridData.Resource;
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actionParams.GridData.Resource = ResourceType.Wonder;
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actionParams.GridData.Wonder = wonderInfo.Wonder;
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player.Wonder.SetWonderState(wonderInfo.WonderType,WonderState.FINISH_BUILD);
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actionParams.GridData.RenderMark = true;
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AchievementDataManager.Instance.OnBuildWonder(actionParams.MapData, player, city, actionParams.GridData);
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return true;
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}
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@ -1420,12 +1417,9 @@ namespace Logic.Action
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if (gridData == null)
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return false;
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actionParams.PlayerData.PlayerWealth -= GetCost();
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actionParams.MapData.AddUnitData(gridData.Id,cityData.Id,_actionId.UnitType,_actionId.GiantType);
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var newUnit = actionParams.MapData.AddUnitData(gridData.Id,cityData.Id,_actionId.UnitType,_actionId.GiantType);
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cityData.CityInfoRenderMark = true;
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//临时做法,用来播放VFX,获取Main,理应向MapData写入一个VFX的RenderMark的
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var main = GameObject.Find("Main").GetComponent<Main>();
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if (main.MapData == actionParams.MapData)// && actionParams.PlayerData.Id == actionParams.MapData.PlayerMap.SelfPlayerData.Id)
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@ -1438,8 +1432,8 @@ namespace Logic.Action
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var endPos = Camera.main.ScreenToWorldPoint(faithPanel.position);
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MapRenderer.Instance.ProjectileManager.CreateProjectile(main,actionParams.MapData,v1,endPos,ProjectileType.Faith,ProjectileMoveType.CoinParabola,score);
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}
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AchievementDataManager.Instance.OnTrainUnit(actionParams.MapData, actionParams.PlayerData, actionParams.CityData, newUnit);
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}
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return true;
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}
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@ -9,6 +9,7 @@
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using System.Collections.Generic;
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using Logic.Achievement;
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using NUnit.Framework;
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using RuntimeData;
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using UnityEditor;
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using UnityEngine;
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@ -98,7 +99,11 @@ namespace Logic.Editor
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_asset.AchievementList.Remove(item);
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}
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}
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if (Application.isPlaying && InspectorUtils.InspectorButtonWithTextWidth("清空成就完成情况(运行时)"))
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{
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AchievementDataManager.Instance.Achievement.ClearAchievementFinishedInfo();
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AchievementDataManager.Instance.SaveAchievementData();
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}
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if (_bigID != 0 && _smallID != 0)
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{
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if (InspectorUtils.InspectorButtonWithTextWidth("增加一条成就"))
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