角色死亡

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SoulliesOfficial
2025-12-12 01:37:30 -05:00
parent b54c5f796b
commit 40660b41e0
19 changed files with 1147 additions and 26 deletions

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- _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
- _HalftonePosition: {r: 0, g: 0, b: 0, a: 0}
- _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1}
- _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0}
- _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
- _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0}
- _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1}
- _InnerOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
- _InnerOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
- _InnerOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
- _InnerOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767}
- _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1}
- _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1}
- _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
- _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
- _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0}
- _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0}
- _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
- _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
- _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
- _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _OutlineColor: {r: 0.95686275, g: 0.41568628, b: 0.03137257, a: 1}
- _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0}
- _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0}
- _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0}
- _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0}
- _RainbowCenter: {r: 0, g: 0, b: 0, a: 0}
- _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1}
- _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0}
- _ShadowColor: {r: 0, g: 0, b: 0, a: 0}
- _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0}
- _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0}
- _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0}
- _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0}
- _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0}
- _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0}
- _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0}
- _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0}
- _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0}
- _SplitToningShadowsColor: {r: 0.1, g: 0.4000002, b: 1, a: 0}
- _SpriteSheetRect: {r: 0, g: 0, b: 1, a: 1}
- _SqueezeCenter: {r: 0.5, g: 0.5, b: 0, a: 0}
- _SqueezeScale: {r: 2, g: 0, b: 0, a: 0}
- _StrongTintTint: {r: 1, g: 1, b: 1, a: 1}
- _TextureLayer1Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer1Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer1Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer1ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _TextureLayer2Color: {r: 0.4494117, g: 1.298301, b: 2.996079, a: 1}
- _TextureLayer2Offset: {r: 0, g: 0, b: 0, a: 0}
- _TextureLayer2Scale: {r: 1, g: 1, b: 0, a: 0}
- _TextureLayer2ScrollSpeed: {r: 0, g: 1, b: 0, a: 0}
- _UVDistortFrom: {r: -0.02, g: -0.02, b: 0, a: 0}
- _UVDistortNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- _UVDistortSpeed: {r: 2, g: 2, b: 0, a: 0}
- _UVDistortTo: {r: 0.02, g: 0.02, b: 0, a: 0}
- _UVRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScalePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- _UVScaleScale: {r: 1, g: 1, b: 0, a: 0}
- _UVScrollSpeed: {r: 0.2, g: 0, b: 0, a: 0}
- _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
- _WorldTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- _WorldTilingScale: {r: 1, g: 1, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: fd63410a2dd495a45957bf7bed05ac10
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -23,7 +23,7 @@ MonoBehaviour:
cardSprite: {fileID: 21300000, guid: c194ccf5f79255d48847663444d7029e, type: 3}
cardLayoutTags: []
functionText: Card_Basic_Defense_FunctionText
cardDescription: Card_Basic_Strike_Description
cardDescription:
intentionIconKeys:
- Block
intentionValueNames:

View File

@@ -24,7 +24,7 @@ MonoBehaviour:
cardSprite: {fileID: 21300000, guid: 5bbd80d735672244d88b05a25da372a5, type: 3}
cardLayoutTags: []
functionText: Card_Basic_Slash_FunctionText
cardDescription: Card_Basic_Strike_Description
cardDescription:
intentionIconKeys:
- PhysicsAttack
intentionValueNames:

View File

@@ -21,8 +21,8 @@ namespace Continentis.Mods.Basic.Cards
{
CommandGroup mainGroup = TargetListCommandGroup(targetList,
new Cmd_PlayAnimation(user.characterView, "Attack"),
new Cmd_PlaySFX("SFX_Basic_GeneralMeleeImpact").SetDelay(0.2f),
new Cmd_SpawnVFX("VFX_Basic_DefaultAttack").SetDelay(0.2f),
//new Cmd_PlaySFX("SFX_Basic_GeneralMeleeImpact").SetDelay(0.2f),
//new Cmd_SpawnVFX("VFX_Basic_DefaultAttack").SetDelay(0.2f),
new Cmd_ParamFunction<CharacterBase>(target => user.Attack(target, GetTargetedFinalDamage(target))));
foreach (CharacterBase protectTarget in CombatMainManager.Instance.characterController.GetAllAllies(user))

View File

@@ -27,7 +27,6 @@ namespace Continentis.Mods.Basic.Buffs
if (FocusingCheck(out existingBuff))
{
existingBuff.unitedStackSubmodule.PickHigherStack(this.unitedStackSubmodule);
return false;
}

View File

@@ -152,7 +152,7 @@ MonoBehaviour:
index: 22
isKeyDuplicated: 0
- Key: Speed
Value: 0
Value: 10
index: 23
isKeyDuplicated: 0
- Key: LifeStealMultiplier

View File

@@ -2,7 +2,7 @@
Card_Basic_Strike_DisplayName,Strike,打击,打擊,ストライク,타격,Đánh,โจมตี
Card_Basic_Strike_FunctionText,"$Keyword(""Strike""), deal $Attribute(""Damage"") damage.","$Keyword(""Strike""),造成$Attribute(""Damage"")点伤害。","$Keyword(""Strike""),造成$Attribute(""Damage"")點傷害。","$Keyword(""Strike"")、$Attribute(""Damage"")点のダメージを与える。","$Keyword(""Strike""), $Attribute(""Damage"")의 피해를 줍니다.","$Keyword(""Strike""), gây $Attribute(""Damage"") sát thương.","$Keyword(""Strike""), สร้างความเสียหาย $Attribute(""Damage"") หน่วย"
Card_Basic_Defense_DisplayName,Defense,防御,防禦,防御,방어,Phòng Thủ,ป้องกัน
Card_Basic_Defense_FunctionText,"$Keyword(""Fortitude""), gain $Attribute(""Block"") block to user.","$Keyword(""Fortitude""), 使用者获得 $Attribute(""Block"") 点格挡.","$Keyword(""Fortitude""), 使用者獲得 $Attribute(""Block"") 點格擋.","$Keyword(""Fortitude"")、使用者は$Attribute(""Block"")点のブロックを得る。","$Keyword(""Fortitude""), 사용자는 $Attribute(""Block"") 방어도를 얻습니다.","$Keyword(""Fortitude""), người sử dụng nhận $Attribute(""Block"") Giáp.","$Keyword(""Fortitude""), ผู้ใช้ได้รับ $Attribute(""Block"") การป้องกัน"
Card_Basic_Defense_FunctionText,"$Keyword(""Fortitude""), gain $Attribute(""Block"") block.","$Keyword(""Fortitude""), 获得 $Attribute(""Block"") 点格挡.","$Keyword(""Fortitude""), 獲得 $Attribute(""Block"") 點格擋.","$Keyword(""Fortitude"")、使用者は$Attribute(""Block"")点のブロックを得る。","$Keyword(""Fortitude""), 사용자는 $Attribute(""Block"") 방어도를 얻습니다.","$Keyword(""Fortitude""), người sử dụng nhận $Attribute(""Block"") Giáp.","$Keyword(""Fortitude""), ผู้ใช้ได้รับ $Attribute(""Block"") การป้องกัน"
Card_Basic_Whimsy_DisplayName,Whimsy,奇思,,,,,
Card_Basic_Whimsy_FunctionText,"$Keyword(""Exhaust""), gain 1 Mana.","$Keyword(""Exhaust"")获得1魔力。",,,,,
Card_Basic_Tactic_DisplayName,Tactic,战术,,,,,
@@ -11,5 +11,9 @@ Card_Basic_Rouse_DisplayName,Rouse,奋起,,,,,
Card_Basic_Rouse_FunctionText,"$Keyword(""Exhaust""), gain 1 Stamina.","$Keyword(""Exhaust"")获得1体力。",,,,,
Card_Basic_CommonHolyWater_DisplayName,Common holy water,普通圣水,,,,,
Card_Basic_CommonHolyWater_FunctionText,"$Keyword(""Exhaust""), $Keyword(""BasicDispel"") self.","$Keyword(""Exhaust""), $Keyword(""BasicDispel"") 自身.",,,,,
Card_Basic_Guard_+E16DisplayName,Guard,守护,守護,守護,수호,Hộ Vệ,ผู้พิทักษ์
Card_Basic_Guard_DisplayName,Guard,守护,守護,守護,수호,Hộ Vệ,ผู้พิทักษ์
Card_Basic_Guard_FunctionText,"Protect target ally for $Attribute(""BuffCount_Protecting"") rounds.","保护目标队友$Attribute(""BuffCount_Protecting"")回合。","保護目標隊友$Attribute(""BuffCount_Protecting"")回合。","対象の味方を$Attribute(""BuffCount_Protecting"")ターン守る。","대상 아군을 $Attribute(""BuffCount_Protecting"")턴 동안 보호합니다.","Bảo vệ đồng minh mục tiêu trong $Attribute(""BuffCount_Protecting"") lượt.","ปกป้องเพื่อนร่วมทีมเป้าหมายเป็นเวลา $Attribute(""BuffCount_Protecting"") เทิร์น"
Card_Basic_Slash_DisplayName,Slash,斩击,,,,,
Card_Basic_Slash_FunctionText,"$Keyword(""Slash""), deal $Attribute(""Damage"") damage.","$Keyword(""Slash""),造成$Attribute(""Damage"")点伤害。",,,,,
Card_Basic_Ignite_DisplayName,Ignite,点燃,,,,,
Card_Basic_Ignite_FunctionText,"Apply $Attribute(""BuffStack_Burn"") Burn to target.","对目标施加$Attribute(""BuffStack_Burn"")层灼烧。",,,,,
1 Key English Simplified Chinese Traditional Chinese Japanese Korean Vietnamese Thai
2 Card_Basic_Strike_DisplayName Strike 打击 打擊 ストライク 타격 Đánh โจมตี
3 Card_Basic_Strike_FunctionText $Keyword("Strike"), deal $Attribute("Damage") damage. $Keyword("Strike"),造成$Attribute("Damage")点伤害。 $Keyword("Strike"),造成$Attribute("Damage")點傷害。 $Keyword("Strike")、$Attribute("Damage")点のダメージを与える。 $Keyword("Strike"), $Attribute("Damage")의 피해를 줍니다. $Keyword("Strike"), gây $Attribute("Damage") sát thương. $Keyword("Strike"), สร้างความเสียหาย $Attribute("Damage") หน่วย
4 Card_Basic_Defense_DisplayName Defense 防御 防禦 防御 방어 Phòng Thủ ป้องกัน
5 Card_Basic_Defense_FunctionText $Keyword("Fortitude"), gain $Attribute("Block") block to user. $Keyword("Fortitude"), gain $Attribute("Block") block. $Keyword("Fortitude"), 使用者获得 $Attribute("Block") 点格挡. $Keyword("Fortitude"), 获得 $Attribute("Block") 点格挡. $Keyword("Fortitude"), 使用者獲得 $Attribute("Block") 點格擋. $Keyword("Fortitude"), 獲得 $Attribute("Block") 點格擋. $Keyword("Fortitude")、使用者は$Attribute("Block")点のブロックを得る。 $Keyword("Fortitude"), 사용자는 $Attribute("Block") 방어도를 얻습니다. $Keyword("Fortitude"), người sử dụng nhận $Attribute("Block") Giáp. $Keyword("Fortitude"), ผู้ใช้ได้รับ $Attribute("Block") การป้องกัน
6 Card_Basic_Whimsy_DisplayName Whimsy 奇思
7 Card_Basic_Whimsy_FunctionText $Keyword("Exhaust"), gain 1 Mana. $Keyword("Exhaust"),获得1魔力。
8 Card_Basic_Tactic_DisplayName Tactic 战术
11 Card_Basic_Rouse_FunctionText $Keyword("Exhaust"), gain 1 Stamina. $Keyword("Exhaust"),获得1体力。
12 Card_Basic_CommonHolyWater_DisplayName Common holy water 普通圣水
13 Card_Basic_CommonHolyWater_FunctionText $Keyword("Exhaust"), $Keyword("BasicDispel") self. $Keyword("Exhaust"), $Keyword("BasicDispel") 自身.
14 Card_Basic_Guard_+E16DisplayName Card_Basic_Guard_DisplayName Guard 守护 守護 守護 수호 Hộ Vệ ผู้พิทักษ์
15 Card_Basic_Guard_FunctionText Protect target ally for $Attribute("BuffCount_Protecting") rounds. 保护目标队友$Attribute("BuffCount_Protecting")回合。 保護目標隊友$Attribute("BuffCount_Protecting")回合。 対象の味方を$Attribute("BuffCount_Protecting")ターン守る。 대상 아군을 $Attribute("BuffCount_Protecting")턴 동안 보호합니다. Bảo vệ đồng minh mục tiêu trong $Attribute("BuffCount_Protecting") lượt. ปกป้องเพื่อนร่วมทีมเป้าหมายเป็นเวลา $Attribute("BuffCount_Protecting") เทิร์น
16 Card_Basic_Slash_DisplayName Slash 斩击
17 Card_Basic_Slash_FunctionText $Keyword("Slash"), deal $Attribute("Damage") damage. $Keyword("Slash"),造成$Attribute("Damage")点伤害。
18 Card_Basic_Ignite_DisplayName Ignite 点燃
19 Card_Basic_Ignite_FunctionText Apply $Attribute("BuffStack_Burn") Burn to target. 对目标施加$Attribute("BuffStack_Burn")层灼烧。

View File

@@ -1,3 +1,7 @@
Key,English,Simplified Chinese,Traditional Chinese,Japanese,Korean,Vietnamese,Thai
Buff_Basic_FlameInscription_DisplayName,Flame Inscription,燃烧,燃燒,燃焼,연소,Thiêu Đốt,เผาไหม้
Buff_Basic_FlameInscription_DisplayName,Flame Inscription,烈焰刻文,烈焰刻文,炎の碑文,불꽃 비문,Chữ khắc ngọn lửa,จารึกเปลวไฟ
Buff_Basic_FlameInscription_FunctionText,"Whenever you use a Spell Attack, apply $ParameterInt(""Stack"") stacks of Burn to all enemies.","每当你使用法术攻击时,给予所有敌人$ParameterInt(""Stack"")层燃烧。","每當你使用法術攻擊時,給予所有敵人$ParameterInt(""Stack"")層燃燒。","魔法攻撃を使用するたび、敵全員に$ParameterInt(""Stack"")層の燃焼を付与する。","마법 공격을 사용할 때마다, 모든 적에게 $ParameterInt(""Stack"") 층의 연소 효과를 부여합니다.","Mỗi khi bạn dùng bài tấn công phép thuật, áp dụng $ParameterInt(""Stack"") tầng Thiêu Đốt lên tất cả kẻ địch.","ทุกครั้งที่คุณใช้การโจมตีเวทมนตร์, มอบสถานะเผาไหม้ $ParameterInt(""Stack"") ชั้นให้กับศัตรูทั้งหมด."
Buff_Basic_ConcentratedSpellcasting_DisplayName,Concentrated Spellcasting,集中施法,,,,,
Buff_Basic_ConcentratedSpellcasting_FunctionText,"Concentration, gain $ParameterInt(""Stack"") extra magic damage dealt.","专注,获得$ParameterInt(""Stack"")点法术强度。",,,,,
Buff_Basic_Haste_DisplayName,Haste,加速术,,,,,
Buff_Basic_Haste_FunctionText,"Concentration, when a round ends, generate a ""Whimsy"" card to your team hand pile.",专注回合结束时将1张“奇思”加入团队手牌。,,,,,
1 Key English Simplified Chinese Traditional Chinese Japanese Korean Vietnamese Thai
2 Buff_Basic_FlameInscription_DisplayName Flame Inscription 燃烧 烈焰刻文 燃燒 烈焰刻文 燃焼 炎の碑文 연소 불꽃 비문 Thiêu Đốt Chữ khắc ngọn lửa เผาไหม้ จารึกเปลวไฟ
3 Buff_Basic_FlameInscription_FunctionText Whenever you use a Spell Attack, apply $ParameterInt("Stack") stacks of Burn to all enemies. 每当你使用法术攻击时,给予所有敌人$ParameterInt("Stack")层燃烧。 每當你使用法術攻擊時,給予所有敵人$ParameterInt("Stack")層燃燒。 魔法攻撃を使用するたび、敵全員に$ParameterInt("Stack")層の燃焼を付与する。 마법 공격을 사용할 때마다, 모든 적에게 $ParameterInt("Stack") 층의 연소 효과를 부여합니다. Mỗi khi bạn dùng bài tấn công phép thuật, áp dụng $ParameterInt("Stack") tầng Thiêu Đốt lên tất cả kẻ địch. ทุกครั้งที่คุณใช้การโจมตีเวทมนตร์, มอบสถานะเผาไหม้ $ParameterInt("Stack") ชั้นให้กับศัตรูทั้งหมด.
4 Buff_Basic_ConcentratedSpellcasting_DisplayName Concentrated Spellcasting 集中施法
5 Buff_Basic_ConcentratedSpellcasting_FunctionText Concentration, gain $ParameterInt("Stack") extra magic damage dealt. 专注,获得$ParameterInt("Stack")点法术强度。
6 Buff_Basic_Haste_DisplayName Haste 加速术
7 Buff_Basic_Haste_FunctionText Concentration, when a round ends, generate a "Whimsy" card to your team hand pile. 专注,回合结束时,将1张“奇思”加入团队手牌。

View File

@@ -16,7 +16,46 @@ MonoBehaviour:
UserAgreesToHaveItOnTheScene: 0
UserAgreesToHaveItInsideThePluginsFolder: 0
GoogleLiveSyncIsUptoDate: 1
mTerms: []
mTerms:
- Term: MenuUI/Settings
TermType: 0
Description:
Languages:
- Settings
- "\u8BBE\u7F6E"
- "\u8A2D\u5B9A"
- "\u8A2D\u5B9A"
- "\uC124\uC815"
- "C\xE0i \u0111\u1EB7t"
- "\u0E01\u0E32\u0E23\u0E15\u0E31\u0E49\u0E07\u0E04\u0E48\u0E32"
Flags: 00000000000000
Languages_Touch: []
- Term: MenuUI/Back
TermType: 0
Description:
Languages:
- Back
- "\u8FD4\u56DE"
- "\u8FD4\u56DE"
- "\u623B\u308B"
- "\uBC18\uD488"
- "Quay l\u1EA1i"
- "\u0E22\u0E49\u0E2D\u0E19\u0E01\u0E25\u0E31\u0E1A"
Flags: 00000000000000
Languages_Touch: []
- Term: GameUI/Round_Hint
TermType: 0
Description:
Languages:
- Round {[Round]}
- "\u7B2C {[Round]} \u56DE\u5408"
-
-
-
-
-
Flags: 00000000000000
Languages_Touch: []
CaseInsensitiveTerms: 0
OnMissingTranslation: 1
mTerm_AppName:
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Code: en
Flags: 0
- Name: Chinese (PRC)
- Name: Simplified Chinese
Code: zh-CN
Flags: 0
- Name: Chinese (Taiwan)
- Name: Traditional Chinese
Code: zh-TW
Flags: 0
- Name: Japanese
@@ -44,10 +83,10 @@ MonoBehaviour:
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Google_SpreadsheetName: I2Loc Continentis Localization
Google_LastUpdatedVersion: 1765515962604
Google_Password: change_this
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@@ -4186,6 +4378,7 @@ MonoBehaviour:
customCardSelector: {fileID: 530081956}
combatResourcesDisplayer: {fileID: 1951045392}
actionOrderDisplayer: {fileID: 360006693}
roundHint: {fileID: 1122502901}
endActionButton: {fileID: 1570153707}
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View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Card;
using Continentis.MainGame.Combat;
using Lean.Pool;
using NaughtyAttributes;
using SLSFramework.UModAssistance;
using UnityEngine;
@@ -131,5 +132,10 @@ namespace Continentis.MainGame.Character
this.characterView = characterView;
return characterView;
}
public virtual void Die()
{
CombatMainManager.Instance.characterController.RemoveCharacter(this);
}
}
}

View File

@@ -226,6 +226,11 @@ namespace Continentis.MainGame.Character
{
ModifyAttribute("Health", -damage);
MainGameManager.Instance.basePrefabs.GenerateHurtText(damage, characterView);
if (GetAttribute("Health") <= 0)
{
Die();
}
}
public void Heal(int heal)

View File

@@ -1,11 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Character;
using Lean.Pool;
using SLSFramework.UModAssistance;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Continentis.MainGame.Combat
{
[Serializable]
public partial class CombatCharacterController
{
[Header("References")]
@@ -100,30 +104,42 @@ namespace Continentis.MainGame.Combat
public void SetViewPositions()
{
float playerSideLeftBound = -7f;
float playerSideRightBound = -1f;
float playerSideLeftBound = -7.5f;
float playerSideRightBound = -1.5f;
float playerBaseInterval = 2f;
if (playerHeroes.Count > 4)
{
playerBaseInterval = (playerSideRightBound - playerSideLeftBound) / (playerHeroes.Count - 1);
}
playerHeroes.Sort((x, y) => x.data.combatPositionOrder.CompareTo(y.data.combatPositionOrder));
for (int index = 0; index < playerHeroes.Count; index++)
{
float xPos = playerHeroes.Count > 1
? Mathf.Lerp(playerSideLeftBound, playerSideRightBound, (float)index / (playerHeroes.Count - 1))
: (playerSideLeftBound + playerSideRightBound) / 2;
float xPos = playerSideLeftBound + index * playerBaseInterval;
Vector3 position = new Vector3(xPos, -1, 0);
playerHeroes[index].characterView.transform.position = position;
}
float enemySideLeftBound = 1f;
float enemySideRightBound = 7f;
float enemySideLeftBound = 1.5f;
float enemySideRightBound = 7.5f;
float enemyBaseInterval = 2f;
if (enemies.Count > 4)
{
enemyBaseInterval = (enemySideRightBound - enemySideLeftBound) / (enemies.Count - 1);
}
enemies.Sort((x, y) => y.data.combatPositionOrder.CompareTo(x.data.combatPositionOrder));
for (int index = 0; index < enemies.Count; index++)
{
float xPos = enemies.Count > 1
? Mathf.Lerp(enemySideLeftBound, enemySideRightBound, (float)index / (enemies.Count - 1))
: (enemySideLeftBound + enemySideRightBound) / 2;
float xPos = enemySideLeftBound + index * enemyBaseInterval;
Vector3 position = new Vector3(xPos, -1, 0);
enemies[index].characterView.transform.position = position;
}
Debug.Log($"Enemy are sorted: {string.Join(", ", enemies.Select(e => e.data.displayName))}");
}
public void SetViewHUDs()
@@ -170,6 +186,31 @@ namespace Continentis.MainGame.Combat
}
}
public partial class CombatCharacterController
{
public void RemoveCharacter(CharacterBase character)
{
characters.Remove(character);
actionOrderList.Remove(character);
combatCharacterViews.Remove(character.characterView);
if (character is PlayerHero playerHero)
{
playerHeroes.Remove(playerHero);
}
else if (character is CombatNPC npc)
{
npcs[character.fraction].Remove(npc);
}
Object.Destroy(character.characterView.hudContainer.gameObject);
Object.Destroy(character.characterView.gameObject);
SetViewPositions();
SetViewHUDs();
}
}
public partial class CombatCharacterController
{
public List<CharacterBase> GetAllAllies(CharacterBase character, bool includeSelf = false)

View File

@@ -88,6 +88,9 @@ namespace Continentis.MainGame.Combat
public void NextRound()
{
currentRound++;
CombatUIManager.Instance.combatMainPage.roundHint.PlayRoundHint(currentRound);
eventCollection.onRoundStart.Invoke();
foreach (CharacterBase character in characterController.characters)
{

View File

@@ -19,6 +19,7 @@ namespace Continentis.MainGame.UI
public CustomCardSelectionInterface customCardSelector;
public CombatResourcesDisplayer combatResourcesDisplayer;
public ActionOrderDisplayer actionOrderDisplayer;
public RoundHint roundHint;
public Button endActionButton;
protected override void Awake()

View File

@@ -0,0 +1,38 @@
using DG.Tweening;
using I2.Loc;
using SLSFramework.General;
using TMPro;
using UnityEngine;
namespace Continentis.MainGame.UI
{
public class RoundHint : MonoBehaviour
{
public TMP_Text hintText;
public LocalizationParamsManager locParams;
private Sequence textAnimationSeq;
public void PlayRoundHint(int round)
{
gameObject.SetActive(true);
locParams.SetParameterValue("Round", round.ToString());
hintText.text = "GameUI/Round_Hint".Localize(hintText.gameObject);
Material textMat = hintText.fontMaterial;
float fadeInDuration = 1f;
float holdDuration = 1f;
float fadeOutDuration = 0.5f;
textAnimationSeq?.Kill();
textAnimationSeq = DOTween.Sequence();
textAnimationSeq.Append(textMat.DOFloat(1f, "_FullGlowDissolveFade", fadeInDuration).From(0f));
textAnimationSeq.AppendInterval(holdDuration);
textAnimationSeq.Append(textMat.DOFloat(0f, "_FullDistortionFade", fadeOutDuration).From(1f));
textAnimationSeq.OnComplete(() => { gameObject.SetActive(false); });
textAnimationSeq.Play();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 68138f41a2b8c2644ab4773a6db99b54

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@@ -5,6 +5,11 @@ namespace SLSFramework.General
{
public static class StringExtension
{
/// <summary>
/// 本地化字符串,不使用参数替换
/// </summary>
/// <param name="original">原始字符串</param>
/// <returns></returns>
public static string Localize(this string original)
{
if (LocalizationManager.TryGetTranslation(original, out string translated))
@@ -14,5 +19,26 @@ namespace SLSFramework.General
return original;
}
/// <summary>
/// 本地化字符串使用指定的根GameObject进行i2Loc参数替换
/// </summary>
/// <param name="original">原始字符串</param>
/// <param name="rootGameObject">用于参数替换含有LocalizationParamsManager的根GameObject设为null则表明使用全局参数</param>
/// <returns></returns>
public static string Localize(this string original, GameObject rootGameObject)
{
if (rootGameObject != null && rootGameObject.GetComponent<LocalizationParamsManager>() == null)
{
throw new System.ArgumentException("The provided rootGameObject does not contain a LocalizationParamsManager component.");
}
if (LocalizationManager.TryGetTranslation(original, out string translated, true, 0, true, true, rootGameObject))
{
return translated;
}
return original;
}
}
}