diff --git a/Assets/Fonts/Source Han Serif/Materials/Source Han Serif Heavy - Stamina.mat b/Assets/Fonts/Source Han Serif/Materials/Source Han Serif Heavy - Stamina.mat index 6488557d..284105d2 100644 --- a/Assets/Fonts/Source Han Serif/Materials/Source Han Serif Heavy - Stamina.mat +++ b/Assets/Fonts/Source Han Serif/Materials/Source Han Serif Heavy - Stamina.mat @@ -102,7 +102,7 @@ Material: - _FaceColor: {r: 1, g: 1, b: 1, a: 1} - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5} - _MaskCoord: {r: 0, g: 0, b: 32767, a: 32767} - - _OutlineColor: {r: 0.95686275, g: 0.54564744, b: 0.03137257, a: 1} + - _OutlineColor: {r: 0.95686275, g: 0.41568628, b: 0.03137257, a: 1} - _ReflectFaceColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} diff --git a/Assets/Mods/Basic_Test.meta b/Assets/Mods/Basic/Audios/Music.meta similarity index 77% rename from Assets/Mods/Basic_Test.meta rename to Assets/Mods/Basic/Audios/Music.meta index f5b00550..9e7bad58 100644 --- a/Assets/Mods/Basic_Test.meta +++ b/Assets/Mods/Basic/Audios/Music.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 658dc794eb5c0ec46b37eb7a81fa25c1 +guid: 59e215ee997e2ee458b4229e0521d5dc folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Mods/Basic/Audios/Music/Magical Adventures Short.wav b/Assets/Mods/Basic/Audios/Music/Magical Adventures Short.wav new file mode 100644 index 00000000..122825a6 Binary files /dev/null and b/Assets/Mods/Basic/Audios/Music/Magical Adventures Short.wav differ diff --git a/Assets/Mods/Basic/Audios/Music/Magical Adventures Short.wav.meta b/Assets/Mods/Basic/Audios/Music/Magical Adventures Short.wav.meta new file mode 100644 index 00000000..cdcdbd5c --- /dev/null +++ b/Assets/Mods/Basic/Audios/Music/Magical Adventures Short.wav.meta @@ -0,0 +1,23 @@ +fileFormatVersion: 2 +guid: bcb888ef895af9d4d81e6169ac4a8bb3 +AudioImporter: + externalObjects: {} + serializedVersion: 8 + defaultSettings: + serializedVersion: 2 + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 1 + quality: 1 + conversionMode: 0 + preloadAudioData: 0 + platformSettingOverrides: {} + forceToMono: 0 + normalize: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mods/Basic_Test/MarshalOfTheUnderworld.prefab.meta b/Assets/Mods/Basic/Audios/SFX.meta similarity index 57% rename from Assets/Mods/Basic_Test/MarshalOfTheUnderworld.prefab.meta rename to Assets/Mods/Basic/Audios/SFX.meta index 2286218e..c17540e3 100644 --- a/Assets/Mods/Basic_Test/MarshalOfTheUnderworld.prefab.meta +++ b/Assets/Mods/Basic/Audios/SFX.meta @@ -1,6 +1,7 @@ fileFormatVersion: 2 -guid: 70c697707c257c74a9e6b0a8c84988d8 -PrefabImporter: +guid: 3548b1cae9445a245b1570a8aaec87d0 +folderAsset: yes +DefaultImporter: externalObjects: {} userData: assetBundleName: diff --git a/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralMeleeImpact.wav b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralMeleeImpact.wav new file mode 100644 index 00000000..b9d6058c Binary files /dev/null and b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralMeleeImpact.wav differ diff --git a/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralMeleeImpact.wav.meta b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralMeleeImpact.wav.meta new file mode 100644 index 00000000..8e2e13bf --- /dev/null +++ b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralMeleeImpact.wav.meta @@ -0,0 +1,23 @@ +fileFormatVersion: 2 +guid: 888a6e03a60f63c4fbfdb5c841337b98 +AudioImporter: + externalObjects: {} + serializedVersion: 8 + defaultSettings: + serializedVersion: 2 + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 1 + quality: 1 + conversionMode: 0 + preloadAudioData: 0 + platformSettingOverrides: {} + forceToMono: 0 + normalize: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralSpellCastinng.wav b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralSpellCastinng.wav new file mode 100644 index 00000000..6f310663 Binary files /dev/null and b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralSpellCastinng.wav differ diff --git a/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralSpellCastinng.wav.meta b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralSpellCastinng.wav.meta new file mode 100644 index 00000000..72f01583 --- /dev/null +++ b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_GeneralSpellCastinng.wav.meta @@ -0,0 +1,23 @@ +fileFormatVersion: 2 +guid: 84499fc5e0c941c4382e887ae5a849ec +AudioImporter: + externalObjects: {} + serializedVersion: 8 + defaultSettings: + serializedVersion: 2 + loadType: 0 + sampleRateSetting: 0 + sampleRateOverride: 44100 + compressionFormat: 1 + quality: 1 + conversionMode: 0 + preloadAudioData: 0 + platformSettingOverrides: {} + forceToMono: 0 + normalize: 1 + loadInBackground: 0 + ambisonic: 0 + 3D: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mods/Basic/Audios/SFX_Basic_SwordSlash.wav b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_SwordSlash.wav similarity index 100% rename from Assets/Mods/Basic/Audios/SFX_Basic_SwordSlash.wav rename to Assets/Mods/Basic/Audios/SFX/SFX_Basic_SwordSlash.wav diff --git a/Assets/Mods/Basic/Audios/SFX_Basic_SwordSlash.wav.meta b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_SwordSlash.wav.meta similarity index 100% rename from Assets/Mods/Basic/Audios/SFX_Basic_SwordSlash.wav.meta rename to Assets/Mods/Basic/Audios/SFX/SFX_Basic_SwordSlash.wav.meta diff --git a/Assets/Mods/Basic/Audios/SFX_Basic_SwordStrike.wav b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_SwordStrike.wav similarity index 100% rename from Assets/Mods/Basic/Audios/SFX_Basic_SwordStrike.wav rename to Assets/Mods/Basic/Audios/SFX/SFX_Basic_SwordStrike.wav diff --git a/Assets/Mods/Basic/Audios/SFX_Basic_SwordStrike.wav.meta b/Assets/Mods/Basic/Audios/SFX/SFX_Basic_SwordStrike.wav.meta similarity index 100% rename from Assets/Mods/Basic/Audios/SFX_Basic_SwordStrike.wav.meta rename to Assets/Mods/Basic/Audios/SFX/SFX_Basic_SwordStrike.wav.meta diff --git a/Assets/Mods/Basic/Basic_Manifest.asset b/Assets/Mods/Basic/Basic_Manifest.asset index 05747a4a..e1dbeb26 100644 --- a/Assets/Mods/Basic/Basic_Manifest.asset +++ b/Assets/Mods/Basic/Basic_Manifest.asset @@ -117,8 +117,8 @@ MonoBehaviour: - {fileID: 4900000, guid: b8e11e42fa0f82c41a2cb84cd79ccb79, type: 3} - {fileID: 4900000, guid: dae5bc8e90366584ca78827dfe470a23, type: 3} - {fileID: 4900000, guid: 9072c63645396754ab7c90a266d2e6f8, type: 3} - - {fileID: 4900000, guid: aac1bf1033263be43a7b79b0778c2ace, type: 3} - - {fileID: 4900000, guid: f0e5059d4b992be4184c0a85717789b3, type: 3} + - {fileID: 4900000, guid: df5c469a4a0eb1c45bed5d86b42e0b9a, type: 3} + - {fileID: 4900000, guid: 3b82c8e24c8d74441ba206003e2cdce7, type: 3} - {fileID: 4900000, guid: b07b620f4c7256843b55609e43977ced, type: 3} - {fileID: 4900000, guid: 189619dba501d344ea1d0f59202d9e6d, type: 3} - {fileID: 4900000, guid: 5d66745b8665526429012762a60469bd, type: 3} diff --git a/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/CardData_Basic_WrathOfUnderworld.asset b/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/CardData_Basic_WrathOfUnderworld.asset index 7576af1f..916563ef 100644 --- a/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/CardData_Basic_WrathOfUnderworld.asset +++ b/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/CardData_Basic_WrathOfUnderworld.asset @@ -27,8 +27,7 @@ MonoBehaviour: cardDescription: intentionIconKeys: - PhysicsAttack - intentionValueNames: - - Damage + intentionValueNames: [] intentionTextOverride: '$Attribute("Damage")*$Attribute("AttackCount") ' baseWeight: 1 variableAttributes: diff --git a/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardDefense.asset b/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardDefense.asset index f1f8c907..7503c323 100644 --- a/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardDefense.asset +++ b/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardDefense.asset @@ -20,10 +20,15 @@ MonoBehaviour: cardType: 0 keywords: - TargetSelf - cardSprite: {fileID: 21300000, guid: 54336fab907a76a4095ff5607e0b86c8, type: 3} + cardSprite: {fileID: 21300000, guid: c194ccf5f79255d48847663444d7029e, type: 3} cardLayoutTags: [] functionText: Card_Basic_Defense_FunctionText cardDescription: Card_Basic_Strike_Description + intentionIconKeys: + - Block + intentionValueNames: + - Block + intentionTextOverride: baseWeight: 1 variableAttributes: dictionaryList: diff --git a/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardIgnite.asset b/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardIgnite.asset index 773f96d3..023ca039 100644 --- a/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardIgnite.asset +++ b/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardIgnite.asset @@ -21,10 +21,15 @@ MonoBehaviour: keywords: - TargetEnemies - Magic - cardSprite: {fileID: 21300000, guid: 54336fab907a76a4095ff5607e0b86c8, type: 3} + cardSprite: {fileID: 21300000, guid: 7213e8ea3f06229439becea10ca3fdb6, type: 3} cardLayoutTags: [] functionText: Card_Basic_Ignite_FunctionText cardDescription: + intentionIconKeys: + - Weaken + intentionValueNames: + - BuffStack_Burn + intentionTextOverride: baseWeight: 1 variableAttributes: dictionaryList: diff --git a/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardSlash.asset b/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardSlash.asset index 46edd149..4b6fbe99 100644 --- a/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardSlash.asset +++ b/Assets/Mods/Basic/Cards/Data/Enemies/Bosses/MarshalOfUnderworld/SkeletonGuard/CardData_Basic_SkeletonGuardSlash.asset @@ -21,10 +21,15 @@ MonoBehaviour: keywords: - TargetEnemies - Slash - cardSprite: {fileID: 21300000, guid: 54336fab907a76a4095ff5607e0b86c8, type: 3} + cardSprite: {fileID: 21300000, guid: 5bbd80d735672244d88b05a25da372a5, type: 3} cardLayoutTags: [] functionText: Card_Basic_Slash_FunctionText cardDescription: Card_Basic_Strike_Description + intentionIconKeys: + - PhysicsAttack + intentionValueNames: + - Damage + intentionTextOverride: baseWeight: 1 variableAttributes: dictionaryList: diff --git a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Item/CardData_Basic_CommonHolyWater.asset b/Assets/Mods/Basic/Cards/Data/General/CardData_Basic_CommonHolyWater.asset similarity index 88% rename from Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Item/CardData_Basic_CommonHolyWater.asset rename to Assets/Mods/Basic/Cards/Data/General/CardData_Basic_CommonHolyWater.asset index 2cf39733..5041bdfd 100644 --- a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Item/CardData_Basic_CommonHolyWater.asset +++ b/Assets/Mods/Basic/Cards/Data/General/CardData_Basic_CommonHolyWater.asset @@ -13,15 +13,19 @@ MonoBehaviour: m_Name: CardData_Basic_CommonHolyWater m_EditorClassIdentifier: Assembly-CSharp::Continentis.MainGame.Card.CardData modName: Basic + categoryName: className: CommonHolyWater displayName: Card_Basic_CommonHolyWater_DisplayName cardRarity: 10 cardType: 50 keywords: [] - cardSprite: {fileID: 21300000, guid: aae12ccc5edd96c40b082fba851f3056, type: 3} + cardSprite: {fileID: 21300000, guid: bbc26760ef8281b41aa31a9b05deb68d, type: 3} cardLayoutTags: [] functionText: Card_Basic_CommonHolyWater_FunctionText cardDescription: $Keyword("Exhaust"), exhaust at most 3 Status or Curse cards. + intentionIconKeys: [] + intentionValueNames: [] + intentionTextOverride: baseWeight: 1 variableAttributes: dictionaryList: diff --git a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Item/CardData_Basic_CommonHolyWater.asset.meta b/Assets/Mods/Basic/Cards/Data/General/CardData_Basic_CommonHolyWater.asset.meta similarity index 100% rename from Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Item/CardData_Basic_CommonHolyWater.asset.meta rename to Assets/Mods/Basic/Cards/Data/General/CardData_Basic_CommonHolyWater.asset.meta diff --git a/Assets/Mods/Basic/Cards/Data/PlayerHeros/Cleric/CardData_Basic_LessRestoration.asset b/Assets/Mods/Basic/Cards/Data/PlayerHeros/Cleric/CardData_Basic_LessRestoration.asset index c558dc1c..3d7e6127 100644 --- a/Assets/Mods/Basic/Cards/Data/PlayerHeros/Cleric/CardData_Basic_LessRestoration.asset +++ b/Assets/Mods/Basic/Cards/Data/PlayerHeros/Cleric/CardData_Basic_LessRestoration.asset @@ -29,7 +29,7 @@ MonoBehaviour: intentionIconKeys: [] intentionValueNames: [] intentionTextOverride: - baseWeight: 1 + baseWeight: 0 variableAttributes: dictionaryList: - Key: TargetCount diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs b/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs index b74fbe80..959b6a97 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs @@ -21,8 +21,8 @@ namespace Continentis.Mods.Basic.Cards { CommandGroup mainGroup = TargetListCommandGroup(targetList, new Cmd_PlayAnimation(user.characterView, "Attack"), - new Cmd_PlaySFX("SFX_Basic_SwordStrike"), - new Cmd_SpawnVFX("VFX_Basic_RedImpact"), + new Cmd_PlaySFX("SFX_Basic_GeneralMeleeImpact").SetDelay(0.2f), + new Cmd_SpawnVFX("VFX_Basic_DefaultAttack").SetDelay(0.2f), new Cmd_ParamFunction(target => user.Attack(target, GetTargetedFinalDamage(target)))); foreach (CharacterBase protectTarget in CombatMainManager.Instance.characterController.GetAllAllies(user)) diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/Smite.cs b/Assets/Mods/Basic/Cards/Scripts/Knight/Smite.cs deleted file mode 100644 index a0e09c42..00000000 --- a/Assets/Mods/Basic/Cards/Scripts/Knight/Smite.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System.Collections.Generic; -using Continentis.MainGame.Card; -using Continentis.MainGame.Character; -using Continentis.MainGame.Commands; -using Continentis.Mods.Basic.Buffs; -using SLSFramework.General; - - -namespace Continentis.Mods.Basic.Cards -{ - public class Smite : CardLogicBase - { - public override void SetUpLogicComponents() - { - AddLogicComponent(); - } - - public override List PlayEffect(List targetList) - { - CommandGroup mainGroup = TargetListCommandGroup(targetList, - new Cmd_PlayAnimation(user.characterView, "Attack"), - new Cmd_PlaySFX("SFX_Basic_SwordStrike"), - new Cmd_SpawnVFX("VFX_Basic_RedImpact"), - new Cmd_ParamFunction(target => - { - user.Attack(target, GetTargetedFinalDamage(target)); - CreateCharacterBuff(GetAttribute("WeakCount")).Apply(target, user, this); - })); - - return new List { mainGroup }; - } - - public override void ApplyAttributeChangesByCard() - { - LogicComponent().SetDamage_Strike(); - } - } -} \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/Smite.cs.meta b/Assets/Mods/Basic/Cards/Scripts/Knight/Smite.cs.meta deleted file mode 100644 index 1bbf91b0..00000000 --- a/Assets/Mods/Basic/Cards/Scripts/Knight/Smite.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: dacb04efbe5451d47ad5b940bad82bb2 \ No newline at end of file diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs b/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs index 62dce43d..be297bbf 100644 --- a/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs +++ b/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs @@ -19,8 +19,8 @@ namespace Continentis.Mods.Basic.Cards { CommandGroup mainGroup = TargetListCommandGroup(targetList, new Cmd_PlayAnimation(user.characterView, "Attack"), - new Cmd_PlaySFX("SFX_Basic_SwordStrike"), - new Cmd_SpawnVFX("VFX_Basic_RedImpact"), + new Cmd_PlaySFX("SFX_Basic_GeneralMeleeImpact").SetDelay(0.2f), + new Cmd_SpawnVFX("VFX_Basic_DefaultAttack").SetDelay(0.2f), new Cmd_ParamFunction(target => { user.Attack(target, GetTargetedFinalDamage(target)); diff --git a/Assets/Mods/Basic/Cards/Sprites/Assassin/CardSprite_Basic_Stealth.png b/Assets/Mods/Basic/Cards/Sprites/Assassin/CardSprite_Basic_Stealth.png index 3331c23b..87e9bf5e 100644 Binary files a/Assets/Mods/Basic/Cards/Sprites/Assassin/CardSprite_Basic_Stealth.png and b/Assets/Mods/Basic/Cards/Sprites/Assassin/CardSprite_Basic_Stealth.png differ diff --git a/Assets/Mods/Basic/Cards/Sprites/General.meta b/Assets/Mods/Basic/Cards/Sprites/General.meta new file mode 100644 index 00000000..e6d07535 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Sprites/General.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a93f549234700a540b83d0a806029c63 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mods/Basic/Cards/Sprites/General/CardSprite_Basic_CommonHolyWater.png b/Assets/Mods/Basic/Cards/Sprites/General/CardSprite_Basic_CommonHolyWater.png new file mode 100644 index 00000000..d204fea9 Binary files /dev/null and b/Assets/Mods/Basic/Cards/Sprites/General/CardSprite_Basic_CommonHolyWater.png differ diff --git a/Assets/Mods/Basic/Cards/Sprites/General/CardSprite_Basic_CommonHolyWater.png.meta b/Assets/Mods/Basic/Cards/Sprites/General/CardSprite_Basic_CommonHolyWater.png.meta new file mode 100644 index 00000000..71462081 --- /dev/null +++ b/Assets/Mods/Basic/Cards/Sprites/General/CardSprite_Basic_CommonHolyWater.png.meta @@ -0,0 +1,143 @@ +fileFormatVersion: 2 +guid: bbc26760ef8281b41aa31a9b05deb68d +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 13 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - serializedVersion: 4 + buildTarget: DefaultTexturePlatform + maxTextureSize: 1024 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: iOS + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + 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this.statusSubmodule = new StatusSubmodule(this, StatusType.Protected); - this.contentSubmodule = new ContentSubmodule(this);//TODO: 以后增加角色的ContentSubmodule + this.contentSubmodule = new ContentSubmodule(this) + .AddParameterGetter("Protector", GetProtectorNames); this.iconSubmodule = new IconSubmodule(this).SetTextFunctions(); this.eventSubmodule = new EventSubmodule(this); - /* - this.eventSubmodule.onOpponentDecideAction.Add("Protected", - new EventUnit((opponent, intendedCard, originalTarget) => - { - if (opponent is CombatNPC npc) - { - intendedCard.targets.Remove(originalTarget); - //intendedCard.targets.Add(protector); //TODO: 后续用设计专门的函数决定目标改变 - } - })); - */ } public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff) @@ -55,5 +45,24 @@ namespace Continentis.Mods.Basic.Buffs return true; } + + private string GetProtectorNames() + { + List names = new List(); + foreach (Protecting protector in protectingSources) + { + names.Add(protector.attachedCharacter.data.displayName); + Debug.Log($"Protector found: {protector.attachedCharacter.data.displayName}"); + } + + if (names.Count == 1) + { + return names[0]; + } + else + { + return string.Join(", ", names); + } + } } } \ No newline at end of file diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/Protecting.cs b/Assets/Mods/Basic/Characters/CombatBuffs/General/Protecting.cs index f2c4d4d0..b0c009c3 100644 --- a/Assets/Mods/Basic/Characters/CombatBuffs/General/Protecting.cs +++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/Protecting.cs @@ -10,7 +10,7 @@ namespace Continentis.Mods.Basic.Buffs public CharacterBase target; public Protected protectedBuff; - public Protecting(CharacterBase target, int actionCount, Protected protectedBuff = null) + public Protecting(CharacterBase target, int actionCount, Protected protectedBuff) { Initialize(BuffType.Neutral, BuffDispelLevel.DeathOnly, 100); this.target = target; @@ -58,12 +58,15 @@ namespace 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Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Attack.anim rename to Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Action.anim index 31b561e9..aacb7b0c 100644 --- a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Attack.anim +++ b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Action.anim @@ -6,7 +6,7 @@ AnimationClip: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: SkeletonGuard_Attack + m_Name: SkeletonGuard_Action serializedVersion: 7 m_Legacy: 0 m_Compressed: 0 @@ -22,20 +22,20 @@ AnimationClip: curve: - time: 0 value: {fileID: 1398079393, guid: cc15f54d347af6c4488ae0489208fea0, type: 3} - - time: 0.083333336 - value: {fileID: 2032619959, guid: cc15f54d347af6c4488ae0489208fea0, type: 3} - - time: 0.16666667 - value: {fileID: 1544404424, guid: cc15f54d347af6c4488ae0489208fea0, type: 3} - - time: 0.25 - value: 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a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Attack.anim.meta b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Action.anim.meta similarity index 100% rename from Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Attack.anim.meta rename to Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Action.anim.meta diff --git a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Attack.png b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Action.png similarity index 100% rename from Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Attack.png rename to Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Action.png diff --git a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Attack.png.meta b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Action.png.meta similarity index 100% rename from Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Attack.png.meta rename to Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Action.png.meta diff --git a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_GetAttacked.anim b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_GetAttacked.anim index 37f86fd3..400f19c9 100644 --- a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_GetAttacked.anim +++ b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_GetAttacked.anim @@ -22,22 +22,22 @@ AnimationClip: curve: - time: 0 value: {fileID: -508643224, guid: 9b04c4c37783deb4698fad45b7a242dd, type: 3} - - time: 0.083333336 - value: {fileID: 1566624832, guid: 9b04c4c37783deb4698fad45b7a242dd, type: 3} - time: 0.16666667 - value: {fileID: 2141743621, guid: 9b04c4c37783deb4698fad45b7a242dd, type: 3} - - time: 0.25 - value: {fileID: -477700084, guid: 9b04c4c37783deb4698fad45b7a242dd, type: 3} + value: {fileID: 1566624832, guid: 9b04c4c37783deb4698fad45b7a242dd, type: 3} - time: 0.33333334 + value: {fileID: 2141743621, guid: 9b04c4c37783deb4698fad45b7a242dd, type: 3} + - time: 0.5 + value: {fileID: -477700084, guid: 9b04c4c37783deb4698fad45b7a242dd, type: 3} + - time: 0.6666667 value: {fileID: 773977631, guid: 9b04c4c37783deb4698fad45b7a242dd, type: 3} - - time: 0.41666666 + - time: 0.8333333 value: {fileID: 1599614725, guid: 9b04c4c37783deb4698fad45b7a242dd, type: 3} attribute: m_Sprite path: classID: 212 script: {fileID: 0} flags: 2 - m_SampleRate: 12 + m_SampleRate: 6 m_WrapMode: 0 m_Bounds: m_Center: {x: 0, y: 0, z: 0} @@ -65,12 +65,12 @@ AnimationClip: m_AdditiveReferencePoseClip: {fileID: 0} m_AdditiveReferencePoseTime: 0 m_StartTime: 0 - m_StopTime: 0.5 + m_StopTime: 1 m_OrientationOffsetY: 0 m_Level: 0 m_CycleOffset: 0 m_HasAdditiveReferencePose: 0 - m_LoopTime: 1 + m_LoopTime: 0 m_LoopBlend: 0 m_LoopBlendOrientation: 0 m_LoopBlendPositionY: 0 diff --git a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Idle.anim b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Idle.anim index 192ff6b0..8bb62c57 100644 --- a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Idle.anim +++ b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Idle.anim @@ -22,42 +22,42 @@ AnimationClip: curve: - time: 0 value: {fileID: 1259661885, guid: b01af8a090a1eee4cb4eb95a0eb7682b, type: 3} - - time: 0.083333336 + - time: 0.125 value: {fileID: 1278565200, guid: b01af8a090a1eee4cb4eb95a0eb7682b, type: 3} - - time: 0.16666667 - value: {fileID: 1864404514, guid: b01af8a090a1eee4cb4eb95a0eb7682b, type: 3} - time: 0.25 + value: {fileID: 1864404514, guid: 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type: 3} + - time: 1.625 + value: {fileID: 707063294, guid: b01af8a090a1eee4cb4eb95a0eb7682b, type: 3} + - time: 1.75 + value: {fileID: -191696531, guid: b01af8a090a1eee4cb4eb95a0eb7682b, type: 3} + - time: 1.875 value: {fileID: 460419335, guid: b01af8a090a1eee4cb4eb95a0eb7682b, type: 3} attribute: m_Sprite path: classID: 212 script: {fileID: 0} flags: 2 - m_SampleRate: 12 + m_SampleRate: 8 m_WrapMode: 0 m_Bounds: m_Center: {x: 0, y: 0, z: 0} @@ -95,7 +95,7 @@ AnimationClip: m_AdditiveReferencePoseClip: {fileID: 0} m_AdditiveReferencePoseTime: 0 m_StartTime: 0 - m_StopTime: 1.3333334 + m_StopTime: 2 m_OrientationOffsetY: 0 m_Level: 0 m_CycleOffset: 0 diff --git a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Illust.png.meta b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Illust.png.meta index 05904255..a087630c 100644 --- a/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Illust.png.meta +++ b/Assets/Mods/Basic/Characters/Sprites&Animations/SkeletonGuard/SkeletonGuard_Illust.png.meta @@ -71,7 +71,7 @@ TextureImporter: platformSettings: - serializedVersion: 4 buildTarget: DefaultTexturePlatform - maxTextureSize: 2048 + maxTextureSize: 1024 resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 diff --git a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv index 99caa3d0..e1911811 100644 --- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv +++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv @@ -60,4 +60,4 @@ Buff_Basic_Withstand_FunctionText,"Whenever you are attacked, deal $ParameterAbs Buff_Basic_FreedomOfMovement_DisplayName,Freedom Of Movement,行动自如,行動自如,フリーダム・オブ・ムーブメント,자유로운 행동,Di Chuyển Tự Do,อิสระแห่งการเคลื่อนไหว Buff_Basic_FreedomOfMovement_FunctionText,"Whenever you played a Power card, draw $ParameterAbsInt(""Stack"") card.","每打出一张能力牌,抽$ParameterAbsInt(""Stack"")张牌。","每打出一張能力牌,抽$ParameterAbsInt(""Stack"")張牌。","パワーカードをプレイするたび、カードを$ParameterAbsInt(""Stack"")枚引く。","능력 카드를 낼 때마다 카드 $ParameterAbsInt(""Stack"")장을 뽑습니다.","Mỗi khi đánh một lá bài Năng Lực, rút $ParameterAbsInt(""Stack"") lá bài.","ทุกครั้งที่เล่นการ์ดพาวเวอร์, จั่วการ์ด $ParameterAbsInt(""Stack"") ใบ" Buff_Basic_Consolidate_DisplayName,Consolidate,稳固,穩固,強固,견고,Vững Chắc,มั่นคง -Buff_Basic_Consolidate_FunctionText,Do not lose Block at the start of your turn.,回合开始时不会失去格挡。,回合開始時不會失去格擋。,ターン開始時にブロックを失わない。,턴 시작 시 방어도를 잃지 않습니다.,Không mất Giáp khi bắt đầu lượt.,ไม่สูญเสียการป้องกันเมื่อเริ่มเทิร์น \ No newline at end of file +Buff_Basic_Consolidate_FunctionText,Do not lose Block at the start of your turn.,回合开始时不会失去格挡。,回合開始時不會失去格擋。,ターン開始時にブロックを失わない。,턴 시작 시 방어도를 잃지 않습니다.,Không mất Giáp khi bắt đầu lượt.,ไม่สูญเสียการป้องกันเมื่อเริ่มเทิร์น diff --git a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv index 6d47d053..9fe122b8 100644 --- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv +++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv @@ -1,16 +1,15 @@ Key,English,Simplified Chinese,Traditional Chinese,Japanese,Korean,Vietnamese,Thai Card_Basic_Strike_DisplayName,Strike,打击,打擊,ストライク,타격,Đánh,โจมตี Card_Basic_Strike_FunctionText,"$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 $Attribute(""Damage"") หน่วย" -Card_Basic_Cohesion_DisplayName,Cohesion,凝神,凝神,凝縮,응집,Ngưng Thần,รวมใจ -Card_Basic_Cohesion_FunctionText,"$Keyword(""Innate""), $Keyword(""Exhaust""), select a non-status, non-curse Card, reduce its Stamina Cost by 1 and apply $DescKeyword(""Retain"").","$Keyword(""Innate""),$Keyword(""Exhaust""),选择一张非状态,非诅咒卡牌,减少它的1点体力消耗并附加$HintKeyword(""Retain"")。","$Keyword(""Innate""),$Keyword(""Exhaust""),選擇一張非狀態,非詛咒卡牌,減少它的1點體力消耗並附加$HintKeyword(""Retain"")。","$Keyword(""Innate"")、$Keyword(""Exhaust"")、状態異常・呪い以外のカードを1枚選び、スタミナコストを1減らし、$HintKeyword(""Retain"")を付与する。","$Keyword(""Innate""), $Keyword(""Exhaust""), 상태 이상 및 저주가 아닌 카드 1장을 선택하여 체력 소모를 1 줄이고 $HintKeyword(""Retain"")을 부여합니다.","$Keyword(""Innate""), $Keyword(""Exhaust""), chọn một lá bài không phải trạng thái hoặc lời nguyền, giảm 1 Thể Lực tiêu hao và áp dụng $HintKeyword(""Retain"").","$Keyword(""Innate""), $Keyword(""Exhaust""), เลือกการ์ดที่ไม่ใช่สถานะและไม่ใช่คำสาป 1 ใบ, ลดค่าใช้จ่าย Stamina ลง 1 และมอบ $HintKeyword(""Retain"")" -Card_Basic_Cohesion_SelectionCommandTitle,"Select a non-status, non curse card.",选择一张非状态,非诅咒牌。,選擇一張非狀態,非詛咒牌。,状態異常・呪い以外のカードを選択。,상태 이상 및 저주가 아닌 카드를 선택하십시오.,Chọn một lá bài không phải trạng thái hoặc lời nguyền.,เลือกการ์ดที่ไม่ใช่สถานะและไม่ใช่คำสาป -Card_Basic_FightingInspiration_DisplayName,Fighting Inspiration,战斗直觉,戰鬥直覺,戦闘の直感,전투 직감,Trực Giác Chiến Đấu,สัญชาตญาณการต่อสู้ -Card_Basic_FightingInspiration_FunctionText,"Random get an attack card, send it to your hand pile.",随机获得一张攻击牌,置入手牌堆中。,隨機獲得一張攻擊牌,置入手牌堆中。,ランダムな攻撃カードを1枚得て、手札に加える。,무작위 공격 카드 1장을 얻어 손패에 추가합니다.,Nhận ngẫu nhiên 1 lá bài tấn công và đưa vào tay.,สุ่มรับการ์ดโจมตี 1 ใบ และนำขึ้นมือ -Card_Basic_Recollection_DisplayName,Recollection,回忆,回憶,追憶,회상,Hồi Ức,รำลึก -Card_Basic_Recollection_FunctionText,Draw a card from discard pile.,从弃牌堆中抽回一张牌。,從棄牌堆中抽回一張牌。,捨て札からカードを1枚引く。,버린 카드 더미에서 카드 1장을 가져옵니다.,Rút 1 lá bài từ bộ bài bỏ.,จั่วการ์ด 1 ใบจากกองทิ้ง Card_Basic_Defense_DisplayName,Defense,防御,防禦,防御,방어,Phòng Thủ,ป้องกัน Card_Basic_Defense_FunctionText,"$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_ThinkingCountermeasures_DisplayName,Thinking Countermeasures,思考对策,思考對策,対策考案,대책 강구,Suy Tính Đối Sách,คิดหาทางรับมือ -Card_Basic_ThinkingCountermeasures_FunctionText,"Draw $Attribute(""DrawCardAmount"") cards.","抽$Attribute(""DrawCardAmount"")张牌。","抽$Attribute(""DrawCardAmount"")張牌。","カードを$Attribute(""DrawCardAmount"")枚引く。","카드 $Attribute(""DrawCardAmount"")장을 뽑습니다.","Rút $Attribute(""DrawCardAmount"") lá bài.","จั่วการ์ด $Attribute(""DrawCardAmount"") ใบ" -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 $Attribute(""BuffCount_Protecting"") เทิร์น" \ No newline at end of file +Card_Basic_Whimsy_DisplayName,Whimsy,奇思,,,,, +Card_Basic_Whimsy_FunctionText,"$Keyword(""Exhaust""), gain 1 Mana.","$Keyword(""Exhaust""),获得1魔力。",,,,, +Card_Basic_Tactic_DisplayName,Tactic,战术,,,,, +Card_Basic_Tactic_FunctionText,"$Keyword(""Exhaust""), discard 1 card and draw 1 card.","$Keyword(""Exhaust""),丢弃1张牌,抽1张牌。",,,,, +Card_Basic_Rouse_DisplayName,Rouse,奋起,,,,, +Card_Basic_Rouse_FunctionText,"$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_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" diff --git a/Assets/Mods/Basic/Localization/Player/Localization_Basic_AssassinCards.csv b/Assets/Mods/Basic/Localization/Player/Localization_Basic_AssassinCards.csv index 580bd333..b367b891 100644 --- a/Assets/Mods/Basic/Localization/Player/Localization_Basic_AssassinCards.csv +++ b/Assets/Mods/Basic/Localization/Player/Localization_Basic_AssassinCards.csv @@ -6,7 +6,7 @@ Card_Basic_CompoundPoison_DisplayName,Compound Poison,混合毒药,混合毒藥, Card_Basic_CompoundPoison_FunctionText,"Apply $Attribute(""BuffStack_Weak"") stacks of $Keyword(""Basic_Weak""). Apply $Attribute(""BuffStack_Corrosion"") stacks of $Keyword(""Basic_Corrosion"") for each debuff on the target.","给予$Attribute(""BuffStack_Weak"")层$Keyword(""Basic_Weak"")。\n目标每有一种负面效果,给予$Attribute(""BuffStack_Corrosion"")层$Keyword(""Basic_Corrosion"")。","給予$Attribute(""BuffStack_Weak"")層$Keyword(""Basic_Weak"")。\n目標每有一種負面效果,給予$Attribute(""BuffStack_Corrosion"")層$Keyword(""Basic_Corrosion"")。","$Attribute(""BuffStack_Weak"")層の$Keyword(""Basic_Weak"")を付与する。\n対象が持つデバフ1つにつき、$Attribute(""BuffStack_Corrosion"")層の$Keyword(""Basic_Corrosion"")を付与する。","$Attribute(""BuffStack_Weak"") 층의 $Keyword(""Basic_Weak"") 효과를 부여합니다.\n대상이 가진 디버프 하나당 $Attribute(""BuffStack_Corrosion"") 층의 $Keyword(""Basic_Corrosion"") 효과를 부여합니다.","Áp dụng $Attribute(""BuffStack_Weak"") tầng $Keyword(""Basic_Weak"").\nÁp dụng $Attribute(""BuffStack_Corrosion"") tầng $Keyword(""Basic_Corrosion"") cho mỗi hiệu ứng bất lợi trên mục tiêu.","มอบสถานะ $Keyword(""Basic_Weak"") จำนวน $Attribute(""BuffStack_Weak"") ชั้น.\nมอบสถานะ $Keyword(""Basic_Corrosion"") จำนวน $Attribute(""BuffStack_Corrosion"") ชั้นตามจำนวนดีบัฟที่เป้าหมายมี." Card_Basic_WoundDeterioration_DisplayName,Compound Poison,恶化伤口,惡化傷口,傷口悪化,상처 악화,Vết Thương Hoại Tử,บาดแผลลุกลาม -Card_Basic_WoundDeterioration_FunctionText,"When dealing at least $Attribute(""DamageCount"") damage in a single hit, apply an additional $Attribute(""BuffStack"") stacks of $Keyword(""Basic_Corrosion"").","单次造成至少$Attribute(""DamageCount"")点伤害时,额外给予$Attribute(""BuffStack"")层$Keyword(""Basic_Corrosion"")。","單次造成至少$Attribute(""DamageCount"")點傷害時,額外給予$Attribute(""BuffStack"")層$Keyword(""Basic_Corrosion"")。","1回で$Attribute(""DamageCount"")点以上のダメージを与えた時、追加で$Attribute(""BuffStack"")層の$Keyword(""Basic_Corrosion"")を付与する。","한 번에 최소 $Attribute(""DamageCount"")의 피해를 줄 때, $Attribute(""BuffStack"") 층의 $Keyword(""Basic_Corrosion"") 효과를 추가로 부여합니다.","Khi gây ít nhất $Attribute(""DamageCount"") sát thương trong 1 lần, áp dụng thêm $Attribute(""BuffStack"") tầng $Keyword(""Basic_Corrosion"").","เมื่อสร้างความเสียหายอย่างน้อย $Attribute(""DamageCount"") หน่วยในครั้งเดียว, มอบสถานะ $Keyword(""Basic_Corrosion") เพิ่มเติม $Attribute(""BuffStack"") ชั้น." +Card_Basic_WoundDeterioration_FunctionText,"When dealing at least $Attribute(""DamageCount"") damage in a single hit, apply an additional $Attribute(""BuffStack"") stacks of $Keyword(""Basic_Corrosion"").","单次造成至少$Attribute(""DamageCount"")点伤害时,额外给予$Attribute(""BuffStack"")层$Keyword(""Basic_Corrosion"")。","單次造成至少$Attribute(""DamageCount"")點傷害時,額外給予$Attribute(""BuffStack"")層$Keyword(""Basic_Corrosion"")。","1回で$Attribute(""DamageCount"")点以上のダメージを与えた時、追加で$Attribute(""BuffStack"")層の$Keyword(""Basic_Corrosion"")を付与する。","한 번에 최소 $Attribute(""DamageCount"")의 피해를 줄 때, $Attribute(""BuffStack"") 층의 $Keyword(""Basic_Corrosion"") 효과를 추가로 부여합니다.","Khi gây ít nhất $Attribute(""DamageCount"") sát thương trong 1 lần, áp dụng thêm $Attribute(""BuffStack"") tầng $Keyword(""Basic_Corrosion"").","เมื่อสร้างความเสียหายอย่างน้อย $Attribute(""DamageCount"") หน่วยในครั้งเดียว, มอบสถานะ $Keyword(""Basic_Corrosion) เพิ่มเติม $Attribute(""""BuffStack"""") ชั้น.""" Card_Basic_Ambush_DisplayName,Ambush,埋伏,埋伏,待ち伏せ,매복,Mai Phục,ซุ่มโจมตี Card_Basic_Ambush_FunctionText,"Add 1 ""Rouse"" to the shared deck.",将1张“奋起”加入公共牌组。,將1張「奮起」加入公共牌組。,「奮起」カード1枚を共通デッキに加える。,'분기' 카드 1장을 공용 덱에 추가합니다.,"Thêm 1 lá ""Vùng Lên"" vào bộ bài chung.","เพิ่มการ์ด ""ปลุกใจ"" 1 ใบลงในกองการ์ดรวม." Card_Basic_Stealth_DisplayName,Stealth,潜行,潛行,ステルス,은신,Tàng Hình,ลอบเร้น @@ -19,7 +19,7 @@ Card_Basic_ExtremePain_FunctionText,"Deal $Attribute(""Damage"") damage. Target takes additional damage equal to its $Keyword(""Basic_Corrosion"") stacks.","造成$Attribute(""Damage"")点伤害。\n目标额外受到$Keyword(""Basic_Corrosion"")层数点伤害。","造成$Attribute(""Damage"")點傷害。\n目標額外受到$Keyword(""Basic_Corrosion"")層數點傷害。","$Attribute(""Damage"")点のダメージを与える。\n対象の$Keyword(""Basic_Corrosion"")の層数分の追加ダメージを与える。","$Attribute(""Damage"") 피해를 줍니다.\n대상은 $Keyword(""Basic_Corrosion"") 중첩 수만큼 추가 피해를 입습니다.","Gây $Attribute(""Damage"") sát thương.\nMục tiêu chịu thêm sát thương bằng số tầng $Keyword(""Basic_Corrosion"").","สร้างความเสียหาย $Attribute(""Damage"") หน่วย.\nเป้าหมายได้รับความเสียหายเพิ่มเติมเท่ากับจำนวนชั้นของ $Keyword(""Basic_Corrosion"")." Card_Basic_BladeOfFear_DisplayName,Blade of Fear,怖刃,怖刃,恐怖の刃,공포의 칼날,Lưỡi Dao Kinh Hoàng,คมดาบแห่งความกลัว Card_Basic_BladeOfFear_FunctionText,"Deal $Attribute(""Damage"") damage. -Gain $Attribute(""BuffStack"") stacks of $Keyword(""Basic_Sharpness"").","造成$Attribute(""Damage"")点伤害。\n获得$Attribute(""BuffStack"")层$Keyword(""Basic_Sharpness"")。","造成$Attribute(""Damage"")點傷害。\n獲得$Attribute(""BuffStack"")層$Keyword(""Basic_Sharpness"")。","$Attribute(""Damage"")点のダメージを与える。\n$Attribute(""BuffStack"")層の$Keyword(""Basic_Sharpness"")を得る。","$Attribute(""Damage"") 피해를 줍니다.\n$Attribute(""BuffStack"") 층의 $Keyword(""Basic_Sharpness"") 효과를 얻습니다.","Gây $Attribute(""Damage"") sát thương.\nNhận $Attribute(""BuffStack"") tầng $Keyword(""Basic_Sharpness"").","สร้างความเสียหาย $Attribute(""Damage"") หน่วย.\nได้รับ $Keyword(""Basic_Sharpness") จำนวน $Attribute(""BuffStack"") ชั้น." +Gain $Attribute(""BuffStack"") stacks of $Keyword(""Basic_Sharpness"").","造成$Attribute(""Damage"")点伤害。\n获得$Attribute(""BuffStack"")层$Keyword(""Basic_Sharpness"")。","造成$Attribute(""Damage"")點傷害。\n獲得$Attribute(""BuffStack"")層$Keyword(""Basic_Sharpness"")。","$Attribute(""Damage"")点のダメージを与える。\n$Attribute(""BuffStack"")層の$Keyword(""Basic_Sharpness"")を得る。","$Attribute(""Damage"") 피해를 줍니다.\n$Attribute(""BuffStack"") 층의 $Keyword(""Basic_Sharpness"") 효과를 얻습니다.","Gây $Attribute(""Damage"") sát thương.\nNhận $Attribute(""BuffStack"") tầng $Keyword(""Basic_Sharpness"").","สร้างความเสียหาย $Attribute(""Damage"") หน่วย.\nได้รับ $Keyword(""Basic_Sharpness) จำนวน $Attribute(""""BuffStack"""") ชั้น.""" Card_Basic_AmbushStance_DisplayName,Ambush Stance,伺机待发,伺機待發,臨戦態勢,기회 포착,Chờ Thời Cơ,เตรียมจู่โจม Card_Basic_AmbushStance_FunctionText,"Whenever you play a card, gain $Attribute(""BuffStack"") stacks of $Keyword(""Basic_Sharpness"").","每当你打出一张牌,获得$Attribute(""BuffStack"")层$Keyword(""Basic_Sharpness"")。","每當你打出一張牌,獲得$Attribute(""BuffStack"")層$Keyword(""Basic_Sharpness"")。","カードをプレイするたび、$Attribute(""BuffStack"")層の$Keyword(""Basic_Sharpness"")を得る。","카드를 사용할 때마다, $Attribute(""BuffStack"") 층의 $Keyword(""Basic_Sharpness"") 효과를 얻습니다.","Mỗi khi bạn đánh ra 1 lá bài, nhận $Attribute(""BuffStack"") tầng $Keyword(""Basic_Sharpness"").","ทุกครั้งที่คุณเล่นการ์ด, ได้รับ $Keyword(""Basic_Sharpness"") จำนวน $Attribute(""BuffStack"") ชั้น." Card_Basic_Backstab_DisplayName,Backstab,背刺,背刺,バックスタブ,기습,Đâm Lén,แทงข้างหลัง @@ -27,4 +27,8 @@ Card_Basic_Backstab_FunctionText,"Deal $Attribute(""Damage"") damage. Refund the $Keyword(""Basic_Sharpness"") stacks used by this card.","造成$Attribute(""Damage"")点伤害。\n返还这张牌使用的$Keyword(""Basic_Sharpness"")层数。","造成$Attribute(""Damage"")點傷害。\n返還這張牌使用的$Keyword(""Basic_Sharpness"")層數。","$Attribute(""Damage"")点のダメージを与える。\nこのカードに使用された$Keyword(""Basic_Sharpness"")の層数を返還する。","$Attribute(""Damage"") 피해를 줍니다.\n이 카드에 사용된 $Keyword(""Basic_Sharpness"") 층수를 돌려받습니다.","Gây $Attribute(""Damage"") sát thương.\nHoàn trả số tầng $Keyword(""Basic_Sharpness"") đã dùng cho lá bài này.","สร้างความเสียหาย $Attribute(""Damage"") หน่วย.\nคืนจำนวนชั้นของ $Keyword(""Basic_Sharpness"") ที่ใช้ไปกับการ์ดใบนี้." Card_Basic_FlashTerror_DisplayName,FlashTerror,快速威吓,快速威嚇,威嚇,빠른 위협,Đe Dọa Nhanh,ข่มขู่อย่างรวดเร็ว Card_Basic_FlashTerror_FunctionText,"$Keyword(""Exhaust""). -Apply $Attribute(""BuffStack"") stacks of $Keyword(""Basic_Vulnerable"") to all enemies.","$Keyword(""Exhaust"")。\n给与全体敌人$Attribute(""BuffStack"")层$Keyword(""Basic_Vulnerable"")。","$Keyword(""Exhaust"")。\n給予全體敵人$Attribute(""BuffStack"")層$Keyword(""Basic_Vulnerable"")。","$Keyword(""Exhaust"")。\n敵全員に$Attribute(""BuffStack"")層の$Keyword(""Basic_Vulnerable"")を付与する。","$Keyword(""Exhaust"")。\n모든 적에게 $Attribute(""BuffStack"") 층의 $Keyword(""Basic_Vulnerable"") 효과를 부여합니다.","$Keyword(""Exhaust"").\nÁp dụng $Attribute(""BuffStack"") tầng $Keyword(""Basic_Vulnerable"") lên tất cả kẻ địch.","$Keyword(""Exhaust"").\nมอบสถานะ $Keyword(""Basic_Vulnerable"") จำนวน $Attribute(""BuffStack"") ชั้นให้กับศัตรูทั้งหมด." \ No newline at end of file +Apply $Attribute(""BuffStack"") stacks of $Keyword(""Basic_Vulnerable"") to all enemies.","$Keyword(""Exhaust"")。\n给与全体敌人$Attribute(""BuffStack"")层$Keyword(""Basic_Vulnerable"")。","$Keyword(""Exhaust"")。\n給予全體敵人$Attribute(""BuffStack"")層$Keyword(""Basic_Vulnerable"")。","$Keyword(""Exhaust"")。\n敵全員に$Attribute(""BuffStack"")層の$Keyword(""Basic_Vulnerable"")を付与する。","$Keyword(""Exhaust"")。\n모든 적에게 $Attribute(""BuffStack"") 층의 $Keyword(""Basic_Vulnerable"") 효과를 부여합니다.","$Keyword(""Exhaust"").\nÁp dụng $Attribute(""BuffStack"") tầng $Keyword(""Basic_Vulnerable"") lên tất cả kẻ địch.","$Keyword(""Exhaust"").\nมอบสถานะ $Keyword(""Basic_Vulnerable"") จำนวน $Attribute(""BuffStack"") ชั้นให้กับศัตรูทั้งหมด." +Card_Basic_ExtremePain_DisplayName,Extreme Pain,极端痛苦,,,,, +Card_Basic_ExtremePain_FunctionText,"Deal $Attribute(""Damage"") damage, damage is increased based on the number of stacks of corrosion on the target.","造成$Attribute(""Damage"")点伤害,伤害受目标腐蚀层数加成。",,,,, +Card_Basic_Ambush_DisplayName,Ambush,埋伏,,,,, +Card_Basic_Ambush_FunctionText,"Add 1 ""Rouse"" to the shared deck.",将1张“奋起”加入公共牌组。,,,,, diff --git a/Assets/Mods/Basic/Localization/Player/Localization_Basic_ClericCards.csv b/Assets/Mods/Basic/Localization/Player/Localization_Basic_ClericCards.csv index 30d06d4f..8e481f8a 100644 --- a/Assets/Mods/Basic/Localization/Player/Localization_Basic_ClericCards.csv +++ b/Assets/Mods/Basic/Localization/Player/Localization_Basic_ClericCards.csv @@ -1,6 +1,6 @@ Key,English,Simplified Chinese,Traditional Chinese,Japanese,Korean,Vietnamese,Thai Card_Basic_LessRestoration_DisplayName,Less Restoration,次级恢复术,次級恢復術,レッサーレストレーション,하급 회복,Hồi Phục Nhẹ,การฟื้นฟูขั้นต้น -Card_Basic_LessRestoration_FunctionText,"$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount""), Heal $Attribute(""HealAmount"") and basic dispel target.","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"")并治疗目标$Attribute(""Heal"")点生命值。","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"")並治療目標$Attribute(""Heal"")點生命值。","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"")し、対象のHPを$Attribute(""Heal"")点回復する。","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"") 및 대상을 $Attribute(""Heal"")만큼 치유합니다.","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"") và hồi $Attribute(""Heal"") máu cho mục tiêu.","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"") และรักษาเป้าหมาย $Attribute(""Heal"") หน่วย." +Card_Basic_LessRestoration_FunctionText,"$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount""), Heal $Attribute(""Heal"") and basic dispel target.","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"")并治疗目标$Attribute(""Heal"")点生命值。","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"")並治療目標$Attribute(""Heal"")點生命值。","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"")し、対象のHPを$Attribute(""Heal"")点回復する。","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"") 및 대상을 $Attribute(""Heal"")만큼 치유합니다.","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"") và hồi $Attribute(""Heal"") máu cho mục tiêu.","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n$Keyword(""Purify"") และรักษาเป้าหมาย $Attribute(""Heal"") หน่วย." Card_Basic_PrayerOfHealing_DisplayName,Prayer Of Healing,治疗祷言,治療禱言,癒しの祈り,치유의 기원,Lời Cầu Nguyện Chữa Lành,คำอธิษฐานแห่งการรักษา Card_Basic_PrayerOfHealing_FunctionText,"$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"") Heal all allies for $Attribute(""Heal"") HP.","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n治疗所有友方目标$Attribute(""Heal"")点生命值。","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n治療所有友方目標$Attribute(""Heal"")點生命值。","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n味方全員のHPを$Attribute(""Heal"")点回復する。","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\n모든 아군을 $Attribute(""Heal"")만큼 치유합니다.","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\nHồi $Attribute(""Heal"") máu cho tất cả đồng minh.","$Keyword(""Exhaustible""): $Attribute(""ExhaustibleCount"")\nรักษาเพื่อนร่วมทีมทั้งหมด $Attribute(""Heal"") หน่วย." @@ -28,4 +28,4 @@ Card_Basic_DivineProtection_DisplayName,Divine Protection,神圣守护,神聖守 Card_Basic_DivineProtection_FunctionText,"Gain $Attribute(""Block"") Block. This card's Block +$Attribute(""BlockStack"") for this combat.","获得$Attribute(""Block"")点格挡。\n这张牌在本场战斗中的格挡+$Attribute(""BlockStack"")。","獲得$Attribute(""Block"")點格擋。\n這張牌在本場戰鬥中的格擋+$Attribute(""BlockStack"")。","$Attribute(""Block"")点のブロックを得る。\nこの戦闘中、このカードのブロック+$Attribute(""BlockStack"")。","$Attribute(""Block"") 방어도를 얻습니다.\n이번 전투 동안 이 카드의 방어도 +$Attribute(""BlockStack"").","Nhận $Attribute(""Block"") Giáp.\nGiáp của lá bài này +$Attribute(""BlockStack"") trong trận chiến này.","ได้รับการป้องกัน $Attribute(""Block"") หน่วย.\nการป้องกันของการ์ดใบนี้ +$Attribute(""BlockStack"") ในการต่อสู้นี้." Card_Basic_ChainBlessing_DisplayName,Chain Blessing,连锁祝福,連鎖祝福,連鎖する祝福,연쇄 축복,Chuỗi Ban Phước,พรอันต่อเนื่อง -Card_Basic_ChainBlessing_FunctionText,"Choose a Power card in hand and copy it $Attribute(""CopyCount"") times.","选择一张手牌里的能力牌并复制$Attribute(""CopyCount"")张。","選擇一張手牌裡的能力牌並複製$Attribute(""CopyCount"")張。","手札のパワーカード1枚を選択し、$Attribute(""CopyCount"")枚コピーする。","손패에 있는 능력 카드 1장을 선택하여 $Attribute(""CopyCount"")장 복사합니다.","Chọn 1 lá bài Năng Lực trên tay và sao chép $Attribute(""CopyCount"") lá.","เลือกการ์ดพาวเวอร์ในมือ 1 ใบ และคัดลอก $Attribute(""CopyCount"") ใบ." \ No newline at end of file +Card_Basic_ChainBlessing_FunctionText,"Choose a Power card in hand and copy it $Attribute(""CopyCount"") times.","选择一张手牌里的能力牌并复制$Attribute(""CopyCount"")张。","選擇一張手牌裡的能力牌並複製$Attribute(""CopyCount"")張。","手札のパワーカード1枚を選択し、$Attribute(""CopyCount"")枚コピーする。","손패에 있는 능력 카드 1장을 선택하여 $Attribute(""CopyCount"")장 복사합니다.","Chọn 1 lá bài Năng Lực trên tay và sao chép $Attribute(""CopyCount"") 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b/Assets/OtherPlugins/AnimatorPlus/AnimatorPlus.asmdef.meta similarity index 59% rename from Assets/Mods/Basic_Test/Mage.prefab.meta rename to Assets/OtherPlugins/AnimatorPlus/AnimatorPlus.asmdef.meta index 6a2511c1..1b81a0bf 100644 --- a/Assets/Mods/Basic_Test/Mage.prefab.meta +++ b/Assets/OtherPlugins/AnimatorPlus/AnimatorPlus.asmdef.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: 8b0e3fd5fe8485c4d96fbddd85f5dbf1 -PrefabImporter: +guid: 4acc6fc9b40b3234ab7a3d47290f0be8 +AssemblyDefinitionImporter: externalObjects: {} userData: assetBundleName: diff --git a/Assets/OtherPlugins/AnimatorPlus/Core/AnimatorPlus.cs b/Assets/OtherPlugins/AnimatorPlus/Core/AnimatorPlus.cs index b57b5b6f..bd3d815a 100644 --- a/Assets/OtherPlugins/AnimatorPlus/Core/AnimatorPlus.cs +++ b/Assets/OtherPlugins/AnimatorPlus/Core/AnimatorPlus.cs @@ -63,24 +63,35 @@ namespace AnimatorPlus private AnimationLayerMixerPlayable finalLayerMixerPlayable; private bool resetRootMotionDelta; - private void Start() { - if(Layers.Count==0) - Layers.Add(new LayerInfo()) ; - Layers[0].mask = null; - Layers[0].isAdditive = false; - Layers[0].maxWeight = 1; - - InitializeGraph(); + if (!playableGraph.IsValid()) + { + InitializeGraph(); + } } private void OnDestroy() { playableGraph.Destroy(); } - private void InitializeGraph() + public void InitializeGraph() { + // 防止重复初始化 + if (playableGraph.IsValid()) return; + + // 确保 Layer 0 存在且配置正确(原 Start 中的逻辑移到这里) + if (Layers.Count == 0) + Layers.Add(new LayerInfo()); + + // 确保 Base Layer 的基本数据被初始化 + if (Layers[0].currentAnimClipPlayInfo == null) + Layers[0].currentAnimClipPlayInfo = new AnimClipPlayInfo(); + + Layers[0].mask = null; + Layers[0].isAdditive = false; + Layers[0].maxWeight = 1; + DeltaPosition = Vector3.zero; DeltaRotation = Quaternion.identity; @@ -176,6 +187,10 @@ namespace AnimatorPlus #endregion #region 处理动画 + + Debug.Log($"Current Layer Index: {currentLayer.index} , Play Clip: {clip.name}"); + Debug.Log($"PlayInfo before play: CurrentClipIndex:{currentLayer.currentAnimClipPlayInfo.index} "); + //暂停住目标layer的当前动画 if(currentLayer.currentAnimClipPlayInfo.index!=0) { diff --git a/Assets/OtherPlugins/AnimatorPlus/Core/AnimatorPlus2D.cs b/Assets/OtherPlugins/AnimatorPlus/Core/AnimatorPlus2D.cs new file mode 100644 index 00000000..c1f5a2b4 --- /dev/null +++ b/Assets/OtherPlugins/AnimatorPlus/Core/AnimatorPlus2D.cs @@ -0,0 +1,198 @@ +using System; +using UnityEngine; +using UnityEngine.Playables; +using UnityEngine.Animations; + +namespace AnimatorPlus +{ + using System; + using UnityEngine; + using UnityEngine.Playables; + using UnityEngine.Animations; + + [RequireComponent(typeof(Animator))] + public class AnimatorPlus2D : MonoBehaviour + { + [Header("Settings")] [Tooltip("默认的待机动画 (必填)")] + public AnimationClip defaultIdleClip; + + [Header("Debug Info")] [SerializeField] + private string currentClipName; + + [SerializeField] private double currentTime; + [SerializeField] private double currentDuration; + [SerializeField] private bool isLoopingCurrent; + + private Animator animator; + private PlayableGraph graph; + private AnimationPlayableOutput output; + private AnimationClipPlayable currentPlayable; + + private bool isGraphInit = false; + private bool skipNextCompletionCheck = false; // 第一帧保护位 + + public void Initialize() + { + animator = GetComponent(); + // 1. 彻底禁用原生 Animator 的逻辑更新,防止它干扰 Playable + animator.enabled = true; + animator.runtimeAnimatorController = null; + // 2. 2D 必备设置 + // 确保动画始终计算(防止屏幕外卡死) + animator.cullingMode = AnimatorCullingMode.AlwaysAnimate; + // 关闭 RootMotion(防止动画导致坐标乱飘) + animator.applyRootMotion = false; + + InitializeGraph(); + + // 开局自动播放 Idle + if (defaultIdleClip != null) + { + PlayInternal(defaultIdleClip, true); + } + else + { + Debug.LogError("[AnimatorPlus2D] 请在 Inspector 中赋值 Default Idle Clip!"); + } + } + + private void OnDestroy() + { + if (graph.IsValid()) graph.Destroy(); + } + + private void InitializeGraph() + { + if (isGraphInit) return; + + graph = PlayableGraph.Create($"{gameObject.name}_PureGraph"); + // 使用 GameTime (受 TimeScale 影响) + graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime); + + // 创建 Output 绑定到 Animator + output = AnimationPlayableOutput.Create(graph, "SpriteOutput", GetComponent()); + + graph.Play(); + isGraphInit = true; + } + + private void Update() + { + if (!isGraphInit) return; + + // 1. 手动驱动 Graph 更新 (因为 animator.enabled = false) + graph.Evaluate(Time.deltaTime); + + // 2. 监控非循环动画的结束 + if (currentPlayable.IsValid() && !isLoopingCurrent) + { + // 更新 Debug 信息 + currentTime = currentPlayable.GetTime(); + + // 如果处于“跳过检查”状态(刚播放的那一帧),不要检查结束 + if (skipNextCompletionCheck) + { + skipNextCompletionCheck = false; + return; + } + + // 检查是否播放完毕 + if (currentTime >= currentDuration) + { + Debug.Log($"[AnimatorPlus2D] 动画 {currentClipName} 播放完毕,切回 Idle"); + ReturnToIdle(); + } + } + + /*if (!animator.enabled) + { + Debug.LogWarning("警告:Animator 组件被意外禁用!请检查是否挂载了旧版脚本(如 SpriteAnimationDriver)。"); + animator.enabled = true; // 尝试强制开启 + }*/ + } + + // ================= 公开 API ================= + + /// + /// 播放单次动画(如攻击),播完自动回 Idle + /// + public void Play(AnimationClip clip, float speed = 1.0f) + { + if (clip == null) return; + // 强制设为非循环,因为这是“动作” + PlayInternal(clip, false, speed); + } + + /// + /// 强制停止当前动作,直接回 Idle + /// + public void Stop() + { + ReturnToIdle(); + } + + public void SetPause(bool isPaused) + { + if (isGraphInit) + { + if (isPaused) graph.Stop(); + else graph.Play(); + } + } + + // ================= 内部逻辑 ================= + + private void ReturnToIdle() + { + if (defaultIdleClip != null) + { + // 播放 Idle,并标记为循环 + PlayInternal(defaultIdleClip, true, 1.0f); + } + } + + private void PlayInternal(AnimationClip clip, bool isLoop, float speed = 1.0f) + { + if (!isGraphInit) InitializeGraph(); + + // 1. 清理旧的 Playable + if (currentPlayable.IsValid()) + { + currentPlayable.Destroy(); + } + + // 2. 创建新的 Playable + currentPlayable = AnimationClipPlayable.Create(graph, clip); + currentPlayable.SetSpeed(speed); + currentPlayable.SetDuration(clip.length); + + // 【关键】Playable 默认不循环,我们需要手动配置 + // 如果是 Idle,我们不依赖 Playable 的 Loop,而是依赖我们不调用 Stop + // 但为了保险,让 Playable 自身也 Loop + if (isLoop) + { + currentPlayable.SetDuration(double.MaxValue); + } + + // 3. 连接 Output + output.SetSourcePlayable(currentPlayable); + + // 4. 重置状态 + currentPlayable.SetTime(0); + currentPlayable.SetDone(false); + + // 5. 更新内部状态标记 + currentClipName = clip.name; + currentDuration = clip.length; + isLoopingCurrent = isLoop; + + // 【关键修复】设置“第一帧保护”,防止 Update 在同一帧里立刻判定结束 + skipNextCompletionCheck = true; + + // 6. 立即刷新一帧画面 + graph.Evaluate(0); + + Debug.Log($"[AnimatorPlus2D] Play: {clip.name} (Loop: {isLoop})"); + } + } +} \ No newline at end of file diff --git a/Assets/OtherPlugins/AnimatorPlus/Core/AnimatorPlus2D.cs.meta b/Assets/OtherPlugins/AnimatorPlus/Core/AnimatorPlus2D.cs.meta new file mode 100644 index 00000000..d0005769 --- /dev/null +++ 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a/Assets/Mods/Basic/Characters/CharacterViews/Animations/Attack.anim.meta b/Assets/Prefabs/MainGame/Character/2DCharacterView.mat.meta similarity index 64% rename from Assets/Mods/Basic/Characters/CharacterViews/Animations/Attack.anim.meta rename to Assets/Prefabs/MainGame/Character/2DCharacterView.mat.meta index 1e54a80f..e514eb84 100644 --- a/Assets/Mods/Basic/Characters/CharacterViews/Animations/Attack.anim.meta +++ b/Assets/Prefabs/MainGame/Character/2DCharacterView.mat.meta @@ -1,8 +1,8 @@ fileFormatVersion: 2 -guid: 04eccddf2fde4c7409b46cf555a3b3da +guid: 82d216d9cbd0a62419e414c98a1b5797 NativeFormatImporter: externalObjects: {} - mainObjectFileID: 7400000 + mainObjectFileID: 2100000 userData: assetBundleName: assetBundleVariant: diff --git a/Assets/Prefabs/MainGame/CombatTexts/BlockedDamageNumber.prefab b/Assets/Prefabs/MainGame/CombatTexts/BlockedDamageNumber.prefab index 80c47714..44322547 100644 --- a/Assets/Prefabs/MainGame/CombatTexts/BlockedDamageNumber.prefab +++ b/Assets/Prefabs/MainGame/CombatTexts/BlockedDamageNumber.prefab @@ -198,15 +198,15 @@ MonoBehaviour: m_NumAlphaKeys: 2 fromNumber: 10 toNumber: 100 - durationFadeIn: 0.2 + durationFadeIn: 0.25 enableOffsetFadeIn: 1 - offsetFadeIn: {x: 0.5, y: 0} + offsetFadeIn: {x: 0, y: 0.5} enableScaleFadeIn: 1 - scaleFadeIn: {x: 2, y: 2} - enableCrossScaleFadeIn: 0 + scaleFadeIn: {x: 0.5, y: 2} + enableCrossScaleFadeIn: 1 crossScaleFadeIn: {x: 1, y: 1.5} - enableShakeFadeIn: 0 - shakeOffsetFadeIn: {x: 0, y: 1.5} + enableShakeFadeIn: 1 + shakeOffsetFadeIn: {x: 0, y: 2.5} shakeFrequencyFadeIn: 4 durationFadeOut: 0.2 enableOffsetFadeOut: 0 @@ -475,7 +475,7 @@ MonoBehaviour: enablePooling: 0 poolSize: 50 disableOnSceneLoad: 1 - editorLastFont: Neon-Blue3D + editorLastFont: Basic-Glow3D position: {x: 0, y: 0, z: 0} --- !u!210 &3603192418188866010 SortingGroup: @@ -551,7 +551,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2446948887374687969, guid: 5a1b84c7bd2244b4188ea800909613ec, type: 2} + - {fileID: -112508593885672785, guid: 69e0ec4d526c5cf4e9fa2c42eed49173, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -596,15 +596,15 @@ MonoBehaviour: m_Calls: [] m_text: 0 m_isRightToLeft: 0 - m_fontAsset: {fileID: 11400000, guid: 5a1b84c7bd2244b4188ea800909613ec, type: 2} - m_sharedMaterial: {fileID: 2446948887374687969, guid: 5a1b84c7bd2244b4188ea800909613ec, type: 2} + m_fontAsset: {fileID: 11400000, guid: 69e0ec4d526c5cf4e9fa2c42eed49173, type: 2} + m_sharedMaterial: {fileID: -112508593885672785, guid: 69e0ec4d526c5cf4e9fa2c42eed49173, type: 2} m_fontSharedMaterials: [] m_fontMaterial: {fileID: 0} m_fontMaterials: [] m_fontColor32: serializedVersion: 2 - rgba: 4294967295 - m_fontColor: {r: 1, g: 1, b: 1, a: 1} + rgba: 4294939708 + m_fontColor: {r: 0.2352941, g: 0.58073926, b: 1, a: 1} m_enableVertexGradient: 0 m_colorMode: 3 m_fontColorGradient: @@ -726,7 +726,7 @@ MeshRenderer: m_RenderingLayerMask: 1 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_CamouflageContrast: 1 + - _CamouflageDensityA: 0.4 + - _CamouflageDensityB: 0.4 + - _CamouflageFade: 1 + - _CamouflageSmoothnessA: 0.2 + - _CamouflageSmoothnessB: 0.2 + - _CheckerboardDarken: 0.5 + - _CheckerboardTiling: 1 + - _ClearCoatMask: 0 + - _ClearCoatSmoothness: 0 + - _ColorMask: 15 + - _ColorReplaceContrast: 1 + - _ColorReplaceFade: 1 + - _ColorReplaceRange: 0.05 + - _ColorReplaceSmoothness: 0.1 + - _Contrast: 1.4 + - _Cull: 2 + - _CustomFadeAlpha: 1 + - _CustomFadeNoiseFactor: 0 + - _CustomFadeSmoothness: 2 + - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 + - _DetailNormalMapScale: 1 + - _DirectionalAlphaFadeFade: 0 + - _DirectionalAlphaFadeInvert: 0 + - _DirectionalAlphaFadeNoiseFactor: 0.2 + - _DirectionalAlphaFadeRotation: 0 + - _DirectionalAlphaFadeWidth: 0.2 + - _DirectionalDistortionFade: 0 + - _DirectionalDistortionInvert: 0 + - _DirectionalDistortionNoiseFactor: 0.2 + - _DirectionalDistortionRandomDirection: 0.1 + - _DirectionalDistortionRotation: 0 + - _DirectionalDistortionWidth: 0.5 + - _DirectionalGlowFadeFade: 0 + - _DirectionalGlowFadeInvert: 0 + - _DirectionalGlowFadeNoiseFactor: 0.2 + - _DirectionalGlowFadeRotation: 0 + - _DirectionalGlowFadeWidth: 0.1 + - _DstBlend: 0 + - _DstBlendAlpha: 0 + - _EnableAddColor: 0 + - _EnableAddHue: 0 + - _EnableAlphaTint: 0 + - _EnableBlackTint: 0 + - _EnableBrightness: 0 + - _EnableBurn: 0 + - _EnableCamouflage: 0 + - _EnableCheckerboard: 0 + - _EnableColorReplace: 0 + - _EnableContrast: 1 + - _EnableCustomFade: 0 + - _EnableDirectionalAlphaFade: 0 + - _EnableDirectionalDistortion: 0 + - _EnableDirectionalGlowFade: 0 + - _EnableEnchanted: 0 + - _EnableFlame: 0 + - _EnableFrozen: 0 + - _EnableFullAlphaDissolve: 0 + - _EnableFullDistortion: 0 + - _EnableFullGlowDissolve: 0 + - _EnableGaussianBlur: 0 + - _EnableGlitch: 0 + - _EnableHalftone: 0 + - _EnableHologram: 0 + - _EnableHue: 0 + - _EnableInkSpread: 0 + - _EnableInnerOutline: 0 + - _EnableMetal: 0 + - _EnableNegative: 0 + - _EnableOuterOutline: 0 + - _EnablePingPongGlow: 0 + - _EnablePixelOutline: 0 + - _EnablePixelate: 0 + - _EnablePoison: 0 + - _EnableRainbow: 0 + - _EnableRecolorRGB: 0 + - _EnableRecolorRGBYCP: 0 + - _EnableSaturation: 0 + - _EnableScreenTiling: 0 + - _EnableShadow: 0 + - _EnableSharpen: 0 + - _EnableShiftHue: 0 + - _EnableShifting: 0 + - _EnableShine: 0 + - _EnableSineGlow: 0 + - _EnableSineMove: 0 + - _EnableSineRotate: 0 + - _EnableSineScale: 0 + - _EnableSmoke: 0 + - _EnableSmoothPixelArt: 0 + - _EnableSourceAlphaDissolve: 0 + - _EnableSourceGlowDissolve: 0 + - _EnableSplitToning: 0 + - _EnableSqueeze: 0 + - _EnableSquish: 0 + - _EnableStrongTint: 0 + - _EnableTextureLayer1: 0 + - _EnableTextureLayer2: 0 + - _EnableUVDistort: 0 + - _EnableUVRotate: 0 + - _EnableUVScale: 0 + - _EnableUVScroll: 0 + - _EnableVibrate: 0 + - _EnableWiggle: 0 + - _EnableWind: 0 + - _EnableWorldTiling: 0 + - _EnchantedBrightness: 1 + - _EnchantedContrast: 0.5 + - _EnchantedFade: 1 + - _EnchantedLerpToggle: 0 + - _EnchantedRainbowDensity: 0.5 + - _EnchantedRainbowSaturation: 0.8 + - _EnchantedRainbowSpeed: 0.5 + - _EnchantedRainbowToggle: 0 + - _EnchantedReduce: 0 + - _EnvironmentReflections: 1 + - _FadingFade: 1 + - _FadingNoiseFactor: 0.2 + - _FadingWidth: 0.3 + - _FlameBrightness: 10 + - _FlameNoiseFactor: 2.5 + - _FlameNoiseHeightFactor: 1.5 + - _FlameRadius: 0.2 + - _FlameSmooth: 2 + - _FrozenContrast: 2 + - _FrozenFade: 1 + - _FrozenHighlightContrast: 2 + - _FrozenHighlightDensity: 1 + - _FrozenSnowContrast: 1 + - _FrozenSnowDensity: 0.25 + - _FullAlphaDissolveFade: 0.5 + - _FullAlphaDissolveWidth: 0.5 + - _FullDistortionFade: 1 + - _FullGlowDissolveFade: 0.5 + - _FullGlowDissolveWidth: 0.5 + - _GaussianBlurFade: 1 + - _GaussianBlurOffset: 0.5 + - _GlitchBrightness: 4 + - _GlitchFade: 1 + - _GlitchHueSpeed: 1 + - _GlitchMaskMin: 0.4 + - _GlossMapScale: 0 + - _Glossiness: 0 + - _GlossyReflections: 0 + - _HalftoneFade: 1 + - _HalftoneFadeWidth: 1.5 + - _HalftoneInvert: 0 + - _HalftoneTiling: 4 + - _HologramContrast: 1 + - _HologramDistortionDensity: 0.5 + - _HologramDistortionOffset: 0.5 + - _HologramDistortionScale: 10 + - _HologramDistortionSpeed: 2 + - _HologramFade: 1 + - _HologramLineFrequency: 500 + - _HologramLineGap: 3 + - _HologramLineSpeed: 0.01 + - _HologramMinAlpha: 0.2 + - _Hue: 0 + - _InkSpreadContrast: 2 + - _InkSpreadDistance: 3 + - _InkSpreadFade: 1 + - _InkSpreadNoiseFactor: 0.5 + - _InkSpreadWidth: 0.2 + - _InnerOutlineDistortionToggle: 0 + - _InnerOutlineFade: 1 + - _InnerOutlineOutlineOnlyToggle: 0 + - _InnerOutlineTextureToggle: 0 + - _InnerOutlineWidth: 0.02 + - _IsText: 0 + - _IsTextMeshPro: 0 + - _MetalContrast: 2 + - _MetalFade: 1 + - _MetalHighlightContrast: 2 + - _MetalHighlightDensity: 1 + - _MetalMaskToggle: 0 + - _Metallic: 0 + - _NegativeFade: 1 + - _OcclusionStrength: 1 + - _OuterOutlineDistortionToggle: 0 + - _OuterOutlineFade: 1 + - _OuterOutlineOutlineOnlyToggle: 0 + - _OuterOutlineTextureToggle: 0 + - _OuterOutlineWidth: 0.04 + - _Parallax: 0.005 + - _PingPongGlowContrast: 1 + - _PingPongGlowFade: 1 + - _PingPongGlowFrequency: 3 + - _PixelOutlineAlphaLimit: 0.5 + - _PixelOutlineFade: 1 + - _PixelOutlineOutlineOnlyToggle: 0 + - _PixelOutlineTextureToggle: 0 + - _PixelOutlineWidth: 1 + - _PixelPerfectSpace: 0 + - _PixelPerfectUV: 0 + - _PixelateFade: 1 + - _PixelatePixelDensity: 16 + - _PixelatePixelsPerUnit: 100 + - _PixelsPerUnit: 100 + - _PoisonDensity: 3 + - _PoisonFade: 1 + - _PoisonNoiseBrightness: 2 + - _PoisonRecolorFactor: 0.5 + - _PoisonShiftSpeed: 0.2 + - _QueueOffset: 0 + - _RainbowBrightness: 2 + - _RainbowContrast: 1 + - _RainbowDensity: 0.5 + - _RainbowFade: 1 + - _RainbowNoiseFactor: 0.2 + - _RainbowSaturation: 1 + - _RainbowSpeed: 1 + - _ReceiveShadows: 1 + - _RecolorRGBFade: 1 + - _RecolorRGBTextureToggle: 0 + - _RecolorRGBYCPFade: 1 + - _RecolorRGBYCPTextureToggle: 0 + - _RectHeight: 100 + - _RectWidth: 100 + - _Saturation: 1 + - _ScreenTilingPixelsPerUnit: 100 + - _ScreenWidthUnits: 10 + - _ShaderFading: 0 + - _ShaderSpace: 0 + - _ShadowFade: 1 + - _SharpenFactor: 4 + - _SharpenFade: 1 + - _SharpenOffset: 2 + - _ShiftHueSpeed: 0.5 + - _ShiftingBrightness: 1 + - _ShiftingContrast: 0.5 + - _ShiftingDensity: 1.5 + - _ShiftingFade: 1 + - _ShiftingRainbowToggle: 0 + - _ShiftingSaturation: 0.8 + - _ShiftingSpeed: 0.5 + - _ShineContrast: 2 + - _ShineFade: 1 + - _ShineFrequency: 0.3 + - _ShineMaskToggle: 0 + - _ShineRotation: 30 + - _ShineSaturation: 0.5 + - _ShineSmooth: 1 + - _ShineSpeed: 5 + - _ShineWidth: 0.1 + - _SineGlowContrast: 1 + - _SineGlowFade: 1 + - _SineGlowFrequency: 4 + - _SineGlowMaskToggle: 0 + - _SineGlowMax: 1 + - _SineGlowMin: 0 + - _SineMoveFade: 1 + - _SineRotateAngle: 15 + - _SineRotateFade: 1 + - _SineRotateFrequency: 1 + - _SineScaleFrequency: 2 + - _SmokeAlpha: 1 + - _SmokeDarkEdge: 1 + - _SmokeNoiseFactor: 0.4 + - _SmokeNoiseScale: 0.5 + - _SmokeSmoothness: 1 + - _SmokeVertexSeed: 0 + - _Smoothness: 0.5 + - _SmoothnessTextureChannel: 0 + - _SourceAlphaDissolveFade: 1 + - _SourceAlphaDissolveInvert: 0 + - _SourceAlphaDissolveNoiseFactor: 0.2 + - _SourceAlphaDissolveWidth: 0.2 + - _SourceGlowDissolveFade: 1 + - _SourceGlowDissolveInvert: 0 + - _SourceGlowDissolveNoiseFactor: 0.2 + - _SourceGlowDissolveWidth: 0.1 + - _SpecularHighlights: 1 + - _SplitToningBalance: 1 + - _SplitToningContrast: 1 + - _SplitToningFade: 1 + - _SplitToningShift: 0 + - _SpriteSheetFix: 0 + - _SqueezeFade: 1 + - _SqueezePower: 1 + - _SquishFade: 1 + - _SquishFlip: 0 + - _SquishSquish: 0.1 + - _SquishStretch: 0.1 + - _SrcBlend: 1 + - _SrcBlendAlpha: 1 + - _Stencil: 0 + - _StencilComp: 8 + - _StencilOp: 0 + - _StencilReadMask: 255 + - _StencilWriteMask: 255 + - _StrongTintContrast: 0 + - _StrongTintContrastToggle: 0 + - _StrongTintFade: 1 + - _StrongTintMaskToggle: 0 + - _Surface: 0 + - _TMPSmoothness: 5 + - _TMPThickness: -0.45 + - _TextureLayer1Columns: 3 + - _TextureLayer1Contrast: 1 + - _TextureLayer1ContrastToggle: 0 + - _TextureLayer1EdgeClip: 0.005 + - _TextureLayer1Fade: 1 + - _TextureLayer1Rows: 3 + - _TextureLayer1ScrollToggle: 0 + - _TextureLayer1SheetToggle: 1 + - _TextureLayer1Speed: 20 + - _TextureLayer1StartFrame: 0 + - _TextureLayer2Columns: 3 + - _TextureLayer2Contrast: 1 + - _TextureLayer2ContrastToggle: 0 + - _TextureLayer2EdgeClip: 0.005 + - _TextureLayer2Fade: 1 + - _TextureLayer2Rows: 3 + - _TextureLayer2ScrollToggle: 0 + - _TextureLayer2SheetToggle: 1 + - _TextureLayer2Speed: 20 + - _TextureLayer2StartFrame: 0 + - _TilingFix: 0 + - _TimeFPS: 5 + - _TimeFrequency: 2 + - _TimeRange: 0.5 + - _TimeSpeed: 1 + - _TimeValue: 0 + - _ToggleCustomTime: 0 + - _ToggleTimeFPS: 0 + - _ToggleTimeFrequency: 0 + - _ToggleTimeSpeed: 0 + - _ToggleUnscaledTime: 0 + - _UIVertexColorAlwaysGammaSpace: 0 + - _UVDistortFade: 1 + - _UVDistortMaskToggle: 0 + - _UVRotateSpeed: 1 + - _UseUIAlphaClip: 0 + - _VertexTintFirst: 0 + - _VibrateFade: 1 + - _VibrateFrequency: 100 + - _VibrateOffset: 0.04 + - _VibrateRotation: 4 + - _WiggleFade: 1 + - _WiggleFixedGroundToggle: 0 + - _WiggleFrequency: 2 + - _WiggleOffset: 0.02 + - _WiggleSpeed: 2 + - _WindFlip: 0 + - _WindHighQualityNoise: 0 + - _WindIsParallax: 0 + - _WindLocalWind: 0 + - _WindMaxIntensity: 0.4 + - _WindMaxRotation: 2 + - _WindMinIntensity: -0.4 + - _WindNoiseScale: 0.1 + - _WindNoiseSpeed: 1 + - _WindRotation: 0 + - _WindRotationWindFactor: 1 + - _WindSquishFactor: 0.3 + - _WindSquishWindFactor: 0 + - _WindXPosition: 0 + - _WorkflowMode: 1 + - _WorldTilingPixelsPerUnit: 100 + - _XRMotionVectorsPass: 1 + - _ZWrite: 1 + m_Colors: + - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0} + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0} + - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0} + - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0} + - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0} + - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _BurnPosition: {r: 0, g: 5, b: 0, a: 0} + - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0} + - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0} + - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0} + - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0} + - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0} + - _ColorReplaceToColor: {r: 0, g: 0, b: 0.2, a: 0} + - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0} + - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0} + - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0} + - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0} + - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0} + - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0} + - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0} + - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FadingPosition: {r: 0, g: 0, b: 0, a: 0} + - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0} + - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0} + - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1} + - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0} + - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0} + - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0} + - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0} + - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0} + - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0} + - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0} + - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0} + - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0} + - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0} + - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0} + - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0} + - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0} + - _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} + - _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: 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m_GameObject: {fileID: 1619248652} m_CullTransparentMesh: 1 +--- !u!114 &1619248657 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1619248652} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 31a19414c41e5ae4aae2af33fee712f6, type: 3} + m_Name: + m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Mask + m_ShowMaskGraphic: 0 --- !u!1 &1677081696 GameObject: m_ObjectHideFlags: 0 @@ -7346,6 +7353,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: rectTransform: {fileID: 1684287834} + infoBox: {fileID: 0} currentAttributeName: maximumAttributeName: resourceText: {fileID: 1984301267} @@ -7475,6 +7483,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: rectTransform: {fileID: 1723588500} + infoBox: {fileID: 0} uiManager: {fileID: 719066336} canvasGroup: {fileID: 1723588502} --- !u!225 &1723588502 @@ -8083,6 +8092,7 @@ MonoBehaviour: 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canvasGroup: {fileID: 1938242547} background: {fileID: 1258093062} @@ -8600,6 +8611,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: rectTransform: {fileID: 1951045391} + infoBox: {fileID: 0} iconCollections: dictionaryList: - Key: Stamina @@ -8935,6 +8947,7 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: rectTransform: {fileID: 1985189514} + infoBox: {fileID: 0} cardViews: [] cardCountText: {fileID: 358284181} --- !u!114 &1985189516 @@ -9024,7 +9037,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3} m_Name: m_EditorClassIdentifier: - m_Material: {fileID: 0} + m_Material: {fileID: 2100000, guid: 0fe2c47aeb2aae04e95fd7a35d749bea, type: 2} m_Color: {r: 1, g: 1, b: 1, a: 1} m_RaycastTarget: 1 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} diff --git a/Assets/Scripts/GameAPI.asmdef b/Assets/Scripts/GameAPI.asmdef index cab089cd..bbe35f76 100644 --- a/Assets/Scripts/GameAPI.asmdef +++ b/Assets/Scripts/GameAPI.asmdef @@ -14,7 +14,8 @@ "GUID:a031cbf5ca7656a4183ccaf405b762ef", "GUID:21d1eb854b91ade49bc69a263d12bee2", "GUID:8f24f501fa8e1fb48a03f1d7e6d03db4", - "GUID:d8b63aba1907145bea998dd612889d6b" + "GUID:d8b63aba1907145bea998dd612889d6b", + "GUID:4acc6fc9b40b3234ab7a3d47290f0be8" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/Assets/Scripts/MainGame/Base/BasePrefabs.cs b/Assets/Scripts/MainGame/Base/BasePrefabs.cs index 1ff7b302..73faa417 100644 --- a/Assets/Scripts/MainGame/Base/BasePrefabs.cs +++ b/Assets/Scripts/MainGame/Base/BasePrefabs.cs @@ -33,7 +33,7 @@ namespace Continentis.MainGame [Header("GeneralUI")] public GameObject customImage; public GameObject informationBox; - public SerializableDictionary> fractionFrames; + public SerializableDictionary fractionColors; public SerializableDictionary rarityColors; [Header("CombatUI")] diff --git a/Assets/Scripts/MainGame/Card/CardInstance.cs b/Assets/Scripts/MainGame/Card/CardInstance.cs index 6624b747..dd815923 100644 --- a/Assets/Scripts/MainGame/Card/CardInstance.cs +++ b/Assets/Scripts/MainGame/Card/CardInstance.cs @@ -182,15 +182,21 @@ namespace Continentis.MainGame.Card { GameObject intentionCardObjectPrefab = MainGameManager.Instance.basePrefabs.intentionCardObject; HUD_Intention intention = user.characterView.hudContainer.enablingHUDs["Intention"] as HUD_Intention; - IntentionCardView intentionCardView = LeanPool.Spawn(intentionCardObjectPrefab, intention.hudTransform).GetComponent(); + IntentionCardView intentionCardView = LeanPool.Spawn(intentionCardObjectPrefab, intention.hudTransform) + .GetComponent(); intention.AddCard(intentionCardView); intentionCardView.card = this; this.intentionCardView = intentionCardView; intentionCardView.transform.localScale = Vector3.one; intentionCardView.Setup(this); + + Sprite iconSprite = MainGameManager.Instance.basePrefabs.intentionMarkIcons["Unknown"]; + if (cardData.intentionIconKeys.Count > 0) + { + string iconMarkKey = cardData.intentionIconKeys[0]; + iconSprite = MainGameManager.Instance.basePrefabs.intentionMarkIcons[iconMarkKey]; + } - string iconMarkKey = cardData.intentionIconKeys[0]; - Sprite iconSprite = MainGameManager.Instance.basePrefabs.intentionMarkIcons[iconMarkKey]; if (string.IsNullOrEmpty(cardData.intentionTextOverride)) { if (cardData.intentionValueNames.Count > 0) diff --git a/Assets/Scripts/MainGame/Card/CardMainFunctions.cs b/Assets/Scripts/MainGame/Card/CardMainFunctions.cs index 13423550..120e5533 100644 --- a/Assets/Scripts/MainGame/Card/CardMainFunctions.cs +++ b/Assets/Scripts/MainGame/Card/CardMainFunctions.cs @@ -43,10 +43,18 @@ namespace Continentis.MainGame.Card if(user == null) return; attributeSubmodule.RefreshAllAttributes(); - if ((handCardView == null && intentionCardView == null) || !handCardView.isSelecting) + Untargeting(); + /*if ((handCardView == null && intentionCardView == null)) { - eventSubmodule.onUntargeting(); + Untargeting(); } + else + { + if (handCardView != null && !handCardView.isSelecting) + { + Untargeting(); + } + }*/ contentSubmodule.dirtyMark = true; } diff --git a/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs b/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs index ebf86855..a570992b 100644 --- a/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs +++ b/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs @@ -116,8 +116,8 @@ namespace Continentis.MainGame.Card card.contentSubmodule.dirtyMark = true; } - - Vector3 startPosition = cardTransform.position + new Vector3(0, cardTransform.rect.height * cardTransform.lossyScale.y / 2, 0); + + Vector3 startPosition = cardTransform.position; //+ new Vector3(0, cardTransform.rect.height * cardTransform.lossyScale.y / 2, 0); Vector3 endPosition = SpaceConverter.ScreenPointToUIPoint(arrowCanvasRect, eventData.position, uiCamera); PointerArrow mainPointerArrow = CombatUIManager.Instance.arrowsPage.mainPointerArrow; @@ -145,7 +145,7 @@ namespace Continentis.MainGame.Card } else { - mainPointerArrow.SetColor(Color.white); + mainPointerArrow.SetColor(Color.clear); } } else if (card.attributeSubmodule.targetCount == -1) @@ -156,7 +156,7 @@ namespace Continentis.MainGame.Card { if (hoveringCharacter != null) { - mainPointerArrow.SetColor(Color.white); + mainPointerArrow.SetColor(Color.clear); } if (validTargets.Contains(hoveringCharacter)) diff --git a/Assets/Scripts/MainGame/Character/CharacterBase.cs b/Assets/Scripts/MainGame/Character/CharacterBase.cs index b20ecc03..f2d4248e 100644 --- a/Assets/Scripts/MainGame/Character/CharacterBase.cs +++ b/Assets/Scripts/MainGame/Character/CharacterBase.cs @@ -127,8 +127,7 @@ namespace Continentis.MainGame.Character { GameObject prefab = data.combatCharacterView; CombatCharacterViewBase characterView = Object.Instantiate(prefab, position, Quaternion.identity).GetComponent(); - characterView.InitializeAnimations(); - characterView.character = this; + characterView.Initialize(this); this.characterView = characterView; return characterView; } diff --git a/Assets/Scripts/MainGame/Character/CharacterData/CharacterData.cs b/Assets/Scripts/MainGame/Character/CharacterData/CharacterData.cs index efe59e50..05b88549 100644 --- a/Assets/Scripts/MainGame/Character/CharacterData/CharacterData.cs +++ b/Assets/Scripts/MainGame/Character/CharacterData/CharacterData.cs @@ -46,6 +46,7 @@ namespace Continentis.MainGame.Character [Header("View")] public int combatPositionOrder; public GameObject combatCharacterView; + public SerializableDictionary animations; [Header("References")] public List prefabRefs = new List(); diff --git a/Assets/Scripts/MainGame/Character/CharacterMainFunctions.cs b/Assets/Scripts/MainGame/Character/CharacterMainFunctions.cs index 3f5a6a65..2bc0dd58 100644 --- a/Assets/Scripts/MainGame/Character/CharacterMainFunctions.cs +++ b/Assets/Scripts/MainGame/Character/CharacterMainFunctions.cs @@ -115,7 +115,7 @@ namespace Continentis.MainGame.Character eventSubmodule.onFinishAttack.Invoke(target, attackResult); combatBuffSubmodule.buffList.For(buff => { - buff?.eventSubmodule.onDealAttack.Invoke(attackResult); + buff.eventSubmodule?.onDealAttack.Invoke(attackResult); }); } diff --git a/Assets/Scripts/MainGame/Character/CharacterView/CombatCharacterViewBase.cs b/Assets/Scripts/MainGame/Character/CharacterView/CombatCharacterViewBase.cs index 777d9b4f..f7eaa354 100644 --- a/Assets/Scripts/MainGame/Character/CharacterView/CombatCharacterViewBase.cs +++ b/Assets/Scripts/MainGame/Character/CharacterView/CombatCharacterViewBase.cs @@ -1,17 +1,20 @@ +using System; using System.Collections.Generic; +using AnimatorPlus; using Continentis.MainGame.UI; +using SLSFramework.General; using UnityEngine; namespace Continentis.MainGame.Character { - public class CombatCharacterViewBase : MonoBehaviour + public partial class CombatCharacterViewBase : MonoBehaviour { public CharacterBase character; - public GameObject mainView; public Animator animator; - public Dictionary animationClips; + public AnimatorPlus2D animatorPlus2D; + public SerializableDictionary animations; public Collider selector; @@ -21,19 +24,54 @@ namespace Continentis.MainGame.Character public Transform centerPoint => hudPivot; public HUDContainer hudContainer; - public void InitializeAnimations() + public List spriteRenderers; + public List materials; + + public void Initialize(CharacterBase character) { - animationClips = new Dictionary(); + this.character = character; - if (animator == null || animator.runtimeAnimatorController == null) + spriteRenderers = new List(mainView.GetComponentsInChildren()); + materials = new List(); + foreach (SpriteRenderer sr in spriteRenderers) { - Debug.LogWarning("Animator or RuntimeAnimatorController is null."); - return; + materials.Add(sr.material); + } + SetOutline(false); + + animations = new SerializableDictionary(); + + foreach (KeyValuePair anim in character.data.animations) + { + animations.Add(anim.Key, anim.Value); } - foreach (AnimationClip clip in animator.runtimeAnimatorController.animationClips) + if (animations.TryGetValue("Idle", out AnimationClip idle)) { - animationClips.TryAdd(clip.name, clip); + animatorPlus2D.defaultIdleClip = idle; + animatorPlus2D.Initialize(); + } + else + { + throw new Exception($"No Idle animation found for character {character.data.displayName}"); + } + } + } + + public partial class CombatCharacterViewBase + { + public void SetOutline(bool isEnabled) + { + if (isEnabled) + { + Color fractionColor = MainGameManager.Instance.basePrefabs.fractionColors[character.fraction]; + materials.ForEach(material => material.SetFloat("_InnerOutlineFade", 1)); + materials.ForEach(material => material.SetColor("_InnerOutlineColor", fractionColor * 2)); + } + else + { + materials.ForEach(material => material.SetFloat("_InnerOutlineFade", 0)); + materials.ForEach(material => material.SetColor("_InnerOutlineColor", Color.white)); } } } diff --git a/Assets/Scripts/MainGame/Character/Editor/CharacterDataEditor.cs b/Assets/Scripts/MainGame/Character/Editor/CharacterDataEditor.cs index f81aa87d..8809d3bb 100644 --- a/Assets/Scripts/MainGame/Character/Editor/CharacterDataEditor.cs +++ b/Assets/Scripts/MainGame/Character/Editor/CharacterDataEditor.cs @@ -30,6 +30,7 @@ namespace Continentis.MainGame.Character // View private SerializedProperty _combatPositionOrderProp; private SerializedProperty _combatCharacterViewProp; + private SerializedProperty _animationsProp; // Deck & References private SerializedProperty _initialDeckRefsProp; @@ -58,6 +59,7 @@ namespace Continentis.MainGame.Character _combatPositionOrderProp = serializedObject.FindProperty("combatPositionOrder"); _combatCharacterViewProp = serializedObject.FindProperty("combatCharacterView"); + _animationsProp = serializedObject.FindProperty("animations"); _initialDeckRefsProp = serializedObject.FindProperty("initialDeckRef"); _prefabRefsProp = serializedObject.FindProperty("prefabRefs"); @@ -100,6 +102,7 @@ namespace Continentis.MainGame.Character EditorGUILayout.Space(); EditorGUILayout.PropertyField(_combatPositionOrderProp); EditorGUILayout.PropertyField(_combatCharacterViewProp); + EditorGUILayout.PropertyField(_animationsProp, true); EditorGUILayout.Space(); EditorGUILayout.LabelField("References", EditorStyles.boldLabel); diff --git a/Assets/Scripts/MainGame/Combat/CombatCharacterController.cs b/Assets/Scripts/MainGame/Combat/CombatCharacterController.cs index ae850f0e..ff212d43 100644 --- a/Assets/Scripts/MainGame/Combat/CombatCharacterController.cs +++ b/Assets/Scripts/MainGame/Combat/CombatCharacterController.cs @@ -66,7 +66,7 @@ namespace Continentis.MainGame.Combat SetViewPositions(); SetViewHUDs(); - ModManager.CreateInstance("Basic.Buffs.Weak", 2).Apply(enemies[0]); + //ModManager.CreateInstance("Basic.Buffs.Weak", 2).Apply(enemies[0]); } public void AddCombatNPC(params (CharacterData, Fraction)[] dataList) diff --git a/Assets/Scripts/MainGame/Combat/CombatMainManager.cs b/Assets/Scripts/MainGame/Combat/CombatMainManager.cs index 337a1ed3..1a75209c 100644 --- a/Assets/Scripts/MainGame/Combat/CombatMainManager.cs +++ b/Assets/Scripts/MainGame/Combat/CombatMainManager.cs @@ -51,8 +51,7 @@ namespace Continentis.MainGame.Combat public partial class CombatMainManager { - public CardData testCardData; - public EquipmentData testEquipmentData; + //public EquipmentData testEquipmentData; public void StartCombat() { @@ -61,8 +60,8 @@ namespace Continentis.MainGame.Combat character.InitializeCards(); } - testEquipmentData = ModManager.GetAsset("EquipmentData_Basic_SteelBracer"); - EquipmentBase.GenerateEquipment(testEquipmentData, characterController.characters[0]); + //testEquipmentData = ModManager.GetAsset("EquipmentData_Basic_SteelBracer"); + //EquipmentBase.GenerateEquipment(testEquipmentData, characterController.characters[0]); currentRound = 0; @@ -196,6 +195,7 @@ namespace Continentis.MainGame.Combat } currentCharacter.characterView.hudContainer.UpdateAllHUD(); + CombatUIManager.Instance.combatMainPage.actionOrderDisplayer.avatars.Find(avatar => avatar.character == currentCharacter)?.Highlight(true); currentCharacter.actionCountThisRound++; } diff --git a/Assets/Scripts/MainGame/Commands/Cmd_PlayAnimation.cs b/Assets/Scripts/MainGame/Commands/Cmd_PlayAnimation.cs index fb803a89..fed087c1 100644 --- a/Assets/Scripts/MainGame/Commands/Cmd_PlayAnimation.cs +++ b/Assets/Scripts/MainGame/Commands/Cmd_PlayAnimation.cs @@ -15,7 +15,7 @@ namespace Continentis.MainGame.Commands private readonly Animator animator; private bool waitForFinish; private float overrideDuration; - private string stateName; + private string animationName; private int layer; //在动画的normalizedTime执行函数 @@ -23,13 +23,14 @@ namespace Continentis.MainGame.Commands private float clipScaledLength => clip.length / animator.speed; private Dictionary animationActions; - public Cmd_PlayAnimation(CombatCharacterViewBase characterView, string stateName, - bool waitForFinish = false, float overrideDuration = -1, int layer = 0) : base(null) + public Cmd_PlayAnimation(CombatCharacterViewBase characterView, string animationName, + bool waitForFinish = true, float overrideDuration = -1, int layer = 0) : base(null) { this.characterView = characterView; this.animator = characterView.animator; - this.stateName = stateName; - this.clip = characterView.animationClips[stateName]; + this.animationName = animationName; + this.clip = null; + characterView.animations.TryGetValue(animationName, out clip); this.waitForFinish = waitForFinish; this.overrideDuration = overrideDuration; this.layer = layer; @@ -63,25 +64,27 @@ namespace Continentis.MainGame.Commands protected override IObservable OnExecute(CommandContext outerContext) { - if (animator == null) + if (animator == null || clip == null || string.IsNullOrEmpty(animationName)) { Debug.LogWarning("Animator or stateName is null or empty."); return Observable.Return(Unit.Default); } - - if (!animator.HasState(layer, Animator.StringToHash(stateName))) + + string finalAnimationName = animationName; + if (!characterView.animations.ContainsKey(animationName)) { - if (!animator.HasState(layer, Animator.StringToHash("Default"))) - { - Debug.LogWarning($"Animator does not have state: {stateName}, and Default state is also missing."); - return Observable.Return(Unit.Default); - } - - stateName = "Default"; // Fallback to Default state - Debug.Log($"Animator does not have state: {stateName}. Falling back to Default state."); + finalAnimationName = "Action"; } - animator.CrossFade(stateName, 0f, layer, 0f); + if (characterView.animations.TryGetValue(finalAnimationName, out clip)) + { + characterView.animatorPlus2D.Play(clip); + } + else + { + Debug.LogWarning($"Animation clip not found for state: {finalAnimationName}"); + return Observable.Return(Unit.Default); + } //监听动画进度以执行函数,独立Observable if (animationActions.Count > 0) @@ -102,7 +105,7 @@ namespace Continentis.MainGame.Commands if (waitForFinish) { - float animationDuration = overrideDuration >= 0 ? overrideDuration : characterView.animationClips[stateName].length; + float animationDuration = overrideDuration >= 0 ? overrideDuration / animator.speed : clipScaledLength; return Observable.Timer(TimeSpan.FromSeconds(animationDuration)).AsUnitObservable(); } else diff --git a/Assets/Scripts/MainGame/Commands/Cmd_PlaySFX.cs b/Assets/Scripts/MainGame/Commands/Cmd_PlaySFX.cs index 8cbbe9d6..b0dd9072 100644 --- a/Assets/Scripts/MainGame/Commands/Cmd_PlaySFX.cs +++ b/Assets/Scripts/MainGame/Commands/Cmd_PlaySFX.cs @@ -47,6 +47,11 @@ namespace Continentis.MainGame.Commands return Observable.Return(Unit.Default); } + return base.OnExecute(outerContext); + } + + protected override IObservable CoreExecute(CommandContext outerContext) + { if (useTargetPosition) { if (selfContext.context["Target"] is CharacterBase character) diff --git a/Assets/Scripts/MainGame/Commands/Cmd_SpawnVFX.cs b/Assets/Scripts/MainGame/Commands/Cmd_SpawnVFX.cs index 91dbc17f..4fd5e49c 100644 --- a/Assets/Scripts/MainGame/Commands/Cmd_SpawnVFX.cs +++ b/Assets/Scripts/MainGame/Commands/Cmd_SpawnVFX.cs @@ -68,6 +68,11 @@ namespace Continentis.MainGame.Commands return Observable.Return(Unit.Default); } + return base.OnExecute(outerContext); + } + + protected override IObservable CoreExecute(CommandContext outerContext) + { if (useTargetPosition) { if (selfContext.context["Target"] is CharacterBase character) diff --git a/Assets/Scripts/MainGame/UI/ArrowsPage/PointerArrow.cs b/Assets/Scripts/MainGame/UI/ArrowsPage/PointerArrow.cs index e47824d0..2bfd8404 100644 --- a/Assets/Scripts/MainGame/UI/ArrowsPage/PointerArrow.cs +++ b/Assets/Scripts/MainGame/UI/ArrowsPage/PointerArrow.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; using SLSFramework.General; using UI_Spline_Renderer; @@ -29,6 +30,11 @@ namespace Continentis.MainGame.UI [Range(1, 100)] public int lineSegments = 50; + private void Awake() + { + GetComponent().sortingLayerName = "UI"; + } + public void SetArrow(Vector3 start, Vector3 end) { startPoint.position = start; @@ -47,6 +53,8 @@ namespace Continentis.MainGame.UI Vector2 direction = (uiEnd - uiStart).normalized; Vector2 perpendicular = new Vector2(-direction.y, direction.x); // 计算垂直向量 Vector2 controlPoint = midPoint + perpendicular * (isEndOnLeftSide ? -curveOffset : curveOffset); + controlPoint += new Vector2(0, Mathf.Abs(uiEnd.y - uiStart.y)); //增加一些垂直偏移 + //controlPoint += new Vector2(0f, 500f); splineContainer.Spline.Clear(); // 2. 计算贝塞尔曲线上所有的点 @@ -66,8 +74,21 @@ namespace Continentis.MainGame.UI public void SetColor(Color color) { - endImage.color = color; - arrowBody.color = color; + if (color == Color.clear) + { + endImage.material.SetFloat("_SineGlowFade", 0); + arrowBody.material.SetFloat("_SineGlowFade", 0); + endImage.material.SetColor("_SineGlowColor", Color.white); + arrowBody.material.SetColor("_SineGlowColor", Color.white); + } + else + { + float emissionIntensity = 1.5f; + endImage.material.SetFloat("_SineGlowFade", 1); + arrowBody.material.SetFloat("_SineGlowFade", 1); + endImage.material.SetColor("_SineGlowColor", color * Mathf.Pow(2, emissionIntensity)); + arrowBody.material.SetColor("_SineGlowColor", color * Mathf.Pow(2, emissionIntensity)); + } } } } diff --git a/Assets/Scripts/MainGame/UI/Base/UIElementBase.cs b/Assets/Scripts/MainGame/UI/Base/UIElementBase.cs index eef82788..2b454de7 100644 --- a/Assets/Scripts/MainGame/UI/Base/UIElementBase.cs +++ b/Assets/Scripts/MainGame/UI/Base/UIElementBase.cs @@ -1,4 +1,5 @@ using System; +using Continentis.MainGame.UI; using UnityEngine; namespace Continentis @@ -6,6 +7,7 @@ namespace Continentis public abstract class UIElementBase : MonoBehaviour { public RectTransform rectTransform; + public InformationBox infoBox; protected virtual void Awake() { diff --git a/Assets/Scripts/MainGame/UI/CombatMainPage/ActionOrderDisplayer.cs b/Assets/Scripts/MainGame/UI/CombatMainPage/ActionOrderDisplayer.cs index 78b40b3b..305c5683 100644 --- a/Assets/Scripts/MainGame/UI/CombatMainPage/ActionOrderDisplayer.cs +++ b/Assets/Scripts/MainGame/UI/CombatMainPage/ActionOrderDisplayer.cs @@ -5,6 +5,7 @@ using Continentis.MainGame.Combat; using DG.Tweening; using Lean.Pool; using UnityEngine; +using UnityEngine.Serialization; using UnityEngine.UI; namespace Continentis.MainGame.UI @@ -13,15 +14,16 @@ namespace Continentis.MainGame.UI { [Header("UI References")] [SerializeField] private GameObject portraitPrefab; - [SerializeField] private Transform portraitsContainer; [SerializeField] private RectTransform currentTurnPointer; - + [FormerlySerializedAs("portraitsContainer")] public Transform avatarContainer; + [Header("Animation Settings")] [SerializeField] private float rearrangeAnimDuration = 0.4f; // 头像重新排列的动画时长 + [FormerlySerializedAs("portraitWidth")] [Header("Layout Settings")] - [SerializeField] private float portraitWidth = 133f; // 单个头像的宽度 - [SerializeField] private float portraitSpacing = 0f; // 头像之间的间距 + [SerializeField] private float avatarWidth = 133f; // 单个头像的宽度 + [FormerlySerializedAs("portraitSpacing")] [SerializeField] private float avatarSpacing = 0f; // 头像之间的间距 private List actionOrder => CombatMainManager.Instance.characterController.actionOrderList; public List avatars = new List(); @@ -57,7 +59,7 @@ namespace Continentis.MainGame.UI { LeanPool.Despawn(currentAvatar.gameObject); }).Play(); - + // 播放重新排列动画 RearrangePortraitsWithAnimation(); } @@ -69,7 +71,7 @@ namespace Continentis.MainGame.UI // 核心函数:创建单个头像UI private CharacterAvatar CreatePortraitUI(CharacterBase character, int index) { - CharacterAvatar avatar = LeanPool.Spawn(portraitPrefab, portraitsContainer).GetComponent(); + CharacterAvatar avatar = LeanPool.Spawn(portraitPrefab, avatarContainer).GetComponent(); avatar.Initialize(character); avatar.GetComponent().anchoredPosition = new Vector2(-900, 0); if (index >= 0 && index < avatars.Count) @@ -81,6 +83,7 @@ namespace Continentis.MainGame.UI { avatars.Add(avatar); } + return avatar; } @@ -89,7 +92,7 @@ namespace Continentis.MainGame.UI { for (int i = 0; i < avatars.Count; i++) { - float targetX = -110 - i * (portraitWidth + portraitSpacing); + float targetX = -110 - i * (avatarWidth + avatarSpacing); avatars[i].GetComponent().anchoredPosition = new Vector2(targetX, 0); } } @@ -102,7 +105,7 @@ namespace Continentis.MainGame.UI for (int i = 0; i < avatars.Count; i++) { // 计算每个头像的目标X坐标 - float targetX = -110 - i * (portraitWidth + portraitSpacing); + float targetX = -110 - i * (avatarWidth + avatarSpacing); RectTransform rt = avatars[i].GetComponent(); // 将移动动画加入到序列中 diff --git a/Assets/Scripts/MainGame/UI/CombatMainPage/DiscardPile.cs b/Assets/Scripts/MainGame/UI/CombatMainPage/DiscardPile.cs index 03879a9c..ae9f5cb6 100644 --- a/Assets/Scripts/MainGame/UI/CombatMainPage/DiscardPile.cs +++ b/Assets/Scripts/MainGame/UI/CombatMainPage/DiscardPile.cs @@ -1,10 +1,24 @@ using Continentis.MainGame.Card; using UnityEngine; +using UnityEngine.EventSystems; namespace Continentis.MainGame.UI { - public class DiscardPile : PileBase + public class DiscardPile : PileBase, IPointerEnterHandler, IPointerExitHandler { - + public void OnPointerEnter(PointerEventData eventData) + { + string title = "Discard Pile"; + string description = $"When you discard cards, they go here. Currently, it has {cardViews.Count} cards.\n" + + $"If the draw pile is empty, the discard pile will be shuffled to form a new draw pile."; + RectTransform canvasTransform = CombatUIManager.Instance.combatMainPage.rectTransform; + Vector2 basePosition = canvasTransform.InverseTransformPoint(rectTransform.position); + InformationBox.Create(canvasTransform, ref infoBox).Initialize(title, description, basePosition); + } + + public void OnPointerExit(PointerEventData eventData) + { + InformationBox.Despawn(ref infoBox); + } } } diff --git a/Assets/Scripts/MainGame/UI/CombatMainPage/DrawPile.cs b/Assets/Scripts/MainGame/UI/CombatMainPage/DrawPile.cs index 3500837f..45176db3 100644 --- a/Assets/Scripts/MainGame/UI/CombatMainPage/DrawPile.cs +++ b/Assets/Scripts/MainGame/UI/CombatMainPage/DrawPile.cs @@ -1,10 +1,24 @@ using Continentis.MainGame.Card; +using Lean.Pool; using UnityEngine; +using UnityEngine.EventSystems; namespace Continentis.MainGame.UI { - public class DrawPile : PileBase + public class DrawPile : PileBase, IPointerEnterHandler, IPointerExitHandler { - + public void OnPointerEnter(PointerEventData eventData) + { + string title = "Draw Pile"; + string description = $"Contains the cards you can draw during your turn, now it have {cardViews.Count} cards."; + RectTransform canvasTransform = CombatUIManager.Instance.combatMainPage.rectTransform; + Vector2 basePosition = canvasTransform.InverseTransformPoint(rectTransform.position); + InformationBox.Create(canvasTransform, ref infoBox).Initialize(title, description, basePosition); + } + + public void OnPointerExit(PointerEventData eventData) + { + InformationBox.Despawn(ref infoBox); + } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/UI/CombatMainPage/ExhaustPile.cs b/Assets/Scripts/MainGame/UI/CombatMainPage/ExhaustPile.cs index 8af6d52f..a8a55c32 100644 --- a/Assets/Scripts/MainGame/UI/CombatMainPage/ExhaustPile.cs +++ b/Assets/Scripts/MainGame/UI/CombatMainPage/ExhaustPile.cs @@ -1,9 +1,23 @@ using UnityEngine; +using UnityEngine.EventSystems; namespace Continentis.MainGame.UI { - public class ExhaustPile : PileBase + public class ExhaustPile : PileBase, IPointerEnterHandler, IPointerExitHandler { + public void OnPointerEnter(PointerEventData eventData) + { + string title = "Exhaust Pile"; + string description = $"When you exhaust cards, they go here. Currently, it has {cardViews.Count} cards.\n" + + $"Exhausted cards are usually removed from play for the rest of the combat."; + RectTransform canvasTransform = CombatUIManager.Instance.combatMainPage.rectTransform; + Vector2 basePosition = canvasTransform.InverseTransformPoint(rectTransform.position); + InformationBox.Create(canvasTransform, ref infoBox).Initialize(title, description, basePosition); + } + public void OnPointerExit(PointerEventData eventData) + { + InformationBox.Despawn(ref infoBox); + } } } diff --git a/Assets/Scripts/MainGame/UI/CombatMainPage/HandPile.cs b/Assets/Scripts/MainGame/UI/CombatMainPage/HandPile.cs index 3979555c..a4d70e32 100644 --- a/Assets/Scripts/MainGame/UI/CombatMainPage/HandPile.cs +++ b/Assets/Scripts/MainGame/UI/CombatMainPage/HandPile.cs @@ -83,11 +83,11 @@ namespace Continentis.MainGame.UI targetPos.y = 0; cardRect.localPosition = - Vector3.Lerp(cardRect.localPosition, targetPos + new Vector3(0, 150f, 0), Time.deltaTime * 20f); + Vector3.Lerp(cardRect.localPosition, targetPos + new Vector3(0, 100f, 0), Time.deltaTime * 20f); cardRect.localRotation = Quaternion.Lerp(cardRect.localRotation, Quaternion.identity, Time.deltaTime * 20f); cardRect.localScale = - Vector3.Lerp(cardRect.localScale, Vector3.one * 1.2f, Time.deltaTime * 20f); + Vector3.Lerp(cardRect.localScale, Vector3.one, Time.deltaTime * 20f); } else { diff --git a/Assets/Scripts/MainGame/UI/CombatMainPage/PileBase.cs b/Assets/Scripts/MainGame/UI/CombatMainPage/PileBase.cs index 83b2ca75..39708414 100644 --- a/Assets/Scripts/MainGame/UI/CombatMainPage/PileBase.cs +++ b/Assets/Scripts/MainGame/UI/CombatMainPage/PileBase.cs @@ -10,7 +10,14 @@ namespace Continentis.MainGame.UI { public List cardViews; public TMP_Text cardCountText; - + + protected override void Awake() + { + base.Awake(); + cardViews = new List(); + UpdateCountText(); + } + public virtual void AddCard(CardViewBase cardObject) { cardViews.Add(cardObject); diff --git a/Assets/Scripts/MainGame/UI/CombatMainPage/TeamSwitchButton.cs b/Assets/Scripts/MainGame/UI/CombatMainPage/TeamSwitchButton.cs index c6c667db..1c00f18d 100644 --- a/Assets/Scripts/MainGame/UI/CombatMainPage/TeamSwitchButton.cs +++ b/Assets/Scripts/MainGame/UI/CombatMainPage/TeamSwitchButton.cs @@ -53,7 +53,7 @@ namespace Continentis.MainGame.UI })); seq.AppendInterval(0.1f); - seq.Append(CombatUIManager.Instance.combatMainPage.handPile.rectTransform.DOAnchorPosY(150f, 0.2f)); + seq.Append(CombatUIManager.Instance.combatMainPage.handPile.rectTransform.DOAnchorPosY(80f, 0.2f)); seq.Play(); } @@ -69,7 +69,7 @@ namespace Continentis.MainGame.UI playerHero.deckSubmodule.SetUpHandCardViews(); })); seq.AppendInterval(0.1f); - seq.Append(CombatUIManager.Instance.combatMainPage.handPile.rectTransform.DOAnchorPosY(150f, 0.2f)); + seq.Append(CombatUIManager.Instance.combatMainPage.handPile.rectTransform.DOAnchorPosY(80f, 0.2f)); seq.Play(); } else @@ -81,6 +81,9 @@ namespace Continentis.MainGame.UI public void UpdateTeamPileText(CombatTeam team) { int currentCardCount = team.deckSubmodule.HandPile.Count; + + gameObject.SetActive(currentCardCount != 0); + teamPileText.text = $"{currentCardCount}/10"; Debug.Log($"Updated team pile text: {teamPileText.text}"); } diff --git a/Assets/Scripts/MainGame/UI/CombatUIManager.cs b/Assets/Scripts/MainGame/UI/CombatUIManager.cs index aa1bd2be..66830a9a 100644 --- a/Assets/Scripts/MainGame/UI/CombatUIManager.cs +++ b/Assets/Scripts/MainGame/UI/CombatUIManager.cs @@ -61,7 +61,8 @@ namespace Continentis.MainGame if (hit.collider.gameObject.CompareTag("Character")) { hoveringCharacterView ??= hit.collider.GetComponent(); - + hoveringCharacterView.SetOutline(true); + if (Mouse.current.leftButton.wasPressedThisFrame) { if (hoveringCharacterView == selectingCharacterView) @@ -88,6 +89,7 @@ namespace Continentis.MainGame } else { + hoveringCharacterView?.SetOutline(false); hoveringCharacterView = null; if (Mouse.current.leftButton.wasPressedThisFrame) diff --git a/Assets/Scripts/MainGame/UI/General/CharacterAvatar.cs b/Assets/Scripts/MainGame/UI/General/CharacterAvatar.cs index 1e49f135..b2695538 100644 --- a/Assets/Scripts/MainGame/UI/General/CharacterAvatar.cs +++ b/Assets/Scripts/MainGame/UI/General/CharacterAvatar.cs @@ -6,18 +6,36 @@ namespace Continentis.MainGame.UI { public class CharacterAvatar : MonoBehaviour { + public CharacterBase character; public Image characterImage; public Image frame; - public Sprite normalFrame; - public Sprite actionFrame; - public void Initialize(CharacterBase character) { + this.character = character; characterImage.sprite = character.data.avatar; - normalFrame = MainGameManager.Instance.basePrefabs.fractionFrames[character.fraction][0]; - actionFrame = MainGameManager.Instance.basePrefabs.fractionFrames[character.fraction][1]; - frame.sprite = normalFrame; + frame.color = MainGameManager.Instance.basePrefabs.fractionColors[character.fraction]; + frame.material = Instantiate(frame.material); + Highlight(false); + } + + public void Highlight(bool isHighlighted) + { + Debug.Log($"Highlighting {character.data.displayName}: {isHighlighted}"); + + if (isHighlighted) + { + frame.material.SetFloat("_SineGlowFade", 1); + frame.material.SetColor("_SineGlowColor", frame.color * 2); + } + else + { + frame.material.SetFloat("_SineGlowFade", 0); + frame.material.SetColor("_SineGlowColor", Color.white); + } + + Mask mask = CombatUIManager.Instance.combatMainPage.actionOrderDisplayer.avatarContainer.GetComponent(); + MaskUtilities.NotifyStencilStateChanged(mask); } } } \ No newline at end of file diff --git a/Assets/Scripts/MainGame/UI/General/InformationBox.cs b/Assets/Scripts/MainGame/UI/General/InformationBox.cs index c5009f03..43b02799 100644 --- a/Assets/Scripts/MainGame/UI/General/InformationBox.cs +++ b/Assets/Scripts/MainGame/UI/General/InformationBox.cs @@ -1,3 +1,4 @@ +using Lean.Pool; using TMPro; using UnityEngine; using UnityEngine.UI; @@ -10,8 +11,24 @@ namespace Continentis.MainGame.UI public Image titleBackground, contentBackground; public TMP_Text titleText, contentText; + public static InformationBox Create(RectTransform parent, ref InformationBox exclusivity) + { + GameObject infoBoxPrefab = MainGameManager.Instance.basePrefabs.informationBox; + exclusivity ??= LeanPool.Spawn(infoBoxPrefab, parent).GetComponent(); + return exclusivity; + } + + public static void Despawn(ref InformationBox infoBox) + { + if (infoBox != null) + { + LeanPool.Despawn(infoBox.gameObject); + infoBox = null; + } + } + /// - /// 卡牌的关键词和描述 + /// 处于LayoutGroup中时的初始化 /// public void Initialize(string title, string content) { @@ -21,7 +38,7 @@ namespace Continentis.MainGame.UI } /// - /// Buff的名称和描述 + /// 非LayoutGroup中时的初始化 /// public void Initialize(string title, string content, Vector2 basePosition) { diff --git a/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/Icon/HUD_BaseIcon.cs b/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/Icon/HUD_BaseIcon.cs index 6bbc59ec..4a21e49b 100644 --- a/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/Icon/HUD_BaseIcon.cs +++ b/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/Icon/HUD_BaseIcon.cs @@ -12,8 +12,6 @@ namespace Continentis.MainGame.UI public Image icon; public List textList; public TMP_Text iconText => textList[0]; - - public InformationBox infoBox; public virtual void UpdateIcon() { diff --git a/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/Icon/HUD_CharacterBuffIcon.cs b/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/Icon/HUD_CharacterBuffIcon.cs index 7a6e066e..60d5050f 100644 --- a/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/Icon/HUD_CharacterBuffIcon.cs +++ b/Assets/Scripts/MainGame/UI/HUDPage/HUDElements/Icon/HUD_CharacterBuffIcon.cs @@ -95,14 +95,6 @@ namespace Continentis.MainGame.UI public override void OnPointerEnter(PointerEventData eventData) { - GameObject infoBoxPrefab = MainGameManager.Instance.basePrefabs.informationBox; - RectTransform canvasTransform = CombatUIManager.Instance.hudPage.rectTransform; - - if (infoBox == null) - { - infoBox = LeanPool.Spawn(infoBoxPrefab, canvasTransform).GetComponent(); - } - BuffTextInterpreter.InterpretText(buff); string dispelThreshold = buff.dispelThreshold switch { @@ -115,16 +107,14 @@ namespace Continentis.MainGame.UI dispelThreshold = dispelThreshold.Localize(); string finalDescription = buff.contentSubmodule.interpretedFunctionText + "\n" + dispelThreshold; - Vector2 basePosition = canvasTransform.InverseTransformPoint(rectTransform.position); - infoBox.Initialize(buff.contentSubmodule.displayName, finalDescription, basePosition); - Debug.Log("Pointer Enter Buff Icon"); + RectTransform canvasTransform = CombatUIManager.Instance.hudPage.rectTransform; + Vector2 basePosition = canvasTransform.InverseTransformPoint(rectTransform.position); + InformationBox.Create(canvasTransform, ref infoBox).Initialize(buff.contentSubmodule.displayName, finalDescription, basePosition); } public override void OnPointerExit(PointerEventData eventData) { - Debug.Log("Pointer Exit Buff Icon"); - if (infoBox != null) { LeanPool.Despawn(infoBox.gameObject); diff --git a/Assets/Scripts/MainGame/UI/InformationPage/CharacterInformation/EquipmentIcon.cs b/Assets/Scripts/MainGame/UI/InformationPage/CharacterInformation/EquipmentIcon.cs index 87987a4f..acac1e38 100644 --- a/Assets/Scripts/MainGame/UI/InformationPage/CharacterInformation/EquipmentIcon.cs +++ b/Assets/Scripts/MainGame/UI/InformationPage/CharacterInformation/EquipmentIcon.cs @@ -12,7 +12,6 @@ namespace Continentis.MainGame.UI public EquipmentBase equipment; public Image background; public Image icon; - private InformationBox infoBox; public void Initialize(EquipmentBase equipment = null) { diff --git a/Assets/Scripts/ScriptExtensions/CommandQueue/CommandBase.cs b/Assets/Scripts/ScriptExtensions/CommandQueue/CommandBase.cs index 5837183e..8e662d16 100644 --- a/Assets/Scripts/ScriptExtensions/CommandQueue/CommandBase.cs +++ b/Assets/Scripts/ScriptExtensions/CommandQueue/CommandBase.cs @@ -26,14 +26,34 @@ namespace SLSFramework.General public abstract class CommandBase { public bool insertAtFirst = false; + + public float delayBeforeExecute = 0f; public CommandContext selfContext; protected readonly Subject forceCompleteSubject = new Subject(); public void ForceComplete() => forceCompleteSubject.OnNext(Unit.Default); + // 子类可以重写这个方法来添加延迟逻辑 + protected virtual IObservable OnExecute(CommandContext outerContext) + { + if (delayBeforeExecute > 0) + { + return Observable.Timer(TimeSpan.FromSeconds(delayBeforeExecute)) + .AsUnitObservable() + .SelectMany(_ => CoreExecute(outerContext)); + } + else + { + return CoreExecute(outerContext); + } + } + // 子类必须实现这个方法,定义指令的核心行为 - protected abstract IObservable OnExecute(CommandContext outerContext); + protected virtual IObservable CoreExecute(CommandContext outerContext) + { + return Observable.Return(Unit.Default); + } protected virtual Func InnerCondition => (ctx) => true; // 默认条件为总是 true @@ -55,6 +75,12 @@ namespace SLSFramework.General return clone; } + public virtual CommandBase SetDelay(float delay) + { + delayBeforeExecute = delay; + return this; + } + /// /// Execute 的公共入口。 /// 它封装了条件判断、等待、或舍弃的复杂逻辑。 diff --git a/Assets/Settings/SampleSceneProfile.asset b/Assets/Settings/SampleSceneProfile.asset index 4d7ae6b8..0a382716 100644 --- a/Assets/Settings/SampleSceneProfile.asset +++ b/Assets/Settings/SampleSceneProfile.asset @@ -21,10 +21,10 @@ MonoBehaviour: m_Value: 1 intensity: m_OverrideState: 1 - m_Value: 0.25 + m_Value: 1 scatter: m_OverrideState: 1 - m_Value: 0.5 + m_Value: 0.75 clamp: m_OverrideState: 0 m_Value: 65472 diff --git a/Assets/Sprites/MainGame/CombatMainPage/ActionOrderDisplayer/ActionOrderFrame.png b/Assets/Sprites/MainGame/CombatMainPage/ActionOrderDisplayer/ActionOrderFrame.png new file mode 100644 index 00000000..c05b24e2 Binary 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