关卡编辑器 阶段条件增加
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@ -28,7 +28,10 @@ public class ConditionModifier
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[LabelText("目标分数")] [ShowIf("scoreLevel")]
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public int score;
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[LabelText("击杀对象")][ShowIf("@conditionType == cfg.ConditionType.CombatKillEnemy")]
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public List<int> killEnemyIDList;
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private List<float> Args
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{
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get
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@ -2,6 +2,7 @@ using System.Collections.Generic;
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using System.Linq;
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using cfg;
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using cfg.CharacterCfg;
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using UnityEngine;
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/// <summary>
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/// 一些条件相关的基础设置
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@ -31,9 +32,9 @@ public static class ConditionUtil
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{ ConditionType.CombatProtectUnit, "护送对象" },
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{ ConditionType.CombatProtectUnitDead, "护送对象阵亡" },
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{ ConditionType.CombatLeastOccupy, "至少占领区域数量" },
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{ ConditionType.PlayerSkillUpgradeLevel, "(指挥官技能升级)强化等级大于等于"},
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{ ConditionType.LevelOver, "关卡结束"}
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{ ConditionType.CombatKillEnemy, "指定击杀" },
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{ ConditionType.PlayerSkillUpgradeLevel, "(指挥官技能升级)强化等级大于等于" },
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{ ConditionType.LevelOver, "关卡结束" }
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};
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/// <summary>
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@ -45,7 +46,7 @@ public static class ConditionUtil
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{ ConditionType.LevelStar, new[] { "关卡ID" } },
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{ ConditionType.LevelPass, new[] { "关卡ID", "关卡星级" } },
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{ ConditionType.CombatOccupy, new[] { "占领数量" } },
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{ ConditionType.CombatFallBack, new[] { "撤退点X坐标", "撤退点Y坐标" } },
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{ ConditionType.CombatFallBack, new[] { "撤离人数", "单次撤离X点", "单次撤离Y点", "复用撤离X点", "复用撤离Y点" } },
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{ ConditionType.CombatLeastFaction, new[] { "出战部队", "数目" } },
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{ ConditionType.CombatLeastJob, new[] { "出战职业", "数目" } },
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{ ConditionType.CombatLeastRarity, new[] { "出战稀有度", "数目" } },
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@ -76,6 +77,7 @@ public static class ConditionUtil
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ConditionType.CombatSubmitFlag,
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ConditionType.CombatProtectUnit,
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ConditionType.CombatLeastOccupy,
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ConditionType.CombatKillEnemy,
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};
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/// <summary>
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@ -98,6 +100,7 @@ public static class ConditionUtil
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ConditionType.CombatSubmitFlag,
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ConditionType.CombatProtectUnit,
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ConditionType.CombatLeastOccupy,
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ConditionType.CombatKillEnemy,
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};
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public static readonly List<ConditionType> LevelScoreConditionFilter = new()
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@ -111,6 +114,7 @@ public static class ConditionUtil
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ConditionType.CombatSubmitFlag,
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ConditionType.CombatProtectUnit,
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ConditionType.CombatLeastOccupy,
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ConditionType.CombatKillEnemy,
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};
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#endregion
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@ -56,6 +56,8 @@ namespace Gameplay.Level
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[Serializable]
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public class NPCInfo
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{
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[HideInInspector]
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public int index;
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[HideInInspector]
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public int id;
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[ReadOnly]
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@ -80,17 +80,21 @@ namespace cfg
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/// </summary>
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CombatLeastOccupy = 16,
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/// <summary>
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/// (战斗)指定击杀
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/// </summary>
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CombatKillEnemy = 17,
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/// <summary>
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/// (指挥官技能升级)强化等级大于等于
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/// </summary>
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PlayerSkillUpgradeLevel = 17,
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PlayerSkillUpgradeLevel = 18,
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/// <summary>
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/// 关卡结束
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/// </summary>
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LevelOver = 18,
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LevelOver = 19,
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/// <summary>
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/// 最大类型
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/// </summary>
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Max = 19,
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Max = 20,
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}
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}
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@ -1,7 +1,7 @@
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[
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{
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"Id": 1,
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"Type": 18,
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"Type": 19,
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"Param1": 0,
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"Param2": 0,
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"Param3": 0
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@ -63,7 +63,7 @@ public class LevelEditorWindow : OdinEditorWindow
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[Serializable]
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public class NPCEditorInfo
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{
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[ReadOnly] [LabelText("序号ID")] public int id;
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[ReadOnly] [LabelText("序号ID")]public int id;
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[LabelText("MonsterID")] [ValueDropdown("GetMonsterIDs")] [OnValueChanged("ChangeNpcID")]
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public int monsterId;
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@ -327,15 +327,21 @@ public class LevelEditorWindow : OdinEditorWindow
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currentLevelData.preparingRegionToward = curRegionData.preparingRegionToward;
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currentLevelData.pvpDefendRegionId = curRegionData.pvpDefendRegionId;
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currentLevelData.pvpDefendToward = curRegionData.pvpDefendToward;
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// NPC序号
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foreach (var npcEditor in currentNpcInfo)
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{
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npcEditor.npcInfo.index = npcEditor.id;
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}
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//NPC列表
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currentLevelData.npcInfos = currentNpcInfo.Select(editorNPCInfo => editorNPCInfo.npcInfo).ToList();
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// NPC列表
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currentLevelData.npcInfos = currentNpcInfo.Select(editorNpcInfo => editorNpcInfo.npcInfo).ToList();
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//占领进度 抗旗终点
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// 占领进度 抗旗终点
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currentLevelData.captureProgress = curRegionData.captureProgress;
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currentLevelData.flagTargetRegionId = curRegionData.flagTargetRegionId;
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//护送对象
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// 护送对象 TODO 删除
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currentLevelData.protectUnitInfos =
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currentProtectUnits.Select(editorProtectInfo => editorProtectInfo.protectUnitInfo).ToList();
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