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68b933460d
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13091523a9
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File diff suppressed because it is too large
Load Diff
|
@ -13,6 +13,7 @@ public class CardData : ScriptableObject
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public int cost;
|
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public int attack;
|
||||
public int defense;
|
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public int movement = 1;
|
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|
||||
public CardTag[] cardTags;
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}
|
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|
|
|
@ -1,45 +0,0 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
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public class CellMap : MonoBehaviour
|
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{
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[System.Serializable]
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public struct CellRow
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{
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public Cell[] cells;
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}
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public CellRow[] cellMapData;
|
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public int column = 0;
|
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public int row = 0;
|
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|
||||
|
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// Start is called before the first frame update
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void Start()
|
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{
|
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for (int y = 0; y < cellMapData.Length; y++)
|
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{
|
||||
for (int x = 0; x < cellMapData[y].cells.Length; x++)
|
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{
|
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cellMapData[y].cells[x].xPos = x;
|
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cellMapData[y].cells[x].yPos = y;
|
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}
|
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}
|
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row = cellMapData.Length;
|
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column = cellMapData[0].cells.Length;
|
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}
|
||||
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// Update is called once per frame
|
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void Update()
|
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{
|
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|
||||
}
|
||||
|
||||
public Cell GetCell(int x, int y)
|
||||
{
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return cellMapData[y].cells[x];
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}
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}
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@ -1,366 +0,0 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Assertions;
|
||||
using TMPro;
|
||||
|
||||
public enum CurrentCommand { defend, moveForward, retreat }
|
||||
|
||||
// Left is Player, Enemy is right.
|
||||
public enum Side { left = 1, right = -1 }
|
||||
|
||||
public class Unit : MonoBehaviour
|
||||
{
|
||||
public string unitName;
|
||||
public CardData cardData;
|
||||
|
||||
[SerializeField]
|
||||
private int basicAttack;
|
||||
private int finalAttack;
|
||||
|
||||
[SerializeField]
|
||||
private int currentDefense;
|
||||
|
||||
[SerializeField]
|
||||
private int basicMaxDefense;
|
||||
private int finalMaxDefense;
|
||||
|
||||
[SerializeField]
|
||||
private CardTag[] cardTags;
|
||||
|
||||
[SerializeField]
|
||||
private int attackRange = 1;
|
||||
[SerializeField]
|
||||
private int movement = 1;
|
||||
|
||||
[SerializeField]
|
||||
private CurrentCommand currentCommand;
|
||||
|
||||
public Cell standingCell;
|
||||
[SerializeField]
|
||||
private Cell destinationCell;
|
||||
private CellMap cellMap;
|
||||
|
||||
public Side side;
|
||||
|
||||
public Transform modelArt;
|
||||
public Transform attackText;
|
||||
public Transform defenseText;
|
||||
|
||||
public bool walkingToDestination = false;
|
||||
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
cellMap = FindObjectOfType<CellMap>();
|
||||
transform.position = standingCell.transform.position;
|
||||
transform.position = new Vector3(transform.position.x, transform.position.y, -1);
|
||||
standingCell.standingUnit = this;
|
||||
|
||||
basicAttack = cardData.attack;
|
||||
basicMaxDefense = cardData.defense;
|
||||
currentDefense = basicMaxDefense;
|
||||
cardTags = cardData.cardTags;
|
||||
|
||||
foreach (var tag in cardData.cardTags)
|
||||
{
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
attackRange += 2;
|
||||
}
|
||||
else if (tag.name == "Cavalry")
|
||||
{
|
||||
movement += 1;
|
||||
}
|
||||
}
|
||||
|
||||
modelArt.GetComponent<SpriteRenderer>().sprite = cardData.artwork;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (walkingToDestination && destinationCell && transform.position != destinationCell.transform.position)
|
||||
{
|
||||
Vector3 moveVec = destinationCell.transform.position - transform.position;
|
||||
transform.position = new Vector3(transform.position.x + moveVec.x * 5.0f * Time.deltaTime, transform.position.y + moveVec.y * 5.0f * Time.deltaTime, -1);
|
||||
|
||||
//Debug.Log("Manitude: " + moveVec.magnitude);
|
||||
|
||||
if ((Mathf.Approximately(transform.position.x, destinationCell.transform.position.x)
|
||||
&& Mathf.Approximately(transform.position.y, destinationCell.transform.position.y))
|
||||
|| moveVec.magnitude <= 1)
|
||||
{
|
||||
walkingToDestination = false;
|
||||
transform.position = new Vector3(destinationCell.transform.position.x, destinationCell.transform.position.y, -1);
|
||||
destinationCell = null;
|
||||
//Debug.Log("Arrived.");
|
||||
}
|
||||
}
|
||||
|
||||
finalAttack = basicAttack; // For now.
|
||||
|
||||
attackText.GetComponent<TextMeshProUGUI>().text = finalAttack.ToString();
|
||||
defenseText.GetComponent<TextMeshProUGUI>().text = currentDefense.ToString();
|
||||
}
|
||||
|
||||
public void MoveAndAttack()
|
||||
{
|
||||
MoveAction();
|
||||
AttackAction();
|
||||
}
|
||||
|
||||
public void MoveAction()
|
||||
{
|
||||
if (walkingToDestination)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (var tag in cardData.cardTags)
|
||||
{
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
for (int i = 0; i < attackRange; ++i)
|
||||
{
|
||||
int attackXPos = standingCell.xPos + (i + 1) * (int)side;
|
||||
if (attackXPos >= cellMap.column || attackXPos < 0)
|
||||
{
|
||||
// Attack Camp
|
||||
currentCommand = CurrentCommand.defend;
|
||||
break;
|
||||
}
|
||||
|
||||
Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
|
||||
Unit targetUnit = nextCellInRange.standingUnit;
|
||||
if (targetUnit)
|
||||
{
|
||||
if (targetUnit.side != side)
|
||||
{
|
||||
// Add units to attack list.
|
||||
currentCommand = CurrentCommand.defend;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
currentCommand = CurrentCommand.moveForward;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Debug.Log("Call MoveAction().");
|
||||
switch (currentCommand)
|
||||
{
|
||||
case CurrentCommand.defend:
|
||||
break;
|
||||
case CurrentCommand.moveForward:
|
||||
//Debug.Log("Try Move Forward.");
|
||||
|
||||
for (int i = 0; i < movement; i++)
|
||||
{
|
||||
if (checkDestinationCellEmpty())
|
||||
{
|
||||
// Attack()
|
||||
//Debug.Log("Start Moving.");
|
||||
MoveToCell(destinationCell);
|
||||
walkingToDestination = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Debug.Log("Can't Move.");
|
||||
// Check the unit is facing the camp or unit.
|
||||
if (destinationCell)
|
||||
{
|
||||
// Check the unit is Allie or Enemy.
|
||||
if (destinationCell.standingUnit.side == side)
|
||||
{
|
||||
// Check the Allie is swappable or not.
|
||||
if (!inDogFight(destinationCell.standingUnit))
|
||||
{
|
||||
//standingCell = cell;
|
||||
//cell.standingUnit = this;
|
||||
destinationCell.standingUnit.walkingToDestination = true;
|
||||
standingCell.standingUnit = destinationCell.standingUnit;
|
||||
standingCell.standingUnit.standingCell = standingCell;
|
||||
standingCell.standingUnit.destinationCell = standingCell;
|
||||
|
||||
standingCell = destinationCell;
|
||||
destinationCell.standingUnit = this;
|
||||
walkingToDestination = true;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// Can't move to cell this is standed by enemy.
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Facing the camp.
|
||||
break;
|
||||
}
|
||||
destinationCell = standingCell;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CurrentCommand.retreat:
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void AttackAction()
|
||||
{
|
||||
// Check Attack Range
|
||||
if (inDogFight(this))
|
||||
{
|
||||
foreach (var tag in cardData.cardTags)
|
||||
{
|
||||
if (tag.name == "Archer")
|
||||
{
|
||||
// Archer can't dog fight.
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<Unit> unitsInRange = new List<Unit>();
|
||||
for (int i = 0; i < attackRange; ++i)
|
||||
{
|
||||
int attackXPos = standingCell.xPos + (i+1) * (int)side;
|
||||
if (attackXPos >= cellMap.column || attackXPos < 0)
|
||||
{
|
||||
// Attack Camp
|
||||
return;
|
||||
}
|
||||
|
||||
Cell nextCellInRange = cellMap.GetCell(attackXPos, standingCell.yPos);
|
||||
Unit targetUnit = nextCellInRange.standingUnit;
|
||||
if (targetUnit)
|
||||
{
|
||||
if (targetUnit.side != side)
|
||||
{
|
||||
// Add units to attack list.
|
||||
unitsInRange.Add(targetUnit);
|
||||
}
|
||||
else
|
||||
{
|
||||
// It is allies. We don't attack it unless we are under some debuff.
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Nothing to attack.
|
||||
//Debug.Log("No unit to attack.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (side == Side.left)
|
||||
{
|
||||
unitsInRange = unitsInRange.OrderBy(x => x.standingCell.xPos).ToList<Unit>();
|
||||
}
|
||||
else
|
||||
{
|
||||
unitsInRange = unitsInRange.OrderByDescending(x => x.standingCell.xPos).ToList<Unit>();
|
||||
}
|
||||
|
||||
for (int i = 0; i < unitsInRange.Count; i++)
|
||||
{
|
||||
Debug.Log(unitsInRange[i].unitName + ": " + unitsInRange[i].standingCell.xPos + " , " + unitsInRange[i].standingCell.yPos);
|
||||
// Do attack
|
||||
//Debug.Log("Attack!");
|
||||
unitsInRange[i].currentDefense -= finalAttack;
|
||||
if (unitsInRange[i].currentDefense <= 0)
|
||||
{
|
||||
unitsInRange[i].standingCell.standingUnit = null;
|
||||
unitsInRange[i].gameObject.SetActive(false); // For now
|
||||
Unit unit = unitsInRange[i];
|
||||
FindObjectOfType<UnitManager>().handleDiedUnit(unit);
|
||||
//Debug.Log("Defeat Enemy");
|
||||
}
|
||||
|
||||
break; // Most of units can only attack one target.
|
||||
}
|
||||
}
|
||||
|
||||
public bool isUnitAlive()
|
||||
{
|
||||
return currentDefense > 0;
|
||||
}
|
||||
|
||||
bool checkDestinationCellEmpty(bool retreat = false)
|
||||
{
|
||||
int currentXPos = standingCell.xPos;
|
||||
int movePath = 0;
|
||||
|
||||
if (retreat)
|
||||
{
|
||||
movePath = 1 * -(int)side;
|
||||
}
|
||||
else
|
||||
{
|
||||
movePath = 1 * (int)side;
|
||||
}
|
||||
|
||||
int destinationXPos = standingCell.xPos + movePath;
|
||||
|
||||
// Mean the destination cell is the Camp.
|
||||
if (!checkPosInMap(destinationXPos))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
destinationCell = cellMap.GetCell(destinationXPos, standingCell.yPos);
|
||||
|
||||
if (destinationCell.standingUnit == null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Check privous cell is standable if we have more than 1 movement ability.
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void MoveToCell(Cell cell)
|
||||
{
|
||||
Assert.IsTrue(destinationCell.standingUnit == null, "Trying to move a cell that is already be standing by another unit.");
|
||||
|
||||
standingCell.standingUnit = null;
|
||||
standingCell = cell;
|
||||
cell.standingUnit = this;
|
||||
}
|
||||
|
||||
// Check the allies is near by an enemy or not.
|
||||
bool inDogFight(Unit unit)
|
||||
{
|
||||
int checkPos = unit.standingCell.xPos + (int)side * 1;
|
||||
|
||||
if (!checkPosInMap(checkPos))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var checkCell = cellMap.GetCell(checkPos, standingCell.yPos);
|
||||
if (checkCell.standingUnit && checkCell.standingUnit.side != side)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool checkPosInMap(int pos)
|
||||
{
|
||||
return pos >= 0 && pos < cellMap.column;
|
||||
}
|
||||
}
|
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 985a1b81fb93ea54b8f8d9671fd543e8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -1,100 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class UnitManager : MonoBehaviour
|
||||
{
|
||||
public List<Unit> leftSideUnits = new List<Unit>();
|
||||
public List<Unit> rightSideUnits = new List<Unit>();
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
var units = FindObjectsOfType<Unit>();
|
||||
foreach (var unit in units)
|
||||
{
|
||||
if (unit.side == Side.left)
|
||||
{
|
||||
leftSideUnits.Add(unit);
|
||||
}
|
||||
else
|
||||
{
|
||||
rightSideUnits.Add(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void handleDiedUnit(Unit unit)
|
||||
{
|
||||
if (unit.side == Side.left)
|
||||
{
|
||||
leftSideUnits.Remove(unit);
|
||||
}
|
||||
else if (unit.side == Side.right)
|
||||
{
|
||||
leftSideUnits.Remove(unit);
|
||||
}
|
||||
}
|
||||
|
||||
bool test = true;
|
||||
public void SideAction()
|
||||
{
|
||||
if (test)
|
||||
{
|
||||
SortActionOrder(Side.right);
|
||||
foreach (var unit in rightSideUnits)
|
||||
{
|
||||
if (unit.isUnitAlive())
|
||||
{
|
||||
unit.MoveAction();
|
||||
}
|
||||
|
||||
if (unit.isUnitAlive())
|
||||
{
|
||||
unit.AttackAction();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SortActionOrder(Side.left);
|
||||
foreach (var unit in leftSideUnits)
|
||||
{
|
||||
if (unit.isUnitAlive())
|
||||
{
|
||||
unit.MoveAction();
|
||||
}
|
||||
|
||||
if (unit.isUnitAlive())
|
||||
{
|
||||
unit.AttackAction();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
test = !test;
|
||||
}
|
||||
|
||||
private void SortActionOrder(Side side)
|
||||
{
|
||||
switch (side)
|
||||
{
|
||||
case Side.left:
|
||||
leftSideUnits = leftSideUnits.OrderByDescending(x => x.standingCell.xPos).ThenByDescending(y => y.standingCell.yPos).ToList<Unit>();
|
||||
break;
|
||||
case Side.right:
|
||||
rightSideUnits = rightSideUnits.OrderBy(x => x.standingCell.xPos).ThenBy(y => y.standingCell.yPos).ToList<Unit>();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: a7b5cc2948c19154e96390c013689e09
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,12 +2,8 @@
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Cell : MonoBehaviour
|
||||
public class cell : MonoBehaviour
|
||||
{
|
||||
public int xPos;
|
||||
public int yPos;
|
||||
public Unit standingUnit;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
@ -23,7 +19,6 @@ public class Cell : MonoBehaviour
|
|||
private void OnMouseDown()
|
||||
{
|
||||
//Debug.Log("点击了单元格。");
|
||||
//Debug.Log("位置: " + transform.position.x + "," + transform.position.y);
|
||||
Debug.Log("位置: " + (xPos+1) + "," + (yPos+1));
|
||||
Debug.Log("位置: " + transform.position.x + "," + transform.position.y);
|
||||
}
|
||||
}
|
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|
|
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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Loading…
Reference in New Issue