卡组资源路径

This commit is contained in:
YiHan0621
2025-09-28 16:22:32 +08:00
parent d651e72b05
commit 2ec83d9d08
100 changed files with 97 additions and 288 deletions

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@@ -5,7 +5,7 @@ using UnityEngine;
namespace TcgEngine
{
/// <summary>
/// Condition that checks in which pile a card is (deck/discard/hand/board/secrets)
/// 检查卡片在哪个堆栈中的条件(牌组/弃牌/手牌/棋盘/秘密)
/// </summary>
[CreateAssetMenu(fileName = "condition", menuName = "TcgEngine/Condition/CardPile", order = 10)]

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@@ -7,6 +7,8 @@ namespace TcgEngine
/// <summary>
/// SlotRange check each axis variable individualy for range between the caster and target
/// If you want to check the travel distance instead (all at once) use SlotDist
/// SlotRange 检查每个轴变量在施法者和目标之间的范围1
/// 如果你想一次性检查所有轴的行程距离请使用SlotDist
/// </summary>
[CreateAssetMenu(fileName = "condition", menuName = "TcgEngine/Condition/SlotRange", order = 11)]

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@@ -7,7 +7,7 @@ namespace TcgEngine
{
/// <summary>
/// This script initiates loading all the game data
/// 启动加载所有游戏数据
/// </summary>
public class DataLoader : MonoBehaviour

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@@ -6,7 +6,7 @@ using TcgEngine.AI;
namespace TcgEngine
{
/// <summary>
/// Generic gameplay settings, such as starting stats, decks limit, scenes, and ai level
/// 通用游戏设置例如起始属性、卡组限制、场景和AI等级
/// </summary>
[CreateAssetMenu(fileName = "GameplayData", menuName = "TcgEngine/GameplayData", order = 0)]

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@@ -6,7 +6,7 @@ using UnityEngine;
namespace TcgEngine.Client
{
/// <summary>
/// Main script for the open pack scene
/// 打开包场景的主脚本
/// </summary>
public class OpenPackMenu : MonoBehaviour

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@@ -335,7 +335,7 @@ namespace TcgEngine
// 非Steam平台的空实现
public void GetUserInventory() { }
public void PurchaseGoldPackage(int goldAmount, int priceInCents) { }
public bool IsInitialized() { return false; }
// public bool IsInitialized() { return false; }
private void Update() { }
private void OnDestroy() { }
#endif

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@@ -5,7 +5,7 @@ using UnityEngine.SceneManagement;
namespace TcgEngine
{
//Script to manage transitions between scenes
// 管理场景之间过渡的脚本
public class SceneNav
{
public static void RestartLevel()