冲突提交
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11821c9e73
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@ -7,12 +7,17 @@ using UnityEngine.EventSystems;
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public class CharacterClick : MonoBehaviour
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{
|
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public Role role;
|
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public Character MyCharacter=null;
|
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public Character MyCharacter = null;
|
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[Header("点击出现的详情")] public GameObject panelPrefab;
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[Header("点击出现的攻击范围")] public GameObject attackRange;
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[Header("是否已经显示面板")] public bool isShowPanel = false;
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[Header("显示的信息面板")] public GameObject instantiatedPanel;
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public float OrSizeX;
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public float OrSizeY;
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private bool isShowAttackRange=true;
|
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public WaveData MyWaveData=null;
|
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void Start()
|
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@ -20,6 +25,15 @@ public class CharacterClick : MonoBehaviour
|
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if (attackRange!=null)
|
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{
|
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OrigScale = attackRange.transform.localScale;
|
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OrSizeX = attackRange.GetComponent<SpriteRenderer>().bounds.size.x;
|
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OrSizeY = attackRange.GetComponent<SpriteRenderer>().bounds.size.y;
|
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StartSizeX = OrSizeX;
|
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StartSizeY = OrSizeY;
|
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role.attackClass.SetAttackRange();
|
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attackRange.transform.DOScale(new Vector2(OrSizeX, OrSizeY), 0.3f).SetEase(Ease.InOutBack);
|
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|
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//attackRange.transform.localScale=new Vector3(OrSizeX, OrSizeX,1);
|
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//ShowAttackRange(UIContorl.instance.NowAttackRange);
|
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}
|
||||
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if (transform.GetComponent<enemy>()!=null)
|
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@ -105,7 +119,7 @@ public class CharacterClick : MonoBehaviour
|
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{
|
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if (attackRange!=null)
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{
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attackRange.transform.DOScale(new Vector2(OrSizeX, OrSizeY), 0.3f).SetEase(Ease.InOutBack);
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}
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@ -5,51 +5,54 @@ using UnityEngine;
|
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public class mkl_SkillUp : SkillUp
|
||||
{
|
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/// <summary>
|
||||
/// 攻击CD减少25%
|
||||
///子弹飞行速度增加30%。
|
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/// </summary>
|
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public override void Skill_1_1()
|
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{
|
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base.SpeedOfBullets = 0.3f;
|
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|
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}
|
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/// <summary>
|
||||
/// 对小型敌人增加40%伤害,攻击CD增加5%
|
||||
/// </summary>
|
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public override void Skill_1_3()
|
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{
|
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base.DamageOfMin += 0.4f;
|
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AttackCooldown += 0.05f;
|
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}
|
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/// <summary>
|
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/// 每次攻击增加20%暴击率 射程减少1格"
|
||||
/// </summary>
|
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public override void Skill_1_5()
|
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{
|
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base.CriticalRate += 0.2f;
|
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base.AttackRange = -1;
|
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attack.SetAttackRange();
|
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}
|
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|
||||
|
||||
/// <summary>
|
||||
/// 攻击CD减少25%
|
||||
/// </summary>
|
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public override void Skill_2_1()
|
||||
{
|
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base.AttackCooldown += -0.25f;
|
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}
|
||||
/// <summary>
|
||||
/// 子弹飞行速度增加30%。攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
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base.SpeedOfBullets = 0.3f;
|
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AttackCooldown += 0.05f;
|
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}
|
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/// <summary>
|
||||
/// 攻击增加20%暴击率 。攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
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{
|
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base.AttackCooldown += 0.05f;
|
||||
base.DamageUp += 0.2f;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 对小型敌人增加25%伤害
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
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{
|
||||
base.DamageOfMin += 0.25f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 对小型敌人增加40%伤害。 攻击CD增加5%
|
||||
/// 对小型敌人增加25%伤害,射程减少1格
|
||||
/// </summary>
|
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public override void Skill_2_3()
|
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{
|
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base.DamageOfMin += 0.4f;
|
||||
base.AttackCooldown += 0.5f;
|
||||
base.DamageOfMin += 0.25f;
|
||||
base.AttackRange += -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 每次攻击增加20%暴击率。射程减少1格
|
||||
/// 每次攻击增加20%暴击率,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
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{
|
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CriticalRate += 0.2f;
|
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AttackRange += -1;
|
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base.CriticalRate += 0.2f;
|
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base.AttackCooldown += 0.05f;
|
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}
|
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}
|
||||
|
@ -17,7 +17,8 @@ public class qieSkillUp : SkillUp
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
base.SpeedOfBullets += 0.2f;
|
||||
base.AttackRange += -1;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 对处于减速的敌人造成额外30%伤害。 攻击CD增加5%
|
||||
@ -37,18 +38,22 @@ public class qieSkillUp : SkillUp
|
||||
base.DamageOfSky += 0.25f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 攻击CD减少10%
|
||||
/// 对小型敌人增加25%伤害。射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
base.AttackCooldown += 0.75f;
|
||||
//base.AttackCooldown += 0.75f;
|
||||
DamageOfMin += 0.25f;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 对小型敌人增加25%伤害。射程减少1格
|
||||
/// 每次攻击增加20%暴击率,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
DamageOfMin += 0.25f;
|
||||
AttackRange += -1;
|
||||
Debug.Log("技能_2_5");
|
||||
base.CriticalRate += 0.2f;
|
||||
base.AttackCooldown += 0.05f;
|
||||
}
|
||||
}
|
||||
|
@ -35,6 +35,8 @@ public class Battle_Selection : BaseUI
|
||||
|
||||
public List<Button> Btns;
|
||||
|
||||
public StaminaBar _staminaBar;
|
||||
|
||||
// Start is called before the first frame update
|
||||
async void Start()
|
||||
{
|
||||
@ -66,18 +68,16 @@ public class Battle_Selection : BaseUI
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.LogError("++++Ìø++++ת++++³¡++++¾°++++");
|
||||
|
||||
Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Clear();
|
||||
|
||||
foreach (Button go in CarryCard)
|
||||
{
|
||||
Debug.Log(go.gameObject.GetComponent<CardInfo>().mengyaoid);
|
||||
|
||||
|
||||
Base.GlobalObj.GetComponent<gameGlobal>().CarryCardId.Add(go.gameObject.GetComponent<CardInfo>().mengyaoid);
|
||||
}
|
||||
SceneManager.LoadScene(2);
|
||||
|
||||
_staminaBar.NumberInt -= 5;
|
||||
// SceneManager.LoadScene(2);
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -10,13 +10,15 @@ public class DownPanel : Base
|
||||
public List<GameObject> PanelList=new List<GameObject>();
|
||||
|
||||
public GameObject canvse;
|
||||
|
||||
public StaminaBar _staminaBar;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
btns[0].onClick.AddListener(async() => {
|
||||
|
||||
await ButtonClickAnimationAsync(btns[0].gameObject);
|
||||
GameObject.Instantiate(PanelList[0], canvse.transform);
|
||||
GameObject.Instantiate(PanelList[0], canvse.transform).GetComponent<Battle_Selection>()._staminaBar=this._staminaBar;
|
||||
});
|
||||
}
|
||||
|
||||
|
69
meng_yao/Assets/script/scene_Main/ui/StaminaBar.cs
Normal file
69
meng_yao/Assets/script/scene_Main/ui/StaminaBar.cs
Normal file
@ -0,0 +1,69 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
|
||||
public class StaminaBar : MonoBehaviour
|
||||
{
|
||||
[Header("填充条")] public Image filled;
|
||||
|
||||
[Header("最大数")] public int MaxNumberInt;
|
||||
[Header("当前数")] public int numberInt;//当前数
|
||||
|
||||
public int NumberInt
|
||||
{
|
||||
get => numberInt;
|
||||
set
|
||||
{
|
||||
numberInt = value;
|
||||
|
||||
// 使用 DOTween 使 fillAmount 平滑过渡
|
||||
float targetFillAmount = (float)numberInt / MaxNumberInt; // 目标值
|
||||
filled.DOFillAmount(targetFillAmount, 0.5f); // 0.5f 为过渡时间,你可以根据需要调整
|
||||
TextFilled.text = numberInt.ToString() + "/" + MaxNumberInt.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
[Header("填充显示")] public Text TextFilled;
|
||||
|
||||
[Header("恢复时间,秒")] public float Timer;
|
||||
[Header("恢复时间显示")] public Text TextTime;
|
||||
private float timer;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
timer = Timer; // 初始化恢复计时器
|
||||
|
||||
filled.fillAmount = (float)numberInt / MaxNumberInt;
|
||||
TextFilled.text = numberInt.ToString() + "/" + MaxNumberInt.ToString();
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (numberInt < MaxNumberInt) // 如果体力小于最大值
|
||||
{
|
||||
timer -= Time.deltaTime; // 计时器减少
|
||||
|
||||
// 计算剩余的分钟和秒数
|
||||
int minutes = Mathf.FloorToInt(timer / 60);
|
||||
int seconds = Mathf.FloorToInt(timer % 60);
|
||||
|
||||
// 格式化为 "分钟:秒" 的格式,显示剩余恢复时间
|
||||
TextTime.text = string.Format("恢复时间: {0}:{1:D2}", minutes, seconds);
|
||||
|
||||
if (timer <= 0) // 如果恢复时间到达
|
||||
{
|
||||
NumberInt += 1; // 恢复体力
|
||||
timer = Timer; // 重置计时器
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 恢复完毕后显示为 0:00
|
||||
TextTime.text = "恢复时间: 0:00";
|
||||
}
|
||||
}
|
||||
}
|
11
meng_yao/Assets/script/scene_Main/ui/StaminaBar.cs.meta
Normal file
11
meng_yao/Assets/script/scene_Main/ui/StaminaBar.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f2d69f2aa3f6373469eb2b4585d59920
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user