冲突提交

This commit is contained in:
liuliang 2024-12-28 16:37:05 +08:00
commit 11821c9e73
13 changed files with 342 additions and 294 deletions

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@ -7,12 +7,17 @@ using UnityEngine.EventSystems;
public class CharacterClick : MonoBehaviour
{
public Role role;
public Character MyCharacter=null;
public Character MyCharacter = null;
[Header("点击出现的详情")] public GameObject panelPrefab;
[Header("点击出现的攻击范围")] public GameObject attackRange;
[Header("是否已经显示面板")] public bool isShowPanel = false;
[Header("显示的信息面板")] public GameObject instantiatedPanel;
private Vector3 OrigScale;
public Vector3 OrigScale;
public float StartSizeX;
public float StartSizeY;
public float OrSizeX;
public float OrSizeY;
private bool isShowAttackRange=true;
public WaveData MyWaveData=null;
void Start()
@ -20,6 +25,15 @@ public class CharacterClick : MonoBehaviour
if (attackRange!=null)
{
OrigScale = attackRange.transform.localScale;
OrSizeX = attackRange.GetComponent<SpriteRenderer>().bounds.size.x;
OrSizeY = attackRange.GetComponent<SpriteRenderer>().bounds.size.y;
StartSizeX = OrSizeX;
StartSizeY = OrSizeY;
role.attackClass.SetAttackRange();
attackRange.transform.DOScale(new Vector2(OrSizeX, OrSizeY), 0.3f).SetEase(Ease.InOutBack);
//attackRange.transform.localScale=new Vector3(OrSizeX, OrSizeX,1);
//ShowAttackRange(UIContorl.instance.NowAttackRange);
}
if (transform.GetComponent<enemy>()!=null)
@ -105,7 +119,7 @@ public class CharacterClick : MonoBehaviour
{
if (attackRange!=null)
{
attackRange.transform.DOScale(OrigScale, 0.3f).SetEase(Ease.InOutBack);
attackRange.transform.DOScale(new Vector2(OrSizeX, OrSizeY), 0.3f).SetEase(Ease.InOutBack);
}

View File

@ -5,51 +5,54 @@ using UnityEngine;
public class mkl_SkillUp : SkillUp
{
/// <summary>
/// 攻击CD减少25%
///子弹飞行速度增加30%。
/// </summary>
public override void Skill_1_1()
{
base.SpeedOfBullets = 0.3f;
}
/// <summary>
/// 对小型敌人增加40%伤害攻击CD增加5%
/// </summary>
public override void Skill_1_3()
{
base.DamageOfMin += 0.4f;
AttackCooldown += 0.05f;
}
/// <summary>
/// 每次攻击增加20%暴击率 射程减少1格"
/// </summary>
public override void Skill_1_5()
{
base.CriticalRate += 0.2f;
base.AttackRange = -1;
attack.SetAttackRange();
}
/// <summary>
/// 攻击CD减少25%
/// </summary>
public override void Skill_2_1()
{
base.AttackCooldown += -0.25f;
}
/// <summary>
/// 子弹飞行速度增加30%。攻击CD增加5%
/// </summary>
public override void Skill_1_3()
{
base.SpeedOfBullets = 0.3f;
AttackCooldown += 0.05f;
}
/// <summary>
/// 攻击增加20%暴击率 。攻击CD增加5%
/// </summary>
public override void Skill_1_5()
{
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()
{
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>
public override void Skill_2_3()
{
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()
{
CriticalRate += 0.2f;
AttackRange += -1;
base.CriticalRate += 0.2f;
base.AttackCooldown += 0.05f;
}
}

View File

@ -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;
}
}

View File

@ -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);
});
}

View File

@ -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;
});
}

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@ -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";
}
}
}

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