技能成功升级和使用
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63134db4eb
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@ -366,6 +366,7 @@ GameObject:
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- component: {fileID: -3836672401185760439}
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- component: {fileID: -3836672401185760439}
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- component: {fileID: 1608620729910401442}
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- component: {fileID: 1608620729910401442}
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- component: {fileID: 7351378797470834992}
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- component: {fileID: 7351378797470834992}
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- component: {fileID: 1061754087244483355}
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m_Layer: 0
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m_Layer: 0
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m_Name: laohu
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m_Name: laohu
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m_TagString: Player
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m_TagString: Player
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@ -418,6 +419,7 @@ MonoBehaviour:
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retbutton: {fileID: 0}
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retbutton: {fileID: 0}
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ClosureObj: {fileID: 0}
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ClosureObj: {fileID: 0}
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id: M_H_001
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id: M_H_001
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Name:
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camp: 0
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camp: 0
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hp: 100
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hp: 100
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dieIndex: -1
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dieIndex: -1
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@ -427,6 +429,15 @@ MonoBehaviour:
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_Canvas: {fileID: 0}
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_Canvas: {fileID: 0}
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spriteRenderers: {fileID: 0}
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spriteRenderers: {fileID: 0}
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HurtDirectin: 0
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HurtDirectin: 0
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Quality:
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Elements:
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Info:
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SkillId:
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AttackType:
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AttackActionType:
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AttackCD: 0
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CritRate: 0
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CriticalHitRateBonus: 0
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gold: 10
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gold: 10
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MaxAttack: 10
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MaxAttack: 10
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MinAttack: 10
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MinAttack: 10
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@ -539,3 +550,24 @@ SpriteRenderer:
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m_WasSpriteAssigned: 0
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m_WasSpriteAssigned: 0
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m_MaskInteraction: 0
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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m_SpriteSortPoint: 0
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--- !u!114 &1061754087244483355
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8433650275485930554}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: b8d04d25bab1a3541925d4cc205ad1d8, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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role: {fileID: 8433650274028726420}
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fun: {fileID: 0}
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DamageUp: 1
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AttackRange: 1
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AttackCooldown: 1
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AttackDuration: 1
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NumberOfBullets: 1
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SpeedOfBullets: 1
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CritRate: 1
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@ -103,6 +103,7 @@ public class SkillBox : Base
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obj.GetComponent<Skill_Spend>().infobox_skill_up = infobox_skill;
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obj.GetComponent<Skill_Spend>().infobox_skill_up = infobox_skill;
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obj.GetComponent<Skill_Spend>().MySkill = info.skills[j];
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obj.GetComponent<Skill_Spend>().MySkill = info.skills[j];
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obj.GetComponent<Skill_Spend>().mengyao = MengyaoInfo.Instance.mengyaoIdToRole[info.temp_id];
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obj.GetComponent<Skill_Spend>().mengyao = MengyaoInfo.Instance.mengyaoIdToRole[info.temp_id];
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obj.GetComponent<Skill_Spend>().index = j + 1;
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}
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}
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break;
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break;
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}
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}
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@ -191,10 +192,4 @@ public class SkillBox : Base
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zhanhunicon.DOScale(1f, 0.1f).SetEase(Ease.InBack);
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zhanhunicon.DOScale(1f, 0.1f).SetEase(Ease.InBack);
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});
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});
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}
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}
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void OnDestroy()
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{
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//mengyaoRole = null;
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}
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}
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}
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@ -3,10 +3,10 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class SkillUp : MonoBehaviour
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public class SkillUp : Fun
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{
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{
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[Header("基类")] public Role role;
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[Header("基类")] public Role role;
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[HideInInspector]public Fun fun;//ÓÃÓÚbuffµÄ´´½¨
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[Header("攻击伤害加成倍数")] public float DamageUp=1f;
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[Header("攻击伤害加成倍数")] public float DamageUp=1f;
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[Header("攻击范围加成倍数")] public float AttackRange = 1f;
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[Header("攻击范围加成倍数")] public float AttackRange = 1f;
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[Header("攻击冷却加成倍速")] public float AttackCooldown = 1f;
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[Header("攻击冷却加成倍速")] public float AttackCooldown = 1f;
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@ -71,15 +71,15 @@ public class SkillUp : MonoBehaviour
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}
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}
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public virtual void Skill_1_1() { }
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public virtual void Skill_1_1() { }
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public virtual void Skill_1_2() { DamageUp *= 1.15f; }
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public virtual void Skill_1_2() { DamageUp *= 1.15f; Debug.LogError("使用技能1-2"); }
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public virtual void Skill_1_3() { }
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public virtual void Skill_1_3() { }
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public virtual void Skill_1_4() { DamageUp *= 1.35f; }
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public virtual void Skill_1_4() { DamageUp *= 1.35f; Debug.LogError("使用技能1-4"); }
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public virtual void Skill_1_5() { }
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public virtual void Skill_1_5() { }
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public virtual void Skill_2_1() { }
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public virtual void Skill_2_1() { }
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public virtual void Skill_2_2() { DamageUp *= 1.15f; }
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public virtual void Skill_2_2() { DamageUp *= 1.15f; Debug.LogError("使用技能2-2"); }
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public virtual void Skill_2_3() { DamageUp *= 1.35f; }
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public virtual void Skill_2_3() { }
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public virtual void Skill_2_4() { }
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public virtual void Skill_2_4() { DamageUp *= 1.35f; Debug.LogError("使用技能2-4"); }
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public virtual void Skill_2_5() { }
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public virtual void Skill_2_5() { }
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}
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}
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@ -14,6 +14,7 @@ public class laohuSkillUp :SkillUp
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public override void Skill_1_1()
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public override void Skill_1_1()
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{
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{
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base.AttackRange *= 2;
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base.AttackRange *= 2;
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Debug.LogError("使用技能1-1");
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}
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}
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/// <summary>
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/// <summary>
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/// 被火焰伤害的敌人有20%概率原地眩晕1秒。射程减少1格
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/// 被火焰伤害的敌人有20%概率原地眩晕1秒。射程减少1格
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@ -22,10 +23,11 @@ public class laohuSkillUp :SkillUp
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{
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{
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base.AttackRange *= 0.75f;
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base.AttackRange *= 0.75f;
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// 创建一个眩晕 Buff(持续1秒,20%概率)
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// 创建一个眩晕 Buff(持续1秒,20%概率)
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Action<Role> decelerationBuff = fun.CreateDecelerationBuff(1f, 0.2f);
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Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 0.2f);
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// 将 Buff 添加到玩家的 storageBuff 列表中
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// 将 Buff 添加到玩家的 storageBuff 列表中
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role.AddBuff(role.storageBuff,decelerationBuff);
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role.AddBuff(role.storageBuff,decelerationBuff);
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Debug.LogError("使用技能1-3");
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}
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}
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/// <summary>
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/// <summary>
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/// 喷火冷却时间减少50%,持续喷火时间减少50%
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/// 喷火冷却时间减少50%,持续喷火时间减少50%
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@ -34,6 +36,8 @@ public class laohuSkillUp :SkillUp
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{
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{
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base.AttackCooldown *= 2;
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base.AttackCooldown *= 2;
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base.AttackDuration *= 0.5f;
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base.AttackDuration *= 0.5f;
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Debug.LogError("使用技能1-5");
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}
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}
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@ -41,6 +41,7 @@ public class Skill_Spend : MonoBehaviour
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//[HideInInspector]
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//[HideInInspector]
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public GameObject mengyao;//¶ÔÓ¦µÄrole
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public GameObject mengyao;//¶ÔÓ¦µÄrole
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public int index;//技能序号
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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@ -53,12 +54,6 @@ public class Skill_Spend : MonoBehaviour
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UpgradeBtn.onClick.AddListener(UpgradeClick);
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UpgradeBtn.onClick.AddListener(UpgradeClick);
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}
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}
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public void Init()
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{
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}
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void UpgradeClick()
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void UpgradeClick()
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{
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{
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@ -67,10 +62,6 @@ public class Skill_Spend : MonoBehaviour
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infobox_skill_up.gameObject.SetActive(true);
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infobox_skill_up.gameObject.SetActive(true);
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}
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}
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void SpendClick()
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void SpendClick()
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{
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{
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musk.gameObject.SetActive(false);
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musk.gameObject.SetActive(false);
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@ -32,27 +32,16 @@ public class infobox_skill_up : MonoBehaviour
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if (Skillspend.levelNumber <Skillspend.Maxlevel && (SkillBox.instance.expList.Count - Skillspend.spendNumber)>=0)
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if (Skillspend.levelNumber <Skillspend.Maxlevel && (SkillBox.instance.expList.Count - Skillspend.spendNumber)>=0)
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{
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{
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SkillBox.instance.UpdataExp(-Skillspend.spendNumber);
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SkillBox.instance.UpdataExp(-Skillspend.spendNumber);
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Debug.Log(LevelText.text);
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Skillspend.levelNumber++;
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Skillspend.levelNumber++;
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/*UpgradeBtn.GetComponent<Image>().sprite = minLevelimg;
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UpgradeBtn.transform.Find("UpgradText").GetComponent<Text>().text = "Éý¼¶";
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UpgradeBtn.enabled = true;*/
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SwitchLevel(Skillspend.levelNumber);
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SwitchLevel(Skillspend.levelNumber);
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Debug.Log(Skillspend.levelNumber);
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//因为一开始是没有技能,所以先Skillspend.levelNumber++;
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Skillspend.mengyao.GetComponent<SkillUp>().UseSkill(Skillspend.index, Skillspend.levelNumber);
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}
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}
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else
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else
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{
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{
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Debug.Log("Õ½»ê²»×ã");
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Debug.Log("Õ½»ê²»×ã");
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}
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}
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/*if(Skillspend.levelNumber >= Skillspend.Maxlevel)
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{
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Skillspend.levelNumber = Skillspend.Maxlevel;
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UpgradeBtn.GetComponent<Image>().sprite = maxlevelimg;
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UpgradeBtn.transform.Find("UpgradText").GetComponent<Text>().text = "µÈ¼¶ÒÑÂú";
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SwitchLevel(Skillspend.levelNumber);
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return;
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}*/
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}
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}
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void BtnUpdata()
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void BtnUpdata()
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@ -69,12 +58,10 @@ public class infobox_skill_up : MonoBehaviour
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UpgradeBtn.transform.Find("UpgradText").GetComponent<Text>().text = "Éý¼¶";
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UpgradeBtn.transform.Find("UpgradText").GetComponent<Text>().text = "Éý¼¶";
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UpgradeBtn.enabled = true;
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UpgradeBtn.enabled = true;
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}
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}
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}
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}
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public void SwitchLevel(int level)
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public void SwitchLevel(int level)
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{
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{
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switch (level)
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switch (level)
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{
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{
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