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"monster_code": "火萌妖-01",
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"skills": [
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"positioning": "长周期烧一条直线上",
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"name": "火龙之舌",
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"effects": {
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"level_1": "射程提升2格位置",
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"level_2": "伤害提升15%",
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"level_3": "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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"level_4": "伤害提升35%",
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"level_5": "喷火冷却时间减少50%,持续喷火时间减少50%"
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}
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},
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{
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"positioning": "近身攻击多个敌人",
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"name": "烈焰之舞",
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"effects": {
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"level_1": "喷出的火焰散开为3个,但每个火焰伤害减少50%",
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"level_2": "伤害提升15%",
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"level_3": "降低敌人20%移动速度,攻击CD增加5%",
|
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"level_4": "伤害提升35%",
|
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"level_5": "喷火冷却时间增加30%,持续喷火时间增加50%"
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}
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}
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]
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},
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"temp_id": "M_S_001",
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"monster_code": "水萌妖-01",
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"skills": [
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{
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"positioning": "快速射出子弹,增加对空伤害",
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"name": "寒冰子弹",
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"effects": {
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"level_1": "攻击CD减少25%",
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"level_2": "伤害提升15%",
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"level_3": "增加子弹20%飞行速度,射程减少1格",
|
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"level_4": "伤害提升35%",
|
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"level_5": "对攻击减速的敌人造成额外30%伤害,攻击CD增加5%"
|
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}
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},
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{
|
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"positioning": "增加对空debuff,对小型怪伤害加强",
|
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"name": "冰霜风暴",
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"effects": {
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"level_1": "攻击CD减少25%",
|
|
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"level_2": "伤害提升15%",
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|
||||||
"level_3": "对小型敌人增加25%伤害,射程减少1格",
|
|
||||||
"level_4": "伤害提升35%",
|
|
||||||
"level_5": "每次攻击增加20%暴击率,攻击CD增加5%"
|
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}
|
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}
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},
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{
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"temp_id": "M_M_001",
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"monster_code": "木萌妖-01",
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"skills": [
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{
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"positioning": "子弹飞行速度射击高频",
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"name": "高速射击",
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"effects": {
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"level_1": "子弹飞行速度增加30%",
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"level_2": "伤害提升15%",
|
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"level_3": "对小型敌人增加40%伤害,攻击CD增加5%",
|
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"level_4": "伤害提升35%",
|
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"level_5": "每次攻击增加20%暴击率,射程减少1格"
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}
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},
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{
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"positioning": "精准子弹",
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"name": "精制子弹",
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"effects": {
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"level_1": "攻击CD减少25%",
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"level_3": "对小型敌人增加25%伤害,射程减少1格",
|
|
||||||
"level_4": "伤害提升35%",
|
|
||||||
"level_5": "每次攻击增加20%暴击率,攻击CD增加5%"
|
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}
|
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pSDShowRemoveMatteOption: 0
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assetBundleVariant:
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BIN
meng_yao/Assets/res/Beat_MengYao/yuandian.png
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After Width: | Height: | Size: 1.3 KiB |
123
meng_yao/Assets/res/Beat_MengYao/yuandian.png.meta
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@ -0,0 +1,123 @@
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceEnd: 3
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assetBundleVariant:
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@ -83,7 +83,7 @@ public class Prompt_box_generation : MonoBehaviour
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.Log(hintRectTransform.rect.width);
|
//Debug.Log(hintRectTransform.rect.width);
|
||||||
// 如果图标在左边,则将提示框放到图标的右侧
|
// 如果图标在左边,则将提示框放到图标的右侧
|
||||||
hintRectTransform.position = new Vector3((iconPosition.x+ iconRectTransform.rect.width / 2) + hintRectTransform.rect.width/2, iconPosition.y+ 120f- iconRectTransform.rect.height / 2, iconPosition.z);
|
hintRectTransform.position = new Vector3((iconPosition.x+ iconRectTransform.rect.width / 2) + hintRectTransform.rect.width/2, iconPosition.y+ 120f- iconRectTransform.rect.height / 2, iconPosition.z);
|
||||||
}
|
}
|
||||||
|
@ -43,4 +43,9 @@ public class DepagodaBtn : MonoBehaviour
|
|||||||
gotoscene.SetActive(true);
|
gotoscene.SetActive(true);
|
||||||
nowScene.SetActive(false);
|
nowScene.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
OnSceneMouseBTN -= JUmpScem;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -18,7 +18,6 @@ public class DuanzaoBtn : MonoBehaviour
|
|||||||
|
|
||||||
private void OnMouseDown()
|
private void OnMouseDown()
|
||||||
{
|
{
|
||||||
//SceneManager.LoadScene(JumpScene.cultivation_Jinsha_mine_slices);
|
|
||||||
transform.DOScale(new Vector3(0.5f, 0.5f, 0.5f), 0.3f).SetEase(Ease.OutBack);
|
transform.DOScale(new Vector3(0.5f, 0.5f, 0.5f), 0.3f).SetEase(Ease.OutBack);
|
||||||
StartCoroutine("Magnify");
|
StartCoroutine("Magnify");
|
||||||
}
|
}
|
||||||
@ -35,9 +34,12 @@ public class DuanzaoBtn : MonoBehaviour
|
|||||||
|
|
||||||
void JUmpScem()
|
void JUmpScem()
|
||||||
{
|
{
|
||||||
//Virtual_CameraManager.Instance.SwitchToCamera(1);
|
|
||||||
gotoscene.SetActive(true);
|
gotoscene.SetActive(true);
|
||||||
nowScene.SetActive(false);
|
nowScene.SetActive(false);
|
||||||
//SceneManager.LoadScene(JumpScene.scene_forging);
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
OnSceneMouseBTN -= JUmpScem;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -55,5 +55,8 @@ public class GameSceneBtn : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
OnSceneMouseBTN -= JUmpScem;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -39,4 +39,9 @@ public class JinBidaoBtn : MonoBehaviour
|
|||||||
nowScene.SetActive(false);
|
nowScene.SetActive(false);
|
||||||
//SceneManager.LoadScene(JumpScene.cultivation_gold_coin_Island);
|
//SceneManager.LoadScene(JumpScene.cultivation_gold_coin_Island);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
OnSceneMouseBTN -= JUmpScem;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -37,4 +37,9 @@ public class LandBtn : MonoBehaviour
|
|||||||
gotoscene.SetActive(true);
|
gotoscene.SetActive(true);
|
||||||
nowScene.SetActive(false);
|
nowScene.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
OnSceneMouseBTN -= JUmpScem;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -40,4 +40,9 @@ public class ZuanshiBtn : MonoBehaviour
|
|||||||
nowScene.SetActive(false);
|
nowScene.SetActive(false);
|
||||||
//SceneManager.LoadScene(JumpScene.scene_baoshidao);
|
//SceneManager.LoadScene(JumpScene.scene_baoshidao);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
OnSceneMouseBTN -= JUmpScem;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -38,4 +38,9 @@ public class Baoshikuang_BTn : MonoBehaviour
|
|||||||
nowScene.SetActive(false);
|
nowScene.SetActive(false);
|
||||||
//SceneManager.LoadScene(JumpScene.cultivation_gold_coin_Island);
|
//SceneManager.LoadScene(JumpScene.cultivation_gold_coin_Island);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
OnSceneMouseBTN -= JUmpScem;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -34,6 +34,7 @@ public class Customer_serviceTanchuang : mount
|
|||||||
bool issucceffull = await Scene_main_jiekou.instance.Cancellations();
|
bool issucceffull = await Scene_main_jiekou.instance.Cancellations();
|
||||||
if (issucceffull)
|
if (issucceffull)
|
||||||
{
|
{
|
||||||
|
PlayerPrefs.DeleteKey("UserToken");
|
||||||
SceneManager.LoadScene(0);
|
SceneManager.LoadScene(0);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -19,7 +19,8 @@ public class SwitchAccount : MonoBehaviour
|
|||||||
bool issucceffull = await Scene_main_jiekou.instance.Logouts();
|
bool issucceffull = await Scene_main_jiekou.instance.Logouts();
|
||||||
if (issucceffull)
|
if (issucceffull)
|
||||||
{
|
{
|
||||||
SceneManager.LoadScene(0);
|
PlayerPrefs.DeleteKey("UserToken");
|
||||||
|
SceneManager.LoadScene(0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -38,4 +38,9 @@ public class Jinsha_BTn : MonoBehaviour
|
|||||||
nowScene.SetActive(false);
|
nowScene.SetActive(false);
|
||||||
//SceneManager.LoadScene(JumpScene.cultivation_gold_coin_Island);
|
//SceneManager.LoadScene(JumpScene.cultivation_gold_coin_Island);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
OnSceneMouseBTN -= JUmpScem;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -16,18 +16,20 @@ public class Logo_in : mount
|
|||||||
|
|
||||||
public Slider sceneslider;
|
public Slider sceneslider;
|
||||||
public Button logo_inbtn;
|
public Button logo_inbtn;
|
||||||
|
playerInfo player = new playerInfo();
|
||||||
|
|
||||||
|
|
||||||
public float loadDuration = 10f; // 总加载时间,用于计时器控制
|
public float loadDuration = 10f; // 总加载时间,用于计时器控制
|
||||||
public float smoothingSpeed = 0.1f;
|
public float smoothingSpeed = 0.1f;
|
||||||
float progress = 0;
|
float progress = 0;
|
||||||
float timer = 0f;
|
float timer = 0f;
|
||||||
|
|
||||||
public override void Awake()
|
public override void Awake()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
async void Start()
|
||||||
{
|
{
|
||||||
//sceneslider.gameObject.SetActive(false);
|
//sceneslider.gameObject.SetActive(false);
|
||||||
//logo_inbtn.onClick.AddListener(ShowLogoin);
|
//logo_inbtn.onClick.AddListener(ShowLogoin);
|
||||||
@ -36,9 +38,36 @@ public class Logo_in : mount
|
|||||||
sceneslider.value = 0f; // 初始值设为0
|
sceneslider.value = 0f; // 初始值设为0
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerPrefs.SetInt("SceneStatus", -1);
|
|
||||||
sceneslider.gameObject.SetActive(false);
|
|
||||||
Privacy_Policy_screen();
|
string token = PlayerPrefs.GetString("UserToken", string.Empty); // 如果没有找到 token,返回空字符串
|
||||||
|
|
||||||
|
if (!string.IsNullOrEmpty(token))
|
||||||
|
{
|
||||||
|
MyGlobal.global.loginResponse.Data.access_token = token;
|
||||||
|
PlayerIndfo info = await player.PalyerInfo();
|
||||||
|
if (info.code == 200)
|
||||||
|
{
|
||||||
|
Promptmgr.Instance.PromptBubble("登录成功");
|
||||||
|
sceneslider.gameObject.SetActive(true);
|
||||||
|
StartCoroutine(jiaLoading());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Promptmgr.Instance.PromptBubble("身份过期,请重新登录");
|
||||||
|
PlayerPrefs.SetInt("SceneStatus", -1);
|
||||||
|
sceneslider.gameObject.SetActive(false);
|
||||||
|
Privacy_Policy_screen();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
PlayerPrefs.SetInt("SceneStatus", -1);
|
||||||
|
sceneslider.gameObject.SetActive(false);
|
||||||
|
Privacy_Policy_screen();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -16,6 +16,8 @@ public class MyGlobal : MonoBehaviour
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
global = this;
|
global = this;
|
||||||
|
|
||||||
|
|
||||||
DontDestroyOnLoad(gameObject);
|
DontDestroyOnLoad(gameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -36,6 +36,7 @@ public class login : MonoBehaviour
|
|||||||
loginResponse apifox = JsonConvert.DeserializeObject<loginResponse>(response);
|
loginResponse apifox = JsonConvert.DeserializeObject<loginResponse>(response);
|
||||||
//Debug.Log(MyGlobal.global.loginResponse.Data);
|
//Debug.Log(MyGlobal.global.loginResponse.Data);
|
||||||
MyGlobal.global.loginResponse.Data.access_token = apifox.Data.access_token;
|
MyGlobal.global.loginResponse.Data.access_token = apifox.Data.access_token;
|
||||||
|
PlayerPrefs.SetString("UserToken", apifox.Data.access_token);
|
||||||
//Debug.Log(MyGlobal.global.loginResponse.Data.access_token);
|
//Debug.Log(MyGlobal.global.loginResponse.Data.access_token);
|
||||||
return response;
|
return response;
|
||||||
}
|
}
|
||||||
|