攻击范围修改bug
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@ -1 +1 @@
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Subproject commit e181aec8b1cfd1b630cbcdb3dc4f450db9ea8cf1
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Subproject commit 9f99fc3d564950b491dce421b59661109d5580ca
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@ -14,6 +14,7 @@ public class CharacterClick : MonoBehaviour
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[Header("显示的信息面板")] public GameObject instantiatedPanel;
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[Header("显示的信息面板")] public GameObject instantiatedPanel;
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public Vector3 OrigScale;
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public Vector3 OrigScale;
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public float StartSizeX;
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public float OrSizeX;
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public float OrSizeX;
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private bool isShowAttackRange=true;
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private bool isShowAttackRange=true;
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public WaveData MyWaveData=null;
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public WaveData MyWaveData=null;
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@ -23,9 +24,12 @@ public class CharacterClick : MonoBehaviour
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{
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{
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OrigScale = attackRange.transform.localScale;
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OrigScale = attackRange.transform.localScale;
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OrSizeX = attackRange.GetComponent<SpriteRenderer>().bounds.size.x;
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OrSizeX = attackRange.GetComponent<SpriteRenderer>().bounds.size.x;
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StartSizeX = OrSizeX;
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role.attackClass.SetAttackRange();
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role.attackClass.SetAttackRange();
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attackRange.transform.DOScale(new Vector2(OrSizeX, OrSizeX), 0.3f).SetEase(Ease.InOutBack);
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//ShowAttackRange(UIContorl.instance.NowAttackRange);
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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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}
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if (transform.GetComponent<enemy>()!=null)
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if (transform.GetComponent<enemy>()!=null)
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@ -5,52 +5,54 @@ using UnityEngine;
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public class mkl_SkillUp : SkillUp
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public class mkl_SkillUp : SkillUp
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{
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{
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/// <summary>
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/// <summary>
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/// 攻击CD减少25%
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///子弹飞行速度增加30%。
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/// </summary>
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/// </summary>
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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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base.SpeedOfBullets = 0.3f;
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}
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/// <summary>
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/// 对小型敌人增加40%伤害,攻击CD增加5%
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/// </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"
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/// </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>
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/// 攻击CD减少25%
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/// </summary>
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public override void Skill_2_1()
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{
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{
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base.AttackCooldown += -0.25f;
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base.AttackCooldown += -0.25f;
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}
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}
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/// <summary>
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/// <summary>
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/// 子弹飞行速度增加30%。攻击CD增加5%
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/// 对小型敌人增加25%伤害,射程减少1格
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/// </summary>
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public override void Skill_1_3()
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{
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base.SpeedOfBullets = 0.3f;
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AttackCooldown += 0.05f;
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}
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/// <summary>
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/// 攻击增加20%暴击率 。攻击CD增加5%
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/// </summary>
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public override void Skill_1_5()
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{
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base.AttackCooldown += 0.05f;
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base.DamageUp += 0.2f;
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}
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/// <summary>
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/// 对小型敌人增加25%伤害
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/// </summary>
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public override void Skill_2_1()
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{
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base.DamageOfMin += 0.25f;
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}
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/// <summary>
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/// 对小型敌人增加40%伤害。 攻击CD增加5%
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/// </summary>
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/// </summary>
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public override void Skill_2_3()
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public override void Skill_2_3()
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{
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{
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base.DamageOfMin += 0.4f;
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base.DamageOfMin += 0.25f;
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base.AttackCooldown += 0.5f;
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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
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/// </summary>
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public override void Skill_2_5()
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{
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CriticalRate += 0.2f;
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base.AttackRange += -1;
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base.AttackRange += -1;
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attack.SetAttackRange();
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attack.SetAttackRange();
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}
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}
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/// <summary>
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/// 每次攻击增加20%暴击率,攻击CD增加5%
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/// </summary>
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public override void Skill_2_5()
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{
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base.CriticalRate += 0.2f;
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base.AttackCooldown += 0.05f;
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}
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}
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}
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@ -17,7 +17,7 @@ public class qieSkillUp : SkillUp
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public override void Skill_1_3()
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public override void Skill_1_3()
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{
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{
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base.SpeedOfBullets += 0.2f;
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base.SpeedOfBullets += 0.2f;
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base.AttackRange += -1;
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base.AttackRange = -1;
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attack.SetAttackRange();
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attack.SetAttackRange();
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}
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}
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/// <summary>
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/// <summary>
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@ -38,19 +38,22 @@ public class qieSkillUp : SkillUp
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base.DamageOfSky += 0.25f;
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base.DamageOfSky += 0.25f;
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}
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}
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/// <summary>
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/// <summary>
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/// 攻击CD减少10%
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/// 对小型敌人增加25%伤害。射程减少1格
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/// </summary>
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/// </summary>
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public override void Skill_2_3()
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public override void Skill_2_3()
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{
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{
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base.AttackCooldown += 0.75f;
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//base.AttackCooldown += 0.75f;
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DamageOfMin += 0.25f;
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base.AttackRange = -1;
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attack.SetAttackRange();
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}
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}
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/// <summary>
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/// <summary>
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/// 对小型敌人增加25%伤害。射程减少1格
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/// 每次攻击增加20%暴击率,攻击CD增加5%
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/// </summary>
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/// </summary>
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public override void Skill_2_5()
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public override void Skill_2_5()
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{
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{
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DamageOfMin += 0.25f;
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Debug.Log("技能_2_5");
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AttackRange += -1;
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base.CriticalRate += 0.2f;
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attack.SetAttackRange();
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base.AttackCooldown += 0.05f;
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}
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}
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}
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}
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