diff --git a/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab b/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab index 0ab0e496..1bca11aa 100644 --- a/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab +++ b/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab @@ -443,6 +443,14 @@ MonoBehaviour: MengyaoSprite: {fileID: 0} SkillSprites: [] harmNumber: 0 + Defense: 10 + DamageToPlayer: 1 + HealthPerLevel: 10 + DefensePerLevel: 5 + elementType: 0 + defenseType: 1 + unitType: 0 + size: 0 --- !u!210 &6468108308622956862 SortingGroup: m_ObjectHideFlags: 0 @@ -518,6 +526,11 @@ MonoBehaviour: attackRange: {fileID: 0} isShowPanel: 0 instantiatedPanel: {fileID: 0} + OrigScale: {x: 0, y: 0, z: 0} + StartSizeX: 0 + StartSizeY: 0 + OrSizeX: 0 + OrSizeY: 0 --- !u!1 &4703411402469012869 GameObject: m_ObjectHideFlags: 0 @@ -622,7 +635,7 @@ SpriteRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 - m_Sprite: {fileID: 21300000, guid: aa6f66265746cb041bbfdf887abe64f9, type: 3} + m_Sprite: {fileID: 21300000, guid: cebb0d54c57db444d8b1f48aab88bb48, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} m_FlipX: 0 m_FlipY: 0 diff --git a/meng_yao/Assets/script/A_Fight/enemy.cs b/meng_yao/Assets/script/A_Fight/enemy.cs index 5f503549..a7910b05 100644 --- a/meng_yao/Assets/script/A_Fight/enemy.cs +++ b/meng_yao/Assets/script/A_Fight/enemy.cs @@ -2,6 +2,39 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; + +// 枚举:五行类型 +public enum ElementType +{ + Metal, + Wood, + Water, + Fire, + Earth +} + +// 枚举:防御类型 +public enum DefenseType +{ + HeavyArmor,//重甲 + LightArmor,//轻甲 + MagicShield,//魔盾 + SpiritForm//灵体 +} + +// 枚举:单位类型 +public enum UnitType +{ + GroundUnit,//地面单位 + AirUnit//空中单位 +} +// 枚举:体型类型 + +public enum Size +{ + Small,//小 + Large//大 +} public class enemy : Role { public string enemyId; @@ -25,7 +58,22 @@ public class enemy : Role private float originalMoveSpeed; // 记录初始的移动速度 private float slowDownTime = 0f; // 记录减速开始时间 private bool isSlowed = false; // 标记是否处于减速状态 + [Header("防御力")] public float Defense; + // 扣减玩家生命值(假设每次攻击的伤害) + [Header("扣减玩家生命值")] public float DamageToPlayer; + + // 每级提升生命值 + [Header("每级提升生命值")] public float HealthPerLevel; + + + // 每级提升防御力 + + [Header("每级提升防御力")] public float DefensePerLevel; + [Header("五行类型")] public ElementType elementType; + [Header("防御类型")] public DefenseType defenseType; + [Header("所属空地类型")] public UnitType unitType; + [Header("身形大小")] public Size size; public override void Start() { base.Start();