This commit is contained in:
liuliang 2024-12-24 21:12:53 +08:00
commit 957565017a
6 changed files with 30 additions and 110 deletions

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@ -1,86 +0,0 @@
[
{
"temp_id": "M_H_001",
"monster_code": "火萌妖-01",
"skills": [
{
"positioning": "长周期烧一条直线上",
"name": "火龙之舌",
"effects": {
"level_1": "射程提升2格位置",
"level_2": "伤害提升15%",
"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",
"level_4": "伤害提升35%",
"level_5": "喷火冷却时间减少50%持续喷火时间减少50%"
}
},
{
"positioning": "近身攻击多个敌人",
"name": "烈焰之舞",
"effects": {
"level_1": "喷出的火焰散开为3个但每个火焰伤害减少50%",
"level_2": "伤害提升15%",
"level_3": "降低敌人20%移动速度攻击CD增加5%",
"level_4": "伤害提升35%",
"level_5": "喷火冷却时间增加30%持续喷火时间增加50%"
}
}
]
},
{
"temp_id": "M_S_001",
"monster_code": "水萌妖-01",
"skills": [
{
"positioning": "快速射出子弹,增加对空伤害",
"name": "寒冰子弹",
"effects": {
"level_1": "攻击CD减少25%",
"level_2": "伤害提升15%",
"level_3": "增加子弹20%飞行速度射程减少1格",
"level_4": "伤害提升35%",
"level_5": "对攻击减速的敌人造成额外30%伤害攻击CD增加5%"
}
},
{
"positioning": "增加对空debuff对小型怪伤害加强",
"name": "冰霜风暴",
"effects": {
"level_1": "攻击CD减少25%",
"level_2": "伤害提升15%",
"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%"
}
}
]
},
{
"temp_id": "M_M_001",
"monster_code": "木萌妖-01",
"skills": [
{
"positioning": "子弹飞行速度射击高频",
"name": "高速射击",
"effects": {
"level_1": "子弹飞行速度增加30%",
"level_2": "伤害提升15%",
"level_3": "对小型敌人增加40%伤害攻击CD增加5%",
"level_4": "伤害提升35%",
"level_5": "每次攻击增加20%暴击率射程减少1格"
}
},
{
"positioning": "精准子弹",
"name": "精制子弹",
"effects": {
"level_1": "攻击CD减少25%",
"level_2": "伤害提升15%",
"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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@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 8812465f0ea2ff64da18bb16c925e8f5
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -311,6 +311,7 @@ MonoBehaviour:
- {fileID: 0}
- {fileID: 0}
moveSpeed: 1
speedFactor: 1
obj: {fileID: 4703411402842800732}
--- !u!114 &4703411402755586929
MonoBehaviour:
@ -327,6 +328,7 @@ MonoBehaviour:
retbutton: {fileID: 0}
ClosureObj: {fileID: 0}
id: 0
Name:
camp: 1
hp: 100
dieIndex: 1
@ -336,7 +338,18 @@ MonoBehaviour:
_Canvas: {fileID: 4205844203331515742}
spriteRenderers: {fileID: 4703411402842800734}
HurtDirectin: 0
Quality:
Elements:
Info:
SkillId:
AttackType:
AttackActionType:
AttackCD: 0
CritRate: 0
CriticalHitRateBonus: 0
gold: 10
MaxAttack: 10
MinAttack: 10
physicalArmor: 10
magicArmor: 5
Navigation: {fileID: 4703411402755586928}
@ -495,6 +508,8 @@ MonoBehaviour:
role: {fileID: 4703411402755586929}
panelPrefab: {fileID: 103310189314411435, guid: 750dbc96a3815eb4c85c7f89c206a43f, type: 3}
attackRange: {fileID: 0}
isShowPanel: 0
instantiatedPanel: {fileID: 0}
--- !u!1 &4703411402469012869
GameObject:
m_ObjectHideFlags: 0
@ -599,7 +614,7 @@ SpriteRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_Sprite: {fileID: 21300000, guid: 97cc9a8eaafc8d24a849cc7f6ceb3b13, type: 3}
m_Sprite: {fileID: 21300000, guid: 5a21d33cca7048a46aed91d4e3e32ec3, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0

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@ -4397,10 +4397,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: ef2ffa387be5c84478c8cf2baec66c02, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Asset: {fileID: 4900000, guid: ccad03cd6f4f0ab44a344e0a34526ef7, type: 3}
NameAsset: {fileID: 4900000, guid: 52acabe0a2e08eb4ea9d762d220531e8, type: 3}
LevelAsset: {fileID: 4900000, guid: bb3d00dd8f76e124faa356d8394be29a, type: 3}
SkillAsset: {fileID: 4900000, guid: a8003fd7bb7ee3f4da293b457be01220, type: 3}
m_Asset: {fileID: 4900000, guid: 6a6cdf5342b444d4fbff4fccbb54f98a, type: 3}
NameAsset: {fileID: 4900000, guid: e414de6ecc2f57d4ba107a5433dd54f5, type: 3}
LevelAsset: {fileID: 4900000, guid: 89bbacca41b409b4dbf238a43bbb2e4b, type: 3}
SkillAsset: {fileID: 4900000, guid: 3d441bff04ee5a64ea8b8967bcfbc070, type: 3}
m_Level: []
--- !u!1 &1342038372
GameObject:

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@ -83,7 +83,7 @@ public class Prompt_box_generation : MonoBehaviour
}
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
hintRectTransform.position = new Vector3((iconPosition.x+ iconRectTransform.rect.width / 2) + hintRectTransform.rect.width/2, iconPosition.y+ 120f- iconRectTransform.rect.height / 2, iconPosition.z);
}

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@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class ObJPool<T>
{
@ -87,17 +88,16 @@ public class SpawnPool : Base
}
public void UpdateNodeList()
{
// 获取所有带有 SpriteRenderer 组件的子物体
// 获取所有带有 SortingGroup 组件的物体
List<GameObject> gameObjectsList = new List<GameObject>();
foreach (GameObject go in EnemyPool.SurvivalPool)
{
// 获取所有子物体中具有 SpriteRenderer 组件的物体
SpriteRenderer renderer = go.GetComponentInChildren<SpriteRenderer>();
if (renderer != null)
// 获取该物体上的 SortingGroup 组件
SortingGroup sortingGroup = go.GetComponent<SortingGroup>();
if (sortingGroup != null)
{
// 添加到列表中
//Debug.Log("排序添加--------");
gameObjectsList.Add(go);
}
}
@ -105,16 +105,14 @@ public class SpawnPool : Base
// 按照 y 轴排序
gameObjectsList.Sort((a, b) => a.transform.position.y.CompareTo(b.transform.position.y));
// 设置 sortingOrder
// 设置 SortingGroup 的 sortingOrder
for (int i = 0; i < gameObjectsList.Count; i++)
{
SpriteRenderer renderer = gameObjectsList[i].GetComponentInChildren<SpriteRenderer>();
if (renderer != null)
SortingGroup sortingGroup = gameObjectsList[i].GetComponent<SortingGroup>();
if (sortingGroup != null)
{
// 设置 sortingOrder 来决定显示的层级
renderer.sortingOrder = gameObjectsList.Count-i;
//Debug.Log("排序--------");
sortingGroup.sortingOrder = gameObjectsList.Count - i;
}
}
}