修改
This commit is contained in:
parent
b5a5871747
commit
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47
meng_yao/Assets/Config/MengYao_Skill_Date.txt
Normal file
47
meng_yao/Assets/Config/MengYao_Skill_Date.txt
Normal file
@ -0,0 +1,47 @@
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{
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"M_H_001": {
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"M_H_001_S_1": {
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"1": {
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"Range":2
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},
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||||
"2": {
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"DamageBuff": 0.15
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},
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"3": {
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"SkillList": ["skill_0"],
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"Range": -1
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},
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"4": {
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"DamageBuff": 0.35
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},
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"5": {
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"AttackCooldown": -0.5,
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"AttackContinues":-0.5
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}
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},
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"M_H_001_S_2": {
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"1": {
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"SkillList": [
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"skill_1"
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],
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"DamageBuff": -0.5
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},
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"2": {
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"DamageBuff": 0.15
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},
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"3": {
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"SkillList": [
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"skill_2"
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],
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"AttackCooldown": 0.05
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},
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"4": {
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"DamageBuff": 0.35
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},
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"5": {
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"AttackCooldown": 0.3,
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"AttackContinues": 0.5
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}
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}
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}
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}
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7
meng_yao/Assets/Config/MengYao_Skill_Date.txt.meta
Normal file
7
meng_yao/Assets/Config/MengYao_Skill_Date.txt.meta
Normal file
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assetBundleName:
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8
meng_yao/Assets/Editor.meta
Normal file
8
meng_yao/Assets/Editor.meta
Normal file
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8
meng_yao/Assets/Editor/Editor.meta
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8
meng_yao/Assets/Editor/Editor.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 1c5eadd36a678d24bb89ca26fdc281f3
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22
meng_yao/Assets/Editor/Editor/BaseEditor.cs
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22
meng_yao/Assets/Editor/Editor/BaseEditor.cs
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@ -0,0 +1,22 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(Base), true)]
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public class BaseEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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// 获取目标对象
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Base layoutPor = (Base)target;
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// 显示静态描述内容
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// EditorGUILayout.LabelField("Description", EditorStyles.boldLabel);
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EditorGUILayout.HelpBox(layoutPor.description, MessageType.Info);
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// 绘制默认属性
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DrawDefaultInspector();
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 01f8800bc22567f4890b6a945671d07b
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8
meng_yao/Assets/Editor/Editor/font.meta
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8
meng_yao/Assets/Editor/Editor/font.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 5af7f82681e0249cb929c96cabbc342b
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folderAsset: yes
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externalObjects: {}
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userData:
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70
meng_yao/Assets/Editor/Editor/font/TMPFontGenerator.cs
Normal file
70
meng_yao/Assets/Editor/Editor/font/TMPFontGenerator.cs
Normal file
@ -0,0 +1,70 @@
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using System.Text;
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using TMPro;
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using UnityEditor;
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using UnityEngine;
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public class TMPChineseFontGenerator : MonoBehaviour
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{
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[MenuItem("Tools/渲染字体")]
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public static void GenerateTMPFontWithChinese()
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{
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// 字体文件路径(替换为实际路径)
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string fontPath = "Assets/Font/Songti.ttc";
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string outputPath = "Assets/Font/GeneratedChineseFont.asset";
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// 加载字体文件
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Font font = AssetDatabase.LoadAssetAtPath<Font>(fontPath);
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if (font == null)
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{
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Debug.LogError($"Font not found at path: {fontPath}");
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return;
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}
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// 创建字体资产
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TMP_FontAsset fontAsset = TMP_FontAsset.CreateFontAsset(font);
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// 获取常用汉字字符集
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string chineseRange = GetChineseCharacters();
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// 添加汉字字符到字体资产
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AddCharactersToFontAsset(fontAsset, chineseRange);
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// 保存字体资产
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AssetDatabase.CreateAsset(fontAsset, outputPath);
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AssetDatabase.SaveAssets();
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Debug.Log($"包含中文字符的字体资产在: {outputPath}");
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}
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// 获取常用汉字字符集
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private static string GetChineseCharacters()
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{
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int start = 0x4e00; // 汉字起始点
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int end = 0x9fff; // 汉字结束点
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StringBuilder characters = new StringBuilder();
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for (int i = start; i <= end; i++)
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{
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characters.Append((char)i);
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}
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return characters.ToString();
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}
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// 添加字符到字体资产
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private static void AddCharactersToFontAsset(TMP_FontAsset fontAsset, string characters)
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{
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// 遍历每个字符并尝试添加
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foreach (char c in characters)
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{
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if (!fontAsset.HasCharacter(c))
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{
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fontAsset.characterLookupTable.TryGetValue(c, out TMP_Character tmpCharacter);
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if (tmpCharacter == null)
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{
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Debug.Log($"Character '{c}' 无法添加。确保字体支持此字符。");
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}
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}
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}
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}
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}
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fileFormatVersion: 2
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8
meng_yao/Assets/Editor/__MACOSX.meta
Normal file
8
meng_yao/Assets/Editor/__MACOSX.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 8be33d5cadce7e44ea28b89be20d74ab
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meng_yao/Assets/Editor/__MACOSX/._Editor
Normal file
BIN
meng_yao/Assets/Editor/__MACOSX/._Editor
Normal file
Binary file not shown.
8
meng_yao/Assets/Editor/__MACOSX/Editor.meta
Normal file
8
meng_yao/Assets/Editor/__MACOSX/Editor.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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BIN
meng_yao/Assets/Editor/__MACOSX/Editor/._font.meta
Normal file
BIN
meng_yao/Assets/Editor/__MACOSX/Editor/._font.meta
Normal file
Binary file not shown.
@ -296,8 +296,7 @@ MonoBehaviour:
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- {fileID: 0}
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@ -325,13 +324,12 @@ MonoBehaviour:
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hp: 1
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maxHp: 1
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dieIndex: 1
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Hpfiil: {fileID: 1566038940701374259}
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HpfiilYello: {fileID: 605146830908541898}
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@ -296,8 +296,7 @@ MonoBehaviour:
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- {fileID: 0}
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@ -325,13 +324,12 @@ MonoBehaviour:
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HpfiilYello: {fileID: 605146830908541898}
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@ -463,9 +463,17 @@ MonoBehaviour:
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AttackStayTime: 2
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characterClick: {fileID: 8940501394638592702}
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haveAddDamage: 0
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AdddamageType: 1
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BoomRange: 1
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isAttack: 1
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timer: 0
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bulletLengthAdd: 0
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@ -583,6 +590,7 @@ MonoBehaviour:
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CritRate: 0.03
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CriticalHitRateBonus: 0.25
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killNum: 0
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isMoFa: 0
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gold: 10
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||||
MaxAttack: 5
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MinAttack: 4
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@ -602,22 +610,25 @@ MonoBehaviour:
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normalIndex: 0
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isHit: 0
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mySkillUp: {fileID: 1061754087244483355}
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mySkillUp: {fileID: -8090661455022979364}
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HaveDieTime: 0
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enemyId:
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bulletAttackType: 0
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moveSpeed: 0
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- {fileID: 21300000, guid: fdd1af82c4a2e3b43adb1ef595ec34d0, type: 3}
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- {fileID: 21300000, guid: 4043457f6fd1cda4eb486839f31d2806, type: 3}
|
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harmNumber: 0
|
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isSlowed: 0
|
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Defense: 0
|
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DamageToPlayer: 0
|
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HealthPerLevel: 0
|
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DefensePerLevel: 0
|
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elementType: 3
|
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defenseType: 0
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index: 0
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--- !u!61 &-3836672401185760439
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@ -710,7 +721,7 @@ SpriteRenderer:
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@ -738,3 +748,4 @@ MonoBehaviour:
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||||
MaxHp: 20
|
||||
NowShowInfo: {fileID: 0}
|
||||
@ -5895,8 +5909,7 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: 97664c5246bb0d242997921b3560d036, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
retbutton: {fileID: 0}
|
||||
ClosureObj: {fileID: 0}
|
||||
description:
|
||||
SpawnLocations:
|
||||
- {fileID: 734893407}
|
||||
enemysList: []
|
||||
|
@ -1,14 +1,18 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class SkillUp : Fun
|
||||
{
|
||||
|
||||
[Header("角色脚本")] public Role role;
|
||||
[Header("攻击脚本")]public Attack attack;
|
||||
|
||||
// public string skill_id_1 = null;
|
||||
// public string skill_id_2 = null;
|
||||
|
||||
[HideInInspector][Header("攻击范围加成")] public float attackRange = 0f;
|
||||
[HideInInspector]
|
||||
public float AttackRange
|
||||
@ -59,6 +63,7 @@ public class SkillUp : Fun
|
||||
}
|
||||
[HideInInspector][Header("攻击子弹速度加成")] public float speedOfBullets = 0f;
|
||||
[HideInInspector]
|
||||
|
||||
public float SpeedOfBullets
|
||||
{
|
||||
get => speedOfBullets;
|
||||
@ -83,36 +88,66 @@ public class SkillUp : Fun
|
||||
// 存储技能加成效果
|
||||
private Dictionary<string, Dictionary<int, System.Action>> skillUpgrades = new Dictionary<string, Dictionary<int, System.Action>>();
|
||||
|
||||
public virtual void Start()
|
||||
private void Awake()
|
||||
{
|
||||
// 初始化技能加成升级
|
||||
InitializeSkillUpgrades();
|
||||
description = "更新后的萌耀,:使用方法xxxxxxxx";
|
||||
}
|
||||
|
||||
// 初始化技能加成升级
|
||||
private void InitializeSkillUpgrades()
|
||||
public void Up(string mengyao_id,string skill_id,string level)
|
||||
{
|
||||
// 技能1的加成效果
|
||||
skillUpgrades["Skill_1"] = new Dictionary<int, System.Action>
|
||||
{
|
||||
{ 1, Skill_1_1 },
|
||||
{ 2, Skill_1_2 },
|
||||
{ 3, Skill_1_3 },
|
||||
{ 4, Skill_1_4 },
|
||||
{ 5, Skill_1_5 }
|
||||
};
|
||||
|
||||
// 技能2的加成效果
|
||||
skillUpgrades["Skill_2"] = new Dictionary<int, System.Action>
|
||||
Debug.LogError(GlobalObj.GetComponent<Mengyao_Skill_Date>().parsedData.Count);
|
||||
SkillLevelData info = GlobalObj.GetComponent<Mengyao_Skill_Date>().parsedData[mengyao_id][skill_id][level];
|
||||
//攻击范围加成
|
||||
AttackRange += info.Range;
|
||||
Debug.Log("攻击范围+"+ info.Range +"||"+ attackRange.ToString()+"=================================");
|
||||
//攻击冷却加成
|
||||
AttackCooldown += info.AttackCooldown;
|
||||
//攻击持续时间加成
|
||||
AttackDuration += info.AttackContinues;
|
||||
//攻击子弹数量加成
|
||||
NumberOfBullets += info.numberOfBullets;
|
||||
//攻击子弹速度加成
|
||||
SpeedOfBullets += info.speedOfBullets;
|
||||
|
||||
//攻击伤害加成
|
||||
DamageUp += info.DamageBuff;
|
||||
|
||||
//暴击率倍率加成
|
||||
CriticalRate += info.CriticalRate;
|
||||
//暴击伤害倍率加成
|
||||
CriticalDamage += info.CriticalDamage;
|
||||
|
||||
//对空伤害加成
|
||||
DamageOfSky += info.DamageOfSky;
|
||||
//对地伤害加成
|
||||
DamageOfland += info.DamageOfland;
|
||||
//对大型敌人加成
|
||||
DamageOfBig += info.DamageOfBig;
|
||||
//对小型型敌人加成
|
||||
DamageOfMin += info.DamageOfMin;
|
||||
//对减速敌人加成
|
||||
DamageOfSlow += info.DamageOfSlow;
|
||||
attack.SetAttackRange();
|
||||
|
||||
if (info.SkillList != null)
|
||||
{
|
||||
{ 1, Skill_2_1 },
|
||||
{ 2, Skill_2_2 },
|
||||
{ 3, Skill_2_3 },
|
||||
{ 4, Skill_2_4 },
|
||||
{ 5, Skill_2_5 }
|
||||
};
|
||||
foreach (string SkillId in info.SkillList)
|
||||
{
|
||||
if (SkillId == "skill_0")
|
||||
{
|
||||
// 创建一个眩晕 Buff(持续1秒,20%概率)
|
||||
Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 0.2f);
|
||||
|
||||
// 将 Buff 添加到玩家的 storageBuff 列表中
|
||||
role.AddBuff(role.storageBuff, decelerationBuff);
|
||||
//Debug.LogError("使用技能1-3");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 使用技能
|
||||
/// </summary>
|
||||
@ -126,26 +161,16 @@ public class SkillUp : Fun
|
||||
if (skillUpgrades.ContainsKey(skillKey) && skillUpgrades[skillKey].ContainsKey(level))
|
||||
{
|
||||
// 调用相应技能等级的效果
|
||||
skillUpgrades[skillKey][level].Invoke();
|
||||
//[skillKey][level].Invoke();
|
||||
|
||||
Debug.LogError("开始使用"+role.id + "_S_" + index.ToString());
|
||||
Debug.LogError("role.id:" + role.id +"index" + index.ToString()+"level"+ level.ToString());
|
||||
Up(role.id, role.id + "_S_" + index.ToString(), level.ToString());
|
||||
Debug.LogError("使用完成"+role.id + "_S_" + index.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("没有这个技能或者技能等级无效");
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Skill_1_1() { }
|
||||
public virtual void Skill_1_2() { DamageUp *= 1.15f; Debug.LogError("使用技能1-2"); }
|
||||
public virtual void Skill_1_3() { }
|
||||
public virtual void Skill_1_4() { DamageUp *= 1.35f; Debug.LogError("使用技能1-4"); }
|
||||
public virtual void Skill_1_5() { }
|
||||
|
||||
public virtual void Skill_2_1() { }
|
||||
public virtual void Skill_2_2() { DamageUp *= 1.15f; Debug.LogError("使用技能2-2"); }
|
||||
public virtual void Skill_2_3() { }
|
||||
public virtual void Skill_2_4() { DamageUp *= 1.35f; Debug.LogError("使用技能2-4"); }
|
||||
public virtual void Skill_2_5() { }
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
@ -1,61 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class cs_SkillUp : SkillUp
|
||||
{
|
||||
|
||||
|
||||
/// <summary>
|
||||
///对空中的敌人额外造成30%伤害
|
||||
/// </summary>
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
base.DamageOfSky+=0.3f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 攻击CD减少25%,散射角度增加25%,射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
base.attack.Angle *= (1 + 0.25f);//散射角度
|
||||
AttackCooldown -= 0.25f;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 子弹飞行速度增加25%,射程减少1格"
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
base.speedOfBullets+=0.25f;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 对地面敌人造成额外30%伤害
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
base.DamageOfland += 0.3f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 攻击CD减少15%,但散射角度更大
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
AttackCooldown -= 0.15f;
|
||||
base.attack.Angle *= (1 + 0.25f);//散射角度
|
||||
Debug.Log("增加散射角度");
|
||||
}
|
||||
/// <summary>
|
||||
/// 对减速目标造成额外20%伤害,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
base.DamageOfSlow += 0.2f;
|
||||
base.AttackCooldown += 0.05f;
|
||||
}
|
||||
}
|
@ -1,65 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
public class hhl_SkillUp : SkillUp
|
||||
{
|
||||
|
||||
|
||||
/// <summary>
|
||||
///攻击CD减少25%
|
||||
/// </summary>
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
base.AttackCooldown -= 0.25f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 火球飞行速度增加15%,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
base.speedOfBullets += 0.15f;
|
||||
base.AttackCooldown += 0.05f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 火球飞行速度增加30%,攻击CD增加5%"
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
base.speedOfBullets+=0.3f;
|
||||
base.AttackCooldown += 0.05f;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 火球溅射伤害范围增加1格
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
attack.BoomRange += 0.5f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 对大型敌人额外造成30%伤害,射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
DamageOfBig += 0.3f;
|
||||
AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 被火球伤害的敌人会原地眩晕1秒,射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
// 创建一个眩晕 Buff(持续1秒,20%概率)
|
||||
Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 1f);
|
||||
|
||||
// 将 Buff 添加到玩家的 storageBuff 列表中
|
||||
role.AddBuff(role.storageBuff, decelerationBuff);
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7daf04d628022bd4aaac8e5b33e8d9b9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,63 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
public class jbf_SkillUp : SkillUp
|
||||
{
|
||||
|
||||
/// <summary>
|
||||
///刀的长度延长1格
|
||||
/// </summary>
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
Debug.Log("jijijijijijijijijijijijijijijijijijij111111");
|
||||
attack.bulletLengthAdd += 2;
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 额外增加1把刀,刀的旋转速度减少10%
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
Debug.Log("jijijijijijijijijijijijijijijijijijij");
|
||||
attack.BulletNumber += 1;
|
||||
attack.roleBulletSpeedAdd -= 0.1f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 每次攻击额外造成30%魔法伤害,刀的旋转速度减少10%
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
attack.haveAddDamage = true;
|
||||
attack.AdddamageType = DamageType.magicDamage;
|
||||
base.attack.roleBulletSpeedAdd -= 0.1f;
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 刀的旋转速度提升25%
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
base.attack.roleBulletSpeedAdd += 0.25f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 额外增加1把刀,刀的旋转速度减少10%
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
Debug.Log("jijijijijijijijijijijijijijijijijijij");
|
||||
attack.BulletNumber += 1;
|
||||
base.attack.roleBulletSpeedAdd -= 0.1f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 刀的旋转速度提升40%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
base.attack.roleBulletSpeedAdd += 0.4f;
|
||||
}
|
||||
}
|
@ -1,75 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using static Google.Protobuf.Reflection.ExtensionRangeOptions.Types;
|
||||
|
||||
public class laohuSkillUp :SkillUp
|
||||
{
|
||||
/// <summary>
|
||||
/// 射程提升2格位置
|
||||
/// </summary>
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
base.AttackRange = 2;
|
||||
attack.SetAttackRange();
|
||||
Debug.LogError("使用技能1-1");
|
||||
}
|
||||
/// <summary>
|
||||
/// 被火焰伤害的敌人有20%概率原地眩晕1秒。射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
// 创建一个眩晕 Buff(持续1秒,20%概率)
|
||||
Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 0.2f);
|
||||
|
||||
// 将 Buff 添加到玩家的 storageBuff 列表中
|
||||
role.AddBuff(role.storageBuff,decelerationBuff);
|
||||
Debug.LogError("使用技能1-3");
|
||||
}
|
||||
/// <summary>
|
||||
/// 喷火冷却时间减少50%,持续喷火时间减少50%
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
base.AttackCooldown += -0.5f;
|
||||
base.AttackDuration += -0.5f;
|
||||
|
||||
Debug.LogError("使用技能1-5");
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 喷出的火焰散开为3个。但每个火焰伤害减少50%
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
base.NumberOfBullets += 2;
|
||||
base.DamageUp += -0.5f;
|
||||
Debug.LogError("使用技能2-1");
|
||||
}
|
||||
/// <summary>
|
||||
/// 降低敌人20%移动速度,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
base.AttackCooldown += 0.05f;
|
||||
//buff
|
||||
Action<Role> decelerationBuff = CreateSlowDownBuff(0.2f, 3f);
|
||||
// 将 Buff 添加到玩家的 storageBuff 列表中
|
||||
role.AddBuff(role.storageBuff, decelerationBuff);
|
||||
Debug.LogError("使用技能2-3");
|
||||
}
|
||||
/// <summary>
|
||||
/// 喷火冷却时间增加30%,持续喷火时间增加50%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
base.AttackCooldown += 0.3f;
|
||||
base.AttackDuration += 0.5f;
|
||||
Debug.LogError("使用技能2-5");
|
||||
}
|
||||
}
|
@ -1,58 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class mkl_SkillUp : SkillUp
|
||||
{
|
||||
/// <summary>
|
||||
///子弹飞行速度增加30%。
|
||||
/// </summary>
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
base.SpeedOfBullets = 0.3f;
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 对小型敌人增加40%伤害,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
base.DamageOfMin += 0.4f;
|
||||
AttackCooldown += 0.05f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 每次攻击增加20%暴击率 射程减少1格"
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
base.CriticalRate += 0.2f;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 攻击CD减少25%
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
base.AttackCooldown += -0.25f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 对小型敌人增加25%伤害,射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
base.DamageOfMin += 0.25f;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 每次攻击增加20%暴击率,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
base.CriticalRate += 0.2f;
|
||||
base.AttackCooldown += 0.05f;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cf06a056a8f837740a4fca76de3a5ed5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,59 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class mmg_SkillUp : SkillUp
|
||||
{
|
||||
/// <summary>
|
||||
///攻击CD减少25%
|
||||
/// </summary>
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
base.AttackCooldown -= 0.25f;
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 射程提升2格位置,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
|
||||
AttackCooldown += 0.05f;
|
||||
base.AttackRange = 2;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 增加子弹20%飞行速度,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
AttackCooldown += 0.05f;
|
||||
base.attack.roleBulletSpeedAdd += 0.2f;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 每次射击2个子弹,增加扇形攻击范围
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
base.attack.BulletNumber += 2;
|
||||
base.attack.Angle += 20;
|
||||
}
|
||||
/// <summary>
|
||||
/// 对小型敌人增加25%伤害,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
base.DamageOfMin += 0.25f;
|
||||
AttackCooldown += 0.05f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 对小型敌人增加40%伤害,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
base.DamageOfMin += 0.4f;
|
||||
base.AttackCooldown += 0.05f;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4343d5a9d3f9c4246bb691da4aaa144d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,59 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class qieSkillUp : SkillUp
|
||||
{
|
||||
/// <summary>
|
||||
/// 攻击CD减少25%
|
||||
/// </summary>
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
base.AttackCooldown += -0.25f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 增加子弹20%飞行速度。射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
base.SpeedOfBullets += 0.2f;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 对处于减速的敌人造成额外30%伤害。 攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
base.AttackCooldown += 0.05f;
|
||||
base.DamageUp += 0.3f;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 对空中敌人增加25%伤害
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
base.DamageOfSky += 0.25f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 对小型敌人增加25%伤害。射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
//base.AttackCooldown += 0.75f;
|
||||
DamageOfMin += 0.25f;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 每次攻击增加20%暴击率,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
Debug.Log("技能_2_5");
|
||||
base.CriticalRate += 0.2f;
|
||||
base.AttackCooldown += 0.05f;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0f2e2ca90067ba742b2ebdc8e467e4bd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,88 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
public class ssm_SkillUp : SkillUp
|
||||
{
|
||||
/// <summary>
|
||||
/// 射程提升1格位置
|
||||
/// </summary>
|
||||
///
|
||||
private float poisonDuration = 10;//中毒时间
|
||||
private float poisonInterval = 2;//中毒间隔
|
||||
private float poisonDamage = 10;//中毒伤害
|
||||
Action<Role> decelerationBuff;
|
||||
public override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
decelerationBuff = CreatePoisonBuff(poisonDuration,poisonInterval,poisonDamage,role);
|
||||
|
||||
// 将 Buff 添加到玩家的 storageBuff 列表中
|
||||
role.AddBuff(role.storageBuff, decelerationBuff);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
base.AttackRange = 1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 攻击CD减少10%
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
|
||||
base.AttackCooldown += 0.1f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 每次扇形喷出3个毒雾攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
attack.BulletNumber = 3;
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 敌人中毒后受到伤害提升20%
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
poisonDamage *= 1.2f;
|
||||
SetPoisonBuff();
|
||||
}
|
||||
/// <summary>
|
||||
/// 敌人中毒后毒药生效时间减少30% 攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
base.AttackCooldown += 0.05f;
|
||||
poisonInterval *= 0.7f;
|
||||
SetPoisonBuff();
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 敌人中毒后受到伤害提升50%,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
|
||||
base.AttackCooldown += 0.05f;
|
||||
poisonDamage *= 1.5f;
|
||||
SetPoisonBuff();
|
||||
}
|
||||
|
||||
private void SetPoisonBuff()//重置buff
|
||||
{
|
||||
role.RemoveBuff(role.storageBuff, decelerationBuff);
|
||||
decelerationBuff = CreatePoisonBuff(poisonDuration, poisonInterval, poisonDamage, role);
|
||||
role.AddBuff(role.storageBuff, decelerationBuff);
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be1afb412b17ae74a9039a00d02170c6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,60 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ssy_SkillUp : SkillUp
|
||||
{
|
||||
/// <summary>
|
||||
/// 冰冻子弹命中敌人后裂开为3个小子弹
|
||||
/// </summary>
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
base.attack.splitNum = 3;
|
||||
}
|
||||
/// <summary>
|
||||
/// 每个小子弹伤害增加30%,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
attack.SplitAttack *= (1 + 0.3f);
|
||||
base.AttackCooldown += 0.05f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 每次射出2个子弹,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
attack.BulletNumber = 2;
|
||||
base.AttackCooldown += 0.05f;
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 对小型敌人增加25%伤害
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
base.DamageOfMin += 0.25f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 攻击CD减少25%,射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
base.AttackCooldown -= 0.25f;
|
||||
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 对小型敌人增加25%伤害,射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
Debug.Log("技能_2_5");
|
||||
base.DamageOfMin += 0.25f;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db9f9a8d581a5d84cabe3e2a10ee6b88
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
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||||
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|
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assetBundleVariant:
|
@ -1,63 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class txm_SkillUp : SkillUp
|
||||
{
|
||||
/// <summary>
|
||||
///被巨石击中的敌人在3秒内速度减少50%
|
||||
/// </summary>
|
||||
public override void Skill_1_1()
|
||||
{
|
||||
// 创建一个眩晕 Buff(持续1秒,20%概率)
|
||||
Action<Role> decelerationBuff = CreateSlowDownBuff(0.5f, 3f);
|
||||
// 将 Buff 添加到玩家的 storageBuff 列表中
|
||||
role.AddBuff(role.storageBuff, decelerationBuff);
|
||||
}
|
||||
/// <summary>
|
||||
/// 巨石的溅伤范围增加1格,射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_1_3()
|
||||
{
|
||||
attack.BoomRange += 1;
|
||||
base.AttackRange = -1;
|
||||
attack.SetAttackRange();
|
||||
}
|
||||
/// <summary>
|
||||
/// 被巨石击中的敌人在2秒内陷入眩晕状态无法移动,射程减少1格
|
||||
/// </summary>
|
||||
public override void Skill_1_5()
|
||||
{
|
||||
base.AttackRange = -1;
|
||||
Action<Role> decelerationBuff=CreateDecelerationBuff(2f,1f);
|
||||
role.AddBuff(role.storageBuff, decelerationBuff);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 巨石飞行速度增加20%
|
||||
/// </summary>
|
||||
public override void Skill_2_1()
|
||||
{
|
||||
attack.roleBulletSpeedAdd += 0.2f;
|
||||
}
|
||||
/// <summary>
|
||||
/// 攻击范围增加2格,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_3()
|
||||
{
|
||||
base.AttackRange = 2;
|
||||
base.AttackCooldown += 0.05f;
|
||||
attack.SetAttackRange();
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 巨石的溅伤范围增加1格,攻击CD增加5%
|
||||
/// </summary>
|
||||
public override void Skill_2_5()
|
||||
{
|
||||
attack.BoomRange += 1;
|
||||
base.AttackCooldown += 0.05f;
|
||||
}
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 86e8e9ff089f20948a58bb7c69953871
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
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|
||||
assetBundleVariant:
|
39
meng_yao/Assets/script/A_Fight/json/Mengyao_Skill_Date.cs
Normal file
39
meng_yao/Assets/script/A_Fight/json/Mengyao_Skill_Date.cs
Normal file
@ -0,0 +1,39 @@
|
||||
using LitJson;
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Mengyao_Skill_Date : JsonReadBase
|
||||
{
|
||||
public string _Json = "{\r\n \"M_H_001\": {\r\n \"M_H_001_S_1\": {\r\n \"1\": {\r\n \"Range\":2\r\n },\r\n \"2\": {\r\n \"DamageBuff\": 0.15\r\n },\r\n \"3\": {\r\n \"SkillList\": [\"skill_0\"],\r\n \"Range\": -1\r\n },\r\n \"4\": {\r\n \"DamageBuff\": 0.35\r\n },\r\n \"5\": {\r\n \"AttackCooldown\": -0.5,\r\n \"AttackContinues\":-0.5\r\n }\r\n },\r\n \"M_H_001_S_2\": {\r\n \"1\": {\r\n \"SkillList\": [\r\n \"skill_1\"\r\n ],\r\n \"DamageBuff\": -0.5\r\n },\r\n \"2\": {\r\n \"DamageBuff\": 0.15\r\n },\r\n \"3\": {\r\n \"SkillList\": [\r\n \"skill_2\"\r\n ],\r\n \"AttackCooldown\": 0.05\r\n },\r\n \"4\": {\r\n \"DamageBuff\": 0.35\r\n },\r\n \"5\": {\r\n \"AttackCooldown\": 0.3,\r\n \"AttackContinues\": 0.5\r\n }\r\n }\r\n }\r\n}";
|
||||
public Dictionary<string, Dictionary<string, Dictionary<string, SkillLevelData>>> parsedData;
|
||||
void Awake()
|
||||
{
|
||||
print(_Json);
|
||||
// 解析 JSON 数据
|
||||
parsedData = JsonConvert.DeserializeObject<Dictionary<string, Dictionary<string, Dictionary<string, SkillLevelData>>>>(_Json);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[System.Serializable]
|
||||
public class SkillLevelData
|
||||
{
|
||||
public float DamageBuff = 0; // 伤害加成
|
||||
public float Range = 0; // 攻击范围加成
|
||||
public List<string> SkillList = null;//特效
|
||||
public float AttackCooldown = 0; //攻击冷却
|
||||
public float AttackContinues = 0; //攻击持续
|
||||
public int numberOfBullets = 0;//攻击子弹数量加成
|
||||
public int speedOfBullets = 0;//攻击子弹速度加成
|
||||
|
||||
public float CriticalRate = 0;//暴击率倍率加成
|
||||
public float CriticalDamage = 0;//暴击伤害倍率加成
|
||||
|
||||
public float DamageOfSky = 0f;//对空伤害加成
|
||||
public float DamageOfland = 0f;//对地伤害加成
|
||||
public float DamageOfBig = 0f;//对大型敌人加成
|
||||
public float DamageOfMin = 0f;//对小型型敌人加成
|
||||
public float DamageOfSlow = 0f;//对减速敌人加成
|
||||
}
|
@ -1,9 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b8d04d25bab1a3541925d4cc205ad1d8
|
||||
guid: 39d4d2c40e6ce1e45bb8069dc25b05e8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
defaultReferences:
|
||||
- _Json: {fileID: 4900000, guid: 580cfe3a34ab71847870fa8a367f7e93, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
Loading…
Reference in New Issue
Block a user