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102
meng_yao/Assets/Prefabs/charatar/enemy/SnowHp.prefab
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102
meng_yao/Assets/Prefabs/charatar/enemy/SnowHp.prefab
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63
meng_yao/Assets/Prefabs/charatar/enemy/SnowHpControl.cs
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63
meng_yao/Assets/Prefabs/charatar/enemy/SnowHpControl.cs
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@ -0,0 +1,63 @@
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using UnityEngine;
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{
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}
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}
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}
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11
meng_yao/Assets/Prefabs/charatar/enemy/SnowHpControl.cs.meta
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m_ScreenMatchMode: 0
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m_MatchWidthOrHeight: 0
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m_PhysicalUnit: 3
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m_FallbackScreenDPI: 96
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m_DefaultSpriteDPI: 96
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m_DynamicPixelsPerUnit: 1
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m_PresetInfoIsWorld: 1
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@ -217,6 +217,7 @@ MonoBehaviour:
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hp: 100
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dieIndex: -1
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--- !u!61 &-3836672401185760439
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BoxCollider2D:
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id: 0
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hp: 100
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dieIndex: -1
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gold: 10
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physicalArmor: 10
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magicArmor: 5
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@ -268,6 +269,8 @@ MonoBehaviour:
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attackClass: {fileID: 7276635428522831207}
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enemyId:
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harmNumber: 0
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--- !u!61 &-3836672401185760439
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attackScope: 3
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damageTyp: 2
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attackCooldown: 1
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bulltes: []
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--- !u!58 &1338343970434073545
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CircleCollider2D:
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m_ObjectHideFlags: 0
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id: 0
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hp: 100
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dieIndex: -1
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gold: 10
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physicalArmor: 10
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magicArmor: 5
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@ -286,6 +289,8 @@ MonoBehaviour:
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isAnimationPlay: 1
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mycollider: {fileID: 1338343970434073545}
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attackClass: {fileID: 7276635428522831207}
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enemyId:
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harmNumber: 0
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--- !u!61 &-3836672401185760439
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BoxCollider2D:
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m_ObjectHideFlags: 0
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@ -1 +1 @@
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Subproject commit f26a7c194de26b732df00fc752d1f53e167e0693
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Subproject commit 5e92a0630dc1112bc03996a6b2e56a0cd461ca9d
|
@ -15,9 +15,7 @@ public class enemy : Role
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set
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{
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harmNumber=value;
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//Debug.Log(Id+"造成了"+ value+ "伤害");
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Debug.Log(enemyId+"总伤害"+ harmNumber );
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}
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}
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@ -45,67 +43,20 @@ public class enemy : Role
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public override void die()
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{
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base.die();
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if (Application.isPlaying)
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{
|
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|
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// 将当前敌人对象放入死亡池
|
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if (SpawnPool.intance != null)
|
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if (SpawnPool.intance != null )
|
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{
|
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SkillBox.instance.UpdataExp(10);
|
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SpawnPool.intance.ReturnEnemyToPool(this.gameObject); // 回收当前敌人到池中
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ResetAllStatus();
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}
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UIContorl.instance.Killnumber += 1;
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}
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}
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/// <summary>
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/// 重置角色所有状态
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/// </summary>
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public void ResetAllStatus()
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{
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// 重置血量
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Hp = 100f;
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// 重置攻击力
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Attack = 10f;
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// 重置护甲
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physicalArmor = 10;
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magicArmor = 5;
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// 重置等级
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Level = 1;
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// 重置金币
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Gold = 10f;
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// 清空 Buff 列表
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buffList.Clear();
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// 如果有导航组件,停止当前的导航行为
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if (Navigation != null)
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{
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//Navigation.Stop(); // 假设你有 Stop 方法来停止导航
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}
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// 重置角色动画
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animationHighlight = 0;
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isAnimationPlay = false;
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// 重置碰撞体(根据需求是否需要调整)
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if (mycollider != null)
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{
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mycollider.enabled = true; // 启用碰撞体
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}
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// 如果有其他需要重置的状态,可以在这里添加
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}
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|
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private void OnTriggerEnter2D(Collider2D collision)
|
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|
Loading…
Reference in New Issue
Block a user