This commit is contained in:
杨号敬 2025-01-09 15:47:56 +08:00
commit bd8fdbf593
24 changed files with 4499 additions and 246 deletions

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@ -397,7 +397,7 @@
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@ -21,7 +21,7 @@ public class SkillUp : Fun
set
{
attackRange=value;
role.AttackRange +=attackRange;
role.AttackRange += value;
}
}
@ -33,7 +33,7 @@ public class SkillUp : Fun
set
{
attackCooldown = value;
role.AttackCD *= (1 + attackCooldown);
role.AttackCD *= (1 + value);
}
}
@ -46,7 +46,7 @@ public class SkillUp : Fun
set
{
attackDuration = value;
attack.AttackStayTime *= (1 + attackDuration);
attack.AttackStayTime *= (1 + value);
}
}
[HideInInspector][Header("攻击子弹数量加成")] public int numberOfBullets = 0;
@ -58,7 +58,11 @@ public class SkillUp : Fun
set
{
numberOfBullets = value;
attack.BulletNumber += numberOfBullets;
// Debug.Log("NumberOfBullets:"+ NumberOfBullets);
Debug.Log("value:" + value);
attack.BulletNumber += value;
// Debug.Log("attack.BulletNumber:" + attack.BulletNumber);
}
}
[HideInInspector][Header("攻击子弹速度加成")] public float speedOfBullets = 0f;
@ -70,7 +74,7 @@ public class SkillUp : Fun
set
{
speedOfBullets = value;
attack.roleBulletSpeedAdd *= (1+speedOfBullets);
attack.roleBulletSpeedAdd *= (1+ value);
}
}
@ -100,17 +104,27 @@ public class SkillUp : Fun
SkillLevelData info = Mengyao_Skill_Date.instance.parsedData[mengyao_id][skill_id][level];
//Debug.Log("mengyao_id:" + mengyao_id+ "skill_id:" + skill_id+ "level:" + level+ "info.numberOfBullets:" + info.numberOfBullets);
// Debug.Log("info.numberOfBullets:"+info.numberOfBullets);
//攻击范围加成
AttackRange += info.Range;
Debug.Log("¹¥»÷·¶Î§+"+ info.Range +"||"+ attackRange.ToString()+"=================================");
AttackRange = info.Range;
// Debug.Log("攻击范围+"+ info.Range +"||"+ attackRange.ToString()+"=================================");
//攻击冷却加成
AttackCooldown += info.AttackCooldown;
AttackCooldown = info.AttackCooldown;
//攻击持续时间加成
AttackDuration += info.AttackContinues;
AttackDuration = info.AttackContinues;
Debug.Log("攻击子弹数量加成+info.numberOfBullets:" + info.numberOfBullets);
//攻击子弹数量加成
NumberOfBullets += info.numberOfBullets;
NumberOfBullets = info.numberOfBullets;
//攻击子弹速度加成
SpeedOfBullets += info.speedOfBullets;
SpeedOfBullets = info.speedOfBullets;
// Debug.Log("攻击子弹数量加成:" + NumberOfBullets);
//攻击伤害加成
DamageUp += info.DamageBuff;

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@ -0,0 +1,91 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class jbf_SkillUp : SkillUp
{
/// <summary>
/// 射程提升1格位置
/// </summary>
///
public void Start()
{
}
public override void useskill(string str)
{
if (str == "skill_6") /// 每次攻击额外造成30%魔法伤害,刀的旋转速度减少10%
{
attack.haveAddDamage = true;
attack.AdddamageType = DamageType.magicDamage;
}
if (str == "skill_7") ///刀的长度延长1格
{
attack.bulletLengthAdd += 2;
}
}
/*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();
}
*/
}

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@ -0,0 +1,11 @@
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@ -1,6 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
using Unity.VisualScripting;
using UnityEngine.Rendering;
@ -99,12 +100,13 @@ public class SpawnMonster : Base
}
void Update()
void FixedUpdate()
{
UpdateNodeList();
//UpdateNodeList();
}
public async void StartSpawning()
{

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@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buyshipitem : MonoBehaviour
{
public Image head;
public Text shipname;
public Text Layernumber;
public Text Buynumber;
public Text prize;
public Button Buybtn;
public GameObject lands;
void Start()
{
Buybtn.onClick.AddListener(BuyClick);
}
void BuyClick()
{
lands.GetComponent<jishadao_contorl>().BuyActivation();
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Myshipitem : MonoBehaviour
{
public Image head;
public Text shipname;
public Text Layernumber;
public Text Yieldnumber;
public Text Daynumber;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,57 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ShipSelection : MonoBehaviour
{
public Button Buyship;
public Button Myship;
public Button CloseBtn;
public Sprite downsprite;
public Sprite upsprite;
public GameObject myshipView;
public GameObject BuyshipView;
public GameObject Myshipitem;
public GameObject Buyshipitem;
public Transform myshipConnact;
public Transform BuyshipConnact;
void Start()
{
Buyship.onClick.AddListener(buyshipClick);
Myship.onClick.AddListener(myshipClick);
CloseBtn.onClick.AddListener(CloseClick);
}
void CloseClick()
{
Destroy(this.gameObject);
}
void myshipClick()
{
Buyship.GetComponent<Image>().sprite = upsprite;
Myship.GetComponent<Image>().sprite = downsprite;
BuyshipView.gameObject.SetActive(false);
myshipView.gameObject.SetActive(true);
}
void buyshipClick()
{
Buyship.GetComponent<Image>().sprite = downsprite;
Myship.GetComponent<Image>().sprite = upsprite;
BuyshipView.gameObject.SetActive(true);
myshipView.gameObject.SetActive(false);
}
// Update is called once per frame
void Update()
{
}
}

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@ -1,5 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Threading.Tasks;
using UnityEngine;
public class jishadao_buy :mount
@ -12,7 +15,8 @@ public class jishadao_buy :mount
public List<GameObject> lands = new List<GameObject>();
public GameObject shipSelection;
public Transform Canvas;
public bool Generate1 = false;
public bool Generate2 = false;
@ -24,65 +28,78 @@ public class jishadao_buy :mount
public async void buy_ship()
{
// Cinemachine_2dCon.SetCameraContorl(false);
//Debug.LogError("禁用生成船只逻辑");
jishadao_contorl.canClick = false;
List<BoxType> boxTypes = new List<BoxType>();
//// Cinemachine_2dCon.SetCameraContorl(false);
////Debug.LogError("禁用生成船只逻辑");
//jishadao_contorl.canClick = false;
//List<BoxType> boxTypes = new List<BoxType>();
int index = 1;
//int index = 1;
//for (int i = 0; i < 3; i++)
//{
// boxTypes.Add(new BoxType { Name = index.ToString() + "文本", prompt = "第" + ArabicToChineseNumberConverter.ConvertToChineseNumbers(index.ToString()) + "层", Type = 4, is_required = true });
// boxTypes.Add(new BoxType { Name = "捕鱼" + index.ToString(), prompt = "捕鱼" + 1, prompt2 = "捕鱼船" + (i + 1), nametext1 = "剩余数量:" + (lands[i].GetComponent<jishadao_contorl>().MaxShipNumber - lands[i].GetComponent<jishadao_contorl>().shipNumber), Type = 3, goldNumerobj = lands[i].GetComponent<jishadao_contorl>().ActivateValue.ToString(), icon = iconS[index - 1] });
// index++;
//}
//GameObject gameObject = add_pop_up();
//gameObject.GetComponent<input_box_pop_up_window>().minHeight = 800;//设置最低高度
//gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(1);//设置滚动模式为滚动
////gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(0);//设置滚动模式为自动填充
//List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "购买人才");//测试输入框回调处理
//gameObject.GetComponent<input_box_pop_up_window>().OnEnd += () =>
//{
// //关闭摄像头逻辑
// // Cinemachine_2dCon.SetCameraContorl(true);
// jishadao_contorl.canClick = true;
//};
GameObject obj = Instantiate(shipSelection, Canvas);
for (int i = 0; i < 3; i++)
{
boxTypes.Add(new BoxType { Name = index.ToString() + "文本", prompt = "第" + ArabicToChineseNumberConverter.ConvertToChineseNumbers(index.ToString()) + "层", Type = 4, is_required = true });
boxTypes.Add(new BoxType { Name = "捕鱼" + index.ToString(), prompt = "捕鱼" + 1, prompt2 = "捕鱼船" + (i + 1), nametext1 = "剩余数量:" + (lands[i].GetComponent<jishadao_contorl>().MaxShipNumber - lands[i].GetComponent<jishadao_contorl>().shipNumber), Type = 3, goldNumerobj = lands[i].GetComponent<jishadao_contorl>().ActivateValue.ToString(), icon = iconS[index - 1] });
index++;
GameObject ob = Instantiate(obj.GetComponent<ShipSelection>().Buyshipitem, obj.GetComponent<ShipSelection>().BuyshipConnact);
ob.GetComponent<Buyshipitem>().head.sprite = iconS[i];
ob.GetComponent<Buyshipitem>().shipname.text = "捕鱼船" + (i + 1);
ob.GetComponent<Buyshipitem>().Layernumber.text = "第" + ArabicToChineseNumberConverter.ConvertToChineseNumbers((i + 1).ToString()) + "层";
ob.GetComponent<Buyshipitem>().Buynumber.text ="剩余数量:"+ (lands[i].GetComponent<jishadao_contorl>().MaxShipNumber - lands[i].GetComponent<jishadao_contorl>().shipNumber).ToString();
ob.GetComponent<Buyshipitem>().prize.text = lands[i].GetComponent<jishadao_contorl>().ActivateValue.ToString();
ob.GetComponent<Buyshipitem>().lands = lands[i];
}
GameObject gameObject = add_pop_up();
gameObject.GetComponent<input_box_pop_up_window>().minHeight = 800;//设置最低高度
gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(1);//设置滚动模式为滚动
//gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(0);//设置滚动模式为自动填充
List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "购买人才");//测试输入框回调处理
gameObject.GetComponent<input_box_pop_up_window>().OnEnd += () =>
{
//关闭摄像头逻辑
// Cinemachine_2dCon.SetCameraContorl(true);
jishadao_contorl.canClick = true;
};
//gameObjects[1].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
//{
// if (type == 1)
// {
// if (!Generate1)
// {
// lands[0].GetComponent<jishadao_contorl>().BuyActivation();
// }
// }
gameObjects[1].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
{
if (type == 1)
{
if (!Generate1)
{
lands[0].GetComponent<jishadao_contorl>().BuyActivation();
}
}
//});
//gameObjects[3].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
//{
// if (type == 1)
// {
// if (!Generate1)
// {
// lands[1].GetComponent<jishadao_contorl>().BuyActivation();
// }
// }
});
gameObjects[3].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
{
if (type == 1)
{
if (!Generate1)
{
lands[1].GetComponent<jishadao_contorl>().BuyActivation();
}
}
//});
//gameObjects[5].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
//{
// if (type == 1)
// {
// if (!Generate1)
// {
// lands[2].GetComponent<jishadao_contorl>().BuyActivation();
// }
// }
});
gameObjects[5].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
{
if (type == 1)
{
if (!Generate1)
{
lands[2].GetComponent<jishadao_contorl>().BuyActivation();
}
}
});
//});
}
}