Merge branch 'main' of http://shu.sheziwanglo.cn:3000/shurongsen/Cute_demon_attacks
This commit is contained in:
commit
bf9940a02a
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@ -1 +1 @@
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Subproject commit ae2c0eddc422acc6360ade1f051cf4df8d32d5ea
|
||||
Subproject commit 8da1a9bd84b59b84fa7154c08df416dfd4091b9a
|
@ -5,21 +5,78 @@ using UnityEngine;
|
||||
|
||||
public class SkillUp : Fun
|
||||
{
|
||||
[Header("基类")] public Role role;
|
||||
|
||||
[Header("攻击伤害加成")] public float DamageUp=0f;
|
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[Header("攻击范围加成")] public float AttackRange = 0f;
|
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[Header("攻击冷却加成")] public float AttackCooldown = 0f;
|
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[Header("攻击持续时间加成")] public float AttackDuration = 0f;
|
||||
[Header("攻击子弹数量加成")] public int NumberOfBullets = 0;
|
||||
[Header("攻击子弹速度加成")] public float SpeedOfBullets = 0f;
|
||||
[Header("暴击率倍率加成")]public float CriticalRate = 0f;
|
||||
[Header("暴击伤害倍率加成")]public float CriticalDamage = 0f;
|
||||
[Header("角色脚本")] public Role role;
|
||||
[Header("攻击脚本")]public Attack attack;
|
||||
|
||||
[Header("对空伤害加成")] public float DamageOfSky = 0f;
|
||||
[Header("对地伤害加成")] public float DamageOfland = 0f;
|
||||
[Header("对大型敌人加成")] public float DamageOfBig = 0f;
|
||||
[Header("对小型型敌人加成")] public float DamageOfMin = 0f;
|
||||
[HideInInspector][Header("攻击范围加成")] public float attackRange = 0f;
|
||||
[HideInInspector]
|
||||
public float AttackRange
|
||||
{
|
||||
get=> attackRange;
|
||||
set
|
||||
{
|
||||
attackRange=value;
|
||||
role.AttackRange *=(1+ attackRange);
|
||||
}
|
||||
}
|
||||
|
||||
[HideInInspector][Header("攻击冷却加成")] public float attackCooldown = 0f;
|
||||
[HideInInspector]
|
||||
public float AttackCooldown
|
||||
{
|
||||
get => attackCooldown;
|
||||
set
|
||||
{
|
||||
attackCooldown = value;
|
||||
role.AttackCD *= (1 + attackCooldown);
|
||||
}
|
||||
}
|
||||
|
||||
[HideInInspector][Header("攻击持续时间加成")] public float attackDuration = 0f;
|
||||
|
||||
[HideInInspector]
|
||||
public float AttackDuration
|
||||
{
|
||||
get => attackDuration;
|
||||
set
|
||||
{
|
||||
attackDuration = value;
|
||||
}
|
||||
}
|
||||
[HideInInspector][Header("攻击子弹数量加成")] public int numberOfBullets = 0;
|
||||
|
||||
[HideInInspector]
|
||||
public int NumberOfBullets
|
||||
{
|
||||
get => numberOfBullets;
|
||||
set
|
||||
{
|
||||
numberOfBullets = value;
|
||||
attack.BulletNumber += numberOfBullets;
|
||||
}
|
||||
}
|
||||
[HideInInspector][Header("攻击子弹速度加成")] public float speedOfBullets = 0f;
|
||||
[HideInInspector]
|
||||
public float SpeedOfBullets
|
||||
{
|
||||
get => speedOfBullets;
|
||||
set
|
||||
{
|
||||
speedOfBullets = value;
|
||||
attack.roleBulletSpeedAdd = speedOfBullets;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
[HideInInspector][Header("攻击伤害加成")] public float DamageUp = 0f;
|
||||
[HideInInspector][Header("暴击率倍率加成")]public float CriticalRate = 0f;
|
||||
[HideInInspector][Header("暴击伤害倍率加成")]public float CriticalDamage = 0f;
|
||||
|
||||
[HideInInspector][Header("对空伤害加成")] public float DamageOfSky = 0f;
|
||||
[HideInInspector][Header("对地伤害加成")] public float DamageOfland = 0f;
|
||||
[HideInInspector][Header("对大型敌人加成")] public float DamageOfBig = 0f;
|
||||
[HideInInspector][Header("对小型型敌人加成")] public float DamageOfMin = 0f;
|
||||
|
||||
// 存储技能加成效果
|
||||
private Dictionary<string, Dictionary<int, System.Action>> skillUpgrades = new Dictionary<string, Dictionary<int, System.Action>>();
|
||||
|
@ -11,21 +11,35 @@ public class Lottery : MonoBehaviour
|
||||
public Transform Connect;
|
||||
|
||||
public List<Sprite> petsp = new List<Sprite>();
|
||||
public List<PetFightingBtn> fightinglist = new List<PetFightingBtn>();
|
||||
public Button ClosefightingBtn;
|
||||
|
||||
async void Start()
|
||||
{
|
||||
LotteryBtn.onClick.AddListener(LotteryClick);
|
||||
ClosefightingBtn.onClick.AddListener(CloseBtnClick);
|
||||
Update_itemClick();
|
||||
}
|
||||
|
||||
public void CloseBtnClick()//隐藏所有展示item的btn
|
||||
{
|
||||
foreach (PetFightingBtn btn in fightinglist)
|
||||
{
|
||||
btn.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
async void Update_itemClick()
|
||||
{
|
||||
PetHome info = await Scene_main_jiekou.instance.getPetHomes();
|
||||
for (int i = 0; i < info.data.items.Count; i++)
|
||||
for (int i = 0; i < info.data.items.Count; i++)//给宠物卡片的item传输id,名字,头像以及将动态生成的卡片的隐藏的方法传过去
|
||||
{
|
||||
GameObject obj = GameObject.Instantiate(petItem, Connect);
|
||||
obj.GetComponent<PetCard>().petName.text = info.data.items[i].name;
|
||||
obj.GetComponent<PetCard>().petFightingBtn.id = info.data.items[i].id;
|
||||
obj.GetComponent<PetCard>().petimage.sprite = showSprite(info.data.items[i].name);
|
||||
obj.GetComponent<PetCard>().petFightingBtn.lottery = this;
|
||||
fightinglist.Add(obj.GetComponent<PetCard>().petFightingBtn);
|
||||
}
|
||||
}
|
||||
|
||||
@ -83,6 +97,7 @@ public class Lottery : MonoBehaviour
|
||||
Update_itemClick();
|
||||
TreeInfo info = await Scene_main_jiekou.instance.TreeInfoS();
|
||||
WaterPanel.instance.Updated_water(info);
|
||||
|
||||
Debug.Log(response);
|
||||
}
|
||||
else
|
||||
|
@ -6,10 +6,22 @@ public class PetFightingBtn : MonoBehaviour
|
||||
{
|
||||
Button figntBtn;
|
||||
public int id;
|
||||
|
||||
public Lottery lottery;
|
||||
public Button showBtn;
|
||||
void Start()
|
||||
{
|
||||
figntBtn = GetComponent<Button>();
|
||||
figntBtn.onClick.AddListener(fightClick);
|
||||
showBtn.onClick.AddListener(showbtnClick);
|
||||
figntBtn.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
void showbtnClick()
|
||||
{
|
||||
lottery.CloseBtnClick();
|
||||
|
||||
figntBtn.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
async void fightClick()
|
||||
@ -20,6 +32,7 @@ public class PetFightingBtn : MonoBehaviour
|
||||
petBettleInfoResponse petinfo = await Scene_main_jiekou.instance.getPetBettleInfos();
|
||||
WaterPanel.instance.Updated_petinfo(petinfo);
|
||||
this.gameObject.SetActive(false);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Net.NetworkInformation;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
@ -172,7 +173,7 @@ public class Logo_in : mount
|
||||
});
|
||||
}
|
||||
|
||||
public void login_Password_screen(string Account) //쵱쯤되쩌썹충
|
||||
public void login_Password_screen(GameObject Accountobj,string Account) //쵱쯤되쩌썹충
|
||||
{
|
||||
|
||||
List<BoxType> boxTypes = new List<BoxType>();
|
||||
@ -192,7 +193,6 @@ public class Logo_in : mount
|
||||
{
|
||||
if (type == 0)
|
||||
{
|
||||
|
||||
gameObject.GetComponent<input_box_pop_up_window>().destroy();
|
||||
}
|
||||
else if (type == 1)
|
||||
@ -204,7 +204,8 @@ public class Logo_in : mount
|
||||
|
||||
if (apifox.code == 200)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
Accountobj.GetComponent<input_box_pop_up_window>().destroy();
|
||||
gameObject.GetComponent<input_box_pop_up_window>().destroy();
|
||||
Promptmgr.Instance.PromptBubble("µÇ¼³É¹¦");
|
||||
sceneslider.gameObject.SetActive(true);
|
||||
StartCoroutine(jiaLoading());
|
||||
@ -255,7 +256,7 @@ public class Logo_in : mount
|
||||
if (type == 1)
|
||||
{
|
||||
|
||||
login_Password_screen(boxTypes[0].content);
|
||||
login_Password_screen(gameObject,boxTypes[0].content);
|
||||
//gameObject.GetComponent<input_box_pop_up_window>().destroy();
|
||||
}
|
||||
});
|
||||
|
Loading…
Reference in New Issue
Block a user