Merge branch 'main' of http://shu.sheziwanglo.cn:3000/shurongsen/Cute_demon_attacks
This commit is contained in:
commit
e9a9cd6509
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@ -7,15 +7,19 @@ public class SkillUp : Fun
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|||||||
{
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{
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[Header("基类")] public Role role;
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[Header("基类")] public Role role;
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||||||
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[Header("攻击伤害加成倍数")] public float DamageUp=1f;
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[Header("攻击伤害加成")] public float DamageUp=0f;
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||||||
[Header("攻击范围加成倍数")] public float AttackRange = 1f;
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[Header("攻击范围加成")] public float AttackRange = 0f;
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||||||
[Header("攻击冷却加成倍速")] public float AttackCooldown = 1f;
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[Header("攻击冷却加成")] public float AttackCooldown = 0f;
|
||||||
[Header("攻击持续时间加成倍速")] public float AttackDuration = 1f;
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[Header("攻击持续时间加成")] public float AttackDuration = 0f;
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||||||
[Header("攻击子弹数量加成倍速")] public int NumberOfBullets = 1;
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[Header("攻击子弹数量加成")] public int NumberOfBullets = 0;
|
||||||
[Header("攻击子弹速度加成倍速")] public float SpeedOfBullets = 1f;
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[Header("攻击子弹速度加成")] public float SpeedOfBullets = 0f;
|
||||||
[Header("暴击率倍率加成")]public float CritRate = 1f;
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[Header("暴击率倍率加成")]public float CriticalRate = 0f;
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[Header("暴击伤害倍率加成")]public float CriticalDamage = 0f;
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||||||
|
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||||||
[Header("对空伤害加成")] public float DamageOfSky = 1f;
|
[Header("对空伤害加成")] public float DamageOfSky = 0f;
|
||||||
|
[Header("对地伤害加成")] public float DamageOfland = 0f;
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||||||
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[Header("对大型敌人加成")] public float DamageOfBig = 0f;
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[Header("对小型型敌人加成")] public float DamageOfMin = 0f;
|
||||||
|
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||||||
// 存储技能加成效果
|
// 存储技能加成效果
|
||||||
private Dictionary<string, Dictionary<int, System.Action>> skillUpgrades = new Dictionary<string, Dictionary<int, System.Action>>();
|
private Dictionary<string, Dictionary<int, System.Action>> skillUpgrades = new Dictionary<string, Dictionary<int, System.Action>>();
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||||||
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@ -12,7 +12,7 @@ public class laohuSkillUp :SkillUp
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/// </summary>
|
/// </summary>
|
||||||
public override void Skill_1_1()
|
public override void Skill_1_1()
|
||||||
{
|
{
|
||||||
base.AttackRange *= 2;
|
base.AttackRange += 2;
|
||||||
Debug.LogError("使用技能1-1");
|
Debug.LogError("使用技能1-1");
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -20,7 +20,7 @@ public class laohuSkillUp :SkillUp
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_1_3()
|
public override void Skill_1_3()
|
||||||
{
|
{
|
||||||
base.AttackRange *= 0.75f;
|
base.AttackRange += -1;
|
||||||
// 创建一个眩晕 Buff(持续1秒,20%概率)
|
// 创建一个眩晕 Buff(持续1秒,20%概率)
|
||||||
Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 0.2f);
|
Action<Role> decelerationBuff = CreateDecelerationBuff(1f, 0.2f);
|
||||||
|
|
||||||
@ -33,8 +33,8 @@ public class laohuSkillUp :SkillUp
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_1_5()
|
public override void Skill_1_5()
|
||||||
{
|
{
|
||||||
base.AttackCooldown *= 2;
|
base.AttackCooldown += -0.5f;
|
||||||
base.AttackDuration *= 0.5f;
|
base.AttackDuration += -0.5f;
|
||||||
|
|
||||||
Debug.LogError("使用技能1-5");
|
Debug.LogError("使用技能1-5");
|
||||||
}
|
}
|
||||||
@ -45,7 +45,8 @@ public class laohuSkillUp :SkillUp
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_2_1()
|
public override void Skill_2_1()
|
||||||
{
|
{
|
||||||
base.NumberOfBullets *= 3;
|
base.NumberOfBullets += 3;
|
||||||
|
base.DamageUp += -0.5f;
|
||||||
Debug.LogError("使用技能2-1");
|
Debug.LogError("使用技能2-1");
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@ -53,7 +54,7 @@ public class laohuSkillUp :SkillUp
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_2_3()
|
public override void Skill_2_3()
|
||||||
{
|
{
|
||||||
base.AttackCooldown *= 0.95f;
|
base.AttackCooldown += 0.05f;
|
||||||
//buff
|
//buff
|
||||||
Action<Role> decelerationBuff = CreateSlowDownBuff(0.2f, 3f);
|
Action<Role> decelerationBuff = CreateSlowDownBuff(0.2f, 3f);
|
||||||
// 将 Buff 添加到玩家的 storageBuff 列表中
|
// 将 Buff 添加到玩家的 storageBuff 列表中
|
||||||
@ -65,8 +66,8 @@ public class laohuSkillUp :SkillUp
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_2_5()
|
public override void Skill_2_5()
|
||||||
{
|
{
|
||||||
base.AttackCooldown *= 0.7f;
|
base.AttackCooldown += 0.3f;
|
||||||
base.AttackDuration *= 1.5f;
|
base.AttackDuration += 0.5f;
|
||||||
Debug.LogError("使用技能2-5");
|
Debug.LogError("使用技能2-5");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -9,21 +9,23 @@ public class mkl_SkillUp : SkillUp
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_1_1()
|
public override void Skill_1_1()
|
||||||
{
|
{
|
||||||
base.AttackCooldown *= 0.75f;
|
base.AttackCooldown += -0.25f;
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 子弹飞行速度增加30%。攻击CD增加5%
|
/// 子弹飞行速度增加30%。攻击CD增加5%
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_1_3()
|
public override void Skill_1_3()
|
||||||
{
|
{
|
||||||
base.SpeedOfBullets *= 1.3f;
|
base.SpeedOfBullets = 0.3f;
|
||||||
|
AttackCooldown += 0.05f;
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 攻击增加20%暴击率 。攻击CD增加5%
|
/// 攻击增加20%暴击率 。攻击CD增加5%
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_1_5()
|
public override void Skill_1_5()
|
||||||
{
|
{
|
||||||
base.AttackCooldown *= 1.05f;
|
base.AttackCooldown += 0.05f;
|
||||||
|
base.DamageUp += 0.2f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -32,21 +34,22 @@ public class mkl_SkillUp : SkillUp
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_2_1()
|
public override void Skill_2_1()
|
||||||
{
|
{
|
||||||
|
base.DamageOfMin += 0.25f;
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 对小型敌人增加40%伤害。 攻击CD增加5%
|
/// 对小型敌人增加40%伤害。 攻击CD增加5%
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_2_3()
|
public override void Skill_2_3()
|
||||||
{
|
{
|
||||||
|
base.DamageOfMin += 0.4f;
|
||||||
//buff
|
base.AttackCooldown += 0.5f;
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 每次攻击增加20%暴击率。射程减少1格
|
/// 每次攻击增加20%暴击率。射程减少1格
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_2_5()
|
public override void Skill_2_5()
|
||||||
{
|
{
|
||||||
|
CriticalRate += 0.2f;
|
||||||
|
AttackRange += -1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -9,23 +9,23 @@ public class qieSkillUp : SkillUp
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_1_1()
|
public override void Skill_1_1()
|
||||||
{
|
{
|
||||||
base.AttackCooldown *= 0.75f;
|
base.AttackCooldown += -0.25f;
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 增加子弹20%飞行速度。射程减少1格
|
/// 增加子弹20%飞行速度。射程减少1格
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_1_3()
|
public override void Skill_1_3()
|
||||||
{
|
{
|
||||||
base.SpeedOfBullets *= 1.2f;
|
base.SpeedOfBullets += 0.2f;
|
||||||
base.AttackRange *= 0.5f;
|
base.AttackRange += -1;
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 对处于减速的敌人造成额外30%伤害。 攻击CD增加5%
|
/// 对处于减速的敌人造成额外30%伤害。 攻击CD增加5%
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_1_5()
|
public override void Skill_1_5()
|
||||||
{
|
{
|
||||||
base.AttackCooldown *= 1.05f;
|
base.AttackCooldown += 0.05f;
|
||||||
|
base.DamageUp += 0.3f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -34,21 +34,21 @@ public class qieSkillUp : SkillUp
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_2_1()
|
public override void Skill_2_1()
|
||||||
{
|
{
|
||||||
base.DamageOfSky *= 1.25f;
|
base.DamageOfSky += 0.25f;
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 攻击CD减少10%
|
/// 攻击CD减少10%
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_2_3()
|
public override void Skill_2_3()
|
||||||
{
|
{
|
||||||
base.AttackCooldown *= 0.75f;
|
base.AttackCooldown += 0.75f;
|
||||||
//buff
|
|
||||||
}
|
}
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 对小型敌人增加25%伤害。射程减少1格
|
/// 对小型敌人增加25%伤害。射程减少1格
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public override void Skill_2_5()
|
public override void Skill_2_5()
|
||||||
{
|
{
|
||||||
|
DamageOfMin += 0.25f;
|
||||||
|
AttackRange += -1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -89,14 +89,14 @@ public class SpawnPool : Base
|
|||||||
}
|
}
|
||||||
public void UpdateNodeList()
|
public void UpdateNodeList()
|
||||||
{
|
{
|
||||||
// 获取所有带有 SortingGroup 组件的物体
|
// 获取所有带有 SortingGroup 组件的敌人对象
|
||||||
List<GameObject> gameObjectsList = new List<GameObject>();
|
List<GameObject> gameObjectsList = new List<GameObject>();
|
||||||
|
|
||||||
foreach (GameObject go in Enemys)
|
foreach (GameObject go in Enemys)
|
||||||
{
|
{
|
||||||
// 获取该物体上的 SortingGroup 组件
|
// 获取该物体上的 SortingGroup 组件
|
||||||
SortingGroup sortingGroup = go.GetComponent<SortingGroup>();
|
SortingGroup sortingGroup = go.GetComponent<SortingGroup>();
|
||||||
if (sortingGroup != null&&go.activeSelf)
|
if (sortingGroup != null && go.activeSelf)
|
||||||
{
|
{
|
||||||
// 添加到列表中
|
// 添加到列表中
|
||||||
gameObjectsList.Add(go);
|
gameObjectsList.Add(go);
|
||||||
@ -106,17 +106,26 @@ public class SpawnPool : Base
|
|||||||
// 按照 y 轴排序
|
// 按照 y 轴排序
|
||||||
gameObjectsList.Sort((a, b) => a.transform.position.y.CompareTo(b.transform.position.y));
|
gameObjectsList.Sort((a, b) => a.transform.position.y.CompareTo(b.transform.position.y));
|
||||||
|
|
||||||
// 设置 SortingGroup 的 sortingOrder
|
// 设置 SortingGroup 和子 Canvas 的 sortingOrder
|
||||||
for (int i = 0; i < gameObjectsList.Count; i++)
|
for (int i = 0; i < gameObjectsList.Count; i++)
|
||||||
{
|
{
|
||||||
SortingGroup sortingGroup = gameObjectsList[i].GetComponent<SortingGroup>();
|
SortingGroup sortingGroup = gameObjectsList[i].GetComponent<SortingGroup>();
|
||||||
if (sortingGroup != null)
|
if (sortingGroup != null)
|
||||||
{
|
{
|
||||||
// 设置 sortingOrder 来决定显示的层级
|
// 计算排序顺序
|
||||||
sortingGroup.sortingOrder = gameObjectsList.Count - i+2;
|
int order = gameObjectsList.Count - i + 2;
|
||||||
|
sortingGroup.sortingOrder = order;
|
||||||
|
|
||||||
|
// 获取子 Canvas 并设置其 sortingOrder
|
||||||
|
Canvas canvas = gameObjectsList[i].GetComponentInChildren<Canvas>();
|
||||||
|
if (canvas != null)
|
||||||
|
{
|
||||||
|
canvas.sortingOrder = order;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
|
@ -84,7 +84,7 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
|
|||||||
|
|
||||||
|
|
||||||
MengyaoInfo.Instance.mengyaoIdToRole.Add(mY.GetComponent<Role>().id, mY);
|
MengyaoInfo.Instance.mengyaoIdToRole.Add(mY.GetComponent<Role>().id, mY);
|
||||||
|
SpawnPool.intance.Enemys.Add(mY);//存入图层排序的数组
|
||||||
this.enabled = false;
|
this.enabled = false;
|
||||||
cardBox.instance.ChangeInPlaceNumber(1);
|
cardBox.instance.ChangeInPlaceNumber(1);
|
||||||
mask.SetActive(true);
|
mask.SetActive(true);
|
||||||
|
Loading…
Reference in New Issue
Block a user