This commit is contained in:
杨号敬 2025-01-10 11:00:20 +08:00
commit f87d7ca62d
63 changed files with 51310 additions and 1688 deletions

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@ -437,5 +437,47 @@
"speedOfBullets": 0.4
}
}
},
"M_T_003": {
"S_1": {
"1": {
"Range": 1
},
"2": {
"DamageBuff": 0.15
},
"3": {
"Range": 2,
"AttackCooldown": 0.05
},
"4": {
"DamageBuff": 0.35
},
"5": {
"SkillList": [
"skill_13"
],
"AttackCooldown": 0.05
}
},
"S_2": {
"1": {
"AttackCooldown": -0.25
},
"2": {
"DamageBuff": 0.15
},
"3": {
"DamageOfBig": 0.15,
"Range": -1
},
"4": {
"DamageBuff": 0.35
},
"5": {
"DamageOfBig": 0.3,
"Range": -1
}
}
}
}

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@ -1,194 +1,600 @@
[
{
"Id": "M_H_001",
"Name": "火萌妖-01",
"Quality": "0",
"Elements": "4",
"Info": "向前方喷射纵向2格范围的火焰持续攻击敌人。",
"SkillId": "4001",
"AttackType": "0",
"AttackActionType": "0",
"MaxAttack": "5",
"MinAttack": "4",
"AttackRange": "2",
"AttackCD": "0.3",
"CritRate": "0.03",
"CriticalHitRateBonus": "0.25"
},
{
"Id": "M_S_001",
"Name": "水萌妖-01",
"Quality": "0",
"Elements": "3",
"Info": "射出冰冻子弹,命中后会降低敌人移动速度。",
"SkillId": "3001",
"AttackType": "0",
"AttackActionType": "0",
"MaxAttack": "10",
"MinAttack": "7",
"AttackRange": "5",
"AttackCD": "1",
"CritRate": "0.05",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_M_001",
"Name": "木萌妖-01",
"Quality": "0",
"Elements": "2",
"Info": "当攻击范围内出现敌人后就会锁定敌人,然后持续射出子弹进行攻击。",
"SkillId": "2001",
"AttackType": "0",
"AttackActionType": "0",
"MaxAttack": "6",
"MinAttack": "4",
"AttackRange": "6",
"AttackCD": "0.6",
"CritRate": "0.065",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_T_002",
"Name": "土萌妖-02",
"Quality": "0",
"Elements": "4",
"Info": "会持续向敌人抛出散射的宝石进行攻击",
"SkillId": "2001",
"AttackType": "0",
"AttackActionType": "2",
"MaxAttack": "8",
"MinAttack": "6",
"AttackRange": "5",
"AttackCD": "0.3",
"CritRate": "0.05",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_S_002",
"Name": "水萌妖-02",
"Quality": "0",
"Elements": "2",
"Info": "射出的寒冰子弹命中敌人后会分裂出2个碎片继续攻击敌人。",
"SkillId": "3001",
"AttackType": "0",
"AttackActionType": "2",
"MaxAttack": "8",
"MinAttack": "5",
"AttackRange": "4",
"AttackCD": "1.5",
"CritRate": "0.05",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_M_002",
"Name": "木萌妖-02",
"Quality": "0",
"Elements": "1",
"Info": "会向敌人发出扇形的树叶进行攻击。",
"SkillId": "3001",
"AttackType": "0",
"AttackActionType": "2",
"MaxAttack": "7",
"MinAttack": "5",
"AttackRange": "3",
"AttackCD": "2",
"CritRate": "0.065",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_J_001",
"Name": "金萌妖-01",
"Quality": "0",
"Elements": "0",
"Info": "会控制身边多把“利刃”持续旋转,攻击一切靠近的敌人。",
"SkillId": "3001",
"AttackType": "0",
"AttackActionType": "0",
"MaxAttack": "6",
"MinAttack": "4",
"AttackRange": "0",
"AttackCD": "0",
"CritRate": "0.08",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_H_002",
"Name": "火萌妖-02",
"Quality": "0",
"Elements": "3",
"Info": "会抛出巨大的火球攻击远处的敌人,谁都别想跑掉哦!",
"SkillId": "3001",
"AttackType": "1",
"AttackActionType": "2",
"MaxAttack": "12",
"MinAttack": "8",
"AttackRange": "5",
"AttackCD": "3",
"CritRate": "0.05",
"CriticalHitRateBonus": "0.25"
},
{
"Id": "M_T_001",
"Name": "土萌妖-01",
"Quality": "0",
"Elements": "4",
"Info": "抛出巨大石块攻击远处的敌人,被石块击中的敌人会因为眩晕而暂停前进",
"SkillId": "3001",
"AttackType": "1",
"AttackActionType": "0",
"MaxAttack": "12",
"MinAttack": "10",
"AttackRange": "6",
"AttackCD": "3",
"CritRate": "0.05",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_S_003",
"Name": "水萌妖-03",
"Quality": "1",
"Elements": "2",
"Info": "会对靠近的敌人喷出毒雾,让敌人中毒持续受伤。",
"SkillId": "3001",
"AttackType": "3",
"AttackActionType": "0",
"MaxAttack": "8",
"MinAttack": "8",
"AttackRange": "2",
"AttackCD": "1",
"CritRate": "0.025",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_T_003",
"Name": "土萌妖-03",
"Quality": "1",
"Elements": "4",
"Info": "能地底召唤出尖刺攻击一条直线上的敌人",
"SkillId": "3001",
"AttackType": "2",
"AttackActionType": "0",
"MaxAttack": "6",
"MinAttack": "5",
"AttackRange": "5",
"AttackCD": "2.5",
"CritRate": "0.05",
"CriticalHitRateBonus": "0"
},
{
"Id": "M_J_004",
"Name": "金萌妖-04",
"Quality": "2",
"Elements": "0",
"Info": "射出一个会返回的“回旋镖”,攻击移动中触碰到的所有敌人。",
"SkillId": "3001",
"AttackType": "2",
"AttackActionType": "2",
"MaxAttack": "12",
"MinAttack": "10",
"AttackRange": "5",
"AttackCD": "2.5",
"CritRate": "0.08",
"CriticalHitRateBonus": "0"
}
{
"Id": "M_H_001",
"Name": "火萌妖-01",
"Quality": 0,
"Elements": 3,
"Info": "喷出高温烈焰攻击靠近的敌人!见识一鼓作气的力量吧!",
"SkillId": [
{
"S_1": "M_H_001_S_1"
},
{
"S_2": "M_H_001_S_2"
}
],
"AttackType": 0,
"AttackActionType": 0,
"MaxAttack": 5,
"MinAttack": 4,
"AttackRange": 2,
"AttackCD": 0.3,
"CritRate": 0.03,
"CriticalHitRateBonus": 0.25
},
{
"Id": "M_H_002",
"Name": "火萌妖-02",
"Quality": 0,
"Elements": 3,
"Info": "会抛出巨大的火球攻击远处的敌人,谁都别想跑掉哦!",
"SkillId": [
{
"S_1": "M_H_002_S_1"
},
{
"S_2": "M_H_002_S_2"
}
],
"AttackType": 1,
"AttackActionType": 2,
"MaxAttack": 12,
"MinAttack": 8,
"AttackRange": 5,
"AttackCD": 3,
"CritRate": 0.05,
"CriticalHitRateBonus": 0.25
},
{
"Id": "M_H_003",
"Name": "火萌妖-03",
"Quality": 1,
"Elements": 3,
"Info": "擅长召唤“火环术”攻击身边周围的敌人",
"SkillId": [
{
"S_1": "M_H_003_S_1"
},
{
"S_2": "M_H_003_S_2"
}
],
"AttackType": 3,
"AttackActionType": 0,
"MaxAttack": 10,
"MinAttack": 8,
"AttackRange": 2,
"AttackCD": 1.5,
"CritRate": 0.03,
"CriticalHitRateBonus": 0.25
},
{
"Id": "M_H_004",
"Name": "火萌妖-04",
"Quality": 2,
"Elements": 3,
"Info": "会向敌人发出扇形的火球进行攻击",
"SkillId": [
{
"S_1": "M_H_004_S_1"
},
{
"S_2": "M_H_004_S_2"
}
],
"AttackType": 2,
"AttackActionType": 2,
"MaxAttack": 7,
"MinAttack": 5,
"AttackRange": 3,
"AttackCD": 2,
"CritRate": 0.05,
"CriticalHitRateBonus": 0.25
},
{
"Id": "M_H_005",
"Name": "火萌妖-05",
"Quality": 3,
"Elements": 3,
"Info": "会持续向一个敌人发出激光,随着时间的增加激光的攻击力越强",
"SkillId": [
{
"S_1": "M_H_005_S_1"
},
{
"S_2": "M_H_005_S_2"
}
],
"AttackType": 3,
"AttackActionType": 2,
"MaxAttack": 3,
"MinAttack": 3,
"AttackRange": 5,
"AttackCD": 0.2,
"CritRate": 0.03,
"CriticalHitRateBonus": 0.25
},
{
"Id": "M_S_001",
"Name": "水萌妖-01",
"Quality": 0,
"Elements": 2,
"Info": "射出的寒冰子弹会降低敌人的移动速度。",
"SkillId": [
{
"S_1": "M_S_001_S_1"
},
{
"S_2": "M_S_001_S_2"
}
],
"AttackType": 0,
"AttackActionType": 2,
"MaxAttack": 10,
"MinAttack": 7,
"AttackRange": 4,
"AttackCD": 1,
"CritRate": 0.05,
"CriticalHitRateBonus": 0
},
{
"Id": "M_S_002",
"Name": "水萌妖-02",
"Quality": 0,
"Elements": 2,
"Info": "射出的寒冰子弹命中敌人后会分裂出2个碎片继续攻击敌人。",
"SkillId": [
{
"S_1": "M_S_002_S_1"
},
{
"S_2": "M_S_002_S_2"
}
],
"AttackType": 0,
"AttackActionType": 2,
"MaxAttack": 8,
"MinAttack": 5,
"AttackRange": 4,
"AttackCD": 1.5,
"CritRate": 0.05,
"CriticalHitRateBonus": 0
},
{
"Id": "M_S_003",
"Name": "水萌妖-03",
"Quality": 1,
"Elements": 2,
"Info": "会对靠近的敌人喷出毒雾,让敌人中毒持续受伤。",
"SkillId": [
{
"S_1": "M_S_003_S_1"
},
{
"S_2": "M_S_003_S_2"
}
],
"AttackType": 3,
"AttackActionType": 0,
"MaxAttack": 8,
"MinAttack": 8,
"AttackRange": 2,
"AttackCD": 1,
"CritRate": 0.025,
"CriticalHitRateBonus": 0
},
{
"Id": "M_S_004",
"Name": "水萌妖-04",
"Quality": 2,
"Elements": 2,
"Info": "蓄力后会扫射出一道激光,攻击一条直线上的所有敌人。\n被射中的敌人会因为麻痹而减慢速度。",
"SkillId": [
{
"S_1": "M_S_004_S_1"
},
{
"S_2": "M_S_004_S_2"
}
],
"AttackType": 1,
"AttackActionType": 0,
"MaxAttack": 10,
"MinAttack": 8,
"AttackRange": 6,
"AttackCD": 2,
"CritRate": 0.05,
"CriticalHitRateBonus": 0
},
{
"Id": "M_S_005",
"Name": "水萌妖-05",
"Quality": 3,
"Elements": 2,
"Info": "以美妙歌声作为武器,攻击整片范围的敌人。\n敌人有可能被歌声迷惑而暂停前进。",
"SkillId": [
{
"S_1": "M_S_005_S_1"
},
{
"S_2": "M_S_005_S_2"
}
],
"AttackType": 2,
"AttackActionType": 2,
"MaxAttack": 10,
"MinAttack": 10,
"AttackRange": 6,
"AttackCD": 3,
"CritRate": 0.05,
"CriticalHitRateBonus": 0
},
{
"Id": "M_T_001",
"Name": "土萌妖-01",
"Quality": 0,
"Elements": 4,
"Info": "抛出巨大石块攻击远处的敌人。\n被石块击中的敌人会因为眩晕而暂停前进。",
"SkillId": [
{
"S_1": "M_T_001_S_1"
},
{
"S_2": "M_T_001_S_2"
}
],
"AttackType": 1,
"AttackActionType": 0,
"MaxAttack": 12,
"MinAttack": 10,
"AttackRange": 4,
"AttackCD": 3,
"CritRate": 0.05,
"CriticalHitRateBonus": 0
},
{
"Id": "M_T_002",
"Name": "土萌妖-02",
"Quality": 0,
"Elements": 4,
"Info": "会持续向敌人抛出散射的宝石进行攻击",
"SkillId": [
{
"S_1": "M_T_002_S_1"
},
{
"S_2": "M_T_002_S_2"
}
],
"AttackType": 0,
"AttackActionType": 2,
"MaxAttack": 8,
"MinAttack": 6,
"AttackRange": 5,
"AttackCD": 0.3,
"CritRate": 0.05,
"CriticalHitRateBonus": 0
},
{
"Id": "M_T_003",
"Name": "土萌妖-03",
"Quality": 1,
"Elements": 4,
"Info": "能地底召唤出尖刺攻击一条直线上的敌人",
"SkillId": [
{
"S_1": "M_T_003_S_1"
},
{
"S_2": "M_T_003_S_2"
}
],
"AttackType": 2,
"AttackActionType": 0,
"MaxAttack": 6,
"MinAttack": 5,
"AttackRange": 4,
"AttackCD": 2.5,
"CritRate": 0.05,
"CriticalHitRateBonus": 0
},
{
"Id": "M_T_004",
"Name": "土萌妖-04",
"Quality": 2,
"Elements": 4,
"Info": "向敌人甩出炽热的扇形岩浆进行攻击",
"SkillId": [
{
"S_1": "M_T_004_S_1"
},
{
"S_2": "M_T_004_S_2"
}
],
"AttackType": 3,
"AttackActionType": 2,
"MaxAttack": 7,
"MinAttack": 5,
"AttackRange": 3,
"AttackCD": 2,
"CritRate": 0.05,
"CriticalHitRateBonus": 0
},
{
"Id": "M_T_005",
"Name": "土萌妖-05",
"Quality": 3,
"Elements": 4,
"Info": "会抛出一个巨球沿着路径攻击路上的所有敌人。",
"SkillId": [
{
"S_1": "M_T_005_S_1"
},
{
"S_2": "M_T_005_S_2"
}
],
"AttackType": 1,
"AttackActionType": 0,
"MaxAttack": 15,
"MinAttack": 12,
"AttackRange": 9,
"AttackCD": 5,
"CritRate": 0.05,
"CriticalHitRateBonus": 0
},
{
"Id": "M_M_001",
"Name": "木萌妖-01",
"Quality": 0,
"Elements": 1,
"Info": "会向着敌人持续发射子弹进行攻击。",
"SkillId": [
{
"S_1": "M_M_001_S_1"
},
{
"S_2": "M_M_001_S_2"
}
],
"AttackType": 0,
"AttackActionType": 2,
"MaxAttack": 6,
"MinAttack": 4,
"AttackRange": 5,
"AttackCD": 0.3,
"CritRate": 0.065,
"CriticalHitRateBonus": 0
},
{
"Id": "M_M_002",
"Name": "木萌妖-02",
"Quality": 0,
"Elements": 1,
"Info": "会向敌人发出扇形的树叶进行攻击",
"SkillId": [
{
"S_1": "M_M_002_S_1"
},
{
"S_2": "M_M_002_S_2"
}
],
"AttackType": 0,
"AttackActionType": 2,
"MaxAttack": 7,
"MinAttack": 5,
"AttackRange": 3,
"AttackCD": 2,
"CritRate": 0.065,
"CriticalHitRateBonus": 0
},
{
"Id": "M_M_003",
"Name": "木萌妖-03",
"Quality": 1,
"Elements": 1,
"Info": "会在自己身边召唤出一圈“荆棘环”,\n触碰到荆棘的敌人都会短暂麻痹无法移动。",
"SkillId": [
{
"S_1": "M_M_003_S_1"
},
{
"S_2": "M_M_003_S_2"
}
],
"AttackType": 2,
"AttackActionType": 0,
"MaxAttack": 6,
"MinAttack": 4,
"AttackRange": 2,
"AttackCD": 3.5,
"CritRate": 0.065,
"CriticalHitRateBonus": 0
},
{
"Id": "M_M_004",
"Name": "木萌妖-04",
"Quality": 2,
"Elements": 1,
"Info": "发出锐利的“风之刃”,会割伤所有触碰到的敌人。",
"SkillId": [
{
"S_1": "M_M_004_S_1"
},
{
"S_2": "M_M_004_S_2"
}
],
"AttackType": 1,
"AttackActionType": 2,
"MaxAttack": 10,
"MinAttack": 8,
"AttackRange": 6,
"AttackCD": 3,
"CritRate": 0.065,
"CriticalHitRateBonus": 0
},
{
"Id": "M_M_005",
"Name": "木萌妖-05",
"Quality": 3,
"Elements": 1,
"Info": "当敌人靠近时,会在自己周围喷出“毒气环”\n每次受到毒气攻击的敌人中毒状况都会加深。",
"SkillId": [
{
"S_1": "M_M_005_S_1"
},
{
"S_2": "M_M_005_S_2"
}
],
"AttackType": 3,
"AttackActionType": 2,
"MaxAttack": 6,
"MinAttack": 4,
"AttackRange": 2,
"AttackCD": 3.5,
"CritRate": 0.03,
"CriticalHitRateBonus": 0
},
{
"Id": "M_J_001",
"Name": "金萌妖-01",
"Quality": 0,
"Elements": 0,
"Info": "会控制身边多把“利刃”持续旋转,攻击一切靠近的敌人。",
"SkillId": [
{
"S_1": "M_J_001_S_1"
},
{
"S_2": "M_J_001_S_2"
}
],
"AttackType": 0,
"AttackActionType": 0,
"MaxAttack": 6,
"MinAttack": 4,
"AttackRange": 1,
"AttackCD": 0,
"CritRate": 0.08,
"CriticalHitRateBonus": 0
},
{
"Id": "M_J_002",
"Name": "金萌妖-02",
"Quality": 0,
"Elements": 0,
"Info": "蓄力后召唤一道雷电攻击敌人,\n雷电落下后也会对周围的敌人造成伤害。",
"SkillId": [
{
"S_1": "M_J_002_S_1"
},
{
"S_2": "M_J_002_S_2"
}
],
"AttackType": 3,
"AttackActionType": 2,
"MaxAttack": 12,
"MinAttack": 10,
"AttackRange": 5,
"AttackCD": 3,
"CritRate": 0.08,
"CriticalHitRateBonus": 0
},
{
"Id": "M_J_003",
"Name": "金萌妖-03",
"Quality": 1,
"Elements": 0,
"Info": "射出一道“闪电链”攻击多个敌人,\n被击中敌人受到的伤害会逐步递减。",
"SkillId": [
{
"S_1": "M_J_003_S_1"
},
{
"S_2": "M_J_003_S_2"
}
],
"AttackType": 0,
"AttackActionType": 2,
"MaxAttack": 15,
"MinAttack": 12,
"AttackRange": 4,
"AttackCD": 3,
"CritRate": 0.08,
"CriticalHitRateBonus": 0
},
{
"Id": "M_J_004",
"Name": "金萌妖-04",
"Quality": 2,
"Elements": 0,
"Info": "射出一个会返回的“回旋镖”,攻击移动中触碰到的所有敌人。",
"SkillId": [
{
"S_1": "M_J_004_S_1"
},
{
"S_2": "M_J_004_S_2"
}
],
"AttackType": 2,
"AttackActionType": 2,
"MaxAttack": 12,
"MinAttack": 10,
"AttackRange": 5,
"AttackCD": 2.5,
"CritRate": 0.08,
"CriticalHitRateBonus": 0
},
{
"Id": "M_J_005",
"Name": "金萌妖-05",
"Quality": 3,
"Elements": 0,
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@ -4,6 +4,7 @@ using UnityEngine;
using DG.Tweening;
using UnityEngine.EventSystems;
using System.Threading.Tasks;
using Unity.VisualScripting;
public class CharacterClick : MonoBehaviour
{
@ -21,6 +22,22 @@ public class CharacterClick : MonoBehaviour
public float OrSizeY;
private bool isShowAttackRange=true;
public WaveData MyWaveData=null;
private bool IsDarg=false;
private cardPlace _cardPlace=null;
private Transform onDargStartTransfrom;
public Transform OnDargStartTransfrom { get; set; }
private bool IsOnDargStartTransfromInit = false;
private bool IsCanDarg = true;
private float pressStartTime; // 记录按下的时间
[Header("拖拽时间阈值(秒)")]public float dragThresholdTime = 0.3f; // 拖拽时间阈值(秒)
private bool hasDragged = false; // 标记是否已经拖拽
void Start()
{
if (attackRange!=null)
@ -41,12 +58,18 @@ public class CharacterClick : MonoBehaviour
{
IdForInfo(transform.GetComponent<enemy>().enemyId);
}
_cardPlace = role.GetComponent<cardPlace>();
}
private void OnMouseDown()
{
// 检查鼠标是否点击在UI元素上
if (EventSystem.current.IsPointerOverGameObject())
{
@ -64,16 +87,128 @@ public class CharacterClick : MonoBehaviour
if (hit.collider != null && hit.collider.gameObject == gameObject)
{
//ShowAttackRange();
Debug.Log("点击了父节点");
// 在这里处理点击事件
if (IsCanDarg)
{
//拖拽
DargObj();
}
// 单点
ShowInfoPanel();
}
}
}
void ChangeIsCanDarg()
{
IsCanDarg = false;
}
private void OnEnable()
{
Base.GlobalObj.GetComponent<gameGlobal>().OnGamePlay += ChangeIsCanDarg;
}
private void OnDisable()
{
Base.GlobalObj.GetComponent<gameGlobal>().OnGamePlay -= ChangeIsCanDarg;
}
void Update()
{
if (IsDarg)
{
if (!IsOnDargStartTransfromInit)
{
// 更新初始位置
OnDargStartTransfrom = _cardPlace.tower.transform;
IsOnDargStartTransfromInit = true;
}
Vector3 inputPosition = Vector3.zero;
bool isDragging = false;
// 检查触摸输入
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary)
{
inputPosition = touch.position;
isDragging = true;
}
else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
{
if (_cardPlace.tower == null)
{
role.transform.position = OnDargStartTransfrom.position;
}
else
{
role.transform.position = _cardPlace.tower.transform.position;
// 更新初始位置
OnDargStartTransfrom = _cardPlace.tower.transform;
}
IsDarg = false;
}
}
// 检查鼠标输入
if (Input.GetMouseButton(0))
{
inputPosition = Input.mousePosition;
isDragging = true;
}
if (isDragging)
{
// 将鼠标或触摸屏幕坐标转换为世界坐标
// 使用相机的远剪裁面距离来保持一致性
float zDistance = Camera.main.WorldToScreenPoint(role.transform.position).z;
Vector3 worldPosition = Camera.main.ScreenToWorldPoint(new Vector3(inputPosition.x, inputPosition.y, zDistance));
// 强制设置Z轴为0或者根据你的需求设置成其他值
worldPosition.z = 0;
role.transform.position = worldPosition;
}
// 检测鼠标按钮释放(仅在拖拽状态下)
if (Input.GetMouseButtonUp(0))
{
if (_cardPlace.tower == null)
{
role.transform.position = OnDargStartTransfrom.position;
}
else
{
role.transform.position = _cardPlace.tower.transform.position;
// 更新初始位置
OnDargStartTransfrom = _cardPlace.tower.transform;
}
IsDarg = false;
HideInfoPanel();
HideAttackRange(UIContorl.instance.NowAttackRange);
}
}
}
public void DargObj()
{
IsDarg = true;
}
public void ShowInfoPanel()
{
if (instantiatedPanel == null)
@ -108,14 +243,9 @@ public class CharacterClick : MonoBehaviour
{
panelRect.GetComponent<charainfoPanel>().UpDateShow(role.Level.ToString(), role.Name, role.Info, role.MinAttack + "~" + role.MaxAttack, role.AttackRange.ToString(), role.AttackCD.ToString());
panelRect.GetComponent<charainfoPanel>().role = role;
}
}
else
{
//HideAttackRange();
}
}
public async void ShowAttackRange(GameObject attackRange)
{
@ -124,8 +254,6 @@ public class CharacterClick : MonoBehaviour
attackRange.transform.DOScale(new Vector2(OrSizeX, OrSizeY), 0.3f).SetEase(Ease.InOutBack);
}
}
public void HideAttackRange(GameObject attackRange)
{
if (attackRange != null )
@ -147,7 +275,6 @@ public class CharacterClick : MonoBehaviour
}
}
}
public void HideInfoPanel()
{
if (UIContorl.instance.NowShowInfo!=null)

View File

@ -27,25 +27,27 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
[HideInInspector]
public GameObject mY;
public bool isFist=true;
//private SpriteAniation spriteAniation;
// Start is called before the first frame update
void Start()
{
this.cardIconImage.sprite = cardicon;
//mask.SetActive(false);
}
mask.SetActive(false);
gaoliang=transform.Find("gaoliang").gameObject;
gaoliang.SetActive(false);
}
// 拖拽开始
public void OnBeginDrag(PointerEventData eventData)
{
// mask.SetActive(true);
// mask.SetActive(true);
gaoliang.SetActive(true);
if (mY==null)
{
mY = Instantiate(mengyaoPrefab);
@ -64,8 +66,7 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
// 将物体的位置更新为鼠标的位置
mY.transform.position = mousePosition;
this.GetComponent<Toggle>().isOn = true;
}
// 拖拽中
@ -92,8 +93,16 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
{
mY.transform.position = mY.GetComponent<cardPlace>().tower.transform.position;
MengyaoInfo.Instance.mengyaoIdToRole.Add(mY.GetComponent<Role>().id, mY);
if (isFist)
{
isFist = false;
MengyaoInfo.Instance.mengyaoIdToRole.Add(mY.GetComponent<Role>().id, mY);
}
//SpawnPool.intance.Enemys.Add(mY);//存入图层排序的数组
if (!SpawnMonster.intance.MengYaoList.Contains(mY))
{
@ -101,21 +110,24 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
}
//this.enabled = false;
this.enabled = false;
cardBox.instance.ChangeInPlaceNumber(1);
this.GetComponent<Toggle>().isOn = false;
if (mY.GetComponent<enemy>().bulletAttackType==BulletAttackType.Zhuan)
{
mY.GetComponentInChildren<Animator>().SetTrigger("Attack");
}
mask.SetActive(true);
}
else
{
Destroy(mY);
}
//mask.SetActive(false);
gaoliang.SetActive(false);
}
}

View File

@ -22,9 +22,14 @@ public class cardPlace : MonoBehaviour
{
if (!isInTrigger&& collision.tag.Equals(Tag))
{
//Debug.Log("物体第一次进入触发器");
if (collision.gameObject.GetComponent<tower>().towerNumber>0)
{
return;
}
isInTrigger = true;
tower = collision.gameObject;
tower.GetComponent<tower>().towerNumber += 1;
}
}
@ -32,9 +37,8 @@ public class cardPlace : MonoBehaviour
{
if (isInTrigger&&collision.tag.Equals(Tag))
{
//Debug.Log("物体退出触发器");
isInTrigger = false;
tower.GetComponent<tower>().towerNumber -= 1;
tower = null;
}
}

View File

@ -1,19 +1,15 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Xml.Linq;
using Unity.VisualScripting;
using UnityEngine;
public class MengyaoInfo :JsonReadBase
{
public TextAsset m_Asset;
public TextAsset NameAsset;
public TextAsset LevelAsset;
public TextAsset Mengyao;
public TextAsset SkillAsset;
public List<Character> m_Mengyao;
public List<Level> m_Level;
public List<WaveData> m_WaveData;
public List<Monster> m_SkillData;
public static MengyaoInfo Instance;
@ -25,18 +21,14 @@ public class MengyaoInfo :JsonReadBase
{
Instance = this;
m_Mengyao = base.LoadJson<Character>(NameAsset);
//base.DisplayData<Character>(m_Mengyao);
m_Level = base.LoadJson<Level>(LevelAsset);
// base.DisplayData<Level>(m_Level);
m_Mengyao = JsonConvert.DeserializeObject<List<Character>>(Mengyao.text.Trim());
m_WaveData = base.LoadJson<WaveData>(m_Asset);
// base.DisplayData<WaveData>(m_WaveData);
m_SkillData = base.LoadJson<Monster>(SkillAsset);
// Debug.Log(m_SkillData);
//base.DisplayData<Monster>(m_SkillData);
}
void OnDestroy()
@ -53,7 +45,8 @@ public class Character
public string Quality { get; set; }//品质
public string Elements { get; set; }//属性
public string Info { get; set; }//详情
public string SkillId { get; set; }//技能
public List<Dictionary<string, string>> SkillId;//¼¼ÄÜ
public string AttackType { get; set; }//攻击类型
public string AttackActionType { get; set; }//攻击作用类型
public string MaxAttack { get; set; }//攻击力上限
@ -64,17 +57,6 @@ public class Character
public string CriticalHitRateBonus { get; set; }//暴击加成
}
[System.Serializable]
public class Level
{
public int Id { get; set; }
public string Name { get; set; }
public string Info { get; set; } // 注意这里我将 info 改为了 Info因为 JSON 中是大小写敏感的
public int AllEnemyNumber { get; set; }
public int WaveNumber { get; set; }
public int[] OneWaveEnemyNumber { get; set; }
public Reward[] LevelRewards { get; set; }
}
[System.Serializable]
public class Reward

View File

@ -16,7 +16,7 @@ public class Mengyao_Skill_Date : JsonReadBase
// 解析 JSON 数据
parsedData = JsonConvert.DeserializeObject<Dictionary<string, Dictionary<string, Dictionary<string, SkillLevelData>>>>(_Json.text.Trim());
Debug.LogError("解析 JSON 数据成功");
// Debug.LogError("解析 JSON 数据成功");
}
void Start()

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 83d58b411c2b5b640a2edc3a11bdccdb
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class tower : MonoBehaviour
{
public string towerId = null;
[HideInInspector]public int towerNumber = 0;
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 43159a13b66a6cf45bb3d8e9dbee99fb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: