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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 5503916089344695100}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 3245ec927659c4140ac4f8d17403cc18, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ m_HorizontalFit: 2
+ m_VerticalFit: 2
+--- !u!114 &178729270630670967
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 5503916089344695100}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: e19747de3f5aca642ab2be37e372fb86, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ m_EffectColor: {r: 0.3647059, g: 0.28627452, b: 0.23529412, a: 0.5}
+ m_EffectDistance: {x: 0.5, y: -0.5}
+ m_UseGraphicAlpha: 1
--- !u!1 &5533483037103408762
GameObject:
m_ObjectHideFlags: 0
@@ -1625,7 +1847,7 @@ RectTransform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 5287165215851210573}
- m_RootOrder: 16
+ m_RootOrder: 18
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@@ -1869,6 +2091,8 @@ RectTransform:
- {fileID: 2483930325550193713}
- {fileID: 4639181800119433001}
- {fileID: 3356521652887400322}
+ - {fileID: 263890069007052243}
+ - {fileID: 5028638032312201979}
- {fileID: 8304839433121259576}
- {fileID: 6484562972075311654}
- {fileID: 7451541515586139057}
@@ -2329,7 +2553,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
- m_AnchoredPosition: {x: 0, y: -188}
+ m_AnchoredPosition: {x: 0, y: -150}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &3769833519733827615
diff --git a/Assets/Resources/UI/EquipProPanel.prefab b/Assets/Resources/UI/EquipProPanel.prefab
index df08878..56cbcd3 100644
--- a/Assets/Resources/UI/EquipProPanel.prefab
+++ b/Assets/Resources/UI/EquipProPanel.prefab
@@ -149,7 +149,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 0, y: -75}
- m_SizeDelta: {x: 300, y: 0}
+ m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!222 &7374574055375681904
CanvasRenderer:
@@ -888,7 +888,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 307, y: -75}
- m_SizeDelta: {x: 300, y: 0}
+ m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!222 &1694541141718410899
CanvasRenderer:
@@ -1236,7 +1236,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 307, y: -150}
- m_SizeDelta: {x: 300, y: 0}
+ m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!222 &4343683395333129986
CanvasRenderer:
@@ -1347,7 +1347,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
- m_SizeDelta: {x: 300, y: 0}
+ m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!222 &7990361250744924110
CanvasRenderer:
@@ -1994,7 +1994,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 307, y: -75}
- m_SizeDelta: {x: 300, y: 0}
+ m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!222 &8201839111075640599
CanvasRenderer:
@@ -2327,7 +2327,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 0, y: -150}
- m_SizeDelta: {x: 300, y: 0}
+ m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!222 &6887313989554397937
CanvasRenderer:
@@ -2742,7 +2742,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 307, y: 0}
- m_SizeDelta: {x: 300, y: 0}
+ m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!222 &3866980963232993410
CanvasRenderer:
diff --git a/Assets/Scripts/Framework/EventCenter/E_EventType.cs b/Assets/Scripts/Framework/EventCenter/E_EventType.cs
index 08d94a4..5c335be 100644
--- a/Assets/Scripts/Framework/EventCenter/E_EventType.cs
+++ b/Assets/Scripts/Framework/EventCenter/E_EventType.cs
@@ -12,10 +12,18 @@ public enum E_EventType
///
E_Monster_DamageNum,
///
+ /// 怪物被暴击
+ ///
+ E_Monster_CritDamageNum,
+ ///
/// 玩家伤害数字
///
E_Player_DamageNum,
///
+ /// 玩家被暴击伤害数字
+ ///
+ E_Player_CritDamageNum,
+ ///
/// 玩家初始化
///
E_Player_Init,
diff --git a/Assets/Scripts/GameObject/BtnEquip.cs b/Assets/Scripts/GameObject/BtnEquip.cs
index aa85411..f85bed0 100644
--- a/Assets/Scripts/GameObject/BtnEquip.cs
+++ b/Assets/Scripts/GameObject/BtnEquip.cs
@@ -24,6 +24,6 @@ public class BtnEquip : MonoBehaviour
{
nowEquipData= equip;
txtName.text = equip.name;
- txtName.color = GameMgr.Instance.HexToColor(equip.color);
+ txtName.color = GameMgr.Instance.HexToColor(equip.equipColor);
}
}
diff --git a/Assets/Scripts/GameObject/DamageNum.cs b/Assets/Scripts/GameObject/DamageNum.cs
index 1f9a0b9..566d875 100644
--- a/Assets/Scripts/GameObject/DamageNum.cs
+++ b/Assets/Scripts/GameObject/DamageNum.cs
@@ -58,6 +58,7 @@ public class DamageNum : MonoBehaviour
{
can.alpha = 0;
rec.position = Vector3.zero;
+ rec.localScale = Vector3.one;
PoolMgr.Instance.PushObj(this.gameObject);
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/GameObject/MonsterObject.cs b/Assets/Scripts/GameObject/MonsterObject.cs
index f65956f..cab6a27 100644
--- a/Assets/Scripts/GameObject/MonsterObject.cs
+++ b/Assets/Scripts/GameObject/MonsterObject.cs
@@ -58,15 +58,33 @@ public class MonsterObject : MonoBehaviour
}
//防御抵消伤害
//减少血量
- int damageHP = player.atk - monster.def;
- //防止没有破防产生负数的情况
- if (damageHP<0)
+ int damageHP;
+ //是否触发暴击
+ if (GameMgr.Instance.ProbaReturn(player.crit))
{
- damageHP = 0;
+ //触发暴击
+ damageHP = (int)((player.atk - monster.def) * (1 + player.critDamage / 100));
+ //防止没有破防产生负数的情况
+ if (damageHP < 0)
+ {
+ damageHP = 0;
+ }
+ hp -= damageHP;
+ //弹出减血量数字
+ EventCenter.Instance.EventTrigger(E_EventType.E_Monster_CritDamageNum, damageHP);
+ }
+ else
+ {
+ damageHP = player.atk - monster.def;
+ //防止没有破防产生负数的情况
+ if (damageHP < 0)
+ {
+ damageHP = 0;
+ }
+ hp -= damageHP;
+ //弹出减血量数字
+ EventCenter.Instance.EventTrigger(E_EventType.E_Monster_DamageNum, damageHP);
}
- hp -=damageHP;
- //弹出减血量数字
- EventCenter.Instance.EventTrigger(E_EventType.E_Monster_DamageNum,damageHP);
if (hp <= 0)
{
diff --git a/Assets/Scripts/GameObject/PlayerObject.cs b/Assets/Scripts/GameObject/PlayerObject.cs
index 7cea2f0..879b763 100644
--- a/Assets/Scripts/GameObject/PlayerObject.cs
+++ b/Assets/Scripts/GameObject/PlayerObject.cs
@@ -36,8 +36,9 @@ public class PlayerObject : MonoBehaviour
if (GameMgr.Instance.isStartAtk)
{
//检测和目标点达到移动条件时 就攻击
- if (Time.time - frontTime >= player.atkTime)
+ if (Time.time - frontTime >= player.atkTime-(player.atkTime*player.atkSpeed/100))
{
+ Debug.Log(Application.persistentDataPath);
//记录这次攻击时的时间
frontTime = Time.time;
//创建飞剑攻击敌人
@@ -57,15 +58,32 @@ public class PlayerObject : MonoBehaviour
}
//防御抵消伤害
//减少血量
- int damageHP = monster.atk - player.def;
- //防止没有破防产生负数的情况
- if (damageHP < 0)
+ int damageHP;
+ if (GameMgr.Instance.ProbaReturn(monster.crit))
{
- damageHP = 0;
+ //触发暴击
+ damageHP =(int)((monster.atk - player.def) * (1 + monster.critDamage / 100));
+ //防止没有破防产生负数的情况
+ if (damageHP < 0)
+ {
+ damageHP = 0;
+ }
+ hp -= damageHP;
+ //弹出减血量数字
+ EventCenter.Instance.EventTrigger(E_EventType.E_Player_CritDamageNum, damageHP);
+ }
+ else
+ {
+ damageHP = monster.atk - player.def;
+ //防止没有破防产生负数的情况
+ if (damageHP < 0)
+ {
+ damageHP = 0;
+ }
+ hp -= damageHP;
+ //弹出减血量数字
+ EventCenter.Instance.EventTrigger(E_EventType.E_Player_DamageNum, damageHP);
}
- hp -= damageHP;
- //弹出减血量数字
- EventCenter.Instance.EventTrigger(E_EventType.E_Player_DamageNum, damageHP);
if (hp <= 0)
{
@@ -73,14 +91,11 @@ public class PlayerObject : MonoBehaviour
isDead = true;
//飞剑回收仓库
GameMgr.Instance.isFeijianClose = true;
-
UpdateHp(0);
//弹出失败框
EventCenter.Instance.EventTrigger(E_EventType.E_Pool_Register1, "战斗失败");
-
//开启生成新一轮游戏
GameMgr.Instance.StartInit();
-
this.gameObject.SetActive(false);
return;
}
diff --git a/Assets/Scripts/GameObject/TxtEntry.cs b/Assets/Scripts/GameObject/TxtEntry.cs
index de37d33..0f7cdaf 100644
--- a/Assets/Scripts/GameObject/TxtEntry.cs
+++ b/Assets/Scripts/GameObject/TxtEntry.cs
@@ -6,10 +6,40 @@ using UnityEngine.UI;
public class TxtEntry : MonoBehaviour
{
public Text txtEntry;
-
- public void UpdatePanel(string entry)
+ public void UpdatePanel(EquipEntry entry,string color= "362211")
{
- txtEntry.text = entry;
+ switch (entry.entryType)
+ {
+ case 1:
+ txtEntry.text = "血量+"+entry.num;
+ break;
+ case 2:
+ txtEntry.text = "攻击力+" + entry.num;
+ break;
+ case 3:
+ txtEntry.text = "防御力+" + entry.num;
+ break;
+ case 4:
+ txtEntry.text = "暴击率+" + entry.num + "%";
+ break;
+ case 5:
+ txtEntry.text = "暴击伤害+" + entry.num + "%";
+ break;
+ case 6:
+ txtEntry.text = "攻击速度+" + entry.num + "%";
+ break;
+ case 7:
+ txtEntry.text = "灵石加成+" + entry.num + "%";
+ break;
+ case 8:
+ txtEntry.text = "抗爆率+" + entry.num + "%";
+ break;
+ case 9:
+ txtEntry.text = "灵气加成+" + entry.num + "%";
+ break;
+ }
+ txtEntry.color = GameMgr.Instance.HexToColor(color);
+ txtEntry.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color);
}
}
diff --git a/Assets/Scripts/GameScene/Data/EquipData.cs b/Assets/Scripts/GameScene/Data/EquipData.cs
index 61c3f95..acc4a39 100644
--- a/Assets/Scripts/GameScene/Data/EquipData.cs
+++ b/Assets/Scripts/GameScene/Data/EquipData.cs
@@ -4,19 +4,33 @@ using UnityEngine;
public class EquipData
{
+ //装备名字
public string name;
- public int hp;
- public int atk;
- public int def;
- public float crit;
- public float critDamage;
- public float kangCrit;
- public float atkSpeed;
- public float gasAdd;
- public float yuAdd;
- public float stoneAdd;
+ //装备类型
public int equipType;
- public int equipQuality;
- public string colorName;
- public string color;
+ ///
+ /// 装备的品阶 1--炼气 2--筑基 3--金丹 4--化神 5--渡劫 6--合体 7--大乘 8--飞升
+ ///
+ public int equipGrade=1;
+ ///
+ /// 装备颜色 绿色--33A154 蓝色--0030FF 紫色--8800FF 黄色--FFD104 红色--FF5F04
+ ///
+ public string equipColor;
+
+ //基础属性词条
+ public List equipBasicAtt=new List();
+ //装备附加属性词条
+ public List equipAddAtt = new List();
}
+
+//装备词条
+public class EquipEntry
+{
+ //词条数值
+ public int num;
+ ///
+ /// 词条类型 1--hp 2--攻击力 3--防御力 4--暴击率 5--暴击伤害 6--攻击速度 7--灵石加成 8--抗爆率 9--灵气加成
+ ///
+ public int entryType;
+}
+
diff --git a/Assets/Scripts/GameScene/Data/MonsterData.cs b/Assets/Scripts/GameScene/Data/MonsterData.cs
index a99e658..d83df0d 100644
--- a/Assets/Scripts/GameScene/Data/MonsterData.cs
+++ b/Assets/Scripts/GameScene/Data/MonsterData.cs
@@ -16,6 +16,10 @@ public class MonsterData
public int def;
//攻击时间
public float atkTime;
+ //怪物暴击几率
+ public float crit;
+ //怪物暴击伤害
+ public float critDamage;
//灵石奖励
public int stone;
//源石奖励
diff --git a/Assets/Scripts/GameScene/Data/PlayerData.cs b/Assets/Scripts/GameScene/Data/PlayerData.cs
index d63084d..d3d128d 100644
--- a/Assets/Scripts/GameScene/Data/PlayerData.cs
+++ b/Assets/Scripts/GameScene/Data/PlayerData.cs
@@ -24,19 +24,19 @@ public class PlayerData
//防御力
public int def=5;
//攻速加成
- public float atkSpeed=0f;
+ public int atkSpeed=0;
//暴击加成
- public float crit=0f;
+ public int crit=0;
//暴击伤害
- public float critDamage=0f;
+ public int critDamage = 0;
//每分钟灵气
public int minuteGas=60;
//灵气加成
- public float gasAdd = 0f;
+ public int gasAdd = 0;
//抗暴率加成
- public float kangCrit = 0f;
+ public int kangCrit = 0;
//灵石加成
- public float stoneAdd = 0f;
+ public int stoneAdd = 0;
//人物境界
public string state = "炼气境一重";
//境界ID,对应升级属性的Id
diff --git a/Assets/Scripts/GameScene/GameMgr.cs b/Assets/Scripts/GameScene/GameMgr.cs
index e759de2..8dc6bca 100644
--- a/Assets/Scripts/GameScene/GameMgr.cs
+++ b/Assets/Scripts/GameScene/GameMgr.cs
@@ -125,4 +125,20 @@ public class GameMgr:SingletonAutoMono
yield return new WaitForSeconds(0.5f);
EventCenter.Instance.EventTrigger(E_EventType.E_Pool_Register2, "你获得了源石+" + yuan);
}
+
+ ///
+ /// 概率反馈
+ ///
+ /// 传递过来的概率
+ ///
+ public bool ProbaReturn(float probability)
+ {
+ //获得0-1中间的浮点数
+ float f = Random.value;
+ if (f <= (probability/100))
+ {
+ return true;
+ }
+ return false;
+ }
}
diff --git a/Assets/Scripts/GameScene/UI/BattlePanel.cs b/Assets/Scripts/GameScene/UI/BattlePanel.cs
index e412e20..b425978 100644
--- a/Assets/Scripts/GameScene/UI/BattlePanel.cs
+++ b/Assets/Scripts/GameScene/UI/BattlePanel.cs
@@ -45,7 +45,9 @@ public class BattlePanel : BasePanel
//注册伤害数字弹出事件
EventCenter.Instance.AddEventListener(E_EventType.E_Player_DamageNum, DamageUserNum);
+ EventCenter.Instance.AddEventListener(E_EventType.E_Player_CritDamageNum, DamageUserCritNum);
EventCenter.Instance.AddEventListener(E_EventType.E_Monster_DamageNum, DamageMonsterNum);
+ EventCenter.Instance.AddEventListener(E_EventType.E_Monster_CritDamageNum, DamageMonsterCritNum);
//注册重置玩家和怪物数据
EventCenter.Instance.AddEventListener(E_EventType.E_Player_Init,InitPlayerPanel);
EventCenter.Instance.AddEventListener(E_EventType.E_Monster_Init,InitMonsterPanel);
@@ -233,7 +235,7 @@ public class BattlePanel : BasePanel
}
///
- /// 伤害数字弹窗1
+ /// 玩家被伤害数字弹窗
///
private void DamageUserNum(int damageHp)
{
@@ -246,7 +248,20 @@ public class BattlePanel : BasePanel
}
///
- /// 伤害数字弹窗2
+ /// 玩家被暴击伤害数字弹窗
+ ///
+ private void DamageUserCritNum(int damageHp)
+ {
+ //弹出减血量数字
+ GameObject go = PoolMgr.Instance.GetObj("Object/DamageNum");
+ go.transform.SetParent(damageUser, false);
+ go.transform.localPosition = Vector3.zero;
+ go.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f);
+ go.GetComponent().UpdateTxtInfo("-" + damageHp);
+ }
+
+ ///
+ /// 怪物被伤害数字弹窗
///
private void DamageMonsterNum(int damageHp)
{
@@ -258,6 +273,19 @@ public class BattlePanel : BasePanel
go.GetComponent().UpdateTxtInfo("-" + damageHp);
}
+ ///
+ /// 怪物被暴击伤害数字弹窗
+ ///
+ private void DamageMonsterCritNum(int damageHp)
+ {
+ //弹出减血量数字
+ GameObject go = PoolMgr.Instance.GetObj("Object/DamageNum");
+ go.transform.SetParent(damageMonster, false);
+ go.transform.localPosition = Vector3.zero;
+ go.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f);
+ go.GetComponent().UpdateTxtInfo("-" + damageHp);
+ }
+
///
/// 公用的弹窗点1事件添加进事件中心
///
diff --git a/Assets/Scripts/GameScene/UI/EquipDressPanel.cs b/Assets/Scripts/GameScene/UI/EquipDressPanel.cs
new file mode 100644
index 0000000..f124be0
--- /dev/null
+++ b/Assets/Scripts/GameScene/UI/EquipDressPanel.cs
@@ -0,0 +1,246 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class EquipDressPanel : BasePanel
+{
+ public Button btnClose;
+ public Button btnDis;
+ public Button btnFenjie;
+ public Button btnChong;
+
+ public Text txtName;
+ public Text txtJingjie;
+ public Text txtQuality;
+
+ public Transform basicAtt;
+ public Transform addAtt;
+ public GameObject txtEntry;
+
+ //本装备属性
+ private EquipData equipData;
+ private PlayerData player;
+
+ //词条颜色--红色
+ private string entryColor = "FF4E00";
+
+ //装备颜色--绿色
+ private string equipColorLv = "33A154";
+ //装备颜色--蓝色
+ private string equipColorLan = "0030FF";
+ //装备颜色--紫色
+ private string equipColorZi = "8800FF";
+ //装备颜色--黄色
+ private string equipColorHuang = "FFD104";
+ //装备颜色--红色
+ private string equipColorHong = "FF5F04";
+
+ public override void Init()
+ {
+ player = GameDataMgr.Instance.player;
+
+ btnClose.onClick.AddListener(() =>
+ {
+ UIManager.Instance.HidePanel();
+ });
+ btnDis.onClick.AddListener(() =>
+ {
+ DisEquip();
+ UIManager.Instance.HidePanel();
+ });
+ btnFenjie.onClick.AddListener(() =>
+ {
+
+ });
+ btnChong.onClick.AddListener(() =>
+ {
+
+ });
+ }
+
+ //给外界更新面板的方法
+ public void UpdatePanel(EquipData equip)
+ {
+ equipData = equip;
+ txtName.text = equip.name;
+ txtJingjie.text = equip.name.Substring(0, 2);
+ switch (equip.equipAddAtt.Count)
+ {
+ case 0:
+ UpdateColor(equipColorLv, "绿色");
+ break;
+ case 1:
+ UpdateColor(equipColorLan, "蓝色");
+ break;
+ case 2:
+ UpdateColor(equipColorZi, "紫色");
+ break;
+ case 3:
+ UpdateColor(equipColorHuang, "黄色");
+ break;
+ case 4:
+ UpdateColor(equipColorHong, "红色");
+ break;
+ }
+
+ CreateTxtEntry(equip);
+ }
+
+ private void UpdateColor(string color, string colorName)
+ {
+ txtName.color = GameMgr.Instance.HexToColor(color);
+ txtName.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color);
+ txtJingjie.color = GameMgr.Instance.HexToColor(color);
+ txtJingjie.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color);
+ txtQuality.text = "colorName";
+ txtQuality.color = GameMgr.Instance.HexToColor(color);
+ txtQuality.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color);
+ }
+
+ //更新装备属性条
+ private void CreateTxtEntry(EquipData equip)
+ {
+ GameObject go;
+ //装备基础属性词条
+ if (equip.equipBasicAtt.Count > 0)
+ {
+ for (int i = 0; i < equip.equipBasicAtt.Count; i++)
+ {
+ go = Instantiate(txtEntry);
+ go.transform.SetParent(basicAtt, false);
+ go.GetComponent().UpdatePanel(equip.equipBasicAtt[i]);
+ }
+ }
+
+ //装备附加属性词条
+ if (equip.equipAddAtt.Count > 0)
+ {
+ for (int i = 0; i < equip.equipAddAtt.Count; i++)
+ {
+ go = Instantiate(txtEntry);
+ go.transform.SetParent(addAtt, false);
+ go.GetComponent().UpdatePanel(equip.equipBasicAtt[i], entryColor);
+ }
+ }
+ }
+
+ //玩家点击卸下
+ private void DisEquip()
+ {
+ switch (equipData.equipType)
+ {
+ case 1:
+ DischargeEquip("tou");
+ break;
+ case 2:
+ DischargeEquip("yi");
+ break;
+ case 3:
+ DischargeEquip("shou");
+ break;
+ case 4:
+ DischargeEquip("yao");
+ break;
+ case 5:
+ DischargeEquip("tui");
+ break;
+ case 6:
+ DischargeEquip("xie");
+ break;
+ }
+ //更新装备面板
+ UIManager.Instance.GetPanel().UpdatePanel();
+ //更新玩家属性面板
+ UIManager.Instance.GetPanel().UpdatePanel();
+ //保存数据
+ GameDataMgr.Instance.EquipDataSave();
+ GameDataMgr.Instance.PlayerDataSave();
+ }
+ //卸下装备
+ private void DischargeEquip(string name)
+ {
+ //装备部位变为空
+ GameDataMgr.Instance.userEquip.dressEquip[name] = null;
+ //装备列表添加装备
+ GameDataMgr.Instance.userEquip.itemEquip.Add(equipData);
+ //玩家属性减少
+ PlayerDataDis();
+ }
+ ///
+ /// 属性增加
+ ///
+ /// 装备信息
+ /// 是增加还是减少 1表示增加,-1表示减少
+ private void PlayerDataDis()
+ {
+ //基础属性减少
+ for (int i = 0; i < equipData.equipBasicAtt.Count; i++)
+ {
+ switch (equipData.equipBasicAtt[i].entryType)
+ {
+ case 1:
+ player.hp -= equipData.equipBasicAtt[i].num;
+ break;
+ case 2:
+ player.atk -=equipData.equipBasicAtt[i].num;
+ break;
+ case 3:
+ player.def -= equipData.equipBasicAtt[i].num;
+ break;
+ case 4:
+ player.crit -= equipData.equipBasicAtt[i].num;
+ break;
+ case 5:
+ player.critDamage -= equipData.equipBasicAtt[i].num;
+ break;
+ case 6:
+ player.atkSpeed -= equipData.equipBasicAtt[i].num;
+ break;
+ case 7:
+ player.stoneAdd -= equipData.equipBasicAtt[i].num;
+ break;
+ case 8:
+ player.kangCrit -= equipData.equipBasicAtt[i].num;
+ break;
+ case 9:
+ player.gasAdd -= equipData.equipBasicAtt[i].num;
+ break;
+ }
+ }
+ //附加属性减少
+ for (int i = 0; i < equipData.equipAddAtt.Count; i++)
+ {
+ switch (equipData.equipBasicAtt[i].entryType)
+ {
+ case 1:
+ player.hp -= equipData.equipBasicAtt[i].num;
+ break;
+ case 2:
+ player.atk -= equipData.equipBasicAtt[i].num;
+ break;
+ case 3:
+ player.def -= equipData.equipBasicAtt[i].num;
+ break;
+ case 4:
+ player.crit -= equipData.equipBasicAtt[i].num;
+ break;
+ case 5:
+ player.critDamage -= equipData.equipBasicAtt[i].num;
+ break;
+ case 6:
+ player.atkSpeed -= equipData.equipBasicAtt[i].num;
+ break;
+ case 7:
+ player.stoneAdd -= equipData.equipBasicAtt[i].num;
+ break;
+ case 8:
+ player.kangCrit -= equipData.equipBasicAtt[i].num;
+ break;
+ case 9:
+ player.gasAdd -= equipData.equipBasicAtt[i].num;
+ break;
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/GameScene/UI/EquipDressPanel.cs.meta b/Assets/Scripts/GameScene/UI/EquipDressPanel.cs.meta
new file mode 100644
index 0000000..8cef1ed
--- /dev/null
+++ b/Assets/Scripts/GameScene/UI/EquipDressPanel.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 83e948ab5395dfd4fa915a05583a9164
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/GameScene/UI/EquipInfoPanel.cs b/Assets/Scripts/GameScene/UI/EquipInfoPanel.cs
index 0bef4c1..410b71e 100644
--- a/Assets/Scripts/GameScene/UI/EquipInfoPanel.cs
+++ b/Assets/Scripts/GameScene/UI/EquipInfoPanel.cs
@@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
+using static UnityEngine.EventSystems.EventTrigger;
public class EquipInfoPanel : BasePanel
{
@@ -13,6 +14,12 @@ public class EquipInfoPanel : BasePanel
public Text txtName;
public Text txtJingjie;
public Text txtQuality;
+ //分解获得灵石
+ public Text txtStone;
+ //分解获得的源石数量
+ private int fenjieEquip;
+ //重铸
+ public Text txtChong;
public Transform basicAtt;
public Transform addAtt;
@@ -21,6 +28,20 @@ public class EquipInfoPanel : BasePanel
//本装备属性
private EquipData equipData;
private PlayerData player;
+ //词条颜色--红色
+ private string entryColor= "FF4E00";
+
+ //装备颜色--绿色
+ private string equipColorLv= "33A154";
+ //装备颜色--蓝色
+ private string equipColorLan= "0030FF";
+ //装备颜色--紫色
+ private string equipColorZi= "8800FF";
+ //装备颜色--黄色
+ private string equipColorHuang= "FFD104";
+ //装备颜色--红色
+ private string equipColorHong= "FF5F04";
+
public override void Init()
{
@@ -45,90 +66,120 @@ public class EquipInfoPanel : BasePanel
});
}
+ private void FenJieEquip()
+ {
+ //装备品阶分解的数量
+ switch (equipData.equipGrade)
+ {
+ case 1:
+ fenjieEquip += 100;
+ break;
+ case 2:
+ fenjieEquip += 200;
+ break;
+ case 3:
+ fenjieEquip += 350;
+ break;
+ case 4:
+ fenjieEquip += 750;
+ break;
+ case 5:
+ fenjieEquip += 1000;
+ break;
+ case 6:
+ fenjieEquip += 1500;
+ break;
+ case 7:
+ fenjieEquip += 3000;
+ break;
+ case 8:
+ fenjieEquip += 5000;
+ break;
+ }
+
+ //附加属性增加装备的分解的源石数量
+ switch (equipData.equipAddAtt.Count)
+ {
+ case 1:
+ fenjieEquip += 50;
+ break;
+ case 2:
+ fenjieEquip += 100;
+ break;
+ case 3:
+ fenjieEquip += 150;
+ break;
+ case 4:
+ fenjieEquip += 200;
+ break;
+ }
+ }
+
//给外界更新面板的方法
public void UpdatePanel(EquipData equip)
{
equipData = equip;
-
txtName.text=equip.name;
- txtName.color = GameMgr.Instance.HexToColor(equip.color);
- txtName.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(equip.color);
-
- txtJingjie.text=equip.name.Substring(0,2);
- txtJingjie.color = GameMgr.Instance.HexToColor(equip.color);
- txtJingjie.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(equip.color);
-
- txtQuality.text = equip.colorName;
- txtQuality.color = GameMgr.Instance.HexToColor(equip.color);
- txtQuality.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(equip.color);
+ txtJingjie.text = equip.name.Substring(0, 2);
+ switch (equip.equipAddAtt.Count)
+ {
+ case 0:
+ UpdateColor(equipColorLv, "绿色");
+ break;
+ case 1:
+ UpdateColor(equipColorLan, "蓝色");
+ break;
+ case 2:
+ UpdateColor(equipColorZi, "紫色");
+ break;
+ case 3:
+ UpdateColor(equipColorHuang, "黄色");
+ break;
+ case 4:
+ UpdateColor(equipColorHong, "红色");
+ break;
+ }
CreateTxtEntry(equip);
}
+ private void UpdateColor(string color,string colorName)
+ {
+ txtName.color = GameMgr.Instance.HexToColor(color);
+ txtName.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color);
+ txtJingjie.color = GameMgr.Instance.HexToColor(color);
+ txtJingjie.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color);
+ txtQuality.text = "colorName";
+ txtQuality.color = GameMgr.Instance.HexToColor(color);
+ txtQuality.gameObject.GetComponent().effectColor = GameMgr.Instance.HexToColorAlaph(color);
+ }
+
//更新装备属性条
private void CreateTxtEntry(EquipData equip)
{
GameObject go;
- if (equip.hp!=0)
+ //装备基础属性词条
+ if (equip.equipBasicAtt.Count > 0)
{
- go = Instantiate(txtEntry);
- go.transform.SetParent(basicAtt, false);
- go.GetComponent().UpdatePanel("血量+"+equip.hp);
+ for (int i = 0; i < equip.equipBasicAtt.Count; i++)
+ {
+ go = Instantiate(txtEntry);
+ go.transform.SetParent(basicAtt, false);
+ go.GetComponent().UpdatePanel(equip.equipBasicAtt[i]);
+ }
}
- if (equip.atk != 0)
+
+ //装备附加属性词条
+ if (equip.equipAddAtt.Count > 0)
{
- go = Instantiate(txtEntry);
- go.transform.SetParent(basicAtt, false);
- go.GetComponent().UpdatePanel("攻击力+" + equip.atk);
- }
- if (equip.def != 0)
- {
- go = Instantiate(txtEntry);
- go.transform.SetParent(basicAtt, false);
- go.GetComponent().UpdatePanel("防御力+" + equip.def);
- }
- if (equip.crit != 0f)
- {
- go = Instantiate(txtEntry);
- go.transform.SetParent(basicAtt, false);
- go.GetComponent().UpdatePanel("暴击率+" + equip.crit+"%");
- }
- if (equip.critDamage != 0f)
- {
- go = Instantiate(txtEntry);
- go.transform.SetParent(basicAtt, false);
- go.GetComponent().UpdatePanel("暴击伤害+" + equip.critDamage + "%");
- }
- if (equip.atkSpeed != 0f)
- {
- go = Instantiate(txtEntry);
- go.transform.SetParent(addAtt, false);
- go.GetComponent().UpdatePanel("攻击速度+" + equip.atkSpeed + "%");
- }
- if (equip.kangCrit != 0f)
- {
- go = Instantiate(txtEntry);
- go.transform.SetParent(addAtt, false);
- go.GetComponent().UpdatePanel("抗爆率+" + equip.kangCrit + "%");
- }
- if (equip.gasAdd != 0f)
- {
- go = Instantiate(txtEntry);
- go.transform.SetParent(addAtt, false);
- go.GetComponent().UpdatePanel("灵气加成+" + equip.gasAdd + "%");
- }
- if (equip.yuAdd != 0f)
- {
- go = Instantiate(txtEntry);
- go.transform.SetParent(addAtt, false);
- go.GetComponent().UpdatePanel("仙玉加成+" + equip.yuAdd + "%");
- }
- if (equip.stoneAdd != 0f)
- {
- go = Instantiate(txtEntry);
- go.transform.SetParent(addAtt, false);
- go.GetComponent().UpdatePanel("灵石加成+" + equip.stoneAdd + "%");
+ for (int i = 0; i < equip.equipAddAtt.Count; i++)
+ {
+ go = Instantiate(txtEntry);
+ go.transform.SetParent(addAtt, false);
+ go.GetComponent().UpdatePanel(equip.equipBasicAtt[i], entryColor);
+ }
}
+
}
//玩家点击穿戴
@@ -156,8 +207,6 @@ public class EquipInfoPanel : BasePanel
AddEquip("xie");
break;
}
- //玩家属性增加
- PlayerDataAdd();
//更新装备面板
UIManager.Instance.GetPanel().UpdatePanel();
//更新玩家属性面板
@@ -167,6 +216,7 @@ public class EquipInfoPanel : BasePanel
GameDataMgr.Instance.PlayerDataSave();
}
+ //玩家穿戴装备--替换,或者穿戴
private void AddEquip(string name)
{
if (GameDataMgr.Instance.userEquip.dressEquip.ContainsKey(name))
@@ -176,28 +226,101 @@ public class EquipInfoPanel : BasePanel
EquipData equip = GameDataMgr.Instance.userEquip.dressEquip[name];
GameDataMgr.Instance.userEquip.dressEquip[name] = equipData;
GameDataMgr.Instance.userEquip.itemEquip.Add(equip);
+ //换上去的属性增加
+ PlayerDataAdd(equipData, 1);
+ //换下来的装备,减少属性
+ PlayerDataAdd(equip, -1);
}
else
{
GameDataMgr.Instance.userEquip.dressEquip[name] = equipData;
+ //玩家属性增加
+ PlayerDataAdd(equipData,1);
}
}
else
{
GameDataMgr.Instance.userEquip.dressEquip.Add(name, equipData);
+ //玩家属性增加
+ PlayerDataAdd(equipData,1);
}
}
- private void PlayerDataAdd()
+ ///
+ /// 属性增加
+ ///
+ /// 装备信息
+ /// 是增加还是减少 1表示增加,-1表示减少
+ private void PlayerDataAdd(EquipData equip,int num)
{
- player.hp += equipData.hp;
- player.atk += equipData.atk;
- player.def += equipData.def;
- player.crit += equipData.crit;
- player.critDamage += equipData.critDamage;
- player.atkSpeed += equipData.atkSpeed;
- player.kangCrit += equipData.kangCrit;
- player.gasAdd += equipData.gasAdd;
- player.stoneAdd += equipData.stoneAdd;
+ //基础属性增加
+ for (int i = 0; i < equip.equipBasicAtt.Count; i++)
+ {
+ switch (equip.equipBasicAtt[i].entryType)
+ {
+ case 1:
+ player.hp += num*equip.equipBasicAtt[i].num;
+ break;
+ case 2:
+ player.atk += num * equip.equipBasicAtt[i].num;
+ break;
+ case 3:
+ player.def += num * equip.equipBasicAtt[i].num;
+ break;
+ case 4:
+ player.crit += num * equip.equipBasicAtt[i].num;
+ break;
+ case 5:
+ player.critDamage += num * equip.equipBasicAtt[i].num;
+ break;
+ case 6:
+ player.atkSpeed += num * equip.equipBasicAtt[i].num;
+ break;
+ case 7:
+ player.stoneAdd += num * equip.equipBasicAtt[i].num;
+ break;
+ case 8:
+ player.kangCrit += num * equip.equipBasicAtt[i].num;
+ break;
+ case 9:
+ player.gasAdd += num * equip.equipBasicAtt[i].num;
+ break;
+ }
+ }
+ //附加属性增加
+ for (int i = 0; i < equip.equipAddAtt.Count; i++)
+ {
+ switch (equip.equipBasicAtt[i].entryType)
+ {
+ case 1:
+ player.hp += num * equip.equipBasicAtt[i].num;
+ break;
+ case 2:
+ player.atk += num * equip.equipBasicAtt[i].num;
+ break;
+ case 3:
+ player.def += num * equip.equipBasicAtt[i].num;
+ break;
+ case 4:
+ player.crit += num * equip.equipBasicAtt[i].num;
+ break;
+ case 5:
+ player.critDamage += num * equip.equipBasicAtt[i].num;
+ break;
+ case 6:
+ player.atkSpeed += num * equip.equipBasicAtt[i].num;
+ break;
+ case 7:
+ player.stoneAdd += num * equip.equipBasicAtt[i].num;
+ break;
+ case 8:
+ player.kangCrit += num * equip.equipBasicAtt[i].num;
+ break;
+ case 9:
+ player.gasAdd += num * equip.equipBasicAtt[i].num;
+ break;
+ }
+ }
}
+
}
diff --git a/Assets/Scripts/GameScene/UI/EquipPanel.cs b/Assets/Scripts/GameScene/UI/EquipPanel.cs
index a9ac499..06d78bc 100644
--- a/Assets/Scripts/GameScene/UI/EquipPanel.cs
+++ b/Assets/Scripts/GameScene/UI/EquipPanel.cs
@@ -169,6 +169,51 @@ public class EquipPanel : BasePanel
}
});
+ //已装备头部按钮
+ btnTou.onClick.AddListener(() =>
+ {
+ DressEquipBtn("tou");
+ });
+ //已装备战袍按钮
+ btnYi.onClick.AddListener(() =>
+ {
+ DressEquipBtn("yi");
+ });
+ //已装备护手按钮
+ btnShou.onClick.AddListener(() =>
+ {
+ DressEquipBtn("shou");
+ });
+ //已装备护腰按钮
+ btnYao.onClick.AddListener(() =>
+ {
+ DressEquipBtn("yao");
+ });
+ //已装备护腿按钮
+ btnTui.onClick.AddListener(() =>
+ {
+ DressEquipBtn("tui");
+ });
+ //已装备战靴按钮
+ btnXie.onClick.AddListener(() =>
+ {
+ DressEquipBtn("xie");
+ });
+ }
+
+ ///
+ /// 已穿戴装备按钮点击事件
+ ///
+ private void DressEquipBtn(string name)
+ {
+ if (GameDataMgr.Instance.userEquip.dressEquip.ContainsKey(name))
+ {
+ if (GameDataMgr.Instance.userEquip.dressEquip[name] != null)
+ {
+ EquipDressPanel dress = UIManager.Instance.ShowPanel(E_UILayer.System);
+ dress.UpdatePanel(GameDataMgr.Instance.userEquip.dressEquip[name]);
+ }
+ }
}
///
@@ -206,32 +251,32 @@ public class EquipPanel : BasePanel
if (userEquip.dressEquip.ContainsKey("tou"))
{
txtTou.text = userEquip.dressEquip["tou"].name;
- txtTou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tou"].color);
+ txtTou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tou"].equipColor);
}
if (userEquip.dressEquip.ContainsKey("yi"))
{
txtYi.text = userEquip.dressEquip["yi"].name;
- txtYi.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yi"].color);
+ txtYi.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yi"].equipColor);
}
if (userEquip.dressEquip.ContainsKey("shou"))
{
txtShou.text = userEquip.dressEquip["shou"].name;
- txtShou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["shou"].color);
+ txtShou.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["shou"].equipColor);
}
if (userEquip.dressEquip.ContainsKey("yao"))
{
txtYao.text = userEquip.dressEquip["yao"].name;
- txtYao.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yao"].color);
+ txtYao.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["yao"].equipColor);
}
if (userEquip.dressEquip.ContainsKey("tui"))
{
txtTui.text = userEquip.dressEquip["tui"].name;
- txtTui.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tui"].color);
+ txtTui.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["tui"].equipColor);
}
if (userEquip.dressEquip.ContainsKey("xie"))
{
txtXie.text = userEquip.dressEquip["xie"].name;
- txtXie.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["xie"].color);
+ txtXie.color = GameMgr.Instance.HexToColor(userEquip.dressEquip["xie"].equipColor);
}
}
diff --git a/Assets/StreamingAssets/MonsterInfo.json b/Assets/StreamingAssets/MonsterInfo.json
index 486447d..d2a3867 100644
--- a/Assets/StreamingAssets/MonsterInfo.json
+++ b/Assets/StreamingAssets/MonsterInfo.json
@@ -1,82 +1,82 @@
[
-{"id":1,"name":"澶╀紬涓閲","hp":100,"atk":10,"def":5,"atkTime":2,"stone":100,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧竴閲"},
-{"id":2,"name":"澶╀紬浜岄噸","hp":200,"atk":20,"def":10,"atkTime":2,"stone":200,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧簩閲"},
-{"id":3,"name":"澶╀紬涓夐噸","hp":300,"atk":30,"def":15,"atkTime":2,"stone":300,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧笁閲"},
-{"id":4,"name":"澶╀紬鍥涢噸","hp":400,"atk":40,"def":20,"atkTime":2,"stone":400,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冨洓閲"},
-{"id":5,"name":"澶╀紬浜旈噸","hp":500,"atk":50,"def":25,"atkTime":2,"stone":500,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧簲閲"},
-{"id":6,"name":"澶╀紬鍏噸","hp":600,"atk":60,"def":30,"atkTime":2,"stone":600,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冨叚閲"},
-{"id":7,"name":"澶╀紬涓冮噸","hp":700,"atk":70,"def":35,"atkTime":2,"stone":700,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧竷閲"},
-{"id":8,"name":"澶╀紬鍏噸","hp":800,"atk":80,"def":40,"atkTime":2,"stone":800,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冨叓閲"},
-{"id":9,"name":"澶╀紬涔濋噸","hp":900,"atk":90,"def":45,"atkTime":2,"stone":900,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冧節閲"},
-{"id":10,"name":"澶╀紬鍗侀噸","hp":1000,"atk":100,"def":50,"atkTime":2,"stone":1000,"yuan":1,"color":"FFFFFF","state":"鐐兼皵澧冨崄閲"},
-{"id":11,"name":"榫欎紬涓閲","hp":1500,"atk":120,"def":60,"atkTime":1.9,"stone":2100,"yuan":2,"color":"00B713","state":"绛戝熀澧冧竴閲"},
-{"id":12,"name":"榫欎紬浜岄噸","hp":2000,"atk":140,"def":70,"atkTime":1.9,"stone":2200,"yuan":2,"color":"00B713","state":"绛戝熀澧冧簩閲"},
-{"id":13,"name":"榫欎紬涓夐噸","hp":2500,"atk":160,"def":80,"atkTime":1.9,"stone":2300,"yuan":2,"color":"00B713","state":"绛戝熀澧冧笁閲"},
-{"id":14,"name":"榫欎紬鍥涢噸","hp":3000,"atk":180,"def":90,"atkTime":1.9,"stone":2400,"yuan":2,"color":"00B713","state":"绛戝熀澧冨洓閲"},
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