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冥火涅槃尝试召唤后士兵不会阵亡,但是技能加CD的方案

WGL 1 mesiac pred
rodič
commit
096158d4ca

+ 11 - 2
ActionTowerDefense/Assets/Resources/Prefab/GameManager.prefab

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+    - 0
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+ 14 - 6
ActionTowerDefense/Assets/Resources/Prefab/Player.prefab

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@@ -6044,6 +6044,14 @@ MonoBehaviour:
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+ 2 - 1
ActionTowerDefense/Assets/Scripts/Characters/PlayerController.cs

@@ -528,7 +528,8 @@ public class PlayerController : MoveCharacter
         if (state != CharacterState.Conduct 
             && nowConductButton != -1 
             && conductController.conductSkills[nowConductButton] != ConductSkills.Null 
-            && conductTime > totalCacheSummonTime)
+            && conductTime > totalCacheSummonTime
+            && conductController.cd[nowConductButton] <= 0)
         {
             CheckTurn();
             if (conductCanRelease[nowConductButton])

+ 22 - 2
ActionTowerDefense/Assets/Scripts/Conduct/ConductController.cs

@@ -3,6 +3,7 @@ using Sirenix.OdinInspector;
 using System.Collections.Generic;
 using System;
 using System.Linq;
+using TMPro;
 
 public class ConductController : MonoBehaviour
 {
@@ -13,6 +14,8 @@ public class ConductController : MonoBehaviour
 
     [LabelText("Æ·ÖÊ")] public int[] rarity;
     public int[] conversionRate;
+    public float[] totalCD;
+    public float[] cd;
     [LabelText("Èڻ꼼")] public ConductSkills[] conductSkills;
 
     //ÉÈÐηɽ£
@@ -69,10 +72,24 @@ public class ConductController : MonoBehaviour
 
     void Update()
     {
-        
+        for(int i = 0; i < 3; i++)
+        {
+            TextMeshProUGUI text = GameUI.instance.CD.GetChild(i).GetComponent<TextMeshProUGUI>();
+            if (cd[i] > 0)
+            {
+                cd[i] -= Time.deltaTime;
+                text.text = $"{(int)cd[i]}";
+                text.gameObject.SetActive(true);
+            }
+            else
+            {
+                text.gameObject.SetActive(false);
+            }
+        }
     }
     public void Conduct(int demonicId)
     {
+        cd[demonicId] = totalCD[demonicId];
         int boostNum = playerController.demonicDic[demonicId].Count;
         int dienum = (int)(boostNum * conversionRate[demonicId]/100f + 0.5f);
         if (dienum == 0 && boostNum >= 1)
@@ -103,7 +120,10 @@ public class ConductController : MonoBehaviour
                     for (int i = 0;i<dienum * netherfireRebirth.power[rarity[demonicId]]; i++)
                     {
                         Demonic demonic = playerController.CreateDemonic(demonicId);
-                        demonic.summonEndToDie = true;
+                        if (netherfireRebirth.canDie)
+                        {
+                            demonic.summonEndToDie = true;
+                        }
                         Vector3 targetPos = transform.position + new Vector3(
                             UnityEngine.Random.Range(-netherfireRebirth.randomRange.x / 2, netherfireRebirth.randomRange.x / 2),
                             UnityEngine.Random.Range(-netherfireRebirth.randomRange.y / 2, netherfireRebirth.randomRange.y / 2),

+ 3 - 1
ActionTowerDefense/Assets/Scripts/Conduct/ConductManager.cs

@@ -24,9 +24,11 @@ public class ConductManager : MonoBehaviour
     {
         [LabelText("标签")] public AttributeTag attributeTag;
         [LabelText("献祭比例(%)")] public int[] sacrificeRatio;
-        [LabelText("效果规模")] public int[] power;
+        [LabelText("效果规模")] public float[] power;
         [LabelText("效果加成(%)")] public float effectBonus;
+        [LabelText("CD")] public float[] cd;
         [LabelText("随机范围")] public Vector2 randomRange;
+        [LabelText("是否会死亡")] public bool canDie;
     }
     [LabelText("冥火涅槃")] public NetherfireRebirth netherfireRebirth;