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修改子弹图片;武士_ 箭的攻击加穿透效果

1243896040 2 weeks ago
parent
commit
0b7726ca46

+ 0 - 10
ActionTowerDefense/Assets/Gen/Tables.cs

@@ -22,8 +22,6 @@ public sealed partial class Tables
     public CfgCreateEnemy4 CfgCreateEnemy4 {get; }
     public CfgCreateEnemy5 CfgCreateEnemy5 {get; }
     public CfgCreateEnemy6 CfgCreateEnemy6 {get; }
-    public CfgCreateEnemy7 CfgCreateEnemy7 {get; }
-    public CfgCreateEnemy8 CfgCreateEnemy8 {get; }
     public CfgSoldierLevel CfgSoldierLevel {get; }
     public CfgTreasure CfgTreasure {get; }
 
@@ -46,10 +44,6 @@ public sealed partial class Tables
         tables.Add("CfgCreateEnemy5", CfgCreateEnemy5);
         CfgCreateEnemy6 = new CfgCreateEnemy6(loader("cfgcreateenemy6")); 
         tables.Add("CfgCreateEnemy6", CfgCreateEnemy6);
-        CfgCreateEnemy7 = new CfgCreateEnemy7(loader("cfgcreateenemy7")); 
-        tables.Add("CfgCreateEnemy7", CfgCreateEnemy7);
-        CfgCreateEnemy8 = new CfgCreateEnemy8(loader("cfgcreateenemy8")); 
-        tables.Add("CfgCreateEnemy8", CfgCreateEnemy8);
         CfgSoldierLevel = new CfgSoldierLevel(loader("cfgsoldierlevel")); 
         tables.Add("CfgSoldierLevel", CfgSoldierLevel);
         CfgTreasure = new CfgTreasure(loader("cfgtreasure")); 
@@ -64,8 +58,6 @@ public sealed partial class Tables
         CfgCreateEnemy4.Resolve(tables); 
         CfgCreateEnemy5.Resolve(tables); 
         CfgCreateEnemy6.Resolve(tables); 
-        CfgCreateEnemy7.Resolve(tables); 
-        CfgCreateEnemy8.Resolve(tables); 
         CfgSoldierLevel.Resolve(tables); 
         CfgTreasure.Resolve(tables); 
         PostResolve();
@@ -81,8 +73,6 @@ public sealed partial class Tables
         CfgCreateEnemy4.TranslateText(translator); 
         CfgCreateEnemy5.TranslateText(translator); 
         CfgCreateEnemy6.TranslateText(translator); 
-        CfgCreateEnemy7.TranslateText(translator); 
-        CfgCreateEnemy8.TranslateText(translator); 
         CfgSoldierLevel.TranslateText(translator); 
         CfgTreasure.TranslateText(translator); 
     }

+ 252 - 0
ActionTowerDefense/Assets/Resources/Prefab/Arrow_feather.prefab

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+ 7 - 0
ActionTowerDefense/Assets/Resources/Prefab/Arrow_feather.prefab.meta

@@ -0,0 +1,7 @@
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+ 4 - 4
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Egret_far.prefab

@@ -615,8 +615,8 @@ BoxCollider:
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   m_Enabled: 1
   serializedVersion: 2
-  m_Size: {x: 1.86, y: 3, z: 2}
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@@ -1554,7 +1554,7 @@ MonoBehaviour:
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     shootPos:
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+ 20 - 4
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Samurai_arrow.prefab

@@ -923,8 +923,8 @@ MonoBehaviour:
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     needToChange: 1
     attackDistance: 3
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@@ -1096,8 +1096,8 @@ BoxCollider:
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+ 88 - 139
ActionTowerDefense/Assets/Resources/Prefab/Skills/multiShotArrow.prefab

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@@ -132,8 +131,8 @@ BoxCollider:
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+ 2 - 2
ActionTowerDefense/Assets/Scenes/Game.unity

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-  m_IndirectSpecularColor: {r: 0.088847615, g: 0.23271477, b: 0.22609779, a: 1}
+  m_IndirectSpecularColor: {r: 0.08884769, g: 0.23271483, b: 0.22609791, a: 1}
   m_UseRadianceAmbientProbe: 0
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+ 6 - 5
ActionTowerDefense/Assets/Scripts/Skills/MultiArrowController.cs

@@ -4,15 +4,15 @@ using UnityEngine;
 
 public class MultiArrowController : MonoBehaviour
 {
-    private Vector3 velocity;
-    private float gravity;
-    private bool isFly;
+    public float gravity;
+    public bool isFly;
+    public Rigidbody rb;
 
     public void Initialize(float gravity, float speed)
     {
         this.gravity = gravity;
         GetComponent<Bullet>().speed = speed;
-        velocity = GetComponent<Rigidbody>().velocity;
+        rb = GetComponent<Rigidbody>();
         isFly = true;
     }
 
@@ -20,9 +20,10 @@ public class MultiArrowController : MonoBehaviour
     {
         if (isFly)
         {
+            Vector3 velocity = rb.velocity;
             // Ó¦ÓÃÖØÁ¦
             velocity.y -= gravity * Time.deltaTime;
-
+            rb.velocity = velocity;
             // ÒÆ¶¯¼ýʸ
             //transform.position += velocity * Time.deltaTime;
 

+ 2 - 1
ActionTowerDefense/Assets/Scripts/Skills/MultiShot.cs

@@ -44,8 +44,9 @@ public class MultiShot : SpecialSkills
             }
             ang = ang / 180 * Mathf.PI;
             Vector3 dir = new Vector3(Mathf.Cos(ang), Mathf.Sin(ang), 0);
-            obj.GetComponent<Bullet>().BeShoot(owner, transform.position, dir, false);
             arrowController.Initialize(gravity, speed);
+            obj.GetComponent<Bullet>().BeShoot(owner, transform.position, dir, false);
+            
         }
     }
 }

File diff suppressed because it is too large
+ 0 - 0
ActionTowerDefense/Assets/TextMesh Pro/Resources/Fonts & Materials/思源黑体SC-Heavy SDF.asset


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