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修改弓箭图层顺序;新增boss核心受到伤害的攻击倍率

SZAND\msx_2 1 ano atrás
pai
commit
11c6ae571b

+ 3 - 4
ActionTowerDefense/Assets/Resources/Prefab/Arrow.prefab

@@ -154,9 +154,9 @@ SpriteRenderer:
   m_AutoUVMaxDistance: 0.5
   m_AutoUVMaxAngle: 89
   m_LightmapParameters: {fileID: 0}
-  m_SortingLayerID: 0
-  m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingLayerID: 341237651
+  m_SortingLayer: 3
+  m_SortingOrder: 5
   m_Sprite: {fileID: 21300000, guid: 97bdb0b0817469147954ce720ea6f795, type: 3}
   m_Color: {r: 1, g: 1, b: 1, a: 1}
   m_FlipX: 0
@@ -246,7 +246,6 @@ MonoBehaviour:
   trackTarget: {fileID: 0}
   isBack: 0
   stayTime: 0
-  toFloat: 0
 --- !u!54 &8541051486027365006
 Rigidbody:
   m_ObjectHideFlags: 0

+ 1 - 0
ActionTowerDefense/Assets/Resources/Prefab/Boss/Boss_YuMenGuan.prefab

@@ -1044,6 +1044,7 @@ MonoBehaviour:
     core: {fileID: 7724734883231965489}
   curStateId: 0
   restWeaknessNum: 0
+  coreDamageRate: 2
 --- !u!1 &6139679835290116115
 GameObject:
   m_ObjectHideFlags: 0

+ 8 - 2
ActionTowerDefense/Assets/Scripts/Boss/Boss.cs

@@ -39,10 +39,13 @@ public class Boss : MoveCharacter
     public int restWeaknessNum;             //剩余弱点数量
     private Weakness coreWeakness;
 
+    [Header("核心受到伤害倍率")]
+    public int coreDamageRate;
+
     //计算当前形态总血量
     private void CalculateHp()
     {
-        curStateTotalHp = curState.coreHp;
+        curStateTotalHp = curState.coreHp * coreDamageRate;
         foreach(StateWeakness w in curState.weaknesses)
         {
             curStateTotalHp += w.Hp;
@@ -85,6 +88,10 @@ public class Boss : MoveCharacter
 
     public override void BeHit(int damage, Vector3 force, bool changeHurt, float repelValue)
     {
+        if (restWeaknessNum == 0)
+        {
+            damage *= coreDamageRate;
+        }
         hp -= damage;
         uiHp.Show(hp, totalHp);
         if (hp <= 0)
@@ -97,7 +104,6 @@ public class Boss : MoveCharacter
             }
             else
             {
-                print(1);
                 ChangeState(CharacterState.Die);
             }
             return;