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小怪11006

SZAND\msx_2 6 달 전
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1ca1ed52b2

+ 20 - 6
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11001.prefab

@@ -178,6 +178,9 @@ MonoBehaviour:
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     changeHurt: 0
     repelValue: 0
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     blowUp:
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       force: 0
@@ -188,7 +191,7 @@ MonoBehaviour:
       timel: 0
     stun:
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-    armorPenetration:
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@@ -381,7 +384,7 @@ MonoBehaviour:
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   m_EditorClassIdentifier: 
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@@ -390,7 +393,7 @@ MonoBehaviour:
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       endKeyName: attack_off
       endKeyTime: 1.3333334
-  - aniName: attack_march
+  - aniName: attack_summon
     keys:
     - attackMethod: 0
       attackType: 0
@@ -416,6 +419,9 @@ MonoBehaviour:
     force: 0
     changeHurt: 0
     repelValue: 0
+    canBlowUp: 0
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       force: 0
@@ -426,7 +432,7 @@ MonoBehaviour:
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-    armorPenetration:
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     changeDamage:
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@@ -453,6 +459,9 @@ MonoBehaviour:
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       repelValue: 0
+      canBlowUp: 0
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@@ -463,7 +472,7 @@ MonoBehaviour:
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       stun:
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       changeDamage:
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@@ -477,6 +486,7 @@ MonoBehaviour:
     shootPos: []
     shootTrack: 0
     shootAlwaysTrack: 0
+    skillPrefab: {fileID: 0}
   curAttackMethod:
     id: 0
     attackName: 
@@ -489,6 +499,9 @@ MonoBehaviour:
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       changeHurt: 0
       repelValue: 0
+      canBlowUp: 0
+      floatState:
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         force: 0
@@ -499,7 +512,7 @@ MonoBehaviour:
         timel: 0
       stun:
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-      armorPenetration:
+      armor:
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       changeDamage:
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@@ -513,6 +526,7 @@ MonoBehaviour:
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     shootTrack: 0
     shootAlwaysTrack: 0
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+ 16 - 6
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11002.prefab

@@ -179,6 +179,8 @@ MonoBehaviour:
     changeHurt: 0
     repelValue: 0
     canBlowUp: 0
+    floatState:
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     blowUp:
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       force: 0
@@ -189,7 +191,7 @@ MonoBehaviour:
       timel: 0
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   m_EditorClassIdentifier: 
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+  - aniName: attack_march
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@@ -407,7 +409,7 @@ MonoBehaviour:
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       endKeyName: attack_fire_off
       endKeyTime: 1.6333
-  - aniName: attack_march
+  - aniName: attack_summon
     keys:
     - attackMethod: 0
       attackType: 0
@@ -434,6 +436,8 @@ MonoBehaviour:
     changeHurt: 0
     repelValue: 0
     canBlowUp: 0
+    floatState:
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       force: 0
@@ -444,7 +448,7 @@ MonoBehaviour:
       timel: 0
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       time: 0
-    armorPenetration:
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     changeDamage:
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       repelValue: 0
       canBlowUp: 0
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         timel: 0
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-      armorPenetration:
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       changeDamage:
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@@ -496,6 +502,7 @@ MonoBehaviour:
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     shootTrack: 0
     shootAlwaysTrack: 0
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     attackName: 
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       repelValue: 0
       canBlowUp: 0
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@@ -519,7 +528,7 @@ MonoBehaviour:
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@@ -533,6 +542,7 @@ MonoBehaviour:
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+ 14 - 6
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11004.prefab

@@ -105,6 +105,8 @@ MonoBehaviour:
     changeHurt: 0
     repelValue: 0
     canBlowUp: 0
+    floatState:
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@@ -115,7 +117,7 @@ MonoBehaviour:
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@@ -608,7 +610,7 @@ MonoBehaviour:
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   m_EditorClassIdentifier: 
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-  - aniName: attack_summon
+  - aniName: attack_march
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@@ -617,7 +619,7 @@ MonoBehaviour:
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       endKeyTime: 1.3333334
-  - aniName: attack_march
+  - aniName: attack_summon
     keys:
     - attackMethod: 0
       attackType: 0
@@ -644,6 +646,8 @@ MonoBehaviour:
     changeHurt: 0
     repelValue: 0
     canBlowUp: 0
+    floatState:
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@@ -654,7 +658,7 @@ MonoBehaviour:
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     changeDamage:
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@@ -682,6 +686,8 @@ MonoBehaviour:
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+      floatState:
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@@ -692,7 +698,7 @@ MonoBehaviour:
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-      armorPenetration:
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       changeDamage:
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@@ -719,6 +725,8 @@ MonoBehaviour:
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@@ -729,7 +737,7 @@ MonoBehaviour:
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-      armorPenetration:
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+ 18 - 5
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11005.prefab

@@ -89,7 +89,7 @@ MonoBehaviour:
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   m_Name: 
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@@ -103,6 +103,8 @@ MonoBehaviour:
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@@ -113,7 +115,7 @@ MonoBehaviour:
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     changeDamage:
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@@ -1256,6 +1258,8 @@ MonoBehaviour:
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@@ -1266,13 +1270,14 @@ MonoBehaviour:
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@@ -1324,6 +1331,8 @@ MonoBehaviour:
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@@ -1361,6 +1372,8 @@ MonoBehaviour:
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+ 1375 - 0
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11006.prefab

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+ 7 - 0
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11006.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 3fb31b17c65ddaf43a854392ea412745
+PrefabImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
ActionTowerDefense/Assets/Resources/Prefab/Skills/multiShot.prefab

@@ -48,7 +48,7 @@ MonoBehaviour:
   arrow: {fileID: 7473170563405908938, guid: 2671de5f0ce77d84a86c1ec4998dc15e, type: 3}
   num: 5
   angle: 20
-  arrivalAngle: 50
+  arrivalAngle: 10
   damage: 100
   tryy: 0
   gravity: 9.8

+ 26 - 10
ActionTowerDefense/Assets/Scripts/Characters/AttackController.cs

@@ -204,12 +204,21 @@ public class AttackController : MonoBehaviour
         public bool canHitFly;
         public int armorPiercing;               //穿甲率
         [Header("远程单位")]
+        [ShowIf("attackType",AttackType.Shoot)]
         public GameObject bulletPrefab;         //子弹
+        [ShowIf("attackType", AttackType.Shoot)]
         public List<Transform> shootPos;        //子弹发射位置
+        [ShowIf("attackType", AttackType.Shoot)]
         public bool shootTrack;                 //是否初始时瞄准目标
+        [ShowIf("attackType", AttackType.Shoot)]
         public bool shootAlwaysTrack;           //是否始终追踪
+        [Header("特殊攻击")]
+        [ShowIf("attackType", AttackType.Special)]
+        public GameObject skillPrefab;
+        [HideInInspector]
+        public SpecialSkills skill;
     }
-    
+
     private Character owner;
 
     [Header("所有攻击帧事件及时间")]
@@ -238,6 +247,8 @@ public class AttackController : MonoBehaviour
     public AttackInfo attackInfo;
     [HideInInspector]
     public GameObject addAttackEffect;
+    [HideInInspector]
+    public SpecialSkills skill;
 
     [Header("攻击范围")]
     [HideInInspector]
@@ -288,14 +299,7 @@ public class AttackController : MonoBehaviour
     public void ChooseAttack(int id)
     {
         //默认起手式只使用一次,id=0为起手式
-        if (attackMethod[0].id == 0)
-        {
-            curAttackMethod = attackMethod[id];
-        }
-        else
-        {
-            curAttackMethod = attackMethod[id - 1];
-        }
+        curAttackMethod = attackMethod[id];
         attackType = curAttackMethod.attackType;
         canHitFly = curAttackMethod.canHitFly;
         armorPiercing = curAttackMethod.armorPiercing;
@@ -307,7 +311,14 @@ public class AttackController : MonoBehaviour
         shootTrack = curAttackMethod.shootTrack;
         shootAlwaysTrack = curAttackMethod.shootTrack;
         targetTypes = curAttackMethod.targetTypes;
-}
+        if (attackType == AttackType.Special && skill == null)
+        {
+            curAttackMethod.skill= Instantiate(curAttackMethod.skillPrefab, owner.bodyTrans.position, 
+                new Quaternion(0, 0, 0, 0), owner.bodyTrans).GetComponent<SpecialSkills>();
+            skill = curAttackMethod.skill;
+            skill.owner = owner;
+        }
+    }
 
     public void SetNextKeyTimes()
     {
@@ -380,6 +391,11 @@ public class AttackController : MonoBehaviour
             attackTrigger.isShoot = true;
             attackTrigger.type = AttackTrigger.attackType.march;
         }
+        if (attackType == AttackType.Special)
+        {
+            skill.Attack();
+        }
+
         attackTime = owner.totalAttack_marchTime;
         attackKeyCount = 0;
         keyTimes = new List<float>();

+ 23 - 7
ActionTowerDefense/Assets/Scripts/Characters/Demonic.cs

@@ -32,6 +32,9 @@ public class Demonic : MoveCharacter
     public float attackDistance;
     public float maxAttackDis, minAttackDis;
     public bool needToChange;
+    private int curAttackID;
+    private AttackController.AttackMethod[] am;
+    private int len;
 
     [Header("°ËØÔ")]
     public float adsorbSpeed;                           //°ËØÔÎü¸½µÄËÙ¶È
@@ -55,6 +58,8 @@ public class Demonic : MoveCharacter
         {
             attackDistance = Random.Range(minAttackDis, maxAttackDis);
         }
+        am = attackController.attackMethod;
+        len = am.Length;
     }
 
     private void OnDisable()
@@ -251,7 +256,7 @@ public class Demonic : MoveCharacter
         return false;
     }
 
-    public bool AdjustHeight()
+    public override bool AdjustHeight()
     {
         if (canFly)
         {
@@ -289,7 +294,7 @@ public class Demonic : MoveCharacter
             case CharacterState.Idle:
                 if (isAttack)
                 {
-                    Attack_march(1);
+                    Attack_march();
                     break;
                 }
                 if (!foot.TrigGround && !canFly)
@@ -325,7 +330,7 @@ public class Demonic : MoveCharacter
             case CharacterState.Run:
                 if (isAttack)
                 {
-                    Attack_march(1);
+                    Attack_march();
                     break;
                 }
                 if (!foot.TrigGround && !canFly)
@@ -385,7 +390,7 @@ public class Demonic : MoveCharacter
             case CharacterState.Rush:
                 if (isAttack)
                 {
-                    Attack_march(1);
+                    Attack_march();
                     break;
                 }
                 if (!foot.TrigGround && !canFly)
@@ -733,13 +738,24 @@ public class Demonic : MoveCharacter
         attackTarget = targetCharacter;
     }
 
-    public void Attack_march(int id)
+    public virtual void Attack_march()
     {
-        attackController.Attack_march(id);
+        attackController.Attack_march(curAttackID);
+        if (curAttackID + 1 < len)
+        {
+            curAttackID += 1;
+        }
+        else if (am[0].id == 0)
+        {
+            curAttackID = 1;
+        }
+        else
+        {
+            curAttackID = 0;
+        }
         attackTarget = targetCharacter;
     }
 
-
     public void DropSouls()
     {
         int dropSoulNum = Random.Range(dropSoulMin, dropSoulMax + 1);

+ 23 - 5
ActionTowerDefense/Assets/Scripts/Characters/Enemy.cs

@@ -64,6 +64,9 @@ public class Enemy : MoveCharacter
     public float maxAttackDis, minAttackDis;
     public bool needToChange;
     public float attackRatio;
+    private int curAttackID;
+    private AttackController.AttackMethod[] am;
+    private int len;
 
     [Header("µôÂä»ê")]
     public int dropSoulMax = 3;
@@ -79,6 +82,8 @@ public class Enemy : MoveCharacter
         {
             attackDistance = Random.Range(minAttackDis, maxAttackDis);
         }
+        am = attackController.attackMethod;
+        len = am.Length;
     }
 
     private void OnEnable()
@@ -248,7 +253,7 @@ public class Enemy : MoveCharacter
             case CharacterState.Idle:
                 if (isAttack)
                 {
-                    Attack_march(1);
+                    Attack_march();
                     break;
                 }
                 if (!foot.TrigGround && !canFly)
@@ -284,7 +289,7 @@ public class Enemy : MoveCharacter
             case CharacterState.Run:
                 if (isAttack)
                 {
-                    Attack_march(1);
+                    Attack_march();
                     break;
                 }
                 if (!foot.TrigGround && !canFly)
@@ -335,7 +340,7 @@ public class Enemy : MoveCharacter
             case CharacterState.Rush:
                 if (isAttack)
                 {
-                    Attack_march(1);
+                    Attack_march();
                     break;
                 }
                 if (!foot.TrigGround && !canFly)
@@ -730,11 +735,24 @@ public class Enemy : MoveCharacter
         attackTarget = targetCharacter;
     }
 
-    public void Attack_march(int id)
+    public virtual void Attack_march()
     {
-        attackController.Attack_march(id);
+        attackController.Attack_march(curAttackID);
+        if (curAttackID + 1 < len)
+        {
+            curAttackID += 1;
+        }
+        else if (am[0].id == 0)
+        {
+            curAttackID = 1;
+        }
+        else
+        {
+            curAttackID = 0;
+        }
         attackTarget = targetCharacter;
     }
+
     public void ChosePlayer()
     {
         float distance0 = Mathf.Infinity;

+ 7 - 13
ActionTowerDefense/Assets/Scripts/Skills/MultiShot.cs

@@ -2,11 +2,8 @@ using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
-public class MultiShot : MonoBehaviour
+public class MultiShot : SpecialSkills
 {
-    [Header("寮陵")]
-    public Character owner;
-
     [Header("묶숫渡齡竟")]
     public GameObject arrow;
 
@@ -19,6 +16,12 @@ public class MultiShot : MonoBehaviour
     public float gravity = 9.8f;         // 路제속醵똑
     public float speed;
 
+    public override void Attack()
+    {
+        base.Attack();
+        Shoot();
+    }
+
     public void Shoot()
     {
         float angleInterval = num > 1 ? angle / (float)(num - 1) : 0f;
@@ -42,13 +45,4 @@ public class MultiShot : MonoBehaviour
             arrowController.Initialize(gravity, speed);
         }
     }
-
-    private void Update()
-    {
-        if (tryy)
-        {
-            tryy = false;
-            Shoot();
-        }
-    }
 }

+ 13 - 0
ActionTowerDefense/Assets/Scripts/Skills/SpecialSkills.cs

@@ -0,0 +1,13 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SpecialSkills : MonoBehaviour
+{
+    public Character owner;
+
+    public virtual void Attack()
+    {
+
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Skills/SpecialSkills.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0bd77c3bf68f98543b6b79b842512d06
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: