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自动化动画系统

SZAND\msx_2 7 luni în urmă
părinte
comite
2bc551536f
67 a modificat fișierele cu 1421 adăugiri și 2638 ștergeri
  1. 274 0
      ActionTowerDefense/Assets/Editor/SkeletonDataReader.cs
  2. 0 0
      ActionTowerDefense/Assets/Editor/SkeletonDataReader.cs.meta
  3. 37 13
      ActionTowerDefense/Assets/Resources/Prefab/BaGua/Demonic_Giant_Yang.prefab
  4. 37 13
      ActionTowerDefense/Assets/Resources/Prefab/BaGua/Demonic_Giant_Yin.prefab
  5. 0 499
      ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Assassin.prefab
  6. 0 7
      ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Assassin.prefab.meta
  7. 0 503
      ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Cook.prefab
  8. 0 7
      ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Cook.prefab.meta
  9. 0 501
      ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Float.prefab
  10. 0 7
      ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Float.prefab.meta
  11. 76 72
      ActionTowerDefense/Assets/Resources/Prefab/Conduct/Demonic_BigArrow.prefab
  12. 59 43
      ActionTowerDefense/Assets/Resources/Prefab/Conduct/Demonic_BigGiant.prefab
  13. 60 55
      ActionTowerDefense/Assets/Resources/Prefab/Conduct/Demonic_BigSword.prefab
  14. 14 14
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/ESpirits_Assassin.prefab
  15. 13 13
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/ESpirits_Cook.prefab
  16. 12 12
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/ESpirits_Float.prefab
  17. 11 27
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11001.prefab
  18. 8 22
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11002.prefab
  19. 21 5
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11004.prefab
  20. 27 13
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11005.prefab
  21. 10 10
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11008.prefab
  22. 27 13
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Arrow.prefab
  23. 32 16
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Giant.prefab
  24. 10 10
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Sword.prefab
  25. 20 13
      ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Arrow.prefab
  26. 26 10
      ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Giant.prefab
  27. 5 5
      ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Sword.prefab
  28. 7 7
      ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Spirits_Assassin.prefab
  29. 6 6
      ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Spirits_Cook.prefab
  30. 7 7
      ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Spirits_Float.prefab
  31. 21 35
      ActionTowerDefense/Assets/Resources/Prefab/Player.prefab
  32. 22 14
      ActionTowerDefense/Assets/Resources/Prefab/Transfiguration/Trans_Assassin.prefab
  33. 19 11
      ActionTowerDefense/Assets/Resources/Prefab/Transfiguration/Trans_Cook.prefab
  34. 16 10
      ActionTowerDefense/Assets/Resources/Prefab/Transfiguration/Trans_Float.prefab
  35. 2 0
      ActionTowerDefense/Assets/Resources/Spine/demon_arrow/demon_arrow_Material.mat
  36. 0 104
      ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant.atlas.txt
  37. 0 0
      ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant.json
  38. BIN
      ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant.png
  39. 0 8
      ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant_Material.mat.meta
  40. 0 43
      ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant_Material_Outline 1.mat
  41. 0 8
      ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant_Material_Outline 1.mat.meta
  42. 0 43
      ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant_Material_Outline.mat
  43. 1 1
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant.meta
  44. 102 0
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant.atlas.txt
  45. 1 1
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant.atlas.txt.meta
  46. BIN
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant.png
  47. 1 37
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant.png.meta
  48. BIN
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant.skel.bytes
  49. 1 1
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant.skel.bytes.meta
  50. 3 3
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_Atlas.asset
  51. 1 1
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_Atlas.asset.meta
  52. 323 209
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_Controller.controller
  53. 1 1
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_Controller.controller.meta
  54. 4 2
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_Material.mat
  55. 1 1
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_Material.mat.meta
  56. 4 4
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_SkeletonData.asset
  57. 1 1
      ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_SkeletonData.asset.meta
  58. 2 0
      ActionTowerDefense/Assets/Resources/Spine/player2/king_deil_player2_Material.mat
  59. 2 0
      ActionTowerDefense/Assets/Scripts/Character.cs
  60. 40 0
      ActionTowerDefense/Assets/Scripts/Conduct/BigSoldier.cs
  61. 11 0
      ActionTowerDefense/Assets/Scripts/Conduct/BigSoldier.cs.meta
  62. 2 2
      ActionTowerDefense/Assets/Scripts/Demonic.cs
  63. 2 2
      ActionTowerDefense/Assets/Scripts/Enemy.cs
  64. 37 56
      ActionTowerDefense/Assets/Scripts/PlayerController.cs
  65. 0 116
      ActionTowerDefense/Assets/Scripts/Spine/SkeletonDataReader.cs
  66. BIN
      ActionTowerDefense/Assets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db
  67. 2 1
      ActionTowerDefense/ProjectSettings/QualitySettings.asset

+ 274 - 0
ActionTowerDefense/Assets/Editor/SkeletonDataReader.cs

@@ -0,0 +1,274 @@
+using UnityEngine;
+using Spine.Unity;
+using System.Collections.Generic;
+using UnityEditor;
+using System.Linq;
+using System;
+using System.IO;
+using Spine;
+
+[InitializeOnLoad]
+public class SkeletonDataMonitor
+{
+    private static Dictionary<string, CachedPrefabData> _prefabCache = new Dictionary<string, CachedPrefabData>();
+    private static DateTime _lastCheckTime;
+    private const double MIN_CHECK_INTERVAL = 2.0;
+
+    private struct CachedPrefabData
+    {
+        public SkeletonDataAsset skeletonDataAsset;
+        public DateTime lastModified;
+    }
+
+    static SkeletonDataMonitor()
+    {
+        EditorApplication.hierarchyChanged += OnHierarchyChanged;
+        EditorApplication.update += OnEditorUpdate;
+        Selection.selectionChanged += OnSelectionChanged;
+        AssemblyReloadEvents.afterAssemblyReload += RefreshCache;
+
+        // 新版Unity的Undo回调注册方式
+        Undo.undoRedoPerformed += OnUndoRedo;
+
+        RefreshCache();
+    }
+
+    private static void OnUndoRedo()
+    {
+        RefreshCache();
+    }
+
+    private static void OnHierarchyChanged()
+    {
+        if ((DateTime.Now - _lastCheckTime).TotalSeconds < MIN_CHECK_INTERVAL)
+            return;
+
+        EditorApplication.delayCall += () =>
+        {
+            ProcessActiveSceneObjects();
+            _lastCheckTime = DateTime.Now;
+        };
+    }
+
+    private static void OnEditorUpdate()
+    {
+        if ((DateTime.Now - _lastCheckTime).TotalSeconds < MIN_CHECK_INTERVAL)
+            return;
+
+        ProcessActiveSceneObjects();
+        _lastCheckTime = DateTime.Now;
+    }
+
+    private static void OnSelectionChanged()
+    {
+        ProcessSelectedObjects();
+    }
+
+    private static void ProcessActiveSceneObjects()
+    {
+        var skeletons = GameObject.FindObjectsOfType<SkeletonRenderer>(true);
+        foreach (var skeleton in skeletons)
+        {
+            ProcessSkeletonChange(skeleton);
+        }
+    }
+
+    private static void ProcessSelectedObjects()
+    {
+        foreach (var obj in Selection.objects.OfType<GameObject>())
+        {
+            var skeleton = obj.GetComponentInChildren<SkeletonRenderer>();
+            if (skeleton != null)
+            {
+                ProcessSkeletonChange(skeleton);
+            }
+        }
+    }
+
+    private static void ProcessSkeletonChange(SkeletonRenderer skeleton)
+    {
+        var prefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(skeleton.gameObject);
+        if (!string.IsNullOrEmpty(prefabPath))
+        {
+            CheckAndProcessPrefab(prefabPath, skeleton.skeletonDataAsset);
+        }
+    }
+
+    private static void CheckAndProcessPrefab(string prefabPath, SkeletonDataAsset skeletonData)
+    {
+        if (!_prefabCache.TryGetValue(prefabPath, out var cache) ||
+            cache.skeletonDataAsset != skeletonData ||
+            cache.lastModified != File.GetLastWriteTime(prefabPath))
+        {
+            WriteData(prefabPath);
+            _prefabCache[prefabPath] = new CachedPrefabData
+            {
+                skeletonDataAsset = skeletonData,
+                lastModified = File.GetLastWriteTime(prefabPath)
+            };
+        }
+    }
+
+    private static void RefreshCache()
+    {
+        _prefabCache.Clear();
+        var allPrefabs = AssetDatabase.FindAssets("t:Prefab")
+            .Select(AssetDatabase.GUIDToAssetPath)
+            .Where(p => p.EndsWith(".prefab"));
+
+        foreach (var path in allPrefabs)
+        {
+            var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
+            var skeleton = prefab.GetComponentInChildren<SkeletonRenderer>();
+            if (skeleton != null && skeleton.skeletonDataAsset != null)
+            {
+                _prefabCache[path] = new CachedPrefabData
+                {
+                    skeletonDataAsset = skeleton.skeletonDataAsset,
+                    lastModified = File.GetLastWriteTime(path)
+                };
+            }
+        }
+    }
+
+    static SkeletonMecanim skeletonMecanim;
+    static Character cha;
+
+    private static void WriteData(string path)
+    {
+        try
+        {
+            GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
+            if (prefab == null)
+            {
+                Debug.LogWarning($"无法加载Prefab: {path}");
+                return;
+            }
+
+            GameObject prefabInstance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
+            if (prefabInstance == null)
+            {
+                Debug.LogWarning($"实例化Prefab失败: {path}");
+                return;
+            }
+
+            // 这里替换为您原来的WriteData实现
+            Debug.Log($"正在处理Prefab: {path}");
+
+            cha = prefabInstance.GetComponent<Character>();
+            ReadData(prefabInstance);
+            PrefabUtility.SaveAsPrefabAsset(prefabInstance, path);
+            UnityEngine.Object.DestroyImmediate(prefabInstance);
+        }
+        catch (Exception ex)
+        {
+            Debug.LogError($"处理Prefab时出错({path}): {ex.Message}");
+        }
+    }
+
+    static void ReadData(GameObject prefab)
+    {
+        skeletonMecanim = prefab.GetComponentInChildren<SkeletonMecanim>();
+        if (skeletonMecanim == null)
+        {
+            Debug.LogError("SkeletonMecanim component not found!");
+            return;
+        }
+
+        // 获取 SkeletonDataAsset
+        SkeletonDataAsset skeletonDataAsset = skeletonMecanim.SkeletonDataAsset;
+        if (skeletonDataAsset == null)
+        {
+            Debug.LogError("SkeletonDataAsset not found!");
+            return;
+        }
+
+        // 获取 SkeletonData
+        SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
+        if (skeletonData == null)
+        {
+            Debug.LogError("SkeletonData not found!");
+            return;
+        }
+
+        cha.attackKeys = new List<SpineAniKey>();
+        // 遍历所有动画
+        foreach (var animation in skeletonData.Animations)
+        {
+            string animationName = animation.Name;
+            float animationDuration = animation.Duration;
+            Debug.Log($"动画名称: {animationName}, 动画时长: {animationDuration}");
+            if (animationName == "die")
+            {
+                cha.totalDieKeepTime = animationDuration;
+                Debug.Log(animationDuration);
+            }
+            else if (animationName == "attack_summon")
+            {
+                cha.totalAttack_summonTime = animationDuration;
+            }
+            else if (animationName == "attack_march")
+            {
+                cha.totalAttack_marchTime = animationDuration;
+            }
+
+            SpineAniKey sak;
+            sak.aniName = animationName;
+            sak.keys = new List<AttackKeyType>();
+            AttackKeyType akt = new AttackKeyType();
+            bool isStartKey = true;
+            int canWrite = 0;
+            // 遍历动画中的事件
+            foreach (var timeline in animation.Timelines)
+            {
+                if (timeline is EventTimeline eventTimeline)
+                {
+                    foreach (var eventFrame in eventTimeline.Events)
+                    {
+                        string eventName = eventFrame.ToString();
+                        float eventTime = eventFrame.Time;
+                        Debug.Log($"事件名称: {eventName}, 事件时间: {eventTime}, 所在动画: {animationName}");
+                        if (isStartKey)
+                        {
+                            akt.startKeyName = eventName;
+                            akt.startKeyTime = eventTime;
+                            akt.attackType = KeyType.AttackStart;
+                            canWrite = 1;
+                        }
+                        else if (canWrite == 1)
+                        {
+                            akt.endKeyName = eventName;
+                            akt.endKeyTime = eventTime;
+                            akt.endType = KeyType.AttackEnd;
+                            sak.keys.Add(akt);
+                            canWrite = 2;
+                        }
+                        isStartKey = !isStartKey;
+                    }
+                }
+            }
+            if (canWrite == 2) cha.attackKeys.Add(sak);
+        }
+    }
+
+    [MenuItem("Tools/Spine/Force Refresh All")]
+    private static void ForceRefreshAll()
+    {
+        RefreshCache();
+        var allSkeletonData = _prefabCache.Values
+            .Select(x => x.skeletonDataAsset)
+            .Distinct();
+
+        foreach (var data in allSkeletonData)
+        {
+            var users = _prefabCache
+                .Where(kv => kv.Value.skeletonDataAsset == data)
+                .Select(kv => kv.Key);
+
+            foreach (var path in users)
+            {
+                WriteData(path);
+            }
+        }
+    }
+}

+ 0 - 0
ActionTowerDefense/Assets/Scripts/Spine/SkeletonDataReader.cs.meta → ActionTowerDefense/Assets/Editor/SkeletonDataReader.cs.meta


+ 37 - 13
ActionTowerDefense/Assets/Resources/Prefab/BaGua/Demonic_Giant_Yang.prefab

@@ -50,7 +50,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!4 &8927539278125731317
 Transform:
   m_ObjectHideFlags: 0
@@ -91,6 +91,8 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 5eaed0a6b9d6fc6409bef80cf41a0a8e, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  isShoot: 0
+  type: 0
   owner: {fileID: 0}
   isSingleAttack: 0
   trigedObjs: []
@@ -159,7 +161,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 8b2c8973c65adf4448805aa906f6ad29, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  owner: {fileID: 0}
+  owner: {fileID: 5440846222648032767}
   attackerID: 0
 --- !u!1 &4480734502875862885
 GameObject:
@@ -219,7 +221,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 8ff1eeae99d9b8142acd628550a50e26, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  owner: {fileID: 0}
+  owner: {fileID: 5440846222648032767}
 --- !u!1 &4543619153787591511
 GameObject:
   m_ObjectHideFlags: 0
@@ -493,7 +495,27 @@ MonoBehaviour:
   mecanim: {fileID: 7573527827155227431}
   meshRenderer: {fileID: 0}
   ani: {fileID: 3333436509305836838}
-  aniCollider: {fileID: 2776251058442384869}
+  totalDieKeepTime: 0
+  totalAttack_summonTime: 2.2
+  totalAttack_marchTime: 4
+  attackKeys:
+  - aniName: attack_march
+    keys:
+    - attackType: 0
+      startKeyName: attack_on
+      startKeyTime: 1.2666668
+      endType: 1
+      endKeyName: attack_off
+      endKeyTime: 2
+  - aniName: attack_summon
+    keys:
+    - attackType: 0
+      startKeyName: attack_on
+      startKeyTime: 0.20000002
+      endType: 1
+      endKeyName: attack_off
+      endKeyTime: 0.6666667
+  dieKeepTime: 0
   rb: {fileID: 5440846222648032765}
   bodyTrans: {fileID: 6459001683917408033}
   beSearchTrigger: {fileID: 4259433079752244006}
@@ -516,13 +538,8 @@ MonoBehaviour:
   armor: 0
   ls: {fileID: 0}
   isInSoulTower: 0
-  totalDieKeepTime: 2
-  dieKeepTime: 0
   canHitFly: 1
   isNonAttack: 0
-  attackTime: 0
-  totalAttack_summonTime: 0.5
-  totalAttack_marchTime: 0.5
   attackType: 0
   bulletPrefab: {fileID: 0}
   shootPos: []
@@ -545,6 +562,13 @@ MonoBehaviour:
   armorPiercing: 0
   curDamage1: 
   curDamage2: 
+  attackTime: 0
+  attackKeyCount: 0
+  nextStartKeyTime: 0
+  nextEndKeyTime: 0
+  keyTimes: []
+  curKeyNum: 0
+  isAttackTriggerOn: 0
   targetTypes: 040000000500000006000000
   targetCharacter: {fileID: 0}
   attackTarget: {fileID: 0}
@@ -712,7 +736,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 21f006d2c845e2e43bce70ea7a2d8dcc, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  owner: {fileID: 0}
+  owner: {fileID: 5440846222648032767}
   trigDemonicList: []
   trigTowerList: []
   trigPlayerList: []
@@ -905,7 +929,7 @@ MeshRenderer:
   m_RenderingLayerMask: 1
   m_RendererPriority: 0
   m_Materials:
-  - {fileID: 2100000, guid: 5a1b690fd94553a4d9d652130b5511ad, type: 2}
+  - {fileID: 2100000, guid: c7d0d99bb76484f4dabda43ff42f4d29, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0
@@ -937,7 +961,7 @@ Animator:
   m_GameObject: {fileID: 7208291223413765209}
   m_Enabled: 1
   m_Avatar: {fileID: 0}
-  m_Controller: {fileID: 9100000, guid: 052b292e032cba64ba592d57a962f35f, type: 2}
+  m_Controller: {fileID: 9100000, guid: ad6a9c8454da7384fbf3ab86b52a8875, type: 2}
   m_CullingMode: 0
   m_UpdateMode: 0
   m_ApplyRootMotion: 0
@@ -959,7 +983,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: f9db98c60740638449864eb028fbe7ad, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  skeletonDataAsset: {fileID: 11400000, guid: 9d5bf202f4ac772459b753df918eb193, type: 2}
+  skeletonDataAsset: {fileID: 11400000, guid: ea8163a6a1dbb204ebc4832a503193f5, type: 2}
   initialSkinName: yang
   fixPrefabOverrideViaMeshFilter: 2
   initialFlipX: 0

+ 37 - 13
ActionTowerDefense/Assets/Resources/Prefab/BaGua/Demonic_Giant_Yin.prefab

@@ -50,7 +50,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!4 &8927539278125731317
 Transform:
   m_ObjectHideFlags: 0
@@ -91,6 +91,8 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 5eaed0a6b9d6fc6409bef80cf41a0a8e, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
+  isShoot: 0
+  type: 0
   owner: {fileID: 0}
   isSingleAttack: 0
   trigedObjs: []
@@ -159,7 +161,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 8b2c8973c65adf4448805aa906f6ad29, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  owner: {fileID: 0}
+  owner: {fileID: 5440846222648032767}
   attackerID: 0
 --- !u!1 &2964142744859696592
 GameObject:
@@ -273,7 +275,7 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 8ff1eeae99d9b8142acd628550a50e26, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  owner: {fileID: 0}
+  owner: {fileID: 5440846222648032767}
 --- !u!1 &4543619153787591511
 GameObject:
   m_ObjectHideFlags: 0
@@ -493,7 +495,27 @@ MonoBehaviour:
   mecanim: {fileID: 7573527827155227431}
   meshRenderer: {fileID: 0}
   ani: {fileID: 3333436509305836838}
-  aniCollider: {fileID: 2776251058442384869}
+  totalDieKeepTime: 0
+  totalAttack_summonTime: 2.2
+  totalAttack_marchTime: 4
+  attackKeys:
+  - aniName: attack_march
+    keys:
+    - attackType: 0
+      startKeyName: attack_on
+      startKeyTime: 1.2666668
+      endType: 1
+      endKeyName: attack_off
+      endKeyTime: 2
+  - aniName: attack_summon
+    keys:
+    - attackType: 0
+      startKeyName: attack_on
+      startKeyTime: 0.20000002
+      endType: 1
+      endKeyName: attack_off
+      endKeyTime: 0.6666667
+  dieKeepTime: 0
   rb: {fileID: 5440846222648032765}
   bodyTrans: {fileID: 6459001683917408033}
   beSearchTrigger: {fileID: 4259433079752244006}
@@ -516,13 +538,8 @@ MonoBehaviour:
   armor: 0
   ls: {fileID: 0}
   isInSoulTower: 0
-  totalDieKeepTime: 2
-  dieKeepTime: 0
   canHitFly: 1
   isNonAttack: 0
-  attackTime: 0
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+ 14 - 14
ActionTowerDefense/Assets/Resources/Prefab/Enemy/ESpirits_Assassin.prefab

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+ 13 - 13
ActionTowerDefense/Assets/Resources/Prefab/Enemy/ESpirits_Cook.prefab

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   armorPiercing: 0
-  curDamage1: 
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+ 12 - 12
ActionTowerDefense/Assets/Resources/Prefab/Enemy/ESpirits_Float.prefab

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+ 11 - 27
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11001.prefab

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+ 8 - 22
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11002.prefab

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+ 21 - 5
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11004.prefab

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+ 10 - 10
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_11008.prefab

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+ 27 - 13
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Arrow.prefab

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+ 32 - 16
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Giant.prefab

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+ 10 - 10
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Sword.prefab

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+ 20 - 13
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Arrow.prefab

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+ 26 - 10
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Giant.prefab

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ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Sword.prefab

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+ 6 - 6
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Spirits_Cook.prefab

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+ 7 - 7
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Spirits_Float.prefab

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+  totalAttack_marchTime: 1.8667
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+ 21 - 35
ActionTowerDefense/Assets/Resources/Prefab/Player.prefab

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-    attackDir: {x: -1, y: 0, z: 0}
-    force: 1000
-    changeHurt: 0
-    repelValue: 0
-  attack2Infos: []
+  Attack_summonInfos: []
+  Attack_marchInfos: []
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+  armorPiercing: 0
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-  attack1ShootCanTransmit: 0
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@@ -912,6 +900,7 @@ MonoBehaviour:
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+ 22 - 14
ActionTowerDefense/Assets/Resources/Prefab/Transfiguration/Trans_Assassin.prefab

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+    attackDir: {x: 0, y: 0, z: 0}
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+ 19 - 11
ActionTowerDefense/Assets/Resources/Prefab/Transfiguration/Trans_Cook.prefab

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+ 16 - 10
ActionTowerDefense/Assets/Resources/Prefab/Transfiguration/Trans_Float.prefab

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+ 2 - 0
ActionTowerDefense/Assets/Resources/Spine/demon_arrow/demon_arrow_Material.mat

@@ -28,6 +28,7 @@ Material:
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@@ -38,6 +39,7 @@ Material:
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+ 0 - 104
ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant.atlas.txt

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Fișier diff suprimat deoarece este prea mare
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 AnimationClip:
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   m_PrefabAsset: {fileID: 0}
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+  m_Name: hitted
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@@ -330,15 +567,6 @@ AnimationClip:
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@@ -387,13 +615,39 @@ AnimationClip:
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 AnimationClip:
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+  m_Name: idle
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@@ -417,7 +671,7 @@ AnimationClip:
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@@ -473,35 +727,13 @@ AnimationClip:
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+  m_Name: attack_march
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@@ -525,7 +757,7 @@ AnimationClip:
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+        time: 1.8333
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@@ -581,7 +813,7 @@ AnimationClip:
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+  m_Tag: 
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+  m_CycleOffsetParameter: 
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+--- !u!74 &9187606088506559342
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@@ -684,147 +942,3 @@ AnimationClip:
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+ 1 - 1
ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant_Controller.controller.meta → ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_Controller.controller.meta

@@ -1,5 +1,5 @@
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+guid: ad6a9c8454da7384fbf3ab86b52a8875
 NativeFormatImporter:
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   mainObjectFileID: 9100000

+ 4 - 2
ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant_Material.mat → ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_Material.mat

@@ -7,7 +7,7 @@ Material:
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
-  m_Name: demon_diant_Material
+  m_Name: demon_giant_Material
   m_Shader: {fileID: 4800000, guid: 1e8a610c9e01c3648bac42585e5fc676, type: 3}
   m_ValidKeywords: []
   m_InvalidKeywords:
@@ -22,12 +22,13 @@ Material:
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     m_TexEnvs:
     - _MainTex:
-        m_Texture: {fileID: 2800000, guid: c78d744c9800a29448731ac29bab61b7, type: 3}
+        m_Texture: {fileID: 2800000, guid: 45155370912236348a27ad711d5888b3, type: 3}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     m_Ints: []
     m_Floats:
     - _Cutoff: 0.1
+    - _Fill: 0
     - _OutlineMipLevel: 0
     - _OutlineOpaqueAlpha: 1
     - _OutlineReferenceTexWidth: 1024
@@ -38,6 +39,7 @@ Material:
     - _StraightAlphaInput: 0
     - _ThresholdEnd: 0.25
     - _Use8Neighbourhood: 1
+    - _UseScreenSpaceOutlineWidth: 0
     m_Colors:
     - _OutlineColor: {r: 1, g: 1, b: 0, a: 1}
   m_BuildTextureStacks: []

+ 1 - 1
ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant_Material_Outline.mat.meta → ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_Material.mat.meta

@@ -1,5 +1,5 @@
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+ 4 - 4
ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant_SkeletonData.asset → ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_SkeletonData.asset

@@ -10,12 +10,12 @@ MonoBehaviour:
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   m_EditorHideFlags: 0
   m_Script: {fileID: 11500000, guid: f1b3b4b945939a54ea0b23d3396115fb, type: 3}
-  m_Name: demon_diant_SkeletonData
+  m_Name: demon_giant_SkeletonData
   m_EditorClassIdentifier: 
   atlasAssets:
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+  - {fileID: 11400000, guid: ec229f7ceee22e54daeb236c66d070f8, type: 2}
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-  skeletonJSON: {fileID: 4900000, guid: be256cf8166f3e544ac06724e04feebb, type: 3}
+  skeletonJSON: {fileID: 4900000, guid: b0b59431df377d142a1601b9cfb39350, type: 3}
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@@ -28,4 +28,4 @@ MonoBehaviour:
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   duration: []
   defaultMix: 0.2
-  controller: {fileID: 9100000, guid: 052b292e032cba64ba592d57a962f35f, type: 2}
+  controller: {fileID: 0}

+ 1 - 1
ActionTowerDefense/Assets/Resources/Spine/demon_giant/demon_diant_SkeletonData.asset.meta → ActionTowerDefense/Assets/Resources/Spine/demonic_giant/demon_giant_SkeletonData.asset.meta

@@ -1,5 +1,5 @@
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+ 2 - 0
ActionTowerDefense/Assets/Resources/Spine/player2/king_deil_player2_Material.mat

@@ -28,6 +28,7 @@ Material:
     m_Ints: []
     m_Floats:
     - _Cutoff: 0.1
+    - _Fill: 0
     - _OutlineMipLevel: 0
     - _OutlineOpaqueAlpha: 1
     - _OutlineReferenceTexWidth: 1024
@@ -38,6 +39,7 @@ Material:
     - _StraightAlphaInput: 0
     - _ThresholdEnd: 0.25
     - _Use8Neighbourhood: 1
+    - _UseScreenSpaceOutlineWidth: 0
     m_Colors:
     - _OutlineColor: {r: 1, g: 1, b: 0, a: 1}
   m_BuildTextureStacks: []

+ 2 - 0
ActionTowerDefense/Assets/Scripts/Character.cs

@@ -375,6 +375,7 @@ public class Character : MonoBehaviour
                     }
                 }
             }
+            curKeyNum = 0;
             SetNextKeyTimes();
 
             switch (attackType)
@@ -446,6 +447,7 @@ public class Character : MonoBehaviour
                 }
             }
         }
+        curKeyNum = 0;
         SetNextKeyTimes();
         if (attackTriggers.Count > 0)
         {

+ 40 - 0
ActionTowerDefense/Assets/Scripts/Conduct/BigSoldier.cs

@@ -0,0 +1,40 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BigSoldier : Demonic
+{
+    public float[] stageSize;
+    public int[] giantDieNum;
+    public int boostNum;
+
+    public float TranSize(int dieNum)
+    {
+        for (int i = stageSize.Length - 1; i >= 0; i--)
+        {
+            if (dieNum >= giantDieNum[i])
+            {
+                if (i == stageSize.Length - 1)
+                {
+                    return stageSize[i];
+                }
+                float size = stageSize[i] + (stageSize[i + 1] - stageSize[i]) / (giantDieNum[i + 1] - giantDieNum[i]) * (dieNum - giantDieNum[i]);
+                return size;
+            }
+        }
+        return 1;
+    }
+
+    public void Settings()
+    {
+        transform.localScale = new Vector3(1, 1, 1) * TranSize(boostNum);
+        totalHp = (int)(TranSize(boostNum) * totalHp);
+        Init();
+    }
+
+    public override void BeHit(int damage, Vector3 force, bool changeHurt, float repelValue)
+    {
+        base.BeHit(damage, force, changeHurt, repelValue);
+        print(1);
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Conduct/BigSoldier.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8562f76ec9f88004b9eade117489ef49
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
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+ 2 - 2
ActionTowerDefense/Assets/Scripts/Demonic.cs

@@ -297,8 +297,6 @@ public class Demonic : MoveCharacter
     {
         base.OnState();
         //hurtKeepTime -= Time.deltaTime;
-        attackTime -= Time.deltaTime;
-        attackKeyCount += Time.deltaTime;
         dieKeepTime -= Time.deltaTime;
         invincibleTime -= Time.deltaTime;
         weakTime -= Time.deltaTime;
@@ -509,6 +507,8 @@ public class Demonic : MoveCharacter
                 }
                 break;
             case CharacterState.Attack:
+                attackTime -= Time.deltaTime;
+                attackKeyCount += Time.deltaTime;
                 if (!isAttackTriggerOn && attackKeyCount >= nextStartKeyTime && attackKeyCount <= nextEndKeyTime)
                 {
                     isAttackTriggerOn = true;

+ 2 - 2
ActionTowerDefense/Assets/Scripts/Enemy.cs

@@ -275,8 +275,6 @@ public class Enemy : MoveCharacter
     {
         base.OnState();
         //hurtKeepTime -= Time.deltaTime;
-        attackTime -= Time.deltaTime;
-        attackKeyCount += Time.deltaTime;
         dieKeepTime -= Time.deltaTime;
         invincibleTime -= Time.deltaTime;
         weakTime -= Time.deltaTime;
@@ -473,6 +471,8 @@ public class Enemy : MoveCharacter
                 rb.velocity = velocity;
                 break;
             case CharacterState.Attack:
+                attackTime -= Time.deltaTime;
+                attackKeyCount += Time.deltaTime;
                 if (!isAttackTriggerOn && attackKeyCount >= nextStartKeyTime && attackKeyCount <= nextEndKeyTime)
                 {
                     isAttackTriggerOn = true;

+ 37 - 56
ActionTowerDefense/Assets/Scripts/PlayerController.cs

@@ -76,7 +76,7 @@ public class PlayerController : MoveCharacter
     private float addMp = 10;
     public GameObject soul;
     public GameObject rapidReplyEffect;
-    [Tooltip("场上每多一个同种类兵种,召唤兵种蓝耗+x")]public float[] addCostMp;
+    [Tooltip("场上每多一个同种类兵种,召唤兵种蓝耗+x")] public float[] addCostMp;
 
     [Header("移动属性")]
     public Vector2 moveVec;         //玩家不动时移动数据
@@ -176,10 +176,9 @@ public class PlayerController : MoveCharacter
     [Header("转换率")] public float[] conversionRate;
     //大胖子
     [Header("融合临时血量基数")] public int temptHp;
-    [Header("融合血量持续时间")]public float temptTime;
+    [Header("融合血量持续时间")] public float temptTime;
     public GameObject[] bigGiant;
-    public float[] stageSize;
-    public int[] giantDieNum;
+
     //光球
     public GameObject photosphereObj;
     [Header("光球血量基数")] public int photosphereHp;
@@ -195,7 +194,7 @@ public class PlayerController : MoveCharacter
     public float largeX;
     //气功波
     public GameObject wavePowerObj;
-    [Header("气功波伤害基数")]public int wavePowerDamage;
+    [Header("气功波伤害基数")] public int wavePowerDamage;
     //御剑术
     public GameObject flyingSwordsObj;
     //怨气弹
@@ -203,7 +202,7 @@ public class PlayerController : MoveCharacter
     [Header("怨气弹数量基数")] public int angryBulletNum;
     //扇形飞剑
     public GameObject fanFlyingSwords;
-    [Header("飞剑角度范围")]public float flyingSwordsAngleRange;
+    [Header("飞剑角度范围")] public float flyingSwordsAngleRange;
     [Header("飞剑角度入射角")] public float flyintSwordsArrivalAngle;
     [Header("飞剑数量基数")] public int flyingSwordsNum;
 
@@ -401,12 +400,12 @@ public class PlayerController : MoveCharacter
         mp = totalMp;
         uiMp.Show(mp, totalMp);
         demonicNums = new TextMeshProUGUI[3];
-        for(int i = 0; i < 3; i++)
+        for (int i = 0; i < 3; i++)
         {
             demonicNums[i] = GameManager.instance.demonicNum[i].GetComponentInChildren<TextMeshProUGUI>();
         }
         cannotConductFXs = new GameObject[3];
-        for(int i = 0; i < 3; i++)
+        for (int i = 0; i < 3; i++)
         {
             cannotConductFXs[i] = GameManager.instance.demonicNum[i].transform.GetChild(3).gameObject;
         }
@@ -723,9 +722,9 @@ public class PlayerController : MoveCharacter
             isReadyConduct = false;
             return true;
         }
-        if (!isReadyConduct && nowConductButton != -1) 
+        if (!isReadyConduct && nowConductButton != -1)
         {
-            if(conductTime >= totalCacheSummonTime + canConductTime[nowConductButton] * timeSlowingMultiplier)
+            if (conductTime >= totalCacheSummonTime + canConductTime[nowConductButton] * timeSlowingMultiplier)
             {
                 isReadyConduct = true;
                 if (!conductReadyTip.isShowing1 && !conductReadyTip.isShowingNoDemonic)
@@ -744,11 +743,11 @@ public class PlayerController : MoveCharacter
                     {
                         conductReadyTip.Show(3, nowConductButton);
                     }
-                        
+
                 }
-                
+
             }
-            else if( conductTime >= totalCacheSummonTime + (canConductTime[nowConductButton] - readyTipFxTime) * timeSlowingMultiplier)
+            else if (conductTime >= totalCacheSummonTime + (canConductTime[nowConductButton] - readyTipFxTime) * timeSlowingMultiplier)
             {
                 if (!conductReadyTip.isShowing0 && !conductReadyTip.isShowingNoDemonic)
                 {
@@ -770,9 +769,9 @@ public class PlayerController : MoveCharacter
                 }
 
             }
-            else if(conductTime > totalCacheSummonTime)
+            else if (conductTime > totalCacheSummonTime)
             {
-                if(Time.timeScale == 1)
+                if (Time.timeScale == 1)
                 {
                     Time.timeScale = timeSlowingMultiplier;
                     int boostNum = demonicDic[nowConductButton].Count;
@@ -798,23 +797,6 @@ public class PlayerController : MoveCharacter
         return false;
     }
 
-    private float TranSize(int dieNum)
-    {
-        for (int i = stageSize.Length - 1; i >= 0; i--)
-        {
-            if (dieNum >= giantDieNum[i])
-            {
-                if (i == stageSize.Length - 1)
-                {
-                    return stageSize[i];
-                }
-                float size = stageSize[i] + (stageSize[i + 1] - stageSize[i]) / (giantDieNum[i + 1] - giantDieNum[i]) * (dieNum - giantDieNum[i]);
-                return size;
-            }
-        }
-        return 1;
-    }
-
     public void Conduct()
     {
         int boostNum = demonicDic[cacheConductId].Count;
@@ -828,10 +810,10 @@ public class PlayerController : MoveCharacter
             GameObject obj;
             List<int> dieId = new List<int>();
             List<Demonic> dieDemonic = new List<Demonic>();
-            while(dieId.Count<dienum)
+            while (dieId.Count < dienum)
             {
                 int id = UnityEngine.Random.Range(0, boostNum);
-                if(!dieId.Exists(t=> t == id))
+                if (!dieId.Exists(t => t == id))
                 {
                     dieId.Add(id);
                     dieDemonic.Add(demonicDic[cacheConductId][id]);
@@ -846,42 +828,41 @@ public class PlayerController : MoveCharacter
                 //胖子
                 case ConductSkills.Giant:
                     GameObject demonicObj = PoolManager.Instantiate(bigGiant[cacheConductId]);
-                    Demonic demonic = demonicObj.GetComponent<Demonic>();
-                    demonic.id = cacheConductId;
-                    demonicDic[demonic.id].Add(demonic);
-                    demonicNums[demonic.id].text = demonicDic[demonic.id].Count.ToString();
+                    BigSoldier bs = demonicObj.GetComponent<BigSoldier>();
+                    bs.id = cacheConductId;
+                    demonicDic[bs.id].Add(bs);
+                    demonicNums[bs.id].text = demonicDic[bs.id].Count.ToString();                   
                     int tempthp = boostNum * temptHp;
-                    demonic.playerID = playerId;
+                    bs.playerID = playerId;
                     demonicObj.transform.parent = null;
                     demonicObj.transform.localEulerAngles = Vector3.zero;
-                    demonicObj.transform.localScale = new Vector3(1, 1, 1) * TranSize(boostNum);
+                    bs.boostNum = boostNum;
+                    if (isInSoulTower)
+                    {
+                        ls.AddDenomic(bs);
+                    }
+                    bs.GetTemptHP(tempthp, temptTime);
+                    bs.player = this;
+                    bs.Settings();
+                    int order = bs.baseSortingOrder + demonicDic[bs.id].Count;
+                    bs.SetSortingOrder(order);
                     Vector3 offset = demonicSummonPos[0] * 2;
                     if (bodyTrans.localScale.x > 0)
                     {
                         demonicObj.transform.position = transform.position + offset;
-                        if (demonic.bodyTrans.localScale.x < 0)
+                        if (bs.bodyTrans.localScale.x < 0)
                         {
-                            demonic.Turn();
+                            bs.Turn();
                         }
                     }
                     else
                     {
                         demonicObj.transform.position = transform.position + new Vector3(-offset.x, offset.y, offset.z);
-                        if (demonic.bodyTrans.localScale.x > 0)
+                        if (bs.bodyTrans.localScale.x > 0)
                         {
-                            demonic.Turn();
+                            bs.Turn();
                         }
                     }
-                    demonic.player = this;
-                    demonic.totalHp = (int)(TranSize(boostNum) * demonic.totalHp);
-                    demonic.Init();
-                    int order = demonic.baseSortingOrder + demonicDic[demonic.id].Count;
-                    demonic.SetSortingOrder(order);
-                    if (isInSoulTower)
-                    {
-                        ls.AddDenomic(demonic);
-                    }
-                    demonic.GetTemptHP(tempthp, temptTime);
                     break;
                 case ConductSkills.Photosphere:
                     conductCanRelease[cacheConductId] = false;
@@ -1072,7 +1053,7 @@ public class PlayerController : MoveCharacter
                     return true;
                 }
             }
-            if ((btnRushPress || cacheRushTime > 0 || cacheRush) && mp >= rushCostMp )
+            if ((btnRushPress || cacheRushTime > 0 || cacheRush) && mp >= rushCostMp)
             {
                 if (excludeState != CharacterState.Rush)
                 {
@@ -1774,7 +1755,7 @@ public class PlayerController : MoveCharacter
             default:
                 break;
         }
-        
+
         foot.trigGroundList.Clear();
         bodyTrans.gameObject.SetActive(false);
         uiHp.transform.parent.gameObject.SetActive(false);

+ 0 - 116
ActionTowerDefense/Assets/Scripts/Spine/SkeletonDataReader.cs

@@ -1,116 +0,0 @@
-using UnityEngine;
-using Spine;
-using Spine.Unity;
-using System.Collections.Generic;
-using UnityEditor;
-
-public class SkeletonDataReader : MonoBehaviour
-{
-    public bool isEnemy;
-    private SkeletonMecanim skeletonMecanim;
-    private Character cha;
-    private string path;
-
-    [ContextMenu("Play")]
-    private void WriteData()
-    {
-        cha = GetComponentInParent<Character>();
-        if (isEnemy)
-        {
-            path = $"Assets/Resources/Prefab/Enemy/{cha.gameObject.name}.prefab";
-        }
-        else
-        {
-            path = $"Assets/Resources/Prefab/MySoldier/{cha.gameObject.name}.prefab";
-        }
-        GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
-        GameObject prefabInstance = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
-        ReadData();
-        PrefabUtility.SaveAsPrefabAsset(prefabInstance, path);
-        DestroyImmediate(prefabInstance);
-    }
-
-    private void ReadData()
-    {
-        skeletonMecanim = GetComponent<SkeletonMecanim>();
-        if (skeletonMecanim == null)
-        {
-            Debug.LogError("SkeletonMecanim component not found!");
-            return;
-        }
-
-        // 获取 SkeletonDataAsset
-        SkeletonDataAsset skeletonDataAsset = skeletonMecanim.SkeletonDataAsset;
-        if (skeletonDataAsset == null)
-        {
-            Debug.LogError("SkeletonDataAsset not found!");
-            return;
-        }
-
-        // 获取 SkeletonData
-        SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
-        if (skeletonData == null)
-        {
-            Debug.LogError("SkeletonData not found!");
-            return;
-        }
-
-        cha.attackKeys = new List<SpineAniKey>();
-        // 遍历所有动画
-        foreach (var animation in skeletonData.Animations)
-        {
-            string animationName = animation.Name;
-            float animationDuration = animation.Duration;
-            Debug.Log($"动画名称: {animationName}, 动画时长: {animationDuration}");
-            if (animationName == "die")
-            {
-                cha.totalDieKeepTime = animationDuration;
-            }
-            else if (animationName == "attack_summon")
-            {
-                cha.totalAttack_summonTime = animationDuration;
-            }
-            else if (animationName == "attack_march")
-            {
-                cha.totalAttack_marchTime = animationDuration;
-            }
-
-            SpineAniKey sak;
-            sak.aniName = animationName;
-            sak.keys = new List<AttackKeyType>();
-            AttackKeyType akt = new AttackKeyType();
-            bool isStartKey = true;
-            int canWrite = 0;
-            // 遍历动画中的事件
-            foreach (var timeline in animation.Timelines)
-            {
-                if (timeline is EventTimeline eventTimeline)
-                {
-                    foreach (var eventFrame in eventTimeline.Events)
-                    {
-                        string eventName = eventFrame.ToString();
-                        float eventTime = eventFrame.Time;
-                        Debug.Log($"事件名称: {eventName}, 事件时间: {eventTime}, 所在动画: {animationName}");
-                        if (isStartKey)
-                        {
-                            akt.startKeyName = eventName;
-                            akt.startKeyTime = eventTime;
-                            akt.attackType = KeyType.AttackStart;
-                            canWrite = 1;
-                        }
-                        else if (canWrite == 1)
-                        {
-                            akt.endKeyName = eventName;
-                            akt.endKeyTime = eventTime;
-                            akt.endType = KeyType.AttackEnd;
-                            sak.keys.Add(akt);
-                            canWrite = 2;
-                        }
-                        isStartKey = !isStartKey;
-                    }
-                }
-            }
-            if (canWrite == 2) cha.attackKeys.Add(sak);
-        }
-    }
-}

BIN
ActionTowerDefense/Assets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db


+ 2 - 1
ActionTowerDefense/ProjectSettings/QualitySettings.asset

@@ -224,12 +224,13 @@ QualitySettings:
     excludedTargetPlatforms: []
   m_PerPlatformDefaultQuality:
     Android: 2
-    Lumin: 5
     GameCoreScarlett: 5
     GameCoreXboxOne: 5
+    Lumin: 5
     Nintendo Switch: 5
     PS4: 5
     PS5: 5
+    Server: 0
     Stadia: 5
     Standalone: 5
     WebGL: 3

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