Browse Source

boss放在合关卡的后面(临时方案)

WGL 2 months ago
parent
commit
2c591982bc

BIN
ActionTowerDefense/Assets/GameLevelEditor/Ui_Textures/Assassin_icon.png


+ 0 - 123
ActionTowerDefense/Assets/GameLevelEditor/Ui_Textures/Assassin_icon.png.meta

@@ -1,123 +0,0 @@
-fileFormatVersion: 2
-guid: d2e69f0015a5c13438a029472536dd53
-TextureImporter:
-  internalIDToNameTable: []
-  externalObjects: {}
-  serializedVersion: 12
-  mipmaps:
-    mipMapMode: 0
-    enableMipMap: 0
-    sRGBTexture: 1
-    linearTexture: 0
-    fadeOut: 0
-    borderMipMap: 0
-    mipMapsPreserveCoverage: 0
-    alphaTestReferenceValue: 0.5
-    mipMapFadeDistanceStart: 1
-    mipMapFadeDistanceEnd: 3
-  bumpmap:
-    convertToNormalMap: 0
-    externalNormalMap: 0
-    heightScale: 0.25
-    normalMapFilter: 0
-  isReadable: 0
-  streamingMipmaps: 0
-  streamingMipmapsPriority: 0
-  vTOnly: 0
-  ignoreMasterTextureLimit: 0
-  grayScaleToAlpha: 0
-  generateCubemap: 6
-  cubemapConvolution: 0
-  seamlessCubemap: 0
-  textureFormat: 1
-  maxTextureSize: 2048
-  textureSettings:
-    serializedVersion: 2
-    filterMode: 1
-    aniso: 1
-    mipBias: 0
-    wrapU: 1
-    wrapV: 1
-    wrapW: 1
-  nPOTScale: 0
-  lightmap: 0
-  compressionQuality: 50
-  spriteMode: 1
-  spriteExtrude: 1
-  spriteMeshType: 1
-  alignment: 0
-  spritePivot: {x: 0.5, y: 0.5}
-  spritePixelsToUnits: 100
-  spriteBorder: {x: 0, y: 0, z: 0, w: 0}
-  spriteGenerateFallbackPhysicsShape: 1
-  alphaUsage: 1
-  alphaIsTransparency: 1
-  spriteTessellationDetail: -1
-  textureType: 8
-  textureShape: 1
-  singleChannelComponent: 0
-  flipbookRows: 1
-  flipbookColumns: 1
-  maxTextureSizeSet: 0
-  compressionQualitySet: 0
-  textureFormatSet: 0
-  ignorePngGamma: 0
-  applyGammaDecoding: 0
-  cookieLightType: 0
-  platformSettings:
-  - serializedVersion: 3
-    buildTarget: DefaultTexturePlatform
-    maxTextureSize: 2048
-    resizeAlgorithm: 0
-    textureFormat: -1
-    textureCompression: 1
-    compressionQuality: 50
-    crunchedCompression: 0
-    allowsAlphaSplitting: 0
-    overridden: 0
-    androidETC2FallbackOverride: 0
-    forceMaximumCompressionQuality_BC6H_BC7: 0
-  - serializedVersion: 3
-    buildTarget: Standalone
-    maxTextureSize: 2048
-    resizeAlgorithm: 0
-    textureFormat: -1
-    textureCompression: 1
-    compressionQuality: 50
-    crunchedCompression: 0
-    allowsAlphaSplitting: 0
-    overridden: 0
-    androidETC2FallbackOverride: 0
-    forceMaximumCompressionQuality_BC6H_BC7: 0
-  - serializedVersion: 3
-    buildTarget: Server
-    maxTextureSize: 2048
-    resizeAlgorithm: 0
-    textureFormat: -1
-    textureCompression: 1
-    compressionQuality: 50
-    crunchedCompression: 0
-    allowsAlphaSplitting: 0
-    overridden: 0
-    androidETC2FallbackOverride: 0
-    forceMaximumCompressionQuality_BC6H_BC7: 0
-  spriteSheet:
-    serializedVersion: 2
-    sprites: []
-    outline: []
-    physicsShape: []
-    bones: []
-    spriteID: 5e97eb03825dee720800000000000000
-    internalID: 0
-    vertices: []
-    indices: 
-    edges: []
-    weights: []
-    secondaryTextures: []
-    nameFileIdTable: {}
-  spritePackingTag: 
-  pSDRemoveMatte: 0
-  pSDShowRemoveMatteOption: 0
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

BIN
ActionTowerDefense/Assets/GameLevelEditor/Ui_Textures/WaterSprite_icon.png


+ 4 - 0
ActionTowerDefense/Assets/Scripts/EnemyCreater.cs

@@ -88,6 +88,10 @@ public class EnemyCreater : MonoBehaviour
                 case LeveType.Conclusion:
                     nowLevel = levelTypes[0];
                     break;
+                case LeveType.Boss:
+                    nowLevel = 0;
+                    levelSelect.curLevelID = 4;
+                    break;
             }
         }
 

+ 4 - 1
ActionTowerDefense/Assets/Scripts/GameManager.cs

@@ -110,7 +110,7 @@ public class GameManager : MonoBehaviour
                 }
             }
         }
-        if (leveType == LeveType.Conclusion)
+        if (leveType == LeveType.Boss)
         {
             return;
         }
@@ -140,6 +140,9 @@ public class GameManager : MonoBehaviour
                 leveType = LeveType.Conclusion;
                 levelRatio += ratioIncrease[2];
                 break;
+            case LeveType.Conclusion:
+                leveType = LeveType.Boss;
+                break;
         }
         PlayersInput.instance[0].PlayerRevive();
         foreach(List<GameObject> objs in PoolManager.instance.activeObjs.Values)

+ 1 - 0
ActionTowerDefense/Assets/Scripts/Levels/LevelSelect.cs

@@ -13,6 +13,7 @@ public enum LeveType
     [LabelText("³Ð")] Development,
     [LabelText("ת")] Transition,
     [LabelText("ºÏ")] Conclusion,
+    [LabelText("Boss")] Boss,
 }
 
 public class LevelSelect : MonoBehaviour

+ 37 - 0
ActionTowerDefense/GenerateDatas/json/cfgcreateenemy0.json

@@ -799,5 +799,42 @@
     "HPRatio": 1,
     "ArmorRatio": 1,
     "ArmorPiercingRatio": 1
+  },
+  {
+    "WaveID": -1,
+    "WaveName": "占位行",
+    "WaveTime": 0,
+    "BuildingID": "",
+    "BuildingHP": 0,
+    "EnemyName": "",
+    "Position": [],
+    "StartTime": 0,
+    "EndTime": 0,
+    "Count": 0,
+    "AttackRatio": 1,
+    "SpeedRatio": 1,
+    "HPRatio": 1,
+    "ArmorRatio": 1,
+    "ArmorPiercingRatio": 1
+  },
+  {
+    "WaveID": 0,
+    "WaveName": "我塔",
+    "WaveTime": 0,
+    "BuildingID": "",
+    "BuildingHP": 0,
+    "EnemyName": "防御塔",
+    "Position": [
+      120,
+      1
+    ],
+    "StartTime": 0,
+    "EndTime": 0,
+    "Count": 1,
+    "AttackRatio": 1,
+    "SpeedRatio": 1,
+    "HPRatio": 1,
+    "ArmorRatio": 1,
+    "ArmorPiercingRatio": 1
   }
 ]

+ 1 - 1
ActionTowerDefense/GenerateDatas/json/cfgenemy.json

@@ -217,7 +217,7 @@
   },
   {
     "Name": "刺客",
-    "SpriteName": "Assassin_icon",
+    "SpriteName": "icon_assassinhead",
     "Color": "#FFFFFF",
     "Type": "ESpirits",
     "EnemyPrefab": "ESpirits_Assassin",

BIN
ActionTowerDefense/Luban/Config/Datas/EnemyCreater/出怪表0.xlsx


BIN
ActionTowerDefense/Luban/Config/Datas/怪物表.xlsx