Bladeren bron

尝试将士兵被动修改伤害倍率为伤害,加强林冲的初始额外暴击伤害为100

HY-LSZNWIN10\Administrator 2 weken geleden
bovenliggende
commit
5a7f61274a

+ 2 - 0
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Arrow.prefab

@@ -1598,6 +1598,7 @@ MonoBehaviour:
   runSpeed: 0
   demoicTags: 5
   ownDamageScale: 0
+  damageRadio: 3
   isReturnSoulTower: 0
   origSoulPos: {x: 0, y: 0, z: 0}
   isRecorded: 0
@@ -1607,6 +1608,7 @@ MonoBehaviour:
   dropSoulMax: 3
   dropSoulMin: 1
   dropSoulAngle: 60
+  scale: 0.4
 --- !u!54 &8639832132491289349
 Rigidbody:
   m_ObjectHideFlags: 0

+ 2 - 2
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Giant.prefab

@@ -838,7 +838,7 @@ MonoBehaviour:
   dropSoulMax: 5
   dropSoulMin: 5
   dropSoulAngle: 60
-  scale: 0.5
+  scale: 0.05
 --- !u!54 &5440846222648032765
 Rigidbody:
   m_ObjectHideFlags: 0
@@ -881,7 +881,7 @@ MonoBehaviour:
     attackType: 0
     attackInfo:
       attackValue: 13
-      damage: 2
+      damage: 10
       attackDir: {x: 0, y: 0, z: 0}
       criticalChance: 0
       criticalStrikeEffect: 0

+ 2 - 1
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Sword.prefab

@@ -433,6 +433,7 @@ MonoBehaviour:
   runSpeed: 0
   demoicTags: 10
   ownDamageScale: 0
+  damageRadio: 3
   isReturnSoulTower: 0
   origSoulPos: {x: 0, y: 0, z: 0}
   isRecorded: 0
@@ -442,7 +443,7 @@ MonoBehaviour:
   dropSoulMax: 3
   dropSoulMin: 1
   dropSoulAngle: 60
-  scale: 50
+  scale: 100
 --- !u!54 &2437299196472462355
 Rigidbody:
   m_ObjectHideFlags: 0

+ 2 - 1
ActionTowerDefense/Assets/Scripts/Characters/Demonic.cs

@@ -901,7 +901,8 @@ public class Demonic : MoveCharacter
         for (int i = 0; i < attackController.attackMethod_march.Length; i++)
         {
             AttackInfo attackInfo = attackController.attackMethod_march[i].attackInfo;
-            attackInfo.damage = (int)(attackController.attackMethod_summon[i].attackInfo.damage/damageRadio);
+            //Debug.Log(attackController.attackMethod_summon[0].attackInfo.damage + "+" + damageRadio + "+" + attackController.attackMethod_summon[0].attackInfo.damage / damageRadio);
+            attackInfo.damage = (int)(attackController.attackMethod_summon[0].attackInfo.damage/damageRadio);
             if (attackInfo.damage < 1) attackInfo.damage = 1;
         }
     }

+ 5 - 1
ActionTowerDefense/Assets/Scripts/Characters/DemonicArrow.cs

@@ -8,7 +8,11 @@ public class DemonicArrow : Demonic
     [LabelText("ÉÁ±ÜתÉ˺¦±¶ÂÊ")] public float scale = 2;
     public override void AfterInit()
     {
+        for (int i = 0; i < attackController.attackMethod_summon.Length; i++)
+        {
+            AttackInfo attackInfo = attackController.attackMethod_summon[i].attackInfo;
+            attackInfo.damage += (int)(attributeStatus.resistances.dodge * scale);
+        }
         base.AfterInit();
-        ownDamageScale += (int)(attributeStatus.resistances.dodge * scale);
     }
 }

+ 5 - 1
ActionTowerDefense/Assets/Scripts/Characters/DemonicGiant.cs

@@ -21,8 +21,12 @@ public class DemonicGiant : Demonic
 
     public override void AfterInit()
     {
+        for (int i = 0; i < attackController.attackMethod_summon.Length; i++)
+        {
+            AttackInfo attackInfo = attackController.attackMethod_summon[i].attackInfo;
+            attackInfo.damage += (int)(GameManager.instance.totalHp * scale);
+        }
         base.AfterInit();
-        ownDamageScale += (int)(/*GameManager.instance.*/totalHp * scale);
         //if (GameManager.instance.demonicAttributes[id].trigger0)
         //{
         //    ownDamageScale += attributeStatus.resistances.armor * 5;