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@@ -70,6 +70,33 @@ public class GameManager : MonoBehaviour
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[FoldoutGroup("金币结算")][LabelText("金币掉落特效")] public GameObject dropGoldFX;
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[FoldoutGroup("金币结算")][LabelText("金币掉落字体")] public GameObject dropGoldText;
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+ [FoldoutGroup("标签")]
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+ [FoldoutGroup("标签/火")] [LabelText("是否启用")] public bool isFireEnable = false;
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+ [FoldoutGroup("标签/火")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int fireProbability = 100;
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+ [FoldoutGroup("标签/火")] [LabelText("伤害占总生命百分比")] [PropertyRange(0, 1)] public float fireDamageRadio = 0.01f;
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+
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+ [FoldoutGroup("标签/冰")] [LabelText("是否启用")] public bool isIceEnable = false;
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+ [FoldoutGroup("标签/冰")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int iceProbability = 100;
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+ [FoldoutGroup("标签/冰")] [LabelText("冰冻时间")] public float frozenTime = 3;
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+
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+ [FoldoutGroup("标签/雷")] [LabelText("是否启用")] public bool isThunderEnable = false;
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+ [FoldoutGroup("标签/雷")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int thunderProbability = 100;
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+ [FoldoutGroup("标签/雷")] [LabelText("感电移速比值")] [PropertyRange(0, 1)] public float moveSpeedScale = 0.6f;
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+ [FoldoutGroup("标签/雷")] [LabelText("感电攻速比值")] [PropertyRange(0, 1)] public float attackSpeedScale = 0.6f;
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+ [FoldoutGroup("标签/雷")] [LabelText("伤害")] public int thunderDamage =3;
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+
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+ [FoldoutGroup("标签/风")] [LabelText("是否启用")] public bool isWindEnable = false;
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+ [FoldoutGroup("标签/风")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int windProbability = 100;
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+ [FoldoutGroup("标签/风")] [LabelText("削减体重比值")] [PropertyRange(0, 1)] public float weightReductionratio = 0.1f;
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+ [FoldoutGroup("标签/风")] [LabelText("伤害")] public int windDamage = 3;
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+
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+ [FoldoutGroup("标签/木")] [LabelText("是否启用")] public bool isWoodEnable = false;
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+ [FoldoutGroup("标签/木")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int woodProbability = 100;
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+
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+ [FoldoutGroup("标签/岩")] [LabelText("是否启用")] public bool isRockEnable = false;
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+ [FoldoutGroup("标签/岩")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int rockProbability = 100;
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+ [FoldoutGroup("标签/岩")] [LabelText("石像生命值占总生命比值")] public float stoneHpRadio = 1;
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+
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[Header("商店刷新")]
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[ValidateInput("CheckTagWeight","标签池子概率总和不是100%")]
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[FoldoutGroup("Rogue")] [LabelText("标签池子比重(%)")] [Tooltip("最高标签池;标签池;公共池")] public List<float> tagWeight;
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