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让石头子弹伤害与盾兵起手式伤害成正比

HY-LSZNWIN10\Administrator 1 개월 전
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6fbe34c7d2
2개의 변경된 파일4개의 추가작업 그리고 185개의 파일을 삭제
  1. 1 184
      ActionTowerDefense/Assets/Resources/Prefab/StoneStatue.prefab
  2. 3 1
      ActionTowerDefense/Assets/Scripts/Characters/StoneStatue.cs

+ 1 - 184
ActionTowerDefense/Assets/Resources/Prefab/StoneStatue.prefab

@@ -11,7 +11,6 @@ GameObject:
   - component: {fileID: 3693514606479462440}
   - component: {fileID: 3693514606479462438}
   - component: {fileID: 3693514606479462437}
-  - component: {fileID: 6041935775012871448}
   m_Layer: 8
   m_Name: StoneStatue
   m_TagString: Enemy
@@ -65,187 +64,6 @@ SphereCollider:
   serializedVersion: 2
   m_Radius: 1
   m_Center: {x: 0, y: 0, z: 0}
---- !u!114 &6041935775012871448
-MonoBehaviour:
-  m_ObjectHideFlags: 0
-  m_CorrespondingSourceObject: {fileID: 0}
-  m_PrefabInstance: {fileID: 0}
-  m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 3693514606479462441}
-  m_Enabled: 0
-  m_EditorHideFlags: 0
-  m_Script: {fileID: 11500000, guid: 565fb65a48a8ef648b3096d46e15efd9, type: 3}
-  m_Name: 
-  m_EditorClassIdentifier: 
-  attackInterval: 5
-  addAttackEffect: {fileID: 0}
-  isAttackTriggerOn: 0
-  targetTypes: 040000000500000006000000
-  attackSummonId: 0
-  attackMarchId: 0
-  summonTime: []
-  attackMethod_summon: []
-  attackMethod_march:
-  - attackName: attack_march
-    attackType: 2
-    attackInfo:
-      attackValue: 0
-      damage: 0
-      attackDir: {x: -1, y: 0, z: 0}
-      criticalChance: 0
-      lifesteal: 0
-      effect: {fileID: 0}
-      attackEffect: 
-      attackMethod_Type: 0
-      floatState:
-        time: 0
-        upTime: {x: 0, y: 0}
-        backSpeed: {x: 0, y: 0}
-        rotateSpeed: {x: 0, y: 0}
-        height: {x: 0, y: 0}
-        ControlOrder: 0
-      blowUp:
-        directionType: 0
-        dir: {x: 0, y: 0, z: 0}
-        dirRandom: {x: 0, y: 0, z: 0}
-        force: 0
-        time: 0
-        haveLandingDamage: 0
-        landingDamageRate: 0
-        ControlOrder: 0
-      shotDown:
-        directionType: 0
-        dir: {x: 0, y: 0, z: 0}
-        dirRandom: {x: 0, y: 0, z: 0}
-        force: 0
-        time: 0
-        haveLandingDamage: 0
-        landingDamage: 0
-        ControlOrder: 0
-      weak:
-        time: 0
-        ControlOrder: 0
-      armorPiercing:
-        rate: 0
-      vulnerable:
-        rate: 0
-        time: 0
-      stackingWounds:
-        damage: 0
-        time: 0
-      changeDamage:
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-    attackTrigger: {fileID: 0}
-    needToChange: 1
-    attackDistance: 0
-    maxAttackDis: 15
-    minAttackDis: 9
-    searchMode: 0
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-    bulletPrefab: {fileID: 0}
-    shootPos: []
-    maxUpAngle: 0
-    maxDownAngle: 0
-    shootTrack: 0
-    shootAlwaysTrack: 0
-    skill: {fileID: 0}
-    additionalEffects: 0
-  curAttackMethod:
-    attackName: 
-    attackType: 0
-    attackInfo:
-      attackValue: 0
-      damage: 0
-      attackDir: {x: 0, y: 0, z: 0}
-      criticalChance: 0
-      lifesteal: 0
-      effect: {fileID: 0}
-      attackEffect: 
-      attackMethod_Type: 0
-      floatState:
-        time: 0
-        upTime: {x: 0, y: 0}
-        backSpeed: {x: 0, y: 0}
-        rotateSpeed: {x: 0, y: 0}
-        height: {x: 0, y: 0}
-        ControlOrder: 0
-      blowUp:
-        directionType: 0
-        dir: {x: 0, y: 0, z: 0}
-        dirRandom: {x: 0, y: 0, z: 0}
-        force: 0
-        time: 0
-        haveLandingDamage: 0
-        landingDamageRate: 0
-        ControlOrder: 0
-      shotDown:
-        directionType: 0
-        dir: {x: 0, y: 0, z: 0}
-        dirRandom: {x: 0, y: 0, z: 0}
-        force: 0
-        time: 0
-        haveLandingDamage: 0
-        landingDamage: 0
-        ControlOrder: 0
-      weak:
-        time: 0
-        ControlOrder: 0
-      armorPiercing:
-        rate: 0
-      vulnerable:
-        rate: 0
-        time: 0
-      stackingWounds:
-        damage: 0
-        time: 0
-      changeDamage:
-        rate: 0
-      sustainedInjury:
-        damage: 0
-    attackTrigger: {fileID: 0}
-    needToChange: 0
-    attackDistance: 0
-    maxAttackDis: 0
-    minAttackDis: 0
-    searchMode: 0
-    canHitFly: 0
-    bulletPrefab: {fileID: 0}
-    shootPos: []
-    maxUpAngle: 0
-    maxDownAngle: 0
-    shootTrack: 0
-    shootAlwaysTrack: 0
-    skill: {fileID: 0}
-    additionalEffects: 0
-  attackKeys:
-  - aniName: attack_march
-    keys:
-    - attackType: 0
-      startKeyName: attack_on
-      startKeyTime: 0.43333337
-      endType: 1
-      endKeyName: attack_off
-      endKeyTime: 0.6666667
-    totalTime: 2
-  - aniName: attack_summon
-    keys:
-    - attackType: 0
-      startKeyName: attack_on
-      startKeyTime: 0.43333337
-      endType: 1
-      endKeyName: attack_off
-      endKeyTime: 0.6666667
-    totalTime: 1
-  keyTimes: []
-  attackTime: 0
-  attackKeyCount: 0
-  nextStartKeyTime: 0
-  nextEndKeyTime: 0
-  curKeyNum: 0
-  beTargetCharacter: []
-  lifesteal: 1
 --- !u!1 &3693514607685348857
 GameObject:
   m_ObjectHideFlags: 0
@@ -382,12 +200,11 @@ MonoBehaviour:
   baseSpeed: 10
   speedRandomRange: 1
   angleRandomRange: 5
+  damageRate: 1
   leftBaseAngle: 135
   leftAngleRange: 30
   rightBaseAngle: 45
   rightAngleRange: 30
-  isVlowUp: 0
-  damage: 0
 --- !u!135 &4158865822622772605
 SphereCollider:
   m_ObjectHideFlags: 0

+ 3 - 1
ActionTowerDefense/Assets/Scripts/Characters/StoneStatue.cs

@@ -13,7 +13,8 @@ public class StoneStatue:MonoBehaviour
     [LabelText("子弹数量")] public int bulletCount = 3;                   
     [LabelText("基础速度")] public float baseSpeed = 10f;                  
     [LabelText("速度随机范围")] public float speedRandomRange = 2f;           
-    [LabelText("角度随机范围")] public float angleRandomRange = 5f;        
+    [LabelText("角度随机范围")] public float angleRandomRange = 5f;
+    [LabelText("子弹伤害与击破者伤害的比率")] public float damageRate = 1;
 
     [Header("向左发射角度")]
     [LabelText("向左发射的基础角度")] public float leftBaseAngle = 135f;       
@@ -123,6 +124,7 @@ public class StoneStatue:MonoBehaviour
         Bullet bullet = bulletObj.GetComponent<Bullet>();
         if (bullet != null)
         {
+            ac.attackMethod_march[0].attackInfo.damage = (int)(attackFrom.attackController.attackMethod_summon[0].attackInfo.damage * damageRate);
             bullet.BeShoot(attackFrom, transform.position, direction,false,false,null, ac.attackMethod_march[0]);
         }