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@@ -92,7 +92,7 @@ public class GameManager : MonoBehaviour
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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("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("触发概率")] [PropertyRange(0, 100)] public int windProbability = 100;
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- [FoldoutGroup("标签/风")] [LabelText("对地面敌人的击飞力度")] public float forceToGround = 100f;
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+ [FoldoutGroup("标签/风")] [LabelText("对地面敌人的击飞力度")] public float forceToGround = 80f;
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[FoldoutGroup("标签/风")] [LabelText("落地伤害比率")] public float landingDamageRate = 1f;
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[FoldoutGroup("标签/风")] [LabelText("落地伤害比率")] public float landingDamageRate = 1f;
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[FoldoutGroup("标签/风")] [LabelText("对飞行敌人的水平力度")] public float forceToFly = 80f;
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[FoldoutGroup("标签/风")] [LabelText("对飞行敌人的水平力度")] public float forceToFly = 80f;
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@@ -104,7 +104,10 @@ public class GameManager : MonoBehaviour
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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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[FoldoutGroup("标签/岩")] [LabelText("石像生命值占总生命比值")] public float stoneHpRadio = 1;
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[FoldoutGroup("标签/天")] [LabelText("是否启用")] public bool isSkyEnable = false;
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[FoldoutGroup("标签/天")] [LabelText("是否启用")] public bool isSkyEnable = false;
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- [FoldoutGroup("标签/天")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int skyProbability = 100;
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+ [FoldoutGroup("标签/天")] [LabelText("最大比例")] public float maxScale = 2;
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+ [FoldoutGroup("标签/天")] [LabelText("地面高度")] public float groundHeight = 0;
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+ [FoldoutGroup("标签/天")] [LabelText("成长比例")] public float enlargeScale = 0.3f;
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+
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[FoldoutGroup("标签/地")] [LabelText("是否启用")] public bool isGroundEnable = false;
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[FoldoutGroup("标签/地")] [LabelText("是否启用")] public bool isGroundEnable = false;
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[FoldoutGroup("标签/地")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int groundProbability = 100;
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[FoldoutGroup("标签/地")] [LabelText("触发概率")] [PropertyRange(0, 100)] public int groundProbability = 100;
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@@ -379,22 +382,18 @@ public class GameManager : MonoBehaviour
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break;
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break;
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case "回血":
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case "回血":
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regeneration += (int)data;
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regeneration += (int)data;
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- player.regeneration += (int)data;
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break;
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break;
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case "吸血":
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case "吸血":
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lifesteal += (int)data;
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lifesteal += (int)data;
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break;
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break;
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case "护甲":
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case "护甲":
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armor += (int)data;
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armor += (int)data;
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- player.attributeStatus.resistances.armor += (int)data;
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break;
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break;
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case "闪避":
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case "闪避":
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dodge += (int)data;
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dodge += (int)data;
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- player.attributeStatus.resistances.dodge += (int)data;
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break;
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break;
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case "血量上限":
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case "血量上限":
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totalHp += (int)data;
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totalHp += (int)data;
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- player.totalHp += (int)data;
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break;
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break;
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case "金币获得增加":
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case "金币获得增加":
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increasedGoldGain += (int)data;
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increasedGoldGain += (int)data;
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