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暂存,boss一些内容&&士兵初始等级调试

SZAND\msx_2 4 hónapja
szülő
commit
7a3b38d13b
20 módosított fájl, 2182 hozzáadás és 460 törlés
  1. 401 448
      ActionTowerDefense/Assets/Resources/Prefab/Boss/WaterSprite/Boss_Braid.prefab
  2. 1192 0
      ActionTowerDefense/Assets/Resources/Prefab/Boss/WaterSprite/Boss_Umbrella.prefab
  3. 7 0
      ActionTowerDefense/Assets/Resources/Prefab/Boss/WaterSprite/Boss_Umbrella.prefab.meta
  4. 28 5
      ActionTowerDefense/Assets/Resources/Spine/Boss_braid/Boss_braid_SkeletonData_Controller.controller
  5. 1 1
      ActionTowerDefense/Assets/Resources/Spine/Boss_umbrella/Boss_braid_SkeletonData.asset
  6. 343 0
      ActionTowerDefense/Assets/Resources/Spine/Boss_umbrella/Boss_braid_SkeletonData_Controller.controller
  7. 8 0
      ActionTowerDefense/Assets/Resources/Spine/Boss_umbrella/Boss_braid_SkeletonData_Controller.controller.meta
  8. 8 0
      ActionTowerDefense/Assets/Resources/Spine/Boss_umbrella/ReferenceAssets.meta
  9. 16 0
      ActionTowerDefense/Assets/Resources/Spine/Boss_umbrella/ReferenceAssets/dive_end.asset
  10. 8 0
      ActionTowerDefense/Assets/Resources/Spine/Boss_umbrella/ReferenceAssets/dive_end.asset.meta
  11. 16 0
      ActionTowerDefense/Assets/Resources/Spine/Boss_umbrella/ReferenceAssets/idle.asset
  12. 8 0
      ActionTowerDefense/Assets/Resources/Spine/Boss_umbrella/ReferenceAssets/idle.asset.meta
  13. 2 0
      ActionTowerDefense/Assets/Scripts/Boss/Boss.cs
  14. 8 0
      ActionTowerDefense/Assets/Scripts/Boss/WaterGhost/SpineEvent_WaterSprite.cs
  15. 11 0
      ActionTowerDefense/Assets/Scripts/Boss/WaterGhost/SpineEvent_WaterSprite.cs.meta
  16. 59 5
      ActionTowerDefense/Assets/Scripts/Boss/WaterGhost/WaterSprite.cs
  17. 1 1
      ActionTowerDefense/Assets/Scripts/Rougue/SoldierEXP.cs
  18. 2 0
      ActionTowerDefense/Assets/Scripts/Rougue/SoldierLevelRecord.cs
  19. 52 0
      ActionTowerDefense/Assets/Scripts/Rougue/Test_LevelSetting.cs
  20. 11 0
      ActionTowerDefense/Assets/Scripts/Rougue/Test_LevelSetting.cs.meta

A különbségek nem kerülnek megjelenítésre, a fájl túl nagy
+ 401 - 448
ActionTowerDefense/Assets/Resources/Prefab/Boss/WaterSprite/Boss_Braid.prefab


+ 1192 - 0
ActionTowerDefense/Assets/Resources/Prefab/Boss/WaterSprite/Boss_Umbrella.prefab

@@ -0,0 +1,1192 @@
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+ 1 - 1
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ActionTowerDefense/Assets/Scripts/Boss/Boss.cs

@@ -17,6 +17,7 @@ public enum AttackCategories
 {
     A = 0,
     B = 1,
+    C = 2,
 }
 
 public class Boss : MoveCharacter
@@ -25,6 +26,7 @@ public class Boss : MoveCharacter
     [Header("Boss属性")]
     [Header("当前索敌是对塔还是对玩家")]
     public TargetType curTarget;
+    [HideInInspector]
     public PlayerController pc;
 
     [Header("Boss攻击规律")]

+ 8 - 0
ActionTowerDefense/Assets/Scripts/Boss/WaterGhost/SpineEvent_WaterSprite.cs

@@ -0,0 +1,8 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SpineEvent_WaterSprite : MonoBehaviour
+{
+
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Boss/WaterGhost/SpineEvent_WaterSprite.cs.meta

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+guid: 9fec932cd51078140a4fd3d0d9e189a6
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ActionTowerDefense/Assets/Scripts/Boss/WaterGhost/WaterSprite.cs

@@ -16,10 +16,16 @@ public class WaterSprite : Boss
 
     public BossState bossState;             //boss当前的状态
 
+    [Space(30)]
     [Header("水诡白家娘娘")]
+    [LabelText("站在水面时的y轴")]
+    public float OnWaterPosY;
 
     [Header("移动")]
     public Vector3 aimPos;
+    public float minHeight, maxHeight;
+    public float minLength, maxLength;
+    private float nowAimX;                  //现在要落在水面的x轴
 
     [Header("黑伞")]
     public GameObject umbrellaPrefab;       //预制体
@@ -35,14 +41,62 @@ public class WaterSprite : Boss
     private GameObject hairInstance;
     private HairSprint hairSprint;
 
+    //下一步移动位置
+    private float GetAimPos()
+    {
+        float aimX = aimPos.x;
+        float dis = transform.position.x - aimPos.x;
+        int fx = 1;
+        if (dis > 0)
+        {
+            fx = -1;
+        }
+        else
+        {
+            dis = -dis;
+        }
+        //和目标位置的距离 小于 最低移动距离时,移动到目标位置
+        if (dis < minLength)
+        {
+            aimX = aimPos.x;
+        }
+        //和目标位置的距离 小于 最低移动距离的两倍时,移动最低移动距离
+        else if (dis < minLength * 2)
+        {
+            aimX = transform.position.x + minLength * fx;
+        }
+        //在移动距离阈值内随机
+        else
+        {
+            float maxX = maxLength;
+            //最远移动距离 大于 目前距离-最小移动距离
+            if (maxLength > dis - minLength)
+            {
+                maxX = dis - minLength;
+            }
+            aimX = transform.position.x + Random.Range(minLength, maxX) * fx;
+        }
+        return aimX;
+    }
 
     //步步生花
-    private Vector3 GetAimPos()
+    private void SingleMove(Vector3 aimPos)
+    {
+        
+    }
+
+    public override void ToMove()
     {
-        Vector3 aim;
-        aim = pc.bodyTrans.position;
-        aim.y = transform.position.y;
-        return aim;
+        ani.Play("move");
+        
+    }
+
+    public override void OnMove()
+    {
+        if (Mathf.Abs(transform.position.x - nowAimX) <= 0.2f)
+        {
+            ToMove();
+        }
     }
 
     //黑伞回旋镖

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Rougue/SoldierEXP.cs

@@ -79,7 +79,7 @@ public class SoldierEXP : MonoBehaviour
         {
             if (ssexp[i].st == st)
             {
-                if (ssexp[i].curEXP >= needEXP[i].curEXP)
+                while (ssexp[i].curEXP >= needEXP[i].curEXP)
                 {
                     //Éý¼¶
                     ssexp[i].level += 1;

+ 2 - 0
ActionTowerDefense/Assets/Scripts/Rougue/SoldierLevelRecord.cs

@@ -47,6 +47,8 @@ public class SoldierLevelRecord : MonoBehaviour
         allSoldierEXPLists = new List<SoldierEXPList>();
         RecordLevelLists();
         CurGameSoldierEXPList();
+        //测试用——开局士兵初始等级
+        GetComponent<Test_LevelSetting>().TestLevel();
     }
     
     private SoldierType TranStringToSoldierType(string sname)

+ 52 - 0
ActionTowerDefense/Assets/Scripts/Rougue/Test_LevelSetting.cs

@@ -0,0 +1,52 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using Sirenix.OdinInspector;
+using cfg;
+
+public class Test_LevelSetting : MonoBehaviour
+{
+    [System.Serializable]
+    public struct LevelSetting
+    {
+        [LabelText("Ê¿±øÖÖÀà")]
+        public SoldierType st;
+        [LabelText("³õʼµÈ¼¶")]
+        public int origLevel;
+    }
+    public LevelSetting[] levelSettings = new LevelSetting[3];
+    private SoldierEXP sexp;
+    private SoldierLevelRecord slr;
+
+    public void TestLevel()
+    {
+        sexp = GetComponent<SoldierEXP>();
+        slr = GetComponent<SoldierLevelRecord>();
+        foreach (LevelSetting ls in levelSettings)
+        {
+            if (ls.origLevel < 2)
+            {
+                continue;
+            }
+            int needEXP = 0;
+            int level = 1;
+            foreach (SoldierLevelRecord.SoldierEXPList sel in SoldierLevelRecord.soldierEXPlists)
+            {
+                if (sel.st == ls.st)
+                {
+                    foreach (SingleSoldierLevel ssl in sel.ssl)
+                    {
+                        level += 1;
+                        needEXP += ssl.EXP;
+                        if (level == ls.origLevel)
+                        {
+                            break;
+                        }
+                    }
+                    break;
+                }
+            }
+            sexp.AddEXP(ls.st, needEXP);
+        }
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Rougue/Test_LevelSetting.cs.meta

@@ -0,0 +1,11 @@
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+guid: 4b509edfbc0a728499dbf937a04ce3e1
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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