WGL преди 1 месец
родител
ревизия
8e1c7a186e

+ 23 - 4
ActionTowerDefense/Assets/Resources/Prefab/GameManager.prefab

@@ -64,6 +64,7 @@ MonoBehaviour:
   shopButton: {fileID: 0}
   shopUI: {fileID: 0}
   moneyText: {fileID: 0}
+  player: {fileID: 0}
   rewardTime: 90
   totalMoney: 600
   extraMoney: 100
@@ -92,6 +93,12 @@ MonoBehaviour:
   isRockEnable: 0
   rockProbability: 100
   stoneHpRadio: 1
+  isSkyEnable: 0
+  skyProbability: 100
+  isGroundEnable: 0
+  groundProbability: 100
+  resurrectionTime: 3
+  deadHp: 20
   tagWeight:
   - 20
   - 15
@@ -159,7 +166,11 @@ MonoBehaviour:
     - 50
     - 50
     power: 01000000020000000300000004000000
-    effectBonus: 5
+    effectBonus:
+    - 1
+    - 2
+    - 3
+    - 4
     cd:
     - 20
     - 15
@@ -175,7 +186,11 @@ MonoBehaviour:
     - 50
     - 50
     power: 03000000030000000400000005000000
-    effectBonus: 5
+    effectBonus:
+    - 1
+    - 2
+    - 3
+    - 4
     cd:
     - 20
     - 15
@@ -189,8 +204,12 @@ MonoBehaviour:
     - 60
     - 50
     - 50
-    power: 0a000000050000000700000009000000
-    effectBonus: 5
+    power: 03000000050000000700000009000000
+    effectBonus:
+    - 1
+    - 2
+    - 3
+    - 4
     cd:
     - 20
     - 15

+ 7 - 6
ActionTowerDefense/Assets/Scripts/Conduct/ConductController.cs

@@ -105,11 +105,12 @@ public class ConductController : MonoBehaviour
                 + gameManager.damage;
             List<int> myTreasureTag = gameManager.myTreasuresTag;
             float tagAdd = 1;
+            int demonicRarity = rarity[demonicId];
             switch (conductSkills[demonicId])
             {
                 case ConductSkills.NetherfireRebirth:
                     ConductManager.NetherfireRebirth netherfireRebirth = conductManager.netherfireRebirth;
-                    for (int i = 0;i<dienum * netherfireRebirth.power[rarity[demonicId]]; i++)
+                    for (int i = 0;i<dienum * netherfireRebirth.power[demonicRarity]; i++)
                     {
                         Demonic demonic = playerController.CreateDemonic(demonicId);
                         if (netherfireRebirth.canDie)
@@ -126,7 +127,7 @@ public class ConductController : MonoBehaviour
                         }
                         demonic.gameObject.transform.position = targetPos;
                         demonic.attackController.attackSummonId = 0;
-                        tagAdd += netherfireRebirth.effectBonus * myTreasureTag [(int)netherfireRebirth.attributeTag - 1]/ 100;
+                        tagAdd += netherfireRebirth.effectBonus[demonicRarity] * myTreasureTag [(int)netherfireRebirth.attributeTag - 1]/ 100;
                         int damage = demonic.attackController.attackMethod_summon[0].attackInfo.damage;
                         damage = (int)(damage * tagAdd);
                         demonic.attackController.attackMethod_summon[0].attackInfo.damage = damage;
@@ -139,8 +140,8 @@ public class ConductController : MonoBehaviour
                     obj = PoolManager.Instantiate(flyingSwords.obj);
                     FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
                     FFS.owner = playerController;
-                    FFS.swordsNum = dienum * flyingSwords.power[rarity[demonicId]];
-                    tagAdd += flyingSwords.effectBonus * myTreasureTag[(int)flyingSwords.attributeTag - 1] / 100;
+                    FFS.swordsNum = dienum * flyingSwords.power[demonicRarity];
+                    tagAdd += flyingSwords.effectBonus[demonicRarity] * myTreasureTag[(int)flyingSwords.attributeTag - 1] / 100;
                     FFS.damage = (int)(attackDamage * tagAdd);
                     FFS.Biu();
                     break;
@@ -149,8 +150,8 @@ public class ConductController : MonoBehaviour
                     obj = PoolManager.Instantiate(iceRain.obj);
                     IceRainController iceRainController = obj.GetComponent<IceRainController>();
                     iceRainController.owner = playerController;
-                    iceRainController.swordsNum = dienum * iceRain.power[rarity[demonicId]];
-                    tagAdd += iceRain.effectBonus * myTreasureTag[(int)iceRain.attributeTag - 1] / 100;
+                    iceRainController.swordsNum = dienum * iceRain.power[demonicRarity];
+                    tagAdd += iceRain.effectBonus[demonicRarity] * myTreasureTag[(int)iceRain.attributeTag - 1] / 100;
                     iceRainController.damage = (int)(attackDamage * tagAdd);
                     iceRainController.Biu();
                     break;

+ 3 - 3
ActionTowerDefense/Assets/Scripts/Conduct/ConductManager.cs

@@ -25,7 +25,7 @@ public class ConductManager : MonoBehaviour
         [LabelText("标签")] public AttributeTag attributeTag;
         [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
         [LabelText("效果规模")] public int[] power;
-        [LabelText("效果加成(%)")] public float effectBonus;
+        [LabelText("效果加成(%)")] public float[] effectBonus;
         [LabelText("CD")] public float[] cd;
         [LabelText("随机范围")] public Vector2 randomRange;
         [LabelText("是否会死亡")] public bool canDie;
@@ -38,7 +38,7 @@ public class ConductManager : MonoBehaviour
         [LabelText("标签")] public AttributeTag attributeTag;
         [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
         [LabelText("效果规模")] public int[] power;
-        [LabelText("效果加成(%)")] public float effectBonus;
+        [LabelText("效果加成(%)")] public float[] effectBonus;
         [LabelText("CD")] public float[] cd;
         public GameObject obj;
     }
@@ -50,7 +50,7 @@ public class ConductManager : MonoBehaviour
         [LabelText("标签")] public AttributeTag attributeTag;
         [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
         [LabelText("效果规模")] public int[] power;
-        [LabelText("效果加成(%)")] public float effectBonus;
+        [LabelText("效果加成(%)")] public float[] effectBonus;
         [LabelText("CD")] public float[] cd;
         public GameObject obj;
     }