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@@ -160,7 +160,8 @@ public class PlayerController : MoveCharacter
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//怨气弹
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public GameObject angryBulletObj;
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[Header("怨气弹数量基数")] public int angryBulletNum;
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- [Header("士兵复活点位")] [ShowInInspector] public List<RebornSkill> rebornSkills = new List<RebornSkill>();
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+ [Header("士兵复活点位")] [ShowInInspector] public List<StoneStatue> rebornSkills = new List<StoneStatue>();
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+ [Header("死亡士兵统计")] [ShowInInspector] public List<DeadDemonicInformation> deadDemonicList;
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public bool btnJumpPress
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{
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@@ -364,6 +365,7 @@ public class PlayerController : MoveCharacter
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break;
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}
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demonicDic = new Dictionary<int, List<Demonic>>();
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+ deadDemonicList = new List<DeadDemonicInformation>();
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for (int i = 0; i < 5; i++)
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{
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demonicDic.Add(i, new List<Demonic>());
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@@ -1193,6 +1195,9 @@ public class PlayerController : MoveCharacter
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rb.constraints = RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotation;
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Vector3 towerPos = TowerMap.myTowers[0].transform.position;
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transform.position = new Vector3(towerPos.x + refreshPos.x , towerPos.y+refreshPos.y, 0);
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+ nextSummonNum = 1;
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+ GameUI.instance.summonNum.text = nextSummonNum.ToString();
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+ deadDemonicList = new List<DeadDemonicInformation>();
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switch (playerId)
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{
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case 0:
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@@ -1697,6 +1702,7 @@ public class PlayerController : MoveCharacter
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return;
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}
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demonicDic[demonic.id].Remove(demonic);
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+ deadDemonicList.Add(new DeadDemonicInformation(demonic.id));
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if (demonic.id <= 2)
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{
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demonicNums[demonic.id].text = demonicDic[demonic.id].Count.ToString();
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@@ -1798,10 +1804,13 @@ public class PlayerController : MoveCharacter
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}
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GameUI.instance.HurtMask((hp *1f)/totalHp);
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}
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-
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- public void CheckReborn(Demonic demonic)
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+}
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+public class DeadDemonicInformation
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+{
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+ public int id;
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+ public DeadDemonicInformation(int _id)
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{
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- if (rebornSkills.Count == 0) return;
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- rebornSkills[0].Reborn(this, demonic.id);
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+ id = _id;
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}
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}
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+
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