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盔甲武士

1243896040 há 1 semana atrás
pai
commit
9a9e89d383

+ 0 - 4
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/LaserHit.cs

@@ -41,10 +41,6 @@ public class LaserHit : MonoBehaviour
             foreach (Character c in continueHit)
             {
                 c.BeHit(damage);
-                if (c.debugAttackFrom)
-                {
-                    c.DebugAttackFrom("Boss_YuMenGuan", damage);
-                }
             }
             damage += acc;
         }

+ 0 - 4
ActionTowerDefense/Assets/Scripts/Bullet.cs

@@ -191,10 +191,6 @@ public class Bullet : MonoBehaviour
                     }
                     hitTrigger.BeHit(attackMethod, owner);
                     BeHitEffect(other, hitTrigger);
-                    if (hitTrigger.owner.debugAttackFrom)
-                    {
-                        hitTrigger.owner.DebugAttackFrom(owner.name, attackMethod.attackInfo.damage);
-                    }
                     switch (bulletType)
                     {
                         case BulletType.Single:

+ 0 - 4
ActionTowerDefense/Assets/Scripts/Bullet_Ray.cs

@@ -198,10 +198,6 @@ public class Bullet_Ray : Bullet
                     float dir = transform.position.x < hitTrigger.transform.position.x ? -1 : 1;
                     hitTrigger.BeHit(attackMethod, owner);
                     BeHitEffect(other, hitTrigger);
-                    if (hitTrigger.owner.debugAttackFrom)
-                    {
-                        hitTrigger.owner.DebugAttackFrom(owner.name, attackMethod.attackInfo.damage);
-                    }
                     isGetTarget = true;
                     if (canStop && (hitTrigger.owner.gameObject.layer == 6 || hitTrigger.owner.gameObject.layer == 7))
                     {

+ 0 - 4
ActionTowerDefense/Assets/Scripts/Characters/AttackTrigger.cs

@@ -61,10 +61,6 @@ public class AttackTrigger : MonoBehaviour
             return;
         }
         hitTrigger.BeHit(attackMethod, owner);
-        if (hitTrigger.owner.debugAttackFrom)
-        {
-            hitTrigger.owner.DebugAttackFrom(owner.name, attackMethod.attackInfo.damage);
-        }
         if (owner.TryGetComponent(out Demonic demonic))
         {
             hitTrigger.attackerID = demonic.id;

+ 1 - 0
ActionTowerDefense/Assets/Scripts/Characters/AttributeStatus.cs

@@ -44,6 +44,7 @@ public class AttributeStatus : MonoBehaviour
     [TabGroup("샌령샌쭝")] [DisplayOnly] public int hitState;
     [TabGroup("샌령샌쭝")] [DisplayOnly] public bool isFly;
     [TabGroup("샌령샌쭝")] [DisplayOnly] public int jumpNum;
+    [TabGroup("샌령샌쭝")] [LabelText("샌령�벧굡쪽")] public float blowUpDamageRate = 1f;
     [TabGroup("샌령샌쭝")] [LabelText("뎐契제궐절")] public float jumpNumRate;
     [TabGroup("샌령샌쭝")] [LabelText("X렘蕨羸제")] public float decelerationRatioX = 2f;
     [TabGroup("샌령샌쭝")] [LabelText("Y렘蕨路제")] public float decelerationRatioY = 15f;

+ 0 - 5
ActionTowerDefense/Assets/Scripts/Characters/Character.cs

@@ -132,11 +132,6 @@ public class Character : MonoBehaviour
     [Header("传送门")]
     public bool Attack_summonShootCanTransmit;    //普攻1弓箭可以被传送
 
-    //调试开关
-    [Space]
-    [LabelText("debug攻击者")] public bool debugAttackFrom;
-
-
     public virtual void Init()
     {
         //确保组件不丢失

+ 3 - 0
ActionTowerDefense/Assets/Scripts/Characters/MoveCharacter.cs

@@ -356,6 +356,9 @@ public class MoveCharacter : Character
                         haveStackingWords = true;
                         attributeStatus.AddStackingWouds(attackMethod);
                         break;
+                    case AttackEffect.BlowUp:
+                        damageData = Mathf.RoundToInt(damageData * attributeStatus.blowUpDamageRate);
+                        break;
                 }
             }
         }