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ActionTowerDefense/Assets/Resources/Prefab/Conduct/Demonic_BigGiant.prefab

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ActionTowerDefense/Assets/Resources/Prefab/Demonic_Giant.prefab

@@ -481,8 +481,8 @@ MonoBehaviour:
     repelValue: 31
   attackTriggers:
   - {fileID: 7729941002223262554}
-  attackAddDegree: 0
-  addAttackEffect: {fileID: 417478504669294145, guid: 3b9e1b8087a2c2441a51fff8fec35d4f, type: 3}
+  addAttackEffect: {fileID: 0}
+  curDamage: 
   targetTypes: 040000000500000006000000
   targetCharacter: {fileID: 0}
   attackTarget: {fileID: 0}
@@ -560,7 +560,7 @@ MonoBehaviour:
   heavyDamage: 0
   player: {fileID: 0}
   playerID: 0
-  id: 0
+  id: 1
   costMp: 75
   totalSummonTime: 0.5
   canFly: 0

+ 2 - 0
ActionTowerDefense/Assets/Resources/Prefab/Player.prefab

@@ -878,6 +878,7 @@ MonoBehaviour:
   minRotateSpeed: 5
   isFloat: 0
   normalFallSpeed: 10
+  effect: {fileID: 0}
   playerMe: {fileID: 0}
   playerAni: {fileID: 0}
   playerCol: {fileID: 0}
@@ -1006,6 +1007,7 @@ MonoBehaviour:
   conductCanRelease: 010101
   conductReadyTip: {fileID: 946637326309089849}
   demonicNum: 
+  bigGiant: {fileID: 5440846222648032759, guid: d64528a2dcc945b4a9ea5d5a859679f3, type: 3}
   photosphereObj: {fileID: 256012001268456902, guid: ba2e5bcb5c7ac604ea72b2fcb544a3cb, type: 3}
   addAttack: 0.2
   attackEffect: {fileID: 417478504669294145, guid: 3b9e1b8087a2c2441a51fff8fec35d4f, type: 3}

+ 37 - 0
ActionTowerDefense/Assets/Scripts/MoveCharacter.cs

@@ -77,6 +77,13 @@ public class MoveCharacter : Character
 
     public float normalFallSpeed;
 
+    [Header("临时血量")]
+    public GameObject effect;
+    private int temptHP;
+    private int curHP;
+    private float continueTime;
+    private bool isTempt;
+
     [Header("变身前记录玩家属性")]
     public SkeletonMecanim playerMe;
     public Animator playerAni;
@@ -281,8 +288,38 @@ public class MoveCharacter : Character
         }
     }
 
+    public void GetTemptHP(int addTemptHP, float time)
+    {
+        isTempt = true;
+        effect.SetActive(true);
+        curHP = hp;
+        totalHp += addTemptHP;
+        hp += addTemptHP;
+        temptHP = addTemptHP;
+        continueTime = time;
+    }
+
+    private void LoseTemptHP()
+    {
+        isTempt = false;
+        effect.SetActive(false);
+        totalHp -= temptHP;
+        if (hp > curHP)
+        {
+            hp = curHP;
+        }
+    }
+
     public virtual void Update()
     {
+        if (isTempt)
+        {
+            continueTime -= Time.deltaTime;
+            if (continueTime <= 0 || hp <= curHP)
+            {
+                LoseTemptHP();
+            }
+        }
         if (beLarger)
         {
             Enlarge();

+ 51 - 0
ActionTowerDefense/Assets/Scripts/PlayerController.cs

@@ -170,6 +170,8 @@ public class PlayerController : MoveCharacter
     public ConductReadyTip conductReadyTip; //指挥技就绪
     private bool isReadyConduct;
     public int[] demonicNum;                //JKL召唤的使魔的数量
+    //大胖子
+    public GameObject bigGiant;
     //光球
     public GameObject photosphereObj;
     //攻击力
@@ -679,6 +681,55 @@ public class PlayerController : MoveCharacter
             bool costMp = true; //如果指挥技能要消耗的使魔数量为0就改成false
             switch (conductSkills[cacheConductId])
             {
+                case ConductSkills.Giant:
+                    if (demonicDic[1].Count > 0)
+                    {
+                        int tempthp = giantNum * 1000;
+                        foreach(Demonic d in giants)
+                        {
+                            d.ChangeState(CharacterState.Die);
+                        }
+                        ChangeState(CharacterState.Summon);
+                        GameObject prefab = bigGiant;
+                        summonTime = prefab.GetComponent<Demonic>().totalSummonTime;
+                        GameObject demonicObj = PoolManager.Instantiate(prefab);
+                        Demonic demonic = demonicObj.GetComponent<Demonic>();
+                        demonic.playerID = playerId;
+                        demonicObj.transform.parent = null;
+                        demonicObj.transform.localEulerAngles = Vector3.zero;
+                        demonicObj.transform.localScale = new Vector3(2, 2, 2);
+                        Vector3 offset = demonicSummonPos[1] * 2;
+                        if (bodyTrans.localScale.x > 0)
+                        {
+                            demonicObj.transform.position = transform.position + offset;
+                            if (demonic.bodyTrans.localScale.x < 0)
+                            {
+                                demonic.Turn();
+                            }
+                        }
+                        else
+                        {
+                            demonicObj.transform.position = transform.position + new Vector3(-offset.x, offset.y, offset.z);
+                            if (demonic.bodyTrans.localScale.x > 0)
+                            {
+                                demonic.Turn();
+                            }
+                        }
+                        demonic.player = this;
+                        demonic.Init();
+                        int order = prefab.GetComponent<Demonic>().baseSortingOrder + demonicDic[demonic.id].Count;
+                        demonic.SetSortingOrder(order);
+                        if (isInSoulTower)
+                        {
+                            ls.AddDenomic(demonic);
+                        }
+                        demonic.GetTemptHP(tempthp, 5);
+                    }
+                    else
+                    {
+                        costMp = false;
+                    }
+                    break;
                 case ConductSkills.Photosphere:
                     if(demonicDic[1].Count > 0)
                     {