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@@ -27,7 +27,7 @@ public class ConductManager : MonoBehaviour
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[ShowIf("@!bUseFixedSacrifice")][LabelText("献祭比例(%)")] public float[] sacrificeRatio;
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
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[ShowIf("bUseFixedSacrifice")][LabelText("献祭数量")] public int[] sacrificeValue;
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- [LabelText("效果规模")] public int[] power;
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+ [LabelText("效果规模")] public float[] power;
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[LabelText("效果加成(%)")] public float[] effectBonus;
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[LabelText("随机范围")] public Vector2 randomRange;
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[LabelText("是否会死亡")] public bool canDie;
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@@ -42,7 +42,7 @@ public class ConductManager : MonoBehaviour
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
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[ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
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- [LabelText("效果规模")] public int[] power;
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+ [LabelText("效果规模")] public float[] power;
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[LabelText("效果加成(%)")] public float[] effectBonus;
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public GameObject obj;
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}
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@@ -56,7 +56,7 @@ public class ConductManager : MonoBehaviour
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
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[ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
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- [LabelText("效果规模")] public int[] power;
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+ [LabelText("效果规模")] public float[] power;
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[LabelText("效果加成(%)")] public float[] effectBonus;
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public GameObject obj;
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}
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@@ -70,7 +70,7 @@ public class ConductManager : MonoBehaviour
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
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[ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
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- [LabelText("效果规模")] public int[] power;
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+ [LabelText("效果规模")] public float[] power;
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[LabelText("效果加成(%)")] public float[] effectBonus;
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public GameObject obj;
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}
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@@ -84,7 +84,7 @@ public class ConductManager : MonoBehaviour
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
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[ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
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- [LabelText("效果规模")] public int[] power;
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+ [LabelText("效果规模")] public float[] power;
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[LabelText("效果加成(%)")] public float[] effectBonus;
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}
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[LabelText("灵血聚合器")] public SpiritBloodAggregator spiritBloodAggregator;
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@@ -97,12 +97,26 @@ public class ConductManager : MonoBehaviour
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
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[ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
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[ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
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- [LabelText("效果规模")] public int[] power;
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+ [LabelText("效果规模")] public float[] power;
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[LabelText("效果加成(%)")] public float[] effectBonus;
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public GameObject obj;
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}
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[LabelText("游龙球")] public WanderingDragonOrb wanderingDragonOrb;
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+ //龙卷扇
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+ [Serializable] public struct TornadoFan
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+ {
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+ [LabelText("标签")] public AttributeTag attributeTag;
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+ [LabelText("献祭方式")] [Tooltip("勾选定额;不勾选百分比")] public bool bUseFixedSacrifice;
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+ [ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
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+ [ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
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+ [ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
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+ [LabelText("效果规模")] public float[] power;
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+ [LabelText("效果加成(%)")] public float[] effectBonus;
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+ public GameObject obj;
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+ }
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+ [LabelText("游龙球")] public TornadoFan tornadoFan;
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+
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private void Awake()
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{
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if(!instance)
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