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@@ -13,8 +13,8 @@ public class ConductController : MonoBehaviour
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public enum ConductSkills
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public enum ConductSkills
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{
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{
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//弓箭手
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//弓箭手
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- [LabelText("怨气弹")]
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- AngryBullet,
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+ //[LabelText("怨气弹")]
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+ //AngryBullet,
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[LabelText("扇形飞剑")]
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[LabelText("扇形飞剑")]
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FlyingSwords,
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FlyingSwords,
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@@ -23,21 +23,36 @@ public class ConductController : MonoBehaviour
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Giant,
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Giant,
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[LabelText("光球")]
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[LabelText("光球")]
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Photon,
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Photon,
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- [LabelText("增加攻击力")]
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- AddAttack,
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+ //[LabelText("增加攻击力")]
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+ //AddAttack,
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//棒子
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//棒子
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- [LabelText("泰山压顶")]
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- Mountain,
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- [LabelText("气功波")]
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- WavePower,
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- [LabelText("御剑术")]
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- SwordsControl,
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+ //[LabelText("泰山压顶")]
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+ //Mountain,
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+ //[LabelText("气功波")]
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+ //WavePower,
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+ //[LabelText("御剑术")]
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+ //SwordsControl,
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}
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}
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[LabelText("转换率")] public float[] conversionRate;
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[LabelText("转换率")] public float[] conversionRate;
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[LabelText("融魂技")] public ConductSkills[] conductSkills;
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[LabelText("融魂技")] public ConductSkills[] conductSkills;
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-
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+
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+ //扇形飞剑
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+ [Serializable]
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+ public struct FlyingSwords
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+ {
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+ public GameObject obj;
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+ [LabelText("角度范围")] public float angleRange;
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+ [LabelText("入射角")] public float arrivalAngle;
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+ [LabelText("数量基数")] public int nums;
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+ [LabelText("伤害")] public int damage;
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+ }
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+ private bool ShowFlyingSwords() => conductSkills.Contains(ConductSkills.FlyingSwords);
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+ [ShowIf("ShowFlyingSwords")]
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+ [LabelText("扇形飞剑参数")]
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+ public FlyingSwords flyingSwords;
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+
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[Serializable] public struct Giant
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[Serializable] public struct Giant
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{
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{
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public GameObject bigGiant;
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public GameObject bigGiant;
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@@ -62,6 +77,7 @@ public class ConductController : MonoBehaviour
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[ShowIf("ShowPhotosphere")][LabelText("光球参数")]
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[ShowIf("ShowPhotosphere")][LabelText("光球参数")]
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public Photon photon;
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public Photon photon;
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+
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private void Awake()
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private void Awake()
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{
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{
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playerController = GetComponent<PlayerController>();
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playerController = GetComponent<PlayerController>();
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@@ -104,6 +120,17 @@ public class ConductController : MonoBehaviour
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}
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}
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switch (conductSkills[demonicId])
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switch (conductSkills[demonicId])
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{
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{
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+ /*弓箭手*/
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+ case ConductSkills.FlyingSwords:
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+ obj = Instantiate(flyingSwords.obj);
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+ FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
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+ FFS.owner = playerController;
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+ FFS.angleRange = flyingSwords.angleRange;
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+ FFS.arrivalAngle = flyingSwords.arrivalAngle;
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+ FFS.swordsNum = boostNum * flyingSwords.nums;
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+ FFS.damage = flyingSwords.damage;
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+ FFS.Biu();
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+ break;
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/*胖子*/
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/*胖子*/
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//融合大胖子
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//融合大胖子
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case ConductSkills.Giant:
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case ConductSkills.Giant:
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@@ -235,15 +262,7 @@ public class ConductController : MonoBehaviour
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// angryBulletControl.cacheConductId = cacheConductId;
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// angryBulletControl.cacheConductId = cacheConductId;
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// angryBulletControl.maxNum = boostNum * angryBulletNum;
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// angryBulletControl.maxNum = boostNum * angryBulletNum;
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// break;
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// break;
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- // case ConductSkills.FlyingSwords:
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- // obj = Instantiate(fanFlyingSwords);
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- // FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
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- // FFS.owner = this;
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- // FFS.angleRange = flyingSwordsAngleRange;
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- // FFS.arrivalAngle = flyintSwordsArrivalAngle;
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- // FFS.swordsNum = boostNum * flyingSwordsNum;
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- // FFS.Biu();
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- // break;
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+
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}
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}
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}
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}
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}
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}
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