WGL hace 1 mes
padre
commit
cbf019a54d

La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 9862 - 18
ActionTowerDefense/Assets/Resources/Prefab/Conduct/FlyingSword.prefab


+ 28 - 10
ActionTowerDefense/Assets/Resources/Prefab/GameManager.prefab

@@ -133,19 +133,37 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   netherfireRebirth:
     attributeTag: 7
-    sacrificeRatio: 640000003c0000003200000032000000
-    power:
-    - 1
-    - 2
-    - 3
-    - 4
+    sacrificeRatio:
+    - 100
+    - 100
+    - 100
+    - 100
+    power: 01000000020000000300000004000000
     effectBonus: 5
     cd:
-    - 0
-    - 0
-    - 0
-    - 0
+    - 20
+    - 15
+    - 10
+    - 5
     randomRange: {x: 8, y: 4}
+    canDie: 0
+  flyingSwords:
+    attributeTag: 6
+    sacrificeRatio:
+    - 100
+    - 100
+    - 100
+    - 100
+    power: 02000000030000000400000005000000
+    effectBonus: 5
+    cd:
+    - 20
+    - 15
+    - 10
+    - 5
+    obj: {fileID: 256012001268456902, guid: 26ed0fb31296bdd4bb45e22ce2b925bc, type: 3}
+    angleRange: 90
+    arrivalAngle: 0
 --- !u!114 &1880576200062196086
 MonoBehaviour:
   m_ObjectHideFlags: 0

+ 12 - 19
ActionTowerDefense/Assets/Scripts/Conduct/ConductController.cs

@@ -11,6 +11,7 @@ public class ConductController : MonoBehaviour
     private PlayerController playerController;
     private ConductManager conductManager;
     private GameManager gameManager;
+    private SoldierLevelRecord soldierLevelRecord;
 
     [LabelText("品质")] public int[] rarity;
     public int[] conversionRate;
@@ -18,21 +19,6 @@ public class ConductController : MonoBehaviour
     public float[] cd;
     [LabelText("融魂技")] public ConductSkills[] conductSkills;
 
-    //扇形飞剑
-    [Serializable]
-    public struct FlyingSwords
-    {
-        public GameObject obj;
-        [LabelText("角度范围")] public float angleRange;
-        [LabelText("入射角")] public float arrivalAngle;
-        [LabelText("数量基数")] public int nums;
-        [LabelText("伤害")] public int damage;
-    }
-    private bool ShowFlyingSwords() => conductSkills.Contains(ConductSkills.FlyingSwords);
-    [ShowIf("ShowFlyingSwords")]
-    [LabelText("扇形飞剑参数")]
-    public FlyingSwords flyingSwords;
-
     [Serializable] public struct Giant
     {
         public GameObject bigGiant;
@@ -63,6 +49,7 @@ public class ConductController : MonoBehaviour
         playerController = GetComponent<PlayerController>();
         conductManager = ConductManager.instance;
         gameManager = GameManager.instance;
+        soldierLevelRecord = gameManager.GetComponent<SoldierLevelRecord>();
     }
 
     void Start()
@@ -113,6 +100,11 @@ public class ConductController : MonoBehaviour
             {
                 d.ChangeState(CharacterState.Die);
             }
+            int attackDamage = playerController.demonicPrefabs[demonicId].GetComponent<Demonic>().attackController.attackMethod_summon[0].attackInfo.damage
+                + soldierLevelRecord.seb[demonicId].summonAttack
+                + gameManager.damage;
+            List<int> myTreasureTag = gameManager.myTreasuresTag;
+            float tagAdd = 1;
             switch (conductSkills[demonicId])
             {
                 case ConductSkills.NetherfireRebirth:
@@ -134,7 +126,7 @@ public class ConductController : MonoBehaviour
                         }
                         demonic.gameObject.transform.position = targetPos;
                         demonic.attackController.attackSummonId = 0;
-                        float tagAdd = 1 + netherfireRebirth.effectBonus * gameManager.myTreasuresTag[(int)netherfireRebirth.attributeTag - 1]/100;
+                        tagAdd += netherfireRebirth.effectBonus * myTreasureTag [(int)netherfireRebirth.attributeTag - 1]/ 100;
                         int damage = demonic.attackController.attackMethod_summon[0].attackInfo.damage;
                         damage = (int)(damage * tagAdd);
                         demonic.attackController.attackMethod_summon[0].attackInfo.damage = damage;
@@ -142,15 +134,16 @@ public class ConductController : MonoBehaviour
                         playerController.lastSoldier = SoldierType.Conduct;
                     }
                     break;
-                /*弓箭手*/
                 case ConductSkills.FlyingSwords:
+                    ConductManager.FlyingSwords flyingSwords = conductManager.flyingSwords;
                     obj = PoolManager.Instantiate(flyingSwords.obj);
                     FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
                     FFS.owner = playerController;
                     FFS.angleRange = flyingSwords.angleRange;
                     FFS.arrivalAngle = flyingSwords.arrivalAngle;
-                    FFS.swordsNum = boostNum * flyingSwords.nums;
-                    FFS.damage = flyingSwords.damage;
+                    FFS.swordsNum = dienum * flyingSwords.power[rarity[demonicId]];
+                    tagAdd += flyingSwords.effectBonus * myTreasureTag[(int)flyingSwords.attributeTag - 1] / 100;
+                    FFS.damage = (int)(attackDamage * tagAdd);
                     FFS.Biu();
                     break;
                 /*胖子*/

+ 18 - 4
ActionTowerDefense/Assets/Scripts/Conduct/ConductManager.cs

@@ -8,8 +8,7 @@ public enum ConductSkills
 {
     Null,
     [LabelText("冥火涅槃")] NetherfireRebirth,
-    [LabelText("扇形飞剑")]
-    FlyingSwords,
+    [LabelText("电光炮")] FlyingSwords,
     [LabelText("合成大胖子")]
     Giant,
     [LabelText("光球")]
@@ -23,8 +22,8 @@ public class ConductManager : MonoBehaviour
     [Serializable] public struct NetherfireRebirth
     {
         [LabelText("标签")] public AttributeTag attributeTag;
-        [LabelText("献祭比例(%)")] public int[] sacrificeRatio;
-        [LabelText("效果规模")] public float[] power;
+        [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
+        [LabelText("效果规模")] public int[] power;
         [LabelText("效果加成(%)")] public float effectBonus;
         [LabelText("CD")] public float[] cd;
         [LabelText("随机范围")] public Vector2 randomRange;
@@ -32,6 +31,21 @@ public class ConductManager : MonoBehaviour
     }
     [LabelText("冥火涅槃")] public NetherfireRebirth netherfireRebirth;
 
+    //电光炮
+    [Serializable]
+    public struct FlyingSwords
+    {
+        [LabelText("标签")] public AttributeTag attributeTag;
+        [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
+        [LabelText("效果规模")] public int[] power;
+        [LabelText("效果加成(%)")] public float effectBonus;
+        [LabelText("CD")] public float[] cd;
+        public GameObject obj;
+        [LabelText("角度范围")] public float angleRange;
+        [LabelText("入射角")] public float arrivalAngle;
+    }
+    [LabelText("电光炮")] public FlyingSwords flyingSwords;
+
     private void Awake()
     {
         if(!instance)

Algunos archivos no se mostraron porque demasiados archivos cambiaron en este cambio