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JKL献祭对应使魔

LAPTOP-OM1V99U2\永远de小亡灵 10 luni în urmă
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ActionTowerDefense/Assets/Resources/Prefab/Conduct/Demonic_BigArrow.prefab

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   wavePowerObj: {fileID: 8625694250200680089, guid: 2ee85ceccd170b94b8ba929f3b58af5f, type: 3}
+  wavePowerDamage: 100
   flyingSwordsObj: {fileID: 256012001268456902, guid: 28fffa39583087344b7b2620e7284dd5, type: 3}
   swordsDamage: 100
   angryBulletObj: {fileID: 8625694250200680089, guid: 4a30da3dcf83256468df404f06d44533, type: 3}
+  angryBulletNum: 7
   fanFlyingSwords: {fileID: 256012001268456902, guid: 26ed0fb31296bdd4bb45e22ce2b925bc, type: 3}
-  flyingSwordsAngleRange: 60
+  flyingSwordsAngleRange: 90
+  flyintSwordsArrivalAngle: 0
+  flyingSwordsNum: 7
   isClickBtnJump: 0
   isClickBtnRush: 0
   isKeepBtnRush: 0

+ 2 - 1
ActionTowerDefense/Assets/Scripts/Conduct/Mountain.cs

@@ -8,6 +8,7 @@ public class Mountain : MonoBehaviour
     public PlayerController pc;
     public int id;
     public Foot foot;
+    public int demonicNum; 
 
     private void Update()
     {
@@ -25,7 +26,7 @@ public class Mountain : MonoBehaviour
             Enemy en = other.GetComponentInParent<Enemy>();
             en.willComaTime = comaTime;
             en.willBeComa = true;
-            en.comaDamage = pc.swordNum * 100;
+            en.comaDamage = demonicNum * 100;
             en.ChangeState(CharacterState.Fall);
         }
     }

+ 0 - 28
ActionTowerDefense/Assets/Scripts/Demonic.cs

@@ -726,20 +726,6 @@ public class Demonic : MoveCharacter
                 aniCollider.Play("NotAttack", 1, 0);
                 break;
             case CharacterState.Die:
-                switch (id)
-                {
-                    case 0:
-                        player.arrowNum++;
-                        break;
-                    case 1:
-                        player.giantNum++;
-                        break;
-                    case 2:
-                        player.swordNum++;
-                        break;
-                    default:
-                        break;
-                }
                 isDie = false;
                 break;
             case CharacterState.Weak:
@@ -807,20 +793,6 @@ public class Demonic : MoveCharacter
                 aniCollider.Play("Die", 0, 0);
                 isDie = true;
                 dieKeepTime = totalDieKeepTime;
-                switch (id)
-                {
-                    case 0:
-                        player.arrowNum--;
-                        break;
-                    case 1:
-                        player.giantNum--;
-                        break;
-                    case 2:
-                        player.swordNum--;
-                        break;
-                    default:
-                        break;
-                }
                 break;
             case CharacterState.Weak:
                 weakTime = totalWeakTime;

+ 109 - 192
ActionTowerDefense/Assets/Scripts/PlayerController.cs

@@ -134,9 +134,6 @@ public class PlayerController : MoveCharacter
     private List<Demonic> arrows = new List<Demonic>();
     private List<Demonic> giants = new List<Demonic>();
     private List<Demonic> swords = new List<Demonic>();
-    public int arrowNum;
-    public int giantNum;
-    public int swordNum;
 
     [Header("攻击")]
     public PlayerAttackState attackState;
@@ -164,7 +161,6 @@ public class PlayerController : MoveCharacter
     private int cacheConductId;
     [Header("召唤相应时间")] [Tooltip("在此时间内松手为召唤")] public float totalCacheSummonTime;
     [Header("指挥相应时间")] [Tooltip("在此时间以外松手为指挥")] public float[] canConductTime;
-    [Header("指挥相应耗蓝")] [Tooltip("输入相应的技能耗蓝")] public float[] conductCostMp;
     [Header("指挥技能")] [Tooltip("选择相应的指挥技能")] public ConductSkills[] conductSkills;
     public bool[] conductCanRelease;        //能否进入指挥技蓄力状态
     public ConductReadyTip conductReadyTip; //指挥技就绪
@@ -172,27 +168,33 @@ public class PlayerController : MoveCharacter
     [Header("时间倍率")] [Tooltip("时间速度放慢到正常的几倍")] public float timeSlowingMultiplier;
     public float readyTipFxTime;
     //大胖子
-    public GameObject bigGiant;
+    [Header("融合临时血量基数")] public int temptHp;
+    [Header("融合血量持续时间")]public float temptTime;
+    public GameObject[] bigGiant;
     public float[] stageSize;
     public int[] giantDieNum;
     //光球
     public GameObject photosphereObj;
+    [Header("光球血量基数")] public int photosphereHp;
     //攻击力
     public GameObject attackEffect;
     //泰山压顶
     public GameObject mountain;
-    public Vector3 offset;
+    public Vector3 mountainOffset;
     //气功波
     public GameObject wavePowerObj;
+    [Header("气功波伤害基数")]public int wavePowerDamage;
     //御剑术
     public GameObject flyingSwordsObj;
     [Header("御剑术伤害")] public int swordsDamage;
     //怨气弹
     public GameObject angryBulletObj;
+    [Header("怨气弹数量基数")] public int angryBulletNum;
     //扇形飞剑
     public GameObject fanFlyingSwords;
     [Header("飞剑角度范围")]public float flyingSwordsAngleRange;
     [Header("飞剑角度入射角")] public float flyintSwordsArrivalAngle;
+    [Header("飞剑数量基数")] public int flyingSwordsNum;
 
     public enum ConductSkills
     {
@@ -735,209 +737,141 @@ public class PlayerController : MoveCharacter
 
     public void Conduct()
     {
-        if (mp >= conductCostMp[cacheConductId])
+        if (demonicDic[cacheConductId].Count > 0)
         {
-            bool costMp = true; //如果指挥技能要消耗的使魔数量为0就改成false
+            GameObject obj;
+            foreach (Demonic d in demonicDic[cacheConductId])
+            {
+                d.ChangeState(CharacterState.Die);
+            }
+            int dienum = demonicDic[cacheConductId].Count;
             switch (conductSkills[cacheConductId])
             {
                 //胖子
                 case ConductSkills.Giant:
-                    if (demonicDic[1].Count > 0)
+                    GameObject demonicObj = PoolManager.Instantiate(bigGiant[cacheConductId]);
+                    Demonic demonic = demonicObj.GetComponent<Demonic>();
+                    int tempthp = dienum * temptHp;
+                    demonic.playerID = playerId;
+                    demonicObj.transform.parent = null;
+                    demonicObj.transform.localEulerAngles = Vector3.zero;
+                    demonicObj.transform.localScale = new Vector3(1, 1, 1) * TranSize(dienum);
+                    Vector3 offset = demonicSummonPos[0] * 2;
+                    if (bodyTrans.localScale.x > 0)
                     {
-                        int dienum = demonicDic[1].Count;
-                        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(1, 1, 1) * TranSize(dienum);
-                        Vector3 offset = demonicSummonPos[1] * 2;
-                        if (bodyTrans.localScale.x > 0)
+                        demonicObj.transform.position = transform.position + offset;
+                        if (demonic.bodyTrans.localScale.x < 0)
                         {
-                            demonicObj.transform.position = transform.position + offset;
-                            if (demonic.bodyTrans.localScale.x < 0)
-                            {
-                                demonic.Turn();
-                            }
+                            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.totalHp = (int)(TranSize(dienum) * demonic.totalHp);
-                        demonic.Init();
-                        int order = prefab.GetComponent<Demonic>().baseSortingOrder + demonicDic[demonic.id].Count;
-                        demonic.SetSortingOrder(order);
-                        if (isInSoulTower)
+                    }
+                    else
+                    {
+                        demonicObj.transform.position = transform.position + new Vector3(-offset.x, offset.y, offset.z);
+                        if (demonic.bodyTrans.localScale.x > 0)
                         {
-                            ls.AddDenomic(demonic);
+                            demonic.Turn();
                         }
-                        demonic.GetTemptHP(tempthp, 5);
                     }
-                    else
+                    demonic.player = this;
+                    demonic.totalHp = (int)(TranSize(dienum) * demonic.totalHp);
+                    demonic.Init();
+                    int order = demonic.baseSortingOrder + demonicDic[demonic.id].Count;
+                    demonic.SetSortingOrder(order);
+                    if (isInSoulTower)
                     {
-                        costMp = false;
+                        ls.AddDenomic(demonic);
                     }
+                    demonic.GetTemptHP(tempthp, temptTime);
                     break;
                 case ConductSkills.Photosphere:
-                    if (demonicDic[1].Count > 0)
-                    {
-                        conductCanRelease[cacheConductId] = false;
-                        GameObject obj = GameObject.Instantiate(photosphereObj, transform);
-                        obj.transform.position = transform.position + Vector3.up;
-                        Photosphere photosphere = obj.GetComponent<Photosphere>();
-                        photosphere.owner = this;
-                        photosphere.conductId = cacheConductId;
-                        photosphere.hp = demonicDic[1].Count * 1000;
-                    }
-                    else
-                    {
-                        costMp = false;
-                    }
+                    conductCanRelease[cacheConductId] = false;
+                    obj = Instantiate(photosphereObj, transform);
+                    obj.transform.position = transform.position + Vector3.up;
+                    Photosphere photosphere = obj.GetComponent<Photosphere>();
+                    photosphere.owner = this;
+                    photosphere.conductId = cacheConductId;
+                    photosphere.hp = dienum * photosphereHp;
                     break;
                 case ConductSkills.AddAttack:
-                    if (demonicDic[1].Count > 0)
-                    {
-                        List<Demonic> newGiants = new List<Demonic>();
-                        foreach (Demonic d in giants)
-                        {
-                            if (!d.isDie)
-                            {
-                                newGiants.Add(d);
-                                if (d.addAttackEffect == null)
-                                {
-                                    d.addAttackEffect = Instantiate(attackEffect, d.bodyTrans.position, new Quaternion(0, 0, 0, 0), d.bodyTrans);
-                                }
-                                d.addAttackEffect.transform.GetChild(0).gameObject.SetActive(true);
-                            }
-                        }
-                        giants = newGiants;
-                        foreach (Demonic d in giants)
-                        {
-                            int[] damages = d.curDamage;
-                            for (int i = 0; i < damages.Length; i++)
-                            {
-                                damages[i] += giantNum * swordNum;
-                            }
-                        }
-                    }
-                    else
-                    {
-                        costMp = false;
-                    }
+                    //List<Demonic> newGiants = new List<Demonic>();
+                    //foreach (Demonic d in giants)
+                    //{
+                    //    if (!d.isDie)
+                    //    {
+                    //        newGiants.Add(d);
+                    //        if (d.addAttackEffect == null)
+                    //        {
+                    //            d.addAttackEffect = Instantiate(attackEffect, d.bodyTrans.position, new Quaternion(0, 0, 0, 0), d.bodyTrans);
+                    //        }
+                    //        d.addAttackEffect.transform.GetChild(0).gameObject.SetActive(true);
+                    //    }
+                    //}
+                    //giants = newGiants;
+                    //foreach (Demonic d in giants)
+                    //{
+                    //    int[] damages = d.curDamage;
+                    //    for (int i = 0; i < damages.Length; i++)
+                    //    {
+                    //        damages[i] += giantNum * swordNum;
+                    //    }
+                    //}
                     break;
                 //气功师
                 case ConductSkills.Mountain:
-                    if (demonicDic[2].Count > 0)
-                    {
-                        conductCanRelease[cacheConductId] = false;
-                        GameObject curMountain = Instantiate(mountain, null);
-                        curMountain.transform.position = transform.position + offset;
-                        curMountain.GetComponent<Mountain>().pc = this;
-                        curMountain.GetComponent<Mountain>().id = cacheConductId;
-                    }
-                    else
-                    {
-                        costMp = false;
-                    }
+                    conductCanRelease[cacheConductId] = false;
+                    GameObject curMountain = Instantiate(mountain, null);
+                    curMountain.transform.position = transform.position + mountainOffset;
+                    Mountain MT = curMountain.GetComponent<Mountain>();
+                    MT.pc = this;
+                    MT.id = cacheConductId;
+                    MT.demonicNum = dienum;
                     break;
                 case ConductSkills.WavePower:
-                    if (demonicDic[2].Count > 0)
-                    {
-                        canMove = false;
-                        rb.constraints = RigidbodyConstraints.FreezeAll;
-                        rb.useGravity = false;
-                        conductCanRelease[cacheConductId] = false;
-                        GameObject obj = Instantiate(wavePowerObj, transform);
-                        obj.transform.position = transform.position + Vector3.up;
-                        WavePowerSkill wps = obj.GetComponent<WavePowerSkill>();
-                        wps.longFX = (int)bodyTrans.localScale.x;
-                        wps.damage = 100 * demonicDic[2].Count;
-                        wps.cacheID = cacheConductId;
-                        wps.pc = this;
-                    }
-                    else
-                    {
-                        costMp = false;
-                    }
+                    canMove = false;
+                    rb.constraints = RigidbodyConstraints.FreezeAll;
+                    rb.useGravity = false;
+                    conductCanRelease[cacheConductId] = false;
+                    obj = Instantiate(wavePowerObj, transform);
+                    obj.transform.position = transform.position + Vector3.up;
+                    WavePowerSkill wps = obj.GetComponent<WavePowerSkill>();
+                    wps.longFX = (int)bodyTrans.localScale.x;
+                    wps.damage = wavePowerDamage * dienum;
+                    wps.cacheID = cacheConductId;
+                    wps.pc = this;
                     break;
                 case ConductSkills.SwordsControl:
-                    if (demonicDic[2].Count > 0)
-                    {
-                        conductCanRelease[cacheConductId] = false;
-                        GameObject obj = Instantiate(flyingSwordsObj, transform);
-                        obj.transform.position = transform.position + Vector3.up;
-                        SwordsControl swordsControl = obj.GetComponentInChildren<SwordsControl>();
-                        swordsControl.owner = this;
-                        swordsControl.conductId = cacheConductId;
-                        swordsControl.damage = swordsDamage * demonicDic[1].Count;
-                    }
-                    else
-                    {
-                        costMp = false;
-                    }
+                    conductCanRelease[cacheConductId] = false;
+                    obj = Instantiate(flyingSwordsObj, transform);
+                    obj.transform.position = transform.position + Vector3.up;
+                    SwordsControl swordsControl = obj.GetComponentInChildren<SwordsControl>();
+                    swordsControl.owner = this;
+                    swordsControl.conductId = cacheConductId;
+                    swordsControl.damage = swordsDamage * dienum;
                     break;
                 //弓箭手
                 case ConductSkills.AngryBullet:
-                    if (demonicDic[0].Count > 0)
-                    {
-                        conductCanRelease[cacheConductId] = false;
-                        GameObject obj = Instantiate(angryBulletObj);
-                        AngryBulletControl angryBulletControl = obj.GetComponent<AngryBulletControl>();
-                        angryBulletControl.playerController = this;
-                        angryBulletControl.cacheConductId = cacheConductId;
-                        angryBulletControl.maxNum = demonicDic[0].Count * 7;
-                        //InvokeRepeating("ShootAngryBullet", demonicDic[0].Count * 7, 0.2f);
-                    }
-                    else
-                    {
-                        costMp = false;
-                    }
+                    conductCanRelease[cacheConductId] = false;
+                    obj = Instantiate(angryBulletObj);
+                    AngryBulletControl angryBulletControl = obj.GetComponent<AngryBulletControl>();
+                    angryBulletControl.playerController = this;
+                    angryBulletControl.cacheConductId = cacheConductId;
+                    angryBulletControl.maxNum = dienum * angryBulletNum;
                     break;
                 case ConductSkills.FlyingSwords:
-                    if (demonicDic[0].Count > 0)
-                    {
-                        GameObject obj = Instantiate(fanFlyingSwords);
-                        FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
-                        FFS.owner = this;
-                        FFS.angleRange = flyingSwordsAngleRange;
-                        FFS.arrivalAngle = flyintSwordsArrivalAngle;
-                        FFS.swordsNum = demonicDic[0].Count * 7;
-                        FFS.Biu();
-                    }
-                    else
-                    {
-                        costMp = false;
-                    }
+                    obj = Instantiate(fanFlyingSwords);
+                    FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
+                    FFS.owner = this;
+                    FFS.angleRange = flyingSwordsAngleRange;
+                    FFS.arrivalAngle = flyintSwordsArrivalAngle;
+                    FFS.swordsNum = dienum * flyingSwordsNum;
+                    FFS.Biu();
                     break;
             }
-            if (costMp)
-            {
-                mp -= conductCostMp[cacheConductId];
-                uiMp.Show(mp, totalMp);
-            }
-            else
-            {
-                print("使魔不足");
-            }
         }
         else
         {
-            print("蓝量不足");
-            ChangeState(CharacterState.Idle);
+            print("使魔不足");
         }
     }
 
@@ -2159,23 +2093,6 @@ public class PlayerController : MoveCharacter
         {
             ls.AddDenomic(demonic);
         }
-        switch (id)
-        {
-            case 0:
-                arrows.Add(demonic);
-                arrowNum++;
-                break;
-            case 1:
-                giants.Add(demonic);
-                giantNum++;
-                break;
-            case 2:
-                swords.Add(demonic);
-                swordNum++;
-                break;
-            default:
-                break;
-        }
     }
 
     public void OnDemonicRecycle(Demonic demonic)