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@@ -127,15 +127,14 @@ public class ConductController : MonoBehaviour
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List<int> myTreasureTag = gameManager.myTreasuresTag;
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float tagAdd = 1;
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int demonicRarity = rarity[demonicId];
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+ Demonic demonic;
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switch (conductSkills[demonicId])
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{
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case ConductSkills.NetherfireRebirth:
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ConductManager.NetherfireRebirth netherfireRebirth = conductManager.netherfireRebirth;
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for (int i = 0; i < dienum * netherfireRebirth.power[demonicRarity]; i++)
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{
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- Demonic demonic = playerController.CreateDemonic(demonicId);
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- playerDemonic.Add(demonic);
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- playerController.demonicNums[demonicId].text = playerDemonic.Count.ToString();
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+ demonic = playerController.CreateDemonic(demonicId);
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if (netherfireRebirth.canDie)
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{
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demonic.summonEndToDie = true;
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@@ -194,52 +193,26 @@ public class ConductController : MonoBehaviour
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this.photosphere = photosphere;
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}
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obj.transform.position = transform.position + Vector3.up;
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- photosphere.hp = prefabDemonic.totalHp + soldierExtraBuff.hp + gameManager.totalHp;
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+ tagAdd += barrier.effectBonus[demonicRarity] * myTreasureTag[(int)barrier.attributeTag - 1] / 100;
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+ photosphere.hp = (int)((prefabDemonic.totalHp + soldierExtraBuff.hp + gameManager.totalHp)*dienum * barrier.power[demonicRarity] * tagAdd);
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photosphere.conductController = this;
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break;
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case ConductSkills.SpiritBloodAggregator:
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ConductManager.SpiritBloodAggregator spiritBloodAggregator = conductManager.spiritBloodAggregator;
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- //GameObject demonicObj = PoolManager.Instantiate(giant.bigGiant);
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- //BigSoldier bs = demonicObj.GetComponent<BigSoldier>();
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- //bs.id = demonicId + 3;
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- //playerController.demonicDic[bs.id].Add(bs);
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- //if (bs.id < 3)
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- //{
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- // playerController.demonicNums[bs.id].text = playerController.demonicDic[bs.id].Count.ToString();
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- //}
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- //int tempthp = boostNum * giant.temptHp;
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- //bs.playerID = playerController.playerId;
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- //demonicObj.transform.parent = null;
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- //demonicObj.transform.localEulerAngles = Vector3.zero;
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- //bs.boostNum = boostNum;
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- //if (playerController.isInSoulTower)
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- //{
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- // playerController.ls.AddDenomic(bs);
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- //}
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- //bs.player = playerController;
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- //bs.Settings();
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- //bs.GetTemptHP(tempthp, giant.temptTime);
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- //int order = bs.baseSortingOrder + playerController.demonicDic[bs.id].Count;
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- //bs.SetSortingOrder(order);
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- //Vector3 offset = playerController.demonicSummonPos[0] * 2;
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- //if (playerController.bodyTrans.localScale.x > 0)
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- //{
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- // demonicObj.transform.position = transform.position + offset;
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- // if (bs.bodyTrans.localScale.x < 0)
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- // {
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- // bs.Turn();
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- // }
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- //}
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- //else
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- //{
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- // demonicObj.transform.position = transform.position + new Vector3(-offset.x, offset.y, offset.z);
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- // if (bs.bodyTrans.localScale.x > 0)
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- // {
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- // bs.Turn();
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- // }
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- //}
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- //bs.Attack_summon();
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- //demonicObj.SetActive(true);
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+ demonic = playerController.CreateDemonic(demonicId);
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+ BigSoldier bs = demonic.GetComponent<BigSoldier>();
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+ bs.normalTotalHp =demonic.totalHp;
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+ bs.boostNum = dienum;
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+ bs.Settings();
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+ tagAdd += spiritBloodAggregator.effectBonus[demonicRarity] * myTreasureTag[(int)spiritBloodAggregator.attributeTag - 1] / 100;
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+ int totalHp = demonic.totalHp * spiritBloodAggregator.power[demonicRarity] * dienum;
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+ demonic.totalHp = (int)(totalHp * tagAdd);
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+ demonic.hp = demonic.totalHp;
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+ demonic.attackController.attackSummonId = 0;
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+ demonic.Attack_summon();
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+ playerController.lastSoldier = SoldierType.Conduct;
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+ int order = bs.baseSortingOrder + playerController.demonicDic[demonicId].Count;
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+ demonic.SetSortingOrder(order);
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break;
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}
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}
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