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- using Sirenix.OdinInspector;
- using System;
- using UnityEngine;
- //融魂技
- public enum ConductSkills
- {
- Null,
- [LabelText("冥火涅槃")] NetherfireRebirth,
- [LabelText("电光炮")] FlyingSwords,
- [LabelText("冰雨")] IceRain,
- [LabelText("保护罩")] Barrier,
- [LabelText("合成大胖子")]
- Giant,
-
- }
- public class ConductManager : MonoBehaviour
- {
- [HideInInspector] static public ConductManager instance;
- //冥火涅槃
- [Serializable] public struct NetherfireRebirth
- {
- [LabelText("标签")] public AttributeTag attributeTag;
- [LabelText("献祭方式")] [Tooltip("勾选定额;不勾选百分比")] public bool bUseFixedSacrifice;
- [ShowIf("@!bUseFixedSacrifice")][LabelText("献祭比例(%)")] public float[] sacrificeRatio;
- [ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
- [ShowIf("bUseFixedSacrifice")][LabelText("献祭数量")] public int[] sacrificeValue;
- [LabelText("效果规模")] public int[] power;
- [LabelText("效果加成(%)")] public float[] effectBonus;
- [LabelText("随机范围")] public Vector2 randomRange;
- [LabelText("是否会死亡")] public bool canDie;
- }
- [LabelText("冥火涅槃")] public NetherfireRebirth netherfireRebirth;
- //电光炮
- [Serializable] public struct FlyingSwords
- {
- [LabelText("标签")] public AttributeTag attributeTag;
- [LabelText("献祭方式")] [Tooltip("勾选定额;不勾选百分比")] public bool bUseFixedSacrifice;
- [ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
- [ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
- [ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
- [LabelText("效果规模")] public int[] power;
- [LabelText("效果加成(%)")] public float[] effectBonus;
- public GameObject obj;
- }
- [LabelText("电光炮")] public FlyingSwords flyingSwords;
- //冰雨
- [Serializable] public struct IceRain
- {
- [LabelText("标签")] public AttributeTag attributeTag;
- [LabelText("献祭方式")] [Tooltip("勾选定额;不勾选百分比")] public bool bUseFixedSacrifice;
- [ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
- [ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
- [ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
- [LabelText("效果规模")] public int[] power;
- [LabelText("效果加成(%)")] public float[] effectBonus;
- public GameObject obj;
- }
- [LabelText("冰雨")] public IceRain iceRain;
- //保护罩
- [Serializable] public struct Barrier
- {
- [LabelText("标签")] public AttributeTag attributeTag;
- [LabelText("献祭方式")] [Tooltip("勾选定额;不勾选百分比")] public bool bUseFixedSacrifice;
- [ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
- [ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
- [ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
- [LabelText("效果规模")] public int[] power;
- [LabelText("效果加成(%)")] public float[] effectBonus;
- public GameObject obj;
- }
- [LabelText("保护罩")] public Barrier barrier;
- private void Awake()
- {
- if(!instance)
- {
- instance = this;
- }
- }
- }
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