ConductManager.cs 3.3 KB

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  1. using Sirenix.OdinInspector;
  2. using System;
  3. using UnityEngine;
  4. //融魂技
  5. public enum ConductSkills
  6. {
  7. Null,
  8. [LabelText("冥火涅槃")] NetherfireRebirth,
  9. [LabelText("电光炮")] FlyingSwords,
  10. [LabelText("冰雨")] IceRain,
  11. [LabelText("保护罩")] Barrier,
  12. [LabelText("合成大胖子")]
  13. Giant,
  14. }
  15. public class ConductManager : MonoBehaviour
  16. {
  17. [HideInInspector] static public ConductManager instance;
  18. //冥火涅槃
  19. [Serializable] public struct NetherfireRebirth
  20. {
  21. [LabelText("标签")] public AttributeTag attributeTag;
  22. [LabelText("献祭方式")] [Tooltip("勾选定额;不勾选百分比")] public bool bUseFixedSacrifice;
  23. [ShowIf("@!bUseFixedSacrifice")][LabelText("献祭比例(%)")] public float[] sacrificeRatio;
  24. [ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
  25. [ShowIf("bUseFixedSacrifice")][LabelText("献祭数量")] public int[] sacrificeValue;
  26. [LabelText("效果规模")] public int[] power;
  27. [LabelText("效果加成(%)")] public float[] effectBonus;
  28. [LabelText("随机范围")] public Vector2 randomRange;
  29. [LabelText("是否会死亡")] public bool canDie;
  30. }
  31. [LabelText("冥火涅槃")] public NetherfireRebirth netherfireRebirth;
  32. //电光炮
  33. [Serializable] public struct FlyingSwords
  34. {
  35. [LabelText("标签")] public AttributeTag attributeTag;
  36. [LabelText("献祭方式")] [Tooltip("勾选定额;不勾选百分比")] public bool bUseFixedSacrifice;
  37. [ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
  38. [ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
  39. [ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
  40. [LabelText("效果规模")] public int[] power;
  41. [LabelText("效果加成(%)")] public float[] effectBonus;
  42. public GameObject obj;
  43. }
  44. [LabelText("电光炮")] public FlyingSwords flyingSwords;
  45. //冰雨
  46. [Serializable] public struct IceRain
  47. {
  48. [LabelText("标签")] public AttributeTag attributeTag;
  49. [LabelText("献祭方式")] [Tooltip("勾选定额;不勾选百分比")] public bool bUseFixedSacrifice;
  50. [ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
  51. [ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
  52. [ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
  53. [LabelText("效果规模")] public int[] power;
  54. [LabelText("效果加成(%)")] public float[] effectBonus;
  55. public GameObject obj;
  56. }
  57. [LabelText("冰雨")] public IceRain iceRain;
  58. //保护罩
  59. [Serializable] public struct Barrier
  60. {
  61. [LabelText("标签")] public AttributeTag attributeTag;
  62. [LabelText("献祭方式")] [Tooltip("勾选定额;不勾选百分比")] public bool bUseFixedSacrifice;
  63. [ShowIf("@!bUseFixedSacrifice")] [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
  64. [ShowIf("@!bUseFixedSacrifice")] [LabelText("CD")] public float[] cd;
  65. [ShowIf("bUseFixedSacrifice")] [LabelText("献祭数量")] public int[] sacrificeValue;
  66. [LabelText("效果规模")] public int[] power;
  67. [LabelText("效果加成(%)")] public float[] effectBonus;
  68. public GameObject obj;
  69. }
  70. [LabelText("保护罩")] public Barrier barrier;
  71. private void Awake()
  72. {
  73. if(!instance)
  74. {
  75. instance = this;
  76. }
  77. }
  78. }