ConductManager.cs 1.6 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("合成大胖子")]
  11. Giant,
  12. [LabelText("光球")]
  13. Photon,
  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("献祭比例(%)")] public float[] sacrificeRatio;
  23. [LabelText("效果规模")] public int[] power;
  24. [LabelText("效果加成(%)")] public float effectBonus;
  25. [LabelText("CD")] public float[] cd;
  26. [LabelText("随机范围")] public Vector2 randomRange;
  27. [LabelText("是否会死亡")] public bool canDie;
  28. }
  29. [LabelText("冥火涅槃")] public NetherfireRebirth netherfireRebirth;
  30. //电光炮
  31. [Serializable]
  32. public struct FlyingSwords
  33. {
  34. [LabelText("标签")] public AttributeTag attributeTag;
  35. [LabelText("献祭比例(%)")] public float[] sacrificeRatio;
  36. [LabelText("效果规模")] public int[] power;
  37. [LabelText("效果加成(%)")] public float effectBonus;
  38. [LabelText("CD")] public float[] cd;
  39. public GameObject obj;
  40. [LabelText("角度范围")] public float angleRange;
  41. [LabelText("入射角")] public float arrivalAngle;
  42. }
  43. [LabelText("电光炮")] public FlyingSwords flyingSwords;
  44. private void Awake()
  45. {
  46. if(!instance)
  47. {
  48. instance = this;
  49. }
  50. }
  51. }