备份节点

This commit is contained in:
oldpeper 2024-12-13 20:38:15 +08:00
parent b6f7791ce2
commit fb6ad2465f
432 changed files with 53603 additions and 33698 deletions

1
.gitignore vendored
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physicsShape: []
bones: []
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vertices: []
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weights: []
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@ -43,7 +43,7 @@
},
{
"ID": 10004,
"Bufftype": 100,
"Bufftype": 20,
"Buffprobability": 10000,
"Buffeffect1": 3,
"Buffparameter1": 1000,

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@ -161,7 +161,7 @@
"Includearms": 0,
"Proptype": 1,
"Propquality": 4,
"Icon": "cichou",
"Icon": "sichou",
"Propdescription": 0,
"Forgingprogress": 20,
"Forgingprogressda": 2000,

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@ -0,0 +1,7 @@
fileFormatVersion: 2
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@ -10,8 +10,8 @@
"Addskill": 0,
"Replace": 3020112,
"Weight": 60,
"Title": "剑武器升级",
"Describe": "剑类武器替换2阶"
"Title": "剑升级",
"Describe": "剑替换2阶"
},
{
"ID": 90002,
@ -24,8 +24,8 @@
"Addskill": 0,
"Replace": 3020113,
"Weight": 60,
"Title": "剑武器升级",
"Describe": "剑类武器替换3阶"
"Title": "剑升级",
"Describe": "剑替换3阶"
},
{
"ID": 90003,
@ -38,8 +38,8 @@
"Addskill": 0,
"Replace": 3020114,
"Weight": 60,
"Title": "剑武器升级",
"Describe": "剑类武器替换4阶"
"Title": "剑升级",
"Describe": "剑替换4阶"
},
{
"ID": 90101,
@ -53,7 +53,7 @@
"Replace": 3021012,
"Weight": 60,
"Title": "重甲升级",
"Describe": "重甲类武器替换2阶"
"Describe": "重甲替换2阶"
},
{
"ID": 90102,
@ -67,7 +67,7 @@
"Replace": 3021013,
"Weight": 60,
"Title": "重甲升级",
"Describe": "重甲类武器替换3阶"
"Describe": "重甲替换3阶"
},
{
"ID": 90103,
@ -81,7 +81,7 @@
"Replace": 3021014,
"Weight": 60,
"Title": "重甲升级",
"Describe": "重甲类武器替换4阶"
"Describe": "重甲替换4阶"
},
{
"ID": 90201,
@ -94,8 +94,8 @@
"Addskill": 0,
"Replace": 3022012,
"Weight": 60,
"Title": "长柄武器升级",
"Describe": "长柄类武器替换2阶"
"Title": "长柄升级",
"Describe": "长柄替换2阶"
},
{
"ID": 90202,
@ -108,8 +108,8 @@
"Addskill": 0,
"Replace": 3022013,
"Weight": 60,
"Title": "长柄武器升级",
"Describe": "长柄类武器替换3阶"
"Title": "长柄升级",
"Describe": "长柄替换3阶"
},
{
"ID": 90203,
@ -122,8 +122,8 @@
"Addskill": 0,
"Replace": 3022014,
"Weight": 60,
"Title": "长柄武器升级",
"Describe": "长柄类武器替换4阶"
"Title": "长柄升级",
"Describe": "长柄替换4阶"
},
{
"ID": 90301,
@ -136,8 +136,8 @@
"Addskill": 0,
"Replace": 3023012,
"Weight": 60,
"Title": "杖武器升级",
"Describe": "仗类武器替换2阶"
"Title": "杖升级",
"Describe": "仗替换2阶"
},
{
"ID": 90302,
@ -150,8 +150,8 @@
"Addskill": 0,
"Replace": 3023013,
"Weight": 60,
"Title": "杖武器升级",
"Describe": "仗类武器替换3阶"
"Title": "杖升级",
"Describe": "仗替换3阶"
},
{
"ID": 90303,
@ -164,8 +164,8 @@
"Addskill": 0,
"Replace": 3023014,
"Weight": 60,
"Title": "杖武器升级",
"Describe": "仗类武器替换4阶"
"Title": "杖升级",
"Describe": "仗替换4阶"
},
{
"ID": 90401,
@ -179,7 +179,7 @@
"Replace": 3024012,
"Weight": 60,
"Title": "弓箭升级",
"Describe": "弓箭类武器替换2阶"
"Describe": "弓箭替换2阶"
},
{
"ID": 90402,
@ -193,7 +193,7 @@
"Replace": 3024013,
"Weight": 60,
"Title": "弓箭升级",
"Describe": "弓箭类武器替换3阶"
"Describe": "弓箭替换3阶"
},
{
"ID": 90403,
@ -207,7 +207,7 @@
"Replace": 3024014,
"Weight": 60,
"Title": "弓箭升级",
"Describe": "弓箭类武器替换4阶"
"Describe": "弓箭替换4阶"
},
{
"ID": 90501,
@ -221,7 +221,7 @@
"Replace": 3025012,
"Weight": 60,
"Title": "手里剑升级",
"Describe": "手里剑类武器替换2阶"
"Describe": "手里剑替换2阶"
},
{
"ID": 90502,
@ -235,7 +235,7 @@
"Replace": 3025013,
"Weight": 60,
"Title": "手里剑升级",
"Describe": "手里剑类武器替换3阶"
"Describe": "手里剑替换3阶"
},
{
"ID": 90503,
@ -249,7 +249,7 @@
"Replace": 3025014,
"Weight": 60,
"Title": "手里剑升级",
"Describe": "手里剑类武器替换4阶"
"Describe": "手里剑替换4阶"
},
{
"ID": 90601,
@ -263,7 +263,7 @@
"Replace": 3026012,
"Weight": 60,
"Title": "轻甲升级",
"Describe": "轻甲类武器替换2阶"
"Describe": "轻甲替换2阶"
},
{
"ID": 90602,
@ -277,7 +277,7 @@
"Replace": 3026013,
"Weight": 60,
"Title": "轻甲升级",
"Describe": "轻甲类武器替换3阶"
"Describe": "轻甲替换3阶"
},
{
"ID": 90603,
@ -291,7 +291,7 @@
"Replace": 3026014,
"Weight": 60,
"Title": "轻甲升级",
"Describe": "轻甲类武器替换4阶"
"Describe": "轻甲替换4阶"
},
{
"ID": 90701,
@ -308,7 +308,7 @@
"Replace": 0,
"Weight": 60,
"Title": "剑伤害增加",
"Describe": "剑类武器增加伤害1"
"Describe": "剑增加伤害1"
},
{
"ID": 90702,
@ -325,7 +325,7 @@
"Replace": 0,
"Weight": 60,
"Title": "剑暴击增加",
"Describe": "剑类武器增加暴击1"
"Describe": "剑增加暴击1"
},
{
"ID": 90703,
@ -342,7 +342,7 @@
"Replace": 0,
"Weight": 60,
"Title": "剑血量增加",
"Describe": "剑类武器增加血量1"
"Describe": "剑增加血量1"
},
{
"ID": 90704,
@ -359,7 +359,7 @@
"Replace": 0,
"Weight": 60,
"Title": "剑攻速增加",
"Describe": "剑类武器增加攻击速度1"
"Describe": "剑增加攻击速度1"
},
{
"ID": 90801,
@ -376,7 +376,7 @@
"Replace": 0,
"Weight": 60,
"Title": "长柄伤害增加",
"Describe": "所有长柄伤害增加30%"
"Describe": "长柄伤害增加30%"
},
{
"ID": 90802,
@ -389,11 +389,11 @@
"Frontend": 0,
"Quality": 1,
"Icon": "tieqiang",
"Addskill": 0,
"Addskill": 3022017,
"Replace": 0,
"Weight": 60,
"Title": "长柄生命增加",
"Describe": "所有长柄生命上限增加30%"
"Describe": "长柄生命上限增加30%"
},
{
"ID": 90901,
@ -406,11 +406,11 @@
"Frontend": 0,
"Quality": 2,
"Icon": "mufazhang",
"Addskill": 0,
"Addskill": 3023016,
"Replace": 0,
"Weight": 60,
"Title": "杖伤害增加",
"Describe": "所有伤害增加30%"
"Describe": "仗伤害增加30%"
},
{
"ID": 90902,
@ -423,11 +423,11 @@
"Frontend": 0,
"Quality": 1,
"Icon": "mufazhang",
"Addskill": 0,
"Addskill": 3023017,
"Replace": 0,
"Weight": 60,
"Title": "杖生命增加",
"Describe": "所有生命上限增加30%"
"Describe": "仗生命上限增加30%"
},
{
"ID": 91001,
@ -440,11 +440,11 @@
"Frontend": 0,
"Quality": 2,
"Icon": "mugong",
"Addskill": 0,
"Addskill": 3024016,
"Replace": 0,
"Weight": 60,
"Title": "弓箭伤害增加",
"Describe": "所有弓箭伤害增加30%"
"Describe": "弓箭伤害增加30%"
},
{
"ID": 91002,
@ -457,11 +457,11 @@
"Frontend": 0,
"Quality": 1,
"Icon": "mugong",
"Addskill": 0,
"Addskill": 3024017,
"Replace": 0,
"Weight": 60,
"Title": "弓箭生命增加",
"Describe": "所有弓箭生命上限增加30%"
"Describe": "弓箭生命上限增加30%"
},
{
"ID": 91101,
@ -474,11 +474,11 @@
"Frontend": 0,
"Quality": 2,
"Icon": "feibiao",
"Addskill": 0,
"Addskill": 3025016,
"Replace": 0,
"Weight": 60,
"Title": "手里剑伤害增加",
"Describe": "所有手里剑伤害增加30%"
"Describe": "手里剑伤害增加30%"
},
{
"ID": 91102,
@ -491,11 +491,11 @@
"Frontend": 0,
"Quality": 1,
"Icon": "feibiao",
"Addskill": 0,
"Addskill": 3025017,
"Replace": 0,
"Weight": 60,
"Title": "手里剑生命增加",
"Describe": "所有手里剑生命上限增加30%"
"Describe": "手里剑生命上限增加30%"
},
{
"ID": 91103,
@ -530,5 +530,103 @@
"Weight": 60,
"Title": "穿透",
"Describe": "手里剑箭穿透2"
},
{
"ID": 91201,
"Carryingprops": [
0
],
"Frontend": 0,
"Quality": 2,
"Icon": "duanjian",
"Addskill": 3020111,
"Replace": 0,
"Weight": 50,
"Title": "获得",
"Describe": "获得一个剑"
},
{
"ID": 91202,
"Carryingprops": [
0
],
"Frontend": 0,
"Quality": 2,
"Icon": "duanjian",
"Addskill": 3021011,
"Replace": 0,
"Weight": 50,
"Title": "获得",
"Describe": "获得一个重甲"
},
{
"ID": 91203,
"Carryingprops": [
0
],
"Frontend": 0,
"Quality": 2,
"Icon": "duanjian",
"Addskill": 3022011,
"Replace": 0,
"Weight": 50,
"Title": "获得",
"Describe": "获得一个长柄"
},
{
"ID": 91204,
"Carryingprops": [
0
],
"Frontend": 0,
"Quality": 2,
"Icon": "duanjian",
"Addskill": 3023011,
"Replace": 0,
"Weight": 50,
"Title": "获得",
"Describe": "获得一个杖"
},
{
"ID": 91205,
"Carryingprops": [
0
],
"Frontend": 0,
"Quality": 2,
"Icon": "duanjian",
"Addskill": 3024011,
"Replace": 0,
"Weight": 50,
"Title": "获得",
"Describe": "获得一个弓箭"
},
{
"ID": 91206,
"Carryingprops": [
0
],
"Frontend": 0,
"Quality": 2,
"Icon": "duanjian",
"Addskill": 3025011,
"Replace": 0,
"Weight": 50,
"Title": "获得",
"Describe": "获得一个轻甲"
},
{
"ID": 91207,
"Carryingprops": [
0
],
"Frontend": 0,
"Quality": 2,
"Icon": "duanjian",
"Addskill": 3026011,
"Replace": 0,
"Weight": 50,
"Title": "获得",
"Describe": "获得一个手里剑"
}
]

View File

@ -10,9 +10,12 @@
],
"Level": 1,
"Levelmax": 40,
"Distance": 30,
"Levelup": 302011,
"Attack": 6,
"HP": 160,
"Attackskill": 0,
"Icon": "",
"Prefabricated": "",
"Describe": ""
},
{
@ -26,9 +29,12 @@
],
"Level": 1,
"Levelmax": 40,
"Distance": 30,
"Levelup": 302101,
"Attack": 0,
"HP": 400,
"Attackskill": 0,
"Icon": "",
"Prefabricated": "",
"Describe": ""
},
{
@ -42,9 +48,12 @@
],
"Level": 1,
"Levelmax": 40,
"Distance": 30,
"Levelup": 302201,
"Attack": 12,
"HP": 100,
"Attackskill": 0,
"Icon": "",
"Prefabricated": "",
"Describe": ""
},
{
@ -58,9 +67,12 @@
],
"Level": 1,
"Levelmax": 40,
"Distance": 30,
"Levelup": 302301,
"Attack": 8,
"HP": 100,
"Attackskill": 0,
"Icon": "",
"Prefabricated": "",
"Describe": ""
},
{
@ -74,9 +86,12 @@
],
"Level": 1,
"Levelmax": 40,
"Distance": 40,
"Levelup": 302401,
"Attack": 8,
"HP": 70,
"Attackskill": 0,
"Icon": "",
"Prefabricated": "",
"Describe": ""
},
{
@ -90,9 +105,12 @@
],
"Level": 1,
"Levelmax": 40,
"Distance": 20,
"Levelup": 302501,
"Attack": 10,
"HP": 120,
"Attackskill": 0,
"Icon": "",
"Prefabricated": "",
"Describe": ""
},
{
@ -106,9 +124,12 @@
],
"Level": 1,
"Levelmax": 40,
"Distance": 30,
"Levelup": 302601,
"Attack": 0,
"HP": 240,
"Attackskill": 0,
"Icon": "",
"Prefabricated": "",
"Describe": ""
}
]

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@ -1 +1 @@
商店图纸店铺战斗点击锻造材料放置区拖拽卖给他售卖正确错误获得金币1234567890一二三四五六七八九十百千万亿+-=%*!@#$不足看视频购买剩余人数到合成观双倍关闭位其指针在红色域屏幕加速当熔炉
经营大世界商店图纸店铺战斗点击锻造材料放置区拖拽卖给他售卖正确错误获得金币1234567890一二三四五六七八九十百千万亿+-=%*!@#$不足看视频购买剩余人数到合成观双倍关闭位其指针在红色域屏幕加速当熔炉

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@ -5,6 +5,7 @@ using System.Linq;
using cfg;
using cfg.BlacksmithData;
using Unity.Mathematics;
using Unity.VisualScripting;
using UnityEngine;
using Random = UnityEngine.Random;
@ -25,19 +26,27 @@ public class BattleManager : MonoBehaviour
public List<SkillState> SkillStates => _skillStates;
[SerializeField] private List<SkillState> _skillStates;
[SerializeField] private List<int> id=new List<int>();
public List<Falling> Fallings => _fallings;
[SerializeField] private List<Falling> _fallings = new List<Falling>();
public float NowTime => nowTime;
private float nowTime=0;//关卡内时间
public int HP => hp;
[SerializeField]
private int hp;//总血量
public int Injured => injured;
private int injured;//受到的伤害
private bool player = false;//运行状态
private int mousterIndex=0;//当前波次
public int Exp => exp;
private int exp;
public int ExpLevel => expLevel;
private int expLevel;
public int MaxExp => maxExp;
private int maxExp;
public int EquipmentIndex => equipmentIndex;
private int equipmentIndex = 0;
public BattleEquipment[] BattleEquipments => _battleEquipments;
private BattleEquipment[] _battleEquipments = new BattleEquipment[3];
/// <summary>
@ -82,6 +91,7 @@ public class BattleManager : MonoBehaviour
openVideoWeaponry = false;
openVideoSoldier = false;
equipmentIndex = 0;
}
/// <summary>
/// 解锁装备
@ -125,15 +135,22 @@ public class BattleManager : MonoBehaviour
public void AddItem(int itemId,out bool bo)
{
bo = false;
OpenAdd(itemId,_battleEquipments[0],ref bo);
if (!bo&&openVideoSoldier)
{
OpenAdd(itemId,_battleEquipments[1],ref bo);
OpenAdd(itemId,_battleEquipments[equipmentIndex],ref bo);
// OpenAdd(itemId,_battleEquipments[0],ref bo);
// if (!bo&&openVideoSoldier)
// {
// OpenAdd(itemId,_battleEquipments[1],ref bo);
// }
// if (!bo&&openVideoSoldier)
// {
// OpenAdd(itemId,_battleEquipments[2],ref bo);
// }
}
if (!bo&&openVideoSoldier)
public void SetIndex(int idnex)
{
OpenAdd(itemId,_battleEquipments[2],ref bo);
}
equipmentIndex = idnex;
UIMgr.ins.ResetBattlePlayer();
}
/// <summary>
/// 添加一个道具到单位
@ -238,6 +255,30 @@ public class BattleManager : MonoBehaviour
AddNum(equipment.audioUniversalID, ref allHP);
AddNum(equipment.audioWeaponID, ref allHP);
AddNum(equipment.audioWeapon2ID, ref allHP);
DataManager.RemoveItem(equipment.weaponID, (bool b) =>
{
});
DataManager.RemoveItem(equipment.weapon2ID, (bool b) =>
{
});
DataManager.RemoveItem(equipment.armorID, (bool b) =>
{
});
DataManager.RemoveItem(equipment.audioUniversalID, (bool b) =>
{
});
DataManager.RemoveItem(equipment.audioWeaponID, (bool b) =>
{
});
DataManager.RemoveItem(equipment.audioWeapon2ID, (bool b) =>
{
});
}
_skillStates = new List<SkillState>();
@ -270,9 +311,72 @@ public class BattleManager : MonoBehaviour
ResetLevelMouster();
player = true;
UIMgr.ins.ResetHp();
UIMgr.ins.ResetExp();
UIMgr.ins.OpenCombatPanel();
}
public void GetAttribute(ref int allHP,ref int aAttack)
{
foreach (var equipment in _battleEquipments)
{
AddNum(equipment.weaponID, ref allHP);
AddNum(equipment.weapon2ID, ref allHP);
AddNum(equipment.armorID, ref allHP);
AddNum(equipment.audioUniversalID, ref allHP);
AddNum(equipment.audioWeaponID, ref allHP);
AddNum(equipment.audioWeapon2ID, ref allHP);
AddAttackNum(equipment.weaponID, ref aAttack);
AddAttackNum(equipment.weapon2ID, ref aAttack);
AddAttackNum(equipment.armorID, ref aAttack);
AddAttackNum(equipment.audioUniversalID, ref aAttack);
AddAttackNum(equipment.audioWeaponID, ref aAttack);
AddAttackNum(equipment.audioWeapon2ID, ref aAttack);
}
}
public bool BattleStart()
{
bool bo = false;
foreach (var equipment in _battleEquipments)
{
if (equipment.weaponID!=0)
{
bo = true;
return bo;
}
if (equipment.weapon2ID!=0)
{
bo = true;
return bo;
}
if (equipment.armorID!=0)
{
bo = true;
return bo;
}
if (equipment.audioUniversalID!=0)
{
bo = true;
return bo;
}
if (equipment.audioWeaponID!=0)
{
bo = true;
return bo;
}
if (equipment.audioWeapon2ID!=0)
{
bo = true;
return bo;
}
}
return bo;
}
public void AddFallings(Falling data)
{
_fallings.Add(data);
}
public void AddSkillStates(SkillState state)
{
_skillStates.Add(state);
@ -283,6 +387,10 @@ public class BattleManager : MonoBehaviour
injured += num;
BDebug.Log(injured);
UIMgr.ins.ResetHp();
if (injured>hp)
{
BattleEnd(false);
}
}
void ResetLevelMouster()
@ -308,7 +416,41 @@ public class BattleManager : MonoBehaviour
.HP;
}
}
void AddAttackNum(int id,ref int num)
{
if (id!=0)
{
var data = JsonTab.Instance.tables.Item.Get(id);
var weapon =
JsonTab.Instance.attributeData(data.Includearms, DataManager.GetDrawLevel(data.Includearms));
num += weapon.Attack;
}
}
public void BattleEnd(bool win)
{
player = false;
StartCoroutine(DistoryAllMouster());
UIMgr.ins.OpenEndPanel(win);
}
IEnumerator DistoryAllMouster()
{
yield return null;
for (int i = _mousters.Count-1; i >=0; i--)
{
var m= _mousters[i];
_mousters.Remove(m);
PrefabPool.ins.RecycleObj(m.gameObject);
}
for (int i = _bullets.Count - 1; i >= 0; i--)
{
var m= _bullets[i];
_bullets.Remove(m);
PrefabPool.ins.RecycleObj(m.gameObject);
}
}
// Update is called once per frame
void Update()
{
@ -317,9 +459,12 @@ public class BattleManager : MonoBehaviour
return;
}
nowTime += Time.deltaTime;
foreach (var mouster in _mousters)
if (_mousters!=null)
{
mouster.Move(playerParent[0]);
for (var i = _mousters.Count - 1; i >= 0; i--)
{
_mousters[i].Move(playerParent[0]);
}
}
TeamUpdate();
@ -365,10 +510,12 @@ public class BattleManager : MonoBehaviour
if (bo)
{
BDebug.LogWarning("end");
BattleEnd(true);
}
}
}
/// <summary>
/// 玩家子弹组刷新
/// </summary>
@ -443,6 +590,7 @@ public class BattleManager : MonoBehaviour
PrefabPool.ins.RecycleObj(obj.gameObject);
exp++;
BDebug.LogWarning(exp);
UIMgr.ins.ResetExp();
if (exp>=maxExp)
{
player = false;
@ -467,11 +615,18 @@ public class BattleManager : MonoBehaviour
}
}
else
{
if (data.Addskill!=0)
{
var skill = JsonTab.Instance.tables.Skill.Get(data.Addskill);
var buffdata = JsonTab.Instance.tables.Buff.Get(skill.Skilladdbuff);
AddBuff(buffdata.Bufftarget, buffdata);
}
else
{
var skill = JsonTab.Instance.tables.Skill.Get(data.Replace);
}
}
player = true;
}
@ -496,13 +651,13 @@ public class BattleManager : MonoBehaviour
objData.attack = scale.Buffparameter1;
break;
case 2:
objData.cd = scale.Buffparameter1;
objData.hp = scale.Buffparameter1;
break;
case 3:
objData.crit = scale.Buffparameter1;
objData.cd = scale.Buffparameter1;
break;
case 4:
objData.critNum = scale.Buffparameter1;
objData.criticalStrike = scale.Buffparameter1;
break;
case 5:
break;
@ -513,6 +668,7 @@ public class BattleManager : MonoBehaviour
case 8:
break;
case 9:
objData.piercing = scale.Buffparameter1;
break;
case 10:
break;
@ -647,7 +803,7 @@ public class SkillState
attack = weapon.Attack;
data = JsonTab.Instance.tables.Skill.Get(attributeData.Initialskill);
ratio = data.SkillDamage;
cd = data.SkillCD / 10000;
cd = data.SkillCD / 1000;
cdTime = BattleManager.ins.NowTime;
Actions = new List<Action<SkillState>>();
skillLock = false;
@ -712,7 +868,7 @@ public class SkillState
{
data = JsonTab.Instance.tables.Skill.Get(rogueData.Replace);
ratio = data.SkillDamage;
cd = data.SkillCD / 10000;
cd = data.SkillCD / 1000;
}
}
@ -741,13 +897,27 @@ public class BuffAddData
public int hp = 0;
public int attack = 0;
public int cd = 0;
public int crit = 0;
public int critNum = 0;
public int criticalStrike = 0;
public int piercing = 0;
public void SetBuff(BuffAddData data)
{
hp= hp + data.hp;
attack = attack + data.attack;
cd = cd + data.cd;
criticalStrike = criticalStrike +data.criticalStrike;
piercing = piercing + data.piercing;
}
}
public class Falling
{
public int id;
public int num;
public Falling(int _id, int _num)
{
id = _id;
num = _num;
}
}

View File

@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using cfg.BlacksmithData;
using UnityEngine;
using Random = UnityEngine.Random;
public class Bullet : MonoBehaviour
{
@ -12,28 +13,32 @@ public class Bullet : MonoBehaviour
private int num = 1;
public float Speed => speed;
private float speed=0;
public int Cri => criti;
private int criti;
public float NextTime;
private float time=0;
public bool Start => start;
private bool start=false;
public void SetAttack(SkillState itemData, int a,float sp= 1,int nu=1)
public void SetAttack(SkillState itemData, int a,float sp= 1,int nu=1,int criticalStrike =0)
{
var skillData=JsonTab.Instance.tables.SkillStructure.Get(itemData.data.Skillbody);
BDebug.LogError(skillData.Skillbodyicon);
_sprite.sprite = AssetBundleManager.ins.Sprite(skillData.Skillbodyicon, AtlasType.ButtleIcon);
attack = a;
speed = sp;
num = nu;
time = BattleManager.ins.NowTime + 10;
start = true;
criti = criticalStrike;
}
private void OnTriggerEnter2D(Collider2D other)
{
var mouster=other.GetComponent<Mouster>();
if (!start|| mouster == null) return;
mouster.SetInjured(Attack);
var r = criti>Random.Range(0, 100);
var a = r ? Attack : Attack * 1.5;
mouster.SetInjured((int) a);
num -= 1;
if (num<=0)
{

View File

@ -4,6 +4,7 @@ using System.Collections.Generic;
using System.Linq;
using cfg.BlacksmithData;
using UnityEngine;
using Random = UnityEngine.Random;
public class MousterTeam
{
@ -106,6 +107,14 @@ public class MousterTeam
if (objlist.Count==0)
{
Type = MousterTeamType.end;
var dropData = JsonTab.Instance.tables.LevelFalling.Get(_data.Drop);
Falling a = new Falling(dropData.Drop1, Random.Range(dropData.Drop1num[0], dropData.Drop1num[1]));
BattleManager.ins.AddFallings(a);
if (dropData.Drop2!=0)
{
Falling b = new Falling(dropData.Drop2, Random.Range(dropData.Drop2num[0], dropData.Drop2num[1]));
BattleManager.ins.AddFallings(b);
}
}
return;
}
@ -135,7 +144,7 @@ public class MousterEntity
_data = JsonTab.Instance.tables.Mouster.Get(id);
hp = _data.HP;
var skillData = JsonTab.Instance.tables.Skill.Get(_data.Attackskill);
cd = skillData.SkillCD / 10000;
cd = skillData.SkillCD / 1000;
death = false;
}

View File

@ -54,7 +54,8 @@ public class PlayerItem : MonoBehaviour
obj.transform.localPosition = UnityEngine.Vector3.zero;
BattleManager.ins.AxisLookAt(obj.transform,
BattleManager.ins.Mousters[Random.Range(0, BattleManager.ins.MousterCount)].transform.position);
obj.GetComponent<Bullet>().SetAttack(data,(int)(data.Attack*(data.Ratio+((float)BattleManager.ins.Buff(data.itemData.Includearms).attack/10000))),10,1);
obj.GetComponent<Bullet>().SetAttack(data,(int)(data.Attack*(data.Ratio+((float)BattleManager.ins.Buff(data.itemData.Includearms).attack/10000)))
,data.data.Skillmove,BattleManager.ins.Buff(data.itemData.Includearms).piercing+1,BattleManager.ins.Buff(data.itemData.Includearms).criticalStrike);
BattleManager.ins.AddBullets(obj.GetComponent<Bullet>());
});
}

View File

@ -83,6 +83,7 @@ public class DrawingManager : MonoBehaviour
AddDrawingData(srafData.Levelprops2,ref craftings);
AddDrawingData(srafData.Levelprops3,ref craftings);
AddDrawingData(srafData.Levelprops4,ref craftings);
var data=JsonTab.Instance.tables.CraftingRecipes.Get(itemID);
var srafting = GameSystem.ins.DataAsset.crafting.FirstOrDefault(d => d.id == itemID);
@ -92,14 +93,14 @@ public class DrawingManager : MonoBehaviour
}
else
{
foreach (var cData in srafting.craftID)
foreach (var cData in craftings)
{
if (!items.ContainsKey(cData.id))
if (!items.ContainsKey(cData.Key))
{
return false;
}
if (items[cData.id].num!=cData.num)
if (items[cData.Key].num!=cData.Value.num)
{
return false;
}

View File

@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EndPanel : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -0,0 +1,53 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using Luban;
using SimpleJSON;
namespace cfg.BlacksmithData
{
public partial class LevelFalling
{
private readonly System.Collections.Generic.Dictionary<int, BlacksmithData.LevelFallingData> _dataMap;
private readonly System.Collections.Generic.List<BlacksmithData.LevelFallingData> _dataList;
public LevelFalling(JSONNode _buf)
{
_dataMap = new System.Collections.Generic.Dictionary<int, BlacksmithData.LevelFallingData>();
_dataList = new System.Collections.Generic.List<BlacksmithData.LevelFallingData>();
foreach(JSONNode _ele in _buf.Children)
{
BlacksmithData.LevelFallingData _v;
{ if(!_ele.IsObject) { throw new SerializationException(); } _v = BlacksmithData.LevelFallingData.DeserializeLevelFallingData(_ele); }
_dataList.Add(_v);
_dataMap.Add(_v.ID, _v);
}
}
public System.Collections.Generic.Dictionary<int, BlacksmithData.LevelFallingData> DataMap => _dataMap;
public System.Collections.Generic.List<BlacksmithData.LevelFallingData> DataList => _dataList;
public BlacksmithData.LevelFallingData GetOrDefault(int key) => _dataMap.TryGetValue(key, out var v) ? v : null;
public BlacksmithData.LevelFallingData Get(int key) => _dataMap[key];
public BlacksmithData.LevelFallingData this[int key] => _dataMap[key];
public void ResolveRef(Tables tables)
{
foreach(var _v in _dataList)
{
_v.ResolveRef(tables);
}
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6de5a153b6181a54a9a43adc65383091
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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