Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master
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| | | /// </summary> |
| | | protected float freezeBreathCallTime = 0; |
| | | |
| | | protected float inFreezeBreath = 0; |
| | | protected float inFreezeBreath; |
| | | |
| | | protected float freezeBreathBackTimer = 0; |
| | | |
| | |
| | | |
| | | if (processInt == (int)Mathf.Floor(FreezeBreath.ChargeTime)) |
| | | { |
| | | inFreezeBreath = FreezeBreath.EffectTime; |
| | | inFreezeBreath = towerPtr.FreezeBreathCtrl.SkillTime; |
| | | towerPtr.FreezeBreathProgressOffset = 0; |
| | | towerPtr.PlayFreezeBreathEffect(true); |
| | | towerPtr.FreezeBreathCtrl.ReleaseCount = 1; |
| | | towerPtr.FreezeBreathCtrl.PlayFreezeEffect(waveLineID); |
| | | towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | inFreezeBreath -= Time.deltaTime; |
| | | int time = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime / (towerPtr.FreezeBreathCtrl.DamageCount - 1) * 10); |
| | | int interval = Mathf.FloorToInt(inFreezeBreath * 10); |
| | | int offset = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.SkillTime * 10) - Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime * 10); |
| | | |
| | | if (inFreezeBreath <= FreezeBreath.EffectTime / 2 && towerPtr.FreezeBreathCtrl.ReleaseCount != 2) |
| | | if (interval == time * (towerPtr.FreezeBreathCtrl.DamageCount - towerPtr.FreezeBreathCtrl.ReleaseCount - 1) + offset && towerPtr.FreezeBreathCtrl.ReleaseCount < towerPtr.FreezeBreathCtrl.DamageCount) |
| | | { |
| | | towerPtr.FreezeBreathCtrl.ReleaseCount = 2; |
| | | ++towerPtr.FreezeBreathCtrl.ReleaseCount; |
| | | towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider); |
| | | return; |
| | | } |
| | | |
| | | if (inFreezeBreath <= 0) |
| | |
| | | freezeBreathCallTime = 0; |
| | | towerPtr.FreezeBreathCtrl.SetProgress(0); |
| | | towerPtr.PlayFreezeBreathEffect(false); |
| | | towerPtr.FreezeBreathCtrl.ReleaseCount = 3; |
| | | towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider); |
| | | } |
| | | } |
| | | } |
| | |
| | | if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen) |
| | | { |
| | | canPlace = true; |
| | | for (int i = 0; i < allTowerP.Count; i++) |
| | | { |
| | | if (allTowerP[i].x == ix && allTowerP[i].y == y) |
| | | { |
| | | canPlace = false; |
| | | break; |
| | | } |
| | | } |
| | | // for (int i = 0; i < allTowerP.Count; i++) |
| | | // { |
| | | // if (allTowerP[i].x == ix && allTowerP[i].y == y) |
| | | // { |
| | | // canPlace = false; |
| | | // break; |
| | | // } |
| | | // } |
| | | m_Tiles[ix, y].CheckCanPlace(canPlace); |
| | | } |
| | | } |
| | |
| | | ++i; |
| | | } |
| | | |
| | | ViewPortAdj.instance.cachedCamera.DOShakePosition(0.25f, 1.5f, 4); |
| | | ViewPortAdj.instance.cachedCamera.DOShakePosition(0.25f, 1.5f, 4);//这里只可以震动3D场景中的东西 |
| | | MMVibrationManager.Haptic(HapticTypes.HeavyImpact); |
| | | |
| | | if (CurrentHP == 0) |
| | |
| | | public static float ChargeTime { get; private set; } = 10f; |
| | | |
| | | /// <summary> |
| | | /// 技能持续时间 |
| | | /// 伤害时间 |
| | | /// </summary> |
| | | public static float EffectTime { get; private set; } = 1f; |
| | | public float EffectTime { get; private set; } = 2f; |
| | | |
| | | /// <summary> |
| | | /// 伤害结算次数 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public int DamageCount { get; private set; } = 6; |
| | | |
| | | /// <summary> |
| | | /// 整个技能时间 |
| | | /// </summary> |
| | | public float SkillTime { get; private set; } = 2.5f; |
| | | |
| | | /// <summary> |
| | | /// 当前的充能进度 |
| | |
| | | agentList.Add(list[i]); |
| | | } |
| | | |
| | | PlayFreezeEffect(waveLineId); |
| | | |
| | | while (agentList.Count > 0) |
| | | { |
| | | Agent agent = agentList[0]; |
| | |
| | | } |
| | | } |
| | | |
| | | private void PlayFreezeEffect(int waveLineId) |
| | | public void PlayFreezeEffect(int waveLineId) |
| | | { |
| | | WaveLineAgentInsMgr[] agentInsMgrs = AgentInsManager.instance.GetWaveLineList(); |
| | | WaveLineAgentInsMgr waveLineAgentInsMgr = agentInsMgrs[waveLineId]; |
| | | List<Agent> list = waveLineAgentInsMgr.listAgent; |
| | | |
| | | if (list.Count == 0) return; |
| | | |
| | | GameObject obj = Poolable.TryGetPoolable(FreezeJet); |
| | | ParticleSystem ps = obj.GetComponent<ParticleSystem>(); |
| | | |
| | |
| | | protected void UpdateDisplay() |
| | | { |
| | | int current = currency.currentCurrency; |
| | | DisplayText.text = AddNumberSemi(current.ToString()); |
| | | //DisplayText.text = AddNumberSemi(current.ToString()); |
| | | DisplayText.text = current.ToString(); |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | List<IntVector2> allTowerP = new List<IntVector2>(); |
| | | List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的 |
| | | // List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的 |
| | | // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的 |
| | | |
| | | for (int i = 0; i < m_listTower.Count; i++) |
| | | { |
| | | if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) |
| | | { |
| | | if (towerToMove.gridPosition != m_listTower[i].gridPosition) |
| | | //说明可以合成 |
| | | allPSTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | else |
| | | { |
| | | //把不符合条件的传进去 |
| | | allTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | } |
| | | // for (int i = 0; i < m_listTower.Count; i++) |
| | | // { |
| | | // if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) |
| | | // { |
| | | // if (towerToMove.gridPosition != m_listTower[i].gridPosition) |
| | | // //说明可以合成 |
| | | // allPSTowerP.Add(m_listTower[i].gridPosition); |
| | | // } |
| | | // else |
| | | // { |
| | | // //把不符合条件的传进去 |
| | | // allTowerP.Add(m_listTower[i].gridPosition); |
| | | // } |
| | | // } |
| | | if (m_CurrentArea != null) |
| | | { |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); |
| | | //修改为只要开启格子都可以放 |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(null); |
| | | //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); |
| | | } |
| | | |
| | | |
| | | } |
| | | else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) |
| | |
| | | [[1,"低级火灵之力",[2,1],[1,10,0],-1,"增加全体火精灵10%攻击力",0,99,10001,1,1],[2,"低级水灵之力",[2,2],[1,10,0],-1,"增加全体水精灵10%攻击力",0,99,10002,1,1],[3,"低级木灵之力",[2,3],[1,10,0],-1,"增加全体木精灵10%攻击力",0,99,10003,1,1],[4,"火灵之力",[2,1],[1,15,0],-1,"增加全体火精灵15%攻击力",4,99,10001,2,1],[5,"水灵之力",[2,2],[1,15,0],-1,"增加全体水精灵15%攻击力",4,99,10002,2,1],[6,"木灵之力",[2,3],[1,15,0],-1,"增加全体木精灵15%攻击力",4,99,10003,2,1],[7,"高级火灵之力",[2,1],[1,20,0],-1,"增加全体火精灵20%攻击力",7,99,10001,3,1],[8,"高级水灵之力",[2,2],[1,20,0],-1,"增加全体水精灵20%攻击力",7,99,10002,3,1],[9,"高级木灵之力",[2,3],[1,20,0],-1,"增加全体木精灵20%攻击力",7,99,10003,3,1],[10,"精灵之力",[1,0],[1,50,0],2,"2波增加全体精灵50%攻击力",3,99,10004,2,1],[11,"狂暴之力",[1,0],[1,65,0],2,"2波内增加全体精灵65%攻击力",3,99,10005,3,1],[12,"飞来横财",[0],[2,300,0],0,"增加300金币",0,99,10007,1,1],[13,"中大奖!",[0],[2,800,0],0,"增加800金币",4,99,10007,3,1],[14,"精灵魔盒",[0],[3,3,300],0,"随机获得一个3级精灵",99,99,10006,2,1],[15,"超级精灵魔盒",[0],[3,4,500],0,"随机获得一个4级精灵",99,99,10006,3,1],[16,"时空之力:水",[2,2],[4,0.2,0.5],-1,"水精灵攻速+25%",0,99,"10013",3,0],[17,"时空之力:火",[2,1],[4,0.2,0.5],-1,"火精灵攻速+25%",0,99,"10013",3,0],[18,"时空之力:木",[2,3],[4,0.2,0.5],-1,"木精灵攻速+25%",0,99,"10013",3,0],[19,"狂暴:玉米枪手",[3,109],[5,150,0],-1,"玉米精灵暴击率+15%",0,99,"10012",3,0],[20,"暴怒:玉米枪手",[3,109],[6,300,0],-1,"玉米精灵暴击伤害+30%",0,99,"10011",3,0],[21,"弹夹扩容:玉米枪手",[3,109],[7,2,0],-1,"玉米精灵高能子弹数量变为2颗",0,99,10008,3,0],[22,"爆裂狂怒:炸弹火鸟",[3,101],[9,10,0],-1,"火鸟精灵充能后变为10倍攻速",0,99,10009,3,0]] |
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