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| | |
| | | using TowerDefense.Agents; |
| | | using UnityEngine; |
| | | using Random = UnityEngine.Random; |
| | | using TowerDefense.Towers; |
| | | |
| | | namespace ActionGameFramework.Health |
| | | { |
| | |
| | | /// </summary> |
| | | public SerializableIAlignmentProvider alignment; |
| | | |
| | | /// <summary> |
| | | /// 塔的属性id |
| | | /// </summary> |
| | | /// <value></value> |
| | | public int TowerAttributeId { get; set; } |
| | | |
| | | /// <summary> |
| | | /// Gets the alignment of the damager |
| | |
| | | /// 可生效总波数,生命周期类型为n波内生效才有作用,否则没有意义 |
| | | /// </summary> |
| | | public int TotalEffectWaves; |
| | | |
| | | /// <summary> |
| | | /// 记录玩家选择该buff的次数 |
| | | /// </summary> |
| | | public int SelectCount; |
| | | } |
| | | |
| | | public class EndlessBuffData |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 从buff池中删除以后都不会再出现的buff |
| | | /// </summary> |
| | | /// <param name="id"></param> |
| | | public static void RemoveFromBuffPool(int id) |
| | | { |
| | | for (int i = 0; i < endlessBuffPool.Count; ++i) |
| | | { |
| | | if (endlessBuffPool[i].Config.id == id) |
| | | { |
| | | endlessBuffPool.Remove(endlessBuffPool[i]); |
| | | break; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取随机数量的buff列表 |
| | | /// </summary> |
| | | /// <param name="num"></param> |
| | |
| | | public enum EndlessBuffEffectType |
| | | { |
| | | // 宝石攻击力增加 公式:宝石攻击力 = 养成攻击力 * (1 + 增加百分比radio) + 固定数值add |
| | | Attack = 1, |
| | | AttackAdd = 1, |
| | | |
| | | // 金币增加 |
| | | Gold, |
| | | GoldAdd, |
| | | |
| | | // 下一个波次开始随机获得一个宝石 |
| | | ObtainTower |
| | | ObtainTower, |
| | | |
| | | // 塔的普通攻击时间CD减少 (ms) |
| | | DecreaseTowerAttackCD, |
| | | |
| | | // 暴击概率增加(千分比) |
| | | CritProbabilityAdd, |
| | | |
| | | // 暴击伤害增加 暴击时 伤害 = 最终伤害 * (1 + crit_dmg / 1000) |
| | | CritDamageAdd, |
| | | |
| | | // 暴击子弹数量变化(木精灵独有) |
| | | CritBulletAdd, |
| | | |
| | | // 减速比例改变(水精灵独有) |
| | | SlowDown, |
| | | |
| | | // 攻击速度增加 |
| | | FireRateAdd |
| | | } |
| | | } |
| | |
| | | WaveLineFinish, |
| | | // 播放水精灵充能满特效 |
| | | EndlessPlayFreezeBreathEffect, |
| | | // 木属性精灵暴击子弹数量改变 |
| | | EndlessCritBulletNumChange, |
| | | } |
| | | |
| | | } |
| | |
| | | OpponentMgr.instance.ResetCurrency(currency); |
| | | |
| | | if (EndlessLevelManager.instanceExists) |
| | | EndlessLevelManager.instance.ResetCurrency(currency); |
| | | // cx test |
| | | EndlessLevelManager.instance.ResetCurrency(500000); |
| | | // EndlessLevelManager.instance.ResetCurrency(currency); |
| | | break; |
| | | case "skilltime": |
| | | // 设置技能塔出现时间 |
| | |
| | | // 品质 |
| | | public int rare; |
| | | |
| | | // 是否重复出现 |
| | | public int is_repeated; |
| | | |
| | | |
| | | |
| | | public static endless_buff CreateFromJson(JsonData item) |
| | |
| | | _endless_buff.upper_level = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _endless_buff.image = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _endless_buff.rare = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | _endless_buff.is_repeated = int.Parse(GameUtils.GetString(item[index++].ToString())); |
| | | |
| | | return _endless_buff; |
| | | } |
| | |
| | | using ActionGameFramework.Audio; |
| | | using ActionGameFramework.Health; |
| | | using Core.Health; |
| | | using TowerDefense.Agents; |
| | | using TowerDefense.Targetting; |
| | | using TowerDefense.Towers; |
| | | using TowerDefense.Towers.Projectiles; |
| | | using UnityEngine; |
| | | using KTGMGemClient; |
| | | using TowerDefense.Towers.TowerLaunchers; |
| | | using TowerDefense.Level; |
| | | |
| | | namespace TowerDefense.Affectors |
| | | { |
| | |
| | | /// </summary> |
| | | public int maxAttackNum = 1; |
| | | |
| | | |
| | | /// <summary> |
| | | /// The fire rate in fires-per-second |
| | | /// </summary> |
| | | public float fireRate; |
| | | [SerializeField] |
| | | private float projectileFireRate; |
| | | |
| | | public float FireRate |
| | | { |
| | | get { return 1 / GetFireDuration(); } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 是否木属性数据 |
| | |
| | | |
| | | protected float freezeBreathBackTimer = 0; |
| | | |
| | | private int towerAttributeId; |
| | | |
| | | /// <summary> |
| | | /// 火精灵技能固定攻击倍速 |
| | | /// </summary> |
| | | /// <value></value> |
| | | protected float fireSpeed { get; set; } = 5f; |
| | | |
| | | /// <summary> |
| | | /// 火精灵攻击最终攻击倍速,里面计算了buff增加的倍速 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public float finalFireSpeed |
| | | { |
| | | get |
| | | { |
| | | FireRateAdd fireRateAdd = (FireRateAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.FireRateAdd); |
| | | return fireRateAdd.GetFireSpeedAdd(towerAttributeId); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the search rate from the targetter |
| | | /// </summary> |
| | |
| | | public override TowerDefense.Targetting.Targetter GetTargetter() |
| | | { |
| | | return targetter; |
| | | } |
| | | |
| | | private void Start() |
| | | { |
| | | if (projectile != null) |
| | | { |
| | | Damager damager = projectile.GetComponent<Damager>(); |
| | | towerAttributeId = damager.TowerAttributeId; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | if (fillBulletTime <= 0.3f) |
| | | { |
| | | if (towerPtr && towerPtr.bulletCtl) |
| | | towerPtr.bulletCtl.resetToMaxBullet(); |
| | | towerPtr.bulletCtl.ResetToMaxBullet(); |
| | | } |
| | | |
| | | if (fillBulletTime <= 0) |
| | |
| | | if (proint == 10) |
| | | { |
| | | fireState = true; |
| | | fInEnergy = 5.0f; |
| | | fInEnergy = finalFireSpeed; |
| | | myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 |
| | | // 设置多倍攻击速度 |
| | | fBackupTimer = m_FireTimer; |
| | | m_FireTimer = m_FireTimer / 5.0f; |
| | | m_FireTimer = m_FireTimer / finalFireSpeed; |
| | | |
| | | towerPtr.uiProOffset = 0; |
| | | towerPtr.PlayEnergyEffect(true); |
| | |
| | | Damager damager = projectile.gameObject.GetComponent<Damager>(); |
| | | float finalDamage = damager.damage; |
| | | |
| | | List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.Attack, towerPtr.attributeId); |
| | | List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.AttackAdd, towerPtr.attributeId); |
| | | float ratio = 0; |
| | | float add = 0; |
| | | |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取子弹发射时间间隔 |
| | | /// </summary> |
| | | public float GetFireDuration() |
| | | { |
| | | DecreaseTowerAttackCD endlessBuff = (DecreaseTowerAttackCD)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.DecreaseTowerAttackCD); |
| | | return endlessBuff.GetDecreaseCD(towerPtr.attributeId, 1 / projectileFireRate); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Update the timers |
| | | /// </summary> |
| | | protected virtual void Update() |
| | |
| | | |
| | | if (m_TrackingEnemy != null && m_FireTimer < 0) |
| | | { |
| | | m_FireTimer = 1 / fireRate; |
| | | m_FireTimer = GetFireDuration(); |
| | | |
| | | if (fInEnergy > 0) |
| | | m_FireTimer /= 5; |
| | | m_FireTimer /= finalFireSpeed; |
| | | |
| | | towerLevel.FireSpeed = fInEnergy > 0 ? 5f : 1f; |
| | | towerLevel.FireSpeed = fInEnergy > 0 ? finalFireSpeed : 1f; |
| | | |
| | | if (towerPtr && towerPtr.bulletCtl != null) |
| | | { |
| | |
| | | if (towerPtr && (towerPtr.bulletCtl != null)) |
| | | { |
| | | int bnum = towerPtr.bulletCtl.decBullet(); |
| | | // 暴击子弹的数量,如果获得相应buff可能会修改暴击子弹数量 |
| | | int critBulletNum = towerPtr.bulletCtl.CritBulletNum; |
| | | |
| | | if (bnum == 0) |
| | | if (bnum < critBulletNum) |
| | | { |
| | | //damagerProjectile.damageMulti = 10.0f; |
| | | fillBulletTime = 2.0f; |
| | | if (bnum == 0) |
| | | fillBulletTime = 2.0f; |
| | | |
| | | //这里需要替换特效 |
| | | var poolable = Core.Utilities.Poolable.TryGetPoolable<Core.Utilities.Poolable>(woodProjectile_SP); |
| | |
| | | tmpDamager.damageMulti = 10.0f; |
| | | tmpDamager.damage = damagerProjectile.damage; |
| | | } |
| | | |
| | | } |
| | | else |
| | | { |
| | |
| | | if (state == ActionState) return; |
| | | |
| | | ActionState = state; |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | if (ActionAnimator != null) |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | public void PlayOnHitImmediately() |
| | | { |
| | | ChangeState(AgentActionState.GetHit); |
| | | ActionAnimator.Play("GetHit", 0, 0); |
| | | ActionAnimator.Update(0); |
| | | if (ActionAnimator) |
| | | { |
| | | ActionAnimator.Play("GetHit", 0, 0); |
| | | ActionAnimator.Update(0); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | if (FireSkillParticle != null) |
| | | FireSkillParticle.Play(); |
| | | } |
| | | |
| | | public void PlayGetHitParticle(int attributeId) |
| | | { |
| | | //这里的id是BallisticAttack上面设置的 |
| | | if (attributeId == 10101) |
| | | { |
| | | //10101 火 |
| | | |
| | | } |
| | | else if (attributeId == 20101) |
| | | { |
| | | //20101 水 |
| | | |
| | | } |
| | | else if (attributeId == 30101) |
| | | { |
| | | //30101 木 |
| | | |
| | | } |
| | | } |
| | | |
| | | public void PlayAttack() |
New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 329109ad5fef0db448c7e15a0e42f161 |
| | | folderAsset: yes |
| | | DefaultImporter: |
| | | externalObjects: {} |
| | | userData: |
| | | assetBundleName: |
| | | assetBundleVariant: |
New file |
| | |
| | | /** |
| | | * 7.木属性精灵暴击子弹数量增加 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-17 15:03:30 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class CritBulletAdd : EndlessBuff |
| | | { |
| | | public override void Handle() |
| | | { |
| | | int max = 1; |
| | | |
| | | // 从列表中取一个数量最高的 |
| | | for (int i = 0; i < BuffList.Count; ++i) |
| | | { |
| | | if (BuffList[i].Config.buff_effect[1] > max) |
| | | max = BuffList[i].Config.buff_effect[1]; |
| | | } |
| | | |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCritBulletNumChange, max); |
| | | } |
| | | |
| | | public override void LoseEffect() |
| | | { |
| | | if (BuffList.Count == 0) |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCritBulletNumChange, BulletUICtl.defaultCritNum); |
| | | else |
| | | Handle(); |
| | | } |
| | | } |
| | | } |
copy from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta
copy to Assets/Scripts/TowerDefense/Level/EndlessBuff/CritBulletAdd.cs.meta
File was copied from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 28f7eb731bd0ac84ba3ffbe659ea7794 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
New file |
| | |
| | | /** |
| | | * 6.暴击伤害增加 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-17 11:29:29 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class CritDamageAdd : EndlessBuff |
| | | { |
| | | /// <summary> |
| | | /// 根据宝石id获得暴击增加的伤害比率(千分比) |
| | | /// </summary> |
| | | /// <param name="gemId"></param> |
| | | /// <param name="preDamage"></param> |
| | | /// <returns></returns> |
| | | public float GetCritDamageRate(int gemId, float preDamage = 0) |
| | | { |
| | | float ret = preDamage; |
| | | |
| | | for (int i = 0; i < BuffList.Count; ++i) |
| | | { |
| | | if (!IsEffective(BuffList[i], gemId)) continue; |
| | | |
| | | ret += BuffList[i].Config.buff_effect[1] / 1000f; |
| | | } |
| | | |
| | | return ret; |
| | | } |
| | | } |
| | | } |
copy from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta
copy to Assets/Scripts/TowerDefense/Level/EndlessBuff/CritDamageAdd.cs.meta
File was copied from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 6aa3c08999d2f9b458450bb13230825a |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
New file |
| | |
| | | /** |
| | | * 5.暴击率增加 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-17 11:13:33 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class CritProbabilityAdd : EndlessBuff |
| | | { |
| | | /// <summary> |
| | | /// 根据宝石id获取暴击率 已经有的 + buff增加的 |
| | | /// </summary> |
| | | /// <param name="gemId">宝石id</param> |
| | | /// <param name="preCrit">已经拥有的暴击率</param> |
| | | /// <returns>0~1</returns> |
| | | public float GetCrit(int gemId, float preCrit = 0) |
| | | { |
| | | float ret = preCrit; |
| | | |
| | | for (int i = 0; i < BuffList.Count; ++i) |
| | | { |
| | | if (!IsEffective(BuffList[i], gemId)) continue; |
| | | |
| | | ret += BuffList[i].Config.buff_effect[1] / 1000f; |
| | | |
| | | if (ret >= 1) |
| | | break; |
| | | } |
| | | |
| | | return ret; |
| | | } |
| | | } |
| | | } |
copy from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta
copy to Assets/Scripts/TowerDefense/Level/EndlessBuff/CritProbabilityAdd.cs.meta
File was copied from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 154074aa1285f0943ab31be023fd74c1 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
New file |
| | |
| | | /** |
| | | * 4.塔的普通攻击CD减少 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-16 20:19:32 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class DecreaseTowerAttackCD : EndlessBuff |
| | | { |
| | | /// 根据宝石id获得计算好的CD值 |
| | | /// </summary> |
| | | /// <param name="gemId">Tower的id</param> |
| | | /// <param name="fireDuration">发射时间间隔</param> |
| | | /// <returns></returns> |
| | | public float GetDecreaseCD(int gemId, float fireDuration) |
| | | { |
| | | float ret = fireDuration; |
| | | |
| | | for (int i = 0; i < BuffList.Count; ++i) |
| | | { |
| | | if (!IsEffective(BuffList[i], gemId)) continue; |
| | | |
| | | ret -= BuffList[i].Config.buff_effect[1]; |
| | | |
| | | // 小于下限,就不会再减少了 |
| | | if (ret <= BuffList[i].Config.buff_effect[2]) |
| | | { |
| | | ret = BuffList[i].Config.buff_effect[2]; |
| | | break; |
| | | } |
| | | } |
| | | |
| | | return ret; |
| | | } |
| | | } |
| | | } |
copy from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta
copy to Assets/Scripts/TowerDefense/Level/EndlessBuff/DecreaseTowerAttackCD.cs.meta
File was copied from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 8f7fdd96d3c38fa4fa95c162131c0a23 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
New file |
| | |
| | | using System.Collections.Generic; |
| | | |
| | | /** |
| | | * 无尽模式buff基类 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-16 18:21:10 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class EndlessBuff |
| | | { |
| | | public EndlessBuff() |
| | | { |
| | | BuffList = new List<EndlessBuffConfig>(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 属于自己这个类别的buff列表 |
| | | /// </summary> |
| | | public List<EndlessBuffConfig> BuffList; |
| | | |
| | | /// <summary> |
| | | /// 添加buff的时候会调用Handle处理函数 |
| | | /// </summary> |
| | | public virtual void Handle() |
| | | { |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 当buff失效时会调用次函数 |
| | | /// </summary> |
| | | public virtual void LoseEffect() |
| | | { |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 判断buff是否生效 |
| | | /// </summary> |
| | | /// <param name="gemId"></param> |
| | | protected bool IsEffective(EndlessBuffConfig buffData, int gemId) |
| | | { |
| | | bool isEffective = false; |
| | | |
| | | switch (buffData.UseTarget) |
| | | { |
| | | case EndlessBuffUseTarget.All: |
| | | isEffective = true; |
| | | break; |
| | | case EndlessBuffUseTarget.Element: |
| | | isEffective = gemId == buffData.Config.target_type[1]; |
| | | break; |
| | | case EndlessBuffUseTarget.Designated: |
| | | isEffective = gemId == buffData.Config.target_type[1]; |
| | | break; |
| | | } |
| | | |
| | | return isEffective; |
| | | } |
| | | } |
| | | } |
copy from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta
copy to Assets/Scripts/TowerDefense/Level/EndlessBuff/EndlessBuff.cs.meta
File was copied from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 90326ea10f243394d832e053a005ba58 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
File was renamed from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs |
| | |
| | | using Core.Utilities; |
| | | using System.Collections.Generic; |
| | | using KTGMGemClient; |
| | | using UnityEngine; |
| | | using TowerDefense.Towers; |
| | | |
| | | namespace TowerDefense.Level |
| | | namespace KTGMGemClient |
| | | { |
| | | /// <summary> |
| | | /// 无尽模式buff管理器 |
| | |
| | | /// </summary> |
| | | public List<EndlessBuffConfig> BuffList; |
| | | |
| | | /// <summary> |
| | | /// buff处理类实例列表 |
| | | /// </summary> |
| | | private List<EndlessBuff> instanceList; |
| | | |
| | | private void Start() |
| | | { |
| | | BuffList = new List<EndlessBuffConfig>(); |
| | | // 新增buff,需要把实例添加进来 |
| | | instanceList = new List<EndlessBuff>() |
| | | { |
| | | // 攻击力增加的buff没有什么需要处理的,如果需要新写个类继承EndlessBuff即可 |
| | | new EndlessBuff(), |
| | | new GoldAdd(), |
| | | new ObtainTower(), |
| | | new DecreaseTowerAttackCD(), |
| | | new CritProbabilityAdd(), |
| | | new CritDamageAdd(), |
| | | new CritBulletAdd(), |
| | | new SlowDown(), |
| | | new FireRateAdd() |
| | | }; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | public void AddBuff(EndlessBuffConfig buff) |
| | | { |
| | | if (buff.LifeCycleType == EndlessBuffLifeCycleType.Once) |
| | | { |
| | | switch (buff.EffectType) |
| | | { |
| | | case EndlessBuffEffectType.Gold: |
| | | // 一次性增加金币 |
| | | EndlessLevelManager.instance.Currency.AddCurrency(buff.Config.buff_effect[1]); |
| | | break; |
| | | case EndlessBuffEffectType.ObtainTower: |
| | | // 是否到了技能时间 |
| | | bool canSkill = EndlessUIStart.instance.GameStartTime <= EndlessRandomTower.SKILL_TOWER_TIME; |
| | | Tower newTower = EndlessRandomTower.instance.GetRandomTower(canSkill); |
| | | ++buff.SelectCount; |
| | | |
| | | if (!EndlessRandomTower.instance.RandomPlaceTower(newTower, buff.Config.buff_effect[1] - 1, 0)) |
| | | EndlessLevelManager.instance.Currency.AddCurrency(buff.Config.buff_effect[2]); |
| | | break; |
| | | } |
| | | |
| | | return; |
| | | } |
| | | // 0表示只要被选择过,以后就不再出现了 |
| | | if (buff.Config.is_repeated == 0) |
| | | EndlessBuffData.RemoveFromBuffPool(buff.Config.id); |
| | | |
| | | BuffList.Add(buff); |
| | | EndlessBuff endlessBuff = GetBuffInstanceByType((EndlessBuffEffectType)buff.Config.buff_effect[0]); |
| | | |
| | | endlessBuff.BuffList.Add(buff); |
| | | endlessBuff.Handle(); |
| | | |
| | | // 如果是一次性生效的buff,直接移除掉 |
| | | if (buff.LifeCycleType == EndlessBuffLifeCycleType.Once) |
| | | { |
| | | endlessBuff.BuffList.Remove(buff); |
| | | RemoveBuff(buff); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | public void RemoveBuff(EndlessBuffConfig buff) |
| | | { |
| | | BuffList.Remove(buff); |
| | | EndlessBuff endlessBuff = GetBuffInstanceByType((EndlessBuffEffectType)buff.Config.buff_effect[0]); |
| | | endlessBuff.LoseEffect(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | if (BuffList[i].TackEffectWaves >= BuffList[i].TotalEffectWaves) |
| | | { |
| | | // 超过波次数量限制,移除掉 |
| | | BuffList.Remove(BuffList[i]); |
| | | RemoveBuff(BuffList[i]); |
| | | len = BuffList.Count; |
| | | } |
| | | } |
| | |
| | | |
| | | return ret; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 根据buff类型获得buff处理类实例 |
| | | /// </summary> |
| | | /// <param name="type"></param> |
| | | /// <returns></returns> |
| | | public EndlessBuff GetBuffInstanceByType(EndlessBuffEffectType type) |
| | | { |
| | | return instanceList[(int)type - 1]; |
| | | } |
| | | } |
| | | } |
copy from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta
copy to Assets/Scripts/TowerDefense/Level/EndlessBuff/EndlessBuffManager.cs.meta
File was copied from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 3a3de143fa3c8274aa2c0e6439474690 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
New file |
| | |
| | | /** |
| | | * 9.火精灵塔攻击速度增加(充能满后触发的的攻速) |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-17 15:21:25 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class FireRateAdd : EndlessBuff |
| | | { |
| | | /// <summary> |
| | | /// 获取buff增加的攻击倍速 |
| | | /// </summary> |
| | | /// <param name="gemId"></param> |
| | | public float GetFireSpeedAdd(int gemId) |
| | | { |
| | | float max = 0; |
| | | |
| | | for (int i = 0; i < BuffList.Count; ++i) |
| | | { |
| | | if (!IsEffective(BuffList[i], gemId)) continue; |
| | | |
| | | if (BuffList[i].Config.buff_effect[1] > max) |
| | | max = BuffList[i].Config.buff_effect[1]; |
| | | } |
| | | |
| | | return max; |
| | | } |
| | | } |
| | | } |
File was renamed from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 040afe2ba7c935e45b567d52ba380874 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
New file |
| | |
| | | using TowerDefense.Level; |
| | | |
| | | /** |
| | | * 2.金币增加buff |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-16 18:33:00 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class GoldAdd : EndlessBuff |
| | | { |
| | | public override void Handle() |
| | | { |
| | | // 一次性增加金币 |
| | | EndlessLevelManager.instance.Currency.AddCurrency(BuffList[BuffList.Count - 1].Config.buff_effect[1]); |
| | | } |
| | | } |
| | | } |
copy from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta
copy to Assets/Scripts/TowerDefense/Level/EndlessBuff/GoldAdd.cs.meta
File was copied from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 47ec5fb46c670934db6c4104d899ae9e |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
New file |
| | |
| | | using TowerDefense.Towers; |
| | | using TowerDefense.Level; |
| | | |
| | | /** |
| | | * 3.随机获得一个塔 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-16 19:30:39 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class ObtainTower : EndlessBuff |
| | | { |
| | | public override void Handle() |
| | | { |
| | | Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true); |
| | | |
| | | if (!EndlessRandomTower.instance.RandomPlaceTower(newTower, BuffList[BuffList.Count - 1].Config.buff_effect[1] - 1, 0)) |
| | | EndlessLevelManager.instance.Currency.AddCurrency(BuffList[BuffList.Count - 1].Config.buff_effect[2]); |
| | | } |
| | | } |
| | | } |
copy from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta
copy to Assets/Scripts/TowerDefense/Level/EndlessBuff/ObtainTower.cs.meta
File was copied from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 31ed5f99ae116cc4eb9df2721baa7e0d |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
New file |
| | |
| | | /** |
| | | * 8.水精灵减速比例增加 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-17 14:08:27 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class SlowDown : EndlessBuff |
| | | { |
| | | /// <summary> |
| | | /// 根据宝石id获得buff增加的减速比例 |
| | | /// </summary> |
| | | /// <param name="gemId"></param> |
| | | public float GetSlowDownAdd(int gemId) |
| | | { |
| | | float ret = 0; |
| | | |
| | | for (int i = 0; i < BuffList.Count; ++i) |
| | | { |
| | | if (!IsEffective(BuffList[i], gemId)) continue; |
| | | |
| | | ret += BuffList[i].Config.buff_effect[1]; |
| | | } |
| | | |
| | | return ret; |
| | | } |
| | | } |
| | | } |
copy from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta
copy to Assets/Scripts/TowerDefense/Level/EndlessBuff/SlowDown.cs.meta
File was copied from Assets/Scripts/TowerDefense/Level/EndlessBuffManager.cs.meta |
| | |
| | | fileFormatVersion: 2 |
| | | guid: ae98f435720c34145a1b4019d3893885 |
| | | guid: 2c94450c223f94047b031e1cf1f492d3 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
| | |
| | | |
| | | // Precalculate inverted grid size, to save a division every time we translate coords |
| | | m_InvGridSize = 1 / gridSize; |
| | | |
| | | SetUpGrid(); |
| | | |
| | | // 初始化格子对应的屏幕坐标数据 延迟执行 |
| | | Invoke("preCalculateGridUIPos", 0.3f); |
| | | //preCalculateGridUIPos(); |
| | | EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.EndlessCritBulletNumChange, OnCritBulletNumChange); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 木属性暴击子弹数量改变 |
| | | /// </summary> |
| | | /// <param name="count"></param> |
| | | private void OnCritBulletNumChange(int count) |
| | | { |
| | | for (int i = 0; i < dimensions.x; ++i) |
| | | { |
| | | for (int j = 0; j < AttackRowNumbers; ++j) |
| | | { |
| | | arrTowerBulletUi[i, j].CritBulletNum = count; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | |
| | | arrTowerEnergyEffect[x, y] = Instantiate(energyEffectPrefab); |
| | | arrTowerEnergyEffect[x, y].transform.position = vpos; |
| | | |
| | | |
| | | // 创建水精灵充能条 |
| | | img = Instantiate(FreezeBreathChargePrefab); |
| | | img.transform.SetParent(container.transform); |
| | |
| | | { |
| | | case SpawnAgentType.Normal: |
| | | HandleNormal(enemy); |
| | | (enemy as Agent).PlayGetHitParticle(attributeId); |
| | | break; |
| | | case SpawnAgentType.BubbleBomb: |
| | | HandleBubbleBomb(enemy); |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 判断本次伤害是否暴击 |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | private bool IsCrit() |
| | | { |
| | | CritProbabilityAdd critProbabilityAdd = (CritProbabilityAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.CritProbabilityAdd); |
| | | float crit = critProbabilityAdd.GetCrit(damager.TowerAttributeId); |
| | | float random = UnityEngine.Random.Range(0, 1f); |
| | | |
| | | return random <= crit; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取暴击伤害增加比率 |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | private float GetCritDamageRate() |
| | | { |
| | | CritDamageAdd critDamageAdd = (CritDamageAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.CritDamageAdd); |
| | | return critDamageAdd.GetCritDamageRate(damager.TowerAttributeId); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 处理普通小怪和boss收到的伤害 |
| | | /// </summary> |
| | | /// <param name="enemy"></param> |
| | | private void HandleNormal(Targetable enemy) |
| | | { |
| | | float finalDamage = damager.finalDamage; |
| | | // bool crit = damager.isCrit; |
| | | bool crit = false; |
| | | // if (crit) |
| | | // finalDamage += finalDamage; |
| | | |
| | | // 精英怪和Boss双倍攻击. |
| | | bool doubleHit = false; |
| | | // bool doubleHit = damager.doubleHit && enemy.bElit; |
| | | // if (doubleHit) |
| | | // finalDamage *= 2; |
| | | |
| | | // 处理光塔对应的攻击增加: |
| | | if (attackRise > 0) |
| | | finalDamage += (finalDamage * attackRise); |
| | | // 破甲状态 |
| | | if (enemy.bShieldBreak) |
| | | finalDamage += (finalDamage * 0.1f); |
| | | bool crit = IsCrit(); |
| | | |
| | | // 处理PVE无尽模式,buff增加的伤害 |
| | | finalDamage += ProcessEndlessBuffAttack(finalDamage); |
| | | |
| | | if (crit) |
| | | finalDamage *= 1 + GetCritDamageRate(); |
| | | |
| | | int deathCount = 0; |
| | | |
| | |
| | | if (!enemy.opponentAgent) |
| | | { |
| | | if (GameUI.instanceExists) |
| | | GameUI.instance.generateBloodText(backPos, finalDamage, crit, doubleHit); |
| | | GameUI.instance.generateBloodText(backPos, finalDamage, crit); |
| | | else if (EndlessGameUI.instanceExists) |
| | | EndlessGameUI.instance.generateBloodText(backPos, finalDamage, crit, doubleHit); |
| | | EndlessGameUI.instance.generateBloodText(backPos, finalDamage, crit); |
| | | } |
| | | |
| | | // 播放受击动画: |
| | |
| | | // 非无尽模式 |
| | | if (!EndlessBuffManager.instanceExists) return 0; |
| | | |
| | | List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.Attack, attributeId); |
| | | List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.AttackAdd, attributeId); |
| | | |
| | | if (list.Count == 0) return 0; |
| | | |
| | |
| | | switch (id) |
| | | { |
| | | case 2: // 减速. |
| | | enemy.addSpeedSlowRate(0.25f); |
| | | SlowDown slowDown = (SlowDown)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.SlowDown); |
| | | enemy.addSpeedSlowRate(0.25f + slowDown.GetSlowDownAdd(damager.TowerAttributeId)); |
| | | enemy.SetTargetableMatColor(Color.blue); |
| | | break; |
| | | case 3: // 中毒 |
| | |
| | | // 设置数据 |
| | | buc.gameObject.SetActive(true); |
| | | bulletCtl = buc; |
| | | buc.resetToMaxBullet(); |
| | | buc.ResetToMaxBullet(); |
| | | } |
| | | else |
| | | { |
| | |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using TowerDefense.Affectors; |
| | | |
| | |
| | | public void OnFire() |
| | | { |
| | | // cx test |
| | | // if (!isStart) |
| | | // { |
| | | // isStart = true; |
| | | // } |
| | | // else |
| | | // { |
| | | // Debug.Log($"--------------------- {duration} ---------------------"); |
| | | // duration = 0; |
| | | // } |
| | | // if (!isStart) |
| | | // { |
| | | // isStart = true; |
| | | // } |
| | | // else |
| | | // { |
| | | // Debug.Log($"--------------------- {duration} ---------------------"); |
| | | // duration = 0; |
| | | // } |
| | | Affector.FireProjectile(); |
| | | } |
| | | |
| | |
| | | float delayAttack = 0.0f; |
| | | if (aaf) |
| | | { |
| | | float attackRate = aaf.fireRate; |
| | | float attackRate = aaf.FireRate; |
| | | if (attackRate > 0) |
| | | delayAttack = 1.0f / attackRate; |
| | | } |
| | |
| | | { |
| | | effect.Initialize(alignment, mask); |
| | | effect.towerPtr = tower; |
| | | AttackAffector attackAffector = effect.GetComponent<AttackAffector>(); |
| | | |
| | | if (attackAffector.projectile != null) |
| | | { |
| | | Damager damager = attackAffector.projectile.gameObject.GetComponent<Damager>(); |
| | | damager.TowerAttributeId = tower.attributeId; |
| | | } |
| | | } |
| | | m_ParentTower = tower; |
| | | Transform starTs = transform.Find("Star"); |
| | | starTs.localPosition = new Vector3(0, 0.2f, 0.6f); |
| | | starTs.localRotation = Quaternion.Euler(60, 180, 0); |
| | | |
| | | // Vector3 parentScale = transform.parent.transform.localScale; |
| | | // Vector3 tmpScale = new Vector3(0.72f, 0.5f, 0.5f); |
| | | // starTs.localScale = tmpScale * (6 / parentScale.x); |
| | | } |
| | | |
| | | private Transform mat; |
| | |
| | | mat = transform.Find("Cube"); |
| | | myRender = mat.GetComponent<MeshRenderer>(); |
| | | normalScale = new Vector3(1.5f, 1.5f, 1.5f); |
| | | } |
| | | |
| | | private void Start() |
| | | { |
| | | if (ActionAnimator != null) |
| | | { |
| | | AnimationClip[] clips = ActionAnimator.runtimeAnimatorController.animationClips; |
| | |
| | | |
| | | GameObject affectorObj = transform.Find("Affector").gameObject; |
| | | AttackAffector attackAffector = affectorObj.GetComponent<AttackAffector>(); |
| | | fireRate = attackAffector.fireRate; |
| | | fireRate = attackAffector.FireRate; |
| | | |
| | | if (actionTimeArr[1] > 1 / fireRate) |
| | | { |
| | |
| | | attackSpeed = actionTimeArr[1] * fireRate; |
| | | } |
| | | SetAttackState(false); |
| | | |
| | | } |
| | | } |
| | | |
| | | public void LateUpdate() |
| | | { |
| | | if (ActionAnimator != null && ActionAnimator.isActiveAndEnabled) |
| | | { |
| | | AnimatorStateInfo stateInfo = ActionAnimator.GetCurrentAnimatorStateInfo(0); |
| | | if (ActionAnimator == null || !ActionAnimator.isActiveAndEnabled) return; |
| | | |
| | | if (ActionState == TowerActionState.Attack && stateInfo.normalizedTime >= 0.9f) |
| | | ChangeState(TowerActionState.Standing); |
| | | } |
| | | AnimatorStateInfo stateInfo = ActionAnimator.GetCurrentAnimatorStateInfo(0); |
| | | |
| | | if (ActionState == TowerActionState.Attack && stateInfo.normalizedTime >= 1f) |
| | | ChangeState(TowerActionState.Standing); |
| | | } |
| | | |
| | | public void ChangeState(TowerActionState state) |
| | | { |
| | | if (ActionAnimator == null || ActionState == state) return; |
| | | if (ActionAnimator == null || !ActionAnimator.isActiveAndEnabled) return; |
| | | |
| | | ActionState = state; |
| | | |
| | | if (ActionState == TowerActionState.Attack && state == TowerActionState.Attack) |
| | | { |
| | | ActionAnimator.Update(0); |
| | | ActionAnimator.Play("Attack", 0, 0); |
| | | } |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | |
| | | if (state == TowerActionState.Attack) |
| | | ActionAnimator.speed = attackSpeed * FireSpeed; |
| | | else if (state == TowerActionState.Standing) |
| | | ActionAnimator.speed = 1f; |
| | | |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | var attack = affector as AttackAffector; |
| | | if (attack != null && attack.damagerProjectile != null) |
| | | { |
| | | dps += attack.GetProjectileDamage() * attack.fireRate; |
| | | dps += attack.GetProjectileDamage() * attack.FireRate; |
| | | } |
| | | } |
| | | return dps; |
| | |
| | | using DG.Tweening; |
| | | using Protobuf; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | | using UnityEngine; |
| | | |
| | | /// <summary> |
| | | /// 子弹充能对应的数据结构. |
| | | /// </summary> |
| | | public class BulletUICtl : MonoBehaviour |
| | | { |
| | | public SpriteRenderer bulletScaleMask; |
| | | |
| | | public float fAdjValue; |
| | | |
| | | /// <summary> |
| | | /// 最大子弹数目. |
| | | /// </summary> |
| | |
| | | /// </summary> |
| | | protected int curBulletNum; |
| | | |
| | | private float[] scaleArr = { 0, 0.16f, 0.32f, 0.48f, 0.64f, 0.8f, 1f }; |
| | | private int critNum = 3; |
| | | |
| | | private float[] yArr = { 0.4f, 0.377f, 0.307f, 0.227f, 0.153f, 0.074f, 0 }; |
| | | /// <summary> |
| | | /// 默认的暴击子弹数量 |
| | | /// </summary> |
| | | public static int defaultCritNum { get; private set; } |
| | | |
| | | private float gap = 0.15f; |
| | | /// <summary> |
| | | /// 暴击子弹数量 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public int CritBulletNum |
| | | { |
| | | get { return critNum; } |
| | | set |
| | | { |
| | | if (value < 1) value = 1; |
| | | else if (value > maxBulletNum) value = maxBulletNum; |
| | | |
| | | critNum = value; |
| | | UpdateBulletType(); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 子弹底图 |
| | | /// </summary> |
| | | public SpriteRenderer[] BottomArr; |
| | | |
| | | public SpriteRenderer[] BulletArr; |
| | | |
| | | public Sprite NormalSprite; |
| | | |
| | | public Sprite CritSprite; |
| | | |
| | | // Start is called before the first frame update |
| | | void Start() |
| | | { |
| | | resetToMaxBullet(); |
| | | defaultCritNum = critNum; |
| | | ResetToMaxBullet(); |
| | | UpdateBulletType(); |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 获取进度条进度. |
| | |
| | | /// <returns></returns> |
| | | public int GetCtlProgress() |
| | | { |
| | | return this.curBulletNum; |
| | | return curBulletNum; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 设置进度. |
| | | /// </summary> |
| | | /// <param name="pro"></param> |
| | | public void SetCtlProcess( int pro) |
| | | public void SetCtlProcess(int pro) |
| | | { |
| | | this.curBulletNum = pro; |
| | | this.updateBulletUI(pro, maxBulletNum); |
| | | curBulletNum = pro; |
| | | updateBulletUI(pro, maxBulletNum); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 重设子弹数目到最大. |
| | | /// </summary> |
| | | public void resetToMaxBullet() |
| | | public void ResetToMaxBullet() |
| | | { |
| | | if (this.curBulletNum == maxBulletNum) return; |
| | | |
| | | this.curBulletNum = maxBulletNum; |
| | | this.updateBulletUI(curBulletNum, maxBulletNum); |
| | | if (curBulletNum == maxBulletNum) return; |
| | | |
| | | curBulletNum = maxBulletNum; |
| | | updateBulletUI(curBulletNum, maxBulletNum); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// <returns></returns> |
| | | public int decBullet() |
| | | { |
| | | if (this.curBulletNum <= 0) return 0; |
| | | this.curBulletNum--; |
| | | this.updateBulletUI(curBulletNum, maxBulletNum); |
| | | if (curBulletNum <= 0) return 0; |
| | | |
| | | curBulletNum--; |
| | | updateBulletUI(curBulletNum, maxBulletNum); |
| | | |
| | | return curBulletNum; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 更新子弹界面对应的缩放信息 |
| | | /// 更新子弹显示 |
| | | /// </summary> |
| | | /// <param name="curBNum"></param> |
| | | /// <param name="totalBNum"></param> |
| | | public void updateBulletUI( int curBNum,int totalBNum) |
| | | public void updateBulletUI(int curBNum, int totalBNum) |
| | | { |
| | | if (bulletScaleMask == null) return; |
| | | // 隐藏的子弹数量 |
| | | int hideCount = maxBulletNum - curBNum; |
| | | |
| | | Vector3 pos = bulletScaleMask.transform.localPosition; |
| | | pos.y = yArr[maxBulletNum - curBulletNum]; |
| | | bulletScaleMask.transform.localPosition = pos; |
| | | Vector3 s = bulletScaleMask.transform.localScale; |
| | | s.y = scaleArr[maxBulletNum - curBulletNum]; |
| | | bulletScaleMask.transform.localScale = s; |
| | | for (int i = 0; i < BulletArr.Length; ++i) |
| | | { |
| | | if (hideCount > 0) |
| | | { |
| | | --hideCount; |
| | | BulletArr[i].enabled = false; |
| | | } |
| | | else |
| | | BulletArr[i].enabled = true; |
| | | } |
| | | } |
| | | |
| | | // Update is called once per frame |
| | | void Update() |
| | | /// <summary> |
| | | /// 更新子弹类型 |
| | | /// </summary> |
| | | private void UpdateBulletType() |
| | | { |
| | | int count = critNum; |
| | | |
| | | for (int i = BulletArr.Length - 1; i >= 0; --i) |
| | | { |
| | | if (count > 0) |
| | | { |
| | | --count; |
| | | BulletArr[i].sprite = CritSprite; |
| | | } |
| | | else |
| | | BulletArr[i].sprite = NormalSprite; |
| | | } |
| | | } |
| | | } |
| | |
| | | for (int i = 0; i < buffList.Count; ++i) |
| | | { |
| | | // 只统计了加攻击力的 |
| | | if (buffList[i].EffectType != EndlessBuffEffectType.Attack) continue; |
| | | if (buffList[i].EffectType != EndlessBuffEffectType.AttackAdd) continue; |
| | | |
| | | switch (buffList[i].UseTarget) |
| | | { |
| | |
| | | /// </summary> |
| | | public Button randomTowerBtn; |
| | | |
| | | public Button SkillTowerBtn; |
| | | |
| | | /// <summary> |
| | | /// 飘血数字对应的prefab. |
| | | /// </summary> |
| | |
| | | /// 购买塔防按钮上的Text. |
| | | /// </summary> |
| | | protected TextMeshProUGUI towerPriceText; |
| | | |
| | | protected TextMeshProUGUI towerPriceText1; |
| | | |
| | | protected bool tdBuyDisable = false; |
| | | |
| | |
| | | /// <param name="tower"></param> |
| | | protected void growUpTower(Tower tower) |
| | | { |
| | | Tower newTower = EndlessRandomTower.instance.GetRandomTower(false); |
| | | Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true); |
| | | |
| | | // 所有的Tower不能升级成为FeatureTower. |
| | | int maxLoop = 20; |
| | | while (newTower.towerFeature != EFeatureTower.NULL) |
| | | { |
| | | newTower = EndlessRandomTower.instance.GetRandomTower(false); |
| | | newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true); |
| | | maxLoop--; |
| | | if (maxLoop <= 0) |
| | | { |
| | |
| | | { |
| | | if (!TryPlaceTower(pointerInfo, false, true)) |
| | | { |
| | | CancelPlaceTower(pointerInfo); |
| | | CancelPlaceTower(pointerInfo); |
| | | |
| | | Debug.Log("这里需要返回原位"); |
| | | return; |
| | |
| | | if (!towerPriceText) |
| | | { |
| | | towerPriceText = randomTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>(); |
| | | towerPriceText1 = SkillTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>(); |
| | | if (towerPriceText) |
| | | towerPriceText.text = tpMgr.currentTowerPrice.ToString(); |
| | | if (towerPriceText1) |
| | | towerPriceText1.text = tpMgr.currentTowerPrice.ToString(); |
| | | } |
| | | else |
| | | { |
| | | towerPriceText.text = tpMgr.currentTowerPrice.ToString(); |
| | | towerPriceText1.text = tpMgr.currentTowerPrice.ToString(); |
| | | } |
| | | |
| | | // 无法支付新的塔防价格,按钮变灰. |
| | |
| | | if (towerPriceText) |
| | | { |
| | | towerPriceText.color = new Color(0.5f, 0.5f, 0.5f); |
| | | towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f); |
| | | } |
| | | tdBuyDisable = true; |
| | | } |
| | |
| | | return; |
| | | |
| | | if (towerPriceText) |
| | | { |
| | | towerPriceText.color = new Color(1.0f, 1.0f, 1.0f); |
| | | towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f); |
| | | } |
| | | |
| | | if (randomTowerBtn) |
| | | { |
| | |
| | | // 当前类所在的Btn. |
| | | public Button randomBtn; |
| | | |
| | | /// <summary> |
| | | /// 倒计时对应的背景图片. |
| | | /// </summary> |
| | | public Image cdTimeBg; |
| | | |
| | | /// <summary> |
| | | /// 倒计划对应的文字. |
| | | /// </summary> |
| | | public TextMeshProUGUI cdTimeText; |
| | | public Button skillBtn; |
| | | |
| | | /// <summary> |
| | | /// 购买二级宝石的按钮贴图. |
| | |
| | | |
| | | bSetBuyLvlUp = false; |
| | | bCdTimeStart = false; |
| | | |
| | | cdTimeBg.gameObject.SetActive(false); |
| | | |
| | | cdTimeText.text = ""; |
| | | |
| | | randomBtn.onClick.AddListener(onClick); |
| | | |
| | | randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); |
| | | skillBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.Skill_Bomb); }); |
| | | } |
| | | |
| | | public void ChangeBtnClickNormal() |
| | | { |
| | | randomBtn.onClick.RemoveAllListeners(); |
| | | randomBtn.onClick.AddListener(onClick); |
| | | skillBtn.onClick.RemoveAllListeners(); |
| | | randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); |
| | | skillBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.Skill_Bomb); }); |
| | | } |
| | | public void ChangeBtnClick() |
| | | { |
| | | randomBtn.onClick.RemoveAllListeners(); |
| | | skillBtn.onClick.RemoveAllListeners(); |
| | | randomBtn.onClick.AddListener(() => |
| | | { |
| | | AudioSourceManager.Ins.Play(AudioEnum.UIDisable); |
| | | }); |
| | | skillBtn.onClick.AddListener(() => |
| | | { |
| | | AudioSourceManager.Ins.Play(AudioEnum.UIDisable); |
| | | }); |
| | |
| | | { |
| | | bCdTimeStart = true; |
| | | btnLvlUpCdTime = LEVELUP_TOWER_TIME - gstime; |
| | | cdTimeBg.gameObject.SetActive(true); |
| | | } |
| | | if ((!bSetBuyLvlUp) && (gstime > LEVELUP_TOWER_TIME)) |
| | | { |
| | | bSetBuyLvlUp = true; |
| | | this.randomBtn.GetComponent<Image>().sprite = buyBtnLevelUp; |
| | | cdTimeBg.gameObject.SetActive(false); |
| | | cdTimeText.text = ""; |
| | | } |
| | | |
| | | // 更新倒计时: |
| | |
| | | { |
| | | btnLvlUpCdTime -= Time.deltaTime; |
| | | string distr = ((int)Math.Ceiling(btnLvlUpCdTime)).ToString() + "s"; |
| | | cdTimeText.text = distr; |
| | | } |
| | | } |
| | | |
| | |
| | | if (name == this.towerArray[ti].towerName) |
| | | return towerArray[ti]; |
| | | |
| | | return GetRandomTower(false); |
| | | return GetRandomTower(EFeatureTower.NULL, true); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// <summary> |
| | | /// 根据规则生成一个随机的塔 |
| | | /// </summary> |
| | | /// <param name="onlySpawnElf">是否仅产生精灵宝石,而不产生技能宝石</param> |
| | | /// <returns></returns> |
| | | public Tower GetRandomTower(bool onlySpawnElf = true) |
| | | public Tower GetRandomTower(EFeatureTower towerType, bool isRandom) |
| | | { |
| | | if (!isInitFightData) |
| | | int[] indexArr = { 0, 1, 2, 3, 4 }; |
| | | |
| | | if (!isRandom) |
| | | { |
| | | isInitFightData = true; |
| | | weightList = new List<int>(); |
| | | List<posWeight> posWeight = JsonDataCenter.GetList<posWeight>(); |
| | | randomTotalWeight = 0; |
| | | |
| | | for (int i = 0; i < posWeight.Count; ++i) |
| | | if (towerType == EFeatureTower.NULL) |
| | | { |
| | | weightList.Add(posWeight[i].weight); |
| | | randomTotalWeight += posWeight[i].weight; |
| | | // 只获得普通宝石 |
| | | indexArr = new int[] { 0, 1, 2 }; |
| | | } |
| | | |
| | | // 游戏开始之前先把出站组乱序 |
| | | GameUtils.Shuffle(towerArray); |
| | | else |
| | | { |
| | | // 只获得技能宝石 |
| | | indexArr = new int[] { 3, 4 }; |
| | | } |
| | | } |
| | | |
| | | Tower ret = null; |
| | | int random = UnityEngine.Random.Range(0, indexArr.Length); |
| | | |
| | | // 还没到技能时间,忽略掉技能宝石 |
| | | if (onlySpawnElf) |
| | | { |
| | | // 精灵宝石位置索引列表 |
| | | List<int> elfIndexList = new List<int>(); |
| | | |
| | | for (int i = 0; i < towerArray.Count; ++i) |
| | | { |
| | | if (towerArray[i].towerFeature == EFeatureTower.NULL) |
| | | elfIndexList.Add(i); |
| | | } |
| | | |
| | | // 没有上阵精灵宝石 |
| | | if (elfIndexList.Count == 0) |
| | | { |
| | | Debug.LogError("--------------------- 没有上阵精灵宝石 ---------------------"); |
| | | return null; |
| | | } |
| | | |
| | | // 计算所有精灵宝石位置的总权重 |
| | | int elfTotalWeight = 0; |
| | | // 精灵宝石位置权重列表 |
| | | List<int> elfWeightList = new List<int>(); |
| | | |
| | | for (int i = 0; i < elfIndexList.Count; ++i) |
| | | { |
| | | elfTotalWeight += weightList[elfIndexList[i]]; |
| | | elfWeightList.Add(weightList[elfIndexList[i]]); |
| | | } |
| | | |
| | | // 所有精灵宝石位置的权重都为0,直接等概率出一个精灵宝石 |
| | | int index = elfTotalWeight == 0 ? mRandom.Next(0, elfIndexList.Count) : GetRandomIndex(elfWeightList, elfTotalWeight); |
| | | ret = towerArray[elfIndexList[index]]; |
| | | } |
| | | // 可以自由产生 |
| | | else |
| | | { |
| | | int index = randomTotalWeight == 0 ? mRandom.Next(0, towerArray.Count) : GetRandomIndex(weightList, randomTotalWeight); |
| | | ret = towerArray[index]; |
| | | } |
| | | |
| | | // 生成宝石成功,需要调整宝石位置,把宝石放到队尾 |
| | | towerArray.Remove(ret); |
| | | towerArray.Add(ret); |
| | | |
| | | return ret; |
| | | return towerArray[indexArr[random]]; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 随机购买Tower的入口,如果购买成功,则需要实时更新价格 |
| | | /// </summary> |
| | | public void onClick() |
| | | public void onClick(EFeatureTower towerType) |
| | | { |
| | | if (GameConfig.IsNewbie && !GameConfig.CanBuyNewTower) |
| | | { |
| | |
| | | |
| | | AudioSourceManager.Ins.Play(AudioEnum.UI); |
| | | |
| | | // 还没到技能时间,忽略掉技能宝石 |
| | | Tower newTower = GetRandomTower(EndlessUIStart.instance.GameStartTime <= SKILL_TOWER_TIME); |
| | | Tower newTower = GetRandomTower(towerType, false); |
| | | |
| | | if (!newTower) |
| | | throw new Exception("未能成功产生Tower"); |
| | | |
| | | |
| | | |
| | | if (newTower.towerFeature == EFeatureTower.NULL) |
| | | { |
| | |
| | | [[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],[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],[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],[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],[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],[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],[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],[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],[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],[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],[11,"时空宝石",[1,0],[1,65,0],2,"2波内增加全体精灵65%攻击力",3,99,10005,3],[12,"飞来横财",[0],[2,300,0],0,"增加300金币",0,99,10007,1],[13,"中大奖!",[0],[2,800,0],0,"增加800金币",4,99,10007,3],[14,"精灵魔盒",[0],[3,3,300],0,"随机获得一个3级精灵",99,99,10006,2],[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,"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],[4200500],0,"水精灵攻击间隔-0.2秒",0,99,10002,3,0],[17,"时空之力:火",[2,1],[4200500],0,"火精灵攻击间隔-0.2秒",0,99,10001,3,0],[18,"时空之力:木",[2,3],[4200500],0,"木精灵攻击间隔-0.2秒",0,99,10003,3,0],[19,"狂暴:玉米枪手",[3109],[5,150,0],0,"玉米精灵暴击率+15%",0,99,10008,3,0],[20,"暴怒:玉米枪手",[3109],[6,300,0],0,"玉米精灵暴击伤害+30%",0,99,10008,3,0],[21,"弹夹扩容:玉米枪手",[3109],[7,2,0],0,"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",[3101],[9,7,0],0,"火鸟精灵充能后变为7倍攻速",0,99,10009,3,0]] |
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| | |
| | | [[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],[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],[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],[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],[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],[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],[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],[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],[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],[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],[11,"时空宝石",[1,0],[1,65,0],2,"2波内增加全体精灵65%攻击力",3,99,10005,3],[12,"飞来横财",[0],[2,300,0],0,"增加300金币",0,99,10007,1],[13,"中大奖!",[0],[2,800,0],0,"增加800金币",4,99,10007,3],[14,"精灵魔盒",[0],[3,3,300],0,"随机获得一个3级精灵",99,99,10006,2],[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,"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],[4200500],0,"水精灵攻击间隔-0.2秒",0,99,10002,3,0],[17,"时空之力:火",[2,1],[4200500],0,"火精灵攻击间隔-0.2秒",0,99,10001,3,0],[18,"时空之力:木",[2,3],[4200500],0,"木精灵攻击间隔-0.2秒",0,99,10003,3,0],[19,"狂暴:玉米枪手",[3109],[5,150,0],0,"玉米精灵暴击率+15%",0,99,10008,3,0],[20,"暴怒:玉米枪手",[3109],[6,300,0],0,"玉米精灵暴击伤害+30%",0,99,10008,3,0],[21,"弹夹扩容:玉米枪手",[3109],[7,2,0],0,"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",[3101],[9,7,0],0,"火鸟精灵充能后变为7倍攻速",0,99,10009,3,0]] |