新增buff 玉米精灵蓄力时间减少
玉米精灵强化子弹蓄力,瞄准
修复了购买按钮文字显示出错问题
2 files added
23 files modified
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| | |
| | | LazyLoad(); |
| | | |
| | | BallisticAttack ballisticAttack = damager.GetComponent<BallisticAttack>(); |
| | | ballisticAttack.DealDamage((Targetable)damageableBehaviour, ballisticAttack.attributeId); |
| | | ballisticAttack.DealDamage((Targetable)damageableBehaviour, ballisticAttack.attributeId, damager.IsEnhancedBullet); |
| | | |
| | | damager.HasDamaged(c.transform.position, damageableBehaviour.configuration.alignmentProvider); |
| | | } |
| | |
| | | public float damage; |
| | | |
| | | /// <summary> |
| | | /// 用于最后一颗子弹的多倍攻击 |
| | | /// 强化子弹的多倍攻击 |
| | | /// </summary> |
| | | public float damageMulti = 1.0f; |
| | | |
| | | /// <summary> |
| | | /// 是否是增强的子弹 |
| | | /// </summary> |
| | | public bool IsEnhancedBullet { get; set; } |
| | | |
| | | /// <summary> |
| | | /// TEST CODE TO TOWER_NAME |
| | | /// </summary> |
| | | public string towerName = ""; |
| | |
| | | /// <summary> |
| | | /// 是否是新手 |
| | | /// </summary> |
| | | public static bool IsNewbie = true; |
| | | public static bool IsNewbie = false; |
| | | |
| | | /// <summary> |
| | | /// 无尽模式每一轮游戏中成功使用技能宝石的次数 |
| | |
| | | using LitJson; |
| | | using System.Collections.Generic; |
| | | using System; |
| | | using UnityEngine; |
| | | |
| | | namespace KTGMGemClient |
| | | { |
| | | public class GameUtils |
| | | { |
| | | private static int id { get; set; } = 0; |
| | | private static int id { get; set; } = 1; |
| | | |
| | | /// <summary> |
| | | /// 获取一个唯一id |
| | |
| | | |
| | | // 攻击速度增加 |
| | | FireRateAdd, |
| | | |
| | | //增加技能等级 |
| | | SkillLevelUp, |
| | | |
| | | // 减少木属性强化子弹的蓄力时间 |
| | | DecreaseWoodChargeTime, |
| | | } |
| | | } |
| | |
| | | using TowerDefense.Towers.Projectiles; |
| | | using UnityEngine; |
| | | using KTGMGemClient; |
| | | using TowerDefense.Agents; |
| | | using TowerDefense.Level; |
| | | |
| | | namespace TowerDefense.Affectors |
| | | { |
| | |
| | | /// </summary> |
| | | /// <value></value> |
| | | protected float fireSpeed { get; set; } = 5f; |
| | | |
| | | /// <summary> |
| | | /// 木属性精灵蓄力时间 |
| | | /// </summary> |
| | | protected float woodChargeTime { get; set; } = 1.5f; |
| | | |
| | | protected float woodRemainChargeTime { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 蓄力特效时间 |
| | | /// </summary> |
| | | protected float woodChargeEffectTime { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 木属性精灵蓄力特效 |
| | | /// </summary> |
| | | public GameObject WoodChargeEffect; |
| | | |
| | | private GameObject woodChargeEffect; |
| | | |
| | | public Transform WoodChargeTransform; |
| | | |
| | | /// <summary> |
| | | /// 木属性正在瞄准的Agent |
| | | /// </summary> |
| | | protected Agent woodAimAgent; |
| | | |
| | | /// <summary> |
| | | /// 火精灵攻击最终攻击倍速,里面计算了buff增加的倍速 |
| | |
| | | // 处理木精灵装填子弹 |
| | | private void HandleBullet() |
| | | { |
| | | if (woodRemainChargeTime > 0f) |
| | | woodRemainChargeTime -= Time.deltaTime; |
| | | |
| | | if (woodChargeEffectTime > 0f) |
| | | { |
| | | woodChargeEffectTime -= Time.deltaTime; |
| | | UpdateWoodAim(); |
| | | |
| | | if (woodChargeEffectTime <= 0 && woodChargeEffect != null) |
| | | { |
| | | CancelWoodAim(); |
| | | Destroy(woodChargeEffect); |
| | | woodChargeEffect = null; |
| | | } |
| | | } |
| | | |
| | | // 预留出来装填子弹的时间. |
| | | if (fillBulletTime > 0) |
| | | { |
| | |
| | | fillBulletTime = 0; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 更新木属性瞄准 |
| | | /// </summary> |
| | | private void UpdateWoodAim() |
| | | { |
| | | // 离得最近的 Agent |
| | | Agent agent = GetMinDistanceAgent(); |
| | | |
| | | if (agent != null) |
| | | { |
| | | // 还没有瞄准目标,直接分配 |
| | | if (woodAimAgent == null) |
| | | { |
| | | woodAimAgent = agent; |
| | | |
| | | if (agent.WoodAimCount == 0) |
| | | agent.WoodAimEffect.Play(); |
| | | |
| | | ++agent.WoodAimCount; |
| | | } |
| | | // 有小怪走到之前瞄准目标的前面 或者 之前瞄准的目标死亡,切换瞄准目标 |
| | | else if (woodAimAgent.Id != agent.Id) |
| | | { |
| | | if (woodAimAgent.WoodAimCount > 0) |
| | | { |
| | | --woodAimAgent.WoodAimCount; |
| | | |
| | | if (woodAimAgent.WoodAimCount == 0) |
| | | { |
| | | woodAimAgent.WoodAimEffect.Stop(); |
| | | woodAimAgent.WoodAimEffect.Clear(); |
| | | } |
| | | } |
| | | |
| | | if (agent.WoodAimCount == 0) |
| | | agent.WoodAimEffect.Play(); |
| | | |
| | | ++agent.WoodAimCount; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取距离终点最近的Agent |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | private Agent GetMinDistanceAgent() |
| | | { |
| | | Agent ret = null; |
| | | float minDistance = -1f; |
| | | |
| | | WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList(); |
| | | WaveLineAgentInsMgr waveLineAgentInsMgr = waveLineAgentIns[waveLineID]; |
| | | List<Agent> agents = waveLineAgentInsMgr.listAgent; |
| | | Vector3 endPos = EndlessLevelManager.instance.GetHomeBasePosition(waveLineID + 1); |
| | | |
| | | for (int i = 0; i < agents.Count; ++i) |
| | | { |
| | | float distance = Mathf.Abs(agents[i].transform.position.z - endPos.z); |
| | | |
| | | if (minDistance < 0 || distance < minDistance) |
| | | { |
| | | minDistance = distance; |
| | | ret = agents[i]; |
| | | } |
| | | } |
| | | |
| | | return ret; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 取消木属性瞄准 |
| | | /// </summary> |
| | | private void CancelWoodAim() |
| | | { |
| | | if (woodAimAgent != null && woodAimAgent.WoodAimCount > 0) |
| | | { |
| | | --woodAimAgent.WoodAimCount; |
| | | |
| | | if (woodAimAgent.WoodAimCount == 0) |
| | | { |
| | | woodAimAgent.WoodAimEffect.Stop(); |
| | | woodAimAgent.WoodAimEffect.Clear(); |
| | | } |
| | | } |
| | | |
| | | woodAimAgent = null; |
| | | } |
| | | |
| | | // 处理火精灵充能 |
| | |
| | | if (towerPtr && towerPtr.bulletCtl != null) |
| | | { |
| | | int bnum = towerPtr.bulletCtl.GetCtlProgress(); |
| | | if (bnum == 0) return; |
| | | |
| | | // 蓄力时间内不攻击 |
| | | if (bnum == 0 || woodRemainChargeTime > 0f) return; |
| | | } |
| | | |
| | | if (towerPtr && towerPtr.FreezeBreathCtrl != null) |
| | |
| | | |
| | | if (m_TrackingEnemy == null || fillBulletTime > 0) return; |
| | | |
| | | go.GetComponent<Damager>().IsEnhancedBullet = false; |
| | | |
| | | // 处理子弹充能相关的内容 |
| | | 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 |
| | |
| | | if (bnum < critBulletNum) |
| | | { |
| | | if (bnum == 0) |
| | | fillBulletTime = 2.0f; |
| | | // 不需要装填时间 |
| | | fillBulletTime = 0.1f; |
| | | |
| | | //这里需要替换特效 |
| | | var poolable = Core.Utilities.Poolable.TryGetPoolable<Core.Utilities.Poolable>(woodProjectile_SP); |
| | |
| | | Damager tmpDamager = go.GetComponent<Damager>(); |
| | | tmpDamager.damageMulti = 10.0f; |
| | | tmpDamager.damage = damagerProjectile.damage; |
| | | tmpDamager.IsEnhancedBullet = true; |
| | | } |
| | | |
| | | // 下一颗子弹是强化子弹,然后直接蓄力 |
| | | if (bnum - 1 >= 0 && bnum - 1 < critBulletNum) |
| | | { |
| | | woodRemainChargeTime = woodChargeTime; |
| | | DecreaseWoodChargeTime decreaseWoodChargeTime = (DecreaseWoodChargeTime)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.DecreaseWoodChargeTime); |
| | | |
| | | if (decreaseWoodChargeTime != null) |
| | | woodRemainChargeTime = decreaseWoodChargeTime.GetWoodChargeTime(woodChargeTime); |
| | | |
| | | woodChargeEffectTime = woodRemainChargeTime + 0.5f / towerLevel.ActionAnimator.speed; |
| | | woodChargeEffect = Instantiate(WoodChargeEffect); |
| | | woodChargeEffect.transform.SetPositionAndRotation(WoodChargeTransform.position, WoodChargeTransform.rotation); |
| | | ParticleSystem ps = woodChargeEffect.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps.Play(); |
| | | } |
| | | } |
| | | else |
| | |
| | | private string paramName = "AgentActionState"; |
| | | |
| | | /// <summary> |
| | | /// 外部赋值,唯一标识一个代理 |
| | | /// </summary> |
| | | public int Id { get; set; } |
| | | |
| | | private Tween repelTween; |
| | | |
| | | /// <summary> |
| | | /// 击退距离 |
| | | /// </summary> |
| | | protected float repelDistance { get; set; } = 7f; |
| | | |
| | | /// <summary> |
| | | /// 击退时间间隔 |
| | | /// </summary> |
| | | protected float repelTime { get; set; } = 0.5f; |
| | | |
| | | /// <summary> |
| | | /// 是否受到木属性强化子弹攻击 |
| | | /// </summary> |
| | | public bool IsEnhancedBulletAttack { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 木属性精灵瞄准小怪特效 |
| | | /// </summary> |
| | | public ParticleSystem WoodAimEffect; |
| | | |
| | | /// <summary> |
| | | /// 有几个木属性精灵瞄准了Agent |
| | | /// </summary> |
| | | public int WoodAimCount { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 更新怪物的移动速度。 |
| | | /// </summary> |
| | | /// <param name="fscale"></param> |
| | |
| | | return true; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Agent被击退 |
| | | /// </summary> |
| | | public void AgentBeRepelled() |
| | | { |
| | | CanMove = false; |
| | | |
| | | if (repelTween != null) |
| | | repelTween.Kill(); |
| | | |
| | | Node StartingNodeList = EndlessLevelManager.instance.StartingNodeList[waveLineID]; |
| | | repelTween = transform.DOMoveZ(Mathf.Min(StartingNodeList.transform.position.z, transform.position.z + repelDistance), repelTime); |
| | | repelTween.onComplete = RepelCompleted; |
| | | } |
| | | |
| | | private void RepelCompleted() |
| | | { |
| | | CanMove = true; |
| | | repelTween = null; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Stops the navMeshAgent and attempts to return to pool |
| | |
| | | configuration.ClearShieldWall(); |
| | | |
| | | StopFrostParticle(); |
| | | |
| | | if (WoodAimCount > 0) |
| | | WoodAimCount = 0; |
| | | WoodAimEffect.Stop(); |
| | | WoodAimEffect.Clear(); |
| | | //this.SetTargetableMatColor(Color.white); |
| | | |
| | | // 删除当前停止特效和状态. |
| | | if (MoveStopTime > 0) |
| | | MoveStopTime = 0.0f; |
| | | |
| | | if (repelTween != null) |
| | | { |
| | | repelTween.Kill(); |
| | | repelTween = null; |
| | | } |
| | | |
| | | // 停止DoTween动画. |
| | | this.transform.DOKill(); |
| | |
| | | /// </summary> |
| | | public virtual void Initialize() |
| | | { |
| | | Id = GameUtils.GetId(); |
| | | ResetPositionData(); |
| | | LazyLoad(); |
| | | configuration.SetHealth(configuration.maxHealth); |
| | |
| | | |
| | | if (EnemyData != null && EndlessGameUI.instance.state != EndlessGameUI.State.GameOver) |
| | | { |
| | | Debug.Log("小怪被杀死了,增加能量" + EnemyData.energy); |
| | | // Debug.Log("小怪被杀死了,增加能量" + EnemyData.energy); |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EnergyUp, EnemyData.energy); |
| | | } |
| | | |
| | |
| | | public class BubbleBombAgent : Agent |
| | | { |
| | | /// <summary> |
| | | /// 外部赋值,唯一标识一个泡泡炸弹代理 |
| | | /// </summary> |
| | | public int Id { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 正常的特效 |
| | | /// </summary> |
| | | public ParticleSystem NormalEffect; |
| | |
| | | public class WoodPileAgent : Agent |
| | | { |
| | | /// <summary> |
| | | /// 外部赋值,唯一标识一个泡泡炸弹代理 |
| | | /// </summary> |
| | | public int Id { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 木桩墙壁收到货塔攻击的额外伤害倍率 |
| | | /// </summary> |
| | | public float FireHurtRate { get; set; } |
New file |
| | |
| | | /** |
| | | * 11.减少木属性强化子弹的蓄力时间 |
| | | * @Author: chenxin |
| | | * @Date: 2020-11-24 15:14:00 |
| | | */ |
| | | namespace KTGMGemClient |
| | | { |
| | | public class DecreaseWoodChargeTime : EndlessBuff |
| | | { |
| | | /// <summary> |
| | | /// 获取木属性强化子弹的蓄力时间,计算buff加成 |
| | | /// </summary> |
| | | /// <param name="preTime"></param> |
| | | public float GetWoodChargeTime(float preTime) |
| | | { |
| | | float ret = preTime; |
| | | |
| | | for (int i = 0; i < BuffList.Count; ++i) |
| | | { |
| | | ret -= BuffList[i].Config.buff_effect[1]; |
| | | |
| | | if (ret < BuffList[i].Config.buff_effect[2]) |
| | | { |
| | | ret = BuffList[i].Config.buff_effect[2]; |
| | | break; |
| | | } |
| | | } |
| | | |
| | | return ret; |
| | | } |
| | | } |
| | | } |
New file |
| | |
| | | fileFormatVersion: 2 |
| | | guid: 8cdc978d5dce4b440acba424e4038389 |
| | | MonoImporter: |
| | | externalObjects: {} |
| | | serializedVersion: 2 |
| | | defaultReferences: [] |
| | | executionOrder: 0 |
| | | icon: {instanceID: 0} |
| | | userData: |
| | | assetBundleName: |
| | | assetBundleVariant: |
| | |
| | | new SlowDown(), |
| | | new FireRateAdd(), |
| | | new SkillLevelUp(), |
| | | new DecreaseWoodChargeTime(), |
| | | }; |
| | | } |
| | | |
| | |
| | | using TowerDefense.Agents; |
| | | using TowerDefense.UI.HUD; |
| | | using UnityEngine; |
| | | using TowerDefense.Level; |
| | | using System.Collections.Generic; |
| | | using KTGMGemClient; |
| | | |
| | |
| | | /// </summary> |
| | | /// <param name="enemy"></param> |
| | | /// <param name="attributeId">子弹的属性id</param> |
| | | public void DealDamage(Targetable enemy, int attributeId = -1) |
| | | public void DealDamage(Targetable enemy, int attributeId = -1, bool isEnhancedBullet = false) |
| | | { |
| | | switch ((enemy as Agent).AgentType) |
| | | { |
| | | case SpawnAgentType.Normal: |
| | | HandleNormal(enemy); |
| | | HandleNormal(enemy, isEnhancedBullet); |
| | | break; |
| | | case SpawnAgentType.BubbleBomb: |
| | | HandleBubbleBomb(enemy); |
| | |
| | | /// 处理普通小怪和boss收到的伤害 |
| | | /// </summary> |
| | | /// <param name="enemy"></param> |
| | | private void HandleNormal(Targetable enemy) |
| | | private void HandleNormal(Targetable enemy, bool isEnhancedBullet) |
| | | { |
| | | float finalDamage = damager.finalDamage; |
| | | bool crit = IsCrit(); |
| | |
| | | } |
| | | |
| | | // 播放受击动画: |
| | | if ((!enemy.isDead) && (enemy.liveID == tid)) |
| | | if (!enemy.isDead && enemy.liveID == tid) |
| | | { |
| | | (enemy as Agent).PlayOnHit(); |
| | | |
| | | // 如果是玉米强化子弹的攻击,要处理击退的效果 |
| | | if (TowerPtr != null && isEnhancedBullet) |
| | | (enemy as Agent).AgentBeRepelled(); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | Damager tm = poolable.gameObject.GetComponent<Damager>(); |
| | | if (tm) |
| | | { |
| | | tm.IsEnhancedBullet = attack.GetComponent<Damager>().IsEnhancedBullet; |
| | | Damager srctm = attack.GetComponent<Damager>(); |
| | | tm.inSceneUpGradeDamage = srctm.inSceneUpGradeDamage; |
| | | tm.doubleHit = srctm.doubleHit; |
| | |
| | | |
| | | public void UpdateDescDisplay() |
| | | { |
| | | int minLevel = EndlessGameUI.instance.MinLevel; |
| | | int minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | |
| | | NormalDesc.text = $"购买{minLevel + 1}级宝石"; |
| | | //SkillDesc.text = $"购买{minLevel + 1}级技能宝石"; |