liuzhiwei
2020-10-31 af03e1ad530c4a8ea2423a7f5ed6b5533a8c308f
Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master
118 files added
26 files modified
8762 ■■■■■ changed files
Assets/Animations/Endless.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Animations/Endless/BossAniCtrl.controller 188 ●●●●● patch | view | raw | blame | history
Assets/Animations/Endless/BossAniCtrl.controller.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Animations/Endless/Boss_Death.anim 53 ●●●●● patch | view | raw | blame | history
Assets/Animations/Endless/Boss_Death.anim.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Animations/Endless/Boss_Standing.anim 77 ●●●●● patch | view | raw | blame | history
Assets/Animations/Endless/Boss_Standing.anim.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Animations/Endless/Boss_Summon.anim 96 ●●●●● patch | view | raw | blame | history
Assets/Animations/Endless/Boss_Summon.anim.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Data/Agents/fireMonster.asset 2 ●●● patch | view | raw | blame | history
Assets/Materials/Guide/RectGuidance.mat 6 ●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Fire.meta 8 ●●●●● patch | view | raw | blame | history
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Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matDie_Oppo.mat 81 ●●●●● patch | view | raw | blame | history
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Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matDie_Self.mat 81 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matDie_Self.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matGetHit_Oppo.mat 81 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matGetHit_Oppo.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matGetHit_Self.mat 81 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matGetHit_Self.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matMove_Oppo.mat 81 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matMove_Oppo.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matMove_Self.mat 81 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/matMove_Self.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/sw_0000_0019.png patch | view | raw | blame | history
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Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/z_00000_0000.png patch | view | raw | blame | history
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Assets/Materials/PVPTD/MonsterMat/NewMat/Wood/z_10000_0000.png.meta 94 ●●●●● patch | view | raw | blame | history
Assets/Prefabs/Enemies/fire 1.prefab 1151 ●●●●● patch | view | raw | blame | history
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Assets/Prefabs/Enemies/fire.prefab 6 ●●●● patch | view | raw | blame | history
Assets/Prefabs/Enemies/wood 1.prefab 1347 ●●●●● patch | view | raw | blame | history
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Assets/RPG Monster Wave PBR/Animators/DragonMod.controller 6 ●●●● patch | view | raw | blame | history
Assets/Scenes/Levels/Battle/Endless.unity 384 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Common/CommonDebugHelper.cs 1 ●●●● patch | view | raw | blame | history
Assets/Scripts/Enum/EndlessBossActionState.cs 19 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Enum/EndlessBossActionState.cs.meta 11 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Event/EventType.cs 2 ●●●●● patch | view | raw | blame | history
Assets/Scripts/FSM.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Scripts/FSM/FsmManager.cs 194 ●●●●● patch | view | raw | blame | history
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Assets/Scripts/Guide/GuidePanel.cs 1 ●●●● patch | view | raw | blame | history
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Assets/Scripts/Material.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Material/ChangeMat.cs 110 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Material/ChangeMat.cs.meta 11 ●●●●● patch | view | raw | blame | history
Assets/Scripts/Net/NetExtends/Table.cs 97 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Agents/Agent.cs 102 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Input/TowerDefenseTouchInput.cs 48 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs 31 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs 14 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Level/EndlessWave.cs 5 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs 117 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessBossCtrl.cs 61 ●●●●● patch | view | raw | blame | history
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Assets/Scripts/TowerDefense/UI/EndlessBossHPManager.cs 12 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessBuffSelect.cs 42 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs 23 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs 37 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs 2 ●●●●● patch | view | raw | blame | history
Assets/StreamingAssets/Table/battle.json 2 ●●● patch | view | raw | blame | history
Assets/StreamingAssets/Table/endless_buff.json 2 ●●● patch | view | raw | blame | history
Assets/StreamingAssets/Table/endless_enemy.json 2 ●●● patch | view | raw | blame | history
Assets/StreamingAssets/Table/endless_port.json 2 ●●● patch | view | raw | blame | history
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Assets/Scripts/Common/CommonDebugHelper.cs
@@ -155,7 +155,6 @@
                        break;
                }
                //UIManager.Instance.ShowWarningWind(log);
            }
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    }
Assets/Scripts/Enum/EndlessBossActionState.cs
New file
@@ -0,0 +1,19 @@
/**
 * 无尽模式boss动作状态
 * @Author: chenxin
 * @Date: 2020-10-30 16:56:20
 */
namespace KTGMGemClient
{
    public enum EndlessBossActionState
    {
        // 站立
        Standing,
        // 召唤法阵
        Summon,
        // 死亡
        Death
    }
}
Assets/Scripts/Enum/EndlessBossActionState.cs.meta
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Assets/Scripts/Event/EventType.cs
@@ -47,6 +47,8 @@
        PlayAppearEffect,
        //新手引导合成特效
        GuidePlayUpgradeEffect,
        // 无尽模式boss召唤结束
        EndlessBossSummonEnd,
    }
}
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Assets/Scripts/FSM/FsmManager.cs
New file
@@ -0,0 +1,194 @@
using UnityEngine;
using UnityEngine.Events;
public abstract class FsmBase
{
    public abstract void OnEnter();
    public abstract void OnLeave();
    public abstract void Update();
}
public enum AnimaState
{
    Attack,
    Move,
    GetHit,
    Die,
    MaxValue
}
public class FsmManager
{
    FsmBase[] allState;//初始化的时候就知道到底有多少个
    sbyte stateIndex;
    sbyte curIndex;
    public FsmManager(byte stateCount)
    {
        allState = new FsmBase[stateCount];
        stateIndex = -1;
        curIndex = -1;
    }
    public void AddState(FsmBase state)
    {
        if (stateIndex < allState.Length)
        {
            stateIndex++;
            allState[stateIndex] = state;
        }
    }
    public void ChangeState(sbyte stateNuber)
    {
        stateNuber = (sbyte)(stateNuber % allState.Length);
        if (curIndex != -1)//之前有状态
        {
            allState[curIndex].OnLeave();
        }
        curIndex = stateNuber;
        allState[curIndex].OnEnter();
    }
    public void Update()
    {
        if (curIndex != -1)
        {
            allState[curIndex].Update();
        }
    }
}
public class EnemyMove : FsmBase
{
    private MeshRenderer m_renderer;
    private Material mat;
    public EnemyMove(MeshRenderer renderer, Material material)
    {
        m_renderer = renderer;
        mat = material;
    }
    public override void OnEnter()
    {
        if (m_renderer.material != mat)
        {
            m_renderer.material = mat;
        }
    }
    public override void OnLeave()
    {
    }
    public override void Update()
    {
    }
}
public class EnemyAttack : FsmBase
{
    private MeshRenderer m_renderer;
    private Material mat;
    float timeCount;
    UnityAction callBack;
    public EnemyAttack(MeshRenderer renderer, Material material, UnityAction unityAction)
    {
        m_renderer = renderer;
        mat = material;
        callBack = unityAction;
    }
    public override void OnEnter()
    {
        timeCount = 0;
        if (m_renderer.material != mat)
        {
            m_renderer.material = mat;
        }
    }
    public override void OnLeave()
    {
    }
    public override void Update()
    {
        timeCount += Time.deltaTime;
        if (timeCount > 0.9f)
        {
            timeCount = 0;
            if (callBack != null)
            {
                callBack();
            }
        }
    }
}
public class EnemyGetHit : FsmBase
{
    private MeshRenderer m_renderer;
    private Material mat;
    float timeCount;
    UnityAction callBack;
    public EnemyGetHit(MeshRenderer renderer, Material material, UnityAction unityAction)
    {
        m_renderer = renderer;
        mat = material;
        callBack = unityAction;
    }
    public override void OnEnter()
    {
        timeCount = 0;
        if (m_renderer.material != mat)
        {
            m_renderer.material = mat;
        }
    }
    public override void OnLeave()
    {
    }
    public override void Update()
    {
        timeCount += Time.deltaTime;
        if (timeCount > 0.7f)
        {
            timeCount = 0;
            if (callBack != null)
            {
                callBack();
            }
        }
    }
}
public class EnemyDie : FsmBase
{
    private MeshRenderer m_renderer;
    private Material mat;
    float timeCount;
    UnityAction callBack;
    public EnemyDie(MeshRenderer renderer, Material material, UnityAction unityAction)
    {
        m_renderer = renderer;
        mat = material;
        callBack = unityAction;
    }
    public override void OnEnter()
    {
        timeCount = 0;
        if (m_renderer.material != mat)
        {
            m_renderer.material = mat;
        }
    }
    public override void OnLeave()
    {
    }
    public override void Update()
    {
        timeCount += Time.deltaTime;
        if (timeCount > 0.7f)
        {
            timeCount = 0;
            if (callBack != null)
            {
                callBack();
            }
        }
    }
}
Assets/Scripts/FSM/FsmManager.cs.meta
New file
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 444d4006e83ccfe4b972b1bd2d38bccc
MonoImporter:
  externalObjects: {}
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
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Assets/Scripts/Guide/GuidePanel.cs
@@ -508,7 +508,6 @@
    #endregion
    #region 拖动效果
    private float dragTimer = 1f;
    private void ShowDragPath(Vector2 startP, RectTransform endP)
    {
        if (!dragHandImg.gameObject.activeSelf)
Assets/Scripts/Guide/Mask/RectGuidance.cs
@@ -42,10 +42,6 @@
    /// </summary>
    private float currentOffsetY = 0f;
    /// <summary>
    /// 高亮区域缩放的动画时间
    /// </summary>
    private float shrinkTime = 0.5f;
    /// <summary>
    /// 事件渗透组件
    /// </summary>
    private GuidanceEventPenetrate eventPenetrate;
Assets/Scripts/Material.meta
New file
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0c7ed5fe4a9dd744b9991fdb4a374f35
folderAsset: yes
DefaultImporter:
  externalObjects: {}
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Scripts/Material/ChangeMat.cs
New file
@@ -0,0 +1,110 @@
using UnityEngine;
using UnityEngine.Events;
public class ChangeMat : MonoBehaviour
{
    //自身
    public Material matAttack_Self;//攻击
    public Material matDie_Self;//死亡
    public Material matGetHit_Self;//被攻击
    public Material matMove_Self;//移动
    //敌人
    public Material matAttack_Oppo;//攻击
    public Material matDie_Oppo;//死亡
    public Material matGetHit_Oppo;//被攻击
    public Material matMove_Oppo;//移动
    private bool isSelf;
    private MeshRenderer m_renderer;
    FsmManager fsmManager;
    private void Awake()
    {
        m_renderer = transform.Find("Mat").GetComponent<MeshRenderer>();
    }
    private void ChangeState(sbyte stateIndex)
    {
        fsmManager.ChangeState(stateIndex);
    }
    void Update()
    {
        fsmManager.Update();
    }
    UnityAction dieCallBack;
    public void SetSelf(bool isSelf,UnityAction ac)
    {
        this.isSelf = isSelf;
        fsmManager = new FsmManager((byte)AnimaState.MaxValue);
        EnemyMove tmpMove = new EnemyMove(m_renderer, isSelf ? matMove_Self : matMove_Oppo);
        fsmManager.AddState(tmpMove);
        EnemyAttack tmpAttack = new EnemyAttack(m_renderer, isSelf ? matAttack_Self : matAttack_Oppo, AfterAttack);
        fsmManager.AddState(tmpAttack);
        EnemyGetHit tmpGetHit = new EnemyGetHit(m_renderer, isSelf ? matGetHit_Self : matGetHit_Oppo, AfterGetHit);
        fsmManager.AddState(tmpGetHit);
        EnemyDie tmpDie = new EnemyDie(m_renderer, isSelf ? matDie_Self : matDie_Oppo, AfterDie);
        fsmManager.AddState(tmpDie);
        dieCallBack = ac;
        SetMove();
    }
    //移动
    public void SetMove()
    {
        if (m_renderer != null)
        {
            ChangeState(0);
        }
    }
    //攻击
    public void SetAttack()
    {
        if (m_renderer != null)
        {
            ChangeState(1);
        }
    }
    private void AfterAttack()
    {
        dieCallBack();
    }
    //被攻击
    public void SetGetHit()
    {
        if (m_renderer != null)
        {
            ChangeState(2);
        }
    }
    private void AfterGetHit()
    {
        SetMove();
    }
    //matDie_Oppo
    public void SetDie()
    {
        if (m_renderer != null)
        {
            ChangeState(3);
        }
    }
    private void AfterDie()
    {
        dieCallBack();
    }
}
Assets/Scripts/Material/ChangeMat.cs.meta
New file
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b42fed56539b41a4e9341a05a177f826
MonoImporter:
  externalObjects: {}
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Scripts/Net/NetExtends/Table.cs
@@ -42,7 +42,6 @@
            "endless_buff.json",
            "endless_enemy.json",
            "endless_port.json",
            "endless_teachport.json",
            "donaterule.json",
            "scoreshop.json",
            "donateshop.json",
@@ -199,17 +198,6 @@
                    foreach (JsonData item in data)
                    {
                        endless_port tmp = endless_port.CreateFromJson(item);
                        allData.Add(tmp as tabledata);
                    }
                    JsonDataCenter.allData.Add(tablename, allData);
                    break;
                case "endless_teachport":
                    //allData.Clear();
                    foreach (JsonData item in data)
                    {
                        endless_teachport tmp = endless_teachport.CreateFromJson(item);
                        allData.Add(tmp as tabledata);
                    }
                    JsonDataCenter.allData.Add(tablename, allData);
@@ -986,7 +974,7 @@
        // 波次间隔
        public int cooldown;
        
        // 怪物掉落
        // box:2:1
        public List<reward> drop;
        
        // 掉落概率
@@ -1020,89 +1008,6 @@
            _endless_port.tunel_bg = int.Parse(GameUtils.GetString(item[index++].ToString())); 
            
            return _endless_port;
        }
    }
    //! 生成文件 endless_teachport(无尽模式新手引导关卡).xlsx
    public class endless_teachport : tabledata {
        public int getid(){
            return id;
        }
        // id
        public int id;
        // 关卡等级
        public int level;
        // Boss名称
        public string boss_name;
        // Boss资源id
        public int resource;
        // 波次
        public int wave;
        // 赛道
        public int tunel;
        // 敌人id
        public int enemy_id;
        // 本波次敌人数量
        public int amount;
        // 本赛道出怪间隔
        public int interval;
        // 怪物基础血量
        public int b_hp;
        // 怪物基础速度
        public float b_speed;
        // 掉落基础金币
        public int b_coin;
        // 波次间隔
        public int cooldown;
        // 怪物掉落
        public List<reward> drop;
        // 掉落概率
        public List<int> drop_rate;
        // 法阵图片
        public int tunel_bg;
        public static endless_teachport CreateFromJson(JsonData item)
        {
            endless_teachport _endless_teachport = new endless_teachport();
            int index = 0;
            _endless_teachport.id = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.level = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.boss_name = GameUtils.GetString(item[index++].ToString());
            _endless_teachport.resource = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.wave = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.tunel = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.enemy_id = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.amount = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.interval = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.b_hp = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.b_speed = float.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.b_coin = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.cooldown = int.Parse(GameUtils.GetString(item[index++].ToString()));
            _endless_teachport.drop = GameUtils.GetRewardList(item[index++]);
            _endless_teachport.drop_rate = GameUtils.GetIntList(item[index++]);
            _endless_teachport.tunel_bg = int.Parse(GameUtils.GetString(item[index++].ToString()));
            return _endless_teachport;
        }
    }
Assets/Scripts/TowerDefense/Agents/Agent.cs
@@ -689,6 +689,7 @@
        /// </summary>
        protected override void Awake()
        {
            //Debug.Log("哪里生成的?");
            base.Awake();
            LazyLoad();
            m_NavMeshAgent.enabled = false;
@@ -815,32 +816,47 @@
        /// <returns></returns>
        protected void UpdateAction()
        {
            if (!mAnim) return;
            if (mAnim)
            {
                AnimatorStateInfo stateinfo = mAnim.GetCurrentAnimatorStateInfo(0);
            AnimatorStateInfo stateinfo = mAnim.GetCurrentAnimatorStateInfo(0);
            if (stateinfo.IsName("Die") && (stateinfo.normalizedTime >= 0.7f))
            {
                this.Remove();
                return;
            }
            else if (stateinfo.IsName("GetHit") && (stateinfo.normalizedTime >= 0.7f))
            {
                mAnim.SetBool("GetHit", false);
            }
            else if (stateinfo.IsName("Attack") && (stateinfo.normalizedTime >= 0.9f))
            {
                if (this.healthVal <= 0.1)
                if (stateinfo.IsName("Die") && (stateinfo.normalizedTime >= 0.7f))
                {
                    // 统一管理器内删除当前的Agent:
                    AgentInsManager.instance.removeAgent(this);
                    this.Remove();
                    Debug.Log("删除多余的攻击Agent.");
                    return;
                }
                else if (stateinfo.IsName("GetHit") && (stateinfo.normalizedTime >= 0.7f))
                {
                    mAnim.SetBool("GetHit", false);
                }
                else if (stateinfo.IsName("Attack") && (stateinfo.normalizedTime >= 0.9f))
                {
                    if (this.healthVal <= 0.1)
                    {
                        // 统一管理器内删除当前的Agent:
                        AgentInsManager.instance.removeAgent(this);
                        this.Remove();
                        Debug.Log("删除多余的攻击Agent.");
                    }
                }
            }
            else if (changeMat)
            {
            return;
            }
        }
        /// <summary>
        /// 检查自身血量
        /// </summary>
        private void CheckHealth()
        {
            if (this.healthVal <= 0.1)
            {
                // 统一管理器内删除当前的Agent:
                AgentInsManager.instance.removeAgent(this);
                this.Remove();
                Debug.Log("删除多余的攻击Agent.");
            }
        }
        /// <summary>
@@ -949,6 +965,7 @@
            return tmpDis;
        }
        protected ChangeMat changeMat;
        /// <summary>
        /// This is a lazy way of caching several components utilised by the Agent
        /// </summary>
@@ -975,6 +992,13 @@
                        mAnim = t.GetComponent<Animator>();
                }
            }
            //使用三渲二的方式
            if (mAnim == null)
            {
                changeMat = GetComponent<ChangeMat>();
                changeMat?.SetSelf(this.opponentAgent,CheckHealth);
            }
        }
        /// <summary>
@@ -984,12 +1008,20 @@
        {
            if (mAnim)
                mAnim.SetBool("GetHit", true);
            else if (changeMat)
            {
                changeMat.SetGetHit();
            }
        }
        public void PlayAttack()
        {
            if (mAnim)
                mAnim.SetBool("Attack", true);
            else if (changeMat)
            {
                changeMat.SetAttack();
            }
        }
        public override void PlayDeath()
@@ -1025,6 +1057,36 @@
                AgentInsManager.instance.removeAgent(this);
                bInDeathAct = true;
            }
            else if (changeMat)
            {
                if (isPoison)
                {
                    isPoison = false;
                    // 移除Agent身上的中毒特效,并播放一个中毒效果消失的特效
                    if (PoisonParticle != null)
                    {
                        PoisonParticle.Stop();
                        PoisonParticle.Clear();
                        if (PoisonEndParticle != null)
                            PoisonEndParticle.Play();
                    }
                }
                if (isSlowDown)
                {
                    isSlowDown = false;
                    if (SlowDownParticle != null)
                    {
                        SlowDownParticle.Stop();
                        SlowDownParticle.Clear();
                    }
                }
                changeMat.SetDie();
                // 统一管理器内删除当前的Agent:
                AgentInsManager.instance.removeAgent(this);
                bInDeathAct = true;
            }
            else
            {
                this.Remove();
Assets/Scripts/TowerDefense/Input/TowerDefenseTouchInput.cs
@@ -216,30 +216,30 @@
        protected virtual void OnTap(PointerActionInfo pointerActionInfo)
        {
            return;
            var touchInfo = pointerActionInfo as TouchInfo;
            if (touchInfo != null)
            {
                if (m_GameUI.state == State.Normal && !touchInfo.startedOverUI)
                {
                    m_GameUI.TrySelectTower(touchInfo);
                }
                else if (m_GameUI.state == State.Building && !touchInfo.startedOverUI)
                {
                    m_GameUI.TryMoveGhost(touchInfo, false);
                    if (m_GameUI.IsGhostAtValidPosition() && m_GameUI.IsValidPurchase())
                    {
                        confirmationButtons.canvasEnabled = true;
                        invalidButtons.canvasEnabled = false;
                        confirmationButtons.TryMove(touchInfo.currentPosition);
                    }
                    else
                    {
                        invalidButtons.canvasEnabled = true;
                        invalidButtons.TryMove(touchInfo.currentPosition);
                        confirmationButtons.canvasEnabled = false;
                    }
                }
            }
            // var touchInfo = pointerActionInfo as TouchInfo;
            // if (touchInfo != null)
            // {
            //     if (m_GameUI.state == State.Normal && !touchInfo.startedOverUI)
            //     {
            //         m_GameUI.TrySelectTower(touchInfo);
            //     }
            //     else if (m_GameUI.state == State.Building && !touchInfo.startedOverUI)
            //     {
            //         m_GameUI.TryMoveGhost(touchInfo, false);
            //         if (m_GameUI.IsGhostAtValidPosition() && m_GameUI.IsValidPurchase())
            //         {
            //             confirmationButtons.canvasEnabled = true;
            //             invalidButtons.canvasEnabled = false;
            //             confirmationButtons.TryMove(touchInfo.currentPosition);
            //         }
            //         else
            //         {
            //             invalidButtons.canvasEnabled = true;
            //             invalidButtons.TryMove(touchInfo.currentPosition);
            //             confirmationButtons.canvasEnabled = false;
            //         }
            //     }
            // }
        }
        /// <summary>
Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs
@@ -141,22 +141,29 @@
            GameObject mainUI = GameObject.Find("MainUI");
            Transform mainUITransform = mainUI.GetComponent<Transform>();
            Transform mainUITransform = mainUI.transform;
            obj.transform.SetParent(mainUITransform, false);
            // Vector3 screenPos = Camera.main.WorldToScreenPoint(worldPos);
            // Vector2 pos;
            // RectTransformUtility.ScreenPointToLocalPointInRectangle(mainUITransform as RectTransform, screenPos, Camera.main, out pos);
            // (obj.transform as RectTransform).anchoredPosition = pos;
            obj.GetComponent<Transform>().SetParent(mainUITransform, true);
            obj.transform.position = worldPos;
            obj.transform.localRotation = Quaternion.identity;
            obj.transform.localScale = Vector3.one;
            // obj.transform.localRotation = Quaternion.identity;
            // obj.transform.localScale = Vector3.one;
            if (isRandom)
            {
                Vector2 p = UnityEngine.Random.insideUnitCircle * DropRadius;
                Vector3 pos1 = p.normalized * p.magnitude;
                Vector3 objPos = obj.transform.position;
                objPos.x += pos1.x;
                objPos.z += pos1.y;
                obj.transform.position = objPos;
            }
            // if (isRandom)
            // {
            //     Vector2 p = UnityEngine.Random.insideUnitCircle * DropRadius;
            //     Vector3 pos1 = p.normalized * p.magnitude;
            //     Vector3 objPos = obj.transform.position;
            //     objPos.x += pos1.x;
            //     objPos.z += pos1.y;
            //     obj.transform.position = objPos;
            // }
            dropReward.PlayParticle();
            DropObjDic.Add(drop.Id, obj);
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
@@ -23,6 +23,12 @@
    public class EndlessLevelManager : Singleton<EndlessLevelManager>
    {
        /// <summary>
        /// 起始关卡
        /// </summary>
        /// <value></value>
        protected int startLevel { get; set; } = 1;
        /// <summary>
        /// 当前的关卡等级
        /// </summary>
        public int CurrentLevel { get; set; } = 1;
@@ -303,11 +309,13 @@
                CurrencyGainer.Tick(Time.deltaTime);
            }
            // buff选择完成,开始波次
            if (!isBuffSelectCompleted)
            {
                isBuffSelectCompleted = true;
                WaveManager.StartWaves(CurrentLevel);
                WaveManager.InitPort(CurrentLevel);
                EndlessUIStart.instance.Restart();
                WaveManager.StartWaves(CurrentLevel);
            }
            // 本关卡所有波次全部生成完成 && 敌人全部被清理了,然后就去尝试进入下一关
@@ -377,6 +385,7 @@
        public void NewbieUpdateLevel()
        {
            ++CurrentLevel;
            WaveManager.InitPort(CurrentLevel);
            IsAllWaveCompleted = false;
            EndlessUIStart.instance.Restart();
            WaveManager.StartWaves(CurrentLevel);
@@ -399,6 +408,9 @@
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            if (CurrentLevel == startLevel)
                WaveManager.InitPort(CurrentLevel);
            if (!GameConfig.IsNewbie)
                ShowSelectBuffUI();
            else
Assets/Scripts/TowerDefense/Level/EndlessWave.cs
@@ -52,11 +52,6 @@
        public event Action SpawnNewAgent;
        /// <summary>
        /// 波次发生改变
        /// </summary>
        public event Action WaveChanged;
        /// <summary>
        /// 怪出生开始节点
        /// </summary>
        public Node StartingNode;
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -4,6 +4,7 @@
using KTGMGemClient;
using UnityEngine;
using TowerDefense.UI.HUD;
using Core.Utilities;
namespace TowerDefense.Level
{
@@ -98,6 +99,8 @@
        private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen";
        private Timer faZhenRefreshTimer;
        private void Start()
        {
            HideTunel();
@@ -132,6 +135,25 @@
        /// 
        public virtual void StartWaves(int level)
        {
            SummonFaZhen();
        }
        /// <summary>
        /// 关卡开始时首先初始化关卡信息
        /// </summary>
        /// <param name="level"></param>
        public void InitPort(int level)
        {
            InitPortData(level);
            InitWaveData();
            RefreshBoss();
        }
        /// <summary>
        /// 初始化关卡数据
        /// </summary>
        private void InitPortData(int level)
        {
            Debug.Log($"--------------------- 开始第 {level} 关 ---------------------");
            Level = level;
            LevelData = EndlessPortData.GetLevelWaveData(level);
@@ -143,8 +165,58 @@
            if (LevelData.Count == 0)
                throw new Exception($"当前关卡:{level}, 没有关卡数据");
        }
            UpdateWave();
        /// <summary>
        /// 召唤法阵
        /// </summary>
        private void SummonFaZhen()
        {
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd);
            EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Summon);
        }
        /// <summary>
        /// boss召唤动作结束
        /// </summary>
        private void OnEndlessBossSummonEnd()
        {
            EventCenter.Ins.Remove((int)KTGMGemClient.EventType.EndlessBossSummonEnd, OnEndlessBossSummonEnd);
            EndlessBossCtrl.instance.ChangeState(EndlessBossActionState.Standing);
            HideTunel();
            RefreshFaZhen();
        }
        /// <summary>
        /// 刷新法阵显示
        /// </summary>
        private void RefreshFaZhen()
        {
            float time = 0;
            // 刷新法阵的显示
            for (int i = 0; i < waveData.Count; ++i)
            {
                int tunel = waveData[i].Config.tunel;
                int tunelBgId = waveData[i].Config.tunel_bg;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunelBgId}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
                faZhen.transform.localPosition = new Vector3(0, 1, 0);
                faZhen.transform.localScale = new Vector3(2, 2, 2);
                TunelList[tunel - 1].gameObject.SetActive(true);
                ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps.Play();
                time = ps.main.duration * 3;
                Destroy(faZhen, time);
            }
            if (faZhenRefreshTimer == null)
                faZhenRefreshTimer = new Timer(time, UpdateWave);
        }
        /// <summary>
@@ -179,39 +251,25 @@
        }
        /// <summary>
        /// 更新波
        /// 初始化波次数据
        /// </summary>
        private void UpdateWave()
        private void InitWaveData()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            waveData = LevelData[CurrentWaveIndex];
            // 直接取第一条就行了
            WaveInterval = waveData[0].Config.cooldown / 1000f;
            TotalWaveLines = waveData.Count;
            CompletedWaveLine = 0;
            SpawnedTotalEnemies = 0;
            HideTunel();
        }
            // 刷新法阵的显示
            for (int i = 0; i < waveData.Count; ++i)
            {
                int tunel = waveData[i].Config.tunel;
                int tunelBgId = waveData[i].Config.tunel_bg;
        /// <summary>
        /// 更新波
        /// </summary>
        private void UpdateWave()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunelBgId}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunelBgId}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
                faZhen.transform.localPosition = new Vector3(0, 1, 0);
                faZhen.transform.localScale = new Vector3(2, 2, 2);
                TunelList[tunel - 1].gameObject.SetActive(true);
                ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps.Play();
                Destroy(faZhen, ps.main.duration * 3);
            }
            RefreshBoss();
            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
            RemainEnemies = TotalEnemies;
@@ -284,8 +342,15 @@
        public void Update()
        {
            if (faZhenRefreshTimer != null)
            {
                if (faZhenRefreshTimer.Tick(Time.deltaTime))
                    faZhenRefreshTimer = null;
            }
            if (!isWaveStarted) return;
            // 所有赛道都完成
            if (CompletedWaveLine >= TotalWaveLines)
            {
                // 判断所有敌人是否全部清除
@@ -322,7 +387,9 @@
        private IEnumerator DelayToUpdateWave()
        {
            yield return new WaitForSeconds(WaveInterval);
            UpdateWave();
            InitWaveData();
            RefreshBoss();
            SummonFaZhen();
        }
        /// <summary>
Assets/Scripts/TowerDefense/UI/EndlessBossCtrl.cs
New file
@@ -0,0 +1,61 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Core.Utilities;
/**
 * 无尽模式boss控制器
 * @Author: chenxin
 * @Date: 2020-10-30 16:40:54
 */
namespace KTGMGemClient
{
    public class EndlessBossCtrl : Singleton<EndlessBossCtrl>
    {
        /// <summary>
        /// boss动作
        /// </summary>
        public Animator BossAnimator;
        /// <summary>
        /// 动作状态
        /// </summary>
        public EndlessBossActionState ActionState { get; set; }
        // Start is called before the first frame update
        private void Start()
        {
        }
        // Update is called once per frame
        private void Update()
        {
        }
        /// <summary>
        /// 帧事件
        /// </summary>
        /// <param name="frameName"></param>
        public void FireAnimationEvent(string frameName)
        {
            if (frameName == "summonEnd")
            {
                EventCenter.Ins.BroadCast((int)EventType.EndlessBossSummonEnd);
            }
        }
        /// <summary>
        /// 切换状态
        /// </summary>
        /// <param name="newState"></param>
        public void ChangeState(EndlessBossActionState newState)
        {
            if (newState == ActionState) return;
            ActionState = newState;
            BossAnimator.SetInteger("State", (int)newState);
        }
    }
}
Assets/Scripts/TowerDefense/UI/EndlessBossCtrl.cs.meta
New file
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4a9888d9463147846ada342fbc131017
MonoImporter:
  externalObjects: {}
  serializedVersion: 2
  defaultReferences: []
  executionOrder: 0
  icon: {instanceID: 0}
  userData:
  assetBundleName:
  assetBundleVariant:
Assets/Scripts/TowerDefense/UI/EndlessBossHPManager.cs
@@ -30,17 +30,10 @@
        private string path = "UI/Endless/Blood/";
        private string bossPath = "UI/Endless/Boss/";
        /// <summary>
        /// 血条底图
        /// </summary>
        public Sprite BaseBlood;
        /// <summary>
        /// 当前的进度值
        /// </summary>
        private float current;
        /// <summary>
        /// 目标进度值
@@ -109,7 +102,6 @@
        /// </summary>
        private void ResetProgress()
        {
            current = 1f;
            target = 1f;
            HPImage1.fillAmount = 1;
            HPImage2.fillAmount = 1;
@@ -207,8 +199,8 @@
        public void SetBossImage(int resId)
        {
            resId = (resId + 1) % 2 + 1;
            BossImage.sprite = Resources.Load<Sprite>($"{bossPath}{resId}");
            BossImage.SetNativeSize();
            // BossImage.sprite = Resources.Load<Sprite>($"{bossPath}{resId}");
            // BossImage.SetNativeSize();
        }
    }
}
Assets/Scripts/TowerDefense/UI/EndlessBuffSelect.cs
@@ -16,13 +16,6 @@
    {
        public List<SelectBuffIcon> IconList;
        private string iconPath = "UI/Endless/BuffIcon/BuffIcon_";
        /// <summary>
        /// buff是否选中完成
        /// </summary>
        private bool isCompleted;
        public event Action<int> BuffSelectCompleted;
        /// <summary>
@@ -32,9 +25,11 @@
        public Button SelectBtn;
        public GameObject EffectObj;
        public GameObject EffectPrefabObject;
        private Vector3[] effectPosArr = { new Vector3(-21.6f, 73.4f, 5.5f), new Vector3(0, 73.4f, 5.5f), new Vector3(21.6f, 73.4f, 5.5f) };
        private GameObject effectObj;
        private Vector3[] effectPosArr = { new Vector3(-21.6f, 0, 6.6f), new Vector3(0, 0, 6.6f), new Vector3(21.6f, 0, 6.6f) };
        // Start is called before the first frame update
        private void Start()
@@ -49,15 +44,19 @@
        private void OnEnable()
        {
            isCompleted = false;
            SelectedIndex = -1;
            for (int i = 0; i < IconList.Count; ++i)
            {
                IconList[i].Reset();
            }
        }
            EndlessMaskUI.instance?.Show();
        private void OnDisable()
        {
            if (effectObj != null)
                Destroy(effectObj);
        }
        public void OnClick(int index)
@@ -79,16 +78,26 @@
        private void PlayEffect()
        {
            EffectObj.transform.localPosition = effectPosArr[SelectedIndex];
            ParticleSystem ps = EffectObj.transform.GetChild(0).GetComponent<ParticleSystem>();
            if (effectObj == null)
            {
                effectObj = Instantiate(EffectPrefabObject);
                GameObject particleSystemObject = GameObject.Find("ParticleSystemObject");
                effectObj.transform.SetParent(particleSystemObject.transform, false);
                effectObj.transform.localScale = new Vector3(1.5f, 1.5f, 1.5f);
            }
            effectObj.transform.localPosition = effectPosArr[SelectedIndex];
            ParticleSystem ps = effectObj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
        }
        private void StopEffect()
        {
            ParticleSystem ps = EffectObj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Stop();
            ps.Clear();
            if (effectObj != null)
            {
                ParticleSystem ps = effectObj.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps.Stop();
                ps.Clear();
            }
        }
        /// <summary>
@@ -108,6 +117,7 @@
        public void ShowBuffUI()
        {
            EndlessMaskUI.instance.Show();
            gameObject.SetActive(true);
        }
Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs
@@ -41,6 +41,10 @@
        public GameObject SettlementUI;
        public GameObject EffectPrefabObject;
        private GameObject effectObj;
        public void Init()
        {
            LazyLoad();
@@ -76,7 +80,24 @@
            RefreshFinalWave();
            RefreshPropList();
            EndlessMaskUI.instance.Show();
            SettlementUI.SetActive(true);
            PlayEffect();
        }
        private void PlayEffect()
        {
            if (effectObj == null)
            {
                effectObj = Instantiate(EffectPrefabObject);
                GameObject particleSystemObject = GameObject.Find("ParticleSystemObject");
                effectObj.transform.SetParent(particleSystemObject.transform, false);
                effectObj.transform.localPosition = new Vector3(0, 0, 36.6f);
                effectObj.transform.localScale = new Vector3(3, 3, 3);
            }
            ParticleSystem ps = effectObj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
        }
        /// <summary>
@@ -147,7 +168,7 @@
            int level = EndlessLevelManager.instance.CurrentLevel;
            int wave = EndlessLevelManager.instance.WaveManager.CurrentWaveIndex;
            FinalWaveText.text = $"最终波次:第{level}关,第{wave}波";
            FinalWaveText.text = $"第{level}关,第{wave}波";
        }
        private void RefreshPropList()
Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
@@ -52,26 +52,19 @@
    // Start is called before the first frame update
    void Start()
    {
        if (TDAA_SDKManager.Ins == null)
            gameObject.AddComponent<TDAA_SDKManager>();
        TDAA_SDKManager.Ins.ArriveBattle();//埋点
        TDAA_SDKManager.Ins.Statistics(4);//埋点
        InitSDK();
        bVibrate = new bool[4];
        bVibrate[0] = bVibrate[1] = bVibrate[2] = bVibrate[3] = false;
        // 设置为顶层渲染:
        countDownTextNew.transform.SetAsLastSibling();
        if (timeStatic)
            timeStatic.gameObject.SetActive(false);
        EndlessBuffSelect.instance.HideBuffUI();
        EndlessBossHPManager.instance.HideHP();
        EndlessSettlement settlement = SettlementUI.transform.GetChild(0).GetComponent<EndlessSettlement>();
        settlement.Init();
        SettlementUI.SetActive(false);
        EndlessMaskUI.instance.Hide();
        EndlessBossHPManager.instance.HideHP();
        //查询是否已经做过了新手引导
        int guide = PlayerPrefs.GetInt("GemBattleGuide");
@@ -94,6 +87,14 @@
        GameConfig.EndlessPortUseSkillTowerCount = 0;
    }
    private void InitSDK()
    {
        if (TDAA_SDKManager.Ins == null)
            gameObject.AddComponent<TDAA_SDKManager>();
        TDAA_SDKManager.Ins.ArriveBattle();//埋点
        TDAA_SDKManager.Ins.Statistics(4);//埋点
    }
    /// <summary>
    /// 添加新手引导事件
    /// </summary>
@@ -113,6 +114,24 @@
    }
    private void RemoveGuideEvent()
    {
        EventCenter.Ins.Remove((int)KTGMGemClient.EventType.CreateFireLv2, CreateFireLv2);
        EventCenter.Ins.Remove((int)KTGMGemClient.EventType.CreateFirstWave, CreateFirstWave);
        EventCenter.Ins.Remove((int)KTGMGemClient.EventType.RestartWave, RestartWave);
        EventCenter.Ins.Remove<int>((int)KTGMGemClient.EventType.AddGold, AddGold);
        EventCenter.Ins.Remove((int)KTGMGemClient.EventType.CreateWaterLv1, CreateWaterLv1);
        EventCenter.Ins.Remove((int)KTGMGemClient.EventType.CreateSecondWave, CreateSecondWave);
        EventCenter.Ins.Remove((int)KTGMGemClient.EventType.SkillRelease, SkillRelease);
        EventCenter.Ins.Remove((int)KTGMGemClient.EventType.GuideFinish, NewbieGuideEnd);
    }
    protected override void OnDestroy()
    {
        base.OnDestroy();
        RemoveGuideEvent();
    }
    /// <summary>
    /// 在(2,3)位置放置一个火元素的塔
    /// </summary>
Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs
@@ -42,8 +42,6 @@
    protected int maxTower = 0;
    private bool firstDeploy = false;
    public static readonly int MAX_TOWERDIS = 5;
    // 开始出现技能塔的时间:
Assets/StreamingAssets/Table/battle.json
@@ -1 +1 @@
[[1,"skilltime",30,[],"","生成技能宝石的时间(秒)"],[2,"initialgold",100,[],"","战斗内初始金币"],[3,"doublegem",180,[],"","购买宝石直接获得2级宝石的时间(秒)"],[4,"initialmoney",5000,[],"","初始金币"],[5,"initialgems","",["101:1:100","102:3:200","103:6:200","104:9:200","105:1:200","106:3:200","107:9:200","109:1:200"],"","宝石id:等级:个数 三个一组,每组用逗号分隔"],[6,"initialdeck","",["101","102","103","105","109"],"","上阵的宝石id列表.必须是初始宝石里面的"],[7,"buildtime",0,[],"","解锁塔位所需时间(秒)"],[8,"gemcountdown",10,[],"","购买获得2级宝石倒计时(秒)"],[9,"skillchance",20,[],"","购买获得技能宝石的概率(百分比)"],[10,"changenameprice",100,[],"","非首次改名的花费(100钻石)"],[11,"gemlevelup",30,[],"","塔防区宝石升级时变换类型的概率"],[12,"familymaxcount",50,[],"","工会最大人数"],[13,"scoreShopRefreshTime",7,[],"","工会积分商城刷新时间7天,从创建开始算"],[14,"SpeedUpFrist","",["180:0.75:1.5"],"","第一次提速时间,间隔倍率,移速倍率"],[15,"SpeedUpSecond","",["300:0.5:2"],"","第二次提速时间,间隔倍率,移速倍率"],[16,"donateShopRefreshTime",7,[],"","工会捐赠商城刷新时间7天,从创建开始算"],[17,"guildRankRequest","",["0","300","600","900","1200","1500","1800","2100","2400","2700","3000"],"","加入公会的排位分数限制(超过该值才能进入)"],[18,"guildNameDay",7,[],"","修改公会名:间隔7天1次"],[19,"guildNameCost",500,[],"","修改公会名:每次花费500金币(money)"],[20,"guildicon",30,[],"","修改公会图标:间隔30天1次"],[21,"guildCreateMinLevel",5,[],"","工会创建最小等级"]]
[[1,"skilltime",30,[],"","生成技能宝石的时间(秒)"],[2,"initialgold",500,[],"","战斗内初始金币"],[3,"doublegem",180,[],"","购买宝石直接获得2级宝石的时间(秒)"],[4,"initialmoney",5000,[],"","初始金币"],[5,"initialgems","",["101:1:100","102:3:200","103:6:200","104:9:200","105:1:200","106:3:200","107:9:200","109:1:200"],"","宝石id:等级:个数 三个一组,每组用逗号分隔"],[6,"initialdeck","",["101","102","103","105","109"],"","上阵的宝石id列表.必须是初始宝石里面的"],[7,"buildtime",0,[],"","解锁塔位所需时间(秒)"],[8,"gemcountdown",10,[],"","购买获得2级宝石倒计时(秒)"],[9,"skillchance",20,[],"","购买获得技能宝石的概率(百分比)"],[10,"changenameprice",100,[],"","非首次改名的花费(100钻石)"],[11,"gemlevelup",30,[],"","塔防区宝石升级时变换类型的概率"],[12,"familymaxcount",50,[],"","工会最大人数"],[13,"scoreShopRefreshTime",7,[],"","工会积分商城刷新时间7天,从创建开始算"],[14,"SpeedUpFrist","",["180:0.75:1.5"],"","第一次提速时间,间隔倍率,移速倍率"],[15,"SpeedUpSecond","",["300:0.5:2"],"","第二次提速时间,间隔倍率,移速倍率"],[16,"donateShopRefreshTime",7,[],"","工会捐赠商城刷新时间7天,从创建开始算"],[17,"guildRankRequest","",["0","300","600","900","1200","1500","1800","2100","2400","2700","3000"],"","加入公会的排位分数限制(超过该值才能进入)"],[18,"guildNameDay",7,[],"","修改公会名:间隔7天1次"],[19,"guildNameCost",500,[],"","修改公会名:每次花费500金币(money)"],[20,"guildicon",30,[],"","修改公会图标:间隔30天1次"],[21,"guildCreateMinLevel",5,[],"","工会创建最小等级"]]
Assets/StreamingAssets/Table/endless_buff.json
@@ -1 +1 @@
[[1,"火灵之力",[2,1],[1,5,0],-1,"增加全体火精灵5%攻击力",0,10,10001,2],[2,"水灵之力",[2,2],[1,5,0],-1,"增加全体水精灵5%攻击力",0,10,10002,2],[3,"木灵之力",[2,3],[1,5,0],-1,"增加全体木精灵5%攻击力",0,10,10003,2],[4,"精灵之力",[1,0],[1,3,0],5,"5波增加全体精灵3%攻击力",0,10,10004,2],[5,"时空宝石",[1,0],[1,10,0],5,"5波内增加全体精灵10%攻击力",0,10,10005,3],[6,"飞来横财",[0],[2,500,0],0,"增加500金币",0,10,10006,1],[7,"精灵魔盒",[0],[3,3,300],0,"随机获得一个3级精灵",0,10,10007,1]]
[[1,"低级火灵之力",[2,1],[1,2,0],-1,"增加全体火精灵2%攻击力",0,99,10001,1],[2,"低级水灵之力",[2,2],[1,2,0],-1,"增加全体水精灵2%攻击力",0,99,10002,1],[3,"低级木灵之力",[2,3],[1,2,0],-1,"增加全体木精灵2%攻击力",0,99,10003,1],[4,"火灵之力",[2,1],[1,4,0],-1,"增加全体火精灵4%攻击力",0,99,10001,2],[5,"水灵之力",[2,2],[1,4,0],-1,"增加全体水精灵4%攻击力",0,99,10002,2],[6,"木灵之力",[2,3],[1,4,0],-1,"增加全体木精灵4%攻击力",0,99,10003,2],[7,"高级火灵之力",[2,1],[1,6,0],-1,"增加全体火精灵6%攻击力",0,99,10001,3],[8,"高级水灵之力",[2,2],[1,6,0],-1,"增加全体水精灵6%攻击力",0,99,10002,3],[9,"高级木灵之力",[2,3],[1,6,0],-1,"增加全体木精灵6%攻击力",0,99,10003,3],[10,"精灵之力",[1,0],[1,10,0],3,"3波增加全体精灵10%攻击力",0,99,10004,2],[11,"时空宝石",[1,0],[1,20,0],3,"3波内增加全体精灵20%攻击力",0,99,10005,3],[12,"飞来横财",[0],[2,500,0],0,"增加500金币",0,99,10007,1],[13,"中大奖!",[0],[2,1000,0],0,"增加1000金币",0,99,10007,3],[14,"精灵魔盒",[0],[3,3,300],0,"随机获得一个3级精灵",0,99,10006,2],[15,"超级精灵魔盒",[0],[3,4,500],0,"随机获得一个4级精灵",0,99,10006,3]]
Assets/StreamingAssets/Table/endless_enemy.json
@@ -1 +1 @@
[[1,"测试小怪1",1,1,3,1,101],[2,"测试小怪2",1,15,1,3,102],[3,"测试小怪3",1,3,1.5,1,103],[4,"测试小怪4",1,4,2,1,104],[5,"测试小怪5",2,5,2,1,105],[6,"测试小怪6",2,6,2,1,106]]
[[1,"测试小怪1",1,1,2.2,1,101],[2,"测试小怪2",1,4,1,3,102],[3,"测试小怪3",1,1.5,1.2,1,103],[4,"测试小怪4",1,4,2,1,104],[5,"测试小怪5",2,5,2,1,105],[6,"测试小怪6",2,6,2,1,106]]
Assets/StreamingAssets/Table/endless_port.json
@@ -1 +1 @@
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