Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle
4 files renamed
10 files copied
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103 files added
49 files modified
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| | | public static bool CanOpenNewTower = true; |
| | | |
| | | /// <summary> |
| | | /// 攻击塔是否可以收到伤害 |
| | | /// </summary> |
| | | public static bool TowerCanTakeDamage = false; |
| | | |
| | | /// <summary> |
| | | /// 攻击塔是否第一次收到伤害 |
| | | /// </summary> |
| | | public static bool TowerFirstTakeDamage = true; |
| | | |
| | | /// <summary> |
| | | /// 是否是新手 |
| | | /// </summary> |
| | | public static bool IsNewbie = true; |
| | | |
| | | /// <summary> |
| | | /// 所有新手的引导步骤是否全部完成 |
| | | /// </summary> |
| | | public static bool IsNewbieGuideCompleted = false; |
| | | |
| | | /// <summary> |
| | | /// 无尽模式每一轮游戏中成功使用技能宝石的次数 |
| | | /// </summary> |
| | | public static int EndlessPortUseSkillTowerCount; |
| | | |
| | | /// <summary> |
| | | /// 每一轮游戏中成功开启的塔位置数量,这个是上阵的塔,可以攻击的塔位 |
| | | /// </summary> |
| | | public static int EndlessOpenAttackTowerCount; |
| | | |
| | | /// <summary> |
| | | /// 每一轮游戏中成功购买塔的数量 |
| | | /// </summary> |
| | | public static int EndlessBuyTowerCount; |
| | | } |
| | | } |
| | |
| | | using System.Collections.Generic; |
| | | using System; |
| | | using UnityEngine; |
| | | |
| | | /** |
| | | * endless_port 无尽模式关卡配置表数据处理类 |
| | |
| | | /// 掉落概率总权重,即:表中掉落概率那一项全部加起来 |
| | | /// </summary> |
| | | public int DropTotalWeight; |
| | | |
| | | /// <summary> |
| | | /// 关卡等级 |
| | | /// </summary> |
| | | public int PortLevel; |
| | | } |
| | | |
| | | public class EndlessPortData |
| | |
| | | /// </summary> |
| | | private static List<endless_port> endlessPortList; |
| | | |
| | | /// <summary> |
| | | /// 无尽模式新手关卡配置表 |
| | | /// </summary> |
| | | private static List<endless_port> endlessTeachPortList; |
| | | |
| | | private static List<EndlessPortConfig> portConfigList; |
| | | |
| | | /// <summary> |
| | | /// 新手用 |
| | | /// 关卡配置字典 |
| | | /// </summary> |
| | | private static List<EndlessPortConfig> teachPortConfigList; |
| | | private static Dictionary<int, List<EndlessPortConfig>> portDic; |
| | | |
| | | private static Random random; |
| | | private static System.Random random; |
| | | |
| | | /// <summary> |
| | | /// 最大关卡 |
| | |
| | | /// </summary> |
| | | public static void Init() |
| | | { |
| | | random = new Random(); |
| | | InitPortConfig(); |
| | | InitTeachPortConfig(); |
| | | List<List<EndlessPortConfig>> list = GetLevelWaveData(1); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 初始化关卡配置 |
| | | /// </summary> |
| | | private static void InitPortConfig() |
| | | { |
| | | random = new System.Random(); |
| | | endlessPortList = JsonDataCenter.GetList<endless_port>(); |
| | | portConfigList = new List<EndlessPortConfig>(); |
| | | portDic = new Dictionary<int, List<EndlessPortConfig>>(); |
| | | InitPortList(portConfigList, endlessPortList); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 初始化新手的关卡配置 |
| | | /// </summary> |
| | | private static void InitTeachPortConfig() |
| | | { |
| | | List<endless_teachport> list = JsonDataCenter.GetList<endless_teachport>(); |
| | | endlessTeachPortList = new List<endless_port>(); |
| | | |
| | | foreach (endless_teachport data in list) |
| | | { |
| | | endless_port newData = new endless_port(); |
| | | newData.id = data.id; |
| | | newData.level = data.level; |
| | | newData.boss_name = data.boss_name; |
| | | newData.resource = data.resource; |
| | | newData.wave = data.wave; |
| | | newData.tunel = data.tunel; |
| | | newData.enemy_id = data.enemy_id; |
| | | newData.amount = data.amount; |
| | | newData.interval = data.interval; |
| | | newData.b_hp = data.b_hp; |
| | | newData.b_speed = data.b_speed; |
| | | newData.b_coin = data.b_coin; |
| | | newData.cooldown = data.cooldown; |
| | | |
| | | List<reward> rewardList = new List<reward>(); |
| | | foreach (reward r in rewardList) |
| | | { |
| | | reward nr = new reward(); |
| | | nr.type = r.type; |
| | | nr.id = r.id; |
| | | nr.count = r.count; |
| | | rewardList.Add(nr); |
| | | } |
| | | |
| | | newData.drop = rewardList; |
| | | |
| | | List<int> rateList = new List<int>(); |
| | | foreach (int r in rateList) |
| | | { |
| | | rateList.Add(r); |
| | | } |
| | | |
| | | newData.drop_rate = rateList; |
| | | newData.tunel_bg = data.tunel_bg; |
| | | endlessTeachPortList.Add(newData); |
| | | } |
| | | |
| | | teachPortConfigList = new List<EndlessPortConfig>(); |
| | | InitPortList(teachPortConfigList, endlessTeachPortList); |
| | | } |
| | | |
| | | private static void InitPortList(List<EndlessPortConfig> list, List<endless_port> srcList) |
| | | { |
| | | maxLevel = 0; |
| | | int? preLevel = null; |
| | | |
| | | foreach (endless_port data in srcList) |
| | | { |
| | | if (data.level > maxLevel) |
| | | maxLevel = data.level; |
| | | if (!GameConfig.IsNewbie && data.level < 0) continue; |
| | | |
| | | if (preLevel == null || preLevel != data.level) |
| | | { |
| | | preLevel = data.level; |
| | | ++maxLevel; |
| | | } |
| | | |
| | | EndlessPortConfig param = new EndlessPortConfig(); |
| | | param.Config = data; |
| | | param.EnemyData = EndlessEnemyData.GetDataById(data.enemy_id); |
| | | param.PortLevel = maxLevel; |
| | | int totalWeight = 0; |
| | | |
| | | for (int i = 0; i < data.drop_rate.Count; ++i) |
| | |
| | | |
| | | param.DropTotalWeight = totalWeight; |
| | | list.Add(param); |
| | | |
| | | if (!portDic.ContainsKey(param.PortLevel)) |
| | | portDic.Add(param.PortLevel, new List<EndlessPortConfig>()); |
| | | |
| | | portDic[param.PortLevel].Add(param); |
| | | } |
| | | } |
| | | |
| | |
| | | ret.Add(new List<EndlessPortConfig>()); |
| | | } |
| | | |
| | | List<EndlessPortConfig> list = GameConfig.IsNewbie ? teachPortConfigList : portConfigList; |
| | | List<EndlessPortConfig> allLevelData = portDic[level]; |
| | | |
| | | foreach (EndlessPortConfig data in list) |
| | | foreach (EndlessPortConfig data in allLevelData) |
| | | { |
| | | if (data.Config.level != level || data.Config.amount == 0) continue; |
| | | if (data.Config.amount == 0) continue; |
| | | |
| | | ret[data.Config.wave - 1].Add(data); |
| | | } |
| | |
| | | // 火元素塔充能使用结束 |
| | | FireTowerChargeEnd, |
| | | //新手引导结束 |
| | | GuideFinish |
| | | GuideFinish, |
| | | // 无尽模式成功通过第*关,第*波 |
| | | EndlessCompletedPort, |
| | | // 无尽模式关卡结束 |
| | | EndlessLevelCompleted, |
| | | } |
| | | |
| | | } |
| | |
| | | GA_SDK_Manager.Ins.GuideStep(13);//埋点 |
| | | |
| | | GameConfig.CanOpenNewTower = true; |
| | | GameConfig.CanBuyNewTower = true; |
| | | |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.GuideFinish); |
| | | Destroy(gameObject); |
| | |
| | | this.energyCalTime += Time.deltaTime; |
| | | float process = energyCalTime % 11.0f; |
| | | int proint = (int)Math.Floor(process); |
| | | proint += towerPtr.uiProOffset; |
| | | towerPtr.energyCtl.SetEnergyProgress(proint); |
| | | if (proint == 10) |
| | | { |
| | |
| | | // 设置多倍攻击速度 |
| | | fBackupTimer = m_FireTimer; |
| | | m_FireTimer = m_FireTimer / 3.0f; |
| | | |
| | | towerPtr.uiProOffset = 0; |
| | | } |
| | | } |
| | | else |
| | |
| | | poisonTimes = 0; |
| | | timeToPoisonHurt = 0; |
| | | bShieldBreak = false; |
| | | CanMove = true; |
| | | |
| | | /*// 如果对应的粒子不为空,则播放 |
| | | if( spawnParticle) |
| | |
| | | if (MoveStopEffect) |
| | | return; |
| | | |
| | | MoveStopEffect = Instantiate(WaveLineSelMgr.instance.bufStopMovePrefab); |
| | | GameObject obj = Instantiate(WaveLineSelMgr.instance.bufStopMovePrefab); |
| | | MoveStopEffect = obj.GetComponent<ParticleSystem>(); |
| | | |
| | | if (MoveStopEffect == null) |
| | | MoveStopEffect = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | MoveStopEffect.transform.position = this.position; |
| | | MoveStopEffect.Play(); |
| | | } |
| | |
| | | if (MoveStopEffect) |
| | | return; |
| | | |
| | | MoveStopEffect = Instantiate(EndlessWaveLineManager.instance.bufStopMovePrefab); |
| | | GameObject obj = Instantiate(EndlessWaveLineManager.instance.bufStopMovePrefab); |
| | | MoveStopEffect = obj.GetComponent<ParticleSystem>(); |
| | | |
| | | if (MoveStopEffect == null) |
| | | MoveStopEffect = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | MoveStopEffect.transform.position = this.position; |
| | | MoveStopEffect.Play(); |
| | | } |
| | |
| | | using ActionGameFramework.Health; |
| | | using KTGMGemClient; |
| | | using ActionGameFramework.Health; |
| | | using Core.Health; |
| | | using Core.Utilities; |
| | | using TowerDefense.Level; |
| | |
| | | |
| | | namespace TowerDefense.Agents |
| | | { |
| | | /// <summary> |
| | | /// A component that attacks a home base when an agent reaches it |
| | | /// </summary> |
| | | [RequireComponent(typeof(Agent))] |
| | | public class HomeBaseAttacker : MonoBehaviour |
| | | { |
| | | /// <summary> |
| | | /// How long the agent charges for before it attacks |
| | | /// the home base |
| | | /// </summary> |
| | | public float homeBaseAttackChargeTime = 0.5f; |
| | | /// <summary> |
| | | /// A component that attacks a home base when an agent reaches it |
| | | /// </summary> |
| | | [RequireComponent(typeof(Agent))] |
| | | public class HomeBaseAttacker : MonoBehaviour |
| | | { |
| | | /// <summary> |
| | | /// How long the agent charges for before it attacks |
| | | /// the home base |
| | | /// </summary> |
| | | public float homeBaseAttackChargeTime = 0.5f; |
| | | |
| | | /// <summary> |
| | | /// Timer used to stall attack to the home base |
| | | /// </summary> |
| | | protected Timer m_HomeBaseAttackTimer; |
| | | /// <summary> |
| | | /// Timer used to stall attack to the home base |
| | | /// </summary> |
| | | protected Timer m_HomeBaseAttackTimer; |
| | | |
| | | /// <summary> |
| | | /// If the agent has reached the Player Home Base and is charging an attack |
| | | /// </summary> |
| | | protected bool m_IsChargingHomeBaseAttack; |
| | | |
| | | /// <summary> |
| | | /// The DamageableBehaviour on the home base |
| | | /// </summary> |
| | | protected DamageableBehaviour m_FinalDestinationDamageableBehaviour; |
| | | /// <summary> |
| | | /// If the agent has reached the Player Home Base and is charging an attack |
| | | /// </summary> |
| | | protected bool m_IsChargingHomeBaseAttack; |
| | | |
| | | /// <summary> |
| | | /// The agent component attached to this gameObject |
| | | /// </summary> |
| | | public Agent agent { get; protected set; } |
| | | /// <summary> |
| | | /// The DamageableBehaviour on the home base |
| | | /// </summary> |
| | | protected DamageableBehaviour m_FinalDestinationDamageableBehaviour; |
| | | |
| | | /// <summary> |
| | | /// Fired on completion of <see cref="m_HomeBaseAttackTimer"/> |
| | | /// Applies damage to the homebase |
| | | /// </summary> |
| | | protected void AttackHomeBase() |
| | | { |
| | | m_IsChargingHomeBaseAttack = false; |
| | | var damager = GetComponent<Damager>(); |
| | | if (damager != null) |
| | | { |
| | | m_FinalDestinationDamageableBehaviour.TakeDamage(damager.finalDamage, transform.position, agent.configuration.alignmentProvider); |
| | | /// <summary> |
| | | /// The agent component attached to this gameObject |
| | | /// </summary> |
| | | public Agent agent { get; protected set; } |
| | | |
| | | PlayerHomeBase homebase = m_FinalDestinationDamageableBehaviour.GetComponent<PlayerHomeBase>(); |
| | | if(homebase && (!homebase.isDead) ) |
| | | /// <summary> |
| | | /// Fired on completion of <see cref="m_HomeBaseAttackTimer"/> |
| | | /// Applies damage to the homebase |
| | | /// </summary> |
| | | protected void AttackHomeBase() |
| | | { |
| | | m_IsChargingHomeBaseAttack = false; |
| | | var damager = GetComponent<Damager>(); |
| | | if (damager != null) |
| | | { |
| | | m_FinalDestinationDamageableBehaviour.TakeDamage(damager.finalDamage, transform.position, agent.configuration.alignmentProvider); |
| | | |
| | | PlayerHomeBase homebase = m_FinalDestinationDamageableBehaviour.GetComponent<PlayerHomeBase>(); |
| | | if (homebase && (!homebase.isDead)) |
| | | { |
| | | // 显示塔位血条 |
| | | float hscale = homebase.healthVal / homebase.configuration.maxHealth; |
| | | if ( hscale < 1.0) |
| | | // 显示塔位血条 |
| | | float hscale = homebase.healthVal / homebase.configuration.maxHealth; |
| | | if (hscale < 1.0) |
| | | { |
| | | if (homebase.opponent) |
| | | OpponentMgr.instance.m_CurrentArea.setTowerPosHealth(homebase.homebaseIdx, hscale); |
| | | if (homebase.opponent) |
| | | OpponentMgr.instance.m_CurrentArea.setTowerPosHealth(homebase.homebaseIdx, hscale); |
| | | else |
| | | { |
| | | if (GameUI.instanceExists) |
| | |
| | | else if (EndlessGameUI.instanceExists) |
| | | { |
| | | if (EndlessGameUI.instance.selfTowerPlaceArea != null) |
| | | EndlessGameUI.instance.selfTowerPlaceArea.setTowerPosHealth(homebase.homebaseIdx, hscale); |
| | | { |
| | | if (GameConfig.IsNewbie) |
| | | { |
| | | if (GameConfig.TowerFirstTakeDamage) |
| | | { |
| | | GameConfig.TowerFirstTakeDamage = false; |
| | | EndlessGameUI.instance.selfTowerPlaceArea.setTowerPosHealth(homebase.homebaseIdx, hscale); |
| | | EndlessLevelManager.instance.StopSecondWave(); |
| | | } |
| | | else |
| | | { |
| | | if (GameConfig.TowerCanTakeDamage) |
| | | { |
| | | EndlessGameUI.instance.selfTowerPlaceArea.setTowerPosHealth(homebase.homebaseIdx, hscale); |
| | | } |
| | | } |
| | | } |
| | | else |
| | | EndlessGameUI.instance.selfTowerPlaceArea.setTowerPosHealth(homebase.homebaseIdx, hscale); |
| | | } |
| | | } |
| | | } |
| | | |
| | | } |
| | | } |
| | | } |
| | | agent.Remove(); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Ticks the attack timer |
| | | /// </summary> |
| | | protected virtual void Update () |
| | | { |
| | | // Update HomeBaseAttack Timer |
| | | if (m_IsChargingHomeBaseAttack) |
| | | { |
| | | m_HomeBaseAttackTimer.Tick(Time.deltaTime); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | } |
| | | agent.Remove(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Caches the attached Agent and subscribes to the destinationReached event |
| | | /// </summary> |
| | | protected virtual void Awake() |
| | | { |
| | | agent = GetComponent<Agent>(); |
| | | agent.destinationReached += OnDestinationReached; |
| | | agent.died += OnDied; |
| | | } |
| | | /// <summary> |
| | | /// Ticks the attack timer |
| | | /// </summary> |
| | | protected virtual void Update() |
| | | { |
| | | // Update HomeBaseAttack Timer |
| | | if (m_IsChargingHomeBaseAttack) |
| | | { |
| | | m_HomeBaseAttackTimer.Tick(Time.deltaTime); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Unsubscribes from the destinationReached event |
| | | /// </summary> |
| | | protected virtual void OnDestroy() |
| | | { |
| | | if (agent != null) |
| | | { |
| | | agent.destinationReached -= OnDestinationReached; |
| | | agent.died -= OnDied; |
| | | } |
| | | } |
| | | /// <summary> |
| | | /// Caches the attached Agent and subscribes to the destinationReached event |
| | | /// </summary> |
| | | protected virtual void Awake() |
| | | { |
| | | agent = GetComponent<Agent>(); |
| | | agent.destinationReached += OnDestinationReached; |
| | | agent.died += OnDied; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Stops the attack on the home base |
| | | /// </summary> |
| | | void OnDied(DamageableBehaviour damageableBehaviour) |
| | | { |
| | | m_IsChargingHomeBaseAttack = false; |
| | | } |
| | | /// <summary> |
| | | /// Unsubscribes from the destinationReached event |
| | | /// </summary> |
| | | protected virtual void OnDestroy() |
| | | { |
| | | if (agent != null) |
| | | { |
| | | agent.destinationReached -= OnDestinationReached; |
| | | agent.died -= OnDied; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Fired then the agent reached its final node, |
| | | /// Starts the attack timer |
| | | /// </summary> |
| | | /// <param name="homeBase"></param> |
| | | void OnDestinationReached (Node homeBase) |
| | | { |
| | | if (agent.bInDeathState) return; |
| | | /// <summary> |
| | | /// Stops the attack on the home base |
| | | /// </summary> |
| | | void OnDied(DamageableBehaviour damageableBehaviour) |
| | | { |
| | | m_IsChargingHomeBaseAttack = false; |
| | | } |
| | | |
| | | m_FinalDestinationDamageableBehaviour = homeBase.GetComponent<DamageableBehaviour>(); |
| | | // start timer |
| | | if (m_HomeBaseAttackTimer == null) |
| | | { |
| | | m_HomeBaseAttackTimer = new Timer(homeBaseAttackChargeTime, AttackHomeBase); |
| | | //Debug.Log("HomeBase Timer 设置起来..."); |
| | | agent.PlayAttack(); |
| | | } |
| | | else |
| | | { |
| | | //m_HomeBaseAttackTimer.Reset(); |
| | | // Debug.Log("重复设置导致有可能怪物不会消失."); |
| | | } |
| | | m_IsChargingHomeBaseAttack = true; |
| | | } |
| | | } |
| | | /// <summary> |
| | | /// Fired then the agent reached its final node, |
| | | /// Starts the attack timer |
| | | /// </summary> |
| | | /// <param name="homeBase"></param> |
| | | void OnDestinationReached(Node homeBase) |
| | | { |
| | | if (agent.bInDeathState) return; |
| | | |
| | | m_FinalDestinationDamageableBehaviour = homeBase.GetComponent<DamageableBehaviour>(); |
| | | // start timer |
| | | if (m_HomeBaseAttackTimer == null) |
| | | { |
| | | m_HomeBaseAttackTimer = new Timer(homeBaseAttackChargeTime, AttackHomeBase); |
| | | //Debug.Log("HomeBase Timer 设置起来..."); |
| | | agent.PlayAttack(); |
| | | } |
| | | else |
| | | { |
| | | //m_HomeBaseAttackTimer.Reset(); |
| | | // Debug.Log("重复设置导致有可能怪物不会消失."); |
| | | } |
| | | m_IsChargingHomeBaseAttack = true; |
| | | } |
| | | } |
| | | } |
| | |
| | | if (EndlessLeveltate == LevelState.SpawningEnemies && IsAllWaveCompleted && NumberOfEnemies == 0) |
| | | { |
| | | // 新手的话,第一关完了暂停 |
| | | if (!GameConfig.IsNewbie) |
| | | if (!GameConfig.IsNewbie || GameConfig.IsNewbieGuideCompleted) |
| | | { |
| | | if (!UpdateLevel()) |
| | | ChangeLevelState(LevelState.AllEnemiesSpawned); |
| | |
| | | /// <summary> |
| | | /// 火攻击效果 |
| | | /// </summary> |
| | | public ParticleSystem skillFirePrefab; |
| | | public GameObject skillFirePrefab; |
| | | |
| | | /// <summary> |
| | | /// 炸弹攻击效果 |
| | | /// </summary> |
| | | public ParticleSystem skillBombPrefab; |
| | | public GameObject skillBombPrefab; |
| | | |
| | | /// <summary> |
| | | /// 停止移动的Buff特效. |
| | | /// </summary> |
| | | public ParticleSystem bufStopMovePrefab; |
| | | public GameObject bufStopMovePrefab; |
| | | |
| | | protected bool zeroState = true; |
| | | |
| | |
| | | { |
| | | if (id >= waveLineList.Count || waveLineList[id] == null) return; |
| | | |
| | | ParticleSystem playParticle = Instantiate(skillFirePrefab); |
| | | playParticle.transform.position = EndlessLevelManager.instance.WaveManager.GetWaveEndPos(id); |
| | | playParticle.Play(); |
| | | Destroy(playParticle.gameObject, playParticle.main.duration); |
| | | GameObject obj = Instantiate(skillFirePrefab); |
| | | ParticleSystem ps = obj.GetComponent<ParticleSystem>(); |
| | | |
| | | if (ps == null) |
| | | ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps.transform.position = EndlessLevelManager.instance.WaveManager.GetWaveEndPos(id); |
| | | ps.Play(); |
| | | Destroy(ps.gameObject, ps.main.duration); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | public void PlayBattleAreaBombEffect(Vector3 pos) |
| | | { |
| | | if (skillBombPrefab == null) return; |
| | | ParticleSystem playParticle = Instantiate(skillBombPrefab); |
| | | playParticle.transform.position = pos; |
| | | playParticle.Play(); |
| | | Destroy(playParticle.gameObject, playParticle.main.duration); |
| | | |
| | | GameObject obj = Instantiate(skillBombPrefab); |
| | | ParticleSystem ps = obj.GetComponent<ParticleSystem>(); |
| | | |
| | | if (ps == null) |
| | | ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps.transform.position = pos; |
| | | ps.Play(); |
| | | Destroy(ps.gameObject, ps.main.duration); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | |
| | | private void RefreshBoss() |
| | | { |
| | | if (CurrentWaveIndex > 0) |
| | | if (CurrentWaveIndex > 0 || TotalWaves == 1) |
| | | EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1); |
| | | EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name} Lv.{Level}"); |
| | | EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex); |
| | |
| | | // 更新波索引 |
| | | ++CurrentWaveIndex; |
| | | EndlessBuffManager.instance.UpdateBuffList(); |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessCompletedPort, Level, CurrentWaveIndex); |
| | | |
| | | if (CurrentWaveIndex >= TotalWaves) |
| | | // 当前关卡的所有波次全部完成 |
| | |
| | | /// <summary> |
| | | /// 己方战场的Boss |
| | | /// </summary> |
| | | public List<GameObject> selfSkullList; |
| | | public List<GameObject> oppoSkullList; |
| | | protected List<bool> selfWarningList; |
| | | protected List<Vector3> selfSkullUIPos; |
| | | public List<GameObject> selfSkullList; |
| | | public List<GameObject> oppoSkullList; |
| | | protected List<bool> selfWarningList; |
| | | protected List<Vector3> selfSkullUIPos; |
| | | protected GameObject[] selfWarningUI = new GameObject[5]; |
| | | |
| | | /// <summary> |
| | |
| | | /// <summary> |
| | | /// 火攻击效果 |
| | | /// </summary> |
| | | public ParticleSystem skillFirePrefab; |
| | | public GameObject skillFirePrefab; |
| | | |
| | | /// <summary> |
| | | /// 炸弹攻击效果 |
| | | /// </summary> |
| | | public ParticleSystem skillBombPrefab; |
| | | public GameObject skillBombPrefab; |
| | | |
| | | /// <summary> |
| | | /// 停止移动的Buff特效. |
| | | /// </summary> |
| | | public ParticleSystem bufStopMovePrefab; |
| | | public GameObject bufStopMovePrefab; |
| | | |
| | | |
| | | protected bool zeroState = true; |
| | |
| | | int skullNum = selfSkullList.Count; |
| | | selfWarningList = new List<bool>(); |
| | | selfSkullUIPos = new List<Vector3>(); |
| | | for( int ti =0;ti<skullNum;ti ++) |
| | | for (int ti = 0; ti < skullNum; ti++) |
| | | { |
| | | if( selfSkullList[ti]) |
| | | if (selfSkullList[ti]) |
| | | { |
| | | Color tzeroc = new Color(1.0f, 1.0f, 1.0f, 0.0f); |
| | | Material tmat = selfSkullList[ti].GetComponent<MeshRenderer>().material; |
| | |
| | | tmat.color = tzeroc; |
| | | |
| | | UnityEngine.Camera sceneCam = ViewPortAdj.instance.cachedCamera; |
| | | Vector3 centPos = sceneCam.WorldToScreenPoint( oppoSkullList[ti].transform.position ); |
| | | Vector3 centPos = sceneCam.WorldToScreenPoint(oppoSkullList[ti].transform.position); |
| | | selfSkullUIPos.Add(centPos); |
| | | } |
| | | selfWarningList.Add(false); |
| | | } |
| | | |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 开启BossWaring倒计时. |
| | | /// </summary> |
| | | /// <param name="cdtime"></param> |
| | | public void StartCountDownBossWarning( float cdtime,int waveline ) |
| | | public void StartCountDownBossWarning(float cdtime, int waveline) |
| | | { |
| | | // 已经显示直接返回. |
| | | if (selfWarningUI[waveline] != null ) return; |
| | | if (selfWarningUI[waveline] != null) return; |
| | | |
| | | GameObject cdui = Instantiate(cdBossWarningPrefab); |
| | | GameObject go = GameObject.Find("BattleMainUI"); |
| | |
| | | selfWarningUI[waveline] = cdui; |
| | | } |
| | | |
| | | public void StopCountDownBossWarning( int waveline ) |
| | | public void StopCountDownBossWarning(int waveline) |
| | | { |
| | | Destroy(selfWarningUI[waveline]); |
| | | selfWarningUI[waveline] = null; |
| | |
| | | /// 开启某一条兵线的Boss警告. |
| | | /// </summary> |
| | | /// <param name="warn"></param> |
| | | public void waveLineBossWarning( int waveline,bool warn) |
| | | public void waveLineBossWarning(int waveline, bool warn) |
| | | { |
| | | if (selfWarningList[waveline] == warn) return; |
| | | selfWarningList[waveline] = warn; |
| | | |
| | | if ( warn) |
| | | if (warn) |
| | | { |
| | | if (selfSkullList[waveline]) |
| | | { |
| | |
| | | seq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.25f)); |
| | | } |
| | | |
| | | if( oppoSkullList[waveline]) |
| | | if (oppoSkullList[waveline]) |
| | | { |
| | | Material tmat = oppoSkullList[waveline].GetComponent<MeshRenderer>().material; |
| | | Sequence seq = DOTween.Sequence(); |
| | |
| | | /// <summary> |
| | | /// 在某一兵线上播放技能特效 |
| | | /// </summary> |
| | | public void PlayWaveLineEffect( int id ) |
| | | public void PlayWaveLineEffect(int id) |
| | | { |
| | | if ((id >= waveLineList.Count) || (waveLineList[id] == null)) return; |
| | | |
| | | ParticleSystem playParticle = Instantiate(skillFirePrefab); |
| | | playParticle.transform.position = LevelManager.instance.waveManager.GetWaveEndPos( id ); |
| | | playParticle.Play(); |
| | | |
| | | GameObject obj = Instantiate(skillFirePrefab); |
| | | ParticleSystem ps = obj.GetComponent<ParticleSystem>(); |
| | | |
| | | if (ps == null) |
| | | ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps.transform.position = LevelManager.instance.waveManager.GetWaveEndPos(id); |
| | | ps.Play(); |
| | | Destroy(ps.gameObject, ps.main.duration); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 在战场内某一个位置播放特效 |
| | | /// </summary> |
| | | /// <param name="pos"></param> |
| | | public void PlayBattleAreaBombEffect( Vector3 pos) |
| | | public void PlayBattleAreaBombEffect(Vector3 pos) |
| | | { |
| | | if (skillBombPrefab == null) return; |
| | | ParticleSystem playParticle = Instantiate(skillBombPrefab); |
| | | playParticle.transform.position = pos; |
| | | playParticle.Play(); |
| | | |
| | | GameObject obj = Instantiate(skillBombPrefab); |
| | | ParticleSystem ps = obj.GetComponent<ParticleSystem>(); |
| | | |
| | | if (ps == null) |
| | | ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps.transform.position = pos; |
| | | ps.Play(); |
| | | Destroy(ps.gameObject, ps.main.duration); |
| | | } |
| | | |
| | | |
| | |
| | | /// 对应兵线发亮. |
| | | /// </summary> |
| | | /// <param name="id"></param> |
| | | public void waveLineFlash( int id) |
| | | public void waveLineFlash(int id) |
| | | { |
| | | if ((id >= waveLineList.Count) || (waveLineList[id] == null) ) return; |
| | | if ((id >= waveLineList.Count) || (waveLineList[id] == null)) return; |
| | | |
| | | //设置一个DOTween队列 |
| | | Sequence flashSeq = DOTween.Sequence(); |
| | | Material tmat = waveLineList[id].GetComponent<MeshRenderer>().material; |
| | | flashSeq.Append( tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.1f)); |
| | | flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.1f)); |
| | | flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.2f), 0.08f)); |
| | | flashSeq.Append(tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.08f)); |
| | | flashSeq.AppendInterval(0.05f); |
| | |
| | | /// 对某一条兵线显示选中效果 |
| | | /// </summary> |
| | | /// <param name="id"></param> |
| | | public void fadeWaveline( int id,bool fadeOut,float ftime = 0.3f ) |
| | | public void fadeWaveline(int id, bool fadeOut, float ftime = 0.3f) |
| | | { |
| | | if ((id >= waveLineList.Count) || (waveLineList[id] == null)) return; |
| | | Material tmat = waveLineList[id].GetComponent<MeshRenderer>().material; |
| | | if( fadeOut) |
| | | if (fadeOut) |
| | | { |
| | | tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), ftime ); |
| | | tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), ftime); |
| | | } |
| | | else |
| | | { |
| | | tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), ftime ); |
| | | tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), ftime); |
| | | } |
| | | } |
| | | |
| | |
| | | /// 某一个位置攻击塔位放下。 |
| | | /// </summary> |
| | | /// <param name="pos"></param> |
| | | public void attackTowerFixed( int pos) |
| | | public void attackTowerFixed(int pos) |
| | | { |
| | | if ((pos >= waveLineList.Count) || (waveLineList[pos] == null)) return; |
| | | |
| | |
| | | // Update is called once per frame |
| | | void Update() |
| | | { |
| | | if( UnityEngine.Input.GetKeyDown( KeyCode.G )) |
| | | if (UnityEngine.Input.GetKeyDown(KeyCode.G)) |
| | | { |
| | | //PlayWaveLineEffect(2); |
| | | /*ParticleSystem MoveStopEffect = Instantiate(WaveLineSelMgr.instance.bufStopMovePrefab); |
| | | MoveStopEffect.transform.position = this.transform.position; |
| | | MoveStopEffect.Play();*/ |
| | | } |
| | | if( UnityEngine.Input.GetKeyDown( KeyCode.V ) ) |
| | | if (UnityEngine.Input.GetKeyDown(KeyCode.V)) |
| | | { |
| | | PlayBattleAreaBombEffect(this.battleAreaObject.transform.position); |
| | | } |
| | | |
| | | |
| | | } |
| | | } |
| | |
| | | img.transform.SetAsFirstSibling(); |
| | | EnergyUICtl euc = img.GetComponent<EnergyUICtl>(); |
| | | arrTowerEnergyUi[x] = euc; |
| | | // euc.gameObject.SetActive(false); |
| | | euc.gameObject.SetActive(false); |
| | | } |
| | | |
| | | return; |
| | |
| | | } |
| | | // 设置塔位默认开启,后面需要根据配置来 |
| | | m_arrGridType[2, 3] = PlacementGridType.EGridOpen; |
| | | ++GameConfig.EndlessOpenAttackTowerCount; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | |
| | | // 处理PVE无尽模式,buff增加的伤害 |
| | | finalDamage += ProcessEndlessBuffAttack(finalDamage); |
| | | // cx test |
| | | finalDamage *= 2f; |
| | | |
| | | // 提前处理非当前Enemy的爆炸攻击: |
| | | if (chainAttackRate > 0) |
| | |
| | | /// </summary> |
| | | public float attackRise { get; set; } |
| | | |
| | | /// <summary> |
| | | /// 用于界面部分的数据位移 |
| | | /// </summary> |
| | | protected int progressOffset = 0; |
| | | |
| | | /// <summary> |
| | | /// 塔防数据的局内升级 |
| | |
| | | { |
| | | get; set; |
| | | } |
| | | |
| | | public int uiProOffset |
| | | { |
| | | get { return this.progressOffset; } |
| | | set { this.progressOffset = value; } |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// Gets whether the tower can level up anymore |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 去掉当前Tower对应的界面数据. |
| | | /// </summary> |
| | | public void DisableTowerUICtrl() |
| | | { |
| | | // 根据是否是子弹塔防来决定是否显示相应的界面 |
| | | BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y); |
| | | |
| | | if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null)) |
| | | { |
| | | buc.gameObject.SetActive(false); |
| | | this.bulletCtl = null; |
| | | } |
| | | |
| | | EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y); |
| | | if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null)) |
| | | { |
| | | // 设置数据 |
| | | euc.gameObject.SetActive(false); |
| | | this.energyCtl = null; |
| | | } |
| | | |
| | | return; |
| | | } |
| | | |
| | | public int GetTowerUICtrlProgress() |
| | | { |
| | | // 根据是否是子弹塔防来决定是否显示相应的界面 |
| | | BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y); |
| | | |
| | | if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null)) |
| | | return buc.GetCtlProgress(); |
| | | |
| | | EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y); |
| | | if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null)) |
| | | return euc.GetCtlProgress(); |
| | | |
| | | return 0; |
| | | } |
| | | |
| | | public void SetTowerUICtlProcess( int pro) |
| | | { |
| | | // 根据是否是子弹塔防来决定是否显示相应的界面 |
| | | BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y); |
| | | |
| | | if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null)) |
| | | { |
| | | buc.SetCtlProcess(pro); |
| | | progressOffset = pro; |
| | | } |
| | | |
| | | EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y); |
| | | if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null)) |
| | | { |
| | | euc.SetCtlProcess(pro); |
| | | progressOffset = pro; |
| | | if (progressOffset == 10) |
| | | progressOffset = 0; |
| | | } |
| | | |
| | | |
| | | |
| | | return; |
| | | } |
| | | |
| | | |
| | | |
| | | /// <summary> |
| | | /// 充能技能相关的代码开关。包括子弹充能和时间充能 |
| | | /// </summary> |
| | | protected void OnTowerUICtrl() |
| | |
| | | resetToMaxBullet(); |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 获取进度条进度. |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | public int GetCtlProgress() |
| | | { |
| | | return this.curBulletNum; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 设置进度. |
| | | /// </summary> |
| | | /// <param name="pro"></param> |
| | | public void SetCtlProcess( int pro) |
| | | { |
| | | this.curBulletNum = pro; |
| | | this.updateBulletUI(pro, maxBulletNum); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 重设子弹数目到最大. |
| | | /// </summary> |
| | |
| | | /// </summary> |
| | | public void ReturnToMainMenu() |
| | | { |
| | | if (GameConfig.IsNewbieGuideCompleted) |
| | | GameConfig.IsNewbie = false; |
| | | |
| | | // 清空所有Tween数据: |
| | | DOTween.Clear(); |
| | | EndlessUIStart.bFirstLoaded = false; |
| | |
| | | /// </summary> |
| | | protected void Victory() |
| | | { |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessLevelCompleted); |
| | | EndlessUIStart.instance.Pause(); |
| | | OpenEndGameScreen(true); |
| | | if (VictoryAudio != null && AudioSource != null) |
| | |
| | | |
| | | if (bsucc) |
| | | { |
| | | ++GameConfig.EndlessOpenAttackTowerCount; |
| | | towerGrid.updateGridOpenCoin(gridX, gridY); |
| | | if (mImage) |
| | | mImage.color = new Color(1.0f, 1.0f, 1.0f, 0.0f); |
| | |
| | | Instantiate(Resources.Load<GameObject>("UI/Guide/GuidePanel"), this.transform); |
| | | AddGuideEvent(); |
| | | } |
| | | |
| | | GameConfig.EndlessOpenAttackTowerCount = 0; |
| | | GameConfig.EndlessBuyTowerCount = 0; |
| | | GameConfig.EndlessPortUseSkillTowerCount = 0; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | private void SkillRelease() |
| | | { |
| | | EndlessLevelManager.instance.RestartWave(); |
| | | int attributeId = 99902; |
| | | int level = 1; |
| | | int waveLineIndex = 2; |
| | | int waveLineIndex = 1; |
| | | |
| | | // 播放特效,并处理伤害. |
| | | EndlessWaveLineManager.instance.PlayWaveLineEffect(waveLineIndex); |
| | | AgentInsManager.instance.ExecWavelineAttack(waveLineIndex, attributeId, level, false); |
| | | ++GameConfig.EndlessPortUseSkillTowerCount; |
| | | StartCoroutine(Delay1()); |
| | | } |
| | | |
| | |
| | | { |
| | | yield return new WaitForSeconds(1f); |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.SkillReleaseDone); |
| | | GameConfig.IsNewbie = false; |
| | | EndlessLevelManager.instance.PauseWave(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | private void NewbieGuideEnd() |
| | | { |
| | | EndlessLevelManager.instance.RestartWave(); |
| | | GameConfig.IsNewbie = false; |
| | | GameConfig.IsNewbieGuideCompleted = true; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取进度条进度. |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | public int GetCtlProgress() |
| | | { |
| | | return currentProgress; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 设置进度. |
| | | /// </summary> |
| | | /// <param name="pro"></param> |
| | | public void SetCtlProcess(int pro) |
| | | { |
| | | if (pro == 10) |
| | | pro = 0; |
| | | energyScaleMask.rectTransform.DOKill(); |
| | | this.SetEnergyProgress(pro,false); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 显示并更新能量条进度. |
| | | /// </summary> |
| | | /// <param name="pro"></param> |
| | | public void SetEnergyProgress(int pro) |
| | | public void SetEnergyProgress(int pro,bool ani = true) |
| | | { |
| | | if (pro == currentProgress) return; |
| | | |
| | | energyScaleMask.rectTransform.DOScaleY( pro / 10.0f, 0.3f ); |
| | | if( ani ) |
| | | energyScaleMask.rectTransform.DOScaleY( pro / 10.0f, 0.3f ); |
| | | else |
| | | energyScaleMask.rectTransform.DOScaleY(pro / 10.0f, 0.0f); |
| | | currentProgress = pro; |
| | | } |
| | | |
| | |
| | | break; |
| | | } |
| | | |
| | | if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep) |
| | | { |
| | | EndlessUIStart.instance.beginSkillStep = true; |
| | | EndlessLevelManager.instance.StopSecondWave(); |
| | | } |
| | | |
| | | bool isAllDestroyed = true; |
| | | |
| | | for (int i = 0; i < AttackRowNumbers; ++i) |
| | |
| | | // 播放特效,并处理伤害. |
| | | EndlessWaveLineManager.instance.PlayWaveLineEffect(selEff.waveLineId); |
| | | AgentInsManager.instance.ExecWavelineAttack(selEff.waveLineId, sId, sLevel, false); |
| | | ++GameConfig.EndlessPortUseSkillTowerCount; |
| | | return true; |
| | | } |
| | | } |
| | |
| | | m_CurrentTower.Show(); |
| | | if (successfulPurchase) |
| | | { |
| | | ++GameConfig.EndlessBuyTowerCount; |
| | | // 删除towerToMove,确保塔防数据不再出现多个 |
| | | if (zeroCost && (towerToMove != null)) |
| | | { |
| | |
| | | protected Tower towerToMove = null; |
| | | |
| | | /// <summary> |
| | | /// UI界面对应的进度 |
| | | /// </summary> |
| | | protected int uiCtlProgresss = 0; |
| | | |
| | | |
| | | /// <summary> |
| | | /// Fires when the <see cref="State"/> changes |
| | | /// should only allow firing when TouchUI is used |
| | | /// </summary> |
| | |
| | | |
| | | public void delTower(Tower t) |
| | | { |
| | | // 删除Tower之前去掉充能条数据. |
| | | if( t.bInAttackMode) |
| | | t.DisableTowerUICtrl(); |
| | | |
| | | // 删除Tower有可能对应的Timer. |
| | | foreach (var tdata in towerTimeDic) |
| | | { |
| | |
| | | break; |
| | | } |
| | | |
| | | // |
| | | // 重设界面数据 |
| | | uiCtlProgresss = 0; |
| | | |
| | | // 从列表中删除Tower.并破坏Tower的外形。 |
| | | dragTowerLevel = towerOld.currentLevel; |
| | | // 尝试不再删除原来的Tower,而是尝试在合成成功后再删除原来的Tower |
| | | towerOld.showTower(false); |
| | | towerToMove = towerOld; |
| | | |
| | | if( towerOld.bInAttackMode) |
| | | { |
| | | int pro = towerOld.GetTowerUICtrlProgress(); |
| | | uiCtlProgresss = pro; |
| | | } |
| | | |
| | | // 先删除,再设置移动相关。 |
| | | SetToDragMode(newT); |
| | |
| | | // 开启相应的兵线: |
| | | Tower tw = FindTowerWithGridIdx(m_GridPosition.x, m_GridPosition.y); |
| | | if (tw != null) |
| | | { |
| | | LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId); |
| | | |
| | | // 顺便设置界面的进展 |
| | | if (uiCtlProgresss > 0) |
| | | { |
| | | tw.SetTowerUICtlProcess(uiCtlProgresss); |
| | | Debug.Log("设置当前的进度:" + uiCtlProgresss); |
| | | uiCtlProgresss = 0; |
| | | } |
| | | } |
| | | } |
| | | // 当前是Skill塔位的状态. |
| | | else if (bSkill) |
| | |
| | | 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| | | [[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"]] |
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| | | [[1,[1,2,3],["10:1","1:2"],["2:1","1:2"]],[2,[4,5,6],["20:1","2:2"],["4:1","1:2"]],[3,[7,8,9],["30:1","3:2"],["6:1","2:2"]],[4,[10,11,12,13],["40:1","4:2"],["8:1","2:2"]]] |
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