chenxin
2020-11-18 ca4c0a3b1a1769a5d0af4a17e7a916b0ca5b3cf8
水技能调整 打包
25 files modified
50 ■■■■■ changed files
And/GemBattle.apk patch | view | raw | blame | history
Assets/00000/package/Materials/EffectShader_Niuqu_002.mat 2 ●●● patch | view | raw | blame | history
Assets/Materials/UI/tileTowerVSMat.mat 2 ●●● patch | view | raw | blame | history
Assets/Prefabs/UI/FreezeEnergy.prefab 2 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs 15 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/FreezeBreath.cs 25 ●●●● patch | view | raw | blame | history
Assets/StreamingAssets/Table/endless_buff.json 2 ●●● patch | view | raw | blame | history
GemBattle.zip patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/Assembly-CSharp-firstpass.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/Assembly-CSharp.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/MoreMountains.NiceVibrations.Demos.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/MoreMountains.NiceVibrations.Haptics.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/MoreMountains.NiceVibrations.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/Unity.TextMeshPro.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/Unity.Timeline.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/UnityEngine.UI.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/StreamingAssets/Table/endless_buff.json 2 ●●● patch | view | raw | blame | history
GemBattle/宝石塔防_Data/globalgamemanagers patch | view | raw | blame | history
GemBattle/宝石塔防_Data/globalgamemanagers.assets patch | view | raw | blame | history
GemBattle/宝石塔防_Data/level0 patch | view | raw | blame | history
GemBattle/宝石塔防_Data/level1 patch | view | raw | blame | history
GemBattle/宝石塔防_Data/resources.assets patch | view | raw | blame | history
GemBattle/宝石塔防_Data/sharedassets0.assets patch | view | raw | blame | history
GemBattle/宝石塔防_Data/sharedassets0.assets.resS patch | view | raw | blame | history
GemBattle/宝石塔防_Data/sharedassets1.assets patch | view | raw | blame | history
And/GemBattle.apk
Binary files differ
Assets/00000/package/Materials/EffectShader_Niuqu_002.mat
@@ -7,7 +7,7 @@
  m_CorrespondingSourceObject: {fileID: 0}
  m_PrefabInstance: {fileID: 0}
  m_PrefabAsset: {fileID: 0}
  m_Name: EffectShader_Niuqu_001 1
  m_Name: EffectShader_Niuqu_002
  m_Shader: {fileID: 4800000, guid: bb80d5a11259d934b92ef9060d89a7b4, type: 3}
  m_ShaderKeywords: 
  m_LightmapFlags: 4
Assets/Materials/UI/tileTowerVSMat.mat
@@ -40,7 +40,7 @@
        m_Scale: {x: 1, y: 1}
        m_Offset: {x: 0, y: 0}
    - _MainTex:
        m_Texture: {fileID: 2800000, guid: 8c9a3d26120e78f40aa4ef9ed23d573c, type: 3}
        m_Texture: {fileID: 2800000, guid: 93f40a01d57fbff418fc0b54b6ab7d9f, type: 3}
        m_Scale: {x: 1, y: 1}
        m_Offset: {x: 0, y: 0}
    - _MetallicGlossMap:
Assets/Prefabs/UI/FreezeEnergy.prefab
@@ -90,7 +90,7 @@
  m_Name: 
  m_EditorClassIdentifier: 
  ProgressImg: {fileID: 4636030447972189695}
  FreezeJet: {fileID: 3459016936373460007, guid: ca3ce846fd72b2e4bbb24b3a46cc42d0,
  FreezeJet: {fileID: 313942322445951525, guid: d052efd0b42a0cd4e9b77f897a6ad84d,
    type: 3}
--- !u!1 &4636030447972189693
GameObject:
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -132,7 +132,7 @@
        /// </summary>
        protected float freezeBreathCallTime = 0;
        protected float inFreezeBreath = 0;
        protected float inFreezeBreath;
        protected float freezeBreathBackTimer = 0;
@@ -405,22 +405,25 @@
                    if (processInt == (int)Mathf.Floor(FreezeBreath.ChargeTime))
                    {
                        inFreezeBreath = FreezeBreath.EffectTime;
                        inFreezeBreath = towerPtr.FreezeBreathCtrl.SkillTime;
                        towerPtr.FreezeBreathProgressOffset = 0;
                        towerPtr.PlayFreezeBreathEffect(true);
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 1;
                        towerPtr.FreezeBreathCtrl.PlayFreezeEffect(waveLineID);
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider);
                    }
                }
                else
                {
                    inFreezeBreath -= Time.deltaTime;
                    int time = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime / (towerPtr.FreezeBreathCtrl.DamageCount - 1) * 10);
                    int interval = Mathf.FloorToInt(inFreezeBreath * 10);
                    int offset = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.SkillTime * 10) - Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime * 10);
                    if (inFreezeBreath <= FreezeBreath.EffectTime / 2 && towerPtr.FreezeBreathCtrl.ReleaseCount != 2)
                    if (interval == time * (towerPtr.FreezeBreathCtrl.DamageCount - towerPtr.FreezeBreathCtrl.ReleaseCount - 1) + offset && towerPtr.FreezeBreathCtrl.ReleaseCount < towerPtr.FreezeBreathCtrl.DamageCount)
                    {
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 2;
                        ++towerPtr.FreezeBreathCtrl.ReleaseCount;
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider);
                        return;
                    }
                    if (inFreezeBreath <= 0)
@@ -429,8 +432,6 @@
                        freezeBreathCallTime = 0;
                        towerPtr.FreezeBreathCtrl.SetProgress(0);
                        towerPtr.PlayFreezeBreathEffect(false);
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 3;
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider);
                    }
                }
            }
Assets/Scripts/TowerDefense/UI/FreezeBreath.cs
@@ -28,9 +28,20 @@
        public static float ChargeTime { get; private set; } = 10f;
        /// <summary>
        /// 技能持续时间
        /// 伤害时间
        /// </summary>
        public static float EffectTime { get; private set; } = 1f;
        public float EffectTime { get; private set; } = 2f;
        /// <summary>
        /// 伤害结算次数
        /// </summary>
        /// <value></value>
        public int DamageCount { get; private set; } = 6;
        /// <summary>
        /// 整个技能时间
        /// </summary>
        public float SkillTime { get; private set; } = 2.5f;
        /// <summary>
        /// 当前的充能进度
@@ -87,8 +98,6 @@
                agentList.Add(list[i]);
            }
            PlayFreezeEffect(waveLineId);
            while (agentList.Count > 0)
            {
                Agent agent = agentList[0];
@@ -103,8 +112,14 @@
            }
        }
        private void PlayFreezeEffect(int waveLineId)
        public void PlayFreezeEffect(int waveLineId)
        {
            WaveLineAgentInsMgr[] agentInsMgrs = AgentInsManager.instance.GetWaveLineList();
            WaveLineAgentInsMgr waveLineAgentInsMgr = agentInsMgrs[waveLineId];
            List<Agent> list = waveLineAgentInsMgr.listAgent;
            if (list.Count == 0) return;
            GameObject obj = Poolable.TryGetPoolable(FreezeJet);
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
Assets/StreamingAssets/Table/endless_buff.json
@@ -1 +1 @@
[[1,"低级火灵之力",[2,1],[1,10,0],-1,"增加全体火精灵10%攻击力",0,99,10001,1,1],[2,"低级水灵之力",[2,2],[1,10,0],-1,"增加全体水精灵10%攻击力",0,99,10002,1,1],[3,"低级木灵之力",[2,3],[1,10,0],-1,"增加全体木精灵10%攻击力",0,99,10003,1,1],[4,"火灵之力",[2,1],[1,15,0],-1,"增加全体火精灵15%攻击力",4,99,10001,2,1],[5,"水灵之力",[2,2],[1,15,0],-1,"增加全体水精灵15%攻击力",4,99,10002,2,1],[6,"木灵之力",[2,3],[1,15,0],-1,"增加全体木精灵15%攻击力",4,99,10003,2,1],[7,"高级火灵之力",[2,1],[1,20,0],-1,"增加全体火精灵20%攻击力",7,99,10001,3,1],[8,"高级水灵之力",[2,2],[1,20,0],-1,"增加全体水精灵20%攻击力",7,99,10002,3,1],[9,"高级木灵之力",[2,3],[1,20,0],-1,"增加全体木精灵20%攻击力",7,99,10003,3,1],[10,"精灵之力",[1,0],[1,50,0],2,"2波增加全体精灵50%攻击力",3,99,10004,2,1],[11,"狂暴之力",[1,0],[1,65,0],2,"2波内增加全体精灵65%攻击力",3,99,10005,3,1],[12,"飞来横财",[0],[2,300,0],0,"增加300金币",0,99,10007,1,1],[13,"中大奖!",[0],[2,800,0],0,"增加800金币",4,99,10007,3,1],[14,"精灵魔盒",[0],[3,3,300],0,"随机获得一个3级精灵",99,99,10006,2,1],[15,"超级精灵魔盒",[0],[3,4,500],0,"随机获得一个4级精灵",99,99,10006,3,1],[16,"时空之力:水",[2,2],[4,0.2,0.5],-1,"水精灵攻速+25%",0,99,"10013",3,0],[17,"时空之力:火",[2,1],[4,0.2,0.5],-1,"火精灵攻速+25%",0,99,"10013",3,0],[18,"时空之力:木",[2,3],[4,0.2,0.5],-1,"木精灵攻速+25%",0,99,"10013",3,0],[19,"狂暴:玉米枪手",[3,109],[5,150,0],-1,"玉米精灵暴击率+15%",0,99,"10012",3,0],[20,"暴怒:玉米枪手",[3,109],[6,300,0],-1,"玉米精灵暴击伤害+30%",0,99,"10011",3,0],[21,"弹夹扩容:玉米枪手",[3,109],[7,2,0],-1,"玉米精灵高能子弹数量变为2颗",0,99,10008,3,0],[22,"爆裂狂怒:炸弹火鸟",[3,101],[9,10,0],-1,"火鸟精灵充能后变为10倍攻速",0,99,10009,3,0]]
[[1,"低级火灵之力",[2,1],[1,10,0],-1,"增加全体火精灵10%攻击力",0,99,10001,1,1],[2,"低级水灵之力",[2,2],[1,10,0],-1,"增加全体水精灵10%攻击力",0,99,10002,1,1],[3,"低级木灵之力",[2,3],[1,10,0],-1,"增加全体木精灵10%攻击力",0,99,10003,1,1],[4,"火灵之力",[2,1],[1,15,0],-1,"增加全体火精灵15%攻击力",4,99,10001,2,1],[5,"水灵之力",[2,2],[1,15,0],-1,"增加全体水精灵15%攻击力",4,99,10002,2,1],[6,"木灵之力",[2,3],[1,15,0],-1,"增加全体木精灵15%攻击力",4,99,10003,2,1],[7,"高级火灵之力",[2,1],[1,20,0],-1,"增加全体火精灵20%攻击力",7,99,10001,3,1],[8,"高级水灵之力",[2,2],[1,20,0],-1,"增加全体水精灵20%攻击力",7,99,10002,3,1],[9,"高级木灵之力",[2,3],[1,20,0],-1,"增加全体木精灵20%攻击力",7,99,10003,3,1],[10,"精灵之力",[1,0],[1,50,0],2,"2波增加全体精灵50%攻击力",3,99,10004,2,1],[11,"狂暴之力",[1,0],[1,65,0],2,"2波内增加全体精灵65%攻击力",3,99,10005,3,1],[12,"飞来横财",[0],[2,300,0],0,"增加300金币",0,99,10007,1,1],[13,"中大奖!",[0],[2,800,0],0,"增加800金币",4,99,10007,3,1],[14,"精灵魔盒",[0],[3,3,300],0,"随机获得一个3级精灵",99,99,10006,2,1],[15,"超级精灵魔盒",[0],[3,4,500],0,"随机获得一个4级精灵",99,99,10006,3,1],[16,"攻速增加_水",[2,2],[4,0.3,0.5],-1,"水精灵攻速+30%","4",99,"10013",3,0],[17,"攻速增加_火",[2,1],[4,0.3,0.5],-1,"火精灵攻速+30%","4",99,"10013",3,0],[18,"攻速增加_木",[2,3],[4,0.5,0.5],-1,"木精灵攻速+30%","4",99,"10013",3,0],[19,"暴击_木",[3,109],[5,150,0],-1,"木系精灵暴击率+15%","2",99,"10012",3,0],[20,"暴怒_木",[3,109],[6,300,0],-1,"木系精灵暴击伤害+30%","4",99,"10011",3,0],[21,"弹夹扩容",[3,109],[7,2,0],-1,"玉米精灵高能子弹+1","4",99,10008,3,0],[22,"爆裂狂怒",[3,101],[9,8,0],-1,"火鸟精灵充能后攻速+50%","4",99,10009,3,0],[23,"暴击_火",[3,101],[5,150,0],-1,"火系精灵暴击率+15%","2",99,"10012",3,0],[24,"暴怒_火",[3,101],[6,300,0],-1,"火系精灵暴击伤害+30%","4",99,"10011",3,0]]
GemBattle.zip
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GemBattle/宝石塔防_Data/Managed/Assembly-CSharp-firstpass.dll
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GemBattle/宝石塔防_Data/Managed/Assembly-CSharp.dll
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GemBattle/宝石塔防_Data/Managed/MoreMountains.NiceVibrations.Demos.dll
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GemBattle/宝石塔防_Data/Managed/MoreMountains.NiceVibrations.Haptics.dll
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GemBattle/宝石塔防_Data/Managed/MoreMountains.NiceVibrations.dll
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GemBattle/宝石塔防_Data/Managed/Unity.TextMeshPro.dll
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GemBattle/宝石塔防_Data/Managed/Unity.Timeline.dll
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GemBattle/宝石塔防_Data/Managed/UnityEngine.UI.dll
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GemBattle/宝石塔防_Data/StreamingAssets/Table/endless_buff.json
@@ -1 +1 @@
[[1,"低级火灵之力",[2,1],[1,10,0],-1,"增加全体火精灵10%攻击力",0,99,10001,1,1],[2,"低级水灵之力",[2,2],[1,10,0],-1,"增加全体水精灵10%攻击力",0,99,10002,1,1],[3,"低级木灵之力",[2,3],[1,10,0],-1,"增加全体木精灵10%攻击力",0,99,10003,1,1],[4,"火灵之力",[2,1],[1,15,0],-1,"增加全体火精灵15%攻击力",4,99,10001,2,1],[5,"水灵之力",[2,2],[1,15,0],-1,"增加全体水精灵15%攻击力",4,99,10002,2,1],[6,"木灵之力",[2,3],[1,15,0],-1,"增加全体木精灵15%攻击力",4,99,10003,2,1],[7,"高级火灵之力",[2,1],[1,20,0],-1,"增加全体火精灵20%攻击力",7,99,10001,3,1],[8,"高级水灵之力",[2,2],[1,20,0],-1,"增加全体水精灵20%攻击力",7,99,10002,3,1],[9,"高级木灵之力",[2,3],[1,20,0],-1,"增加全体木精灵20%攻击力",7,99,10003,3,1],[10,"精灵之力",[1,0],[1,50,0],2,"2波增加全体精灵50%攻击力",3,99,10004,2,1],[11,"狂暴之力",[1,0],[1,65,0],2,"2波内增加全体精灵65%攻击力",3,99,10005,3,1],[12,"飞来横财",[0],[2,300,0],0,"增加300金币",0,99,10007,1,1],[13,"中大奖!",[0],[2,800,0],0,"增加800金币",4,99,10007,3,1],[14,"精灵魔盒",[0],[3,3,300],0,"随机获得一个3级精灵",99,99,10006,2,1],[15,"超级精灵魔盒",[0],[3,4,500],0,"随机获得一个4级精灵",99,99,10006,3,1],[16,"时空之力:水",[2,2],[4,0.2,0.5],-1,"水精灵攻速+25%",0,99,"10013",3,0],[17,"时空之力:火",[2,1],[4,0.2,0.5],-1,"火精灵攻速+25%",0,99,"10013",3,0],[18,"时空之力:木",[2,3],[4,0.2,0.5],-1,"木精灵攻速+25%",0,99,"10013",3,0],[19,"狂暴:玉米枪手",[3,109],[5,150,0],-1,"玉米精灵暴击率+15%",0,99,"10012",3,0],[20,"暴怒:玉米枪手",[3,109],[6,300,0],-1,"玉米精灵暴击伤害+30%",0,99,"10011",3,0],[21,"弹夹扩容:玉米枪手",[3,109],[7,2,0],-1,"玉米精灵高能子弹数量变为2颗",0,99,10008,3,0],[22,"爆裂狂怒:炸弹火鸟",[3,101],[9,10,0],-1,"火鸟精灵充能后变为10倍攻速",0,99,10009,3,0]]
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