River Jiang
2020-10-22 9ba26d8f5c0103d9f6bbc15ec76dde8ec935979b
加入对向的玉米动画
8 files added
8 files modified
500 ■■■■■ changed files
Assets/Materials/PVPTD/Materials/fire_oppo_attackMat.mat 81 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/Materials/fire_oppo_attackMat.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/Materials/fire_oppo_waitMat.mat 81 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/Materials/fire_oppo_waitMat.mat.meta 8 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/Materials/fire_self_attackMat.mat 2 ●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/Materials/fire_self_waitMat.mat 2 ●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/oppo_fire_attack.png patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/oppo_fire_attack.png.meta 118 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/oppo_fire_wait.png patch | view | raw | blame | history
Assets/Materials/PVPTD/MonsterMat/oppo_fire_wait.png.meta 118 ●●●●● patch | view | raw | blame | history
Assets/Prefabs/Towers/WoodTower/BlinkTower.prefab 7 ●●●●● patch | view | raw | blame | history
Assets/Prefabs/Towers/WoodTower/BlinkTower_0.prefab 3 ●●●● patch | view | raw | blame | history
Assets/Scripts/ActionGameFramework/Health/Damager.cs 1 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs 3 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Towers/Tower.cs 63 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Towers/TowerLaunchers/Launcher.cs 5 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVPTD/Materials/fire_oppo_attackMat.mat
New file
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Assets/Materials/PVPTD/Materials/fire_oppo_waitMat.mat
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Assets/Materials/PVPTD/Materials/fire_oppo_waitMat.mat.meta
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Assets/Materials/PVPTD/Materials/fire_self_attackMat.mat
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Assets/Materials/PVPTD/Materials/fire_self_waitMat.mat
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Assets/Materials/PVPTD/MonsterMat/oppo_fire_attack.png
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Assets/Materials/PVPTD/MonsterMat/oppo_fire_wait.png
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Assets/Prefabs/Towers/WoodTower/BlinkTower.prefab
@@ -110,6 +110,8 @@
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  commonTex: {fileID: 0}
  PoisonParticle: {fileID: 0}
  PoisonEndParticle: {fileID: 0}
  towerName: BlinkTower
  dimensions:
    x: 1
@@ -121,7 +123,12 @@
    type: 2}
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    type: 2}
  materialTowerAttackOppo: {fileID: 2100000, guid: 2b76af36f09691e4786306de51cd3c55,
    type: 2}
  materialTowerWaitOppo: {fileID: 2100000, guid: feea27d1dcd3ca243b7114897ae749ae,
    type: 2}
  eTowerFuntion: 1
  bulletCtl: {fileID: 0}
  levels:
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  - {fileID: 114056922861069036, guid: 07762f03d122d5448b88b833b0b659b6, type: 3}
Assets/Prefabs/Towers/WoodTower/BlinkTower_0.prefab
@@ -43399,8 +43399,7 @@
  m_Name: 
  m_EditorClassIdentifier: 
  description: Offensive
  projectile: {fileID: 6418646829760599892, guid: 2b15af8f1b3200f4dbb204c5985aa935,
    type: 3}
  projectile: {fileID: 1304924265953754, guid: d05f550cc0892f94e9bc2ac8a4fd2223, type: 3}
  projectilePoints:
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  epicenter: {fileID: 4795219791600268}
Assets/Scripts/ActionGameFramework/Health/Damager.cs
@@ -55,6 +55,7 @@
        /// </summary>
        public SerializableIAlignmentProvider alignment;
        /// <summary>
        /// Gets the alignment of the damager
        /// </summary>
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -300,8 +300,7 @@
                // 
                if (bnum == 0)
                {
                    damagerProjectile.damageMulti = 2.0f;
                    Debug.Log("设置DamgeMult 2.0");
                    damagerProjectile.damageMulti = 2.0f;
                    fillBulletTime = 2.0f;
                }
            }
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -62,6 +62,8 @@
        /// </summary>
        public Material materialTowerAttackSelf;
        public Material materialTowerWaitSelf;
        public Material materialTowerAttackOppo;
        public Material materialTowerWaitOppo;
        /// <summary>
        /// 0 空状态  1 等待状态  2 攻击状态.
@@ -137,16 +139,33 @@
        {
            if (!materialTowerAttackSelf) return;
            if (attack && (this.curActionState != 2))
            if( opponentSide)
            {
                currentTowerLevel.SetTowerMonsterMat(materialTowerAttackSelf);
                this.curActionState = 2;
            }
                if (attack && (this.curActionState != 2))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerAttackOppo);
                    this.curActionState = 2;
                }
            if ((!attack) && (this.curActionState != 1))
                if ((!attack) && (this.curActionState != 1))
                {
                    currentTowerLevel.SetTowerMonsterMat( materialTowerWaitOppo );
                    this.curActionState = 1;
                }
            }
            else
            {
                currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf);
                this.curActionState = 1;
                if (attack && (this.curActionState != 2))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerAttackSelf);
                    this.curActionState = 2;
                }
                if ((!attack) && (this.curActionState != 1))
                {
                    currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf);
                    this.curActionState = 1;
                }
            }
        }
@@ -172,11 +191,11 @@
                    if (opponentSide)
                        currentTowerLevel.SetTowerMonsterMat(materialMonsterOppo);
                    else
                    {
                        currentTowerLevel.SetTowerMonsterMat(materialMonsterSelf);
                        this.setTowerState(false);
                    }
                    // 处理Tower
                    this.setTowerState(false);
                    if (opponentSide)
                    {
@@ -198,17 +217,21 @@
                    // 
                    // 根据是否是子弹塔防来决定是否显示相应的界面
                    if (this.eTowerFuntion == ETowerFuntion.BULLET)
                    BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x);
                    /*
                    if ( (this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null ) )
                    {
                        BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x);
                        /*
                        if (buc)
                        {
                            buc.gameObject.SetActive(true);
                            this.bulletCtl = buc;
                            buc.resetToMaxBullet();
                        }*/
                        // 设置数据
                        buc.gameObject.SetActive(true);
                        this.bulletCtl = buc;
                        buc.resetToMaxBullet();
                    }
                    else
                    {
                        // 清空数据
                        buc.gameObject.SetActive(false);
                        this.bulletCtl = null;
                    }*/
                }
            }
Assets/Scripts/TowerDefense/Towers/TowerLaunchers/Launcher.cs
@@ -83,6 +83,11 @@
                Damager srctm = attack.GetComponent<Damager>();
                tm.inSceneUpGradeDamage = srctm.inSceneUpGradeDamage;
                tm.doubleHit = srctm.doubleHit;
                //
                // 最后一颗子弹的多倍伤害.
                tm.damageMulti = srctm.damageMulti;
                srctm.damageMulti = 1.0f;
                //Debug.Log("源始局内升级数据是:" + srctm.inSceneUpGradeDamage);
            }
            // WORK START: 从  Pool 内获取数据的时候,就把原来的数据清除掉了.