技能主要更新,修复卡顿并加入动画,以及各种其他更新。

This commit is contained in:
FloatGaming
2026-02-07 21:05:17 +08:00
parent abeca51be5
commit 1ac3cd0104
1349 changed files with 1526749 additions and 24850 deletions
+35 -35
View File
@@ -1,92 +1,92 @@
using UnityEngine;
using UnityEngine;
using System.Collections.Generic;
[CreateAssetMenu(fileName = "NewAllyHero", menuName = "SO_Data/AllyHero")]
public class AllyHero_SO : ScriptableObject
{
[Header("友方英雄基本信息")]
[Header("友方英雄基本信息")]
public string ally_heroName;
public string ally_heroDesignation;
public int ally_heroID;
[Header("英雄立绘")]
[Header("英雄立绘")]
public Sprite ally_heroImage;
[Header("英雄局内头像")]
[Header("英雄局内头像")]
public Sprite ally_heroProfile;
[Header("英雄选择界面头像")]
[Header("英雄选择界面头像")]
public Sprite ally_heroSelectIcon;
[Header("英雄轨道icon")]
[Header("英雄轨道icon")]
public Sprite ally_heroIcon;
[Header("英雄编队界面海报")]
[Header("英雄编队界面海报")]
public Sprite ally_heroPoster;
[Header("角色带通道立绘")]
[Header("角色带通道立绘")]
public Sprite ally_hero_HD_image;
[Header("角色正方形头像")]
[Header("角色正方形头像")]
public Sprite ally_hero_squareProfile;
[Header("主题色")]
[Header("主题色")]
public Color ally_heroThemeColor;
[Header("英雄简介")]
[Header("英雄简介")]
[TextArea(3, 10)]
[Tooltip("英雄的详细简介信息")]
[Tooltip("英雄的详细简介信息")]
public string ally_heroDescription;
[Header("等级属性列表")]
[Header("等级属性列表")]
public List<AllyLevelInfo> levelStats = new List<AllyLevelInfo>();
[System.Serializable]
public class AllyLevelInfo
{
[Tooltip("等级名称或标识")]
[Tooltip("等级名称或标识")]
public string levelName;
public int levelID;
[Tooltip("基础攻击力")]
[Tooltip("基础攻击力")]
public int attack = 0;
[Tooltip("最大生命值")]
[Tooltip("最大生命值")]
public int maxHP = 100;
[Tooltip("伤害抗性 (0-1), 用于减少所受伤害")]
[Tooltip("伤害抗性 (0-1), 用于减少所受伤害")]
public float damageResistance = 0f;
[Tooltip("最大法力值")]
[Tooltip("最大法力值")]
public int maxMana = 100;
[Tooltip("得分效率")]
[Tooltip("得分效率")]
public float scoreEfficiency = 1f;
[Header("升到本等级所需经验")]
[Tooltip("升到本等级所需经验")]
[Header("升到本等级所需经验")]
[Tooltip("升到本等级所需经验")]
public int requiredEXP;
[Header("本等级限制解锁技能槽位数量")]
[Tooltip("本等级限制解锁技能槽位数量")]
[Header("本等级限制解锁技能槽位数量")]
[Tooltip("本等级限制解锁技能槽位数量")]
public int skill_slot_limited;
[Header("Note-hit shared parameters")]
[Tooltip("Good 判定时获得的法力值(整数)")]
[Tooltip("Good 判定时获得的法力值(整数)")]
public int manaGainGood = 1;
[Tooltip("Great 判定时获得的法力值(整数)")]
[Tooltip("Great 判定时获得的法力值(整数)")]
public int manaGainGreat = 2;
[Tooltip("Perfect 判定时获得的法力值(整数)")]
[Tooltip("Perfect 判定时获得的法力值(整数)")]
public int manaGainPerfect = 3;
[Tooltip("Miss 判定时获得的法力值(整数)")]
[Tooltip("Miss 判定时获得的法力值(整数)")]
public int manaGainOnMiss = 5;
[Tooltip("Good 判定时基于英雄攻击力的伤害倍率,例如 0.5 表示造成 50% 的基础攻击力伤害")]
[Tooltip("Good 判定时基于英雄攻击力的伤害倍率,例如 0.5 表示造成 50% 的基础攻击力伤害")]
public float damageMultiplierGood = 0.5f;
[Tooltip("Great 判定时基于英雄攻击力的伤害倍率,例如 0.75 表示造成 75% 的基础攻击力伤害")]
[Tooltip("Great 判定时基于英雄攻击力的伤害倍率,例如 0.75 表示造成 75% 的基础攻击力伤害")]
public float damageMultiplierGreat = 0.75f;
[Tooltip("Perfect 判定时基于英雄攻击力的伤害倍率,例如 1.0 表示造成 100% 的基础攻击力伤害")]
[Tooltip("Perfect 判定时基于英雄攻击力的伤害倍率,例如 1.0 表示造成 100% 的基础攻击力伤害")]
public float damageMultiplierPerfect = 1f;
[Tooltip("Miss 时造成的基础生命损失基数。最终扣血将按 (missHpLossBase * (1 - damageResistance)) 计算,以考虑抗性")]
[Tooltip("Miss 时造成的基础生命损失基数。最终扣血将按 (missHpLossBase * (1 - damageResistance)) 计算,以考虑抗性")]
public float missHpLossBase = 10f;
}
[Header("当前经验")]
[Header("当前经验")]
public int ally_currentEXP;
[Header("Skills")]
@@ -97,7 +97,7 @@ public class AllyHero_SO : ScriptableObject
[Tooltip("Primary selected skill index into availableSkills (-1 = none)")]
public int primarySkillIndex = -1;
// --- 技能组逻辑(已修复) ---
// --- 技能组逻辑(已修复) ---
[Tooltip("Skill groups defined on this hero. Each SkillGroup has a numeric skillGroupID which can be equipped into slots to allow activation of the entire group via that ID.")]
public SkillGroup[] skillGroups = new SkillGroup[0];
@@ -105,7 +105,7 @@ public class AllyHero_SO : ScriptableObject
[Tooltip("Equipped skill group IDs for this ally. Each int references a skillGroupID defined in skillGroups. Use 0 to indicate empty.")]
public int[] equippedSkillGroupIDs = new int[0];
// --- 技能方法 ---
// --- 技能方法 ---
public SkillDefinition GetPrimarySkill()
{
@@ -171,4 +171,4 @@ public class AllyHero_SO : ScriptableObject
if (best == null) return levelStats[0];
return best;
}
}
}