超大量的更新 修复很多问题,gameplay特效初步
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@@ -1,19 +1,19 @@
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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[CreateAssetMenu(fileName = "NewEnemyData", menuName = "SO_Data/EnemyData")]
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public class EnemyData_SO : ScriptableObject
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{
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[Header("基本信息")]
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[Tooltip("敌人名称")]
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[Header("Inspector")]
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[Tooltip("Documentation text normalized.")]
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public string enemyName;
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public Sprite enemy_Image;
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public Sprite enemy_Profile;
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[Tooltip("敌人ID")]
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[Tooltip("Documentation text normalized.")]
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public int enemyID;
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[Header("类型")]
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[Header("Inspector")]
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public EnemyType enemyType = EnemyType.Simple;
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public enum EnemyType
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@@ -25,20 +25,20 @@ public class EnemyData_SO : ScriptableObject
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}
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[Header("Stats")]
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[Tooltip("最大生命值")]
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[Tooltip("Documentation text normalized.")]
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public int enemy_maxHP;
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[Tooltip("敌人伤害抗性")]
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[Tooltip("Documentation text normalized.")]
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public float enemy_damageResistance;
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[Tooltip("基础攻击力")]
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[Tooltip("Documentation text normalized.")]
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public int enemy_baseAttack;
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// 最大法力值(仅当 enemyType == Boss 或 Legend 时才生效)
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[Tooltip("最大法力值(仅当类型为 Boss 或 Legend 时生效)")]
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// Documentation text normalized.
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[Tooltip("Documentation text normalized.")]
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public int enemy_maxMana = 0;
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[Header("死亡时提供的分数")]
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[Header("Inspector")]
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public int scoreOnBeingDefeated;
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// Skills (same idea as AllyHero_SO)
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@@ -71,7 +71,7 @@ public class EnemyData_SO : ScriptableObject
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}
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[Header("Combat Settings")]
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[Tooltip("受到伤害回复法力的比例(0-1),例如 0.2 表示根据所受伤害的 20% 回复法力,向上取整)")]
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[Tooltip("Documentation text normalized.")]
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[Range(0f, 1f)]
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public float manaGainOnDamagePercent = 0.2f; // default 20%
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}
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