You've already forked taptap2024_GJ_chidouren
Merge branch 'master' into master_mapDev
# Conflicts: # Assets/Scripts/System/RenderFeature/Art/GaussBlur/Global_GaussBlurEffect.mat
This commit is contained in:
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BIN
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8
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Assets/GameRes/Audio/SE/CG_Fore/Fire_Spell_02.wav
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BIN
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Normal file
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BIN
Assets/GameRes/Audio/SE/CG_Fore/Growl_01.wav
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BIN
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Normal file
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BIN
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Normal file
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File diff suppressed because it is too large
Load Diff
@@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using Framework.Audio;
|
||||||
using Framework.Timer;
|
using Framework.Timer;
|
||||||
using Framework.Utils.Extend;
|
using Framework.Utils.Extend;
|
||||||
using Pathfinding;
|
using Pathfinding;
|
||||||
@@ -19,20 +20,20 @@ namespace Game.Component
|
|||||||
public bool HasActive = true;
|
public bool HasActive = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
[SerializeField] protected FSMController _fsmController;
|
[SerializeField] protected FSMController _fsmController;
|
||||||
[SerializeField] protected AILerp _aiLerp;
|
[SerializeField] protected AILerp _aiLerp;
|
||||||
public EnemyAnimState AnimState;
|
public EnemyAnimState AnimState;
|
||||||
|
[Header ("攻击触发音效")] public string AttackTriggerAudioSound = "";
|
||||||
[Header ("最大活动区域")] public Vector2 ActiveArea = new Vector2 (10 , 5);
|
[Header ("最大活动区域")] public Vector2 ActiveArea = new Vector2 (10 , 5);
|
||||||
[Header ("随机巡逻区域")] public Vector2 WalkArea = new Vector2 (5 , 5);
|
[Header ("随机巡逻区域")] public Vector2 WalkArea = new Vector2 (5 , 5);
|
||||||
[Header ("攻击检测半径")] public float TriggerDistance = -1f;
|
[Header ("攻击检测半径")] public float TriggerDistance = -1f;
|
||||||
[Header ("追逐检测半径")] public float FollowDistance = -1f;
|
[Header ("追逐检测半径")] public float FollowDistance = -1f;
|
||||||
[Header ("攻击最小持续时间")] public float AttackStateDuration = 5f; //攻击状态最小持续时间
|
[Header ("攻击最小持续时间")] public float AttackStateDuration = 5f; //攻击状态最小持续时间
|
||||||
[Header ("仇恨丢失冷却时间")] public float AttackCDDuration = 2f;
|
[Header ("仇恨丢失冷却时间")] public float AttackCDDuration = 2f;
|
||||||
[Header ("单位移动速度")] public float MaxMoveSpeed = 3;
|
[Header ("单位移动速度")] public float MaxMoveSpeed = 3;
|
||||||
[Header ("常规移动速度系数"), Range (0, 1)] public float WalkSpeedOffset = 1;
|
[Header ("常规移动速度系数"), Range (0, 1)] public float WalkSpeedOffset = 1;
|
||||||
[Header ("攻击移动速度系数"), Range (0, 1)] public float AttackSpeedOffset = 1;
|
[Header ("攻击移动速度系数"), Range (0, 1)] public float AttackSpeedOffset = 1;
|
||||||
[Header ("速度变化系数&插值t")] public float SpeedChangeT = 0.5f;
|
[Header ("速度变化系数&插值t")] public float SpeedChangeT = 0.5f;
|
||||||
|
|
||||||
private float _expSpeedOffset; //额外速度系数
|
private float _expSpeedOffset; //额外速度系数
|
||||||
private TimeHandler _expTimeHandler; //额外速度计时器
|
private TimeHandler _expTimeHandler; //额外速度计时器
|
||||||
@@ -198,7 +199,12 @@ namespace Game.Component
|
|||||||
|
|
||||||
public void UpdateSpeedState (bool hasAtk , bool anim = true)
|
public void UpdateSpeedState (bool hasAtk , bool anim = true)
|
||||||
{
|
{
|
||||||
|
if (this._hasAtkState == false && hasAtk)
|
||||||
|
{
|
||||||
|
AudioManager.Instance.PlaySound (this.AttackTriggerAudioSound);
|
||||||
|
}
|
||||||
this._hasAtkState = hasAtk;
|
this._hasAtkState = hasAtk;
|
||||||
|
|
||||||
var targetSpeedOffset = this._hasAtkState ? this.AttackSpeedOffset : this.WalkSpeedOffset;
|
var targetSpeedOffset = this._hasAtkState ? this.AttackSpeedOffset : this.WalkSpeedOffset;
|
||||||
if (anim)
|
if (anim)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using Framework.Audio;
|
||||||
using Framework.Timer;
|
using Framework.Timer;
|
||||||
using Game.EventDefine;
|
using Game.EventDefine;
|
||||||
using UniFramework.Event;
|
using UniFramework.Event;
|
||||||
@@ -74,6 +75,7 @@ namespace Game.Component
|
|||||||
this.ScenePart.InitPart ();
|
this.ScenePart.InitPart ();
|
||||||
// this.Pathfinder.data.SetData (this.ScenePart.mapCacheData.bytes);
|
// this.Pathfinder.data.SetData (this.ScenePart.mapCacheData.bytes);
|
||||||
// this.Pathfinder.FlushGraphUpdates ();
|
// this.Pathfinder.FlushGraphUpdates ();
|
||||||
|
AudioManager.Instance.PlayBGM (this.ScenePart.BGM , 1 , 0.65f);
|
||||||
CameraManager.Instance.SetBoxCollider (this.ScenePart.cameraCollider);
|
CameraManager.Instance.SetBoxCollider (this.ScenePart.cameraCollider);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -14,6 +14,8 @@ namespace Game.Component
|
|||||||
public int completeConditionNumber = 10;
|
public int completeConditionNumber = 10;
|
||||||
public float playerBaseSpeed = 4f;
|
public float playerBaseSpeed = 4f;
|
||||||
|
|
||||||
|
[Header("关卡背景音乐")]public string BGM = "";
|
||||||
|
|
||||||
[FormerlySerializedAs ("completeProp")] public SuccessProp successProp;
|
[FormerlySerializedAs ("completeProp")] public SuccessProp successProp;
|
||||||
|
|
||||||
[LabelText ("当前完成数:")] private int _currentConditionNumber = 0;
|
[LabelText ("当前完成数:")] private int _currentConditionNumber = 0;
|
||||||
|
|||||||
@@ -46,7 +46,7 @@ Material:
|
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m_Ints: []
|
m_Ints: []
|
||||||
m_Floats:
|
m_Floats:
|
||||||
- Vector1_c9f2135c9d254951b22c018d295f8558: 0.003
|
- Vector1_c9f2135c9d254951b22c018d295f8558: 0.003
|
||||||
- _blurOffset: 0.0170278
|
- _blurOffset: 0.007336116
|
||||||
m_Colors: []
|
m_Colors: []
|
||||||
m_BuildTextureStacks: []
|
m_BuildTextureStacks: []
|
||||||
--- !u!114 &268278646524644520
|
--- !u!114 &268278646524644520
|
||||||
|
|||||||
Reference in New Issue
Block a user