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@ -0,0 +1,30 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class AudioManager : Singleton<AudioManager> |
|||
{ |
|||
public AudioClip UIClick; |
|||
public AudioClip AttackClick; |
|||
public AudioSource UIClickSource; |
|||
public AudioSource ActionSource; |
|||
private void Start() |
|||
{ |
|||
|
|||
DontDestroyOnLoad(this.gameObject); |
|||
|
|||
|
|||
} |
|||
|
|||
public void UIClickPlayer() |
|||
{ |
|||
UIClickSource.clip = UIClick; |
|||
UIClickSource.Play(); |
|||
} |
|||
|
|||
public void AttackVoicePlayer() |
|||
{ |
|||
ActionSource .clip = AttackClick; |
|||
ActionSource .Play(); |
|||
} |
|||
} |
|||
@ -0,0 +1,11 @@ |
|||
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@ -0,0 +1,12 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class PlayerAnimAudio : MonoBehaviour |
|||
{ |
|||
//音效播放器
|
|||
public void AttackVoicePlayer() |
|||
{ |
|||
AudioManager.Instance.AttackVoicePlayer(); |
|||
} |
|||
} |
|||
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|||
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@ -0,0 +1,72 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
|
|||
public class ServantBottleCat : Servant |
|||
{ |
|||
public override void SkillePreviewSelector(int index) |
|||
{ |
|||
switch (index) |
|||
{ |
|||
case 0: |
|||
PreEffect_0(); |
|||
break; |
|||
case 1: |
|||
PreEffect_1(); |
|||
break; |
|||
case 2: |
|||
PreEffect_2(); |
|||
break; |
|||
} |
|||
} |
|||
public override void SkilleEffectSelector(int index) |
|||
{ |
|||
switch (index) |
|||
{ |
|||
case 0: |
|||
Effect_0(); |
|||
break; |
|||
case 1: |
|||
Effect_1(); |
|||
break; |
|||
case 2: |
|||
Effect_2(); |
|||
break; |
|||
} |
|||
} |
|||
public void PreEffect_0() |
|||
{ |
|||
MovePreView(); |
|||
} |
|||
public void PreEffect_1() |
|||
{ |
|||
MovePreView(); |
|||
} |
|||
public void PreEffect_2() |
|||
{ |
|||
|
|||
} |
|||
public void Effect_0() |
|||
{ |
|||
StartCoroutine(MoveToChooseNode()); |
|||
} |
|||
public void Effect_1() |
|||
{ |
|||
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
|||
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500,chooseNodeLayerMask.value)) |
|||
{ |
|||
MapUnity currentNode = raycastHit.transform.GetComponent<MapUnity>(); |
|||
if (currentNode.enemyNode != null ) |
|||
{ |
|||
currentNode.enemyNode.EnemyState.currentHP -= skillList[currentSkillInex].value; |
|||
} |
|||
|
|||
} |
|||
ResetPreView(); |
|||
} |
|||
public void Effect_2() |
|||
{ |
|||
|
|||
} |
|||
} |
|||
@ -0,0 +1,11 @@ |
|||
fileFormatVersion: 2 |
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guid: 1a6bd56e8e7c0b34ab0b3bf7baa437ae |
|||
MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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@ -0,0 +1,286 @@ |
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.InputSystem; |
|||
using UnityEngine.Playables; |
|||
using static Servant; |
|||
|
|||
public class Servant : MonoBehaviour |
|||
{ |
|||
public int startPositionX, startPositionY; |
|||
public HashSet<MapUnity> influencePreviewPool = new HashSet<MapUnity>();//记录预览影响的对象池
|
|||
|
|||
[Header("层级检测")] |
|||
public LayerMask chooseNodeLayerMask;//移动射线选择的层级
|
|||
public LayerMask playerLayerMask;//角色层级
|
|||
[Header("路径")] |
|||
public List<MapUnity> movePath = new List<MapUnity>(); |
|||
|
|||
[Header("动画器")] |
|||
public Animator anim; |
|||
[Header("跑步速度")] |
|||
public float speed = 2; |
|||
|
|||
[Header("步数标识个数集(UI)")] |
|||
public int stepIconCount; |
|||
public Transform StepIconFather; |
|||
public GameObject stepIconPrefab; |
|||
|
|||
[Header("技能UI列表(UI)")] |
|||
public GameObject SkillUI; |
|||
public List<ServantSkill> skillList = new List<ServantSkill>(); |
|||
|
|||
[Header("技能UI生成资源")] |
|||
public GameObject SkillUIPrefab; |
|||
|
|||
[Header("当前处于哪个技能的范围预览")] |
|||
public int currentSkillInex; |
|||
|
|||
private void Start() |
|||
{ |
|||
Invoke("StartSevent", 4f); |
|||
|
|||
InstantiateSkillUI(); |
|||
} |
|||
public void StartSevent() |
|||
{ |
|||
MapUnity currentNode = GameManager.Instance.X[startPositionX].Y[startPositionY]; |
|||
currentNode.playerOn = true; |
|||
GameManager.Instance.servantOn = currentNode; |
|||
this.gameObject.transform.position = new Vector3(currentNode.transform.position.x, 0.5f, currentNode.transform.position.z); |
|||
} |
|||
public void Update() |
|||
{ |
|||
if (Mouse.current.leftButton.wasReleasedThisFrame && TurnMaster.Instance.playerAction != TurnMaster.PlayerAction.useCard && TurnMaster.Instance.servantAction != TurnMaster.ServantAction.banAction&& TurnMaster.Instance.servantAction != TurnMaster.ServantAction.useSkill) |
|||
{ |
|||
//if (GameManager.Instance.servantState.currentStepRange > 0 && !Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banStep))
|
|||
|
|||
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
|||
|
|||
if(Physics.Raycast(ray, out RaycastHit raycastHit, 500, playerLayerMask.value) ) |
|||
{ |
|||
if (raycastHit.collider.gameObject.tag == "Servant") |
|||
{ |
|||
GameManager.Instance.character = GameManager.SelectedCharacter.servant; |
|||
Debug.Log(raycastHit.collider.gameObject.name); |
|||
|
|||
//展开技能表
|
|||
SkillUI.SetActive(!SkillUI.activeInHierarchy); |
|||
} |
|||
else if (raycastHit.collider.gameObject.tag == "ServantSkillUI")//检测到是技能
|
|||
{ |
|||
GameManager.Instance.character = GameManager.SelectedCharacter.servant; |
|||
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.useSkill; |
|||
//技能范围预览(目前是button触发)
|
|||
//MovePreView();
|
|||
SkillePreviewSelector(currentSkillInex); |
|||
} |
|||
else |
|||
{ |
|||
//检测到地面,释放技能实际效果
|
|||
if (GameManager.Instance.character == GameManager.SelectedCharacter.servant) |
|||
{ |
|||
SkilleEffectSelector(currentSkillInex); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
if (Mouse.current.rightButton.wasPressedThisFrame) |
|||
{ |
|||
ResetPreView(); |
|||
} |
|||
|
|||
//同步步数UI标识
|
|||
if (GameManager.Instance.servantState.currentStepRange != stepIconCount) |
|||
{ |
|||
for (int i = StepIconFather.childCount - 1; i >= 0; i--) |
|||
{ |
|||
Destroy(StepIconFather.GetChild(i).gameObject); |
|||
} |
|||
stepIconCount = GameManager.Instance.servantState.currentStepRange; |
|||
|
|||
for (int i = 0; i <stepIconCount; i++) |
|||
{ |
|||
Instantiate(stepIconPrefab, StepIconFather); |
|||
} |
|||
|
|||
} |
|||
} |
|||
//技能范围预览
|
|||
public virtual void SkillePreviewSelector(int index) |
|||
{ |
|||
|
|||
} |
|||
//技能效果释放
|
|||
public virtual void SkilleEffectSelector(int index) |
|||
{ |
|||
|
|||
} |
|||
//生成技能UI
|
|||
public void InstantiateSkillUI() |
|||
{ |
|||
for(int i=0;i<skillList .Count;i++) |
|||
{ |
|||
var currentUI = Instantiate(SkillUIPrefab, SkillUI.transform); |
|||
ServantSkillNode servantSkillNode = currentUI.GetComponent<ServantSkillNode>(); |
|||
servantSkillNode.servantSkill = skillList[i]; |
|||
servantSkillNode.servant = this; |
|||
} |
|||
|
|||
} |
|||
//取消释放技能重置状态
|
|||
public void ResetPreView() |
|||
{ |
|||
// StepPreviewInfluencedNode(step);
|
|||
CloseStepPreviewInfluencedNode();//取消格子预览
|
|||
|
|||
if (TurnMaster.Instance.servantAction != TurnMaster.ServantAction.banAction) |
|||
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.none; |
|||
} |
|||
//点击移动技能预览移动范围
|
|||
public void MovePreView() |
|||
{ |
|||
influencePreviewPool.UnionWith(MapUnityManager.Instance.findReachableTiles(GameManager.Instance.servantOn, GameManager.Instance.servantState.currentStepRange)); |
|||
//遍历影响池变色
|
|||
foreach (MapUnity mapUnity in influencePreviewPool) |
|||
{ |
|||
mapUnity.influenced = true; |
|||
mapUnity.choossedMark.GetComponent<Renderer>().material = mapUnity.red; |
|||
} |
|||
//StepPreviewInfluencedNode(GameManager.Instance.playerState.currentStepRange);
|
|||
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.move; |
|||
} |
|||
public IEnumerator MoveToChooseNode()//射线检测选择一个mapNode
|
|||
{ |
|||
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value); |
|||
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, chooseNodeLayerMask.value)) |
|||
{ |
|||
Debug.Log(raycastHit.collider.gameObject.name); |
|||
|
|||
MapUnity mapNode = raycastHit.collider.transform.GetComponent<MapUnity>(); |
|||
|
|||
//改变缩放翻转
|
|||
// FlipLocalScale(raycastHit.point);
|
|||
|
|||
//角色移动
|
|||
if (mapNode.influenced && mapNode.blocked == false && mapNode.enemyNode == null&&mapNode .playerOn ==false ) |
|||
{ |
|||
//获得路径
|
|||
movePath = AStarManager.Instance.FindPathWithEndNode(GameManager.Instance.servantOn, mapNode); |
|||
//判断能否到达
|
|||
if (movePath.Count - 1 > GameManager.Instance.servantState.currentStepRange) |
|||
{ |
|||
Debug.Log("不能移动到该位置"); |
|||
yield break; |
|||
} |
|||
|
|||
//改变动画
|
|||
// anim.SetBool("move", true);
|
|||
|
|||
if (GameManager.Instance.servantOn != null) |
|||
{ |
|||
GameManager.Instance.servantOn.playerOn = false; |
|||
GameManager.Instance.servantOn.influenced = false; |
|||
} |
|||
|
|||
//遍历影响池变色
|
|||
foreach (MapUnity mapUnity in influencePreviewPool) |
|||
{ |
|||
mapUnity.influenced = false; |
|||
} |
|||
influencePreviewPool.Clear(); |
|||
|
|||
//标记终点
|
|||
mapNode.markInfluenced = true; |
|||
|
|||
for (int i = 1; i < movePath.Count; i++) |
|||
{ |
|||
bool move = true; |
|||
float time = 0; |
|||
Vector3 startPos = transform.position; |
|||
Vector3 endpos = new Vector3(movePath[i].transform.position.x, transform.position.y, movePath[i].transform.position.z); |
|||
while (move) |
|||
{ |
|||
transform.position = Vector3.Lerp(startPos, endpos, time += Time.deltaTime * speed); |
|||
if (Vector3.Distance(transform.position, endpos) < 0.1f) |
|||
{ |
|||
move = false; |
|||
} |
|||
|
|||
yield return 0; |
|||
} |
|||
//判断寄生,流血是否生效
|
|||
Usermanager.Instance.ParasitismnRealize(movePath[i]);//传入当前node
|
|||
Usermanager.Instance.bleedRealize(); |
|||
//减体力
|
|||
GameManager.Instance.servantState.currentStepRange -= 1; |
|||
} |
|||
|
|||
this.gameObject.transform.position = new Vector3(mapNode.transform.position.x, 0.5f, mapNode.transform.position.z); |
|||
mapNode.playerOn = true; |
|||
GameManager.Instance.servantOn = mapNode; |
|||
|
|||
//改变动画
|
|||
//anim.SetBool("move", false);
|
|||
|
|||
//取消标记终点
|
|||
mapNode.markInfluenced = false; |
|||
TurnMaster.Instance.servantAction = TurnMaster.ServantAction.none; |
|||
|
|||
|
|||
} |
|||
else |
|||
{ |
|||
Debug.Log("不能移动到该位置"); |
|||
} |
|||
} |
|||
} |
|||
|
|||
public void CloseStepPreviewInfluencedNode() |
|||
{ |
|||
//遍历影响池变色
|
|||
foreach (MapUnity mapUnity in influencePreviewPool) |
|||
{ |
|||
mapUnity.influenced = false; |
|||
} |
|||
influencePreviewPool.Clear(); |
|||
|
|||
} |
|||
//改变缩放翻转
|
|||
public void FlipLocalScale(Vector3 point) |
|||
{ |
|||
if (point.x < transform.position.x) |
|||
{ |
|||
anim.transform.localScale = new Vector3(-0.45f, 0.45f, 0.45f); |
|||
} |
|||
else |
|||
{ |
|||
anim.transform.localScale = new Vector3(0.45f, 0.45f, 0.45f); |
|||
} |
|||
} |
|||
|
|||
[System .Serializable ] |
|||
public class ServantSkill |
|||
{ |
|||
public string name; |
|||
public string disdescription; |
|||
public int effectIndex; |
|||
public int value; |
|||
public int throwRange; |
|||
public int effectRange; |
|||
public SkillType skillType; |
|||
public enum SkillType |
|||
{ |
|||
bullet, |
|||
melee, |
|||
magic, |
|||
aoe, |
|||
move, |
|||
noneRange |
|||
} |
|||
|
|||
public string IconPath; |
|||
} |
|||
} |
|||
@ -0,0 +1,11 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 0e88f38f638f532498966deadd648cd0 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -0,0 +1,8 @@ |
|||
fileFormatVersion: 2 |
|||
guid: c3f33c18d92e4c142aa468b5e2448cf6 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -0,0 +1,22 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.EventSystems; |
|||
using UnityEngine.UI; |
|||
|
|||
public class ServantSkillNode : MonoBehaviour |
|||
{ |
|||
public Servant servant; |
|||
public Servant.ServantSkill servantSkill; |
|||
private void Start() |
|||
{ |
|||
GetComponent<Button>().onClick.AddListener(PreEffect); |
|||
} |
|||
|
|||
public void PreEffect() |
|||
{ |
|||
servant.currentSkillInex = servantSkill.effectIndex; |
|||
// servant.SkillePreviewSelector(servantSkill.effectIndex);
|
|||
} |
|||
|
|||
} |
|||
@ -0,0 +1,11 @@ |
|||
fileFormatVersion: 2 |
|||
guid: dcce6360d5c9e3447b2423e902e0c254 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -0,0 +1,25 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.Playables; |
|||
using UnityEngine.UI; |
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|
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public class ServantUIBar : MonoBehaviour |
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{ |
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public Image HPBar; |
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public Text textCurrentHPdValue; |
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public Text textMaxHPValue; |
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// public Text stepText;
|
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public Text textShieldValue; |
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|
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private void Update() |
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{ |
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textCurrentHPdValue.text = GameManager.Instance.servantState.currentHP.ToString(); |
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textMaxHPValue.text = GameManager.Instance.servantState.maxHP.ToString(); |
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HPBar.fillAmount = GameManager.Instance.servantState.currentHP / GameManager.Instance.servantState.maxHP; |
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//stepText.text = GameManager.Instance.playerState.currentStepRange.ToString();
|
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textShieldValue.text = GameManager.Instance.servantState.currentShieldValue.ToString(); |
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|
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|
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} |
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} |
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@ -0,0 +1,11 @@ |
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fileFormatVersion: 2 |
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guid: dd6e273739b0d53489110c9304a93b01 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
|||
defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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@ -0,0 +1,20 @@ |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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|
|||
public class ServentStateManager : Singleton<ServentStateManager> |
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{ |
|||
[Header("使魔数据")] |
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//使魔数据
|
|||
public ServantState_SO servantState; |
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//使魔脚本
|
|||
public Servant servant; |
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|
|||
private void Start() |
|||
{ |
|||
|
|||
DontDestroyOnLoad(this.gameObject); |
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|
|||
|
|||
} |
|||
} |
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@ -0,0 +1,11 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 86c2fab3deda01e4fb16a6d8fbcda640 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
@ -0,0 +1,19 @@ |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
[CreateAssetMenu(fileName = "New State", menuName = "PlayerState/ServantState")] |
|||
public class ServantState_SO : ScriptableObject |
|||
{ |
|||
public string ServantName; |
|||
|
|||
public int maxStepRange;//步数
|
|||
|
|||
public int currentStepRange; |
|||
|
|||
public int currentShieldValue;//护盾
|
|||
|
|||
public float maxHP;//血量
|
|||
|
|||
public float currentHP; |
|||
|
|||
} |
|||
@ -0,0 +1,11 @@ |
|||
fileFormatVersion: 2 |
|||
guid: 4d2bb1fedbd1d3d4aad155df6adf9d91 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
Loading…
Reference in new issue