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特效系统完善

pull/86/head
45 11 months ago
parent
commit
6b40c8f75d
  1. 61
      ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/BulletFather.prefab
  2. 2
      ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/BulletFather.prefab.meta
  3. 333375
      ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/FireStraightBullet/VFX_Fireball.prefab
  4. 2
      ColorlessWorld-2024-4-2/Assets/Prefab/CardPrefab/Card_v04-Common.prefab
  5. 200
      ColorlessWorld-2024-4-2/Assets/Scenes/SampleScene.unity
  6. 27
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs
  7. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs.meta
  8. 13
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

61
ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/BulletFather.prefab

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ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/FireStraightBullet/VFX_Fireball.prefab.meta → ColorlessWorld-2024-4-2/Assets/Prefab/Bullet/BulletFather.prefab.meta

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27
ColorlessWorld-2024-4-2/Assets/Scripts/Bullet/CardBullet/BulletFather.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletFather : MonoBehaviour
{
[Header("×Óµ¯Ò©Ô¤ÖÆÌå")]
public GameObject bullet;
public IEnumerator CreateBulleNode(List<MapUnity> destinationMapUnity)
{
for (int i = 0; i < destinationMapUnity.Count; i++)
{
var bulle = Instantiate(bullet, transform.position, bullet.transform.localRotation);
if (i < destinationMapUnity.Count - 1)
{
StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform));
//yield return new WaitForSeconds(0.1f);
}
else
{
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(destinationMapUnity[i].transform, GameManager.Instance.player.transform));
}
yield return null;
}
}
}

11
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13
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs

@ -68,7 +68,7 @@ public class CardEntity : MonoBehaviour
public Text fun3Val;
[Header("卡牌释放后弹丸效果")]//临时引用,以后要挪到属性表里
public GameObject cardBulletPrefab;
public GameObject cardBulletFatherPrefab;
[Header("卡牌释放后效小卡")]
public GameObject smallCardPrefab;
//不生成小卡(手动禁止小卡功能)
@ -253,7 +253,12 @@ public class CardEntity : MonoBehaviour
}
MapUnityManager.Instance.castPool.Clear();
List <MapUnity> cardColorInfluence = influencePreviewPool .ToList ();//生效地块
List<MapUnity> cardColorInfluence = influencePreviewPool.ToList();//ÉúЧµØ¿é
var bullet = Instantiate(cardBulletFatherPrefab, transform.position, cardBulletFatherPrefab.transform.localRotation);
BulletFather bulletFather = bullet.GetComponent<BulletFather>();
yield return bulletFather .StartCoroutine(bulletFather.CreateBulleNode(cardColorInfluence));
/*
for(int i=0;i < cardColorInfluence.Count;i++ )
{
var bulle = Instantiate(cardBulletPrefab, transform.position, cardBulletPrefab.transform.localRotation);
@ -267,9 +272,7 @@ public class CardEntity : MonoBehaviour
yield return StartCoroutine(bulle.GetComponent<BulletNode>().MoveToDestination(cardColorInfluence[i].transform, GameManager.Instance.player.transform));
}
}
}*/
}
yield return StartCoroutine(DestructionManager.Instance.startDestoryAndUseCard(this.gameObject, cardOriginalData, influencePreviewPool, cardIndex, targetNode));

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