更新伟人技能效果
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- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -1883,6 +1969,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 15
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -1904,6 +1991,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 15
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -1925,6 +2013,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 15
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -1946,6 +2035,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -1967,6 +2057,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -1988,6 +2079,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2009,6 +2101,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2030,6 +2123,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2051,6 +2145,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2072,6 +2167,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2093,6 +2189,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2114,6 +2211,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2135,6 +2233,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2156,6 +2255,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2177,6 +2277,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2198,6 +2299,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2219,6 +2321,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2240,6 +2343,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2261,6 +2365,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2282,6 +2387,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2303,6 +2409,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2324,6 +2431,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2345,6 +2453,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2366,6 +2475,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2387,6 +2497,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2408,6 +2519,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2429,6 +2541,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2450,6 +2563,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2471,6 +2585,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2492,6 +2607,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2513,6 +2629,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2534,6 +2651,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2555,6 +2673,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2576,3 +2695,4 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
|
||||
@ -70,7 +70,7 @@ MonoBehaviour:
|
||||
- SkillType: 34
|
||||
SkillDesc:
|
||||
- SkillType: 35
|
||||
SkillDesc: "<color=yellow>\u57CE\u5E02\u4F20\u9001</color>:\u4E3B\u52A8\u6280\u80FD\u3002\u53EF\u79FB\u52A8\u5230\u4EFB\u610F\u9053\u8DEF\u8054\u901A\u7684\u57CE\u5E02\u3002"
|
||||
SkillDesc: "<color=yellow>\u57CE\u5E02\u4F20\u9001</color>:\u4E3B\u52A8\u6280\u80FD\u3002\u53EF\u5728\u4E0E\u9996\u901A\u8054\u901A\u7684\u57CE\u5E02\u4E4B\u95F4\u4F20\u9001\u3002"
|
||||
- SkillType: 36
|
||||
SkillDesc: "<color=yellow>\u5E87\u62A4\u53CD\u51FB</color>:\u88AB\u52A8\u6280\u80FD\u3002\u9644\u8FD1\u53CB\u519B\u53D7\u5230\u653B\u51FB\u65F6\uFF0C\u4F1A\u5BF9\u653B\u51FB\u8005\u65BD\u52A0\u8FFD\u52A0\u4F24\u5BB3\u3002"
|
||||
- SkillType: 37
|
||||
|
||||
@ -580,7 +580,7 @@ MonoBehaviour:
|
||||
AttackRange: 1
|
||||
MoveRange: 2
|
||||
Cost: 2
|
||||
Skills: 0b000000070000000d000000
|
||||
Skills: 0b000000070000000d00000001000000
|
||||
Sprite: {fileID: 0}
|
||||
SpriteGlow: {fileID: 0}
|
||||
IsSpriteVarient: 1
|
||||
@ -980,7 +980,7 @@ MonoBehaviour:
|
||||
Name: Egypt Flandre
|
||||
LandType: 1
|
||||
NoMaxHealth: 0
|
||||
MaxHealth: 15
|
||||
MaxHealth: 10
|
||||
Attack: 3
|
||||
Defense: 3
|
||||
AttackRange: 1
|
||||
@ -1053,7 +1053,7 @@ MonoBehaviour:
|
||||
LandType: 1
|
||||
NoMaxHealth: 0
|
||||
MaxHealth: 30
|
||||
Attack: 0
|
||||
Attack: 3
|
||||
Defense: 3
|
||||
AttackRange: 1
|
||||
MoveRange: 1
|
||||
|
||||
@ -62,6 +62,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 2
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -111,6 +112,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 3
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -160,6 +162,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 3
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -209,6 +212,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 3
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -258,6 +262,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -307,6 +312,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 8
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -356,6 +362,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -405,6 +412,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -454,6 +462,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -503,6 +512,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 0
|
||||
WonderType: 0
|
||||
@ -524,6 +534,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 2
|
||||
CityExp: 1
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 0
|
||||
WonderType: 0
|
||||
@ -573,6 +584,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 2
|
||||
CityExp: 1
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 0
|
||||
WonderType: 0
|
||||
@ -622,6 +634,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 2
|
||||
CityExp: 1
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -643,6 +656,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 5
|
||||
CityExp: 2
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -664,6 +678,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 5
|
||||
CityExp: 2
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -685,6 +700,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 3
|
||||
CityExp: 1
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -706,6 +722,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 7
|
||||
CityExp: 1
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -727,6 +744,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -748,6 +766,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -769,6 +788,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -790,6 +810,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -811,6 +832,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -832,6 +854,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 3
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -853,6 +876,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 20
|
||||
CityExp: 1
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -874,6 +898,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 20
|
||||
CityExp: 1
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -895,6 +920,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 20
|
||||
CityExp: 1
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 1
|
||||
WonderType: 0
|
||||
@ -916,6 +942,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 20
|
||||
CityExp: 1
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 2
|
||||
WonderType: 1
|
||||
@ -937,6 +964,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 2
|
||||
WonderType: 2
|
||||
@ -958,6 +986,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 2
|
||||
WonderType: 3
|
||||
@ -979,6 +1008,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 2
|
||||
WonderType: 4
|
||||
@ -1000,6 +1030,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 2
|
||||
WonderType: 5
|
||||
@ -1021,6 +1052,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 2
|
||||
WonderType: 6
|
||||
@ -1042,6 +1074,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 2
|
||||
WonderType: 7
|
||||
@ -1063,6 +1096,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1084,6 +1118,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1105,6 +1140,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1126,6 +1162,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1142,11 +1179,12 @@ MonoBehaviour:
|
||||
TechType: 0
|
||||
ActionName: 44
|
||||
Desc: 435
|
||||
Icon: {fileID: 2409451532123415758, guid: 26b53ff2426a2bb4cb59b989971dd55f, type: 3}
|
||||
Icon: {fileID: 21300000, guid: 3d8770f661005224cb27daf954cadff8, type: 3}
|
||||
VarientIcon: 0
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1168,6 +1206,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1189,6 +1228,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1210,6 +1250,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1259,6 +1300,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1308,6 +1350,29 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
ResourceType: 0
|
||||
FeatureType: 0
|
||||
TerrainType: 0
|
||||
UnitType: 0
|
||||
GiantType: 0
|
||||
Vegetation: 0
|
||||
UnitActionType: 8
|
||||
CityLevelUpActionType: 0
|
||||
GridMiscActionType: 0
|
||||
SkillType: 0
|
||||
TechType: 0
|
||||
ActionName: 914
|
||||
Desc: 915
|
||||
Icon: {fileID: 21300000, guid: 7f9bbece8534c1748ae0c25bd347f09e, type: 3}
|
||||
VarientIcon: 0
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 1
|
||||
- ActionId:
|
||||
ActionType: 6
|
||||
WonderType: 0
|
||||
@ -1357,6 +1422,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 15
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 8
|
||||
WonderType: 0
|
||||
@ -1378,6 +1444,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 8
|
||||
WonderType: 0
|
||||
@ -1399,6 +1466,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 8
|
||||
WonderType: 0
|
||||
@ -1448,6 +1516,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 8
|
||||
WonderType: 0
|
||||
@ -1497,6 +1566,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 8
|
||||
WonderType: 0
|
||||
@ -1546,6 +1616,7 @@ MonoBehaviour:
|
||||
Name:
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 8
|
||||
WonderType: 0
|
||||
@ -1567,6 +1638,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 8
|
||||
WonderType: 0
|
||||
@ -1588,6 +1660,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 5
|
||||
WonderType: 0
|
||||
@ -1609,6 +1682,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 5
|
||||
WonderType: 0
|
||||
@ -1630,6 +1704,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 5
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 5
|
||||
WonderType: 0
|
||||
@ -1651,6 +1726,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 5
|
||||
WonderType: 0
|
||||
@ -1672,6 +1748,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: -1
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 3
|
||||
WonderType: 1
|
||||
@ -1693,6 +1770,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 3
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 3
|
||||
WonderType: 2
|
||||
@ -1714,6 +1792,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 3
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 3
|
||||
WonderType: 3
|
||||
@ -1735,6 +1814,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 3
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 3
|
||||
WonderType: 4
|
||||
@ -1756,6 +1836,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 3
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 3
|
||||
WonderType: 5
|
||||
@ -1777,6 +1858,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 3
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 3
|
||||
WonderType: 6
|
||||
@ -1798,6 +1880,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 3
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 3
|
||||
WonderType: 7
|
||||
@ -1819,6 +1902,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 3
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -1840,6 +1924,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 15
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -1861,6 +1946,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 15
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -1882,6 +1968,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 15
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -1903,6 +1990,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 15
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 4
|
||||
WonderType: 0
|
||||
@ -1924,6 +2012,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 15
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -1945,6 +2034,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -1966,6 +2056,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -1987,6 +2078,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2008,6 +2100,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2029,6 +2122,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2050,6 +2144,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2071,6 +2166,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2092,6 +2188,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2113,6 +2210,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2134,6 +2232,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2155,6 +2254,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2176,6 +2276,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2197,6 +2298,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2218,6 +2320,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2239,6 +2342,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2260,6 +2364,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2281,6 +2386,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2302,6 +2408,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2323,6 +2430,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2344,6 +2452,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2365,6 +2474,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2386,6 +2496,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2407,6 +2518,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2428,6 +2540,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2449,6 +2562,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2470,6 +2584,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2491,6 +2606,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2512,6 +2628,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
|
||||
WonderType: 0
|
||||
@ -2533,6 +2650,7 @@ MonoBehaviour:
|
||||
IconList: []
|
||||
Cost: 0
|
||||
CityExp: 0
|
||||
NoNeedTech: 0
|
||||
- ActionId:
|
||||
ActionType: 9
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||||
WonderType: 0
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||||
@ -2554,6 +2672,7 @@ MonoBehaviour:
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IconList: []
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Cost: 0
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CityExp: 0
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NoNeedTech: 0
|
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- ActionId:
|
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ActionType: 9
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WonderType: 0
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@ -2575,3 +2694,4 @@ MonoBehaviour:
|
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IconList: []
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Cost: 0
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CityExp: 0
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NoNeedTech: 0
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@ -5698,3 +5698,15 @@ MonoBehaviour:
|
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EN:
|
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JP:
|
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KR:
|
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- ID: 914
|
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ZH: "\u7687\u5BB6\u70C8\u7130"
|
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TDZH:
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EN:
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JP:
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KR:
|
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- ID: 915
|
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ZH: "\u5BF9\u5468\u56F41\u683C\u5355\u4F4D\u5185\u7684\u76EE\u6807\u9020\u6210\u9AD8\u989D\u4F24\u5BB3\uFF0C\u5BF9\u5468\u56F42\u683C\u8303\u56F4\u7684\u5355\u4F4D\u9020\u6210\u6E85\u5C04\u4F24\u5BB3\u3002"
|
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TDZH:
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EN:
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JP:
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KR:
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|
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@ -580,7 +580,7 @@ MonoBehaviour:
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AttackRange: 1
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MoveRange: 2
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Cost: 2
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Skills: 0b000000070000000d000000
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Skills: 0b000000070000000d00000001000000
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Sprite: {fileID: 0}
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SpriteGlow: {fileID: 0}
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IsSpriteVarient: 1
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@ -1053,7 +1053,7 @@ MonoBehaviour:
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LandType: 1
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NoMaxHealth: 0
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MaxHealth: 30
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Attack: 0
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Attack: 3
|
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Defense: 3
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AttackRange: 1
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MoveRange: 1
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@ -1511,6 +1511,127 @@ SpriteRenderer:
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m_WasSpriteAssigned: 1
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m_MaskInteraction: 0
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m_SpriteSortPoint: 0
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m_WriteDefaultValuesOnDisable: 0
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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--- !u!1 &4823000024362962617
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GameObject:
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m_ObjectHideFlags: 0
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File diff suppressed because it is too large
Load Diff
@ -283,6 +283,7 @@ namespace RuntimeData
|
||||
//建筑level-只对部分建筑生效
|
||||
public int buildingLevel;
|
||||
//-------- RenderData ---------//
|
||||
|
||||
//gridVFX相关的RenderMark
|
||||
public bool VFXRenderMarkHurt = false;
|
||||
public bool VFXRenderMarkDie = false;
|
||||
|
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@ -609,6 +609,8 @@ namespace RuntimeData
|
||||
}
|
||||
public bool CheckActionCan(CommonActionId actionId)
|
||||
{
|
||||
if (!Table.Instance.ActionDataAssets.GetActionInfo(actionId, out var info)) return false;
|
||||
if (info.NoNeedTech) return true;
|
||||
return TechActionCacheSet.Contains(actionId.Id);
|
||||
}
|
||||
|
||||
|
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@ -53,6 +53,7 @@ public class ActionInfo
|
||||
public List<CivForceToSprite> IconList;
|
||||
public int Cost;
|
||||
public int CityExp;
|
||||
public bool NoNeedTech;
|
||||
public Sprite GetIcon(uint civId,uint forceId)
|
||||
{
|
||||
foreach (var t in IconList)
|
||||
|
||||
@ -240,6 +240,15 @@ public class Table
|
||||
|
||||
//计算距离
|
||||
public int CalcDistance(Vector2Int A, Vector2Int B){return Mathf.Max(Mathf.Abs(A.x - B.x),Mathf.Abs(A.y - B.y));}
|
||||
public int CalcDistance(GridData A, GridData B){return Mathf.Max(Mathf.Abs(A.Pos.X - B.Pos.X),Mathf.Abs(A.Pos.Y - B.Pos.Y));}
|
||||
|
||||
public int CalcDistance(MapData map, UnitData A, UnitData B)
|
||||
{
|
||||
if(!map.GetGridDataByUnitId(A.Id, out var g1))return 0;
|
||||
if(!map.GetGridDataByUnitId(B.Id, out var g2))return 0;
|
||||
|
||||
return CalcDistance(g1,g2);
|
||||
}
|
||||
|
||||
//计算攻防 TODO 增加damagePara和暴击的判断
|
||||
public int CalcDamage(MapData map, UnitData A, UnitData B, bool counter = false, float damagePara = 1f)
|
||||
@ -250,6 +259,7 @@ public class Table
|
||||
|
||||
int Bno = QueryUnitTypeToNo(B.UnitType);
|
||||
float attackA = UnitTypeDataAssets.GetUnitTypeInfo(A.UnitType,A.GiantType,out var AInfo)?AInfo.Attack:0;
|
||||
attackA *= damagePara;
|
||||
float defenseB = UnitTypeDataAssets.GetUnitTypeInfo(B.UnitType,B.GiantType,out var BInfo)?BInfo.Defense:0;
|
||||
float attackForce = attackA * (1f * A.Health / (A.GetMaxHealth() + AVeteran));
|
||||
float defenseForce = defenseB * (1f * B.Health / (B.GetMaxHealth() + BVeteran)) * B.GetExtraDefense(map);
|
||||
|
||||
@ -1994,6 +1994,51 @@ namespace Logic.Action
|
||||
}
|
||||
|
||||
|
||||
//处理ROYALFLAMES
|
||||
if (_actionId.UnitActionType == UnitActionType.ROYALFLAMES)
|
||||
{
|
||||
var unitA = actionParams.UnitData;
|
||||
var gridA = gridData;
|
||||
var gridList = actionParams.MapData.GridMap.GetAroundGridData(2,2,gridA);
|
||||
var t = new GridVFXRenderMark(GridVFXType.ROYALFLAMES);
|
||||
gridA.SetGridVFXRenderMark(t);
|
||||
Timer.Instance.TimerRegister(this,()=>{
|
||||
|
||||
foreach (var gridB in gridList)
|
||||
{
|
||||
//如果有单位,造成伤害
|
||||
if (actionParams.MapData.GetUnitDataByGid(gridB.Id, out var unitB))
|
||||
{
|
||||
var dis = Table.Instance.CalcDistance(gridA,gridB );
|
||||
//处理内圈伤害
|
||||
if (dis == 1)
|
||||
{
|
||||
//var damage = Table.Instance.CalcDamage(actionParams.MapData, unitA, unitB);
|
||||
Main.UnitLogic.SpecialDamage(actionParams.MapData,unitA, unitB,6);
|
||||
}
|
||||
//处理外圈伤害
|
||||
if (dis == 2)
|
||||
{
|
||||
//var damage = Table.Instance.CalcDamage(actionParams.MapData, unitA, unitB,damagePara:0.5f);
|
||||
Main.UnitLogic.SpecialDamage(actionParams.MapData,unitA, unitB,3);
|
||||
}
|
||||
}
|
||||
else
|
||||
//如果没有单位,造成地块震荡的效果
|
||||
{
|
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//处理动画效果
|
||||
//TODO 不该这么做,临时凑合一下
|
||||
var main = GameObject.Find("Main").GetComponent<Main>();
|
||||
main.MapRenderer.ROGridMap[gridB.Id].SetBounceAnim(NeedRandomWait:true);
|
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}
|
||||
|
||||
|
||||
}
|
||||
},0.5f);
|
||||
|
||||
ret = true;
|
||||
}
|
||||
|
||||
|
||||
if (ret)
|
||||
{
|
||||
@ -2007,6 +2052,7 @@ namespace Logic.Action
|
||||
|
||||
public override bool CheckCan(CommonActionParams actionParams)
|
||||
{
|
||||
|
||||
//鲁棒性判断
|
||||
if (actionParams.UnitData == null) return false;
|
||||
if (actionParams.PlayerData == null) return false;
|
||||
@ -2113,17 +2159,134 @@ namespace Logic.Action
|
||||
if (_actionId.UnitActionType == UnitActionType.Examine)
|
||||
return gridData.Resource == ResourceType.Treasure;
|
||||
|
||||
//处理战技ROYALFLAMES TODO 未实现
|
||||
//处理战技ROYALFLAMES
|
||||
if (_actionId.UnitActionType == UnitActionType.ROYALFLAMES)
|
||||
{
|
||||
|
||||
if (!actionParams.UnitData.GetSkill(SkillType.ROYALFLAMES, out var skillInfo))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
public override bool CheckShow(CommonActionParams actionParams)
|
||||
{
|
||||
return CheckCan(actionParams);
|
||||
//鲁棒性判断
|
||||
if (actionParams.UnitData == null) return false;
|
||||
if (actionParams.PlayerData == null) return false;
|
||||
if (!actionParams.MapData.GetGridDataByUnitId(actionParams.UnitData.Id, out var gridData))
|
||||
return false;
|
||||
//如果unit不是player的,退出
|
||||
if(!actionParams.MapData.GetPlayerDataByUnitId(actionParams.UnitData.Id, out var playerData) ||
|
||||
playerData != actionParams.PlayerData)
|
||||
return false;
|
||||
//判断钱够不够 checkshow中 即使钱不够,也可以显示的
|
||||
//if (GetCost() > actionParams.PlayerData.PlayerWealth)
|
||||
// return false;
|
||||
//如果不具备科技
|
||||
if (!actionParams.PlayerData.TechTree.CheckActionCan(_actionId))
|
||||
return false;
|
||||
//先处理不需要CP的 Upgrade UnitShip UnitRammerShip UnitBattleShip 这4个
|
||||
if (_actionId.UnitActionType == UnitActionType.Upgrade)
|
||||
{
|
||||
//鲁棒性处理
|
||||
if (!Table.Instance.UnitTypeDataAssets.GetUnitTypeInfo(actionParams.UnitData.UnitType,
|
||||
actionParams.UnitData.GiantType, out var info))
|
||||
return false;
|
||||
//处理CARRY的情况
|
||||
if (info.Skills.Contains(SkillType.CARRY))
|
||||
{
|
||||
if (actionParams.UnitData.CarryVeteran)
|
||||
return false;
|
||||
if (actionParams.UnitData.CarryExp >= 3)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
//处理非CARRY是老兵
|
||||
if (actionParams.UnitData.Veteran)
|
||||
return false;
|
||||
if (actionParams.UnitData.Exp >= 3)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
if (_actionId.UnitType == UnitType.Ship || _actionId.UnitType == UnitType.RammerShip
|
||||
|| _actionId.UnitType == UnitType.BomberShip)
|
||||
{
|
||||
|
||||
if(actionParams.UnitData.UnitType != UnitType.Boat)
|
||||
return false;
|
||||
|
||||
if (actionParams.MapData.GetPlayerDataByTerritoryGridId(gridData.Id, out var player1)
|
||||
&& player1 != actionParams.PlayerData)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//剩下的都需要CP,如果Unit有没有CP了,return false
|
||||
if (actionParams.UnitData.CP <= 0)
|
||||
return false;
|
||||
|
||||
//处理capture
|
||||
if (_actionId.UnitActionType == UnitActionType.Capture)
|
||||
{
|
||||
//如果是占领别的城市
|
||||
if (actionParams.MapData.GetCityDataByGid(gridData.Id, out var cityData))
|
||||
{
|
||||
actionParams.MapData.GetPlayerDataByCityId(cityData.Id,out var playerId1);
|
||||
actionParams.MapData.GetPlayerDataByUnitId(actionParams.UnitData.Id,out var playerId2);
|
||||
return playerId1 != playerId2;
|
||||
}
|
||||
//如果是占领村庄
|
||||
else
|
||||
{
|
||||
return gridData.Resource == ResourceType.CityCenter;
|
||||
}
|
||||
}
|
||||
|
||||
//处理disband
|
||||
if (_actionId.UnitActionType == UnitActionType.Disband)
|
||||
{
|
||||
if (actionParams.UnitData.UnitType == UnitType.Giant || actionParams.UnitData.CarryUnitType == UnitType.Giant)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//处理recover
|
||||
if (_actionId.UnitActionType == UnitActionType.Recover)
|
||||
{
|
||||
if (actionParams.UnitData.Health < actionParams.UnitData.GetMaxHealth())
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
//处理heal TODO 未实现
|
||||
if (_actionId.UnitActionType == UnitActionType.Heal)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//处理gather
|
||||
if (_actionId.UnitActionType == UnitActionType.Gather)
|
||||
return gridData.Resource == ResourceType.Starfish;
|
||||
|
||||
//处理examine
|
||||
if (_actionId.UnitActionType == UnitActionType.Examine)
|
||||
return gridData.Resource == ResourceType.Treasure;
|
||||
|
||||
//处理战技ROYALFLAMES
|
||||
if (_actionId.UnitActionType == UnitActionType.ROYALFLAMES)
|
||||
{
|
||||
|
||||
if (!actionParams.UnitData.GetSkill(SkillType.ROYALFLAMES, out var skillInfo))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -165,5 +165,14 @@ namespace Logic
|
||||
_main.UIManager.BottomInfoUI.UIBottomInfoStatus = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckContinuousAction(MapData mapData,PlayerData player1,UnitData unit1,GridData grid2)
|
||||
{
|
||||
if (player1.Id == mapData.PlayerMap.SelfPlayerId &&
|
||||
_main.MapRenderer.CheckUnitHasMoveAttackTarget(unit1.Id))
|
||||
{
|
||||
_main.MapInteractionLogic.OnTileClicked(mapData,grid2);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -38,7 +38,7 @@ namespace Logic.Skill
|
||||
{
|
||||
if (!mapData.GetUnitDataByGid(grid.Id, out var unit)) continue;
|
||||
var damage = Table.Instance.CalcDamage(mapData, self, unit);
|
||||
Main.UnitLogic.Damage(mapData, self, unit, damage);
|
||||
Main.UnitLogic.SpecialDamage(mapData, self, unit, damage);
|
||||
}
|
||||
}
|
||||
|
||||
@ -52,7 +52,7 @@ namespace Logic.Skill
|
||||
{
|
||||
if (!mapData.GetUnitDataByGid(grid.Id, out var unit)) continue;
|
||||
var damage = Table.Instance.CalcDamage(mapData, self, unit);
|
||||
Main.UnitLogic.Damage(mapData, self, unit, damage);
|
||||
Main.UnitLogic.SpecialDamage(mapData, self, unit, damage);
|
||||
}
|
||||
|
||||
self.Health = 0;
|
||||
|
||||
@ -42,7 +42,7 @@ namespace Logic.Skill
|
||||
if (selfUnitList.Contains(unit)) continue;
|
||||
// 计算攻击伤害
|
||||
var damage = Table.Instance.CalcDamage(mapData, self, unit, damagePara:0.5f);
|
||||
Main.UnitLogic.Damage(mapData, self, unit, damage);
|
||||
Main.UnitLogic.SpecialDamage(mapData, self, unit, damage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -9,6 +9,7 @@
|
||||
using System.Collections.Generic;
|
||||
using RuntimeData;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Logic.Skill
|
||||
@ -36,11 +37,20 @@ namespace Logic.Skill
|
||||
var roundGrids = mapData.GridMap.GetAroundGridData(1, 1, grid);
|
||||
foreach (var roundGrid in roundGrids)
|
||||
{
|
||||
if (!mapData.GetUnitDataByGid(roundGrid.Id, out var unit)) continue;
|
||||
if (selfUnitList.Contains(unit)) continue;
|
||||
// 计算攻击伤害
|
||||
var damage = Table.Instance.CalcDamage(mapData, self, unit, damagePara:0.5f);
|
||||
Main.UnitLogic.Damage(mapData, self, unit, damage);
|
||||
if (!mapData.GetUnitDataByGid(roundGrid.Id, out var unit))
|
||||
{
|
||||
var main = GameObject.Find("Main").GetComponent<Main>();
|
||||
main.MapRenderer.ROGridMap[roundGrid.Id].SetBounceAnim(NeedRandomWait:true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (selfUnitList.Contains(unit)) continue;
|
||||
|
||||
// 计算攻击伤害
|
||||
var damage = Table.Instance.CalcDamage(mapData, self, unit, damagePara:0.5f);
|
||||
Main.UnitLogic.SpecialDamage(mapData, self, unit, damage, needRandomWait:true);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -40,12 +40,11 @@ namespace Logic.Skill
|
||||
if (gd.Id == grid.Id) continue;
|
||||
|
||||
if (mapData.GetUnitDataByGid(gd.Id, out var unit)
|
||||
&& unit.UnitType == UnitType.Giant
|
||||
&& (unit.UnitType == UnitType.Giant || unit.CarryUnitType == UnitType.Giant)
|
||||
&& mapData.GetPlayerDataByUnitId(unit.Id, out var player1)
|
||||
&& mapData.GetPlayerDataByUnitId(self.Id, out var player2)
|
||||
&& mapData.SameUnion(player1.Id, player2.Id))
|
||||
{
|
||||
Debug.Log("noooooo");
|
||||
self.AP = 1;
|
||||
}
|
||||
|
||||
|
||||
@ -30,7 +30,7 @@ namespace Logic.Skill
|
||||
public override void OnAttacked(UnitData self, UnitData origin, MapData mapData, int dmg)
|
||||
{
|
||||
if (origin.GetAttackRange() >= 2) return;
|
||||
Main.UnitLogic.Damage(mapData, self, origin, dmg);
|
||||
Main.UnitLogic.SpecialDamage(mapData, self, origin, dmg);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -29,7 +29,9 @@ namespace Logic.Skill
|
||||
|
||||
public override void OnDamageOther(UnitData self, UnitData target, MapData mapData, int dmg)
|
||||
{
|
||||
self.Health = (int)Math.Round(self.Health * 1.3f);
|
||||
self.Health += (int)Math.Round(dmg * 0.3f);
|
||||
if (self.Health > self.GetMaxHealth()) self.Health = self.GetMaxHealth();
|
||||
self.RenderMark = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -9,6 +9,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Animancer;
|
||||
using Logic.Skill;
|
||||
using UnityEngine;
|
||||
using RuntimeData;
|
||||
@ -54,10 +55,18 @@ namespace Logic
|
||||
|
||||
//如果 land to port
|
||||
if (unitData.GetLandType() == LandType.LandAndPort && gridData.Resource == ResourceType.Port)
|
||||
{
|
||||
LandToBoat(mapData, unitData);
|
||||
unitData.OnMove(mapData, gridData,moveType);
|
||||
}
|
||||
|
||||
//如果sea to land
|
||||
else if (unitData.GetLandType() == LandType.WaterAndAshore && gridData.Terrain == TerrainType.Land)
|
||||
{
|
||||
BoatToLand(mapData, unitData);
|
||||
unitData.OnMove(mapData, gridData,moveType);
|
||||
}
|
||||
|
||||
//如果sea to sea或者land to land
|
||||
else
|
||||
//处理DASH等等技能情况,在Move结束时会触发的那些技能
|
||||
@ -178,14 +187,11 @@ namespace Logic
|
||||
// 计算攻击伤害
|
||||
int dmg1 = Table.Instance.CalcDamage(mapData, unit1, unit2);
|
||||
int dmg2 = 0;
|
||||
bool counter = !Table.Instance.QueryUnitHasSkill(unit2.UnitType, SkillType.STIFF) &&
|
||||
mapData.GridMap.CalcDistance(grid1, grid2) <= unit2.GetAttackRange();
|
||||
//判断对方能否反击的参数
|
||||
bool canCounter = CanCounter(mapData,unit1,unit2);
|
||||
|
||||
//计算反击伤害,要给calcDamage额外传入一个true TODO 这里设计可以优化,方法最好拆分
|
||||
if (counter) dmg2 = Table.Instance.CalcDamage(mapData, unit1, unit2, true);
|
||||
int hpA = unit1.Health;
|
||||
int hpB = unit2.Health;
|
||||
|
||||
if (canCounter) dmg2 = Table.Instance.CalcDamage(mapData, unit1, unit2, true);
|
||||
//攻击会消耗所有类别的行动点数
|
||||
unit1.AP = unit1.CP = unit1.MP = 0;
|
||||
|
||||
@ -199,9 +205,6 @@ namespace Logic
|
||||
unit1.AttackRenderMarkTargetPos = Table.Instance.GridToWorld(grid2,"isUnit");
|
||||
unit1.AttackRenderMarkNeedBack = true;
|
||||
|
||||
//判断对方能否反击的参数
|
||||
bool canCounter = CanCounter(mapData,unit1,unit2);
|
||||
|
||||
//一组参数用来处理攻击时长的
|
||||
//第一次攻击到对方的时刻
|
||||
float attackWait = Table.Instance.AnimDataAssets.GetAttackTimeByAttackRange(unit1.GetAttackRange());
|
||||
@ -216,26 +219,23 @@ namespace Logic
|
||||
Table.Instance.AnimDataAssets.GetAttackReturnTimeByAttackRange(
|
||||
unit2.GetAttackRange());
|
||||
|
||||
if (dmg1 >= unit2.Health) //如果伤害直接够杀死对方
|
||||
if (TestKillUnit(mapData,unit1,unit2,dmg1)) //如果伤害直接够杀死对方
|
||||
{
|
||||
//关闭unit2的counter rendermark
|
||||
//处理PERSIST技能
|
||||
|
||||
unit1.OnKill(unit2,mapData);
|
||||
unit2.Health -= dmg1;
|
||||
|
||||
//攻击+移动:如果是近战且目标位置不是山或者有山的科技,且目标不在水里
|
||||
if (unit1.GetAttackRange() == 1 && grid2.Terrain == TerrainType.Land
|
||||
&& (grid2.Feature != TerrainFeature.Mountain || player1.TechTree.CheckIfHasTech(TechType.Climbing)))
|
||||
{
|
||||
//立刻死亡并播放受伤动画,必须先处理死亡,再处理移动,不然gridToUnit的dict会出错
|
||||
Main.UnitLogic.Die(mapData, unit2);
|
||||
|
||||
TryKillUnit(mapData,unit1,unit2,dmg1);
|
||||
//unit2.Health -= dmg1;
|
||||
//RunDamageSkillGroup(mapData,unit1,unit2,dmg1);
|
||||
//Main.UnitLogic.Die(mapData, unit2);
|
||||
|
||||
unit1.AttackRenderMark = false;
|
||||
//移动过去并更新视野
|
||||
MoveTo(mapData, unit1, grid2,MoveType.AttackMove);
|
||||
//关闭unit1的rendermakr中 攻击完需要移动回来的开关
|
||||
//unit1.AttackRenderMarkNeedBack = false;
|
||||
|
||||
//杀死对方并移动过去的时刻触发的事件
|
||||
Timer.Instance.TimerRegister(unit2, () =>
|
||||
@ -249,19 +249,13 @@ namespace Logic
|
||||
grid2.VFXRenderMarkDie = true;
|
||||
|
||||
//处理玩家攻击后自动再次点击unit,从而连续处理移动或者攻击的情况,for MapInteraction
|
||||
if (player1.Id == mapData.PlayerMap.SelfPlayerId &&
|
||||
main.MapRenderer.CheckUnitHasMoveAttackTarget(unit1.Id))
|
||||
{
|
||||
main.MapInteractionLogic.OnTileClicked(mapData,grid2);
|
||||
}
|
||||
main.MapInteractionLogic.CheckContinuousAction(mapData,player1,unit1,grid2);
|
||||
|
||||
//权力奇观记录
|
||||
player1.TotalKill++;
|
||||
//如果没有STATIC技能,那么就可以增加小兵经验
|
||||
if (!Table.Instance.QueryUnitHasSkill(unit1.UnitType, SkillType.STATIC)) unit1.Exp++;
|
||||
},Table.Instance.AnimDataAssets.MoveAnimTime);
|
||||
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -415,13 +409,12 @@ namespace Logic
|
||||
return true;
|
||||
}
|
||||
|
||||
// 伤害
|
||||
public void Damage(MapData mapData, UnitData unit1, UnitData unit2, int dmg)
|
||||
// SpecialDamage,和Attack同等级
|
||||
public void SpecialDamage(MapData mapData, UnitData unit1, UnitData unit2, int dmg, bool needRandomWait = false)
|
||||
{
|
||||
if (!mapData.GetPlayerDataByUnitId(unit1.Id, out var player1)) return;
|
||||
|
||||
// 尝试击杀
|
||||
if (TryKillUnit(mapData, unit1, unit2, dmg))
|
||||
if (TryKillUnit(mapData, unit1, unit2, dmg,needRandomWait))
|
||||
{
|
||||
// 权力奇观记录
|
||||
player1.TotalKill++;
|
||||
@ -431,10 +424,51 @@ namespace Logic
|
||||
}
|
||||
|
||||
// 尝试伤害
|
||||
TryDamageUnit(mapData, unit1, unit2, dmg);
|
||||
TryDamageUnit(mapData, unit1, unit2, dmg, needRandomWait);
|
||||
}
|
||||
|
||||
public bool TryKillUnit(MapData mapData, UnitData origin, UnitData target, int dmg)
|
||||
public void DieAnimRenderMarkUpadate(GridData grid2,UnitData unit2,int dmg,bool needRandomWait = false)
|
||||
{
|
||||
//TODO 不该这么做,临时凑合一下
|
||||
//播放grid2的hurtVFX
|
||||
var main = GameObject.Find("Main").GetComponent<Main>();
|
||||
main.MapRenderer.ROGridMap[grid2.Id].SetBounceAnim(NeedRandomWait:needRandomWait);
|
||||
grid2.VFXRenderMarkHurt = true;
|
||||
|
||||
//播放grid2上的伤害数字
|
||||
var t = new GridVFXRenderMark(GridVFXType.Damage);
|
||||
t.Damage = dmg;
|
||||
grid2.SetGridVFXRenderMark(t);
|
||||
|
||||
//播放grid2上的死亡特效
|
||||
grid2.VFXRenderMarkDie = true;
|
||||
//播放grid2上的死亡雾效
|
||||
grid2.VFXRenderMarkFog = true;
|
||||
|
||||
//更新unit2的信息
|
||||
unit2.RenderMark = true;
|
||||
}
|
||||
|
||||
public void DamageAnimRenderMarkUpdate(GridData grid2,UnitData unit2,int dmg,bool needRandomWait = false)
|
||||
{
|
||||
//处理动画效果
|
||||
//TODO 不该这么做,临时凑合一下
|
||||
var main = GameObject.Find("Main").GetComponent<Main>();
|
||||
main.MapRenderer.ROGridMap[grid2.Id].SetBounceAnim(NeedRandomWait:needRandomWait);
|
||||
grid2.VFXRenderMarkHurt = true;
|
||||
var t = new GridVFXRenderMark(GridVFXType.Damage);
|
||||
t.Damage = dmg;
|
||||
grid2.SetGridVFXRenderMark(t);
|
||||
//更新unit2的信息
|
||||
unit2.RenderMark = true;
|
||||
}
|
||||
public bool TestKillUnit(MapData mapData, UnitData origin, UnitData target, int dmg)
|
||||
{
|
||||
if (dmg < target.Health) return false;
|
||||
if (!target.CanBeKilled(mapData)) return false;
|
||||
return true;
|
||||
}
|
||||
public bool TryKillUnit(MapData mapData, UnitData origin, UnitData target, int dmg,bool needRandomWait = false)
|
||||
{
|
||||
if (dmg < target.Health) return false;
|
||||
if (!target.CanBeKilled(mapData)) return false;
|
||||
@ -448,15 +482,22 @@ namespace Logic
|
||||
foreach (var skill in origin.Skills) skill.OnKill(origin, target, mapData);
|
||||
mapData.OnUnitDamage(origin, target);
|
||||
Main.UnitLogic.Die(mapData, target);
|
||||
//更新死亡动画相关rendermark
|
||||
if(mapData.GetGridDataByUnitId(target.Id,out var targetGrid))
|
||||
DieAnimRenderMarkUpadate(targetGrid,target,dmg,needRandomWait);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TryDamageUnit(MapData mapData, UnitData origin, UnitData target, int dmg)
|
||||
public bool TryDamageUnit(MapData mapData, UnitData origin, UnitData target, int dmg,bool needRandomWait = false)
|
||||
{
|
||||
target.Health -= dmg;
|
||||
foreach (var skill in target.Skills) skill.OnDamage(target, origin, mapData, dmg);
|
||||
foreach (var skill in origin.Skills) skill.OnDamageOther(origin, target, mapData, dmg);
|
||||
mapData.OnUnitDamage(origin, target);
|
||||
if(mapData.GetGridDataByUnitId(target.Id,out var targetGrid))
|
||||
DamageAnimRenderMarkUpdate(targetGrid,target,dmg,needRandomWait);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -641,7 +682,7 @@ namespace Logic
|
||||
{
|
||||
//遍历所有单位,找到己方的伟人
|
||||
foreach (var unitA in mapData.UnitMap.UnitList)
|
||||
if(unitA.UnitType == UnitType.Giant
|
||||
if(unitA.UnitType == UnitType.Giant || unitA.CarryUnitType == UnitType.Giant
|
||||
&& mapData.GetPlayerIdByUnitId(unitA.Id,out var pid)
|
||||
&& pid == playerData.Id && unitA.Id != unitData.Id)
|
||||
{
|
||||
@ -658,7 +699,27 @@ namespace Logic
|
||||
}}
|
||||
}
|
||||
}
|
||||
//TODO 接入CITYTRANSPORT
|
||||
|
||||
//接入CITYTRANSPORT,在首都联通的城市之间传送
|
||||
if (unitData.IsCanMoveNoUnitSelfCity(mapData))
|
||||
{
|
||||
//当前在首都或者首都联通的城市才可以
|
||||
if (mapData.GetCityDataByGid(gridData.Id, out var cityA) &&
|
||||
(cityA.IsCapital || cityA.IsConnectedCapital))
|
||||
{
|
||||
//遍历所有我方城市 如果位置没有人且联通,就可以移动过去
|
||||
var cityDataList = new List<CityData>();
|
||||
mapData.GetCityDataListByPlayerId(playerData.Id, cityDataList);
|
||||
foreach (var cityB in cityDataList)
|
||||
{
|
||||
if(cityB.Id == cityA.Id)continue;
|
||||
if (!cityB.IsConnectedCapital && !cityB.IsCapital) continue;
|
||||
if (!mapData.GetGridDataByCityId(cityB.Id, out var gridB)) continue;
|
||||
if (mapData.GetUnitDataByGid(gridB.Id, out var _)) continue;
|
||||
MoveInfoMap[gridB.Pos.X, gridB.Pos.Y] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 检查单位是否能攻击目标点
|
||||
|
||||
@ -57,6 +57,8 @@ namespace TH1Renderer
|
||||
string forcesName, civName;
|
||||
bool needBounce = false, isBounceDown = true;
|
||||
Vector3 bounceUpPos, bounceDownPos;
|
||||
|
||||
private float _bounceWaitTime = 0f;
|
||||
float bounceTime = 0f;
|
||||
float bounceDownFullTime = 0.07f;
|
||||
float bounceUpFullTime = 0.2f;
|
||||
@ -202,23 +204,28 @@ namespace TH1Renderer
|
||||
//判断各自是否要bounce
|
||||
if (needBounce)
|
||||
{
|
||||
if (isBounceDown)
|
||||
{
|
||||
bounceTime += Time.deltaTime / bounceDownFullTime;
|
||||
_ROGrid.transform.position = Vector3.Lerp(bounceUpPos, bounceDownPos, bounceTime);
|
||||
if (bounceTime >= 1f)
|
||||
{
|
||||
isBounceDown = false;
|
||||
bounceTime = 0f;
|
||||
}
|
||||
}
|
||||
if (_bounceWaitTime > 0)
|
||||
_bounceWaitTime -= Time.deltaTime;
|
||||
else
|
||||
{
|
||||
bounceTime += Time.deltaTime / bounceUpFullTime;
|
||||
_ROGrid.transform.position = Vector3.Lerp(bounceDownPos, bounceUpPos, bounceTime);
|
||||
if (bounceTime >= 1f)
|
||||
needBounce = false;
|
||||
if (isBounceDown)
|
||||
{
|
||||
bounceTime += Time.deltaTime / bounceDownFullTime;
|
||||
_ROGrid.transform.position = Vector3.Lerp(bounceUpPos, bounceDownPos, bounceTime);
|
||||
if (bounceTime >= 1f)
|
||||
{
|
||||
isBounceDown = false;
|
||||
bounceTime = 0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bounceTime += Time.deltaTime / bounceUpFullTime;
|
||||
_ROGrid.transform.position = Vector3.Lerp(bounceDownPos, bounceUpPos, bounceTime);
|
||||
if (bounceTime >= 1f)
|
||||
needBounce = false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -368,6 +375,9 @@ namespace TH1Renderer
|
||||
VFXManagerDict[GridVFXType.Flag] = GridVFXRendererFactory.Create(flagParam);
|
||||
GridVFXParams damageParam = new GridVFXParams(GridVFXType.Damage,Resources.Load<AnimationClip>("Animations/VFX/PlayDamage"),null,_effect.transform.Find("Damage")?.gameObject);
|
||||
VFXManagerDict[GridVFXType.Damage] = GridVFXRendererFactory.Create(damageParam);
|
||||
Sprite ROYALFLAMESSprite = Resources.Load<Sprite>("ArtResources/TH1UI/Common/SkillIcon/Skill_ROYALFLAMES");
|
||||
GridVFXParams ROYALFLAMESParam = new GridVFXParams(GridVFXType.ROYALFLAMES,Resources.Load<AnimationClip>("Animations/VFX/PlayHeal"),ROYALFLAMESSprite,_effect.transform.Find("Skill")?.gameObject);
|
||||
VFXManagerDict[GridVFXType.ROYALFLAMES] = GridVFXRendererFactory.Create(ROYALFLAMESParam);
|
||||
|
||||
|
||||
}
|
||||
@ -738,9 +748,17 @@ namespace TH1Renderer
|
||||
}
|
||||
|
||||
|
||||
public void SetBounceAnim()
|
||||
public void SetBounceAnim(bool NeedRandomWait=false)
|
||||
{
|
||||
if (needBounce) return;
|
||||
if(!NeedRandomWait)
|
||||
_bounceWaitTime = 0f;
|
||||
else
|
||||
{
|
||||
|
||||
_bounceWaitTime = Random.Range(0,0.3f);
|
||||
Debug.Log(_bounceWaitTime);
|
||||
}
|
||||
needBounce = true;
|
||||
isBounceDown = true;
|
||||
bounceTime = 0f;
|
||||
|
||||
@ -8,13 +8,14 @@ using NUnit.Framework;
|
||||
using TMPro;
|
||||
using TMPro.Examples;
|
||||
using Unity.IO.LowLevel.Unsafe;
|
||||
using Unity.VisualScripting;
|
||||
using Object = UnityEngine.Object;
|
||||
using PropertyAttribute = UnityEngine.PropertyAttribute;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace TH1Renderer
|
||||
{
|
||||
public enum GridVFXType { Heal,Die,DieHint,CounterDieHint,Flag,Damage};
|
||||
public enum GridVFXType { Heal,Die,DieHint,CounterDieHint,Flag,Damage,ROYALFLAMES};
|
||||
|
||||
public static class GridVFXRendererFactory
|
||||
{
|
||||
@ -24,6 +25,7 @@ namespace TH1Renderer
|
||||
{
|
||||
GridVFXType.Flag => new FlagGridVFXRenderer(param),
|
||||
GridVFXType.Damage => new DamageGridVFXRenderer(param),
|
||||
GridVFXType.ROYALFLAMES => new ROYALFLAMESGridVFXRenderer(param),
|
||||
_ => null
|
||||
};
|
||||
}
|
||||
@ -97,9 +99,6 @@ namespace TH1Renderer
|
||||
{
|
||||
IsPlaying = true;
|
||||
animancer.Play(VFXAnim);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -235,5 +234,43 @@ namespace TH1Renderer
|
||||
}
|
||||
}
|
||||
|
||||
public class ROYALFLAMESGridVFXRenderer : GridVFXRenderer
|
||||
{
|
||||
public int Damage;
|
||||
|
||||
public ROYALFLAMESGridVFXRenderer(GridVFXParams param):base(param)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void SetPlay()
|
||||
{
|
||||
if (IsPlaying) return;
|
||||
if (VFXObject == null) return;
|
||||
//TODO 临时用色彩赋予skillicon效果。要改掉
|
||||
VFXObject.GetComponent<SpriteRenderer>().color = Color.yellow;
|
||||
NeedPlay = true;
|
||||
}
|
||||
|
||||
public override void Play()
|
||||
{
|
||||
VFXObject.SetActive(true);
|
||||
|
||||
var animancer = VFXObject.GetComponent<AnimancerComponent>();
|
||||
if (VFXAnim != null)
|
||||
{
|
||||
IsPlaying = true;
|
||||
animancer.Play(VFXAnim);
|
||||
|
||||
Timer.Instance.TimerRegister(VFXObject, () =>
|
||||
{
|
||||
VFXObject.SetActive(false);
|
||||
IsPlaying = false;
|
||||
}, VFXAnim.length);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@ -111,10 +111,8 @@ namespace TH1Renderer
|
||||
ProjectileManager.Update();
|
||||
|
||||
//如果有centerMessage ,停掉一切动画
|
||||
if (_main.UIManager.CenterMessageUI.isShowingNow)
|
||||
{
|
||||
return;
|
||||
}
|
||||
//if (_main.UIManager.CenterMessageUI.isShowingNow)return;
|
||||
|
||||
|
||||
|
||||
// 处理临时探索者的浮动动画
|
||||
|
||||
@ -172,6 +172,7 @@ public class BottomInfoUI// : MonoBehaviour
|
||||
ROBottomInfoUI.GetComponent<RectTransform>().anchoredPosition = _hiddenPosition;
|
||||
ROBottomInfoUI.GetComponent<CanvasGroup>().alpha = 0;
|
||||
_isAnimating = false;
|
||||
|
||||
ROBottomInfoUI.SetActive(false);
|
||||
|
||||
//需要根据玩家civ替换图标
|
||||
@ -575,7 +576,7 @@ public class BottomInfoUI// : MonoBehaviour
|
||||
{
|
||||
CommonActionId tActionId = child.GetComponent<ActionIdMono>().ActionId;
|
||||
child.gameObject.SetActive(false);
|
||||
foreach (var actionLogic in ActionList)
|
||||
foreach (var actionLogic in ActionList){
|
||||
if (actionLogic.CheckEqualActionId(tActionId))
|
||||
{
|
||||
child.gameObject.SetActive(true);
|
||||
@ -644,7 +645,7 @@ public class BottomInfoUI// : MonoBehaviour
|
||||
starImage.gameObject.SetActive(false);
|
||||
textUIComponent.gameObject.SetActive(false);
|
||||
//如果是变形为其他type的单位
|
||||
if (tActionId.ResourceType !=ResourceType.None)
|
||||
if (tActionId.UnitType !=UnitType.None)
|
||||
{
|
||||
starImage.gameObject.SetActive(true);
|
||||
textUIComponent.gameObject.SetActive(true);
|
||||
@ -658,7 +659,7 @@ public class BottomInfoUI// : MonoBehaviour
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//如果数量小于3个,要居中显示
|
||||
|
||||
Binary file not shown.
@ -73,4 +73,4 @@ Harvest animal resources here and gain 1 city experience.%$#@!<狩猟> 技術を
|
||||
开关%$#@!%$#@!%$#@!%$#@!!@#$%880%$#@!All Unit%$#@!%$#@!%$#@!%$#@!!@#$%881%$#@!All City%$#@!%$#@!%$#@!%$#@!!@#$%882%$#@!All Player%$#@!%$#@!%$#@!%$#@!!@#$%883%$#@!当前选中%$#@!%$#@!%$#@!%$#@!!@#$%884%$#@!All Unit Panel
|
||||
(Coming soon)%$#@!%$#@!%$#@!%$#@!!@#$%885%$#@!All City Panel
|
||||
(Coming soon)%$#@!%$#@!%$#@!%$#@!!@#$%886%$#@!All Player Panel
|
||||
(Coming soon)%$#@!%$#@!%$#@!%$#@!!@#$%887%$#@!<color=yellow>和平</color>:被动技能。无法攻击任何单位。%$#@!%$#@!%$#@!%$#@!!@#$%888%$#@!<color=yellow>冲锋</color>:被动技能。每回合首次移动后可再获得一次攻击机会。%$#@!%$#@!%$#@!%$#@!!@#$%889%$#@!<color=yellow>逃脱</color>:被动技能。每回合首次攻击后可再获得一次移动机会。%$#@!%$#@!%$#@!%$#@!!@#$%890%$#@!<color=yellow>连续击杀</color>:被动技能。击杀敌人后可再获得一次攻击机会。%$#@!%$#@!%$#@!%$#@!!@#$%891%$#@!<color=yellow>溅射</color>:被动技能。攻击目标单位后对周围1格造成溅射伤害。%$#@!%$#@!%$#@!%$#@!!@#$%892%$#@!<color=yellow>潜行</color>:被动技能。移动时无视敌人的控制区域。%$#@!%$#@!%$#@!%$#@!!@#$%893%$#@!<color=yellow>无法反击</color>:被动技能。被攻击时无法进行反击。%$#@!%$#@!%$#@!%$#@!!@#$%894%$#@!<color=yellow>城防</color>:被动技能。位于城市中心获得额外防御。%$#@!%$#@!%$#@!%$#@!!@#$%895%$#@!<color=yellow>愈疗</color>:主动技能。回复1格内友方单位4点生命值。%$#@!%$#@!%$#@!%$#@!!@#$%896%$#@!<color=yellow>转化</color>:主动技能。攻击时能将目标单位转化为己方单位。%$#@!%$#@!%$#@!%$#@!!@#$%897%$#@!<color=yellow>运载</color>:被动技能。可运载一个其他单位。%$#@!%$#@!%$#@!%$#@!!@#$%898%$#@!<color=yellow>巡洋</color>:被动技能。拥有2格距离视野。%$#@!%$#@!%$#@!%$#@!!@#$%899%$#@!<color=yellow>无法升级</color>:被动技能。无法通过击杀单位获得经验并升级。%$#@!%$#@!%$#@!%$#@!!@#$%900%$#@!<color=yellow>隐身</color>:被动技能。无法被敌方看到。%$#@!%$#@!%$#@!%$#@!!@#$%901%$#@!<color=yellow>越野</color>:被动技能。移动时无视树林和山脉带来的减损。%$#@!%$#@!%$#@!%$#@!!@#$%902%$#@!<color=yellow>强化</color>:主动技能。强化1格距离内的所有友方单位。%$#@!%$#@!%$#@!%$#@!!@#$%903%$#@!<color=yellow>移动溅射</color>:被动技能。移动时,对周围1格范围造成溅射伤害。%$#@!%$#@!%$#@!%$#@!!@#$%904%$#@!<color=yellow>偷袭</color>:被动技能。攻击时,不会受到对方反击。%$#@!%$#@!%$#@!%$#@!!@#$%905%$#@!<color=yellow>城市传送</color>:主动技能。可移动到任意道路联通的城市。%$#@!%$#@!%$#@!%$#@!!@#$%906%$#@!<color=yellow>庇护反击</color>:被动技能。附近友军受到攻击时,会对攻击者施加追加伤害。%$#@!%$#@!%$#@!%$#@!!@#$%907%$#@!<color=yellow>友军传送</color>:主动技能。可移动到任何友方伟人附近。%$#@!%$#@!%$#@!%$#@!!@#$%908%$#@!<color=yellow>四重存在</color>:被动技能。可同时存在最多4个该单位。%$#@!%$#@!%$#@!%$#@!!@#$%909%$#@!<color=yellow>太极</color>:被动技能。受到伤害时,将伤害额外返回给对方。%$#@!%$#@!%$#@!%$#@!!@#$%910%$#@!<color=yellow>哮喘</color>:被动技能。每回合自动失去2点生命。不会造成死亡。%$#@!%$#@!%$#@!%$#@!!@#$%911%$#@!<color=yellow>皇家烈焰</color>:主动技能。对周围一格单位造成固定8点伤害。%$#@!%$#@!%$#@!%$#@!!@#$%912%$#@!<color=yellow>吸血鬼</color>:被动技能。攻击时恢复伤害30%的血量。%$#@!%$#@!%$#@!%$#@!!@#$%913%$#@!<color=yellow>银之跳跃</color>:被动技能。移动到友方伟人附近后可再攻击一次。击杀单位后可再移动一次。%$#@!%$#@!%$#@!%$#@!!@#$%
|
||||
(Coming soon)%$#@!%$#@!%$#@!%$#@!!@#$%887%$#@!<color=yellow>和平</color>:被动技能。无法攻击任何单位。%$#@!%$#@!%$#@!%$#@!!@#$%888%$#@!<color=yellow>冲锋</color>:被动技能。每回合首次移动后可再获得一次攻击机会。%$#@!%$#@!%$#@!%$#@!!@#$%889%$#@!<color=yellow>逃脱</color>:被动技能。每回合首次攻击后可再获得一次移动机会。%$#@!%$#@!%$#@!%$#@!!@#$%890%$#@!<color=yellow>连续击杀</color>:被动技能。击杀敌人后可再获得一次攻击机会。%$#@!%$#@!%$#@!%$#@!!@#$%891%$#@!<color=yellow>溅射</color>:被动技能。攻击目标单位后对周围1格造成溅射伤害。%$#@!%$#@!%$#@!%$#@!!@#$%892%$#@!<color=yellow>潜行</color>:被动技能。移动时无视敌人的控制区域。%$#@!%$#@!%$#@!%$#@!!@#$%893%$#@!<color=yellow>无法反击</color>:被动技能。被攻击时无法进行反击。%$#@!%$#@!%$#@!%$#@!!@#$%894%$#@!<color=yellow>城防</color>:被动技能。位于城市中心获得额外防御。%$#@!%$#@!%$#@!%$#@!!@#$%895%$#@!<color=yellow>愈疗</color>:主动技能。回复1格内友方单位4点生命值。%$#@!%$#@!%$#@!%$#@!!@#$%896%$#@!<color=yellow>转化</color>:主动技能。攻击时能将目标单位转化为己方单位。%$#@!%$#@!%$#@!%$#@!!@#$%897%$#@!<color=yellow>运载</color>:被动技能。可运载一个其他单位。%$#@!%$#@!%$#@!%$#@!!@#$%898%$#@!<color=yellow>巡洋</color>:被动技能。拥有2格距离视野。%$#@!%$#@!%$#@!%$#@!!@#$%899%$#@!<color=yellow>无法升级</color>:被动技能。无法通过击杀单位获得经验并升级。%$#@!%$#@!%$#@!%$#@!!@#$%900%$#@!<color=yellow>隐身</color>:被动技能。无法被敌方看到。%$#@!%$#@!%$#@!%$#@!!@#$%901%$#@!<color=yellow>越野</color>:被动技能。移动时无视树林和山脉带来的减损。%$#@!%$#@!%$#@!%$#@!!@#$%902%$#@!<color=yellow>强化</color>:主动技能。强化1格距离内的所有友方单位。%$#@!%$#@!%$#@!%$#@!!@#$%903%$#@!<color=yellow>移动溅射</color>:被动技能。移动时,对周围1格范围造成溅射伤害。%$#@!%$#@!%$#@!%$#@!!@#$%904%$#@!<color=yellow>偷袭</color>:被动技能。攻击时,不会受到对方反击。%$#@!%$#@!%$#@!%$#@!!@#$%905%$#@!<color=yellow>城市传送</color>:主动技能。可移动到任意道路联通的城市。%$#@!%$#@!%$#@!%$#@!!@#$%906%$#@!<color=yellow>庇护反击</color>:被动技能。附近友军受到攻击时,会对攻击者施加追加伤害。%$#@!%$#@!%$#@!%$#@!!@#$%907%$#@!<color=yellow>友军传送</color>:主动技能。可移动到任何友方伟人附近。%$#@!%$#@!%$#@!%$#@!!@#$%908%$#@!<color=yellow>四重存在</color>:被动技能。可同时存在最多4个该单位。%$#@!%$#@!%$#@!%$#@!!@#$%909%$#@!<color=yellow>太极</color>:被动技能。受到伤害时,将伤害额外返回给对方。%$#@!%$#@!%$#@!%$#@!!@#$%910%$#@!<color=yellow>哮喘</color>:被动技能。每回合自动失去2点生命。不会造成死亡。%$#@!%$#@!%$#@!%$#@!!@#$%911%$#@!<color=yellow>皇家烈焰</color>:主动技能。对周围一格单位造成固定8点伤害。%$#@!%$#@!%$#@!%$#@!!@#$%912%$#@!<color=yellow>吸血鬼</color>:被动技能。攻击时恢复伤害30%的血量。%$#@!%$#@!%$#@!%$#@!!@#$%913%$#@!<color=yellow>银之跳跃</color>:被动技能。移动到友方伟人附近后可再攻击一次。击杀单位后可再移动一次。%$#@!%$#@!%$#@!%$#@!!@#$%914%$#@!皇家烈焰%$#@!%$#@!%$#@!%$#@!!@#$%915%$#@!对周围1格单位内的目标造成高额伤害,对周围2格范围的单位造成溅射伤害。%$#@!%$#@!%$#@!%$#@!!@#$%
|
||||
Loading…
x
Reference in New Issue
Block a user