更新伟人技能效果

This commit is contained in:
daixiawu 2025-06-26 20:11:17 +08:00
parent 98f9934af3
commit 46994a1351
28 changed files with 1332 additions and 29951 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 23 KiB

After

Width:  |  Height:  |  Size: 26 KiB

View File

@ -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
@ -623,6 +635,7 @@ MonoBehaviour:
Name:
Cost: 2
CityExp: 1
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -644,6 +657,7 @@ MonoBehaviour:
IconList: []
Cost: 5
CityExp: 2
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -665,6 +679,7 @@ MonoBehaviour:
IconList: []
Cost: 5
CityExp: 2
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -686,6 +701,7 @@ MonoBehaviour:
IconList: []
Cost: 3
CityExp: 1
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -707,6 +723,7 @@ MonoBehaviour:
IconList: []
Cost: 7
CityExp: 1
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -728,6 +745,7 @@ MonoBehaviour:
IconList: []
Cost: 5
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -749,6 +767,7 @@ MonoBehaviour:
IconList: []
Cost: 5
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -770,6 +789,7 @@ MonoBehaviour:
IconList: []
Cost: 5
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -791,6 +811,7 @@ MonoBehaviour:
IconList: []
Cost: 5
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -812,6 +833,7 @@ MonoBehaviour:
IconList: []
Cost: 5
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -833,6 +855,7 @@ MonoBehaviour:
IconList: []
Cost: 3
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -854,6 +877,7 @@ MonoBehaviour:
IconList: []
Cost: 20
CityExp: 1
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -875,6 +899,7 @@ MonoBehaviour:
IconList: []
Cost: 20
CityExp: 1
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -896,6 +921,7 @@ MonoBehaviour:
IconList: []
Cost: 20
CityExp: 1
NoNeedTech: 0
- ActionId:
ActionType: 1
WonderType: 0
@ -917,6 +943,7 @@ MonoBehaviour:
IconList: []
Cost: 20
CityExp: 1
NoNeedTech: 0
- ActionId:
ActionType: 2
WonderType: 1
@ -938,6 +965,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 2
WonderType: 2
@ -959,6 +987,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 2
WonderType: 3
@ -980,6 +1009,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 2
WonderType: 4
@ -1001,6 +1031,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 2
WonderType: 5
@ -1022,6 +1053,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 2
WonderType: 6
@ -1043,6 +1075,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 2
WonderType: 7
@ -1064,6 +1097,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 6
WonderType: 0
@ -1085,6 +1119,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 6
WonderType: 0
@ -1106,6 +1141,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 6
WonderType: 0
@ -1127,6 +1163,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 6
WonderType: 0
@ -1143,11 +1180,12 @@ MonoBehaviour:
TechType: 0
ActionName: "\u6316\u6398"
Desc: "\u6316\u6398\u9057\u8FF9\uFF0C\u5C06\u83B7\u5F97\u91D1\u5E01\u3001\u79D1\u6280\u3001\u5355\u4F4D\u7B49\u968F\u673A\u5956\u52B1\u3002"
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
@ -1169,6 +1207,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 6
WonderType: 0
@ -1190,6 +1229,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 6
WonderType: 0
@ -1211,6 +1251,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 6
WonderType: 0
@ -1260,6 +1301,7 @@ MonoBehaviour:
Name:
Cost: 5
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 6
WonderType: 0
@ -1309,6 +1351,29 @@ 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: "\u7687\u5BB6\u70C8\u7130"
Desc: "\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"
Icon: {fileID: 21300000, guid: 7f9bbece8534c1748ae0c25bd347f09e, type: 3}
VarientIcon: 0
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 1
- ActionId:
ActionType: 6
WonderType: 0
@ -1358,6 +1423,7 @@ MonoBehaviour:
Name:
Cost: 15
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 8
WonderType: 0
@ -1379,6 +1445,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 8
WonderType: 0
@ -1400,6 +1467,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 8
WonderType: 0
@ -1449,6 +1517,7 @@ MonoBehaviour:
Name:
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 8
WonderType: 0
@ -1498,6 +1567,7 @@ MonoBehaviour:
Name:
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 8
WonderType: 0
@ -1547,6 +1617,7 @@ MonoBehaviour:
Name:
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 8
WonderType: 0
@ -1568,6 +1639,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 8
WonderType: 0
@ -1589,6 +1661,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 5
WonderType: 0
@ -1610,6 +1683,7 @@ MonoBehaviour:
IconList: []
Cost: 5
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 5
WonderType: 0
@ -1631,6 +1705,7 @@ MonoBehaviour:
IconList: []
Cost: 5
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 5
WonderType: 0
@ -1652,6 +1727,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 5
WonderType: 0
@ -1673,6 +1749,7 @@ MonoBehaviour:
IconList: []
Cost: -1
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 3
WonderType: 1
@ -1694,6 +1771,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 3
NoNeedTech: 0
- ActionId:
ActionType: 3
WonderType: 2
@ -1715,6 +1793,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 3
NoNeedTech: 0
- ActionId:
ActionType: 3
WonderType: 3
@ -1736,6 +1815,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 3
NoNeedTech: 0
- ActionId:
ActionType: 3
WonderType: 4
@ -1757,6 +1837,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 3
NoNeedTech: 0
- ActionId:
ActionType: 3
WonderType: 5
@ -1778,6 +1859,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 3
NoNeedTech: 0
- ActionId:
ActionType: 3
WonderType: 6
@ -1799,6 +1881,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 3
NoNeedTech: 0
- ActionId:
ActionType: 3
WonderType: 7
@ -1820,6 +1903,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 3
NoNeedTech: 0
- ActionId:
ActionType: 4
WonderType: 0
@ -1841,6 +1925,7 @@ MonoBehaviour:
IconList: []
Cost: 15
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 4
WonderType: 0
@ -1862,6 +1947,7 @@ MonoBehaviour:
IconList: []
Cost: 15
CityExp: 0
NoNeedTech: 0
- 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

View File

@ -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

View File

@ -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

View File

@ -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
WonderType: 0
@ -2554,6 +2672,7 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0
- ActionId:
ActionType: 9
WonderType: 0
@ -2575,3 +2694,4 @@ MonoBehaviour:
IconList: []
Cost: 0
CityExp: 0
NoNeedTech: 0

View File

@ -5698,3 +5698,15 @@ MonoBehaviour:
EN:
JP:
KR:
- ID: 914
ZH: "\u7687\u5BB6\u70C8\u7130"
TDZH:
EN:
JP:
KR:
- ID: 915
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"
TDZH:
EN:
JP:
KR:

View File

@ -580,7 +580,7 @@ MonoBehaviour:
AttackRange: 1
MoveRange: 2
Cost: 2
Skills: 0b000000070000000d000000
Skills: 0b000000070000000d00000001000000
Sprite: {fileID: 0}
SpriteGlow: {fileID: 0}
IsSpriteVarient: 1
@ -1053,7 +1053,7 @@ MonoBehaviour:
LandType: 1
NoMaxHealth: 0
MaxHealth: 30
Attack: 0
Attack: 3
Defense: 3
AttackRange: 1
MoveRange: 1

View File

@ -1511,6 +1511,127 @@ SpriteRenderer:
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!1 &4683307805835906381
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 3559973045942901658}
- component: {fileID: 2212480142073473993}
- component: {fileID: 111377927538246274}
- component: {fileID: 3657950204610312358}
m_Layer: 0
m_Name: Skill
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!4 &3559973045942901658
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4683307805835906381}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 8.57, z: 0}
m_LocalScale: {x: 2, y: 2, z: 2}
m_ConstrainProportionsScale: 1
m_Children: []
m_Father: {fileID: 2733067475856537485}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &2212480142073473993
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4683307805835906381}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: -1440529387
m_SortingLayer: 6
m_SortingOrder: 0
m_Sprite: {fileID: 21300000, guid: 7f9bbece8534c1748ae0c25bd347f09e, type: 3}
m_Color: {r: 1, g: 0.91320866, b: 0, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 14.17, y: 19.84}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!95 &111377927538246274
Animator:
serializedVersion: 5
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4683307805835906381}
m_Enabled: 1
m_Avatar: {fileID: 0}
m_Controller: {fileID: 9100000, guid: 71b2e07ba2bb8174ca0a5baf939a922b, type: 2}
m_CullingMode: 0
m_UpdateMode: 0
m_ApplyRootMotion: 0
m_LinearVelocityBlending: 0
m_StabilizeFeet: 0
m_WarningMessage:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
--- !u!114 &3657950204610312358
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4683307805835906381}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0ad50f81b1d25c441943c37a89ba23f6, type: 3}
m_Name:
m_EditorClassIdentifier:
_Animator: {fileID: 111377927538246274}
_ActionOnDisable: 0
--- !u!1 &4823000024362962617
GameObject:
m_ObjectHideFlags: 0
@ -1547,6 +1668,7 @@ Transform:
- {fileID: 2668736484908105877}
- {fileID: 1804842452966375687}
- {fileID: 5794914377394050887}
- {fileID: 3559973045942901658}
- {fileID: 6893524809116217944}
m_Father: {fileID: 1494252107283779432}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}

File diff suppressed because it is too large Load Diff

View File

@ -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;

View File

@ -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);
}

View File

@ -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)

View File

@ -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);

View File

@ -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
{
//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);
}
}
},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;
}
}

View File

@ -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);
}
}
}
}

View File

@ -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;

View File

@ -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);
}
}
}

View File

@ -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);
}
}
}
}

View File

@ -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;
}

View File

@ -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);
}
}
}

View File

@ -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;
}
}
}

View File

@ -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

View File

@ -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;

View File

@ -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);
}
}
}
}

View File

@ -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

View File

@ -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.

View File

@ -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。%$#@!%$#@!%$#@!%$#@!!@#$%