Files
MinFt/Client/Assets/Scripts/GampPlay/FishSkill/SuperDashSpSkillData.cs
Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

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using cfg;
/// <summary>
/// 超级冲刺支持Dash
/// </summary>
public class SuperDashSpSkillData : FishSpSkillData<SuperDash>
{
/// <summary>
/// 冲刺时z轴的初始随机范围
/// </summary>
public System.Collections.Generic.List<float> PosZInit { get; private set; }
/// <summary>
/// z轴随机范围的变化值最小值 += 参数 * 累积冲刺次数,最大值 -= 参数 * 累积冲刺次数
/// </summary>
public float PosZChange { get; private set; }
/// <summary>
/// 冲刺速度的变化值,蓄力速度 *= 参数 * 累积冲刺次数
/// </summary>
public float DashSpeedChange { get; private set; }
/// <summary>
/// 累积冲刺次数上限每次冲刺一次后加1
/// </summary>
public int ChangeMaxCount { get; private set; }
/// <summary>
/// 重新释放技能后,累积冲刺次数 += 参数不能超过上限也不能小于0
/// </summary>
public int NewSkillCountOffset { get; private set; }
public int StrengthChange => spSkill.StrengthChange;
public int ChargeCount { get; private set; }
public override string DashWaterFx(){
return spSkill.DashWaterFx;
}
public override string FxDash()
{
return spSkill.DashFx;
}
public void AddChargeCount(int offset = 1)
{
if (ChargeCount < ChangeMaxCount)
{
ChargeCount += offset;
}
}
public float GetDashPrepareTime(int index)
{
if (index >= spSkill.DashPrepareTime.Count)
{
return 0;
}
return spSkill.DashPrepareTime[index];
}
protected override void RefreshSkill()
{
PosZInit = spSkill.PosZInit;
PosZChange = spSkill.PosZChange;
DashSpeedChange = spSkill.DashSpeedChange;
ChangeMaxCount = spSkill.ChangeMaxCount;
NewSkillCountOffset = spSkill.NewSkillCountOffset;
}
}