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
63 lines
1.9 KiB
C#
63 lines
1.9 KiB
C#
using cfg;
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/// <summary>
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/// 超级冲刺,支持Dash
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/// </summary>
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public class SuperDashSpSkillData : FishSpSkillData<SuperDash>
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{
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/// <summary>
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/// 冲刺时z轴的初始随机范围
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/// </summary>
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public System.Collections.Generic.List<float> PosZInit { get; private set; }
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/// <summary>
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/// 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
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/// </summary>
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public float PosZChange { get; private set; }
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/// <summary>
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/// 冲刺速度的变化值,蓄力速度 *= 参数 * 累积冲刺次数
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/// </summary>
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public float DashSpeedChange { get; private set; }
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/// <summary>
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/// 累积冲刺次数上限,每次冲刺一次后加1
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/// </summary>
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public int ChangeMaxCount { get; private set; }
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/// <summary>
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/// 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
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/// </summary>
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public int NewSkillCountOffset { get; private set; }
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public int StrengthChange => spSkill.StrengthChange;
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public int ChargeCount { get; private set; }
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public override string DashWaterFx(){
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return spSkill.DashWaterFx;
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}
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public override string FxDash()
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{
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return spSkill.DashFx;
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}
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public void AddChargeCount(int offset = 1)
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{
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if (ChargeCount < ChangeMaxCount)
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{
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ChargeCount += offset;
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}
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}
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public float GetDashPrepareTime(int index)
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{
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if (index >= spSkill.DashPrepareTime.Count)
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{
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return 0;
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}
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return spSkill.DashPrepareTime[index];
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}
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protected override void RefreshSkill()
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{
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PosZInit = spSkill.PosZInit;
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PosZChange = spSkill.PosZChange;
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DashSpeedChange = spSkill.DashSpeedChange;
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ChangeMaxCount = spSkill.ChangeMaxCount;
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NewSkillCountOffset = spSkill.NewSkillCountOffset;
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}
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}
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