备份CatanBuilding瘦身独立工程
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141
Assets/Scripts/GampPlay/FishSkill/CorruptSpSkillData.cs
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141
Assets/Scripts/GampPlay/FishSkill/CorruptSpSkillData.cs
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using cfg;
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using UnityEngine;
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public class CorruptSpSkillData : IFishSpSkillData
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{
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public FishSkill fishSkill { get; set; }
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public SpKillType Type { get; set; } = SpKillType.Corrupt;
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public FishSpSkillLabel spSkillLabel { get; set; }
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public Corrupt spSkill { get; set; }
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public int StopCount { get; set; }
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public bool InProgress { get; set; }
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public bool End { get; set; }
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public void StartSkill(FishSpSkillLabel fishSpSkill)
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{
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Type = SpKillType.Corrupt;
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spSkillLabel = fishSpSkill;
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spSkill = fishSpSkill as Corrupt;
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End = false;
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Debug.Log("StartSkill");
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}
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public void RefreshSkill(FishSpSkillLabel fishSpSkill)
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{
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spSkillLabel = fishSpSkill;
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spSkill = fishSpSkill as Corrupt;
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StopCount++;
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InProgress = false;
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End = false;
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Debug.Log("RefreshSkill");
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}
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public void EndSkill()
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{
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End = true;
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Debug.Log("EndSkill");
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}
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public string AudioScreen()
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{
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return spSkill.AudioScreen;
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}
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public string AudioRewardFish()
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{
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return spSkill.AudioRewardFish;
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}
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#region UI
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public string FxScreen()
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{
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return spSkill.FxScreen;
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}
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public string FxBar()
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{
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return "";
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}
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public string FxProgressInc()
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{
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return spSkill.FxProgressInc;
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}
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public string FxFishIcon()
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{
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return "";
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}
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#endregion
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#region Jump
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public string FxFishJump()
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{
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return spSkill.FxFishJump;
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}
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public string FxWater()
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{
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if (spSkill.FxWater == "None")
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{
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return "";
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}
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return spSkill.FxWater;
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}
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#endregion
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#region Struggle
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public string FxFishSkillAppend()
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{
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if (spSkill.FxFishSkillAppend == "None")
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{
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return "";
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}
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return spSkill.FxFishSkillAppend;
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}
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/// <summary>
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/// 鱼起跳的时候,立刻在Root处挂上一个特效
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/// </summary>
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public string FxFishJumpWater()
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{
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return spSkill.FxFishJumpWater;
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}
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/// <summary>
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/// 鱼起跳的时候,立刻在Root处挂上一个特效
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/// </summary>
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public string FxFishStruggle()
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{
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return spSkill.FxFishStruggle;
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}
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#endregion
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public BarTarget GetBarTarget()
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{
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BarTarget barTarget = new BarTarget();
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barTarget.CorruptSpeed = spSkill.CorruptSpeed;
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barTarget.ClearSpeed = spSkill.ClearSpeed;
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barTarget.CorruptMaxPercent = spSkill.CorruptMaxPercent;
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barTarget.CorruptBarIncPercent = spSkill.CorruptBarIncPercent;
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barTarget.CorruptBarDecPercent = spSkill.CorruptBarDecPercent;
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barTarget.fx_target_bar_bg = spSkill.FxBarBottom;
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barTarget.fx_target_bar = spSkill.FxBar; ;
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barTarget.fx_target_bar_highlight = spSkill.FxProgressInc;
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barTarget.bar_target = spSkill.BarBg;
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barTarget.highlight = spSkill.EdgeBg;
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barTarget.fxScreenWarning = spSkill.FxScreenWarning;
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return barTarget;
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}
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public string FxWaterSplash()
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{
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return spSkill.FxWaterSplash;
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}
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}
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11
Assets/Scripts/GampPlay/FishSkill/CorruptSpSkillData.cs.meta
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11
Assets/Scripts/GampPlay/FishSkill/CorruptSpSkillData.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f303a29ae9e54dd47bc3551d211297be
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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119
Assets/Scripts/GampPlay/FishSkill/ElectricShockSpSkillData.cs
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119
Assets/Scripts/GampPlay/FishSkill/ElectricShockSpSkillData.cs
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using cfg;
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using UnityEngine;
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public class ElectricShockSpSkillData : IFishSpSkillData
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{
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public FishSkill fishSkill { get; set; }
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public SpKillType Type { get; set; } = SpKillType.ElectricShock;
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public FishSpSkillLabel spSkillLabel { get; set; }
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public ElectricShock spSkill { get; set; }
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public int StopCount { get; set; }
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public bool InProgress { get; set; }
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public bool End { get; set; }
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public void StartSkill(FishSpSkillLabel fishSpSkill)
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{
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Type = SpKillType.ElectricShock;
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spSkillLabel = fishSpSkill;
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spSkill = fishSpSkill as ElectricShock;
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End = false;
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Debug.Log("StartSkill");
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}
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public void RefreshSkill(FishSpSkillLabel fishSpSkill)
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{
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spSkillLabel = fishSpSkill;
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spSkill = fishSpSkill as ElectricShock;
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StopCount++;
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InProgress = false;
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End = false;
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}
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public void EndSkill()
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{
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End = true;
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}
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public string AudioScreen()
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{
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return spSkill.AudioScreen;
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}
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public string AudioRewardFish()
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{
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return spSkill.AudioRewardFish;
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}
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#region UI
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public string FxScreen()
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{
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return spSkill.FxScreen;
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}
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public string FxBar()
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{
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return spSkill.FxBar;
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}
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public string FxProgressInc()
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{
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return "";
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}
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public string FxProgressDec()
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{
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return "";
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}
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public string FxFishIcon()
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{
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return spSkill.FxFishIcon;
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}
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public BarTarget GetBarTarget()
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{
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return null;
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}
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#endregion
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#region Jump
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public string FxFishJump()
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{
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return spSkill.FxFish;
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}
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public string FxWater()
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{
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return "";
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}
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#endregion
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#region Struggle
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public string FxFishSkillAppend()
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{
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return "";
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}
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/// <summary>
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/// 鱼起跳的时候,立刻在Root处挂上一个特效
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/// </summary>
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public string FxFishJumpWater()
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{
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return "";
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}
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/// <summary>
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/// 鱼起跳的时候,立刻在Root处挂上一个特效
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/// </summary>
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public string FxFishStruggle()
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{
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return "";
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}
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public string FxWaterSplash()
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{
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return "";
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}
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#endregion
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9bb8d4c830656124fb7842f746ce4be6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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103
Assets/Scripts/GampPlay/FishSkill/IFishSpSkillData.cs
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103
Assets/Scripts/GampPlay/FishSkill/IFishSpSkillData.cs
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using cfg;
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public enum SpKillType
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{
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Corrupt,
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ElectricShock,
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}
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public class BarTarget
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{
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public float CorruptSpeed;
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public float ClearSpeed;
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public float CorruptMaxPercent;
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public float CorruptBarIncPercent;
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public float CorruptBarDecPercent;
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public string fx_target_bar_bg;
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public string fx_target_bar;
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public string fx_target_bar_highlight;
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public string bar_target;
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public string highlight;
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public string fxScreenWarning;
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}
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public interface IFishSpSkillData
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{
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public FishSkill fishSkill { get; set; }
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public FishSpSkillLabel spSkillLabel { get; set; }
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public SpKillType Type { set; get; }
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public int StopCount { set; get; }
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public bool InProgress { set; get; }
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public bool End { set; get; }
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public void StartSkill(FishSpSkillLabel fishSpSkill);
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public void RefreshSkill(FishSpSkillLabel fishSpSkill);
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public void EndSkill();
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/// <summary>
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/// 跳跃时鱼身上动画
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/// </summary>
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/// <returns></returns>
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public string FxFishJump();
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/// <summary>
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/// 鱼起跳的时候,立刻在Root处挂上一个特效
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/// </summary>
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public string FxFishJumpWater();
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/// <summary>
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/// 鱼起跳的时候,立刻在Root处挂上一个特效
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/// </summary>
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public string FxFishStruggle();
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/// <summary>
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/// 鱼在释放技能的时候,在Head处的特效
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/// </summary>
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public string FxFishSkillAppend();
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/// <summary>
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/// 替换跳跃入水出水动画
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/// </summary>
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/// <returns></returns>
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public string FxWater();
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public string FxWaterSplash();
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/// <summary>
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/// 与释放技能时的全屏特效
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/// </summary>
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/// <returns></returns>
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public string FxScreen();
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/// <summary>
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/// 与释放技能时的进度条特效
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/// </summary>
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/// <returns></returns>
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public string FxBar();
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/// <summary>
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/// 鱼头像特效
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/// </summary>
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/// <returns></returns>
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public string FxFishIcon();
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/// <summary>
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/// 释放技能时进度条指针特效
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/// </summary>
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/// <returns></returns>
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public string FxProgressInc();
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/// <summary>
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/// 鱼释放技能时音效
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/// </summary>
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/// <returns></returns>
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public string AudioScreen();
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/// <summary>
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/// 结算界面音效
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/// </summary>
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/// <returns></returns>
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public string AudioRewardFish();
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/// <summary>
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/// 进度条特效相关
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/// </summary>
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/// <returns></returns>
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public BarTarget GetBarTarget();
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}
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11
Assets/Scripts/GampPlay/FishSkill/IFishSpSkillData.cs.meta
Normal file
11
Assets/Scripts/GampPlay/FishSkill/IFishSpSkillData.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 146facaec174ddf4ca4272271cf15d16
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MonoImporter:
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||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
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