狗屎Minimax坏我代码
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@@ -47,6 +47,9 @@ namespace Cielonos.MainGame.Characters.Inventory
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public BreakthroughType breakthroughType = BreakthroughType.Weak;
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public DisruptionType disruptionType = DisruptionType.NormalExternal;
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[Title("Tags")]
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public List<string> tags = new List<string>();
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[Title("Hit VFX")]
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public bool useVFXDataHit;
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[HideIf("useVFXDataHit")]
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@@ -69,7 +72,7 @@ namespace Cielonos.MainGame.Characters.Inventory
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{
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bool isCritical = Random.value < GetFinalCriticalChance();
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float finalDamage = isCritical ? GetFinalCriticalDamage() : GetFinalRegularDamage();
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return new AttackValue(attacker, isCritical, finalDamage, attackType, disruptionType, breakthroughType);
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return new AttackValue(attacker, isCritical, finalDamage, attackType, disruptionType, breakthroughType, tags);
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}
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public GameObject GetHitVFX()
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@@ -8,7 +8,8 @@ namespace Cielonos.MainGame.Characters.Inventory
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[CreateAssetMenu(fileName = "AttributeData", menuName = "Cielonos/Items/AttributeData")]
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public class AttributeData : SerializedScriptableObject
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{
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[Title("Item Attributes")] public SerializedDictionary<string, float> itemAttributes = new();
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[Title("Item Attributes")]
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public SerializedDictionary<string, float> itemAttributes = new();
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[Title("Character Attribute Changes")] [DictionaryTitle("Numeric")]
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public SerializedDictionary<string, float, CharacterAttributePair> chaAttrNumericChange = new();
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@@ -0,0 +1,19 @@
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace Cielonos.MainGame.Characters.Inventory
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{
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[CreateAssetMenu(fileName = "OverloadData", menuName = "Cielonos/Items/OverloadData")]
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public class OverloadData : SerializedScriptableObject
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{
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[Title("Overload Configuration")]
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[LabelText("Trigger Threshold (Max Overload)")]
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public float maxOverload = 200f;
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[LabelText("Absorption Weight")]
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public float overloadWeight = 1f;
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[LabelText("Cooldown After Trigger (Seconds)")]
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public float triggerCooldown = 8f;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: c3e872bf5164c1b449783ffe50bdab9c
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@@ -34,6 +34,11 @@ namespace Cielonos.MainGame.Characters.Inventory
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{
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if (upgradeMode == UpgradeMode.ManualList)
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{
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if (valueList.Count == 0)
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{
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return defaultUpgradeValue * level;
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}
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if (level < valueList.Count)
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{
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return valueList[level];
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