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(client) feat:添加基地界面到游玩界面的过程,添加存档管理,技能树变得可用 (#58)
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/58
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@@ -14,23 +14,25 @@ namespace Entity
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public void SetBulletSource(Entity source)
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{
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bulletSource = source;
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attributes.attack = source.attributes.attack;
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AttributesNow.attack = source.AttributesNow.attack;
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var weapon = source.GetCurrentWeapon();
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if (weapon != null)
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{
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lifeTime = weapon.Attributes.attackRange / attributes.moveSpeed;
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lifeTime = weapon.Attributes.attackRange / AttributesNow.moveSpeed;
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}
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affiliation = source.affiliation;
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}
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public override void SetTarget(Vector3 pos)
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{
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base.SetTarget(pos);
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Utils.RotateTool.RotateTransformToDirection(transform, direction);
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Utils.RotateTool.RotateTransformToDirection(transform, Direction);
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}
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protected override void AutoBehave()
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{
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TryMove();
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Move();
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lifeTime -= Time.deltaTime;
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if (lifeTime <= 0)
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{
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@@ -41,7 +43,12 @@ namespace Entity
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private void OnTriggerEnter2D(Collider2D other)
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{
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var entity = other.GetComponent<Entity>();
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if (IsDead||!entity || entity == bulletSource || entity is Pickup) return;
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if (!entity)
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{
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Kill();
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return;
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}
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if (IsDead || entity == bulletSource || entity is Pickup) return;
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if (Managers.AffiliationManager.Instance.GetRelation(bulletSource.affiliation, entity.affiliation) != Relation.Friendly || Setting.Instance.CurrentSettings.friendlyFire)
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{
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entity.OnHit(this);
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@@ -51,7 +58,7 @@ namespace Entity
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return; // 如果是友好关系且不允许友军伤害,则不处理
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}
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attributes.health -= 1;
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AttributesNow.health -= 1;
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}
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