调整 OutGameDropPool 表定义 + 添加部分组件定义

This commit is contained in:
SepComet 2026-03-13 10:08:12 +08:00
parent 26aaa945a9
commit 0c92fd9886
13 changed files with 265 additions and 110 deletions

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@ -4,3 +4,7 @@
1 元素底座 [2,2.1,2.2,2.3,2.5] 0.2 Fire [Fire,BurnSpread,IgniteBurst,Inferno]
2 控制底座 [4,4.2,4.4,4.6,4.8] 0.1 Ice [Ice,FreezeMask,Shatter,AbsoluteZero]
3 穿透底座 [1,1,1,1,1] 0 Physics [Pierce,Crit,Overpenetrate,Execution]
4 12底座 [1,1,1,1,1] 0.1 Poison [Fire,BurnSpread,IgniteBurst,Inferno,Ice,FreezeMask,Shatter,AbsoluteZero]
5 23底座 [1,1,1,1,1] 0.1 Water [Ice,FreezeMask,Shatter,AbsoluteZero,Pierce,Crit,Overpenetrate,Execution]
6 13底座 [1,1,1,1,1] 0.1 Earth [Fire,BurnSpread,IgniteBurst,Inferno,Pierce,Crit,Overpenetrate,Execution]
7 123底座 [1,1,1,1,1] 0.1 Fire [Fire,BurnSpread,IgniteBurst,Inferno,Ice,FreezeMask,Shatter,AbsoluteZero,Pierce,Crit,Overpenetrate,Execution]

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@ -4,3 +4,7 @@
1 元素轴承 [10,12,13,14,15] 15 [2,2,2,2,2] 0.3 [Fire,BurnSpread,IgniteBurst,Inferno]
2 控制轴承 [20,25,30,32,35] 0 [6,6.5,7,8,8] 0.2 [Ice,FreezeMask,Shatter,AbsoluteZero]
3 穿透轴承 [60,70,80,90,100] 20 [4,4.5,5,5.5,6] 0 [Pierce,Crit,Overpenetrate,Execution]
4 12轴承 [60,70,80,90,100] 20 [4,4.5,5,5.5,6] 0 [Fire,BurnSpread,IgniteBurst,Inferno,Ice,FreezeMask,Shatter,AbsoluteZero]
5 23轴承 [60,70,80,90,100] 20 [4,4.5,5,5.5,6] 0 [Ice,FreezeMask,Shatter,AbsoluteZero,Pierce,Crit,Overpenetrate,Execution]
6 13轴承 [60,70,80,90,100] 20 [4,4.5,5,5.5,6] 0 [Fire,BurnSpread,IgniteBurst,Inferno,Pierce,Crit,Overpenetrate,Execution]
7 123轴承 [60,70,80,90,100] 20 [4,4.5,5,5.5,6] 0 [Fire,BurnSpread,IgniteBurst,Inferno,Ice,FreezeMask,Shatter,AbsoluteZero,Pierce,Crit,Overpenetrate,Execution]

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@ -1,9 +1,6 @@
# Id 策划备注 AssetName
# int string
# 实体编号 资源名称
101 测试枪口 TestMuzzle
201 测试轴承 TestBearing
301 测试底座 TestBase
401 防御塔实体 TowerEntity
501 普通子弹 NormalBullet
1001 测试普通敌人 TestEnemy

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@ -4,3 +4,7 @@
1 元素枪口 [20,30,40,50,80] 10 0.05 NormalBullet [Fire,BurnSpread,IgniteBurst,Inferno]
2 控制枪口 [30,50,70,90,100] 20 0.01 NormalBullet [Ice,FreezeMask,Shatter,AbsoluteZero]
3 穿透枪口 [50,55,60,80,90] 30 0.02 NormalBullet [Pierce,Crit,Overpenetrate,Execution]
4 12枪口 [50,55,60,80,90] 30 0.02 NormalBullet [Fire,BurnSpread,IgniteBurst,Inferno,Ice,FreezeMask,Shatter,AbsoluteZero]
5 23枪口 [50,55,60,80,90] 30 0.02 NormalBullet [Ice,FreezeMask,Shatter,AbsoluteZero,Pierce,Crit,Overpenetrate,Execution]
6 13枪口 [50,55,60,80,90] 30 0.02 NormalBullet [Fire,BurnSpread,IgniteBurst,Inferno,Pierce,Crit,Overpenetrate,Execution]
7 123枪口 [50,55,60,80,90] 30 0.02 NormalBullet [Fire,BurnSpread,IgniteBurst,Inferno,Ice,FreezeMask,Shatter,AbsoluteZero,Pierce,Crit,Overpenetrate,Execution]

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@ -1,48 +1,24 @@
# Id 列1 LevelThemeType Rarity ItemType ItemId Weight MinPhase MaxPhase
# int LevelThemeType RarityType ItemType int int int int
# 道具池号 策划备注 关卡所属主题类型 道具稀有度 道具类型 道具Id 权重 出现的最低波次 出现的最高波次
1 平原战斗池 Plain White MuzzleComp 1 10 1 10
2 Plain White MuzzleComp 2 10 1 10
3 Plain White MuzzleComp 3 10 1 10
4 Plain White BearingComp 1 10 1 10
5 Plain White BearingComp 2 10 1 10
6 Plain White BearingComp 3 10 1 10
7 Plain White BaseComp 1 10 1 10
8 Plain White BaseComp 2 10 1 10
9 Plain White BaseComp 3 10 1 10
10 Plain Green MuzzleComp 1 5 2 10
11 Plain Green MuzzleComp 2 5 2 10
12 Plain Green MuzzleComp 3 5 2 10
13 Plain Green BearingComp 1 5 2 10
14 Plain Green BearingComp 2 5 2 10
15 Plain Green BearingComp 3 5 2 10
16 Plain Green BaseComp 1 5 2 10
17 Plain Green BaseComp 2 5 2 10
18 Plain Green BaseComp 3 5 2 10
19 Plain Blue MuzzleComp 1 3 3 15
20 Plain Blue MuzzleComp 2 3 3 15
21 Plain Blue MuzzleComp 3 3 3 15
22 Plain Blue BearingComp 1 3 3 15
23 Plain Blue BearingComp 2 3 3 15
24 Plain Blue BearingComp 3 3 3 15
25 Plain Blue BaseComp 1 3 3 15
26 Plain Blue BaseComp 2 3 3 15
27 Plain Blue BaseComp 3 3 3 15
28 Plain Purple MuzzleComp 1 2 4 20
29 Plain Purple MuzzleComp 2 2 4 20
30 Plain Purple MuzzleComp 3 2 4 20
31 Plain Purple BearingComp 1 2 4 20
32 Plain Purple BearingComp 2 2 4 20
33 Plain Purple BearingComp 3 2 4 20
34 Plain Purple BaseComp 1 2 4 20
35 Plain Purple BaseComp 2 2 4 20
36 Plain Purple BaseComp 3 2 4 20
37 Plain Red MuzzleComp 1 1 5 50
38 Plain Red MuzzleComp 2 1 5 50
39 Plain Red MuzzleComp 3 1 5 50
40 Plain Red BearingComp 1 1 5 50
41 Plain Red BearingComp 2 1 5 50
42 Plain Red BearingComp 3 1 5 50
43 Plain Red BaseComp 1 1 5 50
44 Plain Red BaseComp 2 1 5 50
45 Plain Red BaseComp 3 1 5 50
# Id 列1 LevelThemeType ItemType ItemId Weights MinPhase MaxPhase
# int LevelThemeType ItemType int int[] int[] int[]
# 道具池号 策划备注 关卡所属主题类型 道具类型 道具Id 权重 出现的最低波次 出现的最高波次
1 平原战斗池 Plain MuzzleComp 1 [20,10,6,4,2] [1,2,3,4,5] [10,10,15,20,50]
2 Plain MuzzleComp 2 [20,10,6,4,2] [1,2,3,4,5] [10,10,15,20,50]
3 Plain MuzzleComp 3 [20,10,6,4,2] [1,2,3,4,5] [10,10,15,20,50]
4 Plain MuzzleComp 4 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
5 Plain MuzzleComp 5 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
6 Plain MuzzleComp 6 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
7 Plain MuzzleComp 7 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
8 Plain BearingComp 1 [20,10,6,4,2] [1,2,3,4,5] [10,10,15,20,50]
9 Plain BearingComp 2 [20,10,6,4,2] [1,2,3,4,5] [10,10,15,20,50]
10 Plain BearingComp 3 [20,10,6,4,2] [1,2,3,4,5] [10,10,15,20,50]
11 Plain BearingComp 4 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
12 Plain BearingComp 5 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
13 Plain BearingComp 6 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
14 Plain BearingComp 7 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
15 Plain BaseComp 1 [20,10,6,4,2] [1,2,3,4,5] [10,10,15,20,50]
16 Plain BaseComp 2 [20,10,6,4,2] [1,2,3,4,5] [10,10,15,20,50]
17 Plain BaseComp 3 [20,10,6,4,2] [1,2,3,4,5] [10,10,15,20,50]
18 Plain BaseComp 4 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
19 Plain BaseComp 5 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
20 Plain BaseComp 6 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]
21 Plain BaseComp 7 [15,8,5,3,1] [1,2,3,4,5] [10,10,15,20,50]

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@ -19,9 +19,14 @@ namespace GeometryTD.CustomComponent
_dropPoolTable = dropPoolTable;
}
public bool TryRollRow(int displayPhaseIndex, LevelThemeType themeType, out DROutGameDropPool selectedRow)
public bool TryRollRow(
int displayPhaseIndex,
LevelThemeType themeType,
out DROutGameDropPool selectedRow,
out RarityType selectedRarity)
{
selectedRow = null;
selectedRarity = RarityType.None;
DROutGameDropPool[] allRows = _dropPoolTable.GetAllDataRows();
if (allRows == null || allRows.Length <= 0)
@ -35,22 +40,30 @@ namespace GeometryTD.CustomComponent
return false;
}
RarityType selectedRarity = RollRarity(displayPhaseIndex);
selectedRarity = RollRarity(displayPhaseIndex);
if (selectedRarity == RarityType.None)
{
return false;
}
int totalWeight = 0;
DROutGameDropPool fallbackRow = null;
for (int i = 0; i < _eligibleRowBuffer.Count; i++)
{
DROutGameDropPool row = _eligibleRowBuffer[i];
if (row.Rarity != selectedRarity)
if (!IsEligibleAtPhase(row, selectedRarity, displayPhaseIndex))
{
continue;
}
totalWeight += Mathf.Max(1, row.Weight);
int rowWeight = row.GetWeight(selectedRarity);
if (rowWeight <= 0)
{
continue;
}
fallbackRow = row;
totalWeight += rowWeight;
}
if (totalWeight <= 0)
@ -62,12 +75,18 @@ namespace GeometryTD.CustomComponent
int cumulativeWeight = 0;
foreach (var row in _eligibleRowBuffer)
{
if (row.Rarity != selectedRarity)
if (!IsEligibleAtPhase(row, selectedRarity, displayPhaseIndex))
{
continue;
}
cumulativeWeight += Mathf.Max(1, row.Weight);
int rowWeight = row.GetWeight(selectedRarity);
if (rowWeight <= 0)
{
continue;
}
cumulativeWeight += rowWeight;
if (randomWeight <= cumulativeWeight)
{
selectedRow = row;
@ -75,7 +94,7 @@ namespace GeometryTD.CustomComponent
}
}
selectedRow = _eligibleRowBuffer[_eligibleRowBuffer.Count - 1];
selectedRow = fallbackRow;
return selectedRow != null;
}
@ -99,7 +118,7 @@ namespace GeometryTD.CustomComponent
continue;
}
if (displayPhaseIndex < row.MinPhase || displayPhaseIndex > row.MaxPhase)
if (!IsEligibleAtPhase(row, displayPhaseIndex))
{
continue;
}
@ -116,20 +135,35 @@ namespace GeometryTD.CustomComponent
for (int i = 0; i < _eligibleRowBuffer.Count; i++)
{
DROutGameDropPool row = _eligibleRowBuffer[i];
float curveWeight = GetRarityCurveWeight(row.Rarity, phaseT);
for (int rarityIndex = (int)RarityType.White; rarityIndex <= (int)RarityType.Red; rarityIndex++)
{
RarityType rarity = (RarityType)rarityIndex;
if (!IsEligibleAtPhase(row, rarity, displayPhaseIndex))
{
continue;
}
int rowWeight = row.GetWeight(rarity);
if (rowWeight <= 0)
{
continue;
}
float curveWeight = GetRarityCurveWeight(rarity, phaseT);
if (curveWeight <= 0f)
{
continue;
}
float rowWeight = Mathf.Max(1, row.Weight) * curveWeight;
if (_rarityWeightBuffer.TryGetValue(row.Rarity, out float existingWeight))
float rarityWeight = rowWeight * curveWeight;
if (_rarityWeightBuffer.TryGetValue(rarity, out float existingWeight))
{
_rarityWeightBuffer[row.Rarity] = existingWeight + rowWeight;
_rarityWeightBuffer[rarity] = existingWeight + rarityWeight;
}
else
{
_rarityWeightBuffer[row.Rarity] = rowWeight;
_rarityWeightBuffer[rarity] = rarityWeight;
}
}
}
@ -163,6 +197,32 @@ namespace GeometryTD.CustomComponent
return RarityType.None;
}
private static bool IsEligibleAtPhase(DROutGameDropPool row, int displayPhaseIndex)
{
for (int rarityIndex = (int)RarityType.White; rarityIndex <= (int)RarityType.Red; rarityIndex++)
{
RarityType rarity = (RarityType)rarityIndex;
if (IsEligibleAtPhase(row, rarity, displayPhaseIndex))
{
return true;
}
}
return false;
}
private static bool IsEligibleAtPhase(DROutGameDropPool row, RarityType rarity, int displayPhaseIndex)
{
if (row.GetWeight(rarity) <= 0)
{
return false;
}
int minPhase = row.GetMinPhase(rarity);
int maxPhase = row.GetMaxPhase(rarity);
return displayPhaseIndex >= minPhase && displayPhaseIndex <= maxPhase;
}
private static float GetRarityCurveWeight(RarityType rarityType, float phaseT)
{
float hump = Mathf.Exp(-Mathf.Pow((phaseT - 0.35f) / 0.28f, 2f));

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@ -183,16 +183,26 @@ namespace GeometryTD.CustomComponent
droppedItem = null;
DropPoolRoller dropPoolRoller = EnsureDropPoolRoller();
int phaseIndex = Mathf.Max(1, displayPhaseIndex);
if (!dropPoolRoller.TryRollRow(phaseIndex, themeType, out DROutGameDropPool selectedRow) || selectedRow == null)
if (!dropPoolRoller.TryRollRow(
phaseIndex,
themeType,
out DROutGameDropPool selectedRow,
out RarityType selectedRarity) || selectedRow == null)
{
return false;
}
return TryBuildDropItem(selectedRow, InventoryTagSourceType.Drop, AllocateDropTagOrdinal(), out droppedItem);
return TryBuildDropItem(
selectedRow,
selectedRarity,
InventoryTagSourceType.Drop,
AllocateDropTagOrdinal(),
out droppedItem);
}
private bool TryBuildDropItem(
DROutGameDropPool row,
RarityType rarity,
InventoryTagSourceType sourceType,
int localOrdinal,
out TowerCompItemData droppedItem)
@ -215,7 +225,7 @@ namespace GeometryTD.CustomComponent
droppedItem = ComponentItemFactory.CreateMuzzle(
config,
AllocateTempInstanceId(),
row.Rarity,
rarity,
CreateRandomContext(sourceType, localOrdinal, config.Id));
return true;
}
@ -231,7 +241,7 @@ namespace GeometryTD.CustomComponent
droppedItem = ComponentItemFactory.CreateBearing(
config,
AllocateTempInstanceId(),
row.Rarity,
rarity,
CreateRandomContext(sourceType, localOrdinal, config.Id));
return true;
}
@ -247,7 +257,7 @@ namespace GeometryTD.CustomComponent
droppedItem = ComponentItemFactory.CreateBase(
config,
AllocateTempInstanceId(),
row.Rarity,
rarity,
CreateRandomContext(sourceType, localOrdinal, config.Id));
return true;
}
@ -265,9 +275,14 @@ namespace GeometryTD.CustomComponent
return _nextRewardTagOrdinal++;
}
private TowerCompItemData BuildRewardCandidateItem(DROutGameDropPool row)
private TowerCompItemData BuildRewardCandidateItem(DROutGameDropPool row, RarityType rarity)
{
if (!TryBuildDropItem(row, InventoryTagSourceType.Reward, AllocateRewardTagOrdinal(), out TowerCompItemData droppedItem))
if (!TryBuildDropItem(
row,
rarity,
InventoryTagSourceType.Reward,
AllocateRewardTagOrdinal(),
out TowerCompItemData droppedItem))
{
return null;
}

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@ -19,7 +19,7 @@ namespace GeometryTD.CustomComponent
int displayPhaseIndex,
LevelThemeType themeType,
int candidateCount,
Func<DROutGameDropPool, TowerCompItemData> buildRewardItem)
Func<DROutGameDropPool, RarityType, TowerCompItemData> buildRewardItem)
{
int resolvedCount = Mathf.Max(0, candidateCount);
if (resolvedCount <= 0)
@ -28,7 +28,7 @@ namespace GeometryTD.CustomComponent
}
List<TowerCompItemData> candidates = new List<TowerCompItemData>(resolvedCount);
HashSet<int> selectedPoolRowIds = new HashSet<int>();
HashSet<long> selectedPoolEntryKeys = new HashSet<long>();
int maxAttempts = Mathf.Max(resolvedCount * 6, resolvedCount);
int phaseIndex = Mathf.Max(1, displayPhaseIndex);
@ -36,17 +36,21 @@ namespace GeometryTD.CustomComponent
while (candidates.Count < resolvedCount && attempts < maxAttempts)
{
attempts++;
if (!_dropPoolRoller.TryRollRow(phaseIndex, themeType, out DROutGameDropPool selectedRow) || selectedRow == null)
if (!_dropPoolRoller.TryRollRow(
phaseIndex,
themeType,
out DROutGameDropPool selectedRow,
out RarityType selectedRarity) || selectedRow == null)
{
break;
}
if (!selectedPoolRowIds.Add(selectedRow.Id))
if (!selectedPoolEntryKeys.Add(BuildSelectionKey(selectedRow.Id, selectedRarity)))
{
continue;
}
TowerCompItemData candidate = buildRewardItem(selectedRow);
TowerCompItemData candidate = buildRewardItem(selectedRow, selectedRarity);
if (candidate == null)
{
continue;
@ -59,12 +63,16 @@ namespace GeometryTD.CustomComponent
while (candidates.Count < resolvedCount && attempts < maxAttempts)
{
attempts++;
if (!_dropPoolRoller.TryRollRow(phaseIndex, themeType, out DROutGameDropPool selectedRow) || selectedRow == null)
if (!_dropPoolRoller.TryRollRow(
phaseIndex,
themeType,
out DROutGameDropPool selectedRow,
out RarityType selectedRarity) || selectedRow == null)
{
break;
}
TowerCompItemData candidate = buildRewardItem(selectedRow);
TowerCompItemData candidate = buildRewardItem(selectedRow, selectedRarity);
if (candidate == null)
{
continue;
@ -75,5 +83,10 @@ namespace GeometryTD.CustomComponent
return candidates;
}
private static long BuildSelectionKey(int rowId, RarityType rarity)
{
return ((long)rowId << 32) | (uint)rarity;
}
}
}

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@ -1,5 +1,7 @@
using System;
using GeometryTD.CustomUtility;
using GeometryTD.Definition;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace GeometryTD.DataTable
@ -14,12 +16,11 @@ namespace GeometryTD.DataTable
public override int Id => m_Id;
public LevelThemeType LevelThemeType { get; private set; }
public RarityType Rarity { get; private set; }
public string ItemType { get; private set; }
public int ItemId { get; private set; }
public int Weight { get; private set; }
public int MinPhase { get; private set; }
public int MaxPhase { get; private set; }
public int[] Weights { get; private set; }
public int[] MinPhase { get; private set; }
public int[] MaxPhase { get; private set; }
public override bool ParseDataRow(string dataRowString, object userData)
{
@ -34,31 +35,110 @@ namespace GeometryTD.DataTable
m_Id = int.Parse(columnStrings[index++]);
index++;
LevelThemeType = EnumUtility<LevelThemeType>.Get(columnStrings[index++]);
Rarity = EnumUtility<RarityType>.Get(columnStrings[index++]);
ItemType = columnStrings[index++];
ItemId = ParseIntOrDefault(columnStrings[index++], 0);
Weight = ParseIntOrDefault(columnStrings[index++], 1);
MinPhase = ParseIntOrDefault(columnStrings[index++], 1);
MaxPhase = ParseIntOrDefault(columnStrings[index++], int.MaxValue);
if (Weight <= 0)
{
Weight = 1;
}
if (MinPhase <= 0)
{
MinPhase = 1;
}
if (MaxPhase < MinPhase)
{
MaxPhase = MinPhase;
}
Weights = ParseWeights(columnStrings[index++]);
MinPhase = ParsePhases(columnStrings[index++], 1);
MaxPhase = ParsePhases(columnStrings[index++], int.MaxValue);
NormalizePhaseRanges();
return true;
}
public int GetWeight(RarityType rarity)
{
int index = Mathf.Clamp((int)rarity - 1, 0, RarityCount - 1);
return Weights[index];
}
public int GetMinPhase(RarityType rarity)
{
int index = Mathf.Clamp((int)rarity - 1, 0, RarityCount - 1);
return MinPhase[index];
}
public int GetMaxPhase(RarityType rarity)
{
int index = Mathf.Clamp((int)rarity - 1, 0, RarityCount - 1);
return MaxPhase[index];
}
private static int[] ParseWeights(string raw)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Weights must be enclosed in square brackets.");
}
if (raw.Length == 2)
{
return new int[RarityCount];
}
string[] raws = raw.Substring(1, raw.Length - 2).Split(",");
if (raws.Length != RarityCount)
{
throw new ArgumentException($"Weights must contain exactly {RarityCount} values.");
}
int[] weights = new int[RarityCount];
for (int i = 0; i < raws.Length; i++)
{
weights[i] = Mathf.Max(0, int.Parse(raws[i]));
}
return weights;
}
private static int[] ParsePhases(string raw, int fallbackValue)
{
if (!raw.StartsWith('[') || !raw.EndsWith(']'))
{
throw new ArgumentException("Phase ranges must be enclosed in square brackets.");
}
if (raw.Length == 2)
{
int[] fallbackValues = new int[RarityCount];
for (int i = 0; i < fallbackValues.Length; i++)
{
fallbackValues[i] = fallbackValue;
}
return fallbackValues;
}
string[] raws = raw.Substring(1, raw.Length - 2).Split(",");
if (raws.Length != RarityCount)
{
throw new ArgumentException($"Phase ranges must contain exactly {RarityCount} values.");
}
int[] phases = new int[RarityCount];
for (int i = 0; i < raws.Length; i++)
{
phases[i] = int.Parse(raws[i]);
}
return phases;
}
private void NormalizePhaseRanges()
{
for (int i = 0; i < RarityCount; i++)
{
if (MinPhase[i] <= 0)
{
MinPhase[i] = 1;
}
if (MaxPhase[i] < MinPhase[i])
{
MaxPhase[i] = MinPhase[i];
}
}
}
private static int ParseIntOrDefault(string raw, int fallbackValue)
{
if (int.TryParse(raw, out int parsed))
@ -68,5 +148,7 @@ namespace GeometryTD.DataTable
return fallbackValue;
}
private const int RarityCount = (int)RarityType.Red;
}
}

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@ -270,7 +270,7 @@ namespace GeometryTD.CustomUtility
AttackPropertyType.None => "无效",
AttackPropertyType.Physics => "<color=#ffff00ff>物理</color>", //yellow
AttackPropertyType.Fire => "<color=#ff0000ff>火</color>", //red
AttackPropertyType.Water => "<color=#00ffffff>水/color>", //cyan
AttackPropertyType.Water => "<color=#00ffffff>水</color>", //cyan
AttackPropertyType.Earth => "<color=#00ff00ff>自然</color>", //lime
AttackPropertyType.Poison => "<color=#008000ff>毒</color>", //green
AttackPropertyType.Ice => "<color=#0000a0ff>冰</color>", //darkblue

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