CombatNode 相关逻辑补充
- CombatFinishForm:战斗节点的结算页面(杀死的敌人、获得的金币、获得的道具) - CombatSelectForm:战斗节点建造防御塔的选择 UI 以及对防御塔进行操作的 UI(只实现了建造逻辑,在 MapEntity 里做射线检测) - 构建了基本的防御塔三组件(ShooterMuzzleComp/BasicBearingComp/BasicBaseComp)和防御塔主控(DefenseTowerController)以及相应的实体类(DefenseTowerEntity)
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@@ -35,10 +35,20 @@ namespace GeometryTD.DataTable
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public float Speed { get; private set; }
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/// <summary>
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/// 获取敌人掉落金币
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/// 获取敌人掉落硬币
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/// </summary>
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public int DropCoin { get; private set; }
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/// <summary>
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/// 获取敌人掉落金币
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/// </summary>
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public int DropGold { get; private set; }
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/// <summary>
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/// 获取敌人掉落金币概率
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/// </summary>
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public float DropPercent { get; private set; }
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public override bool ParseDataRow(string dataRowString, object userData)
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{
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string[] columnStrings = dataRowString.Split(DataTableExtension.DataSplitSeparators);
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@@ -56,8 +66,10 @@ namespace GeometryTD.DataTable
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BaseDamage = int.Parse(columnStrings[index++]);
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Speed = float.Parse(columnStrings[index++]);
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DropCoin = int.Parse(columnStrings[index++]);
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DropGold = int.Parse(columnStrings[index++]);
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DropPercent = float.Parse(columnStrings[index++]);
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return true;
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}
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}
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}
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}
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