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@@ -0,0 +1,45 @@
|
||||
Based on the analysis of `MissionCardComp.ts`, `MissionComp.ts`, `RogueConfig.ts`, and `heroSet.ts`, I have designed a balanced configuration plan for a 15-minute roguelike game loop.
|
||||
|
||||
The current configuration has some imbalances (e.g., Boss HP 25000 vs Hero AP 15, low card costs vs high drop rates). The plan aims to smooth out the difficulty curve and establish a sustainable economy.
|
||||
|
||||
### 1. Economy Rebalance (GameSet.ts)
|
||||
Adjust costs to prevent "infinite card spamming" while ensuring steady progression.
|
||||
* **Card Draw Cost (`CHOU_GOLD`)**: Increase from `5` to **100**.
|
||||
* **Level Up Cost (`LVUP_GOLD`)**: Increase from `10` to **50** (Base) + **50** (Increment).
|
||||
* **Goal**: Players need to kill ~10-15 enemies to afford one card/upgrade, making choices impactful.
|
||||
|
||||
### 2. Hero Configuration (heroSet.ts)
|
||||
Establish distinct roles and meaningful growth to keep up with monster scaling.
|
||||
* **Base Stats (`HeroInfo`)**:
|
||||
* **Warrior**: HP 300, AP 25, Def 5 (Tanky)
|
||||
* **Mage**: HP 150, AP 40, Range Mid (Glass Cannon)
|
||||
* **Archer**: HP 180, AP 30, AS 1.0 (DPS)
|
||||
* **Growth (`HeroUpSet`)**:
|
||||
* **HP**: +30 per level
|
||||
* **AP**: +5 per level
|
||||
* **Def**: +1 per level
|
||||
|
||||
### 3. Monster & Wave Configuration (RogueConfig.ts)
|
||||
Implement a dynamic difficulty curve that ramps up intensity over 15 minutes.
|
||||
* **Base Stats (`heroSet.ts`)**:
|
||||
* **Fodder (5201)**: HP 60, AP 8, Speed 100
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* **Fast (5301)**: HP 40, AP 12, Speed 180
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* **Tank (5401)**: HP 200, AP 15, Speed 60
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* **Boss (5701)**: HP 5000 (reduced from 25k to match new scaling), AP 60
|
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* **Scaling Logic (`RogueConfig.ts`)**:
|
||||
* **HP Growth**: Exponential (`1.15` per minute factor).
|
||||
* **Spawn Logic**:
|
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* **0-3 min**: Fodder swarm (accumulate gold).
|
||||
* **3-8 min**: Fast + Tank mix (test DPS and defense).
|
||||
* **8-14 min**: Elites + Special mechanics (high pressure).
|
||||
* **15 min**: Final Boss.
|
||||
* **Gold Drop**:
|
||||
* Formula: `Base (5) + Level * 1 + TypeBonus`.
|
||||
* Elite/Boss give significantly more to reward tough fights.
|
||||
|
||||
### 4. Implementation Steps
|
||||
1. **Modify `GameSet.ts`**: Update economy constants (`CHOU_GOLD`, `LVUP_GOLD`).
|
||||
2. **Modify `heroSet.ts`**: Update `HeroConf`, `HeroUpSet`, and `HeroInfo` with new base stats.
|
||||
3. **Modify `RogueConfig.ts`**: Update `DefaultRogueConfig` (budget/intervals), `getMonAttr` (scaling formulas), `calculateMonsterGold`, and `getSpawnWeights` (wave phases).
|
||||
|
||||
This plan ensures the 15-minute session has a clear "Early-Mid-Late" game progression with a challenging but fair economy.
|
||||
61
.trae/documents/塔防1-20级四选一成长系统设计.md
Normal file
@@ -0,0 +1,61 @@
|
||||
## 目标
|
||||
|
||||
创建 `TDLevelOptions.ts`。
|
||||
调整数值:**保持 AP/HP\_MAX 强度不变,将其余所有属性的强度(Base & Grow)减半。**
|
||||
并在配置中明确标注“20级极限总加成”。
|
||||
|
||||
## 调整后的数值表 (Revised V2)
|
||||
|
||||
| 属性 | Base | Grow | Lv1单次 | Lv20单次 | **20级累计总加成** | 调整说明 |
|
||||
| :---------------- | :--- | :--- | :---- | :----- | :----------- | :-------------- |
|
||||
| **AP** (攻) | 15 | 1.5 | 16 | 45 | **+610** | 保持不变 |
|
||||
| **HP\_MAX** (血) | 100 | 10 | 110 | 300 | **+4100** | 保持不变 |
|
||||
| **AS** (速) | 5 | 0.25 | 5% | 10% | **+150%** | 减半 |
|
||||
| **DIS** (距) | 15 | 1.0 | 16 | 35 | **+510** | 减半 |
|
||||
| **PIERCE** (穿) | 1 | 0 | 1 | 1 | **+20** | 无法减半(最小1),需接受 |
|
||||
| **CRITICAL** (暴) | 2.5 | 0.1 | 2.6% | 4.5% | **+71%** | 减半 (需配合多次选择才满暴) |
|
||||
| **CRITICAL\_DMG** | 10 | 0.5 | 10% | 20% | **+300%** | 减半 |
|
||||
| **DEF** (防) | 2.5 | 0.25 | 2.7 | 7.5 | **+102** | 减半 |
|
||||
| **控制类** | 1.5 | 0.05 | 1.5% | 2.5% | **+40%** | 减半 (不再必定永控) |
|
||||
| **吸血** | 1 | 0.05 | 1% | 2% | **+30%** | 减半 |
|
||||
|
||||
*(注:PIERCE 因作为整数逻辑,维持 +1,但在随机池权重中可以不作特殊处理,作为稀有强力项自然存在)*
|
||||
|
||||
## 配置文件内容
|
||||
|
||||
路径:`assets/script/game/common/config/TDLevelOptions.ts`
|
||||
|
||||
```typescript
|
||||
import { Attrs } from "./HeroAttrs";
|
||||
|
||||
export interface IOptionGrowth {
|
||||
base: number;
|
||||
grow: number;
|
||||
desc: string; // 使用 {val} 占位
|
||||
totalNote: string; // 备注20级总加成
|
||||
}
|
||||
|
||||
export const TD_OPTION_CONFIG: Record<number, IOptionGrowth> = {
|
||||
[Attrs.AP]: { base: 15, grow: 1.5, desc: "攻击力 +{val}", totalNote: "+610" },
|
||||
[Attrs.HP_MAX]: { base: 100, grow: 10, desc: "生命上限 +{val}", totalNote: "+4100" },
|
||||
|
||||
// 减半组
|
||||
[Attrs.AS]: { base: 5, grow: 0.25, desc: "攻击速度 +{val}%", totalNote: "+150%" },
|
||||
[Attrs.DIS]: { base: 15, grow: 1.0, desc: "攻击距离 +{val}", totalNote: "+510" },
|
||||
[Attrs.CRITICAL]: { base: 2.5, grow: 0.1, desc: "暴击率 +{val}%", totalNote: "+71%" },
|
||||
[Attrs.CRITICAL_DMG]: { base: 10, grow: 0.5, desc: "暴击伤害 +{val}%", totalNote: "+300%" },
|
||||
[Attrs.DEF]: { base: 2.5, grow: 0.25, desc: "防御 +{val}", totalNote: "+102" },
|
||||
|
||||
// 控制与特效 (统一配置)
|
||||
[Attrs.STUN_CHANCE]: { base: 1.5, grow: 0.05, desc: "眩晕概率 +{val}%", totalNote: "+40%" },
|
||||
// ... 其他控制类同上
|
||||
[Attrs.PUNCTURE]: { base: 1, grow: 0, desc: "穿透 +{val}", totalNote: "+20" },
|
||||
};
|
||||
|
||||
// 辅助函数
|
||||
export const getLevelOptions = (level: number): any[] => { ... }
|
||||
```
|
||||
|
||||
## 执行
|
||||
|
||||
直接按此数值创建文件。无需再次确认。
|
||||
62
.trae/documents/超休闲塔防属性精简与落地方案.md
Normal file
@@ -0,0 +1,62 @@
|
||||
## 目标
|
||||
- 新增一个“生效属性配置文件”,集中声明超休闲塔防要启用的属性键,供系统与 UI 快速判断哪些属性参与计算与展示。
|
||||
|
||||
## 文件位置
|
||||
- `assets/script/game/common/config/TDEnabledAttrs.ts`
|
||||
|
||||
## 内容结构
|
||||
- 引用 `HeroAttrs.ts` 的 `Attrs` 枚举。
|
||||
- 导出两类集合:
|
||||
- 核心启用集合 `TD_ENABLED_ATTRS`(ReadonlySet<Attrs>)
|
||||
- 轻度可选集合 `TD_OPTIONAL_ATTRS`(ReadonlySet<Attrs>)
|
||||
- 额外导出 `TD_ATTR_GROUPS`(用于 UI 分组展示,非必需)。
|
||||
|
||||
## 初始启用键(核心)
|
||||
- 塔/英雄输出:`AP`、`AS`、`DIS`、`PIERCE`
|
||||
- 爽点:`CRITICAL`、`CRITICAL_DMG`
|
||||
- 敌人生存:`HP_MAX`、`DEF`
|
||||
|
||||
## 轻度可选键(后续可开关)
|
||||
- 控制:`SLOW_CHANCE`(或改为 `STUN_CHANCE`)
|
||||
- 经济:`GOLD_GAIN`
|
||||
- 精英修正:`DMG_RED`
|
||||
|
||||
## 计划代码(示例)
|
||||
```ts
|
||||
// assets/script/game/common/config/TDEnabledAttrs.ts
|
||||
import { Attrs } from "./HeroAttrs";
|
||||
|
||||
export const TD_ENABLED_ATTRS: ReadonlySet<Attrs> = new Set<Attrs>([
|
||||
Attrs.AP,
|
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Attrs.AS,
|
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Attrs.DIS,
|
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Attrs.PUNCTURE,
|
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Attrs.CRITICAL,
|
||||
Attrs.CRITICAL_DMG,
|
||||
Attrs.HP_MAX,
|
||||
Attrs.DEF,
|
||||
]);
|
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|
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export const TD_OPTIONAL_ATTRS: ReadonlySet<Attrs> = new Set<Attrs>([
|
||||
Attrs.SLOW_CHANCE,
|
||||
Attrs.GOLD_GAIN,
|
||||
Attrs.DMG_RED,
|
||||
]);
|
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|
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export const TD_ATTR_GROUPS = {
|
||||
towerCore: [Attrs.AP, Attrs.AS, Attrs.DIS, Attrs.PUNCTURE],
|
||||
towerBonus: [Attrs.CRITICAL, Attrs.CRITICAL_DMG],
|
||||
enemyCore: [Attrs.HP_MAX, Attrs.DEF],
|
||||
optional: [Attrs.SLOW_CHANCE, Attrs.GOLD_GAIN, Attrs.DMG_RED],
|
||||
} as const;
|
||||
```
|
||||
|
||||
## 接入点(不改动逻辑,只引用)
|
||||
- 计算系统:在重算或结算处通过 `TD_ENABLED_ATTRS.has(attr)` 判断展示/参与计算(不改变已有正确计算路径,只做筛选)。
|
||||
- UI:面板按 `TD_ATTR_GROUPS` 渲染;未启用键默认隐藏。
|
||||
|
||||
## 验证
|
||||
- 在测试环境加载 1 个塔与 2 类敌人,确认仅启用键被展示和参与战斗,TTK/DPS 表现符合预期。
|
||||
|
||||
## 等待下一步
|
||||
- 若确认上述文件结构与键集合,开始创建文件并接入引用;如需改用 `AREA_OF_EFFECT` 替代 `PIERCE` 或改为 `STUN_CHANCE`,我会在提交前同步调整。
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@@ -22,29 +22,29 @@
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"__type__": "cc.Vec3",
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"__type__": "cc.Vec2",
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"_name"
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@@ -317,7 +156,7 @@
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@@ -332,7 +171,7 @@
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{
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"__type__": "CCPropertyOverrideInfo",
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@@ -348,7 +187,7 @@
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@@ -688,7 +527,7 @@
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"playOnLoad": true,
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"_clips": [
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@@ -717,13 +556,13 @@
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"_enabled": true,
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<string>{{543,653},{576,324}}</string>
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<key>4l2_stars.png</key>
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<string>{576,324}</string>
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<key>4l3_clouds01.png</key>
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<key>4l4_clouds02.png</key>
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<key>aliases</key>
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<string>{{1035,1875},{576,64}}</string>
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<key>4l5_mountains.png</key>
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<array/>
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<key>anchor</key>
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<string>{{1121,327},{576,218}}</string>
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<key>4l6_ground01.png</key>
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<dict>
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<key>aliases</key>
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<array/>
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<key>4l7_ground02.png</key>
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<dict>
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<string>{576,324}</string>
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<key>textureRotated</key>
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<false/>
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<key>4l8_ground.png</key>
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<dict>
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<key>aliases</key>
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<array/>
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<key>anchor</key>
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<string>{{1341,327},{576,186}}</string>
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<key>Background_01.png</key>
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<dict>
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<key>aliases</key>
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<array/>
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<string>{1698,1940}</string>
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|
Before Width: | Height: | Size: 107 KiB |
78
assets/resources/game/skill/anm/atked/dead.anim
Normal file
@@ -0,0 +1,78 @@
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[
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{
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"__type__": "cc.AnimationClip",
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"_objFlags": 0,
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"_native": "",
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"sample": 60,
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"_duration": 0,
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"_hash": 500763545,
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{
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},
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{
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"__type__": "cc.animation.ObjectTrack",
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"proxy": null
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"__id__": 5
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},
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{
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"__type__": "cc.animation.TrackPath",
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"_paths": [
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{
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},
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{
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"__id__": 4
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},
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"spriteFrame"
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]
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},
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{
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"__type__": "cc.animation.HierarchyPath",
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"path": "Node"
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},
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{
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"__type__": "cc.animation.ComponentPath",
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"component": "cc.Sprite"
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},
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{
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"__type__": "cc.animation.Channel",
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"_curve": {
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"__id__": 6
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}
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},
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{
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"__type__": "cc.ObjectCurve",
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{
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"enabled": false,
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}
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"ver": "2.0.3",
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"importer": "animation-clip",
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"imported": true,
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"name": "dead"
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}
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155
assets/resources/game/skill/anm/buff/heal.anim
Normal file
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[
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{
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"__type__": "cc.AnimationClip",
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"_name": "heal",
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"_objFlags": 0,
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{
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"__type__": "cc.animation.ObjectTrack",
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"_binding": {
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"__type__": "cc.animation.TrackBinding",
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"path": {
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"__id__": 2
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},
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"proxy": null
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},
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"__id__": 5
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}
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},
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{
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"__type__": "cc.animation.TrackPath",
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"_paths": [
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{
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"__id__": 3
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},
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{
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"__id__": 4
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},
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"spriteFrame"
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]
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},
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{
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"__type__": "cc.animation.HierarchyPath",
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"path": "skill"
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},
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||||
{
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"__type__": "cc.animation.ComponentPath",
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"component": "cc.Sprite"
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||||
},
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||||
{
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"__type__": "cc.animation.Channel",
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"_curve": {
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"__id__": 6
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||||
}
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},
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{
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"__type__": "cc.ObjectCurve",
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"_times": [
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0.4444444444444444,
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"__expectedType__": "cc.SpriteFrame"
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"__uuid__": "3d46f945-3f07-477e-a95a-b49557d552c6@67677",
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@@ -2,12 +2,12 @@
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"ver": "2.0.3",
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"importer": "animation-clip",
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"uuid": "90a0ddc5-ebc9-40a7-974b-84d31e535ad6",
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13
assets/resources/game/skill/anm/buff/heathed.anim.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"ver": "2.0.3",
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"importer": "animation-clip",
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"imported": true,
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"uuid": "43b4ca23-ea22-49e4-8faf-473edc7bb374",
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"files": [
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"subMetas": {},
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"name": "heathed"
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}
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}
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105
assets/resources/game/skill/anm/buff/maxr.anim
Normal file
@@ -0,0 +1,105 @@
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[
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{
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"__type__": "cc.AnimationClip",
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13
assets/resources/game/skill/anm/buff/maxr.anim.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"ver": "2.0.3",
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"importer": "animation-clip",
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"files": [
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"name": "maxr"
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}
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105
assets/resources/game/skill/anm/buff/maxw.anim
Normal file
@@ -0,0 +1,105 @@
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[
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{
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"__type__": "cc.AnimationClip",
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"_name": "maxw",
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13
assets/resources/game/skill/anm/buff/maxw.anim.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"files": [
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"subMetas": {},
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"userData": {
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105
assets/resources/game/skill/anm/buff/maxy.anim
Normal file
@@ -0,0 +1,105 @@
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[
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"__type__": "cc.AnimationClip",
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"_name": "maxy",
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"path": "anm"
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{
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13
assets/resources/game/skill/anm/buff/maxy.anim.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"ver": "2.0.3",
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"importer": "animation-clip",
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"imported": true,
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"uuid": "229d6ebc-fd0f-45cf-9137-c665600c4f6d",
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"files": [
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"subMetas": {},
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"userData": {
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@@ -104,9 +104,9 @@
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@@ -171,9 +171,9 @@
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@@ -356,9 +356,9 @@
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@@ -423,9 +423,9 @@
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"__type__": "cc.RealCurve",
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@@ -621,9 +621,9 @@
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@@ -687,8 +687,8 @@
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@@ -780,9 +780,9 @@
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@@ -847,9 +847,9 @@
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"__type__": "cc.RealCurve",
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@@ -913,9 +913,9 @@
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@@ -1019,8 +1019,8 @@
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"__type__": "cc.RealCurve",
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@@ -1073,8 +1073,8 @@
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"__type__": "cc.RealCurve",
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@@ -1126,7 +1126,7 @@
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{
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274
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274
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Normal file
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274
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13
assets/resources/game/skill/buff/maxy.prefab.meta
Normal file
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289
assets/resources/game/skill/end/dead.prefab
Normal file
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1658
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4433
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||||
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||||
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|
||||
<key>Effect_Lihgt_03.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
<key>Image_Discount.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
<key>textureRotated</key>
|
||||
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|
||||
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|
||||
<key>Image_Effect_Circle.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
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|
||||
<key>spriteOffset</key>
|
||||
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||||
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|
||||
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||||
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||||
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||||
<key>textureRect</key>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<key>Image_Effect_Light01_Sky.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
<key>textureRotated</key>
|
||||
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|
||||
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|
||||
<key>Image_Effect_Light01_Yellow.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
<key>textureRotated</key>
|
||||
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|
||||
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|
||||
<key>Image_Effect_Light02.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
<key>textureRotated</key>
|
||||
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|
||||
</dict>
|
||||
<key>Image_Effect_Light03.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
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||||
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|
||||
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|
||||
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|
||||
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|
||||
<key>spriteSourceSize</key>
|
||||
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<key>textureRect</key>
|
||||
<string>{{116,986},{161,65}}</string>
|
||||
<key>textureRotated</key>
|
||||
<true/>
|
||||
</dict>
|
||||
<key>Image_Effect_Light04.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
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|
||||
<key>spriteSize</key>
|
||||
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|
||||
<key>spriteSourceSize</key>
|
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<key>textureRect</key>
|
||||
<string>{{183,986},{318,66}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Effect_Rotate.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
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|
||||
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|
||||
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|
||||
<key>spriteSourceSize</key>
|
||||
<string>{135,138}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{730,1300},{135,138}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Effect_Square_Blue.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
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|
||||
<key>spriteSourceSize</key>
|
||||
<string>{87,87}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{933,1155},{87,87}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Effect_Square_Yellow.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<key>spriteSourceSize</key>
|
||||
<string>{87,87}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{933,1244},{87,87}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Effect_Star01_Blue.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<key>spriteSourceSize</key>
|
||||
<string>{92,92}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{299,1054},{92,92}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Effect_Star01_Yellow.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
<string>{{393,1054},{92,92}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Effect_Star02_Purple.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
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|
||||
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|
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|
||||
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|
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|
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|
||||
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|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Effect_Star03_Green.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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<string>{{973,1},{46,46}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Glow_Circle_01.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
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|
||||
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||||
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|
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|
||||
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|
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|
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<string>{{867,1295},{61,61}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Glow_Circle_02.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
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||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Glow_Circle_03.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
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|
||||
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||||
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|
||||
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|
||||
<key>spriteSourceSize</key>
|
||||
<string>{299,299}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{1,1155},{299,299}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Glow_Light_01.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Glow_Oval_01.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
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|
||||
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|
||||
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|
||||
<key>spriteSourceSize</key>
|
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<string>{426,78}</string>
|
||||
<key>textureRect</key>
|
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|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Glow_Oval_02.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
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|
||||
<key>spriteSourceSize</key>
|
||||
<string>{256,197}</string>
|
||||
<key>textureRect</key>
|
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<string>{{586,1101},{256,197}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Gradient_Bottom_01.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,-1}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{4,90}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{4,92}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{1002,116},{4,90}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Gradient_Bottom_02.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
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|
||||
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|
||||
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|
||||
<key>spriteSourceSize</key>
|
||||
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|
||||
<key>textureRect</key>
|
||||
<string>{{1012,49},{4,314}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Gradient_Bottom_03.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
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|
||||
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|
||||
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|
||||
<key>spriteSourceSize</key>
|
||||
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|
||||
<key>textureRect</key>
|
||||
<string>{{1018,49},{4,287}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Gradient_Top_01.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{4,219}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{4,219}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{1018,338},{4,219}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_Star_Glow.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
<string>{116,113}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{116,113}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{896,1040},{116,113}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>Image_SwordBadgeEffect.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
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|
||||
<key>spriteSize</key>
|
||||
<string>{380,209}</string>
|
||||
<key>spriteSourceSize</key>
|
||||
<string>{380,209}</string>
|
||||
<key>textureRect</key>
|
||||
<string>{{514,890},{380,209}}</string>
|
||||
<key>textureRotated</key>
|
||||
<false/>
|
||||
</dict>
|
||||
<key>SampleEffect_1.png</key>
|
||||
<dict>
|
||||
<key>aliases</key>
|
||||
<array/>
|
||||
<key>anchor</key>
|
||||
<string>{0.5,0.5}</string>
|
||||
<key>spriteOffset</key>
|
||||
<string>{0,0}</string>
|
||||
<key>spriteSize</key>
|
||||
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|
||||
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@@ -1,7 +1,7 @@
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@@ -218,15 +221,15 @@
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@@ -236,7 +239,7 @@
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@@ -255,22 +258,70 @@
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@@ -279,31 +330,20 @@
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@@ -313,7 +353,7 @@
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13
assets/resources/gui/uis/bgs/barb.prefab.meta
Normal file
@@ -0,0 +1,13 @@
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@@ -1,7 +1,7 @@
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@@ -136,8 +136,8 @@
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@@ -148,7 +148,7 @@
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13
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360
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360
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13
assets/resources/gui/uis/bgs/barw.prefab.meta
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@@ -0,0 +1,13 @@
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360
assets/resources/gui/uis/bgs/bary.prefab
Normal file
@@ -0,0 +1,360 @@
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13
assets/resources/gui/uis/bgs/bary.prefab.meta
Normal file
@@ -0,0 +1,13 @@
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{
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"ver": "1.1.50",
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"importer": "prefab",
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13
assets/resources/gui/uis/bgs/bg_info.prefab.meta
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4123
assets/resources/gui/uis/bgs/card.prefab
Normal file
13
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9
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543
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|
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13
assets/resources/gui/uis/btns/btn_yellow.prefab.meta
Normal file
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|
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{
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"importer": "prefab",
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298
assets/resources/gui/umps.plist
Normal file
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|
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<?xml version="1.0" encoding="UTF-8"?>
|
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<key>BackgroundsGradient14.png</key>
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<dict>
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<key>aliases</key>
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<array/>
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<key>anchor</key>
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<key>spriteOffset</key>
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<string>{0,0}</string>
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<key>spriteSize</key>
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<string>{16,512}</string>
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<string>{16,512}</string>
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<key>textureRect</key>
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<string>{{1,1143},{16,512}}</string>
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<key>textureRotated</key>
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<key>BackgroundsGradient18.png</key>
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<dict>
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<key>aliases</key>
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<key>anchor</key>
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<string>{0.5,0.5}</string>
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<key>spriteOffset</key>
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<string>{0,0}</string>
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<key>spriteSize</key>
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<string>{16,512}</string>
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<key>spriteSourceSize</key>
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<string>{16,512}</string>
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<key>textureRect</key>
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<string>{{1925,489},{16,512}}</string>
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<key>textureRotated</key>
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<false/>
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<key>BackgroundsGradient19.png</key>
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<dict>
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<key>aliases</key>
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<array/>
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<key>anchor</key>
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<string>{0.5,0.5}</string>
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<key>spriteSize</key>
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<string>{16,512}</string>
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<key>spriteSourceSize</key>
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<string>{16,512}</string>
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<key>textureRect</key>
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<string>{{1943,489},{16,512}}</string>
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<key>textureRotated</key>
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<false/>
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<dict>
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<key>aliases</key>
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<array/>
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<key>BackgroundsGradient21.png</key>
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<key>spriteSourceSize</key>
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<string>{{515,1149},{16,512}}</string>
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<dict>
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<key>aliases</key>
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<array/>
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<string>{0.5,0.5}</string>
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<key>spriteSize</key>
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<key>BackgroundsGradient23.png</key>
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<dict>
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<key>aliases</key>
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<key>textureRect</key>
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<key>textureRotated</key>
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<true/>
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<key>l1_sky.png</key>
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<dict>
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<key>aliases</key>
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<array/>
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<string>{0.5,0.5}</string>
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<string>{{1,1},{960,540}}</string>
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<key>textureRotated</key>
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<key>l2_mountains.png</key>
|
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<dict>
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<key>aliases</key>
|
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<array/>
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<key>l3_clouds.png</key>
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<dict>
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<key>aliases</key>
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<string>{832,142}</string>
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<string>{960,540}</string>
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|
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<key>l4_bg-ground01.png</key>
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<dict>
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<key>aliases</key>
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<array/>
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<key>anchor</key>
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<string>{960,224}</string>
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<string>{960,540}</string>
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<string>{{1,899},{960,224}}</string>
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|
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<key>l5_bg-ground02.png</key>
|
||||
<dict>
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<key>aliases</key>
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<key>spriteSourceSize</key>
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||||
<string>{960,540}</string>
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<string>{{963,761},{960,224}}</string>
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|
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<false/>
|
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<key>l6_ground.png</key>
|
||||
<dict>
|
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<key>aliases</key>
|
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<array/>
|
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<key>anchor</key>
|
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<string>{0.5,0.5}</string>
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<key>spriteOffset</key>
|
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<string>{0,-135}</string>
|
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<key>spriteSize</key>
|
||||
<string>{960,270}</string>
|
||||
<key>spriteSourceSize</key>
|
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<string>{960,540}</string>
|
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|
||||
<string>{{963,489},{960,270}}</string>
|
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<key>textureRotated</key>
|
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<false/>
|
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|
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<key>l7_ground.png</key>
|
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<dict>
|
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<key>aliases</key>
|
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<array/>
|
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<key>anchor</key>
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<string>{0.5,0.5}</string>
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<key>spriteOffset</key>
|
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<key>spriteSize</key>
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<string>{960,22}</string>
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<key>spriteSourceSize</key>
|
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<key>textureRect</key>
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<string>{{1964,1},{960,22}}</string>
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<key>textureRotated</key>
|
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<true/>
|
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|
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</dict>
|
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<key>metadata</key>
|
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<dict>
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<key>format</key>
|
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<integer>3</integer>
|
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<key>pixelFormat</key>
|
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<string>RGBA8888</string>
|
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<key>premultiplyAlpha</key>
|
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<false/>
|
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<key>realTextureFileName</key>
|
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<string>umps.png</string>
|
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<key>size</key>
|
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<string>{1987,1166}</string>
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<key>smartupdate</key>
|
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|
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<key>textureFileName</key>
|
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<string>umps.png</string>
|
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|
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|
||||
</plist>
|
||||
753
assets/resources/gui/umps.plist.meta
Normal file
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|
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{
|
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|
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"importer": "sprite-atlas",
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"uuid": "d7d869bc-06aa-4876-806f-487e68b96780",
|
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|
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".json"
|
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],
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"id": "8b868",
|
||||
"name": "Background_01",
|
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"pivotX": 0.5,
|
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"pivotY": 0.5,
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|
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"indexes": [],
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|
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"nuv": [],
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|
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"maxPos": []
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},
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"isUuid": true,
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"imageUuidOrDatabaseUri": "cd375c0d-bb84-48dc-a7ec-334d7ce1471b@6c48a",
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|
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"trimType": "auto"
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|
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"imported": true,
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"files": [
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".json"
|
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],
|
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"subMetas": {}
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|
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"6a155": {
|
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BIN
assets/resources/gui/umps.png
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"displayName": "umps",
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"id": "6c48a",
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"name": "texture",
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"imageUuidOrDatabaseUri": "98961ff5-2a52-4f81-ad46-edfb56264d31",
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"visible": false
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"ver": "1.0.22",
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"type": "texture",
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"fixAlphaTransparencyArtifacts": false,
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}
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@@ -54,7 +54,7 @@
|
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| 妨害状态 | 冻结(FREEZE_CHANCE) +6% | 中毒(POISON_CHANCE) +8% | 燃烧(BURN_CHANCE) +8% | +6–8% | 中期 | 面向清杂、溃散,触发期望受控 |
|
||||
| 蓝量循环 | 蓝上限(MP_MAX) +10% | 蓝回复(MP_REGEN) +15% | 吸蓝(MANASTEAL) +6% | +10–15% | 早中期 | 技能密度稳定来源,支撑法系 |
|
||||
| 续航强化 | 吸血(LIFESTEAL) +6% | 治疗效果(HEAL_EFFECT) +12% | 护盾效果(SHIELD_UP) +12% | +6–12% | 中后期 | 对应不同生存风格,数值递减避免堆满 |
|
||||
| 稳定系 | 命中(HIT) +10% | 控抗(CON_RES) +10% | 暴抗(CRITICAL_RESIST) +10% | +8–10% | 中后期 | 降低波动,克制高暴击/高控敌群 |
|
||||
| 稳定系 | 命中(HIT) +10% | 控抗(CON_RES) +10% | 暴抗(CRITICAL_RES) +10% | +8–10% | 中后期 | 降低波动,克制高暴击/高控敌群 |
|
||||
| 经济成长 | 经验(EXP_GAIN) +10% | 金币(GOLD_GAIN) +10% | 掉落(DROP_CHANCE) +8% | +8–10% | 转场期 | 低战力节点给经济,避免战斗失衡 |
|
||||
| 复活保障 | 复活次数(REVIVE_COUNT) +1 | 无敌时间(INVINCIBLE_TIME) +1s | 复活时间(REVIVE_TIME) -10% | +1 / +1s / -10% | 后期 | 高压波次救命,不与关键天赋冲突 |
|
||||
| 元素对抗 | 物抗(PHYS_RES) +10% | 魔抗(MAGIC_RES) +10% | 物伤加成(PHYS_POWER) +8% | +8–10% | 中后期 | 根据敌群构成动态出现 |
|
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|
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142
assets/script/Design2.md
Normal file
@@ -0,0 +1,142 @@
|
||||
|
||||
# 技能扩展设计(Design2)
|
||||
|
||||
目标:在不大改现有战斗链路的前提下,补齐“清杂效率、单体爆发、控场节奏、团队辅助”四类技能,并明确哪些可以用当前实现直接落地,哪些需要补系统。
|
||||
|
||||
## 当前实现可直接复用的能力边界(落地约束)
|
||||
|
||||
现有技能链路(配置 -> 生成预制体 -> 移动/碰撞 -> 伤害队列 -> 伤害结算)里,稳定可用的核心参数:
|
||||
|
||||
- 伤害:ap/map + DType(物理/冰/火/风)
|
||||
- 弹道/定位:RType(linear/bezier/fixed/fixedEnd)+ speed + dis
|
||||
- 命中/穿透:Skill.hit 与 Attrs.PUNCTURE(用于销毁条件)
|
||||
- 结束:EType.animationEnd / EType.collision(其它结束类型目前不可靠)
|
||||
|
||||
结论:
|
||||
|
||||
- 现在最稳的技能形态是“单体投射物/直线穿透投射物/定点生成的近战或AOE碰撞体”。
|
||||
- DOT、真正的多目标选取(t_num/hit_num)、技能附带 buff/debuff(SkillSet.buffs/neAttrs)目前不建议依赖配置直接实现,除非补齐系统。
|
||||
|
||||
## 技能扩展的设计原则(少可用 + 构筑驱动)
|
||||
|
||||
- 每个技能只强化 1 个核心体验:清线、爆发、控场、续航、保命。
|
||||
- 每个技能至少与 1 个属性/天赋形成明确联动:CRITICAL、PUNCTURE、元素 POWER/RES、AS/SS、HIT/命中等。
|
||||
- 避免“纯数值换皮”:同元素也要在弹道/站位/命中方式上区分。
|
||||
|
||||
## 可新增技能清单(可直接落地 / MVP)
|
||||
|
||||
下列技能都可以只靠“新预制体 + SkillSet 配置”落地(不要求新增系统逻辑)。
|
||||
|
||||
### 1) 物理系(稳定通用)
|
||||
|
||||
1. 旋风斩(近身持续打击)
|
||||
- 定位:近战清杂
|
||||
- 形态:fixed(在施法者脚下生成一个较大的碰撞体)+ EType.collision
|
||||
- 关键配置建议:
|
||||
- ap:60~90(偏低,靠命中频率/覆盖面)
|
||||
- dis:短
|
||||
- hit:高(或 DTType=range 让其不因 hit_count 立刻销毁)
|
||||
- 联动:吸血(LIFESTEAL)、减伤(DMG_RED)、攻速(AS)
|
||||
|
||||
2. 贯穿突刺(直线穿透)
|
||||
- 定位:直线清线 + 站位技能
|
||||
- 形态:linear + EType.collision + hit=2~4
|
||||
- 关键配置建议:
|
||||
- ap:80~110
|
||||
- speed:高
|
||||
- dis:中
|
||||
- 联动:PUNCTURE(额外命中次数提升收益明显)
|
||||
|
||||
3. 回旋镖(往返打两段)
|
||||
- 定位:中距离稳定清杂
|
||||
- 形态:bezier(或 linear)做去程;回程用“再生成一次同技能”模拟
|
||||
- MVP落地方式:先不做真正回程,先做“穿透数较高的慢速投射物”形成近似体验
|
||||
- 联动:命中(HIT)、暴击(CRITICAL)
|
||||
|
||||
### 2) 火系(爆发/压制)
|
||||
|
||||
4. 爆裂火球(单体命中小范围)
|
||||
- 定位:点杀 + 顺带清杂
|
||||
- 形态:linear + collision,预制体碰撞盒比普通火球略大
|
||||
- 关键配置建议:
|
||||
- map:90~130
|
||||
- speed:中
|
||||
- dis:中
|
||||
- 联动:FIRE_POWER
|
||||
|
||||
5. 火雨(定点覆盖)
|
||||
- 定位:控场清杂
|
||||
- 形态:fixedEnd(在目标位置生成持续碰撞体)+ EType.collision
|
||||
- MVP注意:持续时间目前缺少可靠 timeEnd 逻辑,建议先做“命中次数上限很高的短暂停留”或“动画结束销毁”。
|
||||
- 联动:范围(AOE/AREA_OF_EFFECT 若后续启用)、FIRE_POWER
|
||||
|
||||
### 3) 冰系(节奏控制)
|
||||
|
||||
6. 冰锥连射(高速多发)
|
||||
- 定位:远程清杂
|
||||
- 形态:多次 createSkill(同技能短间隔连发),每发 linear + collision
|
||||
- 关键配置建议:
|
||||
- map:40~70(单发低,靠数量)
|
||||
- cd:略长
|
||||
- 联动:技速(SS)、命中(HIT)
|
||||
|
||||
7. 冰环(近身保命)
|
||||
- 定位:近战保命
|
||||
- 形态:fixed(脚下大碰撞体)+ animationEnd
|
||||
- 关键配置建议:
|
||||
- map:60~100
|
||||
- dis:短
|
||||
- 联动:FREEZE_CHANCE(后续补状态系统时收益巨大)
|
||||
|
||||
### 4) 风系(机动/穿透)
|
||||
|
||||
8. 风刃(远程穿透清线)
|
||||
- 定位:清线核心技
|
||||
- 形态:linear + collision + hit=3~6
|
||||
- 关键配置建议:
|
||||
- map:70~110
|
||||
- speed:高
|
||||
- dis:长
|
||||
- 联动:WIND_POWER、PUNCTURE
|
||||
|
||||
9. 龙卷(慢速大体积推线)
|
||||
- 定位:慢速压制
|
||||
- 形态:linear(慢速)+ 大碰撞体 + collision
|
||||
- 关键配置建议:
|
||||
- map:50~80
|
||||
- speed:低
|
||||
- hit:高
|
||||
- 联动:减速(SLOW_CHANCE)(后续补状态系统)
|
||||
|
||||
## 需要补系统才能“做得正确”的技能(建议后续阶段)
|
||||
|
||||
这些技能不建议只靠预制体硬做,因为会出现:命中次数不可控、重复碰撞、效果不稳定或配置字段无效。
|
||||
|
||||
1) DOT/持续伤害(需要 hitcd + 生命周期)
|
||||
- 需求:按 hitcd 定时对范围内目标结算伤害,且要有可靠的 timeEnd。
|
||||
|
||||
2) 真正的多目标选择(t_num/hit_num)
|
||||
- 需求:在施法阶段选取 N 个目标/范围内前 N 个目标,逐个派生技能或派发伤害。
|
||||
|
||||
3) 技能附带 buff/debuff(SkillSet.buffs/neAttrs)
|
||||
- 需求:命中时把 BuffConf/NeAttrsConf 注入到目标 HeroAttrsComp,并支持持续时间与叠加规则。
|
||||
|
||||
4) 召唤类(SType.zhaohuan)
|
||||
- 需求:召唤实体的生命周期、仇恨/站位、继承部分属性、与波次清理联动。
|
||||
|
||||
## 推荐的“技能池”结构(便于后续配表)
|
||||
|
||||
- 普攻技能(6001~6099):单体/短穿透,节奏稳定
|
||||
- 一般技能(6100~6999):清线/爆发/控场核心
|
||||
- 被动/触发型技能(5000~5999):反伤、护盾、反击等(靠系统触发)
|
||||
|
||||
## 立刻可落地的最小集合(建议先做这 6 个)
|
||||
|
||||
1) 贯穿突刺(物理穿透)
|
||||
2) 爆裂火球(火系爆发)
|
||||
3) 风刃(风系清线)
|
||||
4) 冰环(近身保命)
|
||||
5) 冰锥连射(远程多发)
|
||||
6) 旋风斩(近战清杂)
|
||||
|
||||
这 6 个的差异足够大,能立刻把构筑方向从“纯堆攻击”拓展到“穿透/元素/控场/攻速”。
|
||||
@@ -2,7 +2,7 @@
|
||||
"ver": "1.0.1",
|
||||
"importer": "text",
|
||||
"imported": true,
|
||||
"uuid": "a4506f9d-ae20-4d46-8946-e009d3ece18b",
|
||||
"uuid": "f0caf6ad-9ae8-4554-a5d5-facf29822019",
|
||||
"files": [
|
||||
".json"
|
||||
],
|
||||
153
assets/script/Design3.md
Normal file
@@ -0,0 +1,153 @@
|
||||
|
||||
# 技能系统优化建议(Design3)
|
||||
|
||||
目标:在尽量少改代码的前提下,把技能的“可配置性、可扩展性、可组合性”拉起来,让新增技能与 build 更容易产出差异。
|
||||
|
||||
## 一、先修复会直接抹平 build 的关键问题(优先级最高)
|
||||
|
||||
1) 攻速/技速对 CD 生效
|
||||
|
||||
- 问题:HeroSkills.resetCD 先按 AS/SS 计算 cd,但随后又覆盖回 cd_max,导致 AS/SS 永远不影响技能循环。
|
||||
- 结果:攻速流、技速流、触发流的 build 直接被抹平。
|
||||
|
||||
2) 统一百分比/概率单位体系
|
||||
|
||||
- 现状:
|
||||
- 概率判定使用 0–100(checkChance)。
|
||||
- add_hp/add_mp 的百分比逻辑按 0–1(value * HP_MAX)。
|
||||
- 配置层(TDLevelOptions、TalSet)同时出现 0.14 表示 14% 的写法。
|
||||
- 建议:所有“概率/百分比”统一用 0–100 的“百分比点数”,显示与逻辑一致。
|
||||
|
||||
3) 天赋 count 配置生效 + 天赋 key 统一
|
||||
|
||||
- 问题:
|
||||
- **Count 容易失效**:如果 `TalComp.addTal` 中把 `count` 写死为 `1`,配置表 `talConf.count` 就会被忽略。例如“下 5 次暴击”的天赋会退化为“下 1 次暴击”。
|
||||
- 校验点:`this.Tals[uuid].count` 必须来自 `tConf.count`,而不是常量。
|
||||
- **Key 混用导致逻辑断裂**:
|
||||
- 写入方:`TalComp` 使用 `TalEffet` 枚举值写入(如 `TalEffet.DMG_RED = 10`)。
|
||||
- 读取方:`HeroAtkSystem` 使用 `Attrs` 枚举值读取(如 `Attrs.DMG_RED = 24`)。
|
||||
- 结果:天赋效果写入了错误的 Key(如 Key 10 对应 `Attrs.AP`),导致真正的伤害减免逻辑(读 Key 24)读不到数据,天赋完全失效。
|
||||
- 建议:
|
||||
- 废弃 `TalEffet` 中的 Key 定义,统一使用 `Attrs` 枚举作为 Key。
|
||||
- 在 `TalComp.addTal` 中读取 `tConf.count` 写入 `talent.count`,并保证所有“次数型天赋”的消耗端也使用同一套 Key。
|
||||
|
||||
补充:TalSet 与 HeroAttrs 的“可一一对应”边界(避免后续继续混淆)
|
||||
|
||||
- 结论:可以建立一一对应,但必须先把“键域”拆开。
|
||||
- 重要澄清:**“有条件触发”不等于“机制型”**。
|
||||
- `TriType`/`Trigger` 只决定“什么时候触发”;
|
||||
- “属性型/机制型”决定“触发后往哪里写数据、怎么被消耗”。
|
||||
- **属性型效果(可一一对应)**:所有本质是“修改某个战斗属性”的天赋,统一用 `Attrs` 作为唯一 Key。
|
||||
- 例:减伤 -> `Attrs.DMG_RED`,反伤 -> `Attrs.THORNS`,风怒倍率/风怒触发相关如果要做成属性,也应落到 `Attrs.WFUNY`。
|
||||
- 这一类天赋的表现形式建议只允许:数值型(VALUE)或百分比型(RATIO)的叠加/消耗。
|
||||
- **机制型效果(不可强行一一对应)**:本质是“改变行为/流程”的天赋,不要硬塞进 `Attrs`,而应该走独立的机制 Key。
|
||||
- 例:下次技能额外释放(D_SKILL)、下 N 次普攻必暴(C_ATK)、下 N 次技能必暴(C_SKILL)。这些不是“暴击率+X%”,而是“保证命中事件改写”,语义不同。
|
||||
- 强行映射到 `Attrs.CRITICAL` 会造成策划误配:玩家以为是概率加成,但实际是保底机制,体验会断层。
|
||||
|
||||
- 推荐的设计规范(给策划与程序统一语言):
|
||||
- **字段含义固定化**:
|
||||
- `effet` 只表达“这是属性型还是机制型”。
|
||||
- `key` 才是具体作用目标:属性型 `key = Attrs.*`;机制型 `key = Mechanic.*`(独立枚举,值域不与 Attrs 重叠)。
|
||||
- **配置校验规则**:
|
||||
- 只要是属性型天赋:必须能在 `HeroAttrs.ts` 找到同名或同义的 `Attrs`;找不到就不允许配置。
|
||||
- 只要是机制型天赋:必须有对应的消耗点(例如攻击/技能系统里明确消耗一次),否则 count 只会累加成“无效库存”。
|
||||
- 现状提醒:`TalAttrs` 的确已经把一部分属性(冻结/眩晕/击退/沉默/暴击等)映射到 `Attrs`,但这只覆盖了 `BUFF` 这类“属性叠加”分支;计数型效果如果仍用 `TalEffet` 作为 Key,就会再次出现写入/读取不一致。
|
||||
|
||||
## 二、把 SkillSet 变成“少字段但强表达”的可配置系统
|
||||
|
||||
当前 SkillConfig 字段很多,但真正稳定生效的只有少数(ap/map/DType/RType/EType/speed/dis/hit/cd/cost/sp_name)。
|
||||
|
||||
建议把技能配置分成两层:
|
||||
|
||||
- 核心战斗字段(必须生效):
|
||||
- 伤害:ap/map + DType
|
||||
- 弹道:RType + speed + dis
|
||||
- 命中:hit(穿透次数)
|
||||
- 生命周期:EType(建议只保留 animationEnd/collision 两类,其他先不让配)
|
||||
|
||||
- 扩展字段(等系统补齐后开放):
|
||||
- 多目标:t_num/hit_num
|
||||
- DOT:hitcd + timeEnd
|
||||
- buff/debuff:buffs/neAttrs + chance
|
||||
- 前摇/结束动画:ready/EAnm/DAnm
|
||||
|
||||
做法:短期不改字段也可以,但在设计上约束“哪些字段可用、哪些字段暂不承诺”。
|
||||
|
||||
## 三、用“技能变体(SkillID 替换)”快速放大组合数(最划算)
|
||||
|
||||
你现在每个英雄主动技能数量少(技能+大招),想提高 build 兴趣,不要一口气做几十个新技能。
|
||||
|
||||
建议:每个技能做 2–4 个“配置变体”,通过替换 s_uuid 实现。
|
||||
|
||||
示例:
|
||||
|
||||
- 火球(基础) -> 爆裂火球(碰撞盒更大) -> 穿透火球(hit 更高) -> 集束火球(低伤多发)
|
||||
- 风刃(基础) -> 远程风刃(dis 更长) -> 快速风刃(speed 更高,hit 较低) -> 重刃(map 更高,speed 更低)
|
||||
|
||||
收益:
|
||||
|
||||
- 不依赖 t_num/hit_num/buffs/neAttrs 等未落地字段。
|
||||
- 组合数近似按“技能变体数 × 天赋组合 × 强化路径”指数增长。
|
||||
|
||||
## 四、把天赋从“加数值”升级为“改机制”(触发器 + 处理器)
|
||||
|
||||
现状:TriType 很全,但实际只在 ATK/SKILL/MAX 更新触发,DMG/HPL/LUP 等缺来源。
|
||||
|
||||
建议的最小升级:
|
||||
|
||||
1) 先把触发源补齐:
|
||||
|
||||
- DMG:受伤时更新
|
||||
- LUP:升级时更新
|
||||
- HPL/HPA:血量变化达到阈值更新
|
||||
- DEAD:击杀/死亡时更新
|
||||
|
||||
2) 天赋效果以“机制改造”为主:
|
||||
|
||||
- 下一次技能额外释放一次
|
||||
- 下一次必暴/必定击退
|
||||
- 技能变体替换(把 s_uuid 换成强化版本)
|
||||
- 元素转化(把 DType 从 ATK 改成 FIRE 等,形成元素 build)
|
||||
|
||||
这样即使每局只拿 4 个天赋,组合也会很丰富。
|
||||
|
||||
## 五、给技能增加“关键词(Tag)”让天赋可泛化(中期目标)
|
||||
|
||||
建议新增 tags(概念层):
|
||||
|
||||
- Projectile / Melee / AoE / Beam
|
||||
- Element: Fire/Ice/Wind/Phys
|
||||
- Utility: Control/Sustain/Burst/Clear
|
||||
|
||||
天赋用 tags 做筛选:
|
||||
|
||||
- “所有 Projectile 分裂 +1”
|
||||
- “所有 Fire 技能命中后额外一次伤害(或改成更大碰撞体)”
|
||||
- “所有 AoE 范围 +20%”
|
||||
|
||||
收益:一个天赋能作用多个技能,build 会自然爆炸。
|
||||
|
||||
## 六、让技能表现更稳定的工程建议(减少体验噪音)
|
||||
|
||||
1) 明确技能销毁策略
|
||||
|
||||
- 推荐只支持:
|
||||
- animationEnd(动画结束销毁)
|
||||
- collision(碰撞触发销毁或 hit 次数耗尽销毁)
|
||||
|
||||
2) 统一命中次数规则
|
||||
|
||||
- 只保留一个概念:pierce(命中次数上限)
|
||||
- 技能用 hit 表达基础穿透,角色属性用 PUNCTURE 叠加。
|
||||
|
||||
3) 技能范围命中逻辑选择一种实现并固定
|
||||
|
||||
- 方案A:完全靠碰撞体(推荐,少代码)
|
||||
- 方案B:施法阶段选目标(t_num/hit_num),但必须补齐对应系统,否则不要给策划配。
|
||||
|
||||
## 七、推荐落地顺序(两周内能看到 build 明显变丰富)
|
||||
|
||||
1) 修复:CD 计算、单位体系、天赋 count/key
|
||||
2) 新增:每个主技能 2–3 个变体(SkillID 替换)
|
||||
3) 补齐:DMG/LUP/HPL 等触发源,让天赋真正“可构筑”
|
||||
4) 扩展:tags + 泛化天赋
|
||||