fix:调整枪械,重新整理数据文件,添加空投飞机和空投道具

This commit is contained in:
bzx
2025-11-08 11:13:24 +08:00
parent 3fff2a3e92
commit 5bba6beffc
114 changed files with 6122 additions and 550 deletions

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@@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using DragonLi.Frame;
using Mirror;
using UnityEngine;
public class BLR02Bullet : Bullet
{
[Server]
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.BLR02Bullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
}
}

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@@ -1,11 +0,0 @@
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@@ -12,20 +12,14 @@ public class Bullet : NetworkBehaviour
#if UNITY_EDITOR
[DisplayOnly]
#endif
public BulletType type;
public GunType type;
[Header("伤害")]
#if UNITY_EDITOR
[DisplayOnly]
#endif
public float damage = 0;
[Header("破韧")]
#if UNITY_EDITOR
[DisplayOnly]
#endif
public float deToughness = 0;
[Header("击中删除时间")]
public float despawn_delay = 0.1f;
[Header("自动删除时间")]

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@@ -1,29 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using DragonLi.Frame;
using Mirror;
using UnityEngine;
public class DoubleTubeBullet : Bullet
{
[Server]
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.QuickBullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
if (ownerIndex != -1)
{
GameManager.Ins.AddScore(ownerIndex.ToString(), (int)damage);
}
}
}

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@@ -1,11 +0,0 @@
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@@ -1,22 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using DragonLi.Frame;
using Mirror;
using UnityEngine;
public class DragonBossBullet : Bullet
{
[Server]
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.DragonBossBullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
}
}

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@@ -1,11 +0,0 @@
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@@ -1,21 +0,0 @@
using DragonLi.Frame;
using Mirror;
using UnityEngine;
public class ElectroBullet : Bullet
{
[Server]
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.ElectroBullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
}
}

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@@ -1,11 +0,0 @@
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@@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using DragonLi.Frame;
using Mirror;
using UnityEngine;
public class GRMIIBullet : Bullet
{
[Server]
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.GRMIIBullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
}
}

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@@ -1,11 +0,0 @@
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@@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using DragonLi.Frame;
using LitJson;
using Mirror;
using UnityEngine;
public class GatlingBullet : Bullet
{
[Server]
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.GatlingBullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public Dictionary<int, SettleInfo> keyValues = new Dictionary<int, SettleInfo>();
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
if (ownerIndex != -1)
{
GameManager.Ins.AddScore(ownerIndex.ToString(), (int)damage);
}
}
}

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@@ -1,11 +0,0 @@
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@@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using DragonLi.Frame;
using Mirror;
using UnityEngine;
public class HR01Bullet : Bullet
{
[Server]
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.HR01Bullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
}
}

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@@ -1,11 +0,0 @@
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@@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using DragonLi.Frame;
using Mirror;
using UnityEngine;
public class MR3Bullet : Bullet
{
[Server]
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.MR3Bullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
}
}

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@@ -1,11 +0,0 @@
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@@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using DragonLi.Frame;
using Mirror;
using UnityEngine;
public class PHR01Bullet : Bullet
{
[Server]
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.PHR01Bullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public override void OnApplyDamage(IDamagable damagable)
{
damagable.ApplyDamage(damage, ownerIndex, transform);
}
}

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@@ -10,10 +10,9 @@ public class PistolBullet : Bullet
public override void OnSpawn(int ownerIndex, Vector3 recoil, float recoilCount)
{
base.OnSpawn(ownerIndex, recoil, recoilCount);
type = BulletType.PistolBullet;
BulletInfo bulletInfo = GameManager.Ins.BulletInfos[type][1];
type = GunType.Pistol;
GunInfo bulletInfo = GameManager.Ins.GunInfos[type][1];
damage = bulletInfo.Damage;
deToughness = bulletInfo.DeToughness;
}
public override void OnApplyDamage(IDamagable damagable)