fenix 8 gadi atpakaļ
vecāks
revīzija
4c89dda906
100 mainītis faili ar 1791 papildinājumiem un 147 dzēšanām
  1. 3 1
      Assets/DashGame/Kits/Language.cs
  2. 1 52
      Assets/Editor/GameTools.cs
  3. 9 0
      Assets/Models/Battle/UAV.meta
  4. BIN
      Assets/Models/Battle/UAV/Attack.FBX
  5. 87 0
      Assets/Models/Battle/UAV/Attack.FBX.meta
  6. BIN
      Assets/Models/Battle/UAV/Heal.FBX
  7. 88 0
      Assets/Models/Battle/UAV/Heal.FBX.meta
  8. 9 0
      Assets/Models/Battle/UAV/Materials.meta
  9. BIN
      Assets/Models/Battle/UAV/Materials/Heal.mat
  10. 8 0
      Assets/Models/Battle/UAV/Materials/Heal.mat.meta
  11. BIN
      Assets/Models/Battle/UAV/Materials/Move.mat
  12. 8 0
      Assets/Models/Battle/UAV/Materials/Move.mat.meta
  13. BIN
      Assets/Models/Battle/UAV/Materials/No Name.mat
  14. 8 0
      Assets/Models/Battle/UAV/Materials/No Name.mat.meta
  15. BIN
      Assets/Models/Battle/UAV/Materials/heal.jpg
  16. 59 0
      Assets/Models/Battle/UAV/Materials/heal.jpg.meta
  17. BIN
      Assets/Models/Battle/UAV/Materials/heal_normal.jpg
  18. 59 0
      Assets/Models/Battle/UAV/Materials/heal_normal.jpg.meta
  19. BIN
      Assets/Models/Battle/UAV/Materials/move.jpg
  20. 59 0
      Assets/Models/Battle/UAV/Materials/move.jpg.meta
  21. BIN
      Assets/Models/Battle/UAV/Materials/move_normal.jpg
  22. 59 0
      Assets/Models/Battle/UAV/Materials/move_normal.jpg.meta
  23. BIN
      Assets/Models/Battle/UAV/Move.FBX
  24. 78 0
      Assets/Models/Battle/UAV/Move.FBX.meta
  25. 9 0
      Assets/Models/UI/EquipPanel.meta
  26. BIN
      Assets/Models/UI/EquipPanel/EquipTip.anim
  27. 8 0
      Assets/Models/UI/EquipPanel/EquipTip.anim.meta
  28. BIN
      Assets/Models/UI/EquipPanel/TipText.controller
  29. 8 0
      Assets/Models/UI/EquipPanel/TipText.controller.meta
  30. BIN
      Assets/Models/UI/Menu/RightBar/Hidden.anim
  31. BIN
      Assets/Models/UI/Menu/RightBar/Show.anim
  32. BIN
      Assets/Models/UINew/equip_tip_border.png
  33. 59 0
      Assets/Models/UINew/equip_tip_border.png.meta
  34. 9 0
      Assets/Resources/Prefabs/UAV.meta
  35. BIN
      Assets/Resources/Prefabs/UAV/Heal.prefab
  36. 8 0
      Assets/Resources/Prefabs/UAV/Heal.prefab.meta
  37. BIN
      Assets/Resources/Prefabs/UAV/Move.prefab
  38. 8 0
      Assets/Resources/Prefabs/UAV/Move.prefab.meta
  39. BIN
      Assets/Resources/Prefabs/UI/EquipPanel/EquipPanel.prefab
  40. BIN
      Assets/Resources/Prefabs/UI/Shop/BuyCoinPanel.prefab
  41. 9 0
      Assets/Resources/Prefabs/UI/Tooltip.meta
  42. BIN
      Assets/Resources/Prefabs/UI/Tooltip/EquipTooltip.prefab
  43. 8 0
      Assets/Resources/Prefabs/UI/Tooltip/EquipTooltip.prefab.meta
  44. 9 0
      Assets/Resources/Prefabs/UI/UAVPanel.meta
  45. BIN
      Assets/Resources/Prefabs/UI/UAVPanel/UAVPanel.prefab
  46. 8 0
      Assets/Resources/Prefabs/UI/UAVPanel/UAVPanel.prefab.meta
  47. BIN
      Assets/Resources/Textures/EquipIcon/10.psd
  48. 59 0
      Assets/Resources/Textures/EquipIcon/10.psd.meta
  49. BIN
      Assets/Resources/Textures/EquipIcon/11.psd
  50. 59 0
      Assets/Resources/Textures/EquipIcon/11.psd.meta
  51. BIN
      Assets/Resources/Textures/EquipIcon/12.psd
  52. 59 0
      Assets/Resources/Textures/EquipIcon/12.psd.meta
  53. BIN
      Assets/Resources/Textures/EquipIcon/2001.psd
  54. 59 0
      Assets/Resources/Textures/EquipIcon/2001.psd.meta
  55. BIN
      Assets/Resources/Textures/EquipIcon/2002.psd
  56. 59 0
      Assets/Resources/Textures/EquipIcon/2002.psd.meta
  57. BIN
      Assets/Resources/Textures/EquipIcon/5.psd
  58. 59 0
      Assets/Resources/Textures/EquipIcon/5.psd.meta
  59. BIN
      Assets/Resources/Textures/EquipIcon/6.psd
  60. 59 0
      Assets/Resources/Textures/EquipIcon/6.psd.meta
  61. BIN
      Assets/Resources/Textures/EquipIcon/7.psd
  62. 59 0
      Assets/Resources/Textures/EquipIcon/7.psd.meta
  63. BIN
      Assets/Resources/Textures/EquipIcon/8.psd
  64. 59 0
      Assets/Resources/Textures/EquipIcon/8.psd.meta
  65. BIN
      Assets/Resources/Textures/EquipIcon/9.psd
  66. 59 0
      Assets/Resources/Textures/EquipIcon/9.psd.meta
  67. 1 1
      Assets/Resources/XML/Config/All/craft_config.xml
  68. 19 4
      Assets/Resources/XML/Config/All/equip_config.xml
  69. 5 3
      Assets/Resources/XML/Config/All/power_config.xml
  70. 16 31
      Assets/Resources/XML/Config/All/shop_config.xml
  71. 27 0
      Assets/Resources/XML/Config/All/uav_config.xml
  72. 8 0
      Assets/Resources/XML/Config/All/uav_config.xml.meta
  73. 33 1
      Assets/Resources/XML/Config/All/word_config.xml
  74. BIN
      Assets/Scenes/Battle.unity
  75. 9 0
      Assets/Scenes/Test.meta
  76. BIN
      Assets/Scenes/Test.unity
  77. BIN
      Assets/Scenes/Test/LightingData.asset
  78. 8 0
      Assets/Scenes/Test/LightingData.asset.meta
  79. 20 9
      Assets/Scripts/Battle/BattleController.cs
  80. 3 0
      Assets/Scripts/Battle/Map/BattleObject.cs
  81. 2 2
      Assets/Scripts/Battle/Map/Building/Door.cs
  82. 2 2
      Assets/Scripts/Battle/Map/Building/Station.cs
  83. 5 0
      Assets/Scripts/Battle/Map/Bullet/Bullet.cs
  84. 31 6
      Assets/Scripts/Battle/Map/Craft/Craft.cs
  85. 1 0
      Assets/Scripts/Battle/Map/Craft/CraftData.cs
  86. 122 0
      Assets/Scripts/Battle/Map/Craft/CraftEquipModify.cs
  87. 2 2
      Assets/Scripts/Battle/Map/Craft/CraftEquipModify.cs.meta
  88. 4 4
      Assets/Scripts/Battle/Map/Craft/CraftFactory.cs
  89. 22 13
      Assets/Scripts/Battle/Map/Craft/PowerManager.cs
  90. 4 3
      Assets/Scripts/Battle/Map/Craft/SwapManager.cs
  91. 29 0
      Assets/Scripts/Battle/Map/Map.cs
  92. 20 5
      Assets/Scripts/Battle/Map/Power/Power.cs
  93. 12 8
      Assets/Scripts/Battle/Map/Power/PowerHandler.cs
  94. 9 0
      Assets/Scripts/Battle/Map/Power/ShotManager.cs
  95. 9 0
      Assets/Scripts/Battle/Map/UAV.meta
  96. 32 0
      Assets/Scripts/Battle/Map/UAV/UAVData.cs
  97. 12 0
      Assets/Scripts/Battle/Map/UAV/UAVData.cs.meta
  98. 18 0
      Assets/Scripts/Battle/Map/UAV/UAVFactory.cs
  99. 12 0
      Assets/Scripts/Battle/Map/UAV/UAVFactory.cs.meta
  100. 26 0
      Assets/Scripts/Battle/Map/UAV/UAVItem.cs

+ 3 - 1
Assets/DashGame/Kits/Language.cs

@@ -67,7 +67,9 @@ public class Language
 		string key = page + "_" + id;
 
 		if (lanDict.ContainsKey (key)) {
-			return lanDict [key];
+			string str = lanDict [key];
+			str = str.Replace ("\\n", "\n");
+			return str;
 		} 
 
 		string error = "Topic missing page["+page+"] id["+id+"]";

+ 1 - 52
Assets/Editor/GameTools.cs

@@ -49,58 +49,7 @@ public class GameTools : EditorWindow
 
 
 		GUILayout.Label("Show tools");
-		GUILayout.BeginHorizontal();
-		if(GUILayout.Button("Add Craft(Red)"))
-		{
-			if(Application.isPlaying)
-			{
-				BattleSession battleSession = Session.GetInstance().GetBattleSession();
 
-				int craftId = StringUtil.ToInt(addCraftId);
-				float x = StringUtil.ToFloat(addCraftX);
-				float y = StringUtil.ToFloat(addCraftY);
-
-				CraftData craftData = new CraftData(craftId);
-				craftData.id = Random.Range(1000, 10000);
-				craftData.userId = Random.Range(1000, 10000);
-				craftData.position = new Vector3(x, 0, y);
-				craftData.team = TeamUtil.Team.Red;
-				craftData.aiType = AI.AIType.Show;
-				
-				craftData.nick = "";
-				craftData.isHero = true;
-				battleSession.GetBattleController().CreateCraft(craftData);
-			}
-		}
-		if(GUILayout.Button("Add Craft(Blue)"))
-		{
-			if(Application.isPlaying)
-			{
-				BattleSession battleSession = Session.GetInstance().GetBattleSession();
-				
-				int craftId = StringUtil.ToInt(addCraftId);
-				float x = StringUtil.ToFloat(addCraftX);
-				float y = StringUtil.ToFloat(addCraftY);
-				
-				CraftData craftData = new CraftData(craftId);
-				craftData.id = Random.Range(1000, 10000);
-				craftData.userId = Random.Range(1000, 10000);
-				craftData.position = new Vector3(x, 0, y);
-				craftData.team = TeamUtil.Team.Blue;
-				craftData.aiType = AI.AIType.Show;
-				
-				craftData.nick = "";
-				craftData.isHero = true;
-				battleSession.GetBattleController().CreateCraft(craftData);
-			}
-		}
-		GUILayout.Label("ID:", GUILayout.Width(25));
-		addCraftId = GUILayout.TextField(addCraftId);
-		GUILayout.Label("X:", GUILayout.Width(20));
-		addCraftX = GUILayout.TextField(addCraftX);
-		GUILayout.Label("Y:", GUILayout.Width(20));
-		addCraftY = GUILayout.TextField(addCraftY);
-		GUILayout.EndHorizontal();
 
 
 		GUILayout.BeginHorizontal();
@@ -145,7 +94,7 @@ public class GameTools : EditorWindow
 				
 				craftData.nick = "";
 				craftData.isHero = true;
-				Craft craft = battleSession.GetBattleController().CreateCraft(craftData);
+				Craft craft = battleSession.GetBattleController().CreateCraft(craftData, new CraftEquipModify());
 				craft.position = new Vector3(8f, 0, 8f);
 				craft.bodyTrans.gameObject.AddComponent<CraftPoseRotater>();
 

+ 9 - 0
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Assets/Resources/XML/Config/All/craft_config.xml

@@ -8,7 +8,7 @@
   <item id="7" name="Ice" description="寒潮来袭" hp="100" dmg="100" equip="222113" attack="70" power="71|72" model="Ice" />
   <item id="8" name="Flame" description="融化一切" hp="125" dmg="80" equip="111223" attack="80" power="81|82" model="Flame" />
   <item id="1001" name="小蜘蛛" description="小蜘蛛" hp="33" dmg="33" equip="" attack="1001" power="" model="TinySpider" />
-  <item id="1002" name="防御塔" description="防御塔" hp="200" dmg="200" equip="" attack="1002" power="" model="Door" />
+  <item id="1002" name="防御塔" description="防御塔" hp="200" dmg="300" equip="" attack="1002" power="" model="Door" />
   <comment>
     <id>
 ID

+ 19 - 4
Assets/Resources/XML/Config/All/equip_config.xml

@@ -1,8 +1,18 @@
 <data>
-  <item id="1" name="light iron armor" quality="" icon="" version="10207" hp="1" hp_up="1.5" dmg="" dmg_up="" mov="" mov_up="" />
-  <item id="2" name="iron armor" quality="1" icon="" version="10207" hp="9" hp_up="2" dmg="" dmg_up="" mov="" mov_up="" />
-  <item id="3" name="heavy iron armor" quality="2" icon="" version="10207" hp="17" hp_up="2.5" dmg="" dmg_up="" mov="" mov_up="" />
-  <item id="4" name="super iron armor" quality="3" icon="" version="10207" hp="25" hp_up="3" dmg="" dmg_up="" mov="" mov_up="" />
+  <item id="1" name="light iron armor" type="" quality="" icon="" version="10207" hp="1" hp_up="1.5" dmg="" dmg_up="" mov="" mov_up="" />
+  <item id="2" name="iron armor" type="" quality="1" icon="" version="10207" hp="8" hp_up="2" dmg="" dmg_up="" mov="" mov_up="" />
+  <item id="3" name="heavy iron armor" type="" quality="2" icon="" version="10207" hp="15" hp_up="2.5" dmg="" dmg_up="" mov="" mov_up="" />
+  <item id="4" name="super iron armor" type="" quality="3" icon="" version="10207" hp="22" hp_up="3" dmg="" dmg_up="" mov="" mov_up="" />
+  <item id="5" name="Armor piercing bullet" type="" quality="" icon="" version="10207" hp="" hp_up="" dmg="1" dmg_up="1.5" mov="" mov_up="" />
+  <item id="6" name="Alloy armor piercing bullet" type="" quality="1" icon="" version="10207" hp="" hp_up="" dmg="8" dmg_up="2" mov="" mov_up="" />
+  <item id="7" name="Tungsten penetrator" type="" quality="2" icon="" version="10207" hp="" hp_up="" dmg="15" dmg_up="2.5" mov="" mov_up="" />
+  <item id="8" name="Depleted uranium armour-piercing projectle" type="" quality="3" icon="" version="10207" hp="" hp_up="" dmg="22" dmg_up="3" mov="" mov_up="" />
+  <item id="9" name="Propeller" type="" quality="" icon="" version="10207" hp="0.5" hp_up="0.75" dmg="" dmg_up="" mov="15" mov_up="" />
+  <item id="10" name="Rapid propeller" type="" quality="1" icon="" version="10207" hp="4" hp_up="1" dmg="" dmg_up="" mov="20" mov_up="" />
+  <item id="11" name="High-speed propeller" type="" quality="2" icon="" version="10207" hp="7.5" hp_up="1.25" dmg="" dmg_up="" mov="25" mov_up="" />
+  <item id="12" name="Ultra high speed propeller" type="" quality="3" icon="" version="10207" hp="11" hp_up="1.5" dmg="" dmg_up="" mov="30" mov_up="" />
+  <item id="2001" name="加血无人机" type="1" quality="1" icon="" version="10207" hp="0.034" hp_up="0.034" dmg="" dmg_up="" mov="" mov_up="" />
+  <item id="2002" name="移动加速无人机" type="1" quality="1" icon="" version="10207" hp="" hp_up="" dmg="1" dmg_up="1" mov="" mov_up="" />
   <comment>
     <id>
 ID
@@ -10,6 +20,11 @@ ID
     <name>
 名称
 </name>
+    <type>
+类型
+装备=0(不填)
+无人机=1
+</type>
     <quality>
 品质
 普通=0(不填)

+ 5 - 3
Assets/Resources/XML/Config/All/power_config.xml

@@ -3,7 +3,7 @@
   <item id="11" name="冲锋" description="快速冲向目标,并对目标造成伤害,并且是目标短时间丧失行动能力" type="8" effect="" crystal="" distance="8" cd="12" bnum="" binterval="" target="" target_type="" target_lim="" target_sort="" value="4" value_type="" decay="" buff="1" shake="" anim="1" g_effect="" s_effect="" g_hit="" s_hit="" icon="" />
   <item id="12" name="雷霆一击" description="" type="6" effect="" crystal="" distance="5" cd="10" bnum="" binterval="" target="3" target_type="" target_lim="" target_sort="" value="3" value_type="" decay="" buff="2" shake="1" anim="" g_effect="DashQuakeBullet" s_effect="bullet_dasher_quake" g_hit="" s_hit="" icon="" />
   <item id="20" name="追猎者攻击" description="" type="" effect="" crystal="" distance="8" cd="1.5" bnum="16" binterval="0.08" target="" target_type="" target_lim="" target_sort="" value="1" value_type="" decay="" buff="" shake="" anim="" g_effect="HunterBullet" s_effect="bullet_hunter" g_hit="HunterHit" s_hit="hit_hunter" icon="" />
-  <item id="21" name="乱射" description="" type="" effect="" crystal="" distance="8" cd="8" bnum="" binterval="0.1" target="3" target_type="" target_lim="4" target_sort="1" value="75" value_type="" decay="" buff="" shake="" anim="" g_effect="HunterSnap" s_effect="bullet_huntersnap" g_hit="HunterSnapHit" s_hit="hit_huntersnap" icon="" />
+  <item id="21" name="乱射" description="" type="" effect="" crystal="" distance="8" cd="8" bnum="" binterval="0.1" target="3" target_type="" target_lim="4" target_sort="1" value="1" value_type="" decay="" buff="" shake="" anim="" g_effect="HunterSnap" s_effect="bullet_huntersnap" g_hit="HunterSnapHit" s_hit="hit_huntersnap" icon="" />
   <item id="22" name="闪烁" description="瞬间移动一段距离" type="4" effect="2" crystal="" distance="8" cd="5" bnum="" binterval="" target="1" target_type="" target_lim="" target_sort="" value="" value_type="" decay="" buff="" shake="" anim="" g_effect="" s_effect="effect_teleport_appear" g_hit="" s_hit="" icon="" />
   <item id="30" name="雷神攻击" description="" type="2" effect="" crystal="" distance="8" cd="2" bnum="" binterval="" target="" target_type="" target_lim="" target_sort="" value="1" value_type="" decay="" buff="" shake="" anim="" g_effect="ThunderBullet" s_effect="bullet_thunder_chain_lightning" g_hit="" s_hit="" icon="" />
   <item id="31" name="闪电重击" description="" type="" effect="" crystal="" distance="8" cd="8" bnum="" binterval="" target="" target_type="" target_lim="" target_sort="" value="4" value_type="" decay="" buff="3" shake="" anim="" g_effect="ThunderThump" s_effect="bullet_thunder_thump" g_hit="" s_hit="" icon="" />
@@ -25,8 +25,10 @@
   <item id="82" name="烈焰新星" description="" type="6" effect="" crystal="" distance="5" cd="10" bnum="" binterval="" target="3" target_type="" target_lim="" target_sort="" value="3" value_type="" decay="" buff="" shake="" anim="" g_effect="FlameNova" s_effect="bullet_flame_breath" g_hit="" s_hit="" icon="" />
   <item id="1001" name="小蜘蛛攻击" description="" type="" effect="" crystal="" distance="6" cd="2" bnum="2" binterval="0.05" target="" target_type="" target_lim="" target_sort="" value="1" value_type="" decay="" buff="" shake="" anim="" g_effect="SpiderBulletTiny" s_effect="bullet_spider" g_hit="SpiderHitTiny" s_hit=" hit_spider" icon="" />
   <item id="1002" name="防御塔攻击" description="" type="" effect="" crystal="" distance="8" cd="2" bnum="2" binterval="" target="" target_type="" target_lim="" target_sort="" value="1" value_type="" decay="" buff="" shake="" anim="" g_effect="HunterSnap" s_effect="bullet_huntersnap" g_hit="HunterSnapHit" s_hit="hit_huntersnap" icon="" />
-  <item id="2001" name="加血" description="" type="3" effect="1" crystal="100" distance="" cd="30" bnum="" binterval="" target="1" target_type="" target_lim="" target_sort="" value="600" value_type="" decay="" buff="" shake="" anim="" g_effect="" s_effect="bullet_heal" g_hit="" s_hit="" icon="" />
-  <item id="2002" name="加速" description="" type="3" effect="2" crystal="75" distance="" cd="30" bnum="" binterval="" target="1" target_type="" target_lim="" target_sort="" value="" value_type="" decay="" buff="9" shake="" anim="" g_effect="" s_effect="" g_hit="" s_hit="" icon="" />
+  <item id="2001" name="加血无人机攻击" description="" type="" effect="1" crystal="" distance="3" cd="5" bnum="" binterval="" target="" target_type="2" target_lim="" target_sort="" value="5" value_type="" decay="" buff="" shake="" anim="" g_effect="MedicBullet" s_effect="bullet_medic" g_hit="MedicHealHit" s_hit="bullet_heal" icon="" />
+  <item id="2002" name="加血" description="" type="3" effect="1" crystal="" distance="" cd="60" bnum="" binterval="" target="1" target_type="" target_lim="" target_sort="" value="50" value_type="1" decay="" buff="" shake="" anim="" g_effect="" s_effect="" g_hit="MedicHealHit" s_hit="bullet_heal" icon="2001" />
+  <item id="2003" name="加速无人机攻击" description="" type="" effect="" crystal="" distance="3" cd="2" bnum="" binterval="" target="" target_type="" target_lim="" target_sort="" value="2" value_type="" decay="" buff="" shake="" anim="" g_effect="HunterBullet" s_effect="bullet_hunter" g_hit="HunterHit" s_hit="hit_hunter" icon="" />
+  <item id="2004" name="加速" description="" type="3" effect="2" crystal="" distance="" cd="60" bnum="" binterval="" target="1" target_type="" target_lim="" target_sort="" value="" value_type="" decay="" buff="9" shake="" anim="" g_effect="" s_effect="" g_hit="" s_hit="" icon="2002" />
   <comment>
     <id>
 ID

+ 16 - 31
Assets/Resources/XML/Config/All/shop_config.xml

@@ -1,11 +1,14 @@
 <data>
-  <item id="1" name="VIP 三天" description="3天VIP会员,全体机甲无限制选取" code="VIP1" value="" sort="" platform="1" price="1" type="" icon="" />
-  <item id="2" name="VIP 七天" description="7天VIP会员,全体机甲无限制选取" code="VIP2" value="" sort="" platform="1" price="2" type="" icon="" />
-  <item id="3" name="VIP 一年" description="一年VIP会员,全体机甲无限制选取" code="VIP3" value="" sort="" platform="1" price="12" type="" icon="" />
-  <item id="4" name="VIP one year" description="One year VIP, unlock all mechas." code="VIP4" value="" sort="1" platform="2" price="$ 1.99" type="" icon="VIP3" />
-  <item id="5" name="水晶10000" description="X10000" code="C10000" value="10 000" sort="2" platform="2" price="$ 0.99" type="" icon="" />
-  <item id="6" name="水晶25000" description="购买25000水晶" code="C25000" value="25 000" sort="2" platform="2" price="$ 1.99" type="" icon="" />
-  <item id="7" name="水晶75000" description="购买75000水晶" code="C75000" value="75 000" sort="2" platform="2" price="$ 4.99" type="" icon="" />
+  <item id="1" name="VIP" description="One year VIP, unlock all mechas." value="" sort="1" price="$ 1.99" ios="VIP4" google="VIP4" />
+  <item id="2" name="C10000" description="X10000" value="10 000" sort="2" price="$ 0.99" ios="C10000" google="C10000" />
+  <item id="3" name="C25000" description="购买25000水晶" value="25 000" sort="2" price="$ 1.99" ios="C25000" google="C25000" />
+  <item id="4" name="C75000" description="购买75000水晶" value="75 000" sort="2" price="$ 4.99" ios="C75000" google="C75000" />
+  <item id="5" name="D6" description="能量块80" value="80" sort="3" price="$ 0.99" ios="D6" google="D6" />
+  <item id="6" name="D12" description="能量块200" value="200" sort="3" price="$ 1.99" ios="D12" google="D12" />
+  <item id="7" name="D30" description="能量块600" value="600" sort="3" price="$ 4.99" ios="D30" google="D30" />
+  <item id="8" name="D60" description="能量块1260" value="1 260" sort="3" price="$ 8.99" ios="D60" google="D60" />
+  <item id="9" name="D128" description="能量块3200" value="3 200" sort="3" price="$ 19.99" ios="D128" google="D128" />
+  <item id="10" name="D328" description="能量块9000" value="9 000" sort="3" price="$ 49.99" ios="D328" google="D328" />
   <comment>
     <id>
 ID
@@ -16,9 +19,6 @@ ID
     <description>
 描述(30字以内)
 </description>
-    <code>
-代码
-</code>
     <value>
 </value>
@@ -28,29 +28,14 @@ ID
 2.水晶
 3.能量块
 </sort>
-    <platform>
-平台
-
-1安卓
-2苹果
-
-(不填为通用)
-</platform>
     <price>
 价格
 </price>
-    <type>
-货币类型
-
-0人民币
-1黄水晶
-
-(不填为人民币)
-</type>
-    <icon>
-图标
-(不填跟
-code一样)
-</icon>
+    <ios>
+苹果代码
+</ios>
+    <google>
+谷歌代码
+</google>
   </comment>
 </data>

+ 27 - 0
Assets/Resources/XML/Config/All/uav_config.xml

@@ -0,0 +1,27 @@
+<data>
+  <item id="1" name="Heal" description="资料无人机" equip="2001" attack="2001" power="2002" model="Heal" />
+  <item id="2" name="Move" description="加速移动无人机" equip="2002" attack="2003" power="2004" model="Move" />
+  <comment>
+    <id>
+ID
+</id>
+    <name>
+名称
+</name>
+    <description>
+描述(30字以内)
+</description>
+    <equip>
+装备id
+</equip>
+    <attack>
+普通攻击
+</attack>
+    <power>
+技能
+</power>
+    <model>
+模型
+</model>
+  </comment>
+</data>

+ 8 - 0
Assets/Resources/XML/Config/All/uav_config.xml.meta

@@ -0,0 +1,8 @@
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+timeCreated: 1493716676
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+ 33 - 1
Assets/Resources/XML/Config/All/word_config.xml

@@ -32,6 +32,9 @@
   <item title="Menu" label="free" English="FREE" Chinese="免费" />
   <item title="Menu" label="active" English="actived" Chinese="激活" />
   <item title="Menu" label="startBtn" English="START FIGHT" Chinese="开始战斗" />
+  <item title="Menu" label="shop" English="Shop" Chinese="商店" />
+  <item title="Menu" label="equipment" English="Equipment" Chinese="装备" />
+  <item title="Menu" label="uav" English="UAV" Chinese="无人机" />
   <item title="LeaderBoard" label="title" English="Leaderboard" Chinese="排行榜" />
   <item title="LeaderBoard" label="myRank" English="My rank" Chinese="我的排名" />
   <item title="ClanPanel" label="tab1Btn0" English="Create Array" Chinese="创建纵队" />
@@ -146,6 +149,12 @@
   <item title="PowerTip" label="needTarget" English="You need a target" Chinese="需要选择一个目标" />
   <item title="PowerTip" label="needCloser" English="Target is too far." Chinese="目标距离太远了" />
   <item title="PowerTip" label="noTargetInRange" English="No target nearby." Chinese="附近范围内没有目标" />
+  <item title="PowerTip" label="extraPower" English="Got power:" Chinese="获得技能:" />
+  <item title="PowerTip" label="coolDown" English="&lt;color=#2D9FFFFF&gt;CD %SEC%s&lt;/color&gt;" Chinese="&lt;color=#2D9FFFFF&gt;冷却时间%SEC%秒&lt;/color&gt;" />
+  <item title="PowerTip" label="duration" English="duration %SEC%s" Chinese="持续%SEC%秒" />
+  <item title="PowerTip" label="tarSelf" English="myself" Chinese="自身" />
+  <item title="PowerTip" label="heal" English="Heal %TAR% %NUM% hp" Chinese="恢复%TAR%%NUM%生命" />
+  <item title="PowerTip" label="speedUp" English="Increase %TAR% movement speed %NUM%" Chinese="提高%TAR%移动速度%NUM%" />
   <item title="LoadingPanel" label="loadingTip0" English="Tips : You can use three different mechs each week." Chinese="用兵之法,十则围之,五则攻之,倍则分之,敌则能战之,少则能逃之,不若则能避之。——孙武" />
   <item title="LoadingPanel" label="loadingTip1" English="Tips : There are two very useful special skills that cast by crystals." Chinese="善用兵者,不以短击长,而以长击短。——司马迁" />
   <item title="LoadingPanel" label="loadingTip2" English="Tips : Finish daily quests to get bonus crystals, even some energy cube." Chinese="凡与敌战,须务持重。见利则动,不见利则止,慎不可轻举也。——刘基" />
@@ -163,17 +172,40 @@
   <item title="Equip" label="nextLevel" English="Next level:" Chinese="下一等级:" />
   <item title="Equip" label="maxLevel" English="Already max level" Chinese="已达最高等级" />
   <item title="Equip" label="hp" English=" HP" Chinese="生命" />
-  <item title="Equip" label="dmg" English="DMG" Chinese="伤害" />
+  <item title="Equip" label="dmg" English="Damage" Chinese="伤害" />
+  <item title="Equip" label="mov" English="Move Speed" Chinese="移动速度" />
+  <item title="Equip" label="dps" English="%NUM% damage/s" Chinese="%NUM%伤害/秒" />
+  <item title="Equip" label="hps" English="%NUM% heal/s" Chinese="%NUM%生命回复/秒" />
   <item title="Equip" label="name1" English="Light iron armor" Chinese="轻型防护钢板" />
   <item title="Equip" label="name2" English="Iron armor" Chinese="防护钢板" />
   <item title="Equip" label="name3" English="Heavy iron armor" Chinese="重型防护钢板" />
   <item title="Equip" label="name4" English="Super iron armor" Chinese="超级防护钢板" />
+  <item title="Equip" label="name5" English="Armor piercing bullet" Chinese="穿甲弹" />
+  <item title="Equip" label="name6" English="Alloy armor piercing bullet" Chinese="合金穿甲弹" />
+  <item title="Equip" label="name7" English="Tungsten penetrator" Chinese="钨金穿甲弹" />
+  <item title="Equip" label="name8" English="Depleted uranium armour-piercing projectle" Chinese="贫铀穿甲弹" />
+  <item title="Equip" label="name9" English="Propeller" Chinese="推进器" />
+  <item title="Equip" label="name10" English="Rapid propeller" Chinese="急速推进器" />
+  <item title="Equip" label="name11" English="High-speed propeller" Chinese="高速推进器" />
+  <item title="Equip" label="name12" English="Ultra high speed propeller" Chinese="超高速推进器" />
+  <item title="Equip" label="name2001" English="Guardian" Chinese="守护者" />
+  <item title="Equip" label="name2002" English="Raider" Chinese="突袭者" />
   <item title="EquipPanel" label="levelLabel" English="Level" Chinese="等级" />
   <item title="EquipPanel" label="upgrade" English="Upgrade" Chinese="升级" />
   <item title="EquipPanel" label="equip" English="Equip" Chinese="装备" />
   <item title="EquipPanel" label="recommand" English="Recommand" Chinese="推荐方案" />
   <item title="EquipPanel" label="customize" English="Customize" Chinese="自定义方案" />
   <item title="EquipPanel" label="upgradeConfirm" English="Do you want upgrade %NAME% to level %LEVEL%?" Chinese="您要将%NAME%升级到等级%LEVEL%吗?" />
+  <item title="EquipPanel" label="equipTip" English="Select equipment to be replaced" Chinese="选择要替换的装备" />
+  <item title="EquipPanel" label="equipped" English="Equipped" Chinese="已装备" />
+  <item title="Flag" label="flagPlace" English="&lt;color=%COLOR%&gt;%TEAM%'s flag has been placed in the base.&lt;/color&gt;" Chinese="&lt;color=%COLOR%&gt;%TEAM%旗帜已经放置在基地中&lt;/color&gt;" />
+  <item title="Flag" label="flagGet" English="&lt;color=%COLOR%&gt;%NICK% has picked up %TEAM%'s flag.&lt;/color&gt;" Chinese="&lt;color=%COLOR%&gt;%NICK%拾取了%TEAM%旗帜&lt;/color&gt;" />
+  <item title="Flag" label="flagLose" English="&lt;color=%COLOR%&gt;%NICK% has dropped %TEAM%'s flag&lt;/color&gt;" Chinese="&lt;color=%COLOR%&gt;%NICK%丢掉了%TEAM%旗帜&lt;/color&gt;" />
+  <item title="Flag" label="flagReturn" English="&lt;color=%COLOR%&gt;%NICK% has put %TEAM%'s flag back to the base.&lt;/color&gt;" Chinese="&lt;color=%COLOR%&gt;%NICK%将%TEAM%旗帜放回了基地&lt;/color&gt;" />
+  <item title="Flag" label="flagCapture" English="&lt;color=%COLOR%&gt;%NICK% has captured the flag.&lt;/color&gt;" Chinese="&lt;color=%COLOR%&gt;%NICK%成功夺取了旗帜&lt;/color&gt;" />
+  <item title="Team" label="team1" English="Blue team" Chinese="蓝队" />
+  <item title="Team" label="team2" English="Red team" Chinese="红队" />
+  <item title="Team" label="team3" English="Yellow team" Chinese="黄队" />
   <comment>
     <title>
 标题

BIN
Assets/Scenes/Battle.unity


+ 9 - 0
Assets/Scenes/Test.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 5400e63c72994eb44ba1263e8ca282c4
+folderAsset: yes
+timeCreated: 1493190692
+licenseType: Pro
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

BIN
Assets/Scenes/Test.unity


BIN
Assets/Scenes/Test/LightingData.asset


+ 8 - 0
Assets/Scenes/Test/LightingData.asset.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 80602658576cf29439a0bf61027507a8
+timeCreated: 1493190737
+licenseType: Pro
+NativeFormatImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 20 - 9
Assets/Scripts/Battle/BattleController.cs

@@ -295,7 +295,7 @@ public class BattleController : MonoBehaviour
 		}
 	}
 
-	public Capsule CreateCapsule(CraftData data)
+	public Capsule CreateCapsule(CraftData data, CraftEquipModify equipModify)
 	{
 		if(isGameOver)
 			return null;
@@ -308,11 +308,11 @@ public class BattleController : MonoBehaviour
 
 		GameObject capsuleObj = Instantiate(Resources.Load(Config.CAPSULE_PREFAB)) as GameObject;
 		Capsule capsule = capsuleObj.GetComponent<Capsule>();
-		capsule.SetCraftData(data);
+		capsule.SetData(data, equipModify);
 		return capsule;
 	}
 
-	public Capsule CreateCapsule(int id, int swapId)
+	public Capsule CreateCapsule(int id, int swapId, CraftEquipModify equipModify)
 	{
 		if(isGameOver)
 			return null;
@@ -327,17 +327,17 @@ public class BattleController : MonoBehaviour
 		capsuleObj.transform.localPosition = Vector3.zero;
 
 		Capsule capsule = capsuleObj.GetComponent<Capsule>();
-		capsule.SetSwap(craft, swapId);
+		capsule.SetSwap(craft, swapId, equipModify);
 		return capsule;
 	}
 
-	public Craft CreateCraft(CraftData data)
+	public Craft CreateCraft(CraftData data, CraftEquipModify equipModify)
 	{
 		if(isGameOver)
 			return null;
 
 		Map map = GetMap();
-		Craft craft = CraftFactory.CreateCraft(data, map);
+		Craft craft = CraftFactory.CreateCraft(data, equipModify, map);
 		if(craft == null)
 		{
 			return null;
@@ -388,10 +388,17 @@ public class BattleController : MonoBehaviour
 				}
 
 				Power[] powerArr = craft.GetPowerManager ().GetCrystalPowers();
-				for(int i=0; i<powerArr.Length; i++)
+				if(powerArr != null)
 				{
-					Power power = powerArr [i];
-					power.SetLastLaunchTime(player.GetLastCrystalPowerLaunchTime(power.GetId()));
+					for(int i=0; i<powerArr.Length; i++)
+					{
+						Power power = powerArr [i];
+						power.SetLastLaunchTime(player.GetLastCrystalPowerLaunchTime(power.GetId()));
+					}
+				}
+
+				if (player.uavItem != null) {
+					player.uav = UAVFactory.CreateUAVechile (craft, player.uavItem, map);
 				}
 			}
 			else
@@ -534,6 +541,10 @@ public class BattleController : MonoBehaviour
 		{
 			player.RemoveSoldier (craft);
 		}
+
+		player.uavItem = null;
+		player.uav = null;
+
 		DoDeath(craft);
 	}
 

+ 3 - 0
Assets/Scripts/Battle/Map/BattleObject.cs

@@ -2,6 +2,7 @@ using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
+
 public class BattleObject : MapObject, IBattleObject , ITarget
 {
 
@@ -196,6 +197,8 @@ public class BattleObject : MapObject, IBattleObject , ITarget
 
 
 
+
+
 	//hp & mp
 	public void InitHeadBar()
 	{

+ 2 - 2
Assets/Scripts/Battle/Map/Building/Door.cs

@@ -6,9 +6,9 @@ public class Door : Craft, IOccupier
 	public int index;
 
 
-	public override void Init (Map map, CraftData craftData)
+	public override void Init (Map map, CraftData craftData, CraftEquipModify equipModify)
 	{
-		base.Init (map, craftData);
+		base.Init (map, craftData, equipModify);
 		hpRecoverSpeed = 0;
 	}
 

+ 2 - 2
Assets/Scripts/Battle/Map/Building/Station.cs

@@ -25,9 +25,9 @@ public class Station : BattleObject
 		startTime = GameTime.time;
 		hpRecoverSpeed = 0.025f;
 		if(map.id == MapData.MapID.Challenge)
-			_originMaxHp = hp = maxHp = 500f;
+			_originMaxHp = hp = maxHp = 6000f;
 		else
-			_originMaxHp = hp = maxHp = 2500f;
+			_originMaxHp = hp = maxHp = 60000f;
 	}
 
 	public override TeamUtil.Team team {

+ 5 - 0
Assets/Scripts/Battle/Map/Bullet/Bullet.cs

@@ -52,6 +52,11 @@ public class Bullet : MapObject
 		return power;
 	}
 
+	public ITarget GetTarget()
+	{
+		return target;
+	}
+
 	public virtual void InitRotation()
 	{
 		if(target == null)

+ 31 - 6
Assets/Scripts/Battle/Map/Craft/Craft.cs

@@ -1,6 +1,7 @@
 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
+using Sfs2X.Entities.Data;
 
 public class Craft : BattleObject, IPowerOwner
 {
@@ -11,7 +12,6 @@ public class Craft : BattleObject, IPowerOwner
 		Run,
 		Attack,
 		Power,
-
 	}
 
 	public enum Part
@@ -57,6 +57,7 @@ public class Craft : BattleObject, IPowerOwner
 
 	public State state;
 	private CraftData craftData;
+	private CraftEquipModify equipModify;
 
 	public MiniCraft miniCraft;
 
@@ -74,25 +75,29 @@ public class Craft : BattleObject, IPowerOwner
 		swapManager = new SwapManager(this);
 	}
 
-	public virtual void Init(Map map, CraftData craftData)
+	public virtual void Init(Map map, CraftData craftData, CraftEquipModify equipModify)
 	{
 		base.Init(map);
 		this.craftData = craftData;
+		SetEquipModify (equipModify);
 
 		id = craftData.id;
 		userId = craftData.userId;
-		_originMaxHp = hp = maxHp = craftData.GetMaxHp();
+
 		nick = craftData.nick;
 		PositionTo(craftData.position);
 
 		Init();
 
+		hp = maxHp;
 		headBar.UpdateColor();
 		headBar.text.text = nick;
 	}
 
 	public void Init()
 	{
+		_originMaxHp = maxHp = craftData.GetMaxHp() + equipModify.hp;
+
 		bodyTrans = transform.Find("Body");
 		
 		topPartTrans = bodyTrans.Find("Top");
@@ -116,7 +121,7 @@ public class Craft : BattleObject, IPowerOwner
 		if(craftData != null)
 		{
 			if(powerManager == null)
-				powerManager = new PowerManager(this, craftData.GetAttackId(), craftData.GetPowerIds(), new int[]{2001, 2002});
+				powerManager = new PowerManager(this, craftData.GetAttackId(), craftData.GetPowerIds(), craftData.extraPowerIds);
 			else
 				powerManager.UpdatePower(craftData.GetAttackId(), craftData.GetPowerIds());
 			team = craftData.team;
@@ -125,12 +130,26 @@ public class Craft : BattleObject, IPowerOwner
 		shotManager = GetComponentInChildren<ShotManager>();
 		
 		SetState (State.Idle);
+
+		Debuger.LogError (this.name+" maxhp "+maxHp+" damage "+GetDamage()+" mov "+moveSpeed);
 	}
 
+	public void SetEquipModify(CraftEquipModify equipModify)
+	{
+		if (equipModify == null)
+			this.equipModify = new CraftEquipModify ();
+		else
+			this.equipModify = equipModify;
+	}
+
+	public ISFSObject GetEquipModifyData()
+	{
+		return equipModify.GetData ();
+	}
 
 	public float GetDamage()
 	{
-		return craftData.GetDamage ();
+		return craftData.GetDamage () + equipModify.damage;
 	}
 
 
@@ -375,7 +394,8 @@ public class Craft : BattleObject, IPowerOwner
 	public float moveSpeed
 	{
 		get{
-			return originMoveSpeed + modifyMoveSpeed;
+			float speed = originMoveSpeed + modifyMoveSpeed;
+			return speed > 0 ? speed + originMoveSpeed * equipModify.move / 100f : speed;
 		}
 	}
 
@@ -786,6 +806,11 @@ public class Craft : BattleObject, IPowerOwner
 	}
 
 
+	public UAVehicle GetUAV()
+	{
+		return map.GetUAVehicle (userId);
+	}
+
 
 	override public void Remove()
 	{

+ 1 - 0
Assets/Scripts/Battle/Map/Craft/CraftData.cs

@@ -17,6 +17,7 @@ public class CraftData
 
 	private float hp;
 	private float damage;
+	public int[] extraPowerIds;
 
 	private CraftConfigData data;
 	public CraftData (int craftId)

+ 122 - 0
Assets/Scripts/Battle/Map/Craft/CraftEquipModify.cs

@@ -0,0 +1,122 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using Sfs2X.Entities.Data;
+
+public class CraftEquipModify
+{
+
+	private float m_Damage;
+	public float damage
+	{
+		get{ 
+			return m_Damage;
+		}
+	}
+
+	private float m_Hp;
+	public float hp
+	{
+		get{ 
+			return m_Hp;
+		}
+	}
+
+	private float m_Move;
+	public float move
+	{
+		get{ 
+			return m_Move;
+		}
+	}
+
+
+	public CraftEquipModify()
+	{
+	}
+
+	public CraftEquipModify(ISFSObject data)
+	{
+		SetByData (data);
+	}
+
+
+
+	public static ISFSObject GetMyEquipData(int craftId)
+	{
+		EquipedData equipedData = EquipManager.GetInstance ().GetEquipedData (craftId);
+
+		List<Equipment> list = null;
+		if (equipedData != null)
+			list = equipedData.GetCurrentList ();
+		else
+			list = new List<Equipment> ();
+
+		float hp = 0;
+		float dmg = 0;
+		float mov = 0;
+		for(int i=0; i<list.Count; i++)
+		{
+			Equipment equipment = list [i];
+			hp += equipment.GetHp ();
+			dmg += equipment.GetDmg ();
+			if(equipment.GetMove() > mov)
+			{
+				mov = equipment.GetMove ();
+			}
+		}
+
+		ISFSObject data = new SFSObject ();
+		data.PutFloat ("h", hp);
+		data.PutFloat ("d", dmg);
+		data.PutFloat ("m", mov);
+		return data;
+	}
+
+	public static ISFSObject GetAIEquipData(int craftId)
+	{
+		EquipedData equipedData = EquipManager.GetInstance ().GetEquipedData (craftId);
+		List<Equipment> list = equipedData.GetCurrentList ();
+
+		float hp = 0;
+		float dmg = 0;
+		float mov = 0;
+		for(int i=0; i<list.Count; i++)
+		{
+			Equipment equipment = list [i];
+			hp += equipment.GetHp ();
+			dmg += equipment.GetDmg ();
+			if(equipment.GetMove() > mov)
+			{
+				mov = equipment.GetMove ();
+			}
+		}
+
+		ISFSObject data = new SFSObject ();
+		data.PutFloat ("h", hp/2f);
+		data.PutFloat ("d", dmg/2f);
+		data.PutFloat ("m", mov);
+		return data;
+	}
+
+	public void SetByData(ISFSObject data)
+	{
+		if(data.ContainsKey("h"))
+			m_Hp = data.GetFloat ("h");
+		if(data.ContainsKey("d"))
+			m_Damage = data.GetFloat ("d");
+		if(data.ContainsKey("m"))
+			m_Move = data.GetFloat ("m");
+	}
+
+	public ISFSObject GetData()
+	{
+		ISFSObject data = new SFSObject ();
+		data.PutFloat ("h", hp);
+		data.PutFloat ("d", damage);
+		data.PutFloat ("m", move);
+		return data;
+	}
+
+}
+

+ 2 - 2
Assets/Scripts/UI/Shop/ShopItem.cs.meta → Assets/Scripts/Battle/Map/Craft/CraftEquipModify.cs.meta

@@ -1,6 +1,6 @@
 fileFormatVersion: 2
-guid: 4422bffcfa87d774f9d6c42d87b3e1aa
-timeCreated: 1448958427
+guid: 85c451450b5de3e45979996493567b58
+timeCreated: 1493101992
 licenseType: Pro
 MonoImporter:
   serializedVersion: 2

+ 4 - 4
Assets/Scripts/Battle/Map/Craft/CraftFactory.cs

@@ -8,13 +8,13 @@ public class CraftFactory
 
 	private static List<string> newList = new List<string>(){"Dasher", "Hunter", "Medic", "Spider", "TinySpider", "Flame", "Ice", "Thunder", "Assassin"};
 
-	public static Craft CreateCraft(CraftData data, Map map)
+	public static Craft CreateCraft(CraftData data, CraftEquipModify equipModify, Map map)
 	{
 		string folder = newList.Contains(data.GetModel()) ? Config.CRAFT_NEW_PREFAB_FOLDER : Config.CRAFT_PREFAB_FOLDER;
 		GameObject craftPrefab = Resources.Load<GameObject>(folder+data.GetModel());
 		GameObject craftObj = GameObject.Instantiate(craftPrefab) as GameObject;
 		Craft craft = craftObj.GetComponent<Craft>();
-		craft.Init(map, data);
+		craft.Init(map, data, equipModify);
 		craft.typeId = MapObjectUtil.TypeId.Craft.GetHashCode();
 		return craft;
 	}
@@ -30,14 +30,14 @@ public class CraftFactory
 		return craft;
 	}
 
-	public static void SwapModel(Craft craft, int id)
+	public static void SwapModel(Craft craft, int id, CraftEquipModify equipModify)
 	{
 		CraftConfigData data = CraftManager.GetInstance().GetData(id);
 		string folder = newList.Contains(data.model) ? Config.CRAFT_NEW_PREFAB_FOLDER : Config.CRAFT_PREFAB_FOLDER;
 		GameObject craftPrefab = Resources.Load<GameObject>(folder+data.model);
 		GameObject craftObj = GameObject.Instantiate(craftPrefab) as GameObject;
 		Craft newCraft = craftObj.GetComponent<Craft>();
-		craft.GetSwapManager().Swap(newCraft, id);
+		craft.GetSwapManager().Swap(newCraft, id, equipModify);
 	}
 
 //	public static CraftData getTestData(Map map)

+ 22 - 13
Assets/Scripts/Battle/Map/Craft/PowerManager.cs

@@ -17,25 +17,31 @@ public class PowerManager
 
 		UpdatePower(attackId, powerIds);
 
-		int length = crystalPowerIds.Length;
-		crystalPowers = new Power[length];
-		for(int i=0; i<crystalPowerIds.Length; i++)
+		if(crystalPowerIds != null)
 		{
-			crystalPowers[i] = PowerDataManager.GetInstance().CreatePower(i, crystalPowerIds[i], owner);
+			int length = crystalPowerIds.Length;
+			crystalPowers = new Power[length];
+			for(int i=0; i<crystalPowerIds.Length; i++)
+			{
+				crystalPowers[i] = PowerDataManager.GetInstance().CreatePower(i, crystalPowerIds[i], owner);
+			}
 		}
 	}
 
 	public void UpdatePower(int attackId, int[] powerIds)
 	{
-		int length = powerIds.Length+1;
+		int length = powerIds != null ? powerIds.Length+1 : 1;
 		powers = new Power[length];
 		
 		powers[0] = PowerDataManager.GetInstance().CreatePower(0, attackId, owner, true);
-		
-		for(int i=0; i<powerIds.Length; i++)
+
+		if(powerIds != null)
 		{
-			int index = i+1;
-			powers[index] = PowerDataManager.GetInstance().CreatePower(index, powerIds[i], owner);
+			for(int i=0; i<powerIds.Length; i++)
+			{
+				int index = i+1;
+				powers[index] = PowerDataManager.GetInstance().CreatePower(index, powerIds[i], owner);
+			}
 		}
 	}
 
@@ -100,12 +106,15 @@ public class PowerManager
 				return power;
 			}
 		}
-		for(int i=0; i<crystalPowers.Length; i++)
+		if(crystalPowers != null)
 		{
-			Power power = crystalPowers[i];
-			if(power.GetId() == powerId)
+			for(int i=0; i<crystalPowers.Length; i++)
 			{
-				return power;
+				Power power = crystalPowers[i];
+				if(power.GetId() == powerId)
+				{
+					return power;
+				}
 			}
 		}
 		return null;

+ 4 - 3
Assets/Scripts/Battle/Map/Craft/SwapManager.cs

@@ -62,7 +62,7 @@ public class SwapManager
 		requestedSwap = true;
 	}
 	
-	public void Swap(Craft newCraft, int craftId)
+	public void Swap(Craft newCraft, int craftId, CraftEquipModify equipModify)
 	{
 		if(craft.IsDead())
 			return;
@@ -72,8 +72,9 @@ public class SwapManager
 		craft.GetHeadBar().HideSpell();
 		isPreparingSwap = false;
 		requestedSwap = false;
-		
-		craft.SetCraftId(craftId);
+
+		craft.SetEquipModify (equipModify);
+		craft.SetCraftId (craftId);
 		
 		craft.bodyTrans.SetParent(null);
 		GameObject.Destroy(craft.bodyTrans.gameObject);

+ 29 - 0
Assets/Scripts/Battle/Map/Map.cs

@@ -34,6 +34,8 @@ public class Map
 	private Dictionary<TeamUtil.Team, FlagBase> flagBaseDict;
 	private Dictionary<TeamUtil.Team, StartPos> startPosDict;
 
+	private Dictionary<int, UAVehicle> uavDict;
+
 	private List<AStarNode> teamBlockList;
 	private List<Block> blockList;
 
@@ -57,6 +59,8 @@ public class Map
 		flagBaseDict = new Dictionary<TeamUtil.Team, FlagBase>();
 		startPosDict = new Dictionary<TeamUtil.Team, StartPos>();
 
+		uavDict = new Dictionary<int, UAVehicle> ();
+
 		teamBlockList = new List<AStarNode>();
 		blockList = new List<Block>();
 	}
@@ -1032,5 +1036,30 @@ public class Map
 		}
 		return craft;
 	}
+
+
+
+
+
+
+	public UAVehicle GetUAVehicle(int userId)
+	{
+		UAVehicle uav = null;
+		uavDict.TryGetValue (userId, out uav);
+		return uav;
+	}
+
+	public void AddUAVehicle(UAVehicle uav)
+	{
+		if (!uavDict.ContainsKey (uav.userId))
+			uavDict.Add (uav.userId, uav);
+		else
+			Debuger.LogError ("Already exist uav "+uav.userId);
+	}
+
+	public void RemoveUAVehicle(UAVehicle uav)
+	{
+		uavDict.Remove (uav.userId);
+	}
 }
 

+ 20 - 5
Assets/Scripts/Battle/Map/Power/Power.cs

@@ -161,7 +161,7 @@ public class Power
 	public int crystalNeed
 	{
 		get{
-			return data.crystal;
+			return 0;//data.crystal;
 		}
 	}
 
@@ -209,14 +209,19 @@ public class Power
 	{
 		if(icon == null)
 		{
-			int iconId = StringUtil.ToInt(data.icon);
-			if(iconId == 0)
-				iconId = data.id;
-			icon = Resources.Load<Sprite>("Textures/PowerIcon/"+iconId);
+			icon = GetIcon (data);
 		}
 		return icon;
 	}
 
+	public static Sprite GetIcon(PowerData powerData)
+	{
+		int iconId = StringUtil.ToInt(powerData.icon);
+		if(iconId == 0)
+			iconId = powerData.id;
+		return Resources.Load<Sprite>("Textures/PowerIcon/"+iconId);
+	}
+
 	public TargetRange GetTargetRange()
 	{
 		return targetRange;
@@ -297,6 +302,16 @@ public class Power
 		return data.decay;
 	}
 
+	public float GetEffectValue()
+	{
+		if (owner.typeId == MapObjectUtil.TypeId.UAV.GetHashCode ()) {
+			UAVehicle uav = owner as UAVehicle;
+			Debuger.LogError ("GetEffectValue " + GetValue() * uav.GetDamage());
+			return GetValue() * uav.GetDamage ();
+		}
+		return GetValue () * GetOwner ().GetPowerManager ().GetDamage ();
+	}
+
 	public int GetBuff()
 	{
 		return data.buff;

+ 12 - 8
Assets/Scripts/Battle/Map/Power/PowerHandler.cs

@@ -262,7 +262,7 @@ public class PowerHandler
 				{
 					Bullet bullet = BulletFactory.CreateBullet<Bullet>(power.GetGraphicEffect());
 					bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
-					bullet.damage = (power.GetValue()/power.GetNumBullets()) * power.GetOwner().GetPowerManager().GetDamage();
+					bullet.damage = power.GetEffectValue() / power.GetNumBullets();
 					bulletList.Add(bullet);
 				}
 				
@@ -284,7 +284,7 @@ public class PowerHandler
 		NovaBullet novaBullet = BulletFactory.CreateBullet<NovaBullet>(power.GetGraphicEffect());
 		novaBullet.Init(battleController.GetMap(), power.GetOwner().position, null, power);
 		novaBullet.targetIds = arr;
-		novaBullet.damage = power.GetValue();
+		novaBullet.damage = power.GetEffectValue();
 	}
 
 	private void ParseMelee(Power power, ISFSObject data, BattleController battleController)
@@ -306,7 +306,7 @@ public class PowerHandler
 				{
 					Bullet bullet = BulletFactory.CreateBullet<Melee>(power.GetGraphicEffect());
 					bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
-					bullet.damage = (power.GetValue()/power.GetNumBullets()) * power.GetOwner().GetPowerManager().GetDamage();
+					bullet.damage = power.GetEffectValue() / power.GetNumBullets();
 					bulletList.Add(bullet);
 				}
 				
@@ -338,7 +338,7 @@ public class PowerHandler
 			{
 				Melee bullet = BulletFactory.CreateBullet<Melee>(power.GetGraphicEffect());
 				bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
-				bullet.damage = power.GetValue() * power.GetOwner().GetPowerManager().GetDamage();
+				bullet.damage = power.GetEffectValue();
 				bullet.delayEffect = 0;
 			}
 		}
@@ -355,7 +355,7 @@ public class PowerHandler
 			{
 				ChainBullet bullet = BulletFactory.CreateBullet<ChainBullet>(power.GetGraphicEffect());
 				bullet.origin = originTarget;
-				bullet.damage = power.GetValue() * power.GetOwner().GetPowerManager().GetDamage();
+				bullet.damage = power.GetEffectValue();
 				bullet.delayEffect += i*0.1f;
 				bullet.Init(battleController.GetMap(), originTarget.position, battleObj, power);
 				originTarget = battleObj;
@@ -386,7 +386,7 @@ public class PowerHandler
 
 				Melee bullet = BulletFactory.CreateBullet<Melee>(power.GetGraphicEffect());
 				bullet.Init(battleController.GetMap(), power.GetOwner().position, battleObj, power);
-				bullet.damage = power.GetValue() * power.GetOwner().GetPowerManager().GetDamage();
+				bullet.damage = power.GetEffectValue();
 			}
 		}
 		else
@@ -418,7 +418,11 @@ public class PowerHandler
 		AStarNode node = map.FindNearestEmptyAstarNode(Map.XToColumn(owner.position.x), Map.ZToRow(owner.position.z));
 		craftData.position = new Vector3(Map.GetCenterX(node.X), 0, Map.GetCenterZ(node.Y));
 		craftData.isHero = false;
-		battleController.CreateCraft(craftData);
+
+		CraftEquipModify equipModify = new CraftEquipModify ();
+		equipModify.SetByData (data);
+
+		battleController.CreateCraft(craftData, equipModify);
 	}
 
 	private void ParseSector(Power power, ISFSObject data, BattleController battleController)
@@ -430,7 +434,7 @@ public class PowerHandler
 		SectorBullet bullet = BulletFactory.CreateBullet<SectorBullet>(power.GetGraphicEffect());
 		bullet.Init(battleController.GetMap(), originPos, posTarget, power);
 		bullet.targetIds = arr;
-		bullet.damage = power.GetValue() * power.GetOwner().GetPowerManager().GetDamage();
+		bullet.damage = power.GetEffectValue();
 	}
 
 	private void ParseDash(Power power, ISFSObject data, BattleController battleController)

+ 9 - 0
Assets/Scripts/Battle/Map/Power/ShotManager.cs

@@ -38,6 +38,15 @@ public class ShotManager : MonoBehaviour {
 
 	public void Fire(Power power, List<Bullet> bulletList)
 	{
+		if (bulletList.Count > 0 && power.GetOwner() is Craft && power.GetId () == power.GetOwner ().GetPowerManager ().GetAttack ().GetId ()) {
+			UAVehicle uav = (power.GetOwner () as Craft).GetUAV ();
+			if(uav != null)
+			{
+				Bullet bullet = bulletList [0];
+				uav.Attack (bullet.GetTarget() as Craft);
+			}
+		}
+
 		for(int i=0; i<bulletList.Count; i++)
 		{
 			Bullet bullet = bulletList[i];

+ 9 - 0
Assets/Scripts/Battle/Map/UAV.meta

@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 5cc4289f598391e41854e75cd0467061
+folderAsset: yes
+timeCreated: 1493347077
+licenseType: Pro
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 32 - 0
Assets/Scripts/Battle/Map/UAV/UAVData.cs

@@ -0,0 +1,32 @@
+using UnityEngine;
+using System.Collections;
+using System.Xml;
+
+public class UAVData
+{
+
+	public int id;
+	public string name;
+	public string description;
+	public int equip;
+	public int attack;
+	public int[] powers;
+	public string model;
+
+	public UAVData(XmlElement node = null) 
+	{
+		if(node == null)
+			return;
+
+		id = StringUtil.ToInt (node.GetAttribute("id"));
+		name = node.GetAttribute ("name");
+		description = node.GetAttribute ("description");
+		equip = StringUtil.ToInt (node.GetAttribute("equip"));
+		attack = StringUtil.ToInt (node.GetAttribute("attack"));
+		powers = StringUtil.SplitToInt (node.GetAttribute("power"), '|');
+		model = node.GetAttribute ("model");
+	}
+
+
+
+}

+ 12 - 0
Assets/Scripts/Battle/Map/UAV/UAVData.cs.meta

@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d2361bb4f53c3dc4bbdcf244dd0dee0c
+timeCreated: 1493358992
+licenseType: Pro
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 18 - 0
Assets/Scripts/Battle/Map/UAV/UAVFactory.cs

@@ -0,0 +1,18 @@
+using UnityEngine;
+using System.Collections;
+
+public class UAVFactory
+{
+
+	public static UAVehicle CreateUAVechile(Craft craft, UAVItem uavItem, Map map)
+	{
+		GameObject uavPrefab = Resources.Load<GameObject>(Config.UAV_PREFAB_FOLDER + uavItem.GetData().model);
+		GameObject uavObj = GameObject.Instantiate<GameObject>(uavPrefab);
+		UAVehicle uav = uavObj.GetComponent<UAVehicle> ();
+		uav.Init (map, craft, uavItem);
+		uav.typeId = MapObjectUtil.TypeId.UAV.GetHashCode();
+		return uav;
+	}
+
+}
+

+ 12 - 0
Assets/Scripts/Battle/Map/UAV/UAVFactory.cs.meta

@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 398126d90f7912a4080818d79139919a
+timeCreated: 1493708543
+licenseType: Pro
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 26 - 0
Assets/Scripts/Battle/Map/UAV/UAVItem.cs

@@ -0,0 +1,26 @@
+using UnityEngine;
+using System.Collections;
+
+public class UAVItem
+{
+
+	private UAVData uavData;
+	private Equipment equipment;
+
+	public UAVItem(UAVData uavData, Equipment equipment)
+	{
+		this.uavData = uavData;
+		this.equipment = equipment;
+	}
+
+	public UAVData GetData()
+	{
+		return uavData;
+	}
+
+	public Equipment GetEquipment()
+	{
+		return equipment;
+	}
+}
+

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