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@@ -191,6 +191,7 @@ public class PlayerController : MoveCharacter
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public GameObject angryBulletObj;
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//扇形飞剑
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public GameObject fanFlyingSwords;
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+ [Header("飞剑角度范围")]public float flyingSwordsAngleRange;
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public enum ConductSkills
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{
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@@ -203,8 +204,7 @@ public class PlayerController : MoveCharacter
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SwordsControl, //气功师:御剑术
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AngryBullet, //弓箭手:怨气弹
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- FlyingSwords60, //60扇形飞剑
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- FlyingSwords360, //360扇形飞剑
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+ FlyingSwords, //扇形飞剑
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}
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@@ -906,13 +906,13 @@ public class PlayerController : MoveCharacter
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costMp = false;
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}
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break;
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- case ConductSkills.FlyingSwords60:
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+ case ConductSkills.FlyingSwords:
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if (demonicDic[0].Count > 0)
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{
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GameObject obj = Instantiate(fanFlyingSwords);
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FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
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FFS.owner = this;
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- FFS.angleRange = 60;
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+ FFS.angleRange = flyingSwordsAngleRange;
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FFS.swordsNum = demonicDic[0].Count * 7;
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FFS.Biu();
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}
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@@ -921,22 +921,6 @@ public class PlayerController : MoveCharacter
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costMp = false;
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}
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break;
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- case ConductSkills.FlyingSwords360:
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- if (demonicDic[0].Count > 0 || demonicDic[2].Count > 0)
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- {
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- GameObject obj = Instantiate(fanFlyingSwords);
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- FanFlyingSwords FFS = obj.GetComponent<FanFlyingSwords>();
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- FFS.owner = this;
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- FFS.angleRange = 360;
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- FFS.swordsNum = demonicDic[0].Count * 2 + demonicDic[2].Count * 5;
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- FFS.Biu();
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-
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- }
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- else
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- {
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- costMp = false;
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- }
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- break;
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}
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if (costMp)
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{
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