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@@ -36,7 +36,6 @@ public class PlayerController : MoveCharacter
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[Header("玩家属性")]
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public int playerId;
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public bool canJump;
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- public bool canfly;
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public bool endTranSummon; //是否在结束变身后召唤英灵
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[Header("变身英灵")]
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@@ -1093,7 +1092,7 @@ public class PlayerController : MoveCharacter
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foot.trigGroundList.Remove(platform.gameObject);
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}
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}
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- if (canfly)
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+ if (canFly)
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{
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if (leftDir.x > 0.3f || leftDir.x < -0.3f || leftDir.y > 0.3f || leftDir.y < -0.3f)
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{
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@@ -1232,7 +1231,7 @@ public class PlayerController : MoveCharacter
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break;
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}
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CheckTurn();
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- if (canfly)
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+ if (canFly)
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{
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rb.linearVelocity = leftDir.normalized * moveSpeed;
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}
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@@ -1626,7 +1625,7 @@ public class PlayerController : MoveCharacter
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aniCollider.Play("Hurt", 0, 0);
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}
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Vector3 vel = rb.linearVelocity;
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- if (!canfly)
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+ if (!canFly)
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{
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if (foot.TrigGround && vel.y < 0)
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{
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@@ -1674,7 +1673,7 @@ public class PlayerController : MoveCharacter
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default:
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break;
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}
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- if (!foot.TrigGround && !canfly)
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+ if (!foot.TrigGround && !canFly)
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{
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if (rb.linearVelocity.y > 0)
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{
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@@ -1764,7 +1763,7 @@ public class PlayerController : MoveCharacter
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default:
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break;
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}
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-
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+
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foot.trigGroundList.Clear();
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bodyTrans.gameObject.SetActive(false);
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uiHp.transform.parent.gameObject.SetActive(false);
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@@ -1881,6 +1880,7 @@ public class PlayerController : MoveCharacter
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break;
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case CharacterState.Weak:
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beRepelValue = totalBeRepelValue;
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+ newTotalWeakTime = totalWeakTime;
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break;
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case CharacterState.Conduct:
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rb.isKinematic = false;
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@@ -1997,7 +1997,7 @@ public class PlayerController : MoveCharacter
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dieKeepTime = totalDieKeepTime;
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break;
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case CharacterState.Weak:
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- weakTime = totalWeakTime;
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+ weakTime = newTotalWeakTime;
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//hurtKeepTime = minHurtKeepTime;
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break;
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case CharacterState.Conduct:
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@@ -2027,7 +2027,7 @@ public class PlayerController : MoveCharacter
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public Vector3 AirMove(Vector3 velocity)
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{
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CheckTurn();
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- if (canfly)
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+ if (canFly)
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{
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velocity = leftDir.normalized * flySpeed;
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if (transform.position.y > maxFlyHeight && velocity.y > 0)
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@@ -2105,7 +2105,7 @@ public class PlayerController : MoveCharacter
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outlineMats = dem.outlineMats;
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if (dem.canFly)
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{
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- canfly = true;
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+ canFly = true;
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canJump = false;
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rb.useGravity = false;
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}
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