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@@ -134,10 +134,7 @@ public class PlayerController : MoveCharacter
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public GameObject[] cannotConductFXs;
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public List<GameObject> demonicPrefabs;
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public List<Vector3> demonicSummonPos;
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- public Dictionary<int, List<Demonic>> demonicDic;
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- private List<Demonic> arrows = new List<Demonic>();
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- private List<Demonic> giants = new List<Demonic>();
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- private List<Demonic> swords = new List<Demonic>();
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+ public Dictionary<int, List<Demonic>> demonicDic; //0:弓兵,1:胖子,2:棒子,3:融合后的弓兵,4:融合后的胖子,5:融合后的棒子
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[Header("攻击")]
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public PlayerAttackState attackState;
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@@ -455,7 +452,7 @@ public class PlayerController : MoveCharacter
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}
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skeletonMecanim.skeletonDataAsset = playerSpine[playerId];
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demonicDic = new Dictionary<int, List<Demonic>>();
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- for (int i = 0; i < 3; i++)
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+ for (int i = 0; i < 5; i++)
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{
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demonicDic.Add(i, new List<Demonic>());
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}
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@@ -827,9 +824,12 @@ public class PlayerController : MoveCharacter
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GameObject demonicObj = PoolManager.Instantiate(bigGiant[cacheConductId]);
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demonicObj.SetActive(false);
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BigSoldier bs = demonicObj.GetComponent<BigSoldier>();
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- bs.id = cacheConductId;
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+ bs.id = cacheConductId + 3;
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demonicDic[bs.id].Add(bs);
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- demonicNums[bs.id].text = demonicDic[bs.id].Count.ToString();
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+ if(bs.id < 3)
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+ {
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+ demonicNums[bs.id].text = demonicDic[bs.id].Count.ToString();
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+ }
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int tempthp = boostNum * temptHp;
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bs.playerID = playerId;
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demonicObj.transform.parent = null;
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@@ -886,8 +886,7 @@ public class PlayerController : MoveCharacter
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d.attackController.addAttackEffect.transform.GetChild(0).gameObject.SetActive(true);
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}
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}
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- giants = newGiants;
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- foreach (Demonic d in giants)
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+ foreach (Demonic d in newGiants)
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{
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int[] damages = d.attackController.curDamage2;
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for (int i = 0; i < damages.Length; i++)
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