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@@ -262,7 +262,11 @@ public class AttributeStatus : MonoBehaviour
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{
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{
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if (curSpecialStates != SpecialState.Null && curSpecialStates <= specialState)
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if (curSpecialStates != SpecialState.Null && curSpecialStates <= specialState)
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{
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{
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- return false;
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+ return true;
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+ }
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+ if(curSpecialStates == SpecialState.Null)
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+ {
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+ return true;
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}
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}
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return true;
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return true;
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}
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}
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@@ -270,7 +274,7 @@ public class AttributeStatus : MonoBehaviour
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//Êܵ½Æ¯¸¡
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//Êܵ½Æ¯¸¡
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public void AddFloat(AttackInfo.FloatState floatState)
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public void AddFloat(AttackInfo.FloatState floatState)
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{
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{
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- if (PriorityOrder(SpecialState.FloatState))
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+ if (!PriorityOrder(SpecialState.FloatState))
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{
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{
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return;
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return;
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}
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}
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@@ -301,7 +305,7 @@ public class AttributeStatus : MonoBehaviour
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{
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{
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return;
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return;
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}
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}
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- if (PriorityOrder(SpecialState.BlownUp))
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+ if (!PriorityOrder(SpecialState.BlownUp))
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{
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{
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return;
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return;
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}
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}
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@@ -313,6 +317,7 @@ public class AttributeStatus : MonoBehaviour
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}
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}
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rb.AddForce(vec3 * blowUp.force * (1 - resistances.BlowUp), ForceMode.Impulse);
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rb.AddForce(vec3 * blowUp.force * (1 - resistances.BlowUp), ForceMode.Impulse);
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curSpecialStates = SpecialState.BlownUp;
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curSpecialStates = SpecialState.BlownUp;
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+ character.ani.Play("hitted",0,0);
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character.ChangeState(CharacterState.SpecialStatus_BlowUp);
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character.ChangeState(CharacterState.SpecialStatus_BlowUp);
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}
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}
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@@ -323,7 +328,7 @@ public class AttributeStatus : MonoBehaviour
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{
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{
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return;
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return;
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}
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}
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- if (PriorityOrder(SpecialState.ShotDown))
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+ if (!PriorityOrder(SpecialState.ShotDown))
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{
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{
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return;
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return;
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}
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}
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@@ -337,18 +342,20 @@ public class AttributeStatus : MonoBehaviour
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rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
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rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
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rb.AddForce(vec3 * shotDown.force * (1 - resistances.ShotDown), ForceMode.Impulse);
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rb.AddForce(vec3 * shotDown.force * (1 - resistances.ShotDown), ForceMode.Impulse);
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curSpecialStates = SpecialState.ShotDown;
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curSpecialStates = SpecialState.ShotDown;
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+ character.ani.Play("hitted", 0, 0);
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character.ChangeState(CharacterState.SpecialStatus_ShotDown);
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character.ChangeState(CharacterState.SpecialStatus_ShotDown);
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}
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}
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//Êܵ½»÷ÔÎ
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//Êܵ½»÷ÔÎ
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public void AddWeak(AttackInfo.Weak weak)
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public void AddWeak(AttackInfo.Weak weak)
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{
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{
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- if (PriorityOrder(SpecialState.Weak))
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+ if (!PriorityOrder(SpecialState.Weak))
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{
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{
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return;
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return;
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}
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}
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attributeTime = weak.time * (1 - resistances.Weak);
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attributeTime = weak.time * (1 - resistances.Weak);
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curSpecialStates = SpecialState.Weak;
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curSpecialStates = SpecialState.Weak;
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+ character.ani.Play("weak", 0, 0);
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character.ChangeState(CharacterState.SpecialStatus_Weak);
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character.ChangeState(CharacterState.SpecialStatus_Weak);
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}
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}
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