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优化英灵刺客效果

LAPTOP-OM1V99U2\永远de小亡灵 1 rok pred
rodič
commit
1cd594e0f6

+ 15 - 29
ActionTowerDefense/Assets/Resources/Prefab/FX/blade_light.prefab

@@ -4897,8 +4897,8 @@ Transform:
   m_GameObject: {fileID: 6775899337404721144}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1, y: 1, z: 1}
-  m_ConstrainProportionsScale: 0
+  m_LocalScale: {x: 2, y: 2, z: 2}
+  m_ConstrainProportionsScale: 1
   m_Children:
   - {fileID: 784986662937380771}
   - {fileID: 3059425119339792617}
@@ -14621,8 +14621,8 @@ GameObject:
   serializedVersion: 6
   m_Component:
   - component: {fileID: 7473170563405908937}
+  - component: {fileID: 4094208199863255350}
   - component: {fileID: 7414042625370929500}
-  - component: {fileID: 7485360237884938143}
   - component: {fileID: 8541051486027365006}
   m_Layer: 0
   m_Name: blade_light
@@ -14647,6 +14647,18 @@ Transform:
   m_Father: {fileID: 0}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!114 &4094208199863255350
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 7473170563405908938}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 0e7221e961160e044aca9575b6252c6d, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
 --- !u!65 &7414042625370929500
 BoxCollider:
   m_ObjectHideFlags: 0
@@ -14660,32 +14672,6 @@ BoxCollider:
   serializedVersion: 2
   m_Size: {x: 0.5, y: 0.5, z: 1}
   m_Center: {x: 0, y: 0, z: 0}
---- !u!114 &7485360237884938143
-MonoBehaviour:
-  m_ObjectHideFlags: 0
-  m_CorrespondingSourceObject: {fileID: 0}
-  m_PrefabInstance: {fileID: 0}
-  m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 7473170563405908938}
-  m_Enabled: 1
-  m_EditorHideFlags: 0
-  m_Script: {fileID: 11500000, guid: 9a4a2dbc1e482cd4b9f1532e1fddcb30, type: 3}
-  m_Name: 
-  m_EditorClassIdentifier: 
-  owner: {fileID: 0}
-  rb: {fileID: 0}
-  trigedObjs: []
-  damage: 0
-  force: 0
-  changeHurt: 0
-  repelValue: 0
-  bulletType: 0
-  isGetTarget: 0
-  speed: 20
-  maxFlyTime: 2
-  flyTime: 0
-  isTrack: 0
-  trackTarget: {fileID: 0}
 --- !u!54 &8541051486027365006
 Rigidbody:
   m_ObjectHideFlags: 0

+ 5 - 3
ActionTowerDefense/Assets/Resources/Prefab/Spirits_Assassin.prefab

@@ -181,12 +181,12 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 650247f9c3a070a419cde11fb87b7afe, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  moveSpeed: 30
+  moveSpeed: 25
   rb: {fileID: 2437299196472462355}
   demonic: {fileID: 2437299196472462353}
   isDash: 1
   time: 0
-  dashTime: 0.5
+  dashTime: 0.8
   dashAttackEffect: {fileID: 0}
   offset: 2
   dashEffect: {fileID: 5670168015807601097}
@@ -824,10 +824,12 @@ MonoBehaviour:
   damage: 100
   force: {x: 0, y: 0, z: 0}
   changeHurt: 1
-  repelValue: 51
+  repelValue: 200
   beHitTriggers: []
   enemy: []
   offset: 2
+  rushEffect: {fileID: 7473170563405908938, guid: 8ad3c225050205945b10657aa300afd6, type: 3}
+  targetY: 1
 --- !u!54 &8257178686841521685
 Rigidbody:
   m_ObjectHideFlags: 0

+ 16 - 0
ActionTowerDefense/Assets/Scripts/Spirits/BladeLight.cs

@@ -0,0 +1,16 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class BladeLight : MonoBehaviour
+{
+    float time;
+    private void Update()
+    {
+        time += Time.deltaTime;
+        if (time >= 1)
+        {
+            Destroy(gameObject);
+        }
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Spirits/BladeLight.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0e7221e961160e044aca9575b6252c6d
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 12 - 0
ActionTowerDefense/Assets/Scripts/Spirits/DashEffect.cs

@@ -13,6 +13,15 @@ public class DashEffect : MonoBehaviour
     public List<Character> beHitTriggers = new List<Character>();
     public List<GameObject> enemy = new List<GameObject>();
     public float offset;
+    public GameObject rushEffect;
+    public float targetY;
+    private void Update()
+    {
+        if (canHit)
+        {
+            transform.gameObject.SetActive(false);
+        }
+    }
     //private void Update()
     //{
     //    if (canHit)
@@ -41,6 +50,9 @@ public class DashEffect : MonoBehaviour
             //beHitTriggers.Add(other.GetComponentInParent<Character>());
             //enemy.Add(other.transform.parent.parent.parent.gameObject);
             other.GetComponentInParent<Character>().BeHit(damage, force, changeHurt, repelValue);
+            GameObject effect = Instantiate(rushEffect);
+            effect.transform.position = new Vector3(other.transform.position.x,
+                transform.position.y + targetY,0);
         }
     }
 }

+ 8 - 5
ActionTowerDefense/Assets/Scripts/Spirits/Spirits_Dash.cs

@@ -10,7 +10,7 @@ public class Spirits_Dash : MonoBehaviour
     public bool isDash;
     [HideInInspector]
     public float time;
-    public float dashTime = 0.5f;
+    public float dashTime = 0.8f;
     public GameObject dashAttackEffect;
     public float offset;
     public DashEffect dashEffect;
@@ -25,18 +25,21 @@ public class Spirits_Dash : MonoBehaviour
             if(time >= dashTime)
             {
                 DashAttackEffect();
-                
+                dashEffect.canHit = true;
+                demonic.ChangeState(CharacterState.Fall);
+                this.enabled = false;
+
             }
-            if(time >= 1.34f)
+            if(time >= 1.33f)
             {
-                this.enabled = false;
+                
             }
         }
     }
     void DashAttackEffect()
     {
         rb.velocity = Vector3.zero;
-        dashEffect.canHit = true;
+        
     }
     private void Dash()
     {