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@@ -789,16 +789,16 @@ public class Demonic : MoveCharacter
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// player.nextSummonNum++;
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// player.nextSummonNum++;
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// }
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// }
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//}
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//}
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- if (GameManager.instance.isGroundEnable && !canFly)
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- {
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- int randomInt = Random.Range(0, 100);
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- if (randomInt < GameManager.instance.groundProbability)
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- {
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- SoulDead soulDead = PoolManager.Instantiate(Resources.Load<GameObject>("Prefab/SoulDead"),transform.position).GetComponent<SoulDead>();
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- soulDead.Init(player, id);
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- soulDead.transform.position = transform.position;
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- }
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- }
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+ //if (GameManager.instance.isGroundEnable && !canFly)
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+ //{
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+ // int randomInt = Random.Range(0, 100);
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+ // if (randomInt < GameManager.instance.groundProbability)
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+ // {
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+ // SoulDead soulDead = PoolManager.Instantiate(Resources.Load<GameObject>("Prefab/SoulDead"),transform.position).GetComponent<SoulDead>();
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+ // soulDead.Init(player, id);
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+ // soulDead.transform.position = transform.position;
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+ // }
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+ //}
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}
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}
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else
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else
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{
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{
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@@ -807,16 +807,16 @@ public class Demonic : MoveCharacter
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dieKeepTime = totalDieKeepTime;
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dieKeepTime = totalDieKeepTime;
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summonEndToDie = false;
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summonEndToDie = false;
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PlayersInput.instance[playerID].OnDemonicRecycle(this);
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PlayersInput.instance[playerID].OnDemonicRecycle(this);
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- if (GameManager.instance.isGroundEnable && !canFly)
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- {
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- int randomInt = Random.Range(0, 100);
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- if (randomInt < GameManager.instance.groundProbability)
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- {
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- SoulDead soulDead = PoolManager.Instantiate(Resources.Load<GameObject>("Prefab/SoulDead"), transform.position).GetComponent<SoulDead>();
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- soulDead.Init(player, id);
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- soulDead.transform.position = transform.position;
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- }
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- }
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+ //if (GameManager.instance.isGroundEnable && !canFly)
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+ //{
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+ // int randomInt = Random.Range(0, 100);
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+ // if (randomInt < GameManager.instance.groundProbability)
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+ // {
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+ // SoulDead soulDead = PoolManager.Instantiate(Resources.Load<GameObject>("Prefab/SoulDead"), transform.position).GetComponent<SoulDead>();
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+ // soulDead.Init(player, id);
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+ // soulDead.transform.position = transform.position;
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+ // }
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+ //}
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}
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}
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break;
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break;
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case CharacterState.LockSoul:
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case CharacterState.LockSoul:
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