Ver Fonte

修改漂浮锁人逻辑

SZAND\msx_2 há 1 ano atrás
pai
commit
2c88f54290

+ 2 - 2
ActionTowerDefense/Assets/Resources/Prefab/Spirits_Cook.prefab

@@ -971,7 +971,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!4 &770599430276839403
 Transform:
   m_ObjectHideFlags: 0
@@ -994,7 +994,7 @@ MonoBehaviour:
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_GameObject: {fileID: 6139679835290116115}
-  m_Enabled: 1
+  m_Enabled: 0
   m_EditorHideFlags: 0
   m_Script: {fileID: 11500000, guid: 21f006d2c845e2e43bce70ea7a2d8dcc, type: 3}
   m_Name: 

+ 2 - 1
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Float.cs

@@ -74,7 +74,8 @@ public class ESpirits_Float : MonoBehaviour
 
     private void ChoosePlayer()
     {
-        
+        player1 = PlayersInput.instance[0].gameObject;
+        player2 = PlayersInput.instance[1].gameObject;
         float dis1 = Vector2.Distance(player1.transform.position, transform.position);
         float dis2 = Vector2.Distance(player2.transform.position, transform.position);
         if (dis1 < dis2)

+ 17 - 2
ActionTowerDefense/Assets/Scripts/Spirits/Spirits_Cook.cs

@@ -127,12 +127,10 @@ public class Spirits_Cook : MonoBehaviour
                 if (isEnemy)
                 {
                     ene.canMove = true;
-                    ene.isNonAttack = false;
                 }
                 else
                 {
                     dem.canMove = true;
-                    dem.isNonAttack = false;
                 }
                 break;
             case cookState.sell:
@@ -150,6 +148,23 @@ public class Spirits_Cook : MonoBehaviour
                     dem.canMove = false;
                 }
                 break;
+            default:
+                break;
+        }
+    }
+
+    private void StateAct(cookState cs)
+    {
+        switch (cs)
+        {
+            case cookState.cook:
+                break;
+            case cookState.run:
+                break;
+            case cookState.sell:
+                break;
+            default:
+                break;
         }
     }