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注释原灵魂不稳定状态

LAPTOP-OM1V99U2\永远de小亡灵 1 anno fa
parent
commit
335e25616b

+ 2 - 2
ActionTowerDefense/Assets/Scripts/Character.cs

@@ -113,8 +113,8 @@ public class Character : MonoBehaviour
     public bool attackToFloat = false;      //攻击使敌方漂浮
     public int floatTimes;                  //漂浮次数
     public int hasFloatTimes;
-    public bool isSoulUnstable;             //灵魂不稳定状态
-    public float soulUnstableTime;          //灵魂不稳定状态时间
+    //public bool isSoulUnstable;             //灵魂不稳定状态
+    //public float soulUnstableTime;          //灵魂不稳定状态时间
     public float criticalChance;            //暴击率
     public float criticalMultiplier;       //暴击倍率
 

+ 18 - 18
ActionTowerDefense/Assets/Scripts/MoveCharacter.cs

@@ -315,16 +315,16 @@ public class MoveCharacter : Character
         {
             CharacterFloat();
         }
-        if (isSoulUnstable)
-        {
-            soulUnstableTime -= Time.deltaTime;
-            ChangeMat(2);
-            if(soulUnstableTime < 0)
-            {
-                isSoulUnstable = false;
-                ChangeMat(1);
-            }
-        }
+        //if (isSoulUnstable)
+        //{
+        //    soulUnstableTime -= Time.deltaTime;
+        //    ChangeMat(2);
+        //    if(soulUnstableTime < 0)
+        //    {
+        //        isSoulUnstable = false;
+        //        ChangeMat(1);
+        //    }
+        //}
         if (isInvincible)
         {
             invincibleTime -= Time.deltaTime;
@@ -368,14 +368,14 @@ public class MoveCharacter : Character
                 rb.AddForce(force);
                 return;
             }
-            if (isSoulUnstable)
-            {
-                isSoulUnstable = false;
-                ChangeMat(1);
-                GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
-                Vector3 dir = Vector3.up;
-                soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
-            }
+            //if (isSoulUnstable)
+            //{
+            //    isSoulUnstable = false;
+            //    ChangeMat(1);
+            //    GameObject soulObj = PoolManager.Instantiate(soulPrefab, transform.position);
+            //    Vector3 dir = Vector3.up;
+            //    soulObj.GetComponent<Soul>().Burst(dir * soulStartSpeed);
+            //}
             if (canNotChangeHurt)
             {
                 return;

+ 1 - 1
ActionTowerDefense/Assets/Scripts/PlayerController.cs

@@ -500,7 +500,7 @@ public class PlayerController : MoveCharacter
             {
                 //释放技能,此处暂时先写解除变身
                 isUltimate = true;
-                EndTransfiguration(endChange);
+                //EndTransfiguration(endChange);
             }
         }
     }

+ 8 - 8
ActionTowerDefense/Assets/Scripts/Spirits/SoulBoom.cs

@@ -49,14 +49,14 @@ public class SoulBoom : MonoBehaviour
                         if((characters[i].isTran && characters[i].pc.hp- attackInfo.damage < 0 )
                             ||characters[i].hp - attackInfo.damage < 0)
                         {
-                            characters[i].isSoulUnstable = false;
+                            //characters[i].isSoulUnstable = false;
                             characters[i].BeHit
                                 (attackInfo.damage, Vector3.zero,
                                 attackInfo.changeHurt, attackInfo.repelValue);
                         }
                         else
                         {
-                            characters[i].isSoulUnstable = false;
+                            //characters[i].isSoulUnstable = false;
                             characters[i].BeHit
                                 (attackInfo.damage, Vector3.zero,
                                 attackInfo.changeHurt, attackInfo.repelValue);
@@ -64,12 +64,12 @@ public class SoulBoom : MonoBehaviour
                             characters[i].ChangeState(CharacterState.Hurt);
                             characters[i].rb.AddForce(target * attackInfo.force);
 
-                            if (isTransfiguration)
-                            {
-                                characters[i].isSoulUnstable = true;
-                                characters[i].soulUnstableTime = soulUnstableTime;
-                                characters[i].ChangeMat(2);
-                            }
+                            //if (isTransfiguration)
+                            //{
+                            //    characters[i].isSoulUnstable = true;
+                            //    characters[i].soulUnstableTime = soulUnstableTime;
+                            //    characters[i].ChangeMat(2);
+                            //}
 
                         }