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删除没写完的暴击功能

LAPTOP-OM1V99U2\永远de小亡灵 1 năm trước cách đây
mục cha
commit
3bf2d3d5be

+ 1 - 35
ActionTowerDefense/Assets/Scripts/AttackTrigger.cs

@@ -11,30 +11,14 @@ public class AttackTrigger : MonoBehaviour
     public Vector3 force;
     public bool changeHurt;
     public float repelValue;
-    public GameObject spiritsAttackEffect;
     public int offsetY = 1;
     public float hitRate = 1;
-    [HideInInspector]public GameObject Miss;
-    public float criticalRandom;
-    public bool isRandom;
 
     private void Awake()
     {
         owner = GetComponentInParent<Character>();
         
     }
-    private void Update()
-    {
-        if (!isRandom)
-        {
-            criticalRandom = Random.Range(0f, 1f);
-            isRandom = true;
-        }
-    }
-    private void OnDisable()
-    {
-        isRandom = false;
-    }
     private void OnTriggerEnter(Collider other)
     {
         BeHitTrigger hitTrigger = other.GetComponent<BeHitTrigger>();
@@ -54,25 +38,7 @@ public class AttackTrigger : MonoBehaviour
                 trigedObjs.Add(hitTrigger);
                 if (Util.CheckCanHit(owner.tag, hitTrigger.owner.tag) && !hitTrigger.owner.isDie)
                 {
-                    if (criticalRandom < owner.criticalChance)
-                    {
-
-                        hitTrigger.BeHit((int)(damage * owner.criticalMultiplier), force 
-                            * owner.criticalMultiplier, changeHurt, repelValue);
-                        GameObject effect = Instantiate(spiritsAttackEffect);
-                        effect.transform.position = new Vector3(hitTrigger.transform.position.x,
-                            transform.position.y + offsetY, 0);
-                    }
-                    else
-                    {
-                        hitTrigger.BeHit(damage, force, changeHurt, repelValue);
-                        if (spiritsAttackEffect != null)
-                        {
-                            GameObject effect = Instantiate(spiritsAttackEffect);
-                            effect.transform.position = new Vector3(hitTrigger.transform.position.x,
-                                transform.position.y + offsetY, 0);
-                        }
-                    }
+                    hitTrigger.BeHit(damage, force, changeHurt, repelValue);
                     /*
                     if (Random.Range(0f, 1f) < hitRate)
                     {

+ 0 - 1
ActionTowerDefense/Assets/Scripts/Spirits/SmokeDestroy.cs

@@ -22,7 +22,6 @@ public class SmokeDestroy : MonoBehaviour
         AttackTrigger attackTrigger = other.GetComponent<AttackTrigger>();
         if (attackTrigger != null && attackTrigger.transform.parent.gameObject.layer == 8)
         {
-            attackTrigger.Miss = MissUI;
             attackTrigger.hitRate = hitRate;
             return;
         }