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修复了刺客冲刺会被僵直影响的问题

WGL 2 miesięcy temu
rodzic
commit
3cfcaa8871

+ 2 - 1
ActionTowerDefense/Assets/Scripts/Characters/HitFeedbackSystem.cs

@@ -13,6 +13,7 @@ public class HitFeedbackSystem : MonoBehaviour
     [TabGroup("¶ÙÖ¡")] public bool attackFromHasFreezeFrame;
     [TabGroup("¶ÙÖ¡")] [DisplayOnly] public bool isFreeze;
     [HideInInspector] public bool canFreeze;
+    [HideInInspector] public bool canBeFreeze = true;
     private RigidbodyConstraints origRC;
     private Vector3 velocity;   //¶Ù֡ǰËÙ¶È
     public CharacterState curCharacterState;  //¶Ù֡ǰ״̬
@@ -41,7 +42,7 @@ public class HitFeedbackSystem : MonoBehaviour
     void FixedUpdate()
     {
         //¶ÙÖ¡
-        if (isFreeze)
+        if (canBeFreeze && isFreeze)
         {
             if (character.rb == null)
             {

+ 2 - 0
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Assassin.cs

@@ -86,6 +86,7 @@ public class ESpirits_Assassin : Enemy
                                 aimPrefab.transform.rotation = Quaternion.Euler(0, 0, angleToTarget);
                                 aimPrefab.SetActive(true);
                                 time = 0;
+                                hitFeedbackSystem.canBeFreeze = false;
                             }
                         }
                         break;
@@ -186,6 +187,7 @@ public class ESpirits_Assassin : Enemy
                             time = 0;
                             hitResistance = oldHitResistance;
                             attributeStatus.resistances.controlOrder = 0;
+                            hitFeedbackSystem.canBeFreeze = true;
                             ChangeState(CharacterState.Idle);
                         }
                         break;