|
|
@@ -269,6 +269,7 @@ public class Character : MonoBehaviour
|
|
|
else
|
|
|
{
|
|
|
attackInfo = attack2Infos[shootId];
|
|
|
+ attackInfo.damage = curDamage2[0];
|
|
|
}
|
|
|
GameObject bulletObj = PoolManager.Instantiate(bulletPrefab);
|
|
|
Bullet bullet = bulletObj.GetComponent<Bullet>();
|
|
|
@@ -345,19 +346,23 @@ public class Character : MonoBehaviour
|
|
|
ani.Play("attack_march", 0, 0);
|
|
|
aniCollider.Play("Attack2", 1, 0);
|
|
|
attackTime = totalAttack2Time;
|
|
|
- for (int i = 0; i < attack2Infos.Count; i++)
|
|
|
+ if(attackTriggers.Count > 0)
|
|
|
{
|
|
|
- attackTriggers[i].damage = curDamage2[i];
|
|
|
- attackTriggers[i].changeHurt = attack2Infos[i].changeHurt;
|
|
|
- attackTriggers[i].repelValue = attack2Infos[i].repelValue;
|
|
|
- Vector3 attackDir = attack2Infos[i].attackDir.normalized;
|
|
|
- if (bodyTrans.localScale.x < 0)
|
|
|
+ for (int i = 0; i < attack2Infos.Count; i++)
|
|
|
{
|
|
|
- attackDir.x = -attackDir.x;
|
|
|
- }
|
|
|
- attackTriggers[i].force = attackDir * attack2Infos[i].force;
|
|
|
+ attackTriggers[i].damage = curDamage2[i];
|
|
|
+ attackTriggers[i].changeHurt = attack2Infos[i].changeHurt;
|
|
|
+ attackTriggers[i].repelValue = attack2Infos[i].repelValue;
|
|
|
+ Vector3 attackDir = attack2Infos[i].attackDir.normalized;
|
|
|
+ if (bodyTrans.localScale.x < 0)
|
|
|
+ {
|
|
|
+ attackDir.x = -attackDir.x;
|
|
|
+ }
|
|
|
+ attackTriggers[i].force = attackDir * attack2Infos[i].force;
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
+
|
|
|
ChangeState(CharacterState.Attack);
|
|
|
}
|
|
|
|