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白鹭动画优化以及攻击冷却调整

3463563132 il y a 2 semaines
Parent
commit
43f7b35863
38 fichiers modifiés avec 440 ajouts et 13 suppressions
  1. 4 3
      ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Egret.prefab
  2. 8 0
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  3. 16 0
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  7. 16 0
      ActionTowerDefense/Assets/Resources/Spine/Enemy_Egret/ReferenceAssets/attack_march.asset
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  9. 16 0
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  11. 16 0
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  19. 16 0
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  21. 16 0
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  22. 8 0
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  23. 16 0
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  25. 16 0
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  27. 16 0
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  28. 8 0
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  29. 16 0
      ActionTowerDefense/Assets/Resources/Spine/Enemy_Egret/ReferenceAssets/view_idle5.asset
  30. 8 0
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  31. 16 0
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  32. 8 0
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  33. 16 0
      ActionTowerDefense/Assets/Resources/Spine/Enemy_Egret/ReferenceAssets/walk.asset
  34. 8 0
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  35. 16 0
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  36. 8 0
      ActionTowerDefense/Assets/Resources/Spine/Enemy_Egret/ReferenceAssets/weak.asset.meta
  37. 9 2
      ActionTowerDefense/Assets/Scripts/Characters/Enemy.cs
  38. 11 8
      ActionTowerDefense/Assets/Scripts/Skills/chargeDownward.cs

+ 4 - 3
ActionTowerDefense/Assets/Resources/Prefab/Enemy/Enemy_Egret.prefab

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@@ -1438,7 +1439,6 @@ MonoBehaviour:
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@@ -1490,7 +1490,7 @@ MonoBehaviour:
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@@ -1683,7 +1683,8 @@ MonoBehaviour:
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   riseDirection: {x: 0, y: 1, z: 0}
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ActionTowerDefense/Assets/Scripts/Characters/Enemy.cs

@@ -631,7 +631,10 @@ public class Enemy : MoveCharacter
             case CharacterState.Idle:
                 if (!isConAttack || attackController.attackInterval > 0)
                 {
-                    ani.Play(AnimatorHash.ANIMATOR_idle, 0, 0);
+                    if (!IsPlayingAnimation(AnimatorHash.ANIMATOR_idle))
+                    {
+                        ani.Play(AnimatorHash.ANIMATOR_idle, 0, 0);
+                    }
                 }
                 rb.velocity = Vector3.zero;
                 break;
@@ -712,7 +715,11 @@ public class Enemy : MoveCharacter
                 break;
         }
     }
-
+    private bool IsPlayingAnimation(int animHash)
+    {
+        AnimatorStateInfo stateInfo = ani.GetCurrentAnimatorStateInfo(0);
+        return stateInfo.shortNameHash == animHash;
+    }
     public void DropSouls()
     {
         int dropSoulNum = Random.Range(dropSoulMin, dropSoulMax + 1);

+ 11 - 8
ActionTowerDefense/Assets/Scripts/Skills/chargeDownward.cs

@@ -29,6 +29,7 @@ public class chargeDownward : MonoBehaviour
 
     [LabelText("冷却时间")]
     public float breakDuration = 0.5f;
+    private float breakEndDuration = 1.4f;
 
     [LabelText("冲刺方向")]
     public Vector3 dashDirection = Vector3.down;
@@ -60,6 +61,7 @@ public class chargeDownward : MonoBehaviour
 
     private Vector3 riseStartPosition; // 记录上升起始位置,用于计算相对高度
     private float breakStartTime;      // 冷却开始时间
+    private float breakEndStartTime;
 
     private Vector3 targetVelocity = Vector3.zero;
 
@@ -167,7 +169,6 @@ public class chargeDownward : MonoBehaviour
                 dashSpeed *= targetRiseHeight/Height;
                 riseSpeed *= 1+(targetRiseHeight / Height-1)/2f;
             }
-            owner.ani.speed = 3.33f / breakDuration;
             owner.ani.Play("attack_fall", 0, 0);
             IsDashing = false;
             isBreaking = true;
@@ -190,8 +191,7 @@ public class chargeDownward : MonoBehaviour
 
         riseStartPosition = transform.position; // 记录上升起点
         IsRising = true;
-        owner.ani.speed = 1f;
-        owner.ani.Play("walk", 0, 0);
+        owner.ani.Play("idle", 0, 0);
 
         Vector3 direction = useLocalSpace ? transform.TransformDirection(riseDirection) : riseDirection;
         if (direction.y < 0) direction.y = -direction.y; // 确保向上
@@ -227,12 +227,16 @@ public class chargeDownward : MonoBehaviour
 
     private void UpdateBreaking()
     {
-        if (!isBreaking) return;
-
-        if (Time.time - breakStartTime >= breakDuration)
+        if (Time.time - breakStartTime >= breakDuration && isBreaking)
         {
+            owner.ani.Play("attack_end", 0, 0);
+            breakEndStartTime = Time.time;
             isBreaking = false;
-            currentState = MovementState.Idle;
+            Debug.Log("休息结束");
+        }
+        if (Time.time - breakEndStartTime >= breakEndDuration && !isBreaking)
+        { 
+           currentState = MovementState.Idle;
         }
     }
 
@@ -252,7 +256,6 @@ public class chargeDownward : MonoBehaviour
             rb.velocity = Vector3.right * findSpeed * direction;
             if (Mathf.Abs(cloestX - x)<0.1)
             {
-                Debug.Log("寻找成功");
                 rb.velocity = Vector3.zero;
                 cloest = null;
                 isFind = false;