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漏传againagain

wgl 6 tháng trước cách đây
mục cha
commit
51d73c3c17

+ 7 - 0
ActionTowerDefense/Assets/Scripts/Characters/AttributeStatus.cs

@@ -143,6 +143,13 @@ public class AttributeStatus : MonoBehaviour
         }
     }
 
+    //Êܵ½Æ¯¸¡
+    public void AddFloat(AttackInfo.FloatState floatState)
+    {
+
+    }
+
+
     //Êܵ½»÷·É
     public void AddBlowUp(AttackInfo.BlowUp blowUp, float dir)
     {

+ 2 - 2
ActionTowerDefense/Assets/Scripts/Characters/Enemy.cs

@@ -667,12 +667,12 @@ public class Enemy : MoveCharacter
         float distance1 = Mathf.Infinity;
         PlayerController player0 = PlayersInput.instance[0];
         PlayerController player1 = PlayersInput.instance[1];
-        if (player0 != null && !player0.isRevive && !player0.isBaseBtnOut)
+        if (player0 != null && !player0.isRevive)
         {
             distance0 = Mathf.Abs(player0.transform.position.x
                 - transform.position.x);
         }
-        if (player1 != null && !player1.isRevive && !player1.isBaseBtnOut)
+        if (player1 != null && !player1.isRevive)
         {
             distance1 = Mathf.Abs(player1.transform.position.x
                 - transform.position.x);

+ 2 - 2
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Float.cs

@@ -83,11 +83,11 @@ public class ESpirits_Float : MonoBehaviour
         player2 = PlayersInput.instance[1];
         float dis1 = Vector2.Distance(player1.transform.position, transform.position);
         float dis2 = Vector2.Distance(player2.transform.position, transform.position);
-        if (!player1.isBaseBtnOut && !player1.isDie && (player2.isBaseBtnOut || player2.isDie || player2 == player1 || dis1 < dis2))
+        if (!player1.isDie && (player2.isDie || player2 == player1 || dis1 < dis2))
         {
             target = player1.gameObject;
         }
-        else if (!player2.isBaseBtnOut && !player2.isDie && (player1.isBaseBtnOut || player1.isDie || dis2 <= dis1))
+        else if (!player2.isDie && (player1.isDie || dis2 <= dis1))
         {
             target = player2.gameObject;
         }

+ 0 - 15
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Invisible.cs

@@ -154,21 +154,6 @@ public class ESpirits_Invisible : MonoBehaviour
                         break;
                     }
                 }
-                else
-                {
-                    PlayerController playerController = 
-                        enemy.targetCharacter.GetComponent<PlayerController>();
-                    if (playerController.isBaseBtnOut)
-                    {
-                        enemy.ChosePlayer();
-                        if (enemy.targetCharacter == null)
-                        {
-                            ChangeState(InvisibleState.Wait);
-                            break;
-                        }
-
-                    }
-                }
                 pos1 = new Vector3(transform.position.x, transform.position.y, 0);
                 pos2 = new Vector3(enemy.targetCharacter.transform.position.x,
                     enemy.targetCharacter.transform.position.y + 1, 0);

+ 0 - 6
ActionTowerDefense/Assets/Scripts/Spirits/SoulBoom.cs

@@ -38,12 +38,6 @@ public class SoulBoom : MonoBehaviour
                         {
                             continue;
                         }
-                        PlayerController playerController = 
-                            characters[i].GetComponent<PlayerController>();
-                        if (playerController != null && playerController.isBaseBtnOut)
-                        {
-                            continue;
-                        }
                         Vector3 target;
                         Vector3 pos1 = characters[i].transform.position;
                         Vector3 pos2 = transform.position;

+ 0 - 5
ActionTowerDefense/Assets/Scripts/Spirits/Spirits_Invisible.cs

@@ -197,11 +197,6 @@ public class Spirits_Invisible : MonoBehaviour
 
                 boomSpeed = minSpeed;
                 PlayerController playerController = PlayersInput.instance[demonic.playerID];
-                if (playerController.isBaseBtnOut)
-                {
-                    targetPos = new Vector3(playerController.transform.position.x, 1, 0);
-                    break;
-                }
                 if (playerController.transform.GetChild(0).localScale.x < 0)
                 {
                     targetPos =