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@@ -1841,9 +1841,6 @@ public class PlayerController : MoveCharacter
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cacheDir = 0;
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}
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break;
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- case CharacterState.Transfiguration:
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- rb.isKinematic = false;
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- break;
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case CharacterState.Rush:
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velocity = Vector3.zero;
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break;
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@@ -1927,12 +1924,6 @@ public class PlayerController : MoveCharacter
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cacheDir = 0;
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cacheRush = false;
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break;
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- case CharacterState.Transfiguration:
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- aniCollider.Play("Transfiguration", 0, 0);
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- ani.Play("transfiguration", 0, 0);
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- velocity = Vector3.zero;
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- rb.isKinematic = true;
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- break;
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case CharacterState.Rush:
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aniCollider.Play("Rush", 0, 0);
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ani.Play("rush_loop", 0, 0);
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@@ -2034,80 +2025,6 @@ public class PlayerController : MoveCharacter
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return velocity;
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}
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- public void Transfiguration(int id) //变身
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- {
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- id = id - 3;
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- if (id >= changePrefabs.Count)
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- {
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- Debug.LogError("未配置" + id + "号变身");
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- return;
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- }
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- GameObject prefab = changePrefabs[id];
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- ChangeState(CharacterState.Transfiguration);
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- summonTime = prefab.GetComponent<Demonic>().totalSummonTime;
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- bodyTrans.gameObject.SetActive(false);
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- foot.trigGroundList.Clear();
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- spiritObj = PoolManager.Instantiate(prefab);
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- Demonic dem = spiritObj.GetComponent<Demonic>();
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- dem.id = id;
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- dem.playerID = playerId;
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- spiritObj.transform.parent = transform;
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- spiritObj.transform.localEulerAngles = Vector3.zero;
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- spiritObj.transform.localScale = new Vector3(1, 1, 1);
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- if (bodyTrans.localScale.x > 0)
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- {
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- spiritObj.transform.position = transform.position;
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- if (dem.bodyTrans.localScale.x < 0)
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- {
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- dem.Turn();
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- }
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- }
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- else
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- {
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- spiritObj.transform.position = transform.position;
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- if (dem.bodyTrans.localScale.x > 0)
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- {
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- dem.Turn();
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- }
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- }
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- mecanim = dem.mecanim;
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- ani = dem.ani;
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- bodyTrans = dem.bodyTrans;
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- beSearchTrigger = dem.beSearchTrigger;
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- bulletPrefab = dem.bulletPrefab;
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- searchTrigger = dem.searchTrigger;
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- foot = dem.foot;
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- spinee = dem.spinee;
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- mesh = dem.mesh;
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- mats = dem.mats;
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- soulCollector = dem.soulCollector;
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- outlineMats = dem.outlineMats;
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- if (dem.canFly)
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- {
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- canFly = true;
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- canJump = false;
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- rb.useGravity = false;
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- }
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- /* 法师出场释放浮空场
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- if (id == 3)
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- {
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- if ((int)spirits.currentSpirit == 0)
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- {
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- if (!spiritObj.GetComponent<Demonic>().hasEffect)
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- {
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- spiritObj.GetComponent<Demonic>().hasEffect = true;
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- Instantiate(spirits.floatEffect, spiritObj.transform.position, new Quaternion(0, 0, 0, 0), spiritObj.transform);
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- }
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- }
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- }
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- */
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- endChange = id + 3;
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- curHp = hp;
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- curTotalHp = totalHp;
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- uiHp.Show(hp, totalHp);
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- ChangeState(CharacterState.Idle);
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- }
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-
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public void Summon(int id)
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{
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if (id >= demonicPrefabs.Count)
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