Browse Source

删除Character中八卦状态

SZAND\msx_2 7 months ago
parent
commit
55476811f0

+ 1 - 1
ActionTowerDefense/Assets/Scripts/BaGua/BaGuaTrigger.cs

@@ -61,7 +61,7 @@ public class BaGuaTrigger : MonoBehaviour
                                     Giant[k].Turn();
                                 }
                             }
-                            Giant[k].ChangeState(CharacterState.BaGua);
+                            //Giant[k].ChangeState(CharacterState.BaGua);
                         }
                         break;
                     }

+ 1 - 3
ActionTowerDefense/Assets/Scripts/Characters/Character.cs

@@ -26,9 +26,7 @@ public enum CharacterState
     Float = 15,             //空中漂浮
 
     Coma = 21,              //昏迷
-    RushAttack = 22,        //带攻击的冲刺
-    Transfiguration = 23,   //变身
-    BaGua = 24,             //八卦状态
+
     LockSoul = 25,          //在锁魂塔中
     Conduct = 26,           //在指挥中
     SpecialStatus,

+ 1 - 29
ActionTowerDefense/Assets/Scripts/Characters/Demonic.cs

@@ -609,29 +609,6 @@ public class Demonic : MoveCharacter
                         }
                     }
                 }
-                break;
-            case CharacterState.BaGua:
-                if (adsorbTime < 0.5)
-                {
-                    adsorbTime += Time.deltaTime * adsorbSpeed;
-                    transform.position = Vector3.Lerp(transform.position, adsorbTarget, adsorbTime);
-                }
-                else
-                {
-                    transform.position = adsorbTarget;
-                    if (effectPrefab != null)
-                    {
-                        GameObject effect = Instantiate(effectPrefab);
-                        effect.transform.position = transform.position;
-                    }
-                    if (!isSpirit)
-                    {
-                        Corpse.allCorpsesNum += 1;
-                        Corpse.isChange = true;
-                    }
-                    gameObject.SetActive(false);
-                }
-
                 break;
             case CharacterState.LockSoul:
                 if (!isReturnSoulTower)
@@ -715,7 +692,7 @@ public class Demonic : MoveCharacter
 
     public override void ChangeState(CharacterState newState)
     {
-        if (state == newState || state == CharacterState.BaGua)
+        if (state == newState)
         {
             return;
         }
@@ -821,11 +798,6 @@ public class Demonic : MoveCharacter
             case CharacterState.Float:
                 canMove = false;
                 break;
-            case CharacterState.BaGua:
-                rb.velocity = Vector3.zero;
-                ani.Play("idle", 0, 0);
-                DropSouls();
-                break;
             case CharacterState.LockSoul:
                 rb.velocity = Vector3.zero;
                 ani.Play("walk", 0, 0);

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Characters/MoveCharacter.cs

@@ -183,7 +183,7 @@ public class MoveCharacter : Character
 
     public void FloatStateOn()
     {
-        if (isInvisible || state == CharacterState.BaGua)
+        if (isInvisible)
         {
             return;
         }

+ 0 - 83
ActionTowerDefense/Assets/Scripts/Characters/PlayerController.cs

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