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角色冲刺不会下落

wgl 6 månader sedan
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57b388626a
1 ändrade filer med 7 tillägg och 46 borttagningar
  1. 7 46
      ActionTowerDefense/Assets/Scripts/Characters/PlayerController.cs

+ 7 - 46
ActionTowerDefense/Assets/Scripts/Characters/PlayerController.cs

@@ -497,27 +497,20 @@ public class PlayerController : MoveCharacter
     //¶ÁÈ¡ÊÖ±ú²ÎÊý
     private void OnMove(InputValue value)
     {
-        if (canMove)
-        {
-            leftDir = value.Get<Vector2>();
-        }
-        else
-        {
-            leftDir = Vector3.zero;
-        }
+        leftDir = value.Get<Vector2>();
         moveVec = value.Get<Vector2>();
     }
 
     void OnJump()
     {
-        if (canJump && canMove)
+        if (canJump)
         {
             isClickBtnJump = true;
         }
     }
     void OnSummon0()
     {
-        if (!isFloat && canMove && nowConductButton == -1)
+        if (nowConductButton == -1)
         {
             isClickBtnWest = true;
             nowConductButton = 0;
@@ -537,7 +530,7 @@ public class PlayerController : MoveCharacter
 
     void OnSummon1()
     {
-        if (!isFloat && canMove && nowConductButton == -1)
+        if (nowConductButton == -1)
         {
             isClickBtnSouth = true;
             nowConductButton = 1;
@@ -557,7 +550,7 @@ public class PlayerController : MoveCharacter
 
     void OnSummon2()
     {
-        if (!isFloat && canMove && nowConductButton == -1)
+        if (nowConductButton == -1)
         {
             isClickBtnEast = true;
             nowConductButton = 2;
@@ -854,7 +847,6 @@ public class PlayerController : MoveCharacter
                     MT.demonicNum = boostNum;
                     break;
                 case ConductSkills.WavePower:
-                    canMove = false;
                     rb.constraints = RigidbodyConstraints.FreezeAll;
                     rb.useGravity = false;
                     conductCanRelease[cacheConductId] = false;
@@ -1430,22 +1422,6 @@ public class PlayerController : MoveCharacter
                         break;
                     }
                 }
-
-                //if (leftDir.magnitude < 0.3f)
-                //{
-                //    if (bodyTrans.localScale.x > 0)
-                //    {
-                //        rushDir = Vector3.left;
-                //    }
-                //    else
-                //    {
-                //        rushDir = Vector3.right;
-                //    }
-                //}
-                //else
-                //{
-                //    rushDir = leftDir.normalized;
-                //}
                 rb.velocity = rushDir * rushSpeed;
                 break;
             case CharacterState.Sprint:
@@ -1465,22 +1441,6 @@ public class PlayerController : MoveCharacter
                 }
                 mp -= sprintCostMp * Time.deltaTime;
                 uiMp.Show(mp, totalMp);
-                //CheckTurn();
-                //if (leftDir.magnitude < 0.3f)
-                //{
-                //    if (bodyTrans.localScale.x > 0)
-                //    {
-                //        rushDir = Vector3.left;
-                //    }
-                //    else
-                //    {
-                //        rushDir = Vector3.right;
-                //    }
-                //}
-                //else
-                //{
-                //    rushDir = leftDir.normalized;
-                //}
                 rb.velocity = rushDir * rushSpeed;
                 break;
             case CharacterState.Die:
@@ -1682,6 +1642,7 @@ public class PlayerController : MoveCharacter
                 velocity = Vector3.zero;
                 break;
             case CharacterState.Sprint:
+                rb.useGravity = true;
                 velocity = Vector3.zero;
                 break;
             case CharacterState.Die:
@@ -1768,7 +1729,7 @@ public class PlayerController : MoveCharacter
                 break;
             case CharacterState.Sprint:
                 aniCollider.Play("Sprint", 0, 0);
-                //ani.Play("rush_loop", 0, 0);
+                rb.useGravity = false;
                 velocity = rushDir * rushSpeed;
                 break;
             case CharacterState.Die: