Selaa lähdekoodia

boss去掉跳跃召唤莲花怪

SZAND\msx_2 2 kuukautta sitten
vanhempi
commit
5fd213c0f3

+ 7 - 1
ActionTowerDefense/Assets/Resources/Prefab/Boss/WaterSprite/Boss_Braid.prefab

@@ -70,6 +70,7 @@ MonoBehaviour:
     attackValue: 0
     damage: 0
     attackDir: {x: 0, y: 0, z: 0}
+    effect: {fileID: 0}
     attackEffect: 
     floatState:
       time: 0
@@ -419,6 +420,7 @@ MonoBehaviour:
     attackValue: 0
     damage: 0
     attackDir: {x: 0, y: 0, z: 0}
+    effect: {fileID: 0}
     attackEffect: 
     floatState:
       time: 0
@@ -470,7 +472,7 @@ MonoBehaviour:
   shootPos: []
   shootTrack: 0
   shootAlwaysTrack: 0
-  targetTypes: 0300000002000000
+  targetTypes: 0300000001000000
   beTargetCharacter: []
   attackMethod: []
   curAttackMethod:
@@ -481,6 +483,7 @@ MonoBehaviour:
       attackValue: 0
       damage: 0
       attackDir: {x: 0, y: 0, z: 0}
+      effect: {fileID: 0}
       attackEffect: 
       floatState:
         time: 0
@@ -1056,6 +1059,7 @@ MonoBehaviour:
     attackValue: 0
     damage: 0
     attackDir: {x: 0, y: 0, z: 0}
+    effect: {fileID: 0}
     attackEffect: 
     floatState:
       time: 0
@@ -1104,6 +1108,7 @@ MonoBehaviour:
   isFly: 0
   decelerationRatioX: 2
   decelerationRatioY: 15
+  rotateCenterHeight: 1
   startFlyAngle: 15
   flyingRotateSpeedRange: {x: 15, y: 45}
   compressionDegree: 0.8
@@ -1140,6 +1145,7 @@ MonoBehaviour:
     attackValue: 0
     damage: 0
     attackDir: {x: 0, y: 0, z: 0}
+    effect: {fileID: 0}
     attackEffect: 
     floatState:
       time: 0

+ 11 - 2
ActionTowerDefense/Assets/Scripts/Boss/Boss.cs

@@ -54,6 +54,7 @@ public class Boss : MoveCharacter
 
     [FoldoutGroup("실�斤口")]
     public BossState bossState;
+    private BossState oldState;
     [LabelText("켐제令")]
     public int totalPatience;               //놓迦켐제令�掘
     private int curPatience;                //뎠품켐제令
@@ -221,6 +222,7 @@ public class Boss : MoveCharacter
         {
             return;
         }
+        oldState = bossState;
         switch (bossState)
         {
             case BossState.weak:
@@ -246,8 +248,12 @@ public class Boss : MoveCharacter
                 curPatience = curTotalPatience;
                 //路零켐제係
                 uiPatience.Show(curPatience, curTotalPatience);
+                //헌왕景喝榴檄
                 status.OutSpecialState();
+                //령契
                 nowCanFly = canFly;
+                //꺄렴roar땡뺌
+                ani.Play("roar", 0, 0);
                 break;
         }
         bossState = bs;
@@ -263,8 +269,11 @@ public class Boss : MoveCharacter
                 rb.useGravity = true;
                 break;
             case BossState.rise:
-                int randomAni = RandomWithWeight(weight);
-                ani.Play(idleAniNames[randomAni], 0, 0);
+                if (oldState != BossState.weak)
+                {
+                    int randomAni = RandomWithWeight(weight);
+                    ani.Play(idleAniNames[randomAni], 0, 0);
+                }
                 rb.velocity = Vector3.zero;
                 flyHeight = Random.Range(minFlyHeight, maxFlyHeight);
                 break;

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Boss/WaterGhost/WaterSpriteJumpMove.cs

@@ -178,7 +178,7 @@ public class WaterSpriteJumpMove : MonoBehaviour
                 {
                     Vector3 pos = transform.position;
                     pos.y = 0;
-                    PoolManager.Instantiate(leafGhostPre, pos);
+                    //PoolManager.Instantiate(leafGhostPre, pos);
                     transform.position = nowAim;
                     jumpCount--;
                     if (jumpCount > 0)

+ 2 - 0
ActionTowerDefense/Assets/Scripts/Characters/Character.cs

@@ -95,6 +95,8 @@ public class Character : MonoBehaviour
 
     [Header("角色状态")]
     public bool canFly = false;
+    [LabelText("飞行单位高度可进行修改")]
+    [Tooltip("本来飞行的怪初始化锁定刚体Y轴,勾选这个可以让飞行单位刚体Y轴解锁(例如攻击状态下需要利用刚体向下冲刺的飞鹤)")]
     public bool canControlFly = false;
     [HideInInspector] public bool nowCanFly; //当前是否能飞行
     [LabelText("不会被击落")][Tooltip("本来不能飞行的怪没法被击落,取消勾选这个可以让那些地面怪也被击落(例如爬上树的水猴子)")] public bool canNotShotDown = true;