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@@ -256,7 +256,7 @@ public class AttributeStatus : MonoBehaviour
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//判断优先级,ture为优先级高于当前控制
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public bool PriorityOrder(SpecialState specialState,AttackInfo attackInfo,Character attackFrom)
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{
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- if (curSpecialStates != SpecialState.Null && curSpecialStates <= specialState)
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+ if (curSpecialStates != SpecialState.Null && curSpecialStates >= specialState)
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{
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curSpecialStates = specialState;
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this.attackInfo = attackInfo;
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@@ -293,7 +293,6 @@ public class AttributeStatus : MonoBehaviour
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height = UnityEngine.Random.Range(floatState.height.x, floatState.height.y);
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attributeTime = floatState.time * (1 - resistances.Float);
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- curSpecialStates = SpecialState.FloatState;
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character.ChangeState(CharacterState.SpecialStatus_Float);
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}
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@@ -307,7 +306,6 @@ public class AttributeStatus : MonoBehaviour
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vec3.x = -vec3.x;
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}
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rb.AddForce(vec3 * blowUp.force * (1 - resistances.BlowUp), ForceMode.Impulse);
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- curSpecialStates = SpecialState.BlownUp;
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character.ani.Play("hitted",0,0);
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hitState = 0;
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character.ChangeState(CharacterState.SpecialStatus_BlowUp);
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@@ -325,7 +323,6 @@ public class AttributeStatus : MonoBehaviour
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rb.useGravity = true;
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rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
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rb.AddForce(vec3 * shotDown.force * (1 - resistances.ShotDown), ForceMode.Impulse);
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- curSpecialStates = SpecialState.ShotDown;
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character.ani.Play("hitted", 0, 0);
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hitState = 0;
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character.ChangeState(CharacterState.SpecialStatus_ShotDown);
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@@ -335,7 +332,6 @@ public class AttributeStatus : MonoBehaviour
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public void AddWeak(AttackInfo.Weak weak)
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{
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attributeTime = weak.time * (1 - resistances.Weak);
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- curSpecialStates = SpecialState.Weak;
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character.ani.Play("weak", 0, 0);
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character.ChangeState(CharacterState.SpecialStatus_Weak);
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}
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