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修复刺客冲刺会受到僵直影响问题

WGL 2 maanden geleden
bovenliggende
commit
706c6c6cb7
1 gewijzigde bestanden met toevoegingen van 4 en 2 verwijderingen
  1. 4 2
      ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Assassin.cs

+ 4 - 2
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Assassin.cs

@@ -31,10 +31,12 @@ public class ESpirits_Assassin : Enemy
     private Vector3 startRushPos;
     private float endTime;
     public AnimationClip fall_endAnimationClip;
+    private int oldHitResistance;
     public override void Awake()
     {
         base.Awake();
         endTime = fall_endAnimationClip.length;
+        oldHitResistance = hitResistance;
     }
 
     protected override void Start()
@@ -73,7 +75,7 @@ public class ESpirits_Assassin : Enemy
                                 eSpiritsState = ESpiritsState.Ready;
                                 state = CharacterState.Attack;
                                 rb.velocity = Vector3.zero;
-                                hitFeedbackSystem.canFreeze = false;
+                                hitResistance = 100;
                                 attributeStatus.resistances.controlOrder = 1;
                                 bodyCollider.SetActive(false);
                                 rb.useGravity = false;
@@ -189,7 +191,7 @@ public class ESpirits_Assassin : Enemy
                             eSpiritsState = ESpiritsState.Normal;
                             ani.Play("idle", 0, 0);
                             time = 0;
-                            hitFeedbackSystem.canFreeze = true;
+                            hitResistance = oldHitResistance;
                             attributeStatus.resistances.controlOrder = 0;
                             state = CharacterState.Idle;
                         }