Kaynağa Gözat

修改基地石柱位置、英灵从石柱后面出生、英灵出生数量限制

SZAND\msx_2 1 yıl önce
ebeveyn
işleme
8ea8c1b458

+ 4 - 4
ActionTowerDefense/Assets/Scripts/Spirits/Base_Spirits/BackDoor.cs

@@ -37,12 +37,12 @@ public class BackDoor : MonoBehaviour
 
     public void LionDark(int id)
     {
-        print(id);
         lions[id].SetActive(false);
     }
 
     private void Update()
     {
+        //Ò»ÕµÕµµÆµãÁÁ
         if (canCount)
         {
             pastTime += Time.deltaTime;
@@ -51,10 +51,10 @@ public class BackDoor : MonoBehaviour
                 pastTime = 0;
                 for(int i = 0; i < 6; i++)
                 {
-                    if (!SpiritOutDoor.restPoses[i])
+                    if (SpiritOutDoor.restPoses[i] == 2)
                     {
-                        SpiritOutDoor.restPoses[i] = true;
-                        LionGreen(i);
+                        SpiritOutDoor.restPoses[i] = 0;
+                        LionGreen(5 - i);
                         break;
                     }
                 }

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Spirits/Base_Spirits/Base_Spirits.cs

@@ -116,7 +116,7 @@ public class Base_Spirits : MonoBehaviour
                         }
                         SpiritOutDoor.curPos--;
                         bd.maxSpirits++;
-                        SpiritOutDoor.restPoses[posId] = true;
+                        SpiritOutDoor.restPoses[posId] = 2;
                         bd.canCount = true;
                     }
                 }

+ 6 - 5
ActionTowerDefense/Assets/Scripts/Spirits/Base_Spirits/SpiritOutDoor.cs

@@ -36,13 +36,14 @@ public class SpiritOutDoor : MonoBehaviour
     public GameObject[] qualityBackgrounds;
     //public GameObject isLooking1;
     //public GameObject isLooking2;
-    public List<GameObject> outSpirits;
+    //public List<GameObject> outSpirits;
 
     public GameObject poses;
     public int maxPos = 6;
     static public int curPos;
 
-    static public bool[] restPoses = new bool[6] { true, true, true, true, true, true };
+    //0:亮着灯,可召唤; 1:暗着灯,身后有灵,可获取; 2:暗着灯,身后无灵,可点亮
+    static public int[] restPoses = new int[6] { 0, 0, 0, 0, 0, 0 };
     public int index;
 
     private void RandomSpirit()
@@ -56,9 +57,9 @@ public class SpiritOutDoor : MonoBehaviour
     {
         for(int i = 0; i < 6; i++)
         {
-            if (restPoses[i])
+            if (restPoses[i] == 0)
             {
-                restPoses[i] = false;
+                restPoses[i] = 1;
                 Vector3 pos = poses.transform.GetChild(i).transform.position;
                 index = i;
                 GameObject g = Instantiate(spirits[id].spiritPrefab, pos, new Quaternion(0, 0, 0, 0), null);
@@ -67,7 +68,7 @@ public class SpiritOutDoor : MonoBehaviour
                 {
                     doorController.canCount = false;
                 }
-                outSpirits.Add(g);
+                //outSpirits.Add(g);
                 Base_Spirits bs = g.GetComponentInChildren<Base_Spirits>();
                 bs.needCorpse = spirits[id].corpse;
                 bs.type = (int)spirits[id].type;