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@@ -335,7 +335,7 @@ public class AttributeStatus : MonoBehaviour
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AttackInfo.ShotDown shotDown = attackMethod.attackInfo.shotDown;
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AttackInfo.ShotDown shotDown = attackMethod.attackInfo.shotDown;
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if (shotDown.haveLandingDamage)
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if (shotDown.haveLandingDamage)
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{
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{
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- landingDamage = (int)(Mathf.Abs(transform.position.y - startFlyPos.y) * shotDown.landingDamageRate) /*+ GameManager.instance.downDamage*/;
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+ landingDamage = (int)(Mathf.Abs(transform.position.y - startFlyPos.y) * shotDown.landingDamageRate * (1 - resistances.ShotDown)) /*+ GameManager.instance.downDamage*/;
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landingDamage = Mathf.Clamp(landingDamage, shotDown.minLandingDamage, landingDamage);
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landingDamage = Mathf.Clamp(landingDamage, shotDown.minLandingDamage, landingDamage);
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if (landingDamage > 0)
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if (landingDamage > 0)
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{
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{
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@@ -546,7 +546,7 @@ public class AttributeStatus : MonoBehaviour
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}
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}
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this.attackMethod = attackMethod;
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this.attackMethod = attackMethod;
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AttackInfo.ShotDown shotDown = attackMethod.attackInfo.shotDown;
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AttackInfo.ShotDown shotDown = attackMethod.attackInfo.shotDown;
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- attributeTime = shotDown.time * (1 - resistances.ShotDown);
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+ attributeTime = shotDown.time;
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Vector3 vec3 = new Vector3(
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Vector3 vec3 = new Vector3(
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shotDown.dir.x + UnityEngine.Random.Range(-shotDown.dirRandom.x / 2f, shotDown.dirRandom.x / 2f),
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shotDown.dir.x + UnityEngine.Random.Range(-shotDown.dirRandom.x / 2f, shotDown.dirRandom.x / 2f),
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shotDown.dir.y + UnityEngine.Random.Range(-shotDown.dirRandom.y / 2f, shotDown.dirRandom.y / 2f),
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shotDown.dir.y + UnityEngine.Random.Range(-shotDown.dirRandom.y / 2f, shotDown.dirRandom.y / 2f),
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@@ -568,7 +568,7 @@ public class AttributeStatus : MonoBehaviour
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rb.useGravity = true;
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rb.useGravity = true;
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rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
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rb.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ;
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rb.velocity = Vector3.zero;
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rb.velocity = Vector3.zero;
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- rb.AddForce(vec3 * shotDown.force * (1 - resistances.ShotDown), ForceMode.Impulse);
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+ rb.AddForce(vec3 * shotDown.force, ForceMode.Impulse);
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rb.transform.rotation = Quaternion.Euler(0, 0, 0);
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rb.transform.rotation = Quaternion.Euler(0, 0, 0);
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character.ani.Play("hitted", 0, 0);
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character.ani.Play("hitted", 0, 0);
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character.nowCanFly = false;
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character.nowCanFly = false;
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