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新增怪物隐身效果预制体

LAPTOP-OM1V99U2\永远de小亡灵 пре 1 година
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97dd48ffb4

+ 2 - 2
ActionTowerDefense/Assets/Resources/Prefab/ESpirits_Assassin.prefab

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+guid: 7fc89732eed85b04fb64aab5c6d41d30
+PrefabImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
ActionTowerDefense/Assets/Resources/Prefab/FX/aim.prefab → ActionTowerDefense/Assets/Resources/Prefab/FX/AimEffect.prefab

@@ -10,7 +10,7 @@ GameObject:
   m_Component:
   - component: {fileID: 2762284929821138691}
   m_Layer: 8
-  m_Name: aim
+  m_Name: AimEffect
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0

+ 0 - 0
ActionTowerDefense/Assets/Resources/Prefab/FX/aim.prefab.meta → ActionTowerDefense/Assets/Resources/Prefab/FX/AimEffect.prefab.meta


+ 4 - 4
ActionTowerDefense/Assets/Scripts/Enemy.cs

@@ -41,8 +41,8 @@ public class Enemy : MoveCharacter
     public float soulStartSpeed = 5f;
     public float dropSoulAngle = 60f;
 
-    public bool isSpiritsAttack;
-    public bool isDash;
+    public bool noOnSearchState;
+    public bool noOnState;
 
     private void Awake()
     {
@@ -63,12 +63,12 @@ public class Enemy : MoveCharacter
 
     public override void FixedUpdate()
     {
-        if (!isSpiritsAttack)
+        if (!noOnSearchState)
         {
             OnSearchState();
             
         }
-        if (!isDash)
+        if (!noOnState)
         {
             OnState();
         }

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

@@ -75,7 +75,7 @@ public class ESpirits_Assassin : MonoBehaviour
                 time += Time.deltaTime;
                 if (time > attackCD)
                 {
-                    enemy.isSpiritsAttack = true;
+                    enemy.noOnSearchState = true;
                     time = 0;
                     
                     ChosePlayer();
@@ -90,7 +90,7 @@ public class ESpirits_Assassin : MonoBehaviour
                 if (Vector3.Distance(transform.position, enemy.targetCharacter.transform.position)
                     < hateDistance)
                 {
-                    enemy.isDash = true;
+                    enemy.noOnState = true;
                     character = enemy.targetCharacter.transform.position;
                     enemy.ChangeState(CharacterState.Rush);
                     rb.velocity = Vector3.zero;
@@ -185,8 +185,8 @@ public class ESpirits_Assassin : MonoBehaviour
                 {
                     enemy.searchState = SearchState.NoTarget;
                     enemy.ChangeState(CharacterState.Idle);
-                    enemy.isSpiritsAttack = false;
-                    enemy.isDash = false;
+                    enemy.noOnSearchState = false;
+                    enemy.noOnState = false;
                     
                     state = AssassinState.Normal;
                 }

+ 19 - 0
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Invisible.cs

@@ -0,0 +1,19 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ESpirits_Invisible : MonoBehaviour
+{
+    public Rigidbody rb;
+    public float moveSpeed;
+    public float altitude;
+    private void Update()
+    {
+        Goto(new Vector3(PlayersInput.instance[0].transform.position.x, altitude,0));
+    }
+    public void Goto(Vector3 pos)
+    {
+        Vector3 target = (pos - transform.position).normalized;
+        rb.velocity = target * moveSpeed;
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Invisible.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 63bf8474172e7124b9a3bba45d4101b0
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: