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气功波结束后依然眩晕

SZAND\msx_2 10 ヶ月 前
コミット
cb3bcbfb18

+ 1 - 0
ActionTowerDefense/Assets/Resources/Prefab/Conduct/WavePower.prefab

@@ -115,6 +115,7 @@ MonoBehaviour:
   singleTime: 0.5
   continueTime: 2
   hitIntervalTime: 1
+  moreComaTime: 0.5
   targetEnes: []
   singleTarget: {fileID: 0}
   curMinDis: 0

+ 5 - 4
ActionTowerDefense/Assets/Scripts/Conduct/WavePowerSkill.cs

@@ -38,6 +38,7 @@ public class WavePowerSkill : MonoBehaviour
     public float continueTime;
     public float hitIntervalTime;
     private float curHitTime;
+    public float moreComaTime;
 
     [Header("ÊÜ¿ØÄ¿±ê")]
     public List<Enemy> targetEnes = new List<Enemy>();
@@ -98,7 +99,7 @@ public class WavePowerSkill : MonoBehaviour
                     }
                     else if (dis < curMinDis)
                     {
-                        singleTarget.ChangeState(CharacterState.Idle);
+                        //singleTarget.ChangeState(CharacterState.Idle);
                         curMinDis = dis;
                         transform.localScale = new Vector3(curX, curMinDis * longFX, 1);
                         singleTarget = ene;
@@ -116,7 +117,7 @@ public class WavePowerSkill : MonoBehaviour
                     }
                     else
                     {
-                        singleTarget.comaTime = continueTime + 0.5f;
+                        singleTarget.comaTime = continueTime + moreComaTime;
                         singleTarget.ChangeState(CharacterState.Coma);
                         singleTarget.transform.position -= new Vector3(longFX * longSpeed * Time.deltaTime, 0, 0);
                         curHitTime += Time.deltaTime;
@@ -134,7 +135,7 @@ public class WavePowerSkill : MonoBehaviour
                 {
                     if (!ene.isDie)
                     {
-                        ene.comaTime = continueTime + 0.5f;
+                        ene.comaTime = continueTime + moreComaTime;
                         ene.ChangeState(CharacterState.Coma);
                         ene.transform.position -= new Vector3(longSpeed * Time.deltaTime, 0, 0);
                         curHitTime += Time.deltaTime;
@@ -190,7 +191,7 @@ public class WavePowerSkill : MonoBehaviour
         {
             Enemy ene = other.GetComponentInParent<Enemy>();
             targetEnes.Remove(ene);
-            ene.ChangeState(CharacterState.Idle);
+            //ene.ChangeState(CharacterState.Idle);
         }
     }
 }