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混合效果调整为1秒

WGL il y a 2 mois
Parent
commit
cf62b23ef2

+ 1 - 8
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Sword.prefab

@@ -212,7 +212,6 @@ MonoBehaviour:
   isDie: 0
   isRevive: 0
   invincibleTime: 0
-  isBeHitBySummonAttack: 0
   statePre: {fileID: 4272231268506418309, guid: cf5ca93704f49c744b0d6cfc2cd25a01, type: 3}
   ls: {fileID: 0}
   isInSoulTower: 0
@@ -379,7 +378,6 @@ MonoBehaviour:
     minAttackDis: 0
     searchMode: 0
     canHitFly: 1
-    armorPiercing: 0
     bulletPrefab: {fileID: 0}
     shootPos: []
     maxUpAngle: 0
@@ -443,7 +441,6 @@ MonoBehaviour:
     minAttackDis: 0
     searchMode: 0
     canHitFly: 1
-    armorPiercing: 0
     bulletPrefab: {fileID: 0}
     shootPos: []
     maxUpAngle: 0
@@ -507,7 +504,6 @@ MonoBehaviour:
     minAttackDis: 0
     searchMode: 0
     canHitFly: 1
-    armorPiercing: 0
     bulletPrefab: {fileID: 0}
     shootPos: []
     maxUpAngle: 0
@@ -572,7 +568,6 @@ MonoBehaviour:
     minAttackDis: 0
     searchMode: 0
     canHitFly: 1
-    armorPiercing: 0
     bulletPrefab: {fileID: 0}
     shootPos: []
     maxUpAngle: 0
@@ -637,7 +632,6 @@ MonoBehaviour:
     minAttackDis: 0
     searchMode: 0
     canHitFly: 0
-    armorPiercing: 0
     bulletPrefab: {fileID: 0}
     shootPos: []
     maxUpAngle: 0
@@ -788,7 +782,6 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   rb: {fileID: 0}
   moveCharacter: {fileID: 0}
-  canOnGiant: 1
   haveGravity: 1
   trigGroundList: []
   platform: {fileID: 0}
@@ -1257,7 +1250,7 @@ MonoBehaviour:
   translator:
     autoReset: 1
     useCustomMixMode: 1
-    layerMixModes: 01000000
+    layerMixModes: 00000000
     layerBlendModes: 01000000
   updateTiming: 1
 --- !u!1 &8203964573996106666

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Characters/Demonic.cs

@@ -689,7 +689,7 @@ public class Demonic : MoveCharacter
             case CharacterState.Idle:
                 if (!isConAttack || attackController.attackInterval > 0)
                 {
-                    ani.CrossFade(AnimatorHash.ANIMATOR_idle, 0.2f);
+                    ani.CrossFade(AnimatorHash.ANIMATOR_idle, 1);
                 }
                 rb.velocity = Vector3.zero;
                 isConAttack = false;