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wgl 6 meses atrás
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d084f36c45

+ 46 - 31
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Arrow.prefab

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+ 61 - 41
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Giant.prefab

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+ 47 - 34
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Giant_Yang.prefab

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+ 47 - 34
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Giant_Yin.prefab

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+ 47 - 8
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Sword.prefab

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+--- !u!114 &458493600764543102
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 8769150919382874379}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 1d04dd6e35d71724689001e450625c39, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  curSpecialStates: -1
+  attributeTime: 0
+  resistances:
+    Float: 0
+    BlowUp: 0
+    ShotDown: 0
+    Weak: 0
+    armor: 0
+  decelerationRatioX: 2
+  decelerationRatioY: 15
+  floatingState: 0
+  haveVulnerable: 0
+  vulnerableTime: 0
 --- !u!1 &8802879426389446295
 GameObject:
   m_ObjectHideFlags: 0

+ 1 - 33
ActionTowerDefense/Assets/Scripts/Characters/AttributeStatus.cs

@@ -68,12 +68,6 @@ public class AttributeStatus : MonoBehaviour
     [DisplayOnly] public float vulnerableTime;
     private float vulnerableRate;
 
-    //顿帧
-    private int freezeFrame;
-    [HideInInspector]
-    public bool isFreeze;
-    private RigidbodyConstraints origRC;
-
     private void Awake()
     {
         character = GetComponent<MoveCharacter>();
@@ -89,21 +83,6 @@ public class AttributeStatus : MonoBehaviour
         {
             haveVulnerable = false;
         }
-
-        //顿帧
-        if (isFreeze)
-        {
-            if (freezeFrame <= 0)
-            {
-                isFreeze = false;
-                character.ani.speed = 1;
-                if (character.rb.constraints == RigidbodyConstraints.FreezeAll)
-                {
-                    character.rb.constraints = origRC;
-                }
-            }
-            freezeFrame -= 1;
-        }
     }
 
     //CharacterState为SpecialStatus时调用此函数
@@ -385,16 +364,5 @@ public class AttributeStatus : MonoBehaviour
         haveVulnerable = true;
     }
 
-    //顿帧
-    public void FreezeFrame(int frame)
-    {
-        if (!isFreeze)
-        {
-            origRC = character.rb.constraints;
-        }
-        isFreeze = true;
-        freezeFrame = frame;
-        character.ani.speed = 0;
-        character.rb.constraints = RigidbodyConstraints.FreezeAll;
-    }
+
 }

+ 65 - 0
ActionTowerDefense/Assets/Scripts/Characters/HitFeedbackSystem.cs

@@ -0,0 +1,65 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class HitFeedbackSystem : MonoBehaviour
+{
+    //组件
+    private Character character;
+
+    //顿帧
+    private int freezeFrame;
+    [HideInInspector]
+    public bool isFreeze;
+    private RigidbodyConstraints origRC;
+
+    private void Awake()
+    {
+        character = GetComponent<MoveCharacter>();
+    }
+
+    void Start()
+    {
+        
+    }
+
+    void Update()
+    {
+        //顿帧
+        if (isFreeze)
+        {
+            if (freezeFrame <= 0)
+            {
+                isFreeze = false;
+                character.ani.speed = 1;
+                if (character.rb.constraints == RigidbodyConstraints.FreezeAll)
+                {
+                    character.rb.constraints = origRC;
+                }
+            }
+            freezeFrame -= 1;
+        }
+    }
+
+    //顿帧
+    public void FreezeFrame(int frame)
+    {
+        if (!isFreeze)
+        {
+            origRC = character.rb.constraints;
+        }
+        isFreeze = true;
+        freezeFrame = frame;
+        character.ani.speed = 0;
+        character.rb.constraints = RigidbodyConstraints.FreezeAll;
+    }
+
+    //受到击晕
+    public void EnterHitStun(int time)
+    {
+        //attributeTime = weak.time * (1 - resistances.Weak);
+        //curSpecialStates = SpecialState.Weak;
+        //character.ani.Play("weak", 0, 0);
+        //character.ChangeState(CharacterState.SpecialStatus_Weak);
+    }
+}

+ 11 - 0
ActionTowerDefense/Assets/Scripts/Characters/HitFeedbackSystem.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 38dc6c579f75e924697fbe3639d11c9f
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 0 - 2
ActionTowerDefense/Assets/Scripts/SystemReflect/ScreenReflectPresets.cs

@@ -32,7 +32,6 @@ public class ScreenReflectPresets : MonoBehaviour
 
     //×é¼þ
     public ScreenShake screenShake;
-    public AttributeStatus attributeStatus;
 
     public List<ScreenReflectInfo> reflectPresets;
 
@@ -50,7 +49,6 @@ public class ScreenReflectPresets : MonoBehaviour
                             screenShake.ShakeScreen(sr.level);
                             break;
                         case ScreenReflectEffects.freezeFrame:
-                            attributeStatus.FreezeFrame(sr.frame);
                             break;
                         case ScreenReflectEffects.stun:
                             //Ó²Ö±