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起手式僵直针对不同的起手式可调

WGL 2 mesi fa
parent
commit
d1c7866d7f

+ 2 - 1
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Arrow.prefab

@@ -1354,7 +1354,6 @@ MonoBehaviour:
   isBack: 0
   baseSortingOrder: 8000
   runSpeed: 0
-  summonTime: 0.2
   isReturnSoulTower: 0
   origSoulPos: {x: 0, y: 0, z: 0}
   isRecorded: 0
@@ -1398,6 +1397,8 @@ MonoBehaviour:
   targetTypes: 040000000500000006000000
   attackSummonId: 0
   attackMarchId: 0
+  summonTime:
+  - 0.2
   attackMethod_summon:
   - attackName: attack_summon
     attackType: 1

+ 2 - 1
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Demonic_Giant.prefab

@@ -740,7 +740,6 @@ MonoBehaviour:
   isBack: 0
   baseSortingOrder: 1000
   runSpeed: 0
-  summonTime: 0.5
   isReturnSoulTower: 0
   origSoulPos: {x: 0, y: 0, z: 0}
   isRecorded: 0
@@ -784,6 +783,8 @@ MonoBehaviour:
   targetTypes: 040000000500000006000000
   attackSummonId: 0
   attackMarchId: 0
+  summonTime:
+  - 0.5
   attackMethod_summon:
   - attackName: attack_summon
     attackType: 0

+ 1 - 0
ActionTowerDefense/Assets/Scripts/Characters/AttackController.cs

@@ -276,6 +276,7 @@ public class AttackController : MonoBehaviour
     public List<TargetType> targetTypes;
     [DisplayOnly] public int attackSummonId;
     [DisplayOnly] public int attackMarchId;
+    [LabelText("召唤僵直")] public float[] summonTime;
     [LabelText("攻击模式:起手式")] public AttackMethod[] attackMethod_summon;
     [LabelText("攻击模式:行军式")] public AttackMethod[] attackMethod_march;
     [DisplayOnly] public AttackMethod curAttackMethod;

+ 0 - 1
ActionTowerDefense/Assets/Scripts/Characters/Demonic.cs

@@ -20,7 +20,6 @@ public class Demonic : MoveCharacter
     public bool isBack = false;          //Íù·´·½Ïò×ß
     public int baseSortingOrder;
     public float runSpeed;
-    public float summonTime;
     private bool isFreeze;              //¶³½árb
 
     [Header("Ëø»êËþ")]

+ 7 - 7
ActionTowerDefense/Assets/Scripts/Characters/PlayerController.cs

@@ -35,8 +35,7 @@ public class PlayerController : MoveCharacter
     [HideInInspector]
     public float summonTime;
     [FoldoutGroup("召唤属性")] public float onlySummonTime;
-    [HideInInspector]
-    public float restSummonTime;
+    [FoldoutGroup("召唤属性")] [DisplayOnly] public float restSummonTime;
     private SoldierLevelRecord slr;
     [HideInInspector]
     public float cacheDir;  //召唤的时候按左右召唤结束不会响应手感不好,缓存一下,召唤后摇期间有左右响应的话会转向
@@ -1518,11 +1517,8 @@ public class PlayerController : MoveCharacter
         uiMp.Show(mp, totalMp);
         GameObject demonicObj = PoolManager.Instantiate(prefab);
         Demonic demonic = demonicObj.GetComponent<Demonic>();
-
         slr.SoldierAddLevelBuff(demonic);
-        onlySummonTime = demonic.summonTime;
-        invincibleTime = demonic.summonTime + addSummonInvincibleTime;
-        restSummonTime = onlySummonTime;
+
         demonic.id = id;
         demonic.playerID = playerId;
         if (!demonicDic.ContainsKey(id))
@@ -1565,11 +1561,15 @@ public class PlayerController : MoveCharacter
         demonic.SetSortingOrder(order);
 
         int attackSummonId = nowAttackSummonID;
-        if(lastSoldier != demonic.soldierType)
+
+        if (lastSoldier != demonic.soldierType)
         {
             attackSummonId = 0;
         }
         demonic.attackController.attackSummonId = attackSummonId;
+        onlySummonTime = demonic.attackController.summonTime[attackSummonId];
+        invincibleTime = onlySummonTime + addSummonInvincibleTime;
+        restSummonTime = onlySummonTime;
         demonic.Attack_summon();
         lastSoldier = demonic.soldierType;
         attackSummonId++;