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修复刺客召唤出来后无法冲刺无法攻击问题

WGL 2 місяців тому
батько
коміт
d5f743cbf1

+ 1 - 1
ActionTowerDefense/Assets/Resources/Prefab/ESpirits/ESpirits_Assassin.prefab

@@ -593,7 +593,7 @@ MonoBehaviour:
   reboundXSpeed: 0
   reboundYSpeed: 0
   wallDamage: 0
-  type: 1
+  type: 0
   searchState: 0
   attackRatio: 0
   len: 0

+ 5 - 5
ActionTowerDefense/Assets/Resources/Prefab/MySoldier/Spirits_Assassin.prefab

@@ -66,8 +66,8 @@ BoxCollider:
   m_IsTrigger: 1
   m_Enabled: 1
   serializedVersion: 2
-  m_Size: {x: 2, y: 2, z: 2}
-  m_Center: {x: 0, y: 1.5, z: 0}
+  m_Size: {x: 20, y: 1.81, z: 20}
+  m_Center: {x: 0, y: 0.9, z: 0}
 --- !u!1 &1090663073729466903
 GameObject:
   m_ObjectHideFlags: 0
@@ -515,7 +515,7 @@ MonoBehaviour:
     attackType: 0
     attackInfo:
       attackValue: 0
-      damage: 0
+      damage: 100
       attackDir: {x: 0, y: 0, z: 0}
       attackEffect: 
       floatState:
@@ -565,7 +565,7 @@ MonoBehaviour:
     minAttackDis: 0
     needToChange: 0
     searchMode: 0
-    targetTypes: 010000000300000002000000
+    targetTypes: 040000000500000006000000
     canHitFly: 1
     armorPiercing: 0
     bulletPrefab: {fileID: 0}
@@ -630,7 +630,7 @@ MonoBehaviour:
     minAttackDis: 0
     needToChange: 0
     searchMode: 0
-    targetTypes: 010000000300000002000000
+    targetTypes: 040000000500000006000000
     canHitFly: 1
     armorPiercing: 0
     bulletPrefab: {fileID: 0}

+ 1 - 2
ActionTowerDefense/Assets/Scripts/Characters/Demonic.cs

@@ -29,8 +29,7 @@ public class Demonic : MoveCharacter
     public bool isRecorded;
 
     [Header("¹¥»÷")]
-    [SerializeField]
-    private int curAttackID;
+    public int curAttackID;
     private AttackController.AttackMethod[] am;
     private int len;
     private float pastAttackTime;

+ 12 - 0
ActionTowerDefense/Assets/Scripts/Spirits/Spirits_Assassin.cs

@@ -19,6 +19,16 @@ public class Spirits_Assassin : Demonic
 
     private Vector3 startRushPos;
 
+    public override void Awake()
+    {
+        base.Awake();
+        dashTrigger.attackInfo.damage = attackController.attackMethod[0].attackInfo.damage;
+    }
+    public override void Init()
+    {
+        base.Init();
+        isDash = false;
+    }
     public override void Attack_summon()
     {
         rb.constraints =
@@ -48,6 +58,7 @@ public class Spirits_Assassin : Demonic
         startRushPos = transform.position;
         ani.Play("attack_summon", 0, 0);
         dashTrigger.gameObject.SetActive(true);
+        curAttackID = 1;
     }
 
     public override void OnState()
@@ -67,6 +78,7 @@ public class Spirits_Assassin : Demonic
                         rb.constraints = RigidbodyConstraints.FreezePositionZ
                             | RigidbodyConstraints.FreezeRotation;
                         rb.useGravity = true;
+                        isDash = true;
                         ChangeState(CharacterState.Idle);
                     }
                     return;