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厨师拖拽状态

SZAND\msx_2 1 år sedan
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incheckning
e1bbe4f9d8

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

@@ -576,7 +576,7 @@ MonoBehaviour:
   owner: {fileID: 0}
   isCook: 0
   trigObjList: []
-  needToChange: 0
+  needToChange: 1
   maxLen: 45
   minLen: 35
 --- !u!65 &4334931071865358337
@@ -590,7 +590,7 @@ BoxCollider:
   m_IsTrigger: 1
   m_Enabled: 1
   serializedVersion: 2
-  m_Size: {x: 35, y: 15, z: 2}
+  m_Size: {x: 40, y: 5, z: 1}
   m_Center: {x: 0, y: 0, z: 0}
 --- !u!1 &5388987656270167698
 GameObject:

+ 4 - 4
ActionTowerDefense/Assets/Resources/Prefab/ESpirits_Assassin.prefab

@@ -280,7 +280,7 @@ MonoBehaviour:
   beRepelValue: 0
   totalBeRepelValue: 30
   weakTime: 0
-  totalWeakTime: 2
+  totalWeakTime: 0
   weakUpSpeed: 10
   decelerationRatio: 1
   minHurtKeepTime: 0.2
@@ -331,7 +331,7 @@ MonoBehaviour:
   haveDownRush: 1
   rushHaveAttack: 1
   downRushTime: 0.8
-  finishRushTime: 2
+  finishRushTime: 0.8
   isBack: 0
 --- !u!1 &2437299196663985757
 GameObject:
@@ -417,7 +417,7 @@ Transform:
   m_GameObject: {fileID: 5216717017252562314}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 2, y: 2, z: 2}
+  m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 1971427318739414964}
@@ -929,7 +929,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 0, y: 2.26}
+  m_AnchoredPosition: {x: 0, y: 0.9}
   m_SizeDelta: {x: 300, y: 500}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!223 &4829899740812127200

+ 5 - 5
ActionTowerDefense/Assets/Resources/Prefab/ESpirits_Float.prefab

@@ -522,7 +522,7 @@ Transform:
   m_GameObject: {fileID: 3041216575519132682}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: 0}
-  m_LocalScale: {x: 1.5, y: 1.5, z: 1.5}
+  m_LocalScale: {x: 1, y: 1, z: 1}
   m_ConstrainProportionsScale: 0
   m_Children:
   - {fileID: 2983912410871356969}
@@ -763,7 +763,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
-  m_AnchoredPosition: {x: 0, y: 1.64}
+  m_AnchoredPosition: {x: 0, y: 0.9}
   m_SizeDelta: {x: 300, y: 500}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!223 &6998308001004944702
@@ -1025,12 +1025,12 @@ MonoBehaviour:
   totalHp: 2000
   hp: 0
   attack1Infos:
-  - damage: 100
+  - damage: 10
     attackDir: {x: -1, y: 0, z: 0}
     force: 1000
     changeHurt: 0
     repelValue: 0
-  - damage: 100
+  - damage: 10
     attackDir: {x: -1, y: 0, z: 0}
     force: 1000
     changeHurt: 0
@@ -1041,7 +1041,7 @@ MonoBehaviour:
     changeHurt: 1
     repelValue: 0
   attack2Infos:
-  - damage: 110
+  - damage: 10
     attackDir: {x: -1, y: 0, z: 0}
     force: 1000
     changeHurt: 0

+ 1 - 1
ActionTowerDefense/Assets/Resources/Prefab/Enemy_Arrow.prefab

@@ -590,7 +590,7 @@ BoxCollider:
   m_IsTrigger: 1
   m_Enabled: 1
   serializedVersion: 2
-  m_Size: {x: 35, y: 15, z: 1}
+  m_Size: {x: 40, y: 5, z: 1}
   m_Center: {x: 0, y: 0, z: 0}
 --- !u!1 &5388987656270167698
 GameObject:

+ 2 - 2
ActionTowerDefense/Assets/Resources/Prefab/Spirits_Assassin.prefab

@@ -228,13 +228,13 @@ MonoBehaviour:
   totalHp: 1000
   hp: 0
   attack1Infos:
-  - damage: 300
+  - damage: 200
     attackDir: {x: 2, y: 1, z: 0}
     force: 100
     changeHurt: 1
     repelValue: 100
   attack2Infos:
-  - damage: 100
+  - damage: 50
     attackDir: {x: -2, y: 1, z: 0}
     force: 1000
     changeHurt: 1

+ 5 - 5
ActionTowerDefense/Assets/Resources/Prefab/Spirits_Float.prefab

@@ -1000,26 +1000,26 @@ MonoBehaviour:
   isNonAttack: 0
   hptp: 0
   isDie: 0
-  totalHp: 3000
+  totalHp: 100
   hp: 0
   attack1Infos:
-  - damage: 50
+  - damage: 20
     attackDir: {x: -1, y: 0, z: 0}
     force: 100
     changeHurt: 0
     repelValue: 10
-  - damage: 50
+  - damage: 20
     attackDir: {x: -1, y: 0, z: 0}
     force: 100
     changeHurt: 0
     repelValue: 10
-  - damage: 50
+  - damage: 20
     attackDir: {x: -1, y: 0, z: 0}
     force: 100
     changeHurt: 1
     repelValue: 10
   attack2Infos:
-  - damage: 50
+  - damage: 20
     attackDir: {x: -1, y: 0, z: 0}
     force: 0
     changeHurt: 0

+ 15 - 3
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Cook.cs

@@ -10,6 +10,8 @@ public class ESpirits_Cook : MonoBehaviour
     public TextMeshProUGUI text;        //剩余串的数量文本
     private GameObject dia;             //文本框
 
+    private float offset;
+
     private Transform cook;             //厨子
     private Animator ani;               //厨子动画
     private Collider col;               //厨子的碰撞体
@@ -125,7 +127,6 @@ public class ESpirits_Cook : MonoBehaviour
                     if (food.layer == 7 && !target.isDie)
                     {
                         food.GetComponent<Demonic>().ChangeState(CharacterState.Coma);
-                        food.transform.parent = cook;
                         //food.GetComponent<Demonic>().ChangeState(CharacterState.Die);
                         //cookKillEffect.SetActive(true);
                         ChangeState(cookState.seize);
@@ -133,16 +134,17 @@ public class ESpirits_Cook : MonoBehaviour
                     else if (food.layer == 6 && !target.isDie)
                     {
                         food.GetComponent<PlayerController>().ChangeState(CharacterState.Coma);
-                        food.transform.parent = cook;
                         //food.GetComponent<PlayerController>().ChangeState(CharacterState.Die);
                         //cookKillEffect.SetActive(true);
                         ChangeState(cookState.seize);
                     }
                     chuan = food.GetComponent<Character>().cookNum;
+                    offset = cook.transform.position.x - food.transform.position.x;
                     text.text = chuan.ToString();
                 }
             }
             //回家卖串
+            /*
             else if (state == cookState.back && target.gameObject.layer == 8)
             {
                 ChangeState(cookState.cook);
@@ -154,7 +156,7 @@ public class ESpirits_Cook : MonoBehaviour
                 {
                     food.GetComponent<PlayerController>().ChangeState(CharacterState.Die);
                 }
-            }
+            }*/
         }
     }
 
@@ -225,7 +227,17 @@ public class ESpirits_Cook : MonoBehaviour
                 if (cook.transform.position.x <= destX)
                 {
                     ChangeState(cookState.cook);
+                    if (food.layer == 7 && !target.isDie)
+                    {
+                        food.GetComponent<Demonic>().ChangeState(CharacterState.Die);
+                    }
+                    else if (food.layer == 6 && !target.isDie)
+                    {
+                        food.GetComponent<PlayerController>().ChangeState(CharacterState.Die);
+                    }
                 }
+                food.transform.position = new Vector3(cook.transform.position.x - offset, food.transform.position.y,
+                    food.transform.position.z);
                 break;
             case cookState.cook:
                 pastTime += Time.deltaTime;