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敌方法师大招慢慢靠近

SZAND\msx_2 1 rok temu
rodzic
commit
f1a6f8fd39

+ 1 - 2
ActionTowerDefense/Assets/Scenes/SampleScene.unity

@@ -16429,7 +16429,6 @@ MonoBehaviour:
   player1Camera: {fileID: 850878590}
   maxView: 8
   view: 0
-  minDistance: 20
   splitDistance: 30
   mergeDistance: 16
   distanceX: 0
@@ -30403,7 +30402,7 @@ MonoBehaviour:
   doorSpecial: {fileID: 3360956086587234430}
   canCount: 0
   col: {fileID: 0}
-  intervalTime: 5
+  intervalTime: 30
   maxSpirits: 0
   greenLions: {fileID: 1507415183}
   lions: []

+ 13 - 2
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Float.cs

@@ -31,6 +31,7 @@ public class ESpirits_Float : MonoBehaviour
     private GameObject target;
     private bool isDoing = false;
     private bool isFollow = false;
+    private bool isOn = false;
     private bool isLock = false;
     private bool isAttack = false;
 
@@ -97,13 +98,19 @@ public class ESpirits_Float : MonoBehaviour
         isFollow = true;
         pastTime = 0;
         curLock.SetActive(true);
+        curLock.transform.position = transform.position;
     }
 
+    Vector3 sp = Vector3.zero;
+
     private void FollowPlayer()
     {
-        if (target != null)
+        curLock.transform.position = Vector3.SmoothDamp(curLock.transform.position, target.transform.position, ref sp, 0.8f);
+        if (Vector3.Distance(curLock.transform.position, target.transform.position) <= 1f)
         {
             curLock.transform.position = target.transform.position;
+            isOn = true;
+            isFollow = false;
         }
     }
 
@@ -144,13 +151,17 @@ public class ESpirits_Float : MonoBehaviour
         //¸úËæÍæ¼Ò
         if (isFollow)
         {
-            pastTime += Time.deltaTime;
             FollowPlayer();
+        }
+        if (isOn)
+        {
+            pastTime += Time.deltaTime;
             if (pastTime >= followTime)
             {
                 isFollow = false;
                 isLock = true;
                 pastTime = 0;
+                isOn = false;
             }
         }
         //Ëø¶¨·¶Î§