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需要把【玩家】进行【召唤】的硬直放在【召唤物】上配置,达到不同【召唤物】的硬直不同的效果。

wulifu пре 1 година
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f694215983

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

@@ -8,6 +8,7 @@ public class Demonic : MoveCharacter
 {
     public int id;
     public float costMp = 10;
+    public float totalSummonTime = 0.5f;
     public SearchState searchState;
     public float attackDistance;
     public bool canFly = false;

+ 1 - 2
ActionTowerDefense/Assets/Scripts/PlayerController.cs

@@ -66,7 +66,6 @@ public class PlayerController : MoveCharacter
     public float totalCacheJumpTime = 0.1f;
     [HideInInspector]
     public float summonTime;
-    public float totalSummonTime = 0.5f;
     [HideInInspector]
     public float cacheAttackTime; //无法攻击时按下攻击键不会攻击,手感不好,缓存几帧,在这几帧内落地会立即攻击;
     public float totalCacheAttackTime = 0.1f;
@@ -1138,7 +1137,6 @@ public class PlayerController : MoveCharacter
             case CharacterState.Summon:
                 aniCollider.Play("Summon", 0, 0);
                 ani.Play("summon", 0, 0);
-                summonTime = totalSummonTime;
                 velocity = Vector3.zero;
                 rb.isKinematic = true;
                 break;
@@ -1251,6 +1249,7 @@ public class PlayerController : MoveCharacter
             return;
         }
         ChangeState(CharacterState.Summon);
+        summonTime = prefab.GetComponent<Demonic>().totalSummonTime;
         float costMp = prefab.GetComponent<Demonic>().costMp;
         mp -= costMp;
         uiMp.Show(mp, totalMp);