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@@ -66,7 +66,6 @@ public class PlayerController : MoveCharacter
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public float totalCacheJumpTime = 0.1f;
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public float totalCacheJumpTime = 0.1f;
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[HideInInspector]
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[HideInInspector]
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public float summonTime;
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public float summonTime;
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- public float totalSummonTime = 0.5f;
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[HideInInspector]
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[HideInInspector]
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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;
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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;
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public float totalCacheAttackTime = 0.1f;
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public float totalCacheAttackTime = 0.1f;
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@@ -1138,7 +1137,6 @@ public class PlayerController : MoveCharacter
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case CharacterState.Summon:
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case CharacterState.Summon:
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aniCollider.Play("Summon", 0, 0);
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aniCollider.Play("Summon", 0, 0);
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ani.Play("summon", 0, 0);
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ani.Play("summon", 0, 0);
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- summonTime = totalSummonTime;
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velocity = Vector3.zero;
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velocity = Vector3.zero;
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rb.isKinematic = true;
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rb.isKinematic = true;
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break;
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break;
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@@ -1251,6 +1249,7 @@ public class PlayerController : MoveCharacter
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return;
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return;
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}
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}
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ChangeState(CharacterState.Summon);
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ChangeState(CharacterState.Summon);
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+ summonTime = prefab.GetComponent<Demonic>().totalSummonTime;
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float costMp = prefab.GetComponent<Demonic>().costMp;
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float costMp = prefab.GetComponent<Demonic>().costMp;
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mp -= costMp;
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mp -= costMp;
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uiMp.Show(mp, totalMp);
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uiMp.Show(mp, totalMp);
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