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@@ -5,71 +5,20 @@ using UnityEngine;
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public class Trans_Float : MonoBehaviour
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public class Trans_Float : MonoBehaviour
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{
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{
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public PlayerController controller;
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public PlayerController controller;
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- //public float changeTime;
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public Vector3 UIoffset; //UI调整值
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public Vector3 UIoffset; //UI调整值
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public float floatProbability; //漂浮概率
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public float floatProbability; //漂浮概率
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-
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- public int mpJ;
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- public int mpK;
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- public int mpL;
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-
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- public float CDJ;
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- public float CDK;
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- public float CDL;
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- private float pastCDJ;
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- private float pastCDK;
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- private float pastCDL;
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- private bool isCDJ;
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- private bool isCDK;
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- private bool isCDL;
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-
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- public float intervalTimeJ; //攻击硬直
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- public float intervalTimeK; //攻击硬直
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- public float intervalTimeL; //攻击硬直
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- private float intervalTime;
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- private float pastAttackTime;
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- private bool canAttack = true;
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-
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- private bool isFirst = true; //第一次攻击
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- private int times; //攻击次数
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- public int minTime, maxTime; //保底范围
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-
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- public bool toFloat = false; //攻击触发漂浮
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-
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- private bool isK = false;
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- private Demonic dem;
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-
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- public GameObject lockeffect; //漂浮特效
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- private GameObject curlock; //当前漂浮特效
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- public GameObject fe;
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- private GameObject curFe;
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- public float moveSpeed; //特效移动速度
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-
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- private bool once = false;
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-
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- public float keepFloatTime; //K键最大持续时间
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- public float minRange, maxRange; //K键浮空场范围
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- public int maxKMp; //K键最大耗蓝
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- private float pastTime;
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- private float continueMp; //mp持续减少程度
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- private float isLosingMp;
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- private float continueRange; //浮空场持续变宽程度
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-
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- public int LAttackDamage; //L键摔落伤害
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+ public float gainAbilityProbability; //获得漂浮特性的概率
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+ public int abilityTimes; //攻击使漂浮的次数
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private void Start()
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private void Start()
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{
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{
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controller = GetComponentInParent<PlayerController>();
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controller = GetComponentInParent<PlayerController>();
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controller.canArrowHitFloat = true;
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controller.canArrowHitFloat = true;
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controller.probability = floatProbability;
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controller.probability = floatProbability;
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- //controller.changeTime = changeTime;
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- dem = GetComponent<Demonic>();
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+ controller.gainAbilityProbability = gainAbilityProbability;
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+ controller.abilityTimes = abilityTimes;
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controller.canMove = true;
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controller.canMove = true;
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- curlock = Instantiate(lockeffect, new Vector3(0, -50, 0), new Quaternion(0, 0, 0, 0), null);
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- curFe = Instantiate(fe, curlock.transform.position, new Quaternion(0, 0, 0, 0), null);
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- curlock.SetActive(false);
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- curFe.SetActive(false);
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}
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}
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private void OnDisable()
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private void OnDisable()
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@@ -83,27 +32,6 @@ public class Trans_Float : MonoBehaviour
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controller.uiMp.Show(controller.mp, controller.totalMp);
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controller.uiMp.Show(controller.mp, controller.totalMp);
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}
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}
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- private void ToInterval(int deMP)
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- {
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- DeMp(deMP);
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- if (intervalTime != 0)
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- {
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- controller.canMove = false;
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- canAttack = false;
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- controller.ChangeState(CharacterState.Idle);
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- }
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- else
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- {
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- controller.canMove = true;
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- }
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- }
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-
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- private void KContinueValue()
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- {
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- continueMp = (maxKMp - mpK) / keepFloatTime;
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- continueRange = (maxRange - minRange) / keepFloatTime;
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- }
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-
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/*
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/*
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private void Update()
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private void Update()
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{
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{
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