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修改召唤门处的英灵层级顺序

SZAND\msx_2 1 year ago
parent
commit
fe9c4abf08

+ 4 - 1
ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Assassin.prefab

@@ -61,6 +61,9 @@ MonoBehaviour:
   buttons: {fileID: 5091799318431280789}
   needCorpse: 0
   type: 0
+  ultimateTimes: 0
+  posId: 0
+  bd: {fileID: 0}
 --- !u!1 &2437299196472462361
 GameObject:
   m_ObjectHideFlags: 0
@@ -242,7 +245,7 @@ MeshRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: -690842069
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: -2
   m_AdditionalVertexStreams: {fileID: 0}
 --- !u!95 &6496896669866891404
 Animator:

+ 4 - 1
ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Cook.prefab

@@ -184,7 +184,7 @@ MeshRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: -690842069
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: -2
   m_AdditionalVertexStreams: {fileID: 0}
 --- !u!95 &3333436509305836838
 Animator:
@@ -308,6 +308,9 @@ MonoBehaviour:
   buttons: {fileID: 176063741872051216}
   needCorpse: 0
   type: 0
+  ultimateTimes: 0
+  posId: 0
+  bd: {fileID: 0}
 --- !u!1001 &1203350200943505390
 PrefabInstance:
   m_ObjectHideFlags: 0

+ 4 - 1
ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Float.prefab

@@ -85,7 +85,7 @@ MeshRenderer:
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: -690842069
   m_SortingLayer: 0
-  m_SortingOrder: 0
+  m_SortingOrder: -2
   m_AdditionalVertexStreams: {fileID: 0}
 --- !u!95 &5978259926173120695
 Animator:
@@ -241,6 +241,9 @@ MonoBehaviour:
   buttons: {fileID: 1327431238306345008}
   needCorpse: 0
   type: 0
+  ultimateTimes: 0
+  posId: 0
+  bd: {fileID: 0}
 --- !u!1 &8639832132491289359
 GameObject:
   m_ObjectHideFlags: 0

File diff suppressed because it is too large
+ 4914 - 0
ActionTowerDefense/Assets/Resources/Prefab/Base/Base_Invisible.prefab


+ 21 - 0
ActionTowerDefense/Assets/Scripts/Spirits/Base_Spirits/SpiritOutDoor.cs

@@ -46,6 +46,8 @@ public class SpiritOutDoor : MonoBehaviour
     static public int[] restPoses = new int[6] { 0, 0, 0, 0, 0, 0 };
     public int index;
 
+    private bool canSummon;
+
     private void RandomSpirit()
     {
         int num = spirits.Count;
@@ -85,6 +87,24 @@ public class SpiritOutDoor : MonoBehaviour
     {
         if (other.gameObject.layer == 6)
         {
+            canSummon = true;
+        }
+    }
+
+    private void OnTriggerExit(Collider other)
+    {
+        if (other.gameObject.layer == 6)
+        {
+            canSummon = false;
+        }
+    }
+
+    private void Update()
+    {
+        if (canSummon && (SpiritSystem.isXbtnDown1 || SpiritSystem.isXbtnDown2))
+        {
+            SpiritSystem.isXbtnDown1 = false;
+            SpiritSystem.isXbtnDown2 = false;
             times -= 1;
             if (times >= 0)
             {
@@ -99,6 +119,7 @@ public class SpiritOutDoor : MonoBehaviour
             {
                 times = 0;
                 doorController.col.enabled = false;
+                canSummon = false;
             }
         }
     }

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