修子弹bug
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commit
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120
Role/Bullet.cs
120
Role/Bullet.cs
@ -11,7 +11,6 @@ public enum BulletType
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Bullet,
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Lightning,
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Spraying //ÔµØÅçÉä
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}
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public enum BulletAttributes
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{
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@ -130,81 +129,88 @@ public class Bullet : MonoBehaviour
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}
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else
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{
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if (this.myBulletType== BulletType.Spraying)
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{
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NumberOfBulletAttacks += 1;
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}
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NumberOfBulletAttacks -= 1;
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}
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foreach (var buff in role.storageBuff)
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{
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if (!Crole.PlayerBuff.Contains(buff))
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foreach (var buff in role.storageBuff)
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{
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Crole.PlayerBuff.Add(buff);
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if (!Crole.PlayerBuff.Contains(buff))
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{
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Crole.PlayerBuff.Add(buff);
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}
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}
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}
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Crole.ApplyBuffs();
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Crole.ApplyBuffs();
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Debug.Log(this.role.gameObject.name + "进行攻击计算");
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int direction = 0;
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if (collision.transform.position.x > transform.position.x) //子弹打到敌人左边,飘字显示到右边
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{
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direction = 1;
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}
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Crole.bloodLoss(new object[] { Crole, role.DamageCreate(), attackObj.damageTyp, role }, direction);
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attackObj.bulltes.Remove(this.gameObject);
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if (myBulletType != BulletType.Spraying)
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{
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if (animator == null)
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Debug.Log(this.role.gameObject.name + "进行攻击计算");
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int direction = 0;
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if (collision.transform.position.x > transform.position.x) //子弹打到敌人左边,飘字显示到右边
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{
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attackObj.bulltes.Remove(this.gameObject);
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Destroy(this.gameObject);
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direction = 1;
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}
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else
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{
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IsMove = false; //停止移动
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Collider2D.enabled = false; //关闭碰撞体
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transform.position = collision.transform.position;
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animator.SetTrigger("Boom");
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Crole.bloodLoss(new object[] { Crole, role.DamageCreate(), attackObj.damageTyp, role }, direction);
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attackObj.bulltes.Remove(this.gameObject);
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if (myBulletType != BulletType.Spraying)
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{
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if (animator == null)
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{
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attackObj.bulltes.Remove(this.gameObject);
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Destroy(this.gameObject);
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}
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else
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{
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IsMove = false; //停止移动
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Collider2D.enabled = false; //关闭碰撞体
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transform.position = collision.transform.position;
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animator.SetTrigger("Boom");
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}
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}
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}
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if (bulletAttributes == BulletAttributes.Not) //无属性
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{
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Crole.FlashRedEffect();
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}
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if (bulletAttributes == BulletAttributes.Fire) //火
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{
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if (effectPres.Count == 1)
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if (bulletAttributes == BulletAttributes.Not) //无属性
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{
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GameObject go = Instantiate(effectPres[0], collision.transform);
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go.transform.position = new Vector2(collision.transform.position.x,
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collision.transform.position.y + 0.2f);
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go.GetComponent<Huo>().bullet = this;
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Crole.FlashRedEffect();
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//Debug.Log("创建火焰");
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}
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}
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if (bulletAttributes == BulletAttributes.Water) //水
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{
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if (effectPres.Count > 1)
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if (bulletAttributes == BulletAttributes.Fire) //火
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{
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GameObject go = Instantiate(effectPres[Random.Range(0, effectPres.Count - 1)],
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collision.transform);
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go.transform.position = new Vector2(collision.transform.position.x,
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collision.transform.position.y - 0.2f);
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collision.transform.GetComponent<enemy>().SlowDown(0.2f, 3f);
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Crole.FlashRedEffect(1, 3f);
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if (effectPres.Count == 1)
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{
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GameObject go = Instantiate(effectPres[0], collision.transform);
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go.transform.position = new Vector2(collision.transform.position.x,
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collision.transform.position.y + 0.2f);
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go.GetComponent<Huo>().bullet = this;
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Crole.FlashRedEffect();
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//Debug.Log("创建火焰");
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}
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}
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if (bulletAttributes == BulletAttributes.Water) //水
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{
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if (effectPres.Count > 1)
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{
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GameObject go = Instantiate(effectPres[Random.Range(0, effectPres.Count - 1)],
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collision.transform);
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go.transform.position = new Vector2(collision.transform.position.x,
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collision.transform.position.y - 0.2f);
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collision.transform.GetComponent<enemy>().SlowDown(0.2f, 3f);
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Crole.FlashRedEffect(1, 3f);
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}
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}
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}
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}
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}
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