修bug
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109
Role/Bullet.cs
109
Role/Bullet.cs
@ -119,73 +119,77 @@ public class Bullet : MonoBehaviour
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (NumberOfBulletAttacks > 0)
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Role Crole = collision.gameObject.GetComponent<Role>();
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if (Crole)
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{
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NumberOfBulletAttacks -= 1;
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//Debug.Log("进入检测范围");
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Role Crole = collision.gameObject.GetComponent<Role>();
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if (Crole)
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if (Crole.camp != role.camp)
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{
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if (Crole.camp != role.camp)
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if (NumberOfBulletAttacks < 0)
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{
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foreach (var buff in role.storageBuff)
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return;
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}
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else
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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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{
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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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Crole.PlayerBuff.Add(buff);
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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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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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{
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direction = 1;
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attackObj.bulltes.Remove(this.gameObject);
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Destroy(this.gameObject);
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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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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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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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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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{
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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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if (bulletAttributes == BulletAttributes.Fire) //火
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{
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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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}
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if (bulletAttributes == BulletAttributes.Water) //ˮ
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@ -202,13 +206,8 @@ public class Bullet : MonoBehaviour
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}
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}
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}
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}
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else
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{
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}
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}
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private float lastDamageTime = 0f;
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private void OnTriggerStay2D(Collider2D collision)
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@ -36,6 +36,10 @@ public enum CharacterFlags
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land = 1 << 1,
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big = 1 << 2,
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min = 1 << 3,
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FlyBig=fly|big,
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FlyMin=fly|min,
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LandBig = land | big,
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LandMin = land | min,
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}
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/// <summary>
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