修改
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@ -22,6 +22,10 @@ public class Attack : MonoBehaviour
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[Header("角色动画控制器")] public Animator animator;
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[Header("火焰动画控制器")] public Animator fireAni;
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[Header("子弹起始点")] public Transform BulletStartPos;
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public Vector2 direction;
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public float AttackScope
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{
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[DebuggerStepThrough]
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@ -60,8 +64,13 @@ public class Attack : MonoBehaviour
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role.animationHighlight = 1;
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if (animator!=null)
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{
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if (bulletPrefab.GetComponent<Bullet>().myBulletType != BulletType.Spraying)
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{
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direction = (targetRole.transform.position - transform.position).normalized;
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}
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animator.SetInteger("State", 1);
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lastAttackTime = Time.time; // 更新上次攻击时间
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}
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else
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{
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@ -134,6 +143,33 @@ public class Attack : MonoBehaviour
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}
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}
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public void Pointattack()
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{
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if (bulletPrefab == null)
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{
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Debug.LogError("子弹预制体为空");
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return;
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}
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for (int i = 0; i < bulletData.BulletScattering; i++)
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{
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// 改变子弹方向,根据角色自身的攻击范围来计算
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GameObject BulletGamobj = GameObject.Instantiate(bulletPrefab, this.transform.root);
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BulletGamobj.GetComponent<Bullet>().role = role;
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BulletGamobj.GetComponent<Bullet>().attackObj = this;
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BulletGamobj.transform.up = direction;
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BulletGamobj.transform.position = transform.position;
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bulltes.Add(BulletGamobj);
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}
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}
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public void Fireattack()
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{
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