移动BUG
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@ -9,7 +9,7 @@ public class PlayerMovement_Jpystick : MonoBehaviour, IDragHandler
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public Transform cameraTransform; // 引用主摄像机的 Transform
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public float moveSpeed = 5f;
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public CharacterControl characterControl;
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//public CharacterControl characterControl;
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private CharacterAin Characterain;
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public Camera mainCamera;
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@ -36,7 +36,7 @@ public class PlayerMovement_Jpystick : MonoBehaviour, IDragHandler
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public CameraControl cameraControl;
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private void Start()
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{
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characterControl = GetComponent<CharacterControl>();
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//characterControl = GetComponent<CharacterControl>();
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Characterain = GetComponent<CharacterAin>();
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//rb = GetComponent<Rigidbody>();
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Debug.Log("------------------"+rb);
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@ -71,7 +71,7 @@ public class Skill_Jump : MonoBehaviour
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characterRigidbody.isKinematic = true;
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// 禁用角色的物理移动,防止翻越时移动受影响
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GetComponent<CharacterControl>().enabled = false;
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GetComponent<PlayerMovement_Jpystick>().enabled = false;
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// 让角色移动到翻越后的位置
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StartCoroutine(VaultMovement(hitPoint));
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@ -104,7 +104,7 @@ public class Skill_Jump : MonoBehaviour
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// 立即恢复物理控制和碰撞体
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characterRigidbody.isKinematic = false;
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characterCollider.enabled = true;
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GetComponent<CharacterControl>().enabled = true;
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GetComponent<PlayerMovement_Jpystick>().enabled = true;
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// 确保刚体恢复正常的重力影响
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characterRigidbody.velocity = Vector3.zero; // 清除任何残留的速度
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@ -42,7 +42,7 @@ public class UseSkill : MonoBehaviour
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if(currentItem.gameObject.name=="gun")
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{
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float dis= Vector3.Distance(GameObject.Find("player").transform.position, XFS.instance.transform.position);
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if (dis >= 20f)
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if (dis >= 30f)
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{
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Drop();
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}
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@ -133,7 +133,7 @@ public class UseSkill : MonoBehaviour
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{
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return;
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}
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if (Input.GetMouseButtonDown(0))
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if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
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{
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if (currentItem == null)
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{
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@ -145,7 +145,7 @@ public class UseSkill : MonoBehaviour
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}
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if (Input.GetMouseButtonUp(0) && EventSystem.current.IsPointerOverGameObject())
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if (Input.GetMouseButtonUp(0) &&! EventSystem.current.IsPointerOverGameObject())
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{
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IsWater = false;
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_skill_Watering.StopWatering(currentItem);
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@ -30,7 +30,7 @@ public class Fire : MonoBehaviour
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float timer = 0;
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//private Firestate firestate = Firestate.NotExtinguishFire;
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public UseSkill UseSkill;
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public CharacterControl characterControl;//玩家控制器
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public PlayerMovement_Jpystick characterControl;//玩家控制器
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public Text TimeText;
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void Start()
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{
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@ -162,13 +162,14 @@ public class Fire : MonoBehaviour
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// 停止火焰
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public void StopFire()
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{
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this.characterControl.Restore();
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this.characterControl.enabled=true;
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this.gameObject.SetActive(false);
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Debug.Log("火焰已被熄灭");
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UseSkill = null;
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isPlayerInRange = false; // 玩家离开范围
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characterControl = null;
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us.FireOUt();
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TimeText.gameObject.SetActive(false);
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}
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// 当玩家进入火焰范围时触发
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@ -184,7 +185,7 @@ public class Fire : MonoBehaviour
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{
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Debug.Log(111111111);
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isPlayerInRange = true; // 玩家进入范围
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characterControl = other.GetComponent<CharacterControl>();
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characterControl = other.GetComponent<PlayerMovement_Jpystick>();
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UseSkill= other.GetComponent<UseSkill>();
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//// 可以调整此处的触发范围
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//float playerDistance = Vector3.Distance(other.transform.position, this.transform.position);
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@ -213,6 +214,7 @@ public class Fire : MonoBehaviour
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characterControl = null;
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UseSkill= null;
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us.FireOUt();
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TimeText.gameObject.SetActive(false);
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}
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}
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@ -17,7 +17,7 @@ public class XFS : MonoBehaviour
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public GameObject firewater;
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public GameObject water;
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public bool IShavewater=false;
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public CharacterControl CharacterControl;
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public PlayerMovement_Jpystick CharacterControl;
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public UseSkill UseSkill;
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void Start()
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{
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