少年修仙传客户端代码仓库
client_Hale
2019-04-22 251b07564a711387b74f11b37c4dab31e009ac42
382 防止被击退过程中的移动
2个文件已修改
21 ■■■■ 已修改文件
Fight/GameActor/GA_Hero.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GActorFight.cs 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_Hero.cs
@@ -685,7 +685,8 @@
         || State == E_ActorState.Mocked
         || IsDaZuo()
         || BossShowModel.Instance.BossShowing
         || heavenBattleModel.IsBattlePrepare)
         || heavenBattleModel.IsBattlePrepare
         || BeBeating)
        {
            return false;
        }
@@ -731,7 +732,7 @@
            && State != E_ActorState.Roll
            && !s_MapSwitching
            && !heavenBattleModel.IsBattlePrepare
            && !m_Beating;
            && !BeBeating;
    }
    public bool CanCastSkill()
@@ -745,7 +746,7 @@
            && State != E_ActorState.Mocked
            && !s_MapSwitching
            && !heavenBattleModel.IsBattlePrepare
            && !m_Beating;
            && !BeBeating;
    }
    public void StopAll()
Fight/GameActor/GActorFight.cs
@@ -196,7 +196,7 @@
    private Vector3 m_StartBeatPos;
    private float m_Factor;
    private float m_BeatStartTime;
    protected bool m_Beating;
    public bool BeBeating { get; protected set; }
    private Vector3 m_BeatDirection;
    private bool m_PushOrPull;
    private uint m_AttackerSID;
@@ -251,13 +251,13 @@
        m_StartBeatPos = Pos;
        m_BeatStartTime = Time.time;
        m_Beating = true;
        BeBeating = true;
        needSyncGroundHeight = false;
    }
    private void UpdateBeatBack()
    {
        if (!m_Beating)
        if (!BeBeating)
        {
            return;
        }
@@ -266,7 +266,7 @@
         || m_BeatCurve == null
         || ActorInfo.serverDie)
        {
            m_Beating = false;
            BeBeating = false;
            return;
        }
@@ -281,7 +281,7 @@
        if (_attacker == null)
        {
            m_Beating = false;
            BeBeating = false;
            return;
        }
@@ -309,7 +309,7 @@
            {
                _end = _attacker.Pos - m_BeatDirection * m_LimitDistance;
                needSyncGroundHeight = true;
                m_Beating = false;
                BeBeating = false;
            }
        }
@@ -331,7 +331,7 @@
        if (Time.time - m_BeatStartTime > m_BeatTime)
        {
            needSyncGroundHeight = true;
            m_Beating = false;
            BeBeating = false;
        }
    }