少年修仙传客户端代码仓库
client_Hale
2018-12-06 7143fd195e73b25dac2bded0bb41fac8769cfa2f
2589 【1.3.100】灵宠动作优化
3个文件已修改
18 ■■■■ 已修改文件
Core/NetworkPackage/DTCFile/ServerPack/H05_PlayerMove/DTC0501_tagObjMove.cs 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/State/SMB/RunBase.cs 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GAMgr.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/DTCFile/ServerPack/H05_PlayerMove/DTC0501_tagObjMove.cs
@@ -29,10 +29,12 @@
        Vector3 _destPosition = new Vector3((vNetData.DestPosX - GA_Hero.MapOffset.x) * .5f, _actor.Pos.y, (vNetData.DestPosY - GA_Hero.MapOffset.z) * .5f);
        if (_actor is GA_Pet)
        {
            if (MathUtility.DistanceSqrtXZ(_destPosition, _actor.Pos) < 2f)
            //float _distance = MathUtility.DistanceSqrtXZ(_destPosition, _actor.Pos);
            //Debug.LogFormat("收到宠物移动包: {0} 当前坐标: {1}, 将要移动到: {2}, 当前距离: {3}", vNetData.ObjID, new Vector2((int)(_actor.Pos.x * 2), (int)(_actor.Pos.z * 2)),
            //    new Vector2(vNetData.DestPosX, vNetData.DestPosY), _distance);
            if (MathUtility.DistanceSqrtXZ(_destPosition, _actor.Pos) < 0.2f)
            {
                return;
            }
Fight/Actor/State/SMB/RunBase.cs
@@ -13,6 +13,16 @@
    {
        base.OnUpdate(owner, animator, stateInfo, layerIndex);
        if (owner is GA_Pet)
        {
            if (animator.IsInTransition(0)
             && (animator.GetNextAnimatorStateInfo(0).shortNameHash == GAStaticDefine.State_IdleHash
              || animator.GetNextAnimatorStateInfo(0).shortNameHash == GAStaticDefine.State_RunHash))
            {
                return;
            }
        }
        if (owner.State != E_ActorState.AutoRun)
        {
            if (owner.destForward != Vector3.zero)
Fight/GameActor/GAMgr.cs
@@ -14,8 +14,6 @@
    public Dictionary<int, string> s_NpcID2BundleName = new Dictionary<int, string>();
    public Dictionary<int, string> s_NpcID2Assetname = new Dictionary<int, string>();
    public event UnityAction<uint> OnGActorRequest;
    public event UnityAction<uint> OnGActorServerDie;