少年修仙传客户端代码仓库
client_linchunjie
2018-08-15 ac0dbed900eac50f0de2606e3a6b129981c22e46
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
7个文件已修改
47 ■■■■ 已修改文件
Fight/Actor/AI/HeroAI_KillUntilDie.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/HeroBehaviour.cs 28 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GAStaticDefine.cs 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_Player.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
System/ClientVersion/VersionConfig.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Utility/EnumHelper.cs 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Utility/RuntimeLogUtility.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/HeroAI_KillUntilDie.cs
@@ -108,8 +108,7 @@
        GActorFight _target = GAMgr.Instance.GetBySID(m_TargetID) as GActorFight;
        // 对象是否还存在且为可攻击状态
        if (_target == null
        || !_target.CanAtked())
        if (_target == null)
        {
            m_TargetID = 0;
            _hero.aiHandler.currentType = E_HeroAIType.None;
Fight/Actor/HeroBehaviour.cs
@@ -106,7 +106,15 @@
        m_WillUsedSkillID = skillID;
        GActorFight _fightTarget = m_Hero.SelectTarget as GActorFight;
        GActorFight _fightTarget = m_Hero.LockTarget as GActorFight;
        if (_fightTarget != null)
        {
            m_Hero.SelectTarget = _fightTarget;
        }
        else
        {
            _fightTarget = m_Hero.SelectTarget as GActorFight;
        if (_fightTarget != null && _fightTarget.CanAtked())
        {
@@ -115,11 +123,11 @@
        else
        {
            float _range = m_Hero.JobSetup.SearchEnemyDist * Constants.F_DELTA;
            GActorFight _findTarget = GAMgr.Instance.FindAtkTarget(m_Hero.Pos, _range, 360);
            m_Hero.LockTarget = m_Hero.SelectTarget = _findTarget;
                m_Hero.LockTarget = m_Hero.SelectTarget = GAMgr.Instance.FindAtkTarget(m_Hero.Pos, _range, 360);
            }
        }
        _fightTarget = m_Hero.LockTarget as GActorFight;
        _fightTarget = m_Hero.SelectTarget as GActorFight;
        // 找不到可以攻击的目标, 这里直接释放技能
        if (_fightTarget == null
@@ -382,6 +390,7 @@
            _hitTestLimit = 10;
        }
        E_SkillCastType _castType = (E_SkillCastType)(skill.skillInfo.config.Tag % 10);
        E_SkillCastTarget _targetType = (E_SkillCastTarget)(skill.skillInfo.config.Tag / 10);
        if (UserInputHandler.isTouched)
        {
@@ -494,6 +503,17 @@
            skill.targetPosition = m_Hero.Pos;
        }
        if (_targetType == E_SkillCastTarget.CanAttacked)
        {
            if (m_Hero.SelectTarget != null)
            {
                if (StatusMgr.Instance.IsInvincible(m_Hero.SelectTarget.ServerInstID))
                {
                    GAStaticDefine.PopHp(m_Hero, m_Hero.SelectTarget, (int)HurtAttackType.Immune, 0);
                }
            }
        }
        // 判断当前目标是否可以加入可攻击列表中
        if (m_Hero.LockTarget is GA_NpcClientFightNorm)
        {
Fight/GameActor/GAStaticDefine.cs
@@ -279,11 +279,11 @@
        //Miss,
        // 判断伤血的归属是否为玩家或者玩家的召唤物或者宠物
        bool _isHurtHero = target.ServerInstID == PlayerDatas.Instance.PlayerId;
        if (!_isHurtHero)
        {
        //bool _isHurtHero = target.ServerInstID == PlayerDatas.Instance.PlayerId;
        //if (!_isHurtHero)
        //{
        }
        //}
        // ---- 判断是否显示
        if ((caster != null// 来源不能为空
Fight/GameActor/GA_Player.cs
@@ -550,7 +550,7 @@
            return true;
        }
        if (StatusMgr.Instance.IsInvincible(ServerInstID))
        if (StatusMgr.Instance.IsInvisible(ServerInstID))
        {
            return false;
        }
System/ClientVersion/VersionConfig.cs
@@ -10,7 +10,7 @@
[CreateAssetMenu(menuName = "Config/VersionConfig")]
public class VersionConfig : ScriptableObject
{
    public const string VERSION_ALTERNATIVE = "0.0.0";
    public const string VERSION_ALTERNATIVE = "1.0.15";
    [SerializeField] public string m_AppId = string.Empty;
    public string appId { get { return m_AppId; } }
Utility/EnumHelper.cs
@@ -1288,6 +1288,8 @@
    LuckyHit,
    /** 闪避 */
    Miss,
    /** 免疫 */
    Immune
}
public enum E_PlayerState
Utility/RuntimeLogUtility.cs
@@ -223,7 +223,7 @@
        if (GUILayout.Button("酷酷酷"))
        {
            GameNetSystem.Instance.Disconnect();
        }
        if (GUILayout.Button("直接重连"))