| Fight/Actor/AI/HeroAI_KillUntilDie.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/HeroBehaviour.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GAStaticDefine.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GA_Player.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| System/ClientVersion/VersionConfig.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Utility/EnumHelper.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Utility/RuntimeLogUtility.cs | ●●●●● 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"))