少年修仙传客户端代码仓库
client_linchunjie
2019-01-23 b7362df486f8a020aee7b9ec87cfb92785411f76
Merge branch 'master' of http://192.168.0.87:10010/r/snxxz_scripts
5个文件已修改
38 ■■■■■ 已修改文件
Fight/Actor/AI/HeroAI_KillUntilDie.cs 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/HeroBehaviour.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/UserInputHandler.cs 15 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GActor.cs 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GActorPlayerBase.cs 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/HeroAI_KillUntilDie.cs
@@ -226,6 +226,12 @@
                m_IsMovingToTarget = true;
                if (!_hero.IsRushing && UserInputHandler.isTouched)
                {
                    m_LimitOnce = true;
                    _hero.StopPathFind();
                }
                return;
            }
Fight/Actor/HeroBehaviour.cs
@@ -139,7 +139,8 @@
            }
        }
        if (m_Hero.aiHandler.currentType == E_HeroAIType.None)
        if (m_Hero.aiHandler.currentType == E_HeroAIType.None
         || m_Hero.aiHandler.currentType == E_HeroAIType.KillUntilDie)
        {
            byte _type = (byte)E_HeroAIType.KillUntilDie;
            KillUntilDieData _data = m_Hero.aiHandler.aiData[_type] as KillUntilDieData;
Fight/Actor/UserInputHandler.cs
@@ -278,6 +278,7 @@
                    _hero.Run();
                    _hero.State = E_ActorState.CtrlRun;
                    _hero.Behaviour.StopKillUntilDieAI();
                }
            }
        }
@@ -296,13 +297,17 @@
        GA_Hero _hero = PlayerDatas.Instance.hero;
        if ((StatusMgr.IsValid()
         && StatusMgr.Instance.CanMove(PlayerDatas.Instance.PlayerId)))
        if (_hero != null)
        {
            if (_hero != null
             && _hero.State == E_ActorState.AutoRun)
            _hero.Behaviour.StopKillUntilDieAI();
            if ((StatusMgr.IsValid()
             && StatusMgr.Instance.CanMove(PlayerDatas.Instance.PlayerId)))
            {
                _hero.StopPathFind();
                if (_hero.State == E_ActorState.AutoRun)
                {
                    _hero.StopPathFind();
                }
            }
        }
    }
Fight/GameActor/GActor.cs
@@ -282,11 +282,12 @@
        return m_Path.corners;
    }
    public void MoveToTarget(GActor target, float keepDist = 0)
    public void MoveToTarget(GActor target, float keepDist = 0, bool force = false)
    {
        if (PathFindStatus == E_PathFindStatus.Moving
         && m_SearchType == E_SearchType.Dynamic
         && TargetActor == target)
         && TargetActor == target
         && !force)
        {
            return;
        }
@@ -335,16 +336,16 @@
    public void StopPathFind()
    {
        PathFindStatus = E_PathFindStatus.Stop;
        if (State != E_ActorState.AutoRun)
        {
            return;
        }
        PathFindStatus = E_PathFindStatus.Stop;
        TargetActor = null;
        DestPos = Vector3.zero;
        m_CornerIndex = 0;
        if (NextAction != GAStaticDefine.Act_Dead
         && NextAction != 200
Fight/GameActor/GActorPlayerBase.cs
@@ -1191,11 +1191,6 @@
        {
            if (null != m_Guard)
            {
                if (m_Guard.itemID == guardID)
                {
                    return;
                }
                m_Guard.UnInit();
                m_Guard = null;
            }