| 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/Actor/UserInputHandler.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GActor.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GActorPlayerBase.cs | ●●●●● 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; }