少年修仙传客户端代码仓库
5398  【前端】【1.4】跨服竞技场开发 自动战斗开启逻辑屏蔽以及反击逻辑屏蔽
3个文件已修改
13 ■■■■ 已修改文件
Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0418_tagObjInfoRefresh.cs 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_Hero.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0418_tagObjInfoRefresh.cs
@@ -61,9 +61,9 @@
                _actor.ActorInfo.ResetHp(-1, -1, (int)vNetData.Value);
            }
            if(_actor is GActorNpcFight)
            if (_actor is GActorNpcFight)
            {
                if((PlayerDataRefresh)vNetData.RefreshType == PlayerDataRefresh.Speed)
                if ((PlayerDataRefresh)vNetData.RefreshType == PlayerDataRefresh.Speed)
                {
                    _actor.ActorInfo.moveSpeed = 500f / vNetData.Value;
                }
Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs
@@ -465,6 +465,13 @@
            return;
        }
#endif
        // 跨服竞技场不检测反击逻辑
        if(PlayerDatas.Instance.baseData.MapID == 31340)
        {
            return;
        }
        // 是否反击
        if (_sTarget.ObjID == PlayerDatas.Instance.PlayerId)
        {
Fight/GameActor/GA_Hero.cs
@@ -328,7 +328,7 @@
#if UNITY_EDITOR
            && RuntimeLogUtility.s_forceAutoFight
#endif
            )
            && PlayerDatas.Instance.baseData.MapID != 31340)
        {
            if (!aiHandler.IsAuto() && !BossShowModel.Instance.BossShowing)
            {