少年修仙传客户端代码仓库
6282 【前端】【2.0】封魔之地的飞跃功能 技能导致的问题修复, 修改飞行时名称挂点
2个文件已修改
9 ■■■■ 已修改文件
Fight/Actor/UserInputHandler.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/MapEditor/Game/TransferGroup.cs 7 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/UserInputHandler.cs
@@ -268,9 +268,9 @@
            _movementVector.Normalize();
            if (_hero != null)
            {
                _hero.destForward = _movementVector;
                if (IsMoveValid())
                {
                    _hero.destForward = _movementVector;
                    if (!_hero.SkillMgr.DoingPrepareSkill
                     && (_hero.SkillMgr.CurCastSkill == null
                     || _hero.SkillMgr.CurCastSkill.SkillCompelete))
Fight/Stage/MapEditor/Game/TransferGroup.cs
@@ -75,6 +75,7 @@
                            targetPoint = i - 1;
                            isPositive = false;
                        }
                        _hero.RunImmediate();
                        break;
                    }
                }
@@ -83,6 +84,7 @@
                _p = m_Data.transferPoints[startPoint];
                var _dir = MathUtility.ForwardXZ(_p.position, _hero.Pos);
                _hero.Pos += _hero.ActorInfo.moveSpeed * Time.deltaTime * _dir;
                _hero.destForward = _hero.Forward = _dir;
                _distance = MathUtility.DistanceSqrtXZ(_p.position, _hero.Pos);
                _hero.Run();
                if (_distance < 0.01f)
@@ -92,6 +94,7 @@
                    m_InCreaseTime = 0;
                    m_FlyingEffect = SFXPlayUtility.Instance.PlayBattleEffect(1180, _hero);
                    _hero.Idle();
                    _hero.SwitchHeadNameBindNode(true);
                }
                break;
            case 1:
@@ -128,7 +131,7 @@
                break;
            case 2:// 执行坐标改变
                _p = m_Data.transferPoints[targetPoint];
                _hero.Forward = MathUtility.ForwardXZ(_p.position, _hero.Pos);
                _hero.destForward = _hero.Forward = MathUtility.ForwardXZ(_p.position, _hero.Pos);
                m_InCreaseTime += .5f * Time.deltaTime;
                _hero.Pos = Vector3.Lerp(m_StartPos, _p.position, m_InCreaseTime);
                _distance = MathUtility.DistanceSqrtXZ(_hero.Pos, _p.position);
@@ -164,6 +167,8 @@
                            SFXPlayUtility.Instance.Release(m_FlyingEffect);
                            m_FlyingEffect = null;
                        }
                        _hero.SwitchHeadNameBindNode(false);
                        _hero.StopPathFind();
                    }
                }
                break;