| Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0419_tagPlayerReborn.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/AI/HeroAI_Auto.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| 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 |
Core/NetworkPackage/DTCFile/ServerPack/H04_Scene/DTC0419_tagPlayerReborn.cs
@@ -1,7 +1,7 @@ using Snxxz.UI; using TableConfig; using UnityEngine; //04 19 玩家重生#tagPlayerReborn //04 19 �������#tagPlayerReborn @@ -50,19 +50,18 @@ PlayerDatas.Instance.baseData.PosY = vNetData.PosY; _hero.LockTarget = null; // 副本中 或者 非副本中但是勾选了自动复活 if (DungeonStage.CurrentMapType != MapType.OpenCountry || (DungeonStage.CurrentMapType == MapType.OpenCountry && HangUpSetModel.Instance.GetBool(HangUpAutoBoolType.isAutoReborn))) { switch (vNetData.Type) { case 0:// 安全区复活 case 0: _hero.Behaviour.StopHandupAI(); _hero.Behaviour.StopKillUntilDieAI(); break; case 2:// 花钱复活 case 3:// 道具复活 case 2: case 3: if (DTC0609_tagPlayerDie.isAutoFight) { _hero.Behaviour.StartHandupAI(); Fight/Actor/AI/HeroAI_Auto.cs
@@ -258,7 +258,6 @@ } } break; } @@ -267,7 +266,7 @@ { return; } if (m_DecideSkill != null) { _skill = m_DecideSkill; @@ -280,8 +279,7 @@ bool _forceMove = _skill.skillInfo.soFile != null && _skill.skillInfo.soFile.forceMove; if (!_forceMove && !IsSkillNeedMove(_skill.skillInfo.config.Tag, (E_SkillType)_skill.skillInfo.config.SkillType)) if (!_forceMove && !IsSkillNeedMove(_skill.skillInfo.config.Tag, (E_SkillType)_skill.skillInfo.config.SkillType)) { _hero.Behaviour.DoAttack(_skill); m_DecideSkill = null; @@ -361,14 +359,26 @@ if (_hero.Behaviour.IsComAtk(_skill.id)) { _hero.Behaviour.DoCommonAttack(); m_DecideSkill = null; m_UserClickSkillID = -1; if (m_DecideSkill != null && m_DecideSkill.id == _skill.id) { m_DecideSkill = null; } if (_skill.id == m_UserClickSkillID) { m_UserClickSkillID = -1; } } else { _hero.Behaviour.DoAttack(_skill); m_DecideSkill = null; m_UserClickSkillID = -1; if (m_DecideSkill != null && m_DecideSkill.id == _skill.id) { m_DecideSkill = null; } if (_skill.id == m_UserClickSkillID) { m_UserClickSkillID = -1; } } } Fight/Actor/AI/HeroAI_KillUntilDie.cs
@@ -113,7 +113,6 @@ m_TargetID = 0; _hero.aiHandler.currentType = E_HeroAIType.None; _hero.StopRush(); return; } // 攻击间隔中 @@ -174,10 +173,11 @@ bool _forceMove = _skill.skillInfo.soFile != null && _skill.skillInfo.soFile.forceMove; if (!_forceMove if (_target == null || (!_forceMove && !_hero.IsRushing // 不处于移动至目标 && !IsSkillNeedMove(_skill.skillInfo.config.Tag, (E_SkillType)_skill.skillInfo.config.SkillType)) (E_SkillType)_skill.skillInfo.config.SkillType))) { _hero.Behaviour.DoAttack(_skill); m_LimitOnce = true; Fight/Actor/HeroBehaviour.cs
@@ -116,61 +116,6 @@ m_WillUsedSkillID = skillID; 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()) { m_Hero.LockTarget = m_Hero.SelectTarget; } else { float _range = m_Hero.JobSetup.SearchEnemyDist * Constants.F_DELTA; m_Hero.LockTarget = m_Hero.SelectTarget = GAMgr.Instance.FindAtkTarget(m_Hero.Pos, _range, 360); } } _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 || !_fightTarget.CanAtked() || (_skill.skillInfo.config.Skillactmark == GAStaticDefine.Act_Roll && !m_Hero.IsRushing)) { bool _canCast = true; if (m_Hero.SkillMgr.CurCastSkill != null) { if (m_Hero.SkillMgr.CurCastSkill.SkillCompelete == false) { _canCast = false; } } if (_canCast) { if (skillID >= 0 && !IsComAtk(skillID)) { DoAttack(_skill); } else { DoCommonAttack(); } } m_WillUsedSkillID = -1; return; } if (_skill.skillInfo.config.CastTime > 0) { _skill.CSkillPrepareEnd = false; @@ -180,12 +125,15 @@ { byte _type = (byte)E_HeroAIType.KillUntilDie; KillUntilDieData _data = m_Hero.aiHandler.aiData[_type] as KillUntilDieData; _data.targetServerInstID = m_Hero.SelectTarget.ServerInstID; if (m_Hero.SelectTarget != null) { _data.targetServerInstID = m_Hero.SelectTarget.ServerInstID; } _data.defaultSkillID = m_WillUsedSkillID; m_Hero.aiHandler.currentType = E_HeroAIType.KillUntilDie; } if(OnUserClickSkill != null) if (OnUserClickSkill != null) { OnUserClickSkill(m_WillUsedSkillID); }