地图初步
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@@ -47,7 +47,7 @@ namespace Cielonos.MainGame.Characters
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}
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}
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public void SmartTurnToTarget(CharacterBase target, float maxTurnAngle = 150f)
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public void SmartTurnToTarget(CharacterBase target, float maxTurnAngle = 360f)
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{
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Vector3 directionToTarget = (target.centerPoint.position - owner.centerPoint.position).Flatten();
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if (directionToTarget.sqrMagnitude < 0.001f) return;
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@@ -157,8 +157,8 @@ namespace Cielonos.MainGame.Characters.Inventory
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{
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if (autoRotate)
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{
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float angleLimit = player.viewSc.lockTargetModule.isLocking ? 240 : 150;
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player.landMovementSc.SmartTurnToTarget(target, angleLimit);
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//float angleLimit = player.viewSc.lockTargetModule.isLocking ? 240 : 150;
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player.landMovementSc.SmartTurnToTarget(target);
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}
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if (keepAdsorption)
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@@ -309,7 +309,7 @@ namespace Cielonos.MainGame.Characters.Inventory.Collections
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.SetAttackSubmodule<NormalArea>(attackUnit)
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.SetTimeSubmodule<NormalArea>(1f, 0.02f)
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.SetHitSubmodule<NormalArea>()
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.SetForceSubmodule<NormalArea>(1.5f, true);
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.SetForceSubmodule<NormalArea>(2f, true);
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slash.attackSm.breakthroughAction = (enemy, hitPosition) =>
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{
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@@ -355,7 +355,7 @@ namespace Cielonos.MainGame.Characters.Inventory.Collections
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.SetAttackSubmodule<NormalArea>(attackUnit)
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.SetTimeSubmodule<NormalArea>(1f, 0.04f)
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.SetHitSubmodule<NormalArea>()
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.SetForceSubmodule<NormalArea>(3f, true);
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.SetForceSubmodule<NormalArea>(4f, true);
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slash.attackSm.breakthroughAction = (enemy, hitPosition) =>
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{
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@@ -386,7 +386,7 @@ namespace Cielonos.MainGame.Characters.Inventory.Collections
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.SetAttackSubmodule<NormalArea>(attackUnit)
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.SetTimeSubmodule<NormalArea>(1f, 0.04f)
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.SetHitSubmodule<NormalArea>()
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.SetForceSubmodule<NormalArea>(3f, true);
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.SetForceSubmodule<NormalArea>(4f, true);
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slash.attackSm.breakthroughAction = (enemy, hitPosition) =>
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{
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@@ -414,7 +414,7 @@ namespace Cielonos.MainGame.Characters.Inventory.Collections
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.SetAttackSubmodule<NormalArea>(attackUnit)
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.SetTimeSubmodule<NormalArea>(1f, 0.04f)
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.SetHitSubmodule<NormalArea>()
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.SetForceSubmodule<NormalArea>(10f, true);
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.SetForceSubmodule<NormalArea>(8f, true);
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slash.attackSm.breakthroughAction = (enemy, hitPosition) =>
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{
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