Passion & UI
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@@ -30,13 +30,25 @@ namespace Cielonos.MainGame.Characters
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public partial class L1_Assault_Pawn
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{
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/// <summary>
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/// 近战攻击命中区域的反应 grace window 提前量(秒)。
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/// 允许玩家在伤害判定开始前提前格挡/闪避。
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/// </summary>
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private const float PunchReactionGraceBefore = 0.15f;
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/// <summary>
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/// 近战攻击命中区域的反应 grace window 延后量(秒)。
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/// 允许玩家在伤害判定结束后仍可格挡/闪避。
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/// </summary>
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private const float PunchReactionGraceAfter = 0.1f;
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private NormalArea GeneratePunch(string vfxName, AttackUnit attackUnit)
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{
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NormalArea punch = vfxData.SpawnVFX(vfxName, this, transform).GetComponentInChildren<NormalArea>();
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punch.Initialize<NormalArea>(this, Fraction.Player)
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.SetAttackSubmodule<NormalArea>(attackUnit)
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.SetTimeSubmodule<NormalArea>(1f)
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.SetTimeSubmodule<NormalArea>(1f, 0.1f, 0.04f, null, null, 0.1f)
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.SetHitSubmodule<NormalArea>();
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punch.SetImpulseSubmodule().WithCustomForce(transform.forward);
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punch.hitSm.AddHitSound(AK.EVENTS.POLYCHROME_LIGHTATTACKHIT);
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@@ -44,6 +44,11 @@ namespace Cielonos.MainGame.Characters
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PlayerCanvas.BossInfoUIArea.RemoveInfoUnit(this);
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//MainGameManager.Player.feedbackSc["NexusFinish"].Play();
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}
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if (MainGameManager.Player.viewSc.lockTargetModule.lockTarget == this)
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{
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MainGameManager.Player.viewSc.lockTargetModule.UnlockTarget();
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}
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base.Die();
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CombatManager.EnemySm.RemoveEnemy(this);
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