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修改bug

DESKTOP-FB72PO8\Administrator 2 天之前
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121050802a

+ 1 - 1
Assets/Scenes/testCombat.scene

@@ -2394,7 +2394,7 @@ PrefabInstance:
       objectReference: {fileID: 0}
     - target: {fileID: 9214784224709271120, guid: 1076536f8fdf47942aa287592c6a8b19, type: 3}
       propertyPath: m_IsActive
-      value: 1
+      value: 0
       objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedGameObjects: []

+ 1 - 1
Assets/Scripts/GameLogic/Combat/CombatState/CombatUpdateState.cs

@@ -32,7 +32,7 @@ namespace GameLogic.Combat.CombatState
             CombatHeroEntity playerHeroEntity = CombatController.currActiveCombat.playerHeroEntity;
             if (playerHeroEntity != null)
             {
-                playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight);
+                playerHeroEntity.CombatAIBasic.ChangeState(CombatHeroStateType.Flight,isQiangZhi:true);
                 playerHeroEntity.CurrCombatHeroInfo.Shield = playerHeroEntity.MaxCombatHeroInfo.Shield;
                 CombatCalculateTool.Instance.Recover(playerHeroEntity,
                     playerHeroEntity.GetMainHotPoin<CombatHeroHitPoint>(), 999999, AttType.Normal, HarmType.Default,

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3101.cs

@@ -74,7 +74,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
             
             BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
             cBetterList.Add(lifetCycleHitPoint);
-            ActivationTimeLineData("gongji", currTarget: cBetterList);
+            ActivationTimeLineData("sk1_hit", currTarget: cBetterList);
             SkillPlayFinish();
             
             // HarmReturnInfo harmReturnInfo = CObjectPool.Instance.Fetch<HarmReturnInfo>();

+ 1 - 1
Assets/Scripts/GameLogic/Combat/Skill/MagicSkill/S3301.cs

@@ -105,7 +105,7 @@ namespace GameLogic.Combat.Skill.MagicSkill
 
             BetterList<ILifetCycleHitPoint> cBetterList = new BetterList<ILifetCycleHitPoint>(1);
             cBetterList.Add(lifetCycleHitPoint);
-            ActivationTimeLineData("gongji", currTarget: cBetterList);
+            ActivationTimeLineData("sk1_hit", currTarget: cBetterList);
             SkillPlayFinish();
             // TimeLineEventLogicGroupBasic timeLineEventLogicGroupBasic =
             //     ActivationTimeLineData("sk1_xiaoshi");