DESKTOP-FB72PO8\Administrator 2 mēneši atpakaļ
vecāks
revīzija
c21015c3ba

+ 2 - 2
Assets/Art/VFX/FXPrefabs/TestZhiDan.prefab

@@ -103,7 +103,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!4 &5958988623178059938
 Transform:
   m_ObjectHideFlags: 0
@@ -137,7 +137,7 @@ MonoBehaviour:
   isPenetrate: 0
   isUseCustomTargetEndPos: 0
   customTargetEndPosIndex: 0
-  speed: 5
+  speed: 60
   isTriggerGroundEnd: 0
   GroundHitFxName: 
   maxDis: 20

+ 0 - 4
Assets/Scenes/testCombat.scene

@@ -1511,10 +1511,6 @@ PrefabInstance:
       propertyPath: m_Name
       value: TestZhiDan
       objectReference: {fileID: 0}
-    - target: {fileID: 7418631031068801307, guid: 2d3594b655f787f4e89cff82e081765e, type: 3}
-      propertyPath: m_IsActive
-      value: 0
-      objectReference: {fileID: 0}
     m_RemovedComponents: []
     m_RemovedGameObjects: []
     m_AddedGameObjects: []

+ 3 - 3
Assets/Scripts/Core/Utility/BesselPath.cs

@@ -31,11 +31,11 @@ namespace Core.Utility
 
         public Vector3 GetValue(float t)
         {
-            Vector2 a = PosList[0];
+            Vector3 a = PosList[0];
             for (int i = 1; i < PosList.Count; i++)
             {
-                Vector2 b = PosList[i];
-                Vector2 c = Vector2.Lerp(a, b, t);
+                Vector3 b = PosList[i];
+                Vector3 c = Vector3.Lerp(a, b, t);
                 a = c;
             }
 

+ 6 - 1
Assets/Scripts/GameLogic/Paritcle/ParitcleLogic/FxParabolaBulletLogic.cs

@@ -50,7 +50,8 @@ namespace Common.Combat.FxAILogic
             }
 
             Vector3 CrossNormalized = Vector3.Cross(CurrPos, endPos).normalized;
-            Vector3 pos2 = (endPos - CurrPos) * 0.5f + CurrPos + CrossNormalized * 3;
+            CrossNormalized = new Vector3(CrossNormalized.x, 0, CrossNormalized.z);
+            Vector3 pos2 = (endPos - CurrPos) * 0.5f + CurrPos + CrossNormalized * Random.Range(-15,15);
             List<Vector3> PosList = new List<Vector3>();
             PosList.Add(CurrPos);
             PosList.Add(pos2);
@@ -141,6 +142,10 @@ namespace Common.Combat.FxAILogic
             _currPos = movePos;
             gameObject.transform.position = _currPos;
 
+            if (currTime >= 1)
+            {
+                Dispose();
+            }
 
             // if (!isTriggerGroundEnd)
             // {