蝙蝠bug修复
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@ -190,6 +190,7 @@ public class Attack : MonoBehaviour
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BulletGamobj.GetComponent<Bullet>().bulletData.BulletSpeed *= (1 + roleBulletSpeedAdd);
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BulletGamobj.GetComponent<Bullet>().bulletData.BulletSpeed *= (1 + roleBulletSpeedAdd);
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BulletGamobj.GetComponent<Bullet>().Target = Target;
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BulletGamobj.GetComponent<Bullet>().Target = Target;
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BulletGamobj.transform.localScale=new Vector3(BulletGamobj.transform.localScale.x*(1+ BulletAddSize), BulletGamobj.transform.localScale.y * (1 + BulletAddSize), BulletGamobj.transform.localScale.z * (1 + BulletAddSize));//子弹放大
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BulletGamobj.transform.localScale=new Vector3(BulletGamobj.transform.localScale.x*(1+ BulletAddSize), BulletGamobj.transform.localScale.y * (1 + BulletAddSize), BulletGamobj.transform.localScale.z * (1 + BulletAddSize));//子弹放大
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// Debug.Log("子弹放大+++"+ BulletAddSize);
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BulletGamobj.transform.up = direction;
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BulletGamobj.transform.up = direction;
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BulletGamobj.transform.position = BulletStartPos.position;
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BulletGamobj.transform.position = BulletStartPos.position;
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bulltes.Add(BulletGamobj);
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bulltes.Add(BulletGamobj);
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@ -519,11 +520,10 @@ public class Attack : MonoBehaviour
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BulletGamobj.transform.up = scatterDirection; // 让子弹的"up"方向指向计算出的角度
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BulletGamobj.transform.up = scatterDirection; // 让子弹的"up"方向指向计算出的角度
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BulletGamobj.transform.position = position; // 更新子弹的位置
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BulletGamobj.transform.position = position; // 更新子弹的位置
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if (lastbulletLengthAdd != bulletLengthAdd)
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{
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// 根据 bulletLength 设置子弹的长度
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// 根据 bulletLength 设置子弹的长度
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BulletGamobj.transform.localScale = new Vector3(BulletGamobj.transform.localScale.x + bulletLengthAdd, BulletGamobj.transform.localScale.y, BulletGamobj.transform.localScale.z);
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BulletGamobj.transform.localScale = new Vector3(BulletGamobj.transform.localScale.x + bulletLengthAdd, BulletGamobj.transform.localScale.y, BulletGamobj.transform.localScale.z);
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}
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}
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}
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