修子弹击中多个敌人的bug
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@ -87,6 +87,7 @@ public class Bullet : MonoBehaviour
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[Header("子弹碰撞体")] public Collider2D Collider2D;
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[Header("子弹特效预制体")] public List<GameObject> effectPres=new List<GameObject>();
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private float timer = 0;
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[Header("×Óµ¯¹¥»÷ÊýÁ¿")] public int NumberOfBulletAttacks = 1;
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private void Update()
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{
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switch (this.bulletMoveType)
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@ -118,6 +119,9 @@ public class Bullet : MonoBehaviour
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (NumberOfBulletAttacks > 0)
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{
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NumberOfBulletAttacks -= 1;
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//Debug.Log("进入检测范围");
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Role Crole = collision.gameObject.GetComponent<Role>();
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if (Crole)
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@ -131,6 +135,7 @@ public class Bullet : MonoBehaviour
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Crole.PlayerBuff.Add(buff);
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}
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}
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Crole.ApplyBuffs();
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Debug.Log(this.role.gameObject.name + "进行攻击计算");
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@ -174,7 +179,8 @@ public class Bullet : MonoBehaviour
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if (effectPres.Count == 1)
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{
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GameObject go = Instantiate(effectPres[0], collision.transform);
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go.transform.position = new Vector2(collision.transform.position.x, collision.transform.position.y + 0.2f);
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go.transform.position = new Vector2(collision.transform.position.x,
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collision.transform.position.y + 0.2f);
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go.GetComponent<Huo>().bullet = this;
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Crole.FlashRedEffect();
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//Debug.Log("创建火焰");
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@ -187,8 +193,10 @@ public class Bullet : MonoBehaviour
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{
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if (effectPres.Count > 1)
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{
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GameObject go = Instantiate(effectPres[Random.Range(0,effectPres.Count-1)], collision.transform);
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go.transform.position = new Vector2(collision.transform.position.x, collision.transform.position.y-0.2f);
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GameObject go = Instantiate(effectPres[Random.Range(0, effectPres.Count - 1)],
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collision.transform);
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go.transform.position = new Vector2(collision.transform.position.x,
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collision.transform.position.y - 0.2f);
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collision.transform.GetComponent<enemy>().SlowDown(0.2f, 3f);
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Crole.FlashRedEffect(1, 3f);
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@ -197,8 +205,12 @@ public class Bullet : MonoBehaviour
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}
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}
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}
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else
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{
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}
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}
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private float lastDamageTime = 0f;
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private void OnTriggerStay2D(Collider2D collision)
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{
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