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fix: 🚑 fix the bug about moving

tags/v0.1.0
shangfengh 2 years ago
parent
commit
7d9af62d60
6 changed files with 8 additions and 5 deletions
  1. +1
    -1
      docs/游戏机制与平衡性调整更新草案.md
  2. +3
    -1
      logic/GameClass/GameObj/Character/Character.cs
  3. +1
    -1
      logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs
  4. +1
    -1
      logic/Preparation/Interface/ISkill.cs
  5. +1
    -0
      logic/Preparation/Utility/EnumType.cs
  6. +1
    -1
      logic/Preparation/Utility/GameData.cs

+ 1
- 1
docs/游戏机制与平衡性调整更新草案.md View File

@@ -57,7 +57,7 @@ v1.6
- 扣血则得分100×受到伤害/基本伤害(1500000) - 扣血则得分100×受到伤害/基本伤害(1500000)
- 技能惩罚(Punish)改为 - 技能惩罚(Punish)改为
- CD:45s - CD:45s
- “使用瞬间,在**视野距离/4范围内(不是可视范围)的**翻窗、开锁门、攻击前后摇、**使用技能期间**的捣蛋鬼会被眩晕(3070+**500***已受伤害/基本伤害(1500000))ms”
- “使用瞬间,在**视野距离/3范围内(不是可视范围)的**翻窗、开锁门、攻击前后摇、**使用技能期间**的捣蛋鬼会被眩晕(3070+**500***已受伤害/基本伤害(1500000))ms”
- 技能喝茶(HaveTea)(新增) - 技能喝茶(HaveTea)(新增)
- CD:90s - CD:90s
- 在有队友受过伤的情况下,使用瞬间,向当前方向瞬移3000(可以穿墙),如果会碰撞则失败。 - 在有队友受过伤的情况下,使用瞬间,向当前方向瞬移3000(可以穿墙),如果会碰撞则失败。


+ 3
- 1
logic/GameClass/GameObj/Character/Character.cs View File

@@ -361,7 +361,9 @@ namespace GameClass.GameObj
{ {
lock (actionLock) lock (actionLock)
{ {
if (playerState == PlayerStateType.Moving && IsMoving == 1) return PlayerStateType.Moving;
if (playerState == PlayerStateType.Moving)
if (IsMoving == 1) return PlayerStateType.Moving;
else return PlayerStateType.Null;
return playerState; return playerState;
} }
} }


+ 1
- 1
logic/Gaming/SkillManager/SkillManager.ActiveSkill.cs View File

@@ -341,7 +341,7 @@ namespace Gaming
|| character.PlayerState == PlayerStateType.UsingSkill || character.PlayerState == PlayerStateType.UsingSkill
|| character.PlayerState == PlayerStateType.LockingTheDoor || character.PlayerState == PlayerStateType.OpeningTheDoor || character.PlayerState == PlayerStateType.LockingTheDoor || character.PlayerState == PlayerStateType.OpeningTheDoor
|| character.PlayerState == PlayerStateType.ClimbingThroughWindows) || character.PlayerState == PlayerStateType.ClimbingThroughWindows)
&& gameMap.CanSee(player, character))
&& XY.DistanceFloor3(character.Position, player.Position) <= player.ViewRange / 3)
{ {
if (CharacterManager.BeStunned(character, GameData.timeOfGhostStunnedWhenPunish + GameData.factorOfTimeStunnedWhenPunish * (player.MaxHp - player.HP)) > 0) if (CharacterManager.BeStunned(character, GameData.timeOfGhostStunnedWhenPunish + GameData.factorOfTimeStunnedWhenPunish * (player.MaxHp - player.HP)) > 0)
player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenPunish + GameData.factorOfTimeStunnedWhenPunish * (player.MaxHp - player.HP))); player.AddScore(GameData.StudentScoreTrickerBeStunned(GameData.timeOfGhostStunnedWhenPunish + GameData.factorOfTimeStunnedWhenPunish * (player.MaxHp - player.HP)));


+ 1
- 1
logic/Preparation/Interface/ISkill.cs View File

@@ -66,7 +66,7 @@ namespace Preparation.Interface


public class Punish : ActiveSkill public class Punish : ActiveSkill
{ {
public override int SkillCD => GameData.commonSkillCD;
public override int SkillCD => GameData.commonSkillCD * 45 / 30;
public override int DurationTime => 0; public override int DurationTime => 0;
} }




+ 1
- 0
logic/Preparation/Utility/EnumType.cs View File

@@ -106,6 +106,7 @@ namespace Preparation.Utility
Inspire = 13, Inspire = 13,
ShowTime = 14, ShowTime = 14,
SparksNSplash = 15, SparksNSplash = 15,
HaveTea = 16,
} }
public enum PassiveSkillType public enum PassiveSkillType
{ {


+ 1
- 1
logic/Preparation/Utility/GameData.cs View File

@@ -214,7 +214,7 @@ namespace Preparation.Utility
public const int timeOfStudentStunnedWhenCharge = 2090; public const int timeOfStudentStunnedWhenCharge = 2090;


public const int timeOfGhostStunnedWhenPunish = 3070; public const int timeOfGhostStunnedWhenPunish = 3070;
public const int factorOfTimeStunnedWhenPunish = 300 / basicApOfGhost;
public const int factorOfTimeStunnedWhenPunish = 500 / basicApOfGhost;
public const int factorOfScoreWhenTeacherAttacked = 100;//每个 public const int factorOfScoreWhenTeacherAttacked = 100;//每个


public const int timeOfGhostSwingingAfterHowl = 800; public const int timeOfGhostSwingingAfterHowl = 800;


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