add:打包各个场地
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@@ -71,7 +71,7 @@ public class TortoiseSprintAttack : Action
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// 面向移动方向
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boss.transform.rotation = Quaternion.LookRotation(dir);
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//Vector3.Distance(boss.transform.position.ReflectVectorXOZ(),targetPos.ReflectVectorXOZ())
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// 等待到达
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while (!boss.aiPath.reachedEndOfPath)
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{
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@@ -116,7 +116,7 @@ public class TortoiseSprintAttack : Action
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IEnumerator RotateAndTrample(Quaternion targetRot)
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{
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// 先转向
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while (Quaternion.Angle(boss.transform.rotation, targetRot) > 1f)
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while (Quaternion.Angle(boss.transform.rotation, targetRot) > 2.5f)
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{
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if (boss.isDead)
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{
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@@ -157,7 +157,7 @@ public class TortoiseSprintAttack : Action
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Quaternion targetRot = Quaternion.LookRotation(dir);
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while (Quaternion.Angle(boss.transform.rotation, targetRot) > 1f)
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while (Quaternion.Angle(boss.transform.rotation, targetRot) > 2.5f)
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{
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if (boss.isDead)
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{
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@@ -84,9 +84,9 @@ public class OctopusBoss : Enemy
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{
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base.Show();
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GameInit.Ins.self.SetAiPath(false);
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GameManager.Ins.CreateEnemySkillTip(transform.position.ReflectVectorXOZ()+new Vector3(0,-0.8f,0),3.5f);
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GameManager.Ins.CreateEnemySkillTip(transform.position.ReflectVectorXOZ(),3.5f);
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transform.position = new Vector3(transform.position.x, -8, transform.position.z);
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transform.DOMoveY(-0.8f, 4f).OnComplete(() =>
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transform.DOMoveY(0f, 4f).OnComplete(() =>
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{
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isShowEnd = true;
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});
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