// Update is called once per frame void Update() { if (_roleDate.isBeHiting || _roleDate.isDie) { _gameBody.GetZongTuili(new Vector2(0, 0)); } if (_roleDate.isBeHiting || _roleDate.isDie || (_gameBody.IsGround && _gameBody.IsGetStand())) { //_gameBody.GetPlayerRigidbody2D().gravityScale = _recordGravity; _gameBody.isJumping = false; //print(" ******* 技能终止!!!!! "); ReSetAll(); IsStarting = false; } if (!IsStarting) { return; } if (GetComponent <AIBase>().IsTuihuiFangshouquing) { ReSetAll(); return; } //撞墙判断 if (_gameBody.IsShentiHitWall && !_roleDate.isDie) { //float vx = this.transform.localScale.x > 0 ? 0.2f : -0.2f; float vx = this.transform.localScale.x > 0 ? 400 : -400; print(" 身体 前面撞墙了!!!!! " + vx); _gameBody.GetZongTuili(new Vector2(vx, 0)); //GetZongTuili(Vector2.up * yForce); //_gameBody.GetPlayerRigidbody2D().velocity = new Vector2(vx, _gameBody.GetPlayerRigidbody2D().velocity.y); //print(_gameBody.GetPlayerRigidbody2D().velocity); //float __x = this.transform.position.x + vx; //print(vx+" --- "+this.transform.position); //this.transform.position = new Vector2(__x, this.transform.position.y); //print(this.transform.position); //IsKaqiang = true; return; } //if(_gameBody.GetDB().animation.lastAnimationName == "jumpUp_1"&& _gameBody.GetPlayerRigidbody2D().velocity == Vector2.zero) //{ // if (IsKaqiang) // { // IsKaqiang = false; // print("我靠 发什么神经!!!!!" + _gameBody.GetPlayerRigidbody2D().gravityScale); // float vx = this.transform.localScale.x > 0 ? 100 : -100; // _gameBody.GetZongTuili(new Vector2(vx, 100)); // } //} if (!_roleDate.isDie && IsJumpToPlayerPostion && IsStartXV && _gameBody.isInAiring && _gameObj) { //print("我进来没、、、、、、、、、、、、、、///////////////////////////////////-------------->"); StartVX(); } }