double unbeatable_time = 0; //处于无敌时间的计时器(大于0时处于无敌) #endregion Fields #region Constructors //xxx连击判定 public Player() { SlowMoveEffect = new NormalSlowEffect(Stage1State._textureManager, Position); particle_collider = new ParticleColiiders.HitOut_ParticleCollider(Position); }
bool allowAttackRush = true; //是否允许技能进攻(能量值不足时,不到冷却时间结束不允许再次技能) //xxx连击判定 public Player() { SlowMoveEffect = new NormalSlowEffect(Stage1State._textureManager, Position); particle_collider = new ParticleColiiders.HitOut_ParticleCollider(Position); }