
1.编写以撒的受击逻辑 (1.利用基类的受击逻辑 (2.具有开关表示此时是否狂暴 (3.重写以撒的onBeHit ((1.当此时狂暴,能够被攻击,模仿其他怪物受击逻辑,并触发狂暴解除函数 ((2.当未狂暴,虽然击中,但是无事发生 (4.完善解救男童逻辑,当有男童被解救且未处于狂暴状态,使其狂暴 (5.编写狂暴函数,当触发狂暴时: ((1.将其攻击间隔时间改为狂暴时攻击间隔 ((2.修改生成鬼魂时的逻辑,使其生成时加上一个颜色向量,控制其红色通道。通常状态向量为0,狂暴状态修改向量为红色。 ((3.石像开始高频率低幅度震动 (6.编写狂暴解除功能 ((1.恢复攻击间隔至普通攻击间隔 ((2.修改狂暴颜色向量为零向量 ((3.停止石像震动 2.修改鬼魂的攻击逻辑,只有当冲撞的时候会开启碰撞体 *:修复Bug: (1.修复鬼魂使用落雷时,无法正确找到场景内的落雷物体的问题 (2.修复被攻击时仍能继续解救男童的问题 至此,以撒的Boss逻辑基本开发完毕 至此,三个Boss的逻辑均基本开发完毕
57 lines
2.0 KiB
Plaintext
57 lines
2.0 KiB
Plaintext
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