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a/DungeonShooting_Godot/src/game/activity/weapon/AiAttackEnum.cs b/DungeonShooting_Godot/src/game/activity/weapon/AiAttackEnum.cs index 9ee4dc5..ac8e343 100644 --- a/DungeonShooting_Godot/src/game/activity/weapon/AiAttackEnum.cs +++ b/DungeonShooting_Godot/src/game/activity/weapon/AiAttackEnum.cs @@ -40,4 +40,8 @@ /// 成功触发攻击 /// Attack, + /// + /// 攻击蓄力中 + /// + AttackCharge, } \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs b/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs index 15b54fc..5c9a069 100644 --- a/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs +++ b/DungeonShooting_Godot/src/game/activity/weapon/Weapon.cs @@ -2131,8 +2131,22 @@ /// /// Ai调用, 触发扣动扳机, 并返回攻击状态 /// - public AiAttackEnum AiTriggerAttackState() + public AiAttackEnum AiTriggerAttackState(AiAttackEnum prevState) { + var chargeFinish = false; + if (prevState == AiAttackEnum.AttackCharge) //蓄力中 + { + var enemy = (Enemy)Master; + if (!IsChargeFinish()) + { + enemy.Attack(); + return prevState; + } + + chargeFinish = true; + enemy.LockingTime = 0; + } + AiAttackEnum flag; if (IsTotalAmmoEmpty()) //当前武器弹药打空 { @@ -2169,7 +2183,7 @@ { flag = AiAttackEnum.AttackInterval; } - else if (_continuousCount >= 1) //连发中 + else if (_continuousCount >= 1 && (!chargeFinish || _continuousCount >= 2)) //连发中 { flag = AiAttackEnum.Attack; } @@ -2204,11 +2218,19 @@ } else //单发 { - flag = AiAttackEnum.Attack; - enemy.Attack(); - if (_attackFlag) + if (Attribute.LooseShoot && Attribute.MinChargeTime > 0) //松发并蓄力攻击 { - enemy.LockingTime = 0; + flag = AiAttackEnum.AttackCharge; + enemy.Attack(); + } + else + { + flag = AiAttackEnum.Attack; + enemy.Attack(); + if (_attackFlag && _attackTimer > 0) + { + enemy.LockingTime = 0; + } } } }